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Make Your Move 8: -TOP 50 POSTED-

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Happy Halloween Everyone :D

TATARI


“Boring, boring! Humans are so boring! Kill yourselves! Kill yourselves!”



Of the 27 Dead Apostle Ancestors, the 13th is the most mysterious. Unlike the other vampires, the TATARI does not have a real body, and does not even truly exist. He is instead a mere phenomenon of the world, a concept fueled by rumors and nightmares, and thus can no more be killed than you can kill thought or language. His power is fueled by his reality marble, the Night of Wallachia, which transforms fears and nightmares into reality, summoning him into the world to suck it dry. It looks upon the entire world as if it were merely a stage, and sees everything as if it were merely a play. He takes his current name, Wallachia, from the first time he was ever summoned, a province of Romania where the people feared that their lord was a vampire. Their fears came true, and he sucked the entire region dry under the guise of Dracula.

However, under the Crimson Moon, he is forced to revert into his original form, the vampire Zepia Eltnam Oberon. An insane vampire who cries more blood than he drinks, his thirst is never ending, and his ability to manipulate nightmares and shadows remains alongside the superhuman abilities of a vampire. In addition, his cape acts as an incredibly sharp blade which he can manipulate into various shapes.

He also has the biggest smile. See?



“KI KI KI KI KIKIKIKIKIKIKIKI!”


Stats -
Traction: 10
Range: 8
Power: 8
Size: 8
Fall Speed: 7
Air Speed: 7
Jumps: 5
Attack Speed: 4
Weight: 3
Move Speed: 2

Wallachia plays defensively on the ground, but has a very dangerous approach while in the air. While he's not too terribly fast, his attacks have good range, strength, and priority, making it very difficult to overpower him in combat as well.
Specials -



Down Special – Night of Wallachia

Spinning in the air, Wallachia wraps his cape around his body, transforming into a dark sphere floating in the sky. While in this state he has complete invulnerability to all attacks, but cannot move or attack either. He is essentially removed from the game to serve as a spectator, hovering above the stage.

"The curtain is raised,"

For upon entering into this state, Wallachia releases his curse, generating an enemy out of his opponent's own fears and nightmares; a dark version of themselves. This dark clone plays exactly like the character does, with the exact same stats, speed, and moves, and even keeps Wallachia’s damage percentages. This is why he is also called TATARI, or ‘curse’, because he becomes the very fear that people have in the area he is in. The nightmare copy isn’t perfect though; Wallachia has triple the trip rate and is doubly affected by move decay. He also suffers from stamina similar to the Pokemon trainer, where after about a minute (less for each smash or special used) all of his moves will be fully exhausted and he’ll move at half speed.

In order to exit this state, you must jump into the sphere in which Wallachia has hidden himself in. Doing so, or being KO’d, will cause the sphere to disappear and Wallachia to return (at the cost of a stock if he was KO’d though). Wallachia can only do this once per stock, and is in freefall when he exits this state.

So what is the advantage of using this to you? Well, besides being able to utilize what the other player’s character might be able to do more effectively, every move that Wallachia performs in this state is kept to be used for later. How? Read on.


Neutral
Special – Etherlite



Zepia flicks his hand forward, cracking a thin, almost invisible whip out of his fingertips. This is Etherlite, a tool used by the Eltnam family of alchemists to read and control minds and collect information. The whip has a range of about a battlefield platform, and deals no damage, but instead grabs foes that are hit by it, leaving them stunned.

Wallachia can then press A to pull the opponent into his grab, or press B to yank the Etherlite out, taking control of the foe himself. The opponent still can button mash out like a normal grab, but until they escape, he is free to control them, forcing them to run away or even suicide offstage.

But wait, there's more! If you hold out the button, shadows will fly out of the end, allowing Wallachia to summon a nightmare to attack for him for a short period. Pressed normally, a simple shadow will fly forward, dealing 3% damage and mild hitstun, a fairly weak projectile attack.

Wallachia can summon the foe’s own nightmare form to fight though as well! Press an input for an attack that Wallachia landed while in his Night of Wallachia state during the start-up period, and the opponent’s own nightmare will jump out and rush down the foe to perform the exact same attack. You can even string multiple attacks in a row into a single nightmare, but beware that this increases the lag before the attack is released, so you can be hit out of it before the nightmare is sent out. Hit the foe with their own smash, and follow up so they can’t escape their attack.

The nightmare is nigh indestructible. The only way to kill it is to hit it with the exact same attack it’s using, in which case the real one will cancel out TATARI’s fake.



Side
Special – Cutting Wheel

"Reverse the birth, reverse death, reverse the world, and spin spin spinspinspinSPIN!!!"


Diving forward, Wallachia flips into a quick forward roll, his entire body shifting into a wheel rolling along the ground or through the air. He charges through very quickly, and can still use his jumps, but can't turn around. His cape forms a disjointed hitbox, making him very difficult to hit in this form, similar to Meta Knight's Mach Tornado.

If he strikes someone while slicing across the stage, he deals 12% damage and fairly strong knockback that won't KO until high percentages. Hitting someone or releasing the button causes him to exit the roll, taking just a few frames.

Needless to say, this is an excellent approaching option on the ground or in the air, but does have its weaknesses. When used in the air, Wallachia is left in his helpless state at the end of the attack, because it counts as a recovery move, but when used on the ground, the attack loses its transcendent hitbox.


Up Special – Vanishing Cloak

Zepia flourishes his cape, and spins in place once, his cape whirling around him, completely enveloping him. He then disappears in a puff of black smoke, only for him to open his cloak a short distance away in whatever direction the control stick is pointed. Opponents who are caught in the smoke take 5% damage and mild hitstun, while foes that Wallachia hits in front of him with his cloak are teleported with him and knocked away with knockback that kills at around 120%. Wallachia is left helpless at the end of this attack unless he manages to hit someone with it, or if he lands on the ground, in which case it auto-cancels, letting him freely switch into his melee moves.




Standards -
Jab – Bad News

Wallachia slashes out with his nails, but it is not the nails that he seeks to strike the foe with. Dark shadows are summoned into existence as he slices, and they stretch forth with a great deal more range than his claws do, leaving large claw marks in the air in front of him. These shadows are the materialization of all the virtual information of fear and rumors that he has collected, given shape.

His jab is a two-hit combo. First he rakes his claws down, four lines of shadow downwards that deals 8% damage, then he slashes upwards for another 8% damage with surprisingly good knockback for a jab, killing around 140%. The move is slightly slow, but has range and priority such that it is very difficult to punish. Useful as a quick poke or a powerful two-hit combo.


Forward Tilt – Slicing Cape

Wallachia spins in place, his cape billowing out as it swipes around him like a silken knife. The attack hits with long range in front and behind him, striking in front of him first, then behind, then in front of him again, dealing 11% damage for each slice. However, the attack also has a long duration, making it vulnerable if the opponent jumps from it.

Up Tilt – Cape Flourish

Wallachia throws his cape forward like a dramatic opera villain, blowing it upwards in front of him. Opponents caught by his cape are thrown upwards into the air by a grab hitbox that outprioritizes any enemy attack. After the opponent reaches the apex of the jump, they automatically fastfall downwards. This attack does only 8% damage, and is slightly slow, but is good for mixing up opponents and killing momentum.

Down Tilt – Cape Guard

Wallachia crouches down, and his cape flies over his head of its own volition and stabs the area directly in front of him. This deals 7% damage, but just pokes foes. It’s not particularly fast, but the cape hits around his entire body, making it fairly safe to use.

Dash Attack – Malice

Zepia rushes straight ahead and holds both of his claws back, then does a double slash in front of him with shadow boosted nails, dealing 16% damage. While this attack is very powerful, and can kill at relatively low percentages, Wallachia’s slow dash speed and lag on this attack makes it a risky move to use, and will generally be better off with a safer attack.

Smashes -

Forward Smash – Shroud of Slaughter

Stretching a hand forward, the TATARI's cape leaps forward with a mind of its own, sweeping in a wicked upward slash, skewering any opponent in its path. There are two hitboxes attached to this move. If a foe is glanced by it or hit by the edge of the cape, they take 13-18% damage and are knocked back a ways.



If Wallachia strikes them with the tip of the cape, he pierces through and impales the foe on the cape, dealing 22-28% damage. Wallachia laughs as the opponent hangs helplessly, then slams the foe into the ground, leaving them sprawled on their back. Like most forward smashes, you can control the angle of this attack and manipulate it to strike from different angles. It can serve as good anti-air or as a powerful disincentive for foes to approach.

Up Smash – Hurricane of Darkness


Wallachia throws his hand up and shadows dance along the ground, spinning into a twister of pure darkness. The swirling nightmare is generated about a battlefield platform in front of him, and stretches about as far across as Meta Knight's Mach Tornado, but is about twice the height of Ganondorf. It travels forward at about the speed of Jigglypuff’s run, and lasts for about two seconds.



Opponents caught in this maelstrom are thrown back and forth inside before being tossed upwards for very high knockback, perfect for killing or for pursuing with anti-air. Enemies take 13-39% damage, exactly how much depending on charge, DI, and how close to the bottom of the twister they were in when they were first hit. Enemies caught at the top can DI out quickly for almost no damage, while enemies at the bottom get sucked in for every hit, making it best as a launching move rather than an anti-air attack.

Down Smash – Mr. Twister

Wallachia starts to spin in place, and his cape flows around him as shadows swirl around him, similar to his jab. These shadows cut any foes who touch them, dealing 17-29% damage and pretty good knockback, with a long duration similar to Pikachu’s Down Smash. It’s essentially a smaller version of his Up Smash, but a far more defensive one, and has better horizontal knockback potential. Zepia throws his head back and laughs at the end of the attack.


Aerials -

Neutral Aerial – Spinning! Spinning! Spinning!

“Kutto, Kutto, Kutto! Kutto! KuttoKuttoKuttoKUTTOKUTTOKUTTOKUTTO!KUTTO!KUTTO!KUTTO!!!”

Wallachia’s appearance becomes hazy as he spins in place once, saying “Cut!”. His body appears like a red and black disk, and deals 1% damage and light knockback, with a fair bit of ending lag. If you tap the button again though, Wallachia will spin slightly faster, saying “Cut!” more excitedly, dealing 1% on contact again. Rapidly tap the button, and he will continually scream “Kutto!” while swirling like a disc through the air. As you build up speed, you also gain the ability to use directional influence to move Zepia through the air as he spins, eventually zooming across the sky as he hits again and again.

You can only keep up this assault for about two seconds, at which points he drops out of the air, helpless. Landing on the ground in the middle of this move also punishes him with massive ending lag. This is a fantastic pursuit option in the air though, and can rack up damage or get you closer. Beware getting too much momentum though, as it’s not unheard of for a player to miss, fly off the edge of the stage, and suicide by accident, or ram into the stage and leave themselves open for punishment. Used correctly though, this is essentially a more mobile Mach Tornado without the ability to trap foes. The value of that should be obvious.

Forward Aerial – Cape Point

How many names can you come up with for hitting someone with your cape anyways?

Wallachia motions forward with his hand, and his cape springs to life, forming a blade in front of him pointing in a slightly downwards angle. This attack has a long duration and deals 12% with good range, making it his go to attack at mid-range in the air. It is one of his slowest aerials though, and has punishable end lag. It can also be very dangerous out of a shorthop though, as it auto-cancels if Zepia lands during it.

Back Aerial – Dramatic Cape

Raising his hands, Wallachia’s cape blows backwards as if a strong, dramatic wind is flowing past him. Besides looking good, this attack dealing 9% damage and has a push effect on enemies even if it misses, making it a good option for gimping as well if the time is right for it. It has minimal end lag too. The awkward hitbox makes it hard to actually hit with unless the foe is basically on top of him though.

Up Aerial – Shadow Spiral

Zepia raises his claws to the air, and shadows dance around. After a moment, he spins in place, a small tornado of shadow surrounding him, a cone with the tip at the end of his nails. Contact deals multiple hits of 4% damage and knocks the foe upwards to the tip, where they are spiked up for high knockback, KOing at 130% from a shorthop, lower at greater heights. Average end lag, and it auto-cancels, like several of his other attacks.

Down Aerial – Claw Savage

Wallachia flips upside down, laughing to himself as he rapidly strikes below him with his claws. Each hit does 5% damage and knocks him upwards slightly if it hits, dealing up to 15% damage. Unfortunately, it only really works if Wallachia is right on top of a foe, but it can rack up damage pretty effectively if it does. Ending lag is significant, as Wallachia rights himself in midair.


Grab Game -


“I invite you to my feast of blood.”

Grab – Enter the Nightmare

Wallchia leans backwards, then suddenly reaches forward, claws extended, for a slightly slow but very long ranged grab. If he does grab someone, he pulls them in, chuckling to himself lightly. For his pummel, Wallachia bites into the foe’s neck, drinking their blood and dealing 5% damage a second. This blood doesn’t heal TATARI though, as he cries out all the blood he ends up drinking, which splashes on the ground. Ah well though, at least he enjoys it.

Back Throw – Etherlite Bondage


Zepia pulls out some Etherlite, last seen in his Neutral Special. This time though, he tosses it around his foe, chaining them to him, and slams them into the ground for 7% damage. The foe is now chained to Wallachia for the length of his grab, and Wallachia is free to wreck havoc on them with his moves until the foe escapes. The opponent can still fight back, but moves like Wallachia’s Neutral Aerial, Down Tilt, etc. can all wrack against the foe easily, especially when combined with moves stolen from the enemy himself.

Forward Throw – Look Into My Mystic Eyes

Wallachia smiles as he nears his face to his opponents, who stares into his… well, they’re more like bloody sockets than eyes, but the ability common to all vampires still exists, albeit weakened. With his Mystic Eyes of Enchantment, Wallachia makes it twice as hard for the foe to escape his next grab, allowing him to abuse his Neutral Special, Pummel, or Back Throw even more… Best of all, even though it does no damage, it counts as a grab release, meaning it usually can combo into his Up Tilt too.

Down Throw – Stop Moving!

Wallachia knocks the foe down, and starts to beat on him, cackling as he rips the opponent into a bloody mess as they lie defeated. This throw deals a massive 17% damage, but Wallachia laughs at the end of the attack, actually making him the punishable one at the end as the opponent lies prone and half-ripped to shreds.

Up Throw – Whirlwind of Nightmares

Wallachia spins around with his cloak, and raises his hands, causing shadows to dance into another tornado of darkness, trapping the foe in for multiple hits adding up to 12% before shooting them up into the air where Zepia can approach. A good set up move, and easily his best one without something else to consider.


Final Smash -


“Time for the Curtain Call.”

Wallachia raises his hand dramatically, laughing to reveal his final act, Night on the Blood Lier. A huge storm of darkness is generated, swirling around the stage and knocking all the foes into the air. But that’s not enough for the TATARI though. In fact, he’s brought some of his favorite nightmares to join the show! How bad could it be?



For the uninitiated in Tsukihime, from left to right that’s Arcueid, an insane True Ancestor, Akhia Vermillion, a demon-human hybrid, and Nero Chaos, a vampire who eats people whole and incorporates them into his body. You’re screwed.

All three proceed to rush down the enemy while they’re tossed about in the winds of the shadow hurricane; Arcueid throwing rings of blood that deal 15% damage and home in on foes, Nero Chaos slamming the foe with a giant claw, and Akhia blasting the enemy with fire. All in all it’s basically a difficult dodge-fest until it ends or you manage to escape by DIing above.

Of course if you do manage to escape, Wallachia swoops in from above and slashes the foe away, dealing another 35% damage and KOing them. Nobody escapes the curtain call.


Playstyle -


“Where’s the FUN?”

Wallachia is a pretty interesting character to play as. When playing as him, his primary objective is really just to toy with his foes; he sends them up into the air where he can dominate them with his aerials and specials, pushes them around with his Neutral Special and Up Special, and yanks them towards him with his grab, only to force them to suicide KO or pull them around like an abused puppy on a leash. And of course, to toy with the foe’s mind above all, send their very own attacks at them by creating a nightmare of their very own, completely with their own dark persona.

Night of Wallachia is usually how you’re going to want to start the game off, unless the character in question has some massive benefit to playing at higher damage percentages, like Lucario. Either way, you’ll want to try to hit the foe with their own best moves, even their KO moves early on, as it’s those attacks that you’ll want to be using later by producing them from shadows. Attacks that are hard to hit are arguably more useful in Wallachia’s hands, as he can try to force the foe into their own attack, but as Wallachia must land an attack on the foe in order to use it himself, you’ll have to take what you get.

Once you’ve decided you’ve had enough of the opponent’s form, probably around the time when you’re getting close to exhausting, return to your true form and let the real games begin.

You’ll want to keep the foe away in order to set up strings of attacks with Etherlite. Create a trap by sending an Up Smash the opponent’s way, trapping them in an Up Throw, blowing them away with your back air, or any other high knockback attack, and then teleport or wheel away to set up a string of attacks for your nightmare clone to peform. Approaching together, you have twice the chance of landing those attacks and devastating the opponent with vicious, fluid combos.

But that’s not the only way, and even with that method, it’s hard for Wallachia to get the space and time he wants. Plus, if the foe is smart, they can cancel out any string of attacks with a single, well-timed move. If you want to be truly effectively, you’ll want to be even trickier. Send out two clones, send out a quick, strong attack and teleport to the other side to force the foe into it with your Down Smash, Down Tilt, or Jab. Feint an attack, and hit them when they try to avoid it with another move. Use your Back Throw to trap the foe between two characters beating them down, or control your enemy with Etherlite and force them into their own charged up smash. The possibilities are endless with a few good attacks copied from a foe and thinking on your feet.

“Ad-libbing is far more enjoyable, in both drama… and slaughter ,”

Even without support from nightmare shadows, Wallachia is powerful enough to stand on his own with his strong smashes, control of foes, and brilliant ability to control the air. With his Neutral Air and Forward Air alone he can peg at foes from the skies, or launch foes with one of his numerous attacks to combo into his Up Air for a kill. Wallachia can approach aggressively with a multitude of options, but he can easily shift into being defensive with a number of attacks with long, extended hitboxes. Control the flow of the match, and peg away at the foe.

When it comes to getting the kill, there are a number of ways to go for it. If you focus on air juggling, your Up Air will probably be your killing move of choice, although Up Smash may come as a close second. The Forward Air can easily knock foes into pits, and his Forward Smash and jab can be deadly too. For the more sadistic users, Etherlite after a boost from Mystic Eyes can force enemies to run helplessly off the stage to their deaths. Of course, to get really dangerous, you can use your foe’s own KO moves against them. Knock them into their own best attack, send shadows after them to knock them away. You can even use Etherlite to force someone to walk right into their own best attack, for the ultimate in dramatic irony.

The game is your stage, and the match your debut. Bring your actors and actresses into the limelight, and, with the final curtain call, bring the end to a beautiful tragedy.
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
A flyinfilipino and TWILTHERO production!


Raimundo? He's the Xiaolin Dragon of the wind (and the best Xiaolin apprentice (WARY)). Obviously, he controls a lot of wind. He's a relaxed kind of guy, but when the Xiaolin apprentices need him, he's there (despite him betraying them once). As the Dragon-in-training of the Wind, Raimundo's attacks include Typhoon Boom and Wudai Star Wind. In epidodes such as "Pandatown" he has displayed the ability to fly using wind. Although he was the last to rise to Xiaolin Apprentice, Raimundo was the first to rise to the rank of Shoku Warrior, and team leader. Raimundo can combine his element with the Sword of the Storm and the Eye of Dashi. Raimundo's Wudai Weapon is the Blade of the Nebula, a blue glass sword that bears a strong resemblance to the Sword of the Storm. His Elemental Shen Gong Wu is the Crest of the Condor.

In Smash Bros, Raimundo brings an arsenal of different Shen Gong Wu. He's ready to blow the opponent away...literally.​


Size - 7/10
Roughly around the same size as Pit, Rai is.

Weight - 5/10
While he's not Jigglypuff light, he won't be lasting long.

Power - 7/10
Raimundo excels at high knockback moves, though damage leaves something to be desired.

Ground Speed - 7.5/10
Raimundo runs decently fast, moving at the pace of Marth's.

Attack Speed - 6/10
It's a bit of a mixed job here, though overall, he has more faster moves than slow ones.

Traction - 5/10
Roughly average here.

Jumps - 8/10
With the power of the wind, Rai has some good jumps.

Falling Speed - 5/10
He moves slowly when he's falling.

Range - 8/10
Really good here, especially thanks to the wind.





Neutral Special - Eye Of Dashi


The Eye of Dashi is a small amulet that contains an infinite amount of energy. For this move, Rai quickly pulls it out and holds it straight out in front of him as it fires a narrow stream of electricity. This move has the same speed and start and end lag as R.O.B's laser and has infinite range, but can't be aimed. Additionally, the stream doesn't bounce off of slanted walls. What does it do? Any target that gets hit by the electricity takes 5% damage and a stun effect, similar to Zero Suit Samus's non-charged Paralyzer. This move can't be charged, but it's useful as a quick surprise stun to deal some free damage (and no, you can't keep spamming this to keep a foe frozen infinitely).

And now for an interaction! If you zap one of Rai's tornados from his the Sword of the Storm, it'll become electrified, changing its high vertical knockback into high horizontal knockback and causing it to do 10% damage to anyone that gets trapped inside! The direction foes get thrown in will always be the same direction that the tornado is currently moving in, no matter where the foe made contact with it. The tornado will stay electrified until you hit it again with a shot from the Eye of Dashi. That's right, you can switch the tornados on and off! For fun, try to get two electrified tornados to move toward each other and throw a foe into one of them. If the tornados are close enough to each other, the foe will get thrown around between them, racking up lots of damage (until they figure out how to DI out). Then you can de-electrify one of the tornados to finish them off by KOing them off the top of the screen!

[ 7-8% ]

Side Special - Sword Of The Storm


The Sword of the Storm is able to summon powerful winds. Here, Rai pulls out the Sword (from somewhere) and starts spinning it around in front of him. He spins it so fast that eventually it turns into a sort of super-strong fan that produces a tornado! This tornado is about two Ganondorf heights high and takes half a second to materialize directly in front of Rai. Once formed, it moves along the ground at the speed of Ganondorf's run. It's affected by gravity and will stay on the stage until it falls off or goes past a blast zone, and Rai can only summon two at a time. Foes that come into contact with a tornado get sucked inside and swirled around for a bit before being expelled straight up from the top at high speed. This translates to very high vertical knockback, but no damage.

[ 0% ]

Up Special - Golden Tiger Claws


The Golden Tiger Claws have the ability to create portals that can transport the user anywhere. In battle, Rai quickly dons them in one hand and does a slashing motion, creating a portal his height in front of him as if he'd ripped a hole in space! Rai can use this portal for recovery purposes by holding the B button, which will cause him to automatically jump into the portal. From there, holding any direction will cause him to pop out of another portal shortly thereafter, the same set distance away as Zelda covers using Farore's Wind. In fact, this attack is quite like Farore's Wind, but faster. If you don't input a direction, the portal will appear directly above Rai's previous location by default.

But there's something else that Rai can do that Zelda can't, and that's teleporting things other than himself. If Rai slashes someone or something with the Golden Tiger Claws (which do 5% damage, by the way), he will form the portal simultaneously and knock them into it, and from there you can send whatever you hit in any direction as well! Send a foe off-stage for easy gimping, or put them right into the path of an oncoming tornado. In addition to sending foes or items wherever you please, Rai's tornados are fair game too! Since Rai's not directly affected by them, slash them with the Golden Tiger Claws to transport them via portal in any direction. If you can't knock your foe into a tornado, bring it to them instead! You can also change the direction or location of your tornados in any way you see fit.


[ 5% ]

Down Special - Fancy Feet


The Fancy Feet are a Shen Gong Wu that allows its user to move at super high speeds. When you input Down B, after a brief visual cue of the shoes appearing on his feet, Rai will perform a move similar Fox Illusion, but will dash and nearly instantly cover the entire length of any surface, even the length of Final Destination. He won't run off of the edge of a platform or stage, however, instead stopping just short. The thing is, though, this move does no damage, but it will lock on to any grounded opponent. So say, if you paralyze a foe from across Final Destination with Eye of Dashi, use this move and you'll end up right next to them, which is perfect for a grab or a Smash! In addition, this move will also change the direction of any tornados you pass through! Use it to keep one from falling off of a stage.

[ 0% ]


Neutral Attack - Cyclone Attack



Raimundo will bring out his signature Blade Of The Nebula (which transforms into a nunchuck, for some reason), and swings it all around him twice, hitting behind him as well. Standard range for a jab, as each hit does 3% damage, with flinching knockback. Raimundo will then spin his nunchuck in front of him, creating a small funnel cloud, which will do 2% damage a second, with the range of a whole stage builder block. This move is very fast, with hardly any lag at all. Decent for damage racking.

[ varying % ]

Forward Tilt - Shard of Lightning

The Shard of Lightning is a Shen Gong Wu that allows its user to move at the speed of light, but only for short bursts at a time. Clutching the above object, Rai executes a swift attack, different depending on the way you tilt the Control Stick (high, mid, low). A normal Forward Tilt input results in a fast horizontal strike with both arms. A high input results in Rai doing a high overhead kick in a downward arc after a brief pause. A low input results in a very low sweep kick that pokes under shields. Each attack does 7% damage and does pretty low knockback. Pretty lame, huh?

Well, there's pretty low start and end lag for each move, and during both, Rai completely disappears. The high kick bounces the foe into the air, but the pause at the beginning is just enough to hit people after they instinctively spot dodge the move. As said earlier, the sweep kick is low enough to poke under shields. And the normal horizontal strike is just fast. Each attack is fast and doesn't knock the opponent very far away. If you put them all together, you can string together a series of attacks on your opponent and rack up lots of damage! In addition, you'll keep moving your opponent forward, so you might end up knocking them into a tornado in the process. Your opponent won't be able to tell what attack you're about to use, so keep them guessing. If they try to jump over the sweep kick, they could get hit by the high kick. If they try to spot dodge, use the high kick to punish them. If they try to shield, use the sweep kick to punish them. Rinse and repeat!


[ 7% ]

Up Tilt - Updraft
Rai will motions his arms upwards, and a gust of wind will blow upwards. Anyone within a stage builder block above Rai (or right beside him) will be carried upwards 2 stage builder blocks with 5% damage. It has a little beginning lag, but ending lag is comparable to Ike's up tilt ending lag. This is good for bringing opponents upwards. The key feature of this move is that it can toss tornados from the Sword of the Storm upwards, so you cant take your tornados to the sky against airborne opponents.

[ 5%]

Down Tilt - Wind Pressure
Raimundo motions his hands to swing downwards, and wind will start blowing downwards for 2 seconds a stage builder block in front of Raimundo. Any opponent caught in the wind will be under wind pressure, which will cause their movement and attack speed to be slowed down to 1/4, as well as being unable to jump. The only way to avoid this effect is to shield or roll dodge. Also, if they happened to be slightly in the air, it'll smack them down to the ground for 10% damage. This has little start lag, and average ending lag. This is good for keeping opponents down, putting them in a vulnerable position, and lets you plan out your next attack.

[ 10% ]

Dash Attack - Wudai Star Wind

Raimundo quickly transforms into his Wudai Form (where he turns black with a white outline), and he'll fly forward with his fist out, with wind surrounding him. He flies 1.5 stage builder blocks forward, and it carries foes with him and damages them for 5% damage per half of a block they were in the attack for 3 possible hits, and at the end of the attack, it pushes them away straightforward 2 stage builder blocks. This has very little beginning lag, but average ending lag. Good for pushing opponents forward, and possibly into a tornado! (or just off the stage.)
[ 5% x 3 ]


Forward Smash - Typhoon Boom

It's Rai's signature move! As he charges the move, he'll take a knee while spreading his arms wide. When you release the move, he'll quickly clap his hands together, creating a large shockwave of wind, with range similar to King Dedede's Forward Smash (but faster!). And like Ganondorf's Up Tilt, it slowly draws the opponent in as you charge the move. This move deals 18% damage and very high horizontal knockback. If used against a tornado, it'll boost it's speed up to Marth's running speed. ****.

[ 18% ]

Up Smash - Cyclone Launcher

Rai takes the Blade of Nebula (in nunchuck form), and turns to face the screen. Then, he waves the nunchuck and waves it around his feet, surrounding him with a swirling wind. Now Rai's a living tornado! His whole body becomes a wider hitbox, and he's able to move left and right half a platform's length on each side, and you're able to trap foes inside for the duration of the move. Contact with Rai deals 15% damage in multiple hits, and then sends foes flying vertically with high knockback. The longer you charge this attack, the longer you have in tornado form, with a maximum of 5 seconds.

[ 15% ]

Down Smash - Windmill
For this move, Rai does a capoeira move! (Unlike most characters, this breakdance move has significance to Rai's culture. Rai is Brazilian, which is where capoeira originated (wary) ) Anyway, Rai balances on his hands and quickly swings his legs around in a circle, causing a gust of wind each time. He spins around twice, creating four gusts of wind, alternating two on each side. Each gust of wind does 10% damage and does high horizontal knockback, and this move's range is comparable to Donkey Kong's Down Smash. Use this to clear a crowd away and give yourself some space!

[ 10% x4 ]


Neutral Aerial - Wind Rider

Rai spreads his arms and legs out as if he's skydiving, then spins horizontally rapidly for about a second, accompanied by a whooshing sound some swirling wind around his body. Any foes he makes contact with take 6% damage in multpile hits, with little knockback until the final hit. This move has kind of mediocre range and pretty high landing lag. But back to that little audio and visual cue! It's a hint that you should try to perform this move while making contact with one of Rai's tornados. If you do, it'll extend the duration of this move by about two seconds, and grant Rai free flight while using it to chase after opponents! You can control him similar to how you control Pit during his Up B, and you'll move at about that speed. If you're fancy, you can even use this as a last-ditch recovery; make a tornado while falling with the Sword of the Storm, then make contact with it while performing this move. You'll ride like the wind back to the stage!

[ 6-18% ]

Forward Aerial - Gale Strike



Rai pulls out the Blade of the Nebula (which automatically turns into a wind nunchuck instead) and whips it straight out in front of him, causing it to extend to nearly the length of a platform! The downside is that the hitbox remains quite narrow , but at least the attack has little lag on both ends and nearly no landing lag. It does 8% damage (12% if you hit at the very tip), and moderate horizontal knockback. It's a very good poke, just mind the hitbox!

[ 8% - 12% ]

Backward Aerial - Reverse Twister

Rai twists his body so that his feet are behind him, then does a horizontal drill kick in that direction. He covers nearly a platform's length while trapping foes and doing up to 10% damage in multiple hits, with knockback until the final hit (which sends the foe flying a bit horizontally). This move is very useful for dragging midair foes in your direction, and optimally sending them into the path of a tornado.

[ 10%]

Up Aerial - Rising Air Current

Rai does a fast rising uppercut, not unlike the signature move of a certain Street Fighter. He jumps as high as his regular midair jump when he first uses this move (though this distance decreases if you keep performing this move before landing). This move has more range than just Rai's fist due to an invisible wind hitbox (this gives it about as much range as Marth's Up B). It deals 10% damage in multiple hits, not unlike Roy's Up B. Also similarly to our old swordsman friend's move, the uppercut doesn't really do any noticeable knockback at the end, instead leaving the opponent right in front of Rai during the end lag.

[ 10% ]

Down Aerial - Double Thruster

Rai turns to face the screen while simultaneously making a downward sweeping motion with both arms. His arms don't do damage, but what you don't see is the invisible wind hitboxes on both sides of his body that he produces! Their range covers about a character width on either side of Rai and they deal 8% damage with good downward knockback, though the attack is preceded by a slight bit of lag. This is obviously a pretty good gimping move, but you've got to keep in mind that this aerial covers Rai's sides instead of below him. How fortuitous that his Up Aerial ends with your opponent right beside you!

[ 8% ]


Grab - Wind's Way



Raimundo has a unique kind of grab. He has above average grab range and speed, and that's because he uses the wind to grab his foe by clapping his hands together. He'll then hold the foe in midair using the force of wind about a Stage Builder Block off the ground. If you feel like pummeling them, press A and the foe will be battered by shearing winds for 2% per hit. From there, move the Control Stick around in any direction. Rai will fire rapid gusts of wind at the foe that deal 1% damage and flinching knockback in whatever direction you tilt moving the foe slowly along with them. Then, a final powerful gust will blow the foe away in whatever direction you hold. The rapid gusts of wind accumulate to 10% damage (and will move the foe a total distance of about three Stage Builder Blocks), and the final gust deals 5% damage and above average knockback. Use your throw to push the opponent off the stage for a midair assault, or of course, send them into the path of a tornado. Your foe might be able to DI out of your throw at any point if they do it in the opposite direction that you are directing the wind, but you can just rotate the Control Stick around in a circle to keep them from doing that.



Final Smash - Jet Stream Fist
In the same vein as Captain Falcon, Raimundo has a nice cinematic Final Smash! When you use this move, Rai will point a fist at the sky then shoot upwards, and anyone within two Stage Builder Blocks in front of him will also be carried up and off the top of the screen. Then there's a scenery change as suddenly, Rai and his victims are surrounded by a cold, mountainous landscape. Rai draws a fist back, and lets loose a powerful stream of wind in the shape of a stylized fist. When this hits the foe(s), they'll double over in pain, and the camera will focus on a mountain behind them, which now has the imprint of a giant fist carved into it. We then return to the Smash Bros. battlefield, where everyone that was hit takes 40% damage and massive knockback. Pretty much a OHKO. Fun stuff!

When you want to play as Raimundo, you'll be playing a lot with the wind. First of all, you'll want to whip up a tornado or two as soon as possible using the Sword of the Storm. This'll be one of the core part of Rai's game, and his particular method of manipulating the battlefield. It'll always keep your opponents on their toes. Anyway, stay near the tornados, and opponents will be extra careful of getting near you. There's a lot you can do with them; catch foes in midair with them with the Up Tilt, throw your foe into them with your grab, carry your foe into them using Back Aerial or Dash Attack, or just plain knock them into it. Don't forget to keep them on the stage using Fancy Feet or the Golden Tiger Claws.

Of course, you'll want to do some damage racking first. Classic methods include the Neutral Combo, but why do that when you can stun them with the Neutral special, and then Smash attack them (particularly the Down or Forward ones). Once they are, say, around 80% damage, they're ready to be gimped. That's right, Raimundo's key skill is gimping. Especially with his tornado, you'll want to use his electrified ones to knock them across the stage. If the opponent avoiding the tornadoes successfully, use Rai's up special to teleport them there (if they are blocking, use the grab throw instead), and if you have 2 electrified tornadoes...let's just say they are going to be screaming alot.

Anyway, aside from his tornadoes, Raimundo has alot of gimp tools going for him too! Use his Forward Smash for some forward burst. Use his grab to carry them to the end of the stage as much as you can before actually throwing them. If they're below a pit/tornado, quickly get above them with the help of his Neutral Aerial or beside them with Up Aerial and blow them down with his Downwards Aerial. Raimundo can even use his Up Special to forcibly teleport them over a pit. With the help of his Down Tilt, which disables the opponent's jump, Raimundo is unrivaled in this art. Raimundo also has more options going for him, but we'll let YOU decide. :bee:

Overall, Raimundo is a gimp based character, with the ability to blow opponents away...literally. Use tornadoes often, and yeah. How will you control this Xiaolin Dragon of the wind?

TWILT's note: This was a pretty fun joint set with Fil. Overall, I think I did a good job representing Rai here, but I feel this set was particularly rushed (considering it's the end date and all..) Anyway, hope you had fun reading this set as much as I did making it.

Fil's note: Agreed!


 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt

^Click me! :3
Sir Arthur is the main character of the Ghosts 'n Goblins series by Capcom as well as one of Capcom's best known "Classic" characters. In Ghosts 'n Goblins, Arthur set out the rescue his beloved Princess Prin Prin from Satan, armed only with his suit of armor, his trusty lance and his trademark heart-print boxers. Since then, Arthur has appeared in many games, including the Marvel vs. Capcom series (he was an assist in the first one and fully playable in MvC3) as well as Namco X Capcom...not to mention the numerous games of the Ghosts 'n Goblins/Ghouls 'n Ghosts series. With a strong sense of justice, Sir Arthur joins the Brawl!

Stats

To get a good mental image of size, Arthur is about Luigi's height and Marth's width. He weighs about the same as Samus and has a run speed similar to her if not a little faster. Arthur's jumps are surprisingly good...but you'll have to make good use of them as they're his only form of recovery (aside from his zair). When in the air, Arthur falls pretty fast...not Ganondorf or Bowser fast but around there. Fortunately, he's got some very nice aerial movement to make up for that.

Special Mechanic

True to his in-game self, Arthur's armor has a set amount of Stamina. Once Arthur takes 70% damage, it will shatter, leaving Arthur in his boxers. While in his boxers, Arthur now weighs considerably less and takes slightly more damage (about 3% more) from attacks. Fortunately...he's also a fair bit faster, both movement wise and attack wise. His jumps also increase greatly with the armor off...use the advantages this unburdening gives you to outweigh your new weaknesses. Arthur's armor will remain off until he is KO'd.

Specials

Neutral Special - Lance Toss

Arthur rears back and hurls a lance forward with incredible speed. If this hits an opponent, it will deal 3% and low, almost unnoticeable knockback. This attack travels at the speed of Falco's lasers and comes out incredibly quickly; Arthur can throw two in one SH. These lances also have unlimited range; they'll travel until they fly off screen.

When used in mid-air, this attack slightly halts Arthur's downward momentum, effectively stopping him in the air as he throws a lance. Not very effective for stalling, this does effectively allow Arthur to create a "wall" of lances as he falls; quite the effective edgeguard. All in all, this move is an invaluable attack with Arthur's keepaway/projectile fiend playstyle.

Up Special - Torch Arc

Arthur looks upwards and then tosses a blazing torch into the air in an upward arc (much like Yoshi's Up Special). The torch will fly through the air at the speed of Ness' PK Thunder and, if it strikes an opponent in mid-air, will deal 6% and light upward knockback. A decent, if not unremarkable anti-air projectile, this attack serves a much more damaging and useful purpose if you let it touch the ground...

Upon touching the ground, the torch will ignite the ground below it, creating a Bowser-sized inferno that lasts for two and a half seconds. If an opponent steps into this blaze, it will deal 4% per half second with flinching knockback...essentially, if they get caught, they're going to take the whole amount of damage. Fortunately, this cannot be used to infinite an opponent. If you try throwing down another torch, it'll simply hit them mid-air and deal upward knockback...besides, one could probably DI out of it at a high enough percent.

Side Special - Knife Storm

In Ghosts 'n Goblins, the knife was basically just a faster version of the Lance. In Smash, it's changed quite a bit so that it's more unique and so that it provides a different use. Upon pressing the input, Arthur will pump his fist and begin to charge the move, glowing slightly as he does. At this time, Arthur can run around freely and even use some of his standard attacks.

Once the B button is released (yes, you must hold it, the attack is non-storable), Arthur will unleash a massive amount of knives, ultimately throwing thirty at full charge for 15% (each knife dealing 1/2%). The knives do no knockback (but stun, so you'll be caught by all of them if you get hit) but...because they strike so many times...they will quickly reduce a foe's shield to nothing. If an opponent shields this attack at full charge, their shield will shatter.

Down Special - Axe Raid

Arthur raises a fairly large axe over his head before swinging his arm back, then forward again, rolling the axe along the ground. The axe will roll the total distance of a Battlefield platform before rolling back to Arthur. This entire process takes about two seconds and, throughout the duration, Arthur is unable to walk or jump.

Fortunately, Arthur can use his other specials and Neutral Combo during this attack. If the axe connects with a opponent, it will deal 2% per hit (from beginning to end the attack is six hits) and minimal knockback. However...unless the opponent is at high percentages, they'll be carried along with the axe, bringing them back to Arthur (or at least holding them on the axe to be pummeled with lances).

Standard Attacks

Neutral Combo - Lance Flurry

Arthur thrusts his lance forward, stabbing directly before him, dealing 3% with fairly good range and low horizontal knockback. Repeatedly tapping the button causes Arthur to stab wildly before him, much like Captain Falcon's jab. What makes this particularly useful however is the fact that Arthur can do a few of his other attacks while this one is going on. For example, Arthur can use his Neutral Special or charge his Side Special whilst attacking with this making it a great defensive move to go along with your offensive projectiles.

Dash Attack - Lance Justice

Whilst dashing, Arthur thrusts his spear forward towards the opponent's midsection. If the attack connects, Arthur heaves them upwards and throws them over his shoulder for 13% damage and high knockback. This acts as one of Arthur's primary KO methods...but despite its relatively fast speed, this attack is either high risk or high reward.

If Arthur uses this move against a shielding opponent, he'll bounce back a Bowser width and his armor will shake. If Arthur is at 40% or higher, the armor will fall off. Mix up your approaches so that your opponent won't see this coming when you use it...otherwise you may end up very vulnerable.

Side Tilt - Buckler

Arthur readies his sword (yes, he has a sword too! This guy's armed to the teeth!) before him momentarily before poking it forward at waist level. If this attack connects, the opponent will take 5%, be knocked back slightly and immediately fall on their back as if they stumbled backwards. While slightly slow and of very little damaging use, this move works as a viable GTFO move, allowing Arthur some breathing room or a chance to retreat.

Up Tilt - Noble Knight

A fairly no-thrills anti-air attack; Arthur thrusts his lance upwards, the very tip shimmering in the light. He looks quite brave and heroic, no? Regardless, hitting any old part of the lance will deal 5% and mediocre knockback, whereas if you hit the shimmering sweetspot of the move, the opponent will receive 10% and medium upward knockback. Try and launch this move early so the opponent will be struck by the tip!

Down Tilt - Knight's Safety

Although rarely seen, Arthur does have a shield (not a bubble shield, a normal one). He uses it here as an excellent defensive option. Upon pressing Down Tilt, Arthur will ready his shield and hold it before him. If a opponent attacks him during this window of time, Arthur will thrust the shield forward, knocking the foe back. This deals no damage whatsoever, but it does knock the foe back a Battlefield platform. Excellent against pressure characters.

Smash Attacks

Side Smash - Crossbow Barrage

While charging the attack, Arthur kneels down and pulls out a crossbow. As he charges, Arthur loads more and more bolts into the crossbow. Once released, Arthur will fire all of the bolts at once; each bolt dealing 5% and decent horizontal knockback (charging the Smash does not increase strength, only how many bolts are fired, how fast they fly and how far they fly).

At minimum charge or if C-sticked, Arthur will fire one bolt directly forward. At maximum charge, Arthur fires five bolts which fan out going forward, diagonally up and diagonally down. For a comparison as to how fast/far the bolts fly look towards Link's bow attack.

Up Smash - Lance Revolver

As he charges, Arthur swings his lance behind him, holding this position as the charge builds. Upon releasing the button, Arthur swings the lance upwards, knocking enemies before him airborn. At the peak of his swing, Arthur spins his lance, causing it to rotate wildly and violently in the air. Opponent's hit by the initial swing will take 8-11% damage and be sucked into the spinning lance (which has minor suction to it) where they'll potentially take five hits of 2% each. On the last hit, the oppoent will be knocked upward with mild knockback.

Just keep in mind that, despite the suction, this move is still very much escapable. With proper DI, you can escape from the suction and counter Arthur while he's in mid-animation.

Down Smash - Knife Hold

Arthur throws two knives into the air a short ways and catches them as he charges this attack. Once the attack is released, Arthur throws the knives downward towards the opponents feet. If this hits, the opponent will be held in place as if grabbed (they'll also take 6-9%). The duration that the foe is held to the ground for depends entirely upon how long you charged the Smash. C-sticking the Smash will barely hold them down at all whereas a fully charged Smash will hold them for about double the duration of a grab. This gives Arthur plenty of time to run away and pepper the opponent with projectiles of any sort or safely perform his dash attack without risk of losing his armor.

Aerials

Neutral Aerial - Spike Corridor

Yes, that was an IWBTG reference. Arthur takes a handful of knives in each hand and then throws them to both sides of him. These knives (three to each side) will fly a Bowser-width before hurtling towards the ground at an incredible speed. Each knife will deal only 2% and low horizontal knockback...but it's unlikely to be hit by only one.

This is one of Arthur's laggiest aerials on the ending side and it leaves him open from above or below...great if surrounded but use it sparingly.

Forward Aerial - Axe Gauntlet

Arthur readies an axe over his head as he hurls it violently diagonally downward. Any opponent hit by the swing or the axe in mid-air will receive 8% and light upward knockback. What really makes this move shine is if used properly against foe on the ground. Once the axe hits the ground, it will continue spinning, much like Arthur's Down Special. Unlike his Down Special however, the axe won't come back. If an opponent is caught by the axe, they'll have to Up B out of it/DI out of it or potentially risk being carried of the stage.

Upward Aerial - Lance Rocket

Arthur raises his lance to the sky and exclaims, "Begone evil!" as he lunges upwards a Ganondorf height. If he connects, Arthur will thrust his lance into the foe then swing it forward and downward, hurling the opponent off of the point. This will deal 15% and cann act as an excellent (if not slightly predictable) gimping KO. Note that Arthur will always throw the opponent in the directio he's facing. Also be aware that missing with this attack (which is very possible due to its slightly laggy start up time) will put Arthur into an instant free fall.

Down Aerial - Lance Crasher

Arthur points his lance downwards and then plummets, attempting to skewer any enemies in the way of his fall! If Arthur is successful, the opponent will be carried down with him as he falls. If this is performed over a gap, it obviously means death to both parties. If it's performed over solid ground however, it will pitfall the opponent as soo as you touch down. The initial stab will deal a solid 5% wheras the ground impact deals an additional 8%. A fairly risky move, even for a stall-then-fall; if Arthur misses over solid ground, his lance will get caught in the ground making the ending lag absolutely horrendous.

Back Aerial - Skewer

Much like his Up and Down Aerials, Arthur's Back Aerial involves skewering the foe with his lance. In a somewhat jerky movement, Arthur thrusts his spear backwards. If he connects, Arthur will stab his lance into his foe (dealing 6%) and begin to spin rapidly, in an animation similar to Mario's back throw. Once the animation is done, Arthur will toss the foe in the direction he was originally facing dealing medium/high knockback. This acts as another reliable means of KO for Arthur, one that's potentially less risky (but harder to pull off) than his Dash Attack.

Grab Game

Arthur's grab game is quite the unique one in the sense that, if misused, can end up with Arthur being the one grabbed! Pressing the grab input causes a zombie (a common GnG enemy) to rise from the ground exactly one second after the command is performed exactly a Battlefield platform away! Each time you input the grab command, another zombie will rise, up to a total of six. These zombies only have 10% stamina and cannot jump...but they're surprisingly fast for the undead, they move at Ganondorf's run speed and will turn around if they hit a wall/reach an edge..

If a zombie comes in contact with an opponent (or Arthur himself!) it'll grab the opponent and damage them for 1% per second they're grabbed. You can wriggle the control stick to break free with normal grab difficulty, but be aware that multiple zombies can grab you. If say...six zombies grab you, you'll take 6% per second and have an incredibly difficult time shaking them all off. Kill off the zombies quick or they'll really add up the damage!

Note that, while most attacks will kill the zombies...there's a certain kind that won't oddly enough; fire. If a zombie walks through the flames created by Arthur's Up Special (or any other kind of flame for that matter), they'll ignite, becoming deadly wandering traps. Instead of grabbing, the zombies will simply walk into Arthur/the opponent, dealing 13% and medium. Fortunately they still move at the same speed...if you get a swarm of the flaming undead on stage, it may be best if you and your opponent call a truce to thin their numbers...

As one last unique feature of the zombies...Arthur actually has some benefits to killing them himself. If Arthur kills a zombie, it will leave behind an item that looks like a suit of armor. If Arthur grabs this, he'll get an extra 5% duration to his armor. However...if an opponent grabs it before Arthur does, they'll gain super armor that will last for one attack (regardless of damage). Use this strategy wisely or it may backfire...

Zair - Lance Desperation

Since Arthur lacks a typical recovery option, he needs to use his lance as a subsitute. Pressing grab in mid-air will cause Arthur to thrust his lance forward, attempting to stick it into the platform. If he does, he'll be able to climb up as normal. Speedwise, this move is comparable to Samus' zair with maybe a smidge less range to it. If you hit an opponent with it, they'll take 6% and minor knockback...just make sure you're not doing this too closely to the ground; the landing lag is killer.

Final Smash
*Golden Armor*

Arthur has grabbed the Smashball and now glows with a brilliant aura! Upon pressing the Special button, Arthur exclaims, "Behold the power of a true knight!" as a bright gold suit of armor flies towards and attaches to Arthur. Now, Arthur not only has super armor, but all of his Specials have been buffed considerably as well as many of his standards. A few notable changes are as follows...

-Neutral Special now has a "tail" much like PK Thunder. Anyone who touches the tail will receive 3% and flinching knockback. Lances have also been buffed to 5% damage.

-Up Special remains the same damage wise, but Arthur now throws out three torches at once. The flame color also changes to blue.

-Side Special charge time is now halved.

-Down Special axe is now the size of Jigglypuff and spins much faster, greatly reducing the vulnerable time.

-Dash Attack now has sheild breaking properties.

-Side Smash fires five bolts that go the maximum distance regardless of charge.

-Down Smash requires no charge to trap foes for the longest duration.

Arthur's Final Smash lasts for a whopping sixteen seconds...but unfortunately, once it's over...Arthur loses his armor! Try to finish the foe off as soon as possible!

Playstyle

Okay, so I have ten minutes to write this playstyle so forgive me if it's a tad rushed. Basically, Arthur is your projectilewhore. Given the base game, that should come as no surprise to you. More or less, Arthur wants to play extreme keepaway. He's decent at close range, but he can put the major hurt on foes with his multitude of projectiles. Neutral Special is really your best friend; it's a super spammable projectile that's safe on the air and the ground and can even be performed during your Neutral Combo, adding another layer of defense! Don't underestimate your other projectiles though, Up Special provides not only a great anti-air option but an effective "trap" of sorts to knock you into. Because Arthur's knives can be charged while using the Neutral Combo, they can easily be used to catch a foe off guard. Also, don't forget that your axe is a valuable tool when it comes to drawing in far away opponents for a KO.

Zombie grab! Very useful, very erratic! Totally awesome! Make good use of it or you'll end up with it coming back to bite you, literally! Killing your own zombies to buff up your armor with pick-ups helps too! With a whole slew of zombies (FLAMING zombies potentially!) and projectiles being hurled everywhere, Arthur is a hectic fight to be sure! Taking a note from Left 4 Dead; i an oppoent is being swarmed by zombies...why not make their life worse with some fire?

Anyway, I'd write more but MYM8 ends in a minute! One day sets, yay! Hope you guys enjoy it! <3
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
WHAT?

Rool didn't swoop in? Impossible!

Ah well, Skeleton will still take 1st due to no vote split. :BEE:

Happy November everybody!
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
SO. With MYM8 finally done, it's once again time for the MYM Awards! Taking into account how much people b*tched complained about things that I missed last time, I'm changing the format of the awards this time. I'm leaving the nominations of sets and setmakers to you guys! Just PM me the following list of award categories with every set or setmaker you want to nominate under the corresponding award: you can nominate as many as you want. THE NOMINATION PERIOD ENDS NEXT SUNDAY AT 11:59 PM U.S. EASTERN TIME. With that out of the way, here are all the awards! Please don't send in votes for the best leader yet, since the nominated people will remain the same throughout the process. Have fun! :)

Best Moveset Designer

Best New Designer


Best One-Hit Wonder (best set by an author who had only one set in the contest)

Best Pokemon Moveset

Best Capcom Series Set (Capcom series include Megaman, Phoenix Wright/Ace Attorney, Ghosts n' Goblins, Street Fighter, Darkstalkers and Devil May Cry)

Best Moveset Mechanic

Best Playstyle

Best Joke Moveset

Most Improved Designer

Most Helpful MYMer

Funniest MYMer

Best Commenter

Best Leader
MasterWarlord
MarthTrinity
Bkupa666
Junahu
Smash Daddy
Darth_meanie
Wizzerd

MYM8 WINRAR
(note: this is an award for setmakers)

Special Award: Most Missed MYMer

SirKibble
Chief Mendez
Spadefox
Cheap_Josh
KoJ
Iron Thorn
Tanookie
Pelikinesis
Darkserenade
~Cruxis~
Commander Blitzkrieg
GreatClayMonkey
IvoryFlame
Wizzerd
Lenus Altair
Sonic the Baron
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Wow, quite the insane halloween turnout. A hearty thanks to everyone for proving that MYM is still very much alive.

:glare:Did you guys actually do anything halloweenie, or did you just sit at your laptops making spooky movesets?


ANYWAY, MYM8 is now officially closed to new submissions. Any moveset posted now will just be in vain. Sorry.

However! MYM8 itself isn't done yet!
As is traditional, this marks the beginning of the Advertising week, a week in which we sit around a campfire and tell eachother about our favourite movesets this contest. Official voting for MYM8's Top50 movesets is a week away. So in the interim, let's all wax lyrical about the best of MYM8
(BTW, if you want to vote, then you need to advertise at least three sets during this week)
[Click for an example advertisement from MYM7. It's for my set! YAY!]

MarthTrinity will soon be editing the first post (the one at the very start of this thread) to reflect the fact that "Set posting Time" is over... right MarthTrinity?;)

oh yeah, and definitely start sending in your nominations for the MYM awards, which is a different thing to the MYM Top50, and equally deserving of your attention. After all, without the MYM awards, how would we know which moveset maker is the best?

..one last thing, because of the veritable whirlwind of sets yesterday, a lot of them are in desperate need of comments. Spooky comments! :bee:
If you comment on them all, maaaybe we'll let you vote without making any advertisements. But don't quote me on that, MarthTrinity is still the head honcho here
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,295
Location
Hippo Island
Sir Arthur was a pleasant surprise, not only because of the epic character choice (second only to Colonel Sanders of course!), but because the moveset is quite enjoyable despite being semi-rushed.

You made good use of all his various weapons through the series, and anyone who whines about props will be guest/ban/kicked. I never really liked the Axe weapon but you managed to make it into one of the best moves in the set. Good job on giving the knives a purpose instead of being a lance+ like in the games. It's a shame you didn't incorporate his magic anywhere though. At the least I would have expected the dragon-summon to be included in the final smash. On the other hand, points for including boxers-Arthur (h).

Zombie summon was a clever grab and it's pretty in-character considering how the first level of every G&G game has those enemies. Final Smash should have given it a buff to summon RED FLYING DEMONS (horror). His playstyle is simple and in-character enough to work even without a wall-of-text detailing every single follow-up and frame trap and spacing and set-up he has. [/thinly-veiled shot at how huge playstyle sections have become].

I was planning on doing an Arthur set eventually, but it would be kinda pointless now when we already have this perfectly respectable representation of him in MYM. Good work MT (y)
 

Crewx

Smash Rookie
Joined
Oct 9, 2010
Messages
21
Juhanu, don't you think your whirlwind link would be better suited for Raimundo? :p

Speaking of him, I loved Xiaolin Showdown back in the day. Tho Raimundo is not my favorite character(Dojo all the way!) nor my favorite Dragon in training(That would be Clay) he is a excellent character :D

I do enjoy the Shen Gong Wu, I always thought the Sword of the Storm was his main Shen Gong Wu weapon(say that five times fast..) because of what he went though to get it. Nonetheless, it's used well in his set, especially how you can electrify it to make it a true storm maker.

I like the set :D its a good reminder of times past and true to the show. They just don't make tv shows like they used to...
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
1908-0105-4965
First advertisement

Fire Bar:


Vote for it because its the ****ing firebar and it doesnt blow complete ****. (Y)

I have spoken
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441

Napalm Man

agidius said:
...this set in particular is me trying to get back to what I originally was seeking with the thread... putting a character into Brawl, not making my own strategy/platformer game...
agidius said:
...however, it was fun for me to remember "Hey! There's an actual game I'm putting these guys into," and design a set FOR THAT GAME...
Much like Jace fit realistically into both Smash and MYM, Napalm Man achieves the same goal in my eyes. Napalm Man is constantly approaching the foe, with all his explosives and such. He's a giant moving wall of death. Bomb the opponent from the air, light the stage on fire, launch grenades at them, unleash your missiles, whatever you want. Napalm Man packs a lot of firepower. He also must use his beacons to keep track of time as many of his attacks have timers on them. Napalm Man is a very fun moveset and agidius's best, in my humble opinion. Plus it has a move named after Thrice's unborn son, Quincy.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
BURST MAN
http://www.smashboards.com/showpost.php?p=10156854&postcount=2

You all know I'm far from the biggest fan of Koopakirby, what with his horrid writing style and complete ignorance of playstyle. . .But this set's the one exception. Yes, KK's writing style is still there, but things actually help to contribute to a big picture this time, and an actually intersting one at that with Burst Man bringing the stage closer to the top blast zone, trapping foes in bubbles, then preventing them from escaping until they float off said blast zone. Yes, there are duplicated inputs and I wouldn't put it up with the very best of sets out there, but the concepts we strive for in MYM are there. This is already a gigantic leap for KK - any further and I'd suspect somebody made the set for him.
 

HeoandReo

Smash Apprentice
Joined
May 16, 2008
Messages
157
Even though things have changed quite a lot since I've last entered, I've still enjoyed writing up sets for the contest, and my fire of creativity's back to its former glory. Despite this being ad week, I'm not really going to use this as a plug for my sets(Well, maybe a little), but to give a little bit of insight as to what I did with them. Some developer's notes, if you will.

Strago Magus
Strago's set was actually created about a year or so ago, soon after I left MYM3 due to how quickly I had to catch up to the entries there. I made a few other sets in the interim period as well, which I may post sometime later. I was really into Final Fantasy 6 at the time, and thought that the use of his Lores would provide a lot of fodder for a possible set. Then I posted it here and realized that I needed to change. Quickly. So I did. Or tried to.

Of course Strago may not look like much compared to how elaborate, fancy and Photoshop-reliant(jokes, jokes) the entries are now, but I was happy with what he had at base. I was never really good at presentation, not even back in the early MYMs, though, so it wasn't received as well as I originally thought.


Kilgore Trout
Kilgore was made in about 3 hours. I used a website to get his book quotes. I said that he was going to be my last 'random' set before I lied and did so with Strong Bad.

While I like Kilgore as a character, I do have to concede that perhaps he wasn't the most well-founded choice for a set. I consider this set to be a bit of a transition period, where I'm scrambling to figure out a happy compromise between what I was used to in MYM2/3 to the higher standards of nowadays. I'm not ashamed of it, but I do understand if it's not well-received.


Sophie Hatter:
Sophie started life not as a Brawl moveset initially, but as a mock-up Marvel Vs. Capcom moveset created in the wake of Marvel Vs. Capcom 3. Which incidentally started as a mock-up SVC Chaos moveset. Calcifer's spark was a level 1 super, and her forward tilt was her Snap Back. Her older self was an idea I added in relatively late in development. Actually, a lot of things about the set were added late or after I had already posted the initial draft. Notably, half_silver28 gave me the suggestion to integrate Magical Revival into a fundamental aspect of the set. While I did work hard to make Sophie's set a good one, there were still a few visible elements of my transition phase, with me changing the format and font to make it more accessible.

Looking back, I should have made the Magical Revival thing a little more intuitive, like making it more accessible to her older self, but otherwise I'm more or less satisfied with the set. I think I've done well in trying to make it relate to the character, but that's just me. Personally, I feel I might have tried a little too hard on the set, though, and as a result, alienated some people from it.

Incidentally, if I get bored or if people want me to, I might even post movesets I made for characters in other games. Like remaking old MYM1/2-era sets for 'Make Your Move 64', with only 3 specials, 2 throws, and everyone having a neutral aerial sexkick.


Strong Bad
While this set did borrow elements from the original set, Strong Bad also used some elements from a bunch of aborted entries. The entire mechanic where The Cheat would take knockback for him was used wholesale from a ditched entry on Psycho Fox. For anyone who's played that game(Or Kid Kool. Or Decap Attack, even) knows that having Psycho Fox get hit while he was holding the bird would let the bird take the hit, so that's what I was planning with Strong Bad. The Final Smash was actually planned for a set on Deadpool, but since I ended up knowing too little about the comics and the character, I took the FS and gave it to Strong Bad, since my knowledge on him was stronger.

In hindsight, I should have made I Can Do It Nine Times his neutral aerial and just used the old forward aerial from patchi's original, and I could have made some attacks less awkward(I Am Stealing All Of Your Presents seems more than a little out of place when I look at it again) but whatever. I really enjoyed remaking him by using the older set as a base, and I think I might do it again sometime.


Ryoko Kano
Aside from Sophie, I'd consider this one my best overall. Or at least the one that I'm most happy with. I started a few Fighter's History sets in MYM2, which received no fanfare at all. While my goal is to keep in the parameters of Smash, I wanted to experiment a little bit with combining a character's playstyle from another game. The result? Ryoko's throw-based set. While I did say that I would spend most of September working on it(Or at least I thought I did), the actual set itself was only really started and completed in the week before I posted it. Most of the time when I worked on the set, it was spent doing research on the character and the fighting style, as I tend to pride myself on how long I spend researching the character beforehand. I put little ideas for moves in there and mostly went away for a while and let the ideas incubate, which is probably the best way for me to make a set. I'd consider this point about the time where I've found my new balance.

Not much else for me to say about this one, although I probably won't make another FH moveset for a while. Karnov, Yungmie and Ryoko are a lot more original and palatable for set-making rather than someone like Matlok or Jean.


Street Fighter II Koryu is still kind of in limbo, as the work keeps coming where I am. I do hope that sometime, I may be able to bring it back again, though.



Tiering:

It may be noticeable that I do make some mention of what attacks and characters are best in tournaments. What I actually do is make an entire tier list for my entries and balance their power relative to that list. I've only placed my MYM8 entries on this list, but this should provide a general idea to what I was going for.

Upper-Mid
Old Sophie
Strago

Mid
Kilgore Trout

Lower-Mid
Young Sophie
Ryoko Kano

Low
Strong Bad


It's been a lot of fun, and I'll be back next topic, and I've already started work on a bunch of entries. Dibs on San, Andy Larkin, Bao Zheng/Bao Qing Tian, and the Central Mentality.

If I have time, I might scan through the topic and plug a set I enjoyed reading. I haven't had too much time on my hands, though, so no promises. :p
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
Pew pew pew!



Junahu's spiritual successor to MM9:MM was posted as part of his 2nd MYM Anniversary. It featured Protoman, the new weapons, and the new Robot Masters, but it was a step up from MM9:MM in terms of controls and organization. It even featured nifty little "weapon matchups" against Mega Man, as well as... a playstyle section! Yep. This is pretty much a must-read for Junahu lovers and Megaman lovers alike.​
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,295
Location
Hippo Island
Hariyama by darth meanie



In my opinion this is Darth Meanie's best set. It captures the sumo fighting style exceedingly well with its emphasis on grabs and shoves, and this is reflected in the plasytyle as Hariyama literally pressures the enemy to the edge of the stage. Hariyama isn't a one-trick pony as he also has a strong tech-chase game to keep the enemy cornered. The moves are very simple without sacrificing depth or creativity, and even his "oddball" move, Smelling Salt, is a clever reference to the sport Hariyama is based on. Big slow heavyweight who's actually viable and has depth beyond his power? Heck yes! Hariyama gets HR's approval. (y)
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
You shouldn't have done that.



Ben

Neutral Special: You Shouldn't Have Done That
You shouldn't have done that.

Forward Special: You Shouldn't Have Done That
You shouldn't have done that.

Up Special: You Shouldn't Have Done That
You shouldn't have done that.

Down Special: You Shouldn't Have Done That
You shouldn't have done that.

Jab: You Shouldn't Have Done That
You shouldn't have done that.

Forward Tilt: You Shouldn't Have Done That
You shouldn't have done that.

Up Tilt: You Shouldn't Have Done That
You shouldn't have done that.

Down Tilt: You Shouldn't Have Done That
You shouldn't have done that.

Dash Attack: You Shouldn't Have Done That
You shouldn't have done that.

Forward Smash: You Shouldn't Have Done That
You shouldn't have done that.

Up Smash: You Shouldn't Have Done That
You shouldn't have done that.

Down Smash: You Shouldn't Have Done That
You shouldn't have done that.

Neutral Aerial: You Shouldn't Have Done That
You shouldn't have done that.

Forward Aerial: You Shouldn't Have Done That
You shouldn't have done that.

Back Aerial: You Shouldn't Have Done That
You shouldn't have done that.

Up Aerial: You Shouldn't Have Done That
You shouldn't have done that.

Down Aerial: You Shouldn't Have Done That
You shouldn't have done that.

Your Turn
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
Yep, pretty much what Junahu said. I actually did a write up for the advertising/voting period last night (as I told Smady and Thrice in the chat) but held off on posting it at that moment so the last sets of the contest had a chance to settle in a bit, was gonna post it this afternoon but I come to see Junahu's already done so. No big deal though; I'll update with the voting stuff when we get a bit closer. . .

Item Tree by Junahu

Oh you can hear the inadvertant (maybe purposeful) trolling gears turning with this one. A character who not only makes uses items but -FORCES- you to? Yeah, that takes some balls to to and was the obvious next choice for Junahu after he attemptedto force his SmashBalls down our throats. Item Tree may not be as memorable as Doppelori, but it's certainly got some unique stuff to it, what with it's constant item switching and more or less -LUCK BASED PLAYSTYLE- where it depends greatly on what it gets as its "fruit." It's a great read to say the very least and a very unique one as well...and aside from all that; Junahu went out of his way to actually -BALANCE- the items so they're not as absolutely broken as their typical casual Brawl counterparts. A great read that got unjustly shafted due to...well...items.

Guts Man Stone Man Concrete Man by Kholdstare

A little surprised that Lakitu got a shout out before Guts Man Concrete Man, but oh well! Just means I get to! Rock Man Concrete Man is a pretty fun set all around and fits him to a T...I mean, it's all about building stuff up and then smashing it down! I mean...he literally tears chunks out of the stage to build with or hurl around. Plus...you know? Khold actually made it so that it was relevant to the stage builder grid; remember that thing? Anyway, Limestone Man Concrete Man kinda got passed by despite being on Kholdstare Day moveset like Lakitu, so give this guy a read whydon'tcha?
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
1908-0105-4965
Wiz and Kupa

Wiz and Kupa was delightful set made by smash daddy for his dear friends Wizzerd and BKupa666. These two work together as a team, expressing their love for each other with every move. The set had something that alot of others lacked: pure emotion. And complete and utter love between two characters. And agi was there too. They held on to each other, gave each other gifts, and showed that true love really does defeat all.

Don't let this heartfelt tribute to two great MYMers go to waste. Make your vote for Wiz and Kupa.






WIZ/KUPA 2010
 

goldwyvern

Smash Ace
Joined
Nov 25, 2008
Messages
519
Location
Holy keys locked in the jet, Batman!

NURSE JOY
Nurse Joy was the second set this contest and was considered the frontrunner until Dark Bowser showed up. Even after DB MW considered it a Top 5 contender and the best in the contest. At this point though people seemed to have forgotten her. Her 2v2 and 1v2 playstyles mesh beautifully and her KO method is quite amazing. Junahu needs some credit and a better frontrunner in Joy.​
 

Monkey D. AWESOME

Smash Apprentice
Joined
Feb 28, 2010
Messages
143
Location
Coming to terms with having two people in my mind
First advertisement

SAZANDORA

I have to say that HR did a lot better this time than he did on Salamance. Sazandora has a cool playstyle of blocking an opponent's escape from long range, approaching with dash attacks and aerials, hitting hard, and then escaping to repeat the process. The whole thing fits the personality of a pokemon that "spreads death and destruction wherever he goes."

Sazandora also uses a lot of tried-and-true moves like Draco Meteor and Dark Pulse in ways that you wouldn't expect. Tri-Attack being a standard energy attack? Kid's stuff. Tri-Attack lets Sazandora fire a different version of his many projectiles from his main and secondary heads at the same time. Using Draco Meteor to summon a meteor? Pssshhh. How about using Draco Meteor to BECOME the meteor? Torment making the opponent unable to use the same move twice in a row? What is this I don't even. When Sazzy uses Torment, he actually starts eating the foe. Now that's what I call Torment! Sure, the new versions of the attacks may seem out of place at some times *cough* Dark Pulse *cough*. But in others, the seemingly-OOCness actually makes Sazandora more in character.

The writing is full of personality, and a few parts really made me laugh, which is rare in a non-joke set. Overall, this is one of HR's best movesets. You should give it a read, and vote for it if you like it (which you will).
 

cutter

Smash Champion
Joined
Jun 4, 2008
Messages
2,316
Location
Getting drilled by AWPers


Empoleon

I'm a sucker for technical and complex characters, especially when it comes to the details. Empoleon does just that by taking the ability to juggle terrain control, terrain manipulation, passive bonuses, as well as combine the "Swiss army knife" approach by having an answer to almost every situation. Due to his struggles at gimping opponents, Empoleon encourages you to utilize his immense movepool, especially the specials. It is commonly said that the specials define a character and their identity, and that easily was well suited for Empoleon's playstyle.

There are few other movesets out there that delve into the true complexity that Smash has to offer as a game. The amount of time and effort put into this moveset is simply impeccable. If you're looking for a very well-polished moveset, Empoloeon fits the bill. (Pun intended!)
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
Red by TWILTHERO

:025::131::006:

So...Red was a fairly forgotten TWILTHERO set who got considerably overshadowed by the likes of Edgeworth (who I'd advertiseif he wasn't already)...but Red still had some pretty strong highlights to him. The most apparent of which being Lapras. Lapras is the real star of this moveset and, if she were posted alone, would've easily been up there with Edgeworth. Lapras uses her awesome Ice attacks to get around her slow movement speed and inability to jump by creating paths of ice she can traverse which is pretty awesome in its own right. Pikachu and Charizard may not be as excellent as Lapras, but as a whole the set is an enjoyable one with some fun interactions...and of course Lapras.

Dio Brando by Katapultar

ROAD ROLLA DA! *CRASH* HAHAHAHAHAH! MUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDA! *EXPLOSION*
WRYYYYYYYYYYYY!!!




Also, our eligible voters as of now are MarthTrinity, Junahu, Kholdstare and n88_2004; this will be put into a much more tidy list form once more people get their ads in! Many of you are so close, good work everyone and keep the ads coming!
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
Cacturne by Usershadow7989

While Scarmiglione is getting the all the attention when it comes to Usershadow sets, Cacturne is just as good, but pretty well ignored in comparison. Cacturne’s playstyle is focused around keeping the foe away with sandstorm and cotton spore while dealing passive damage with spikes and pin missile, then knocking them away once they reach him (or grabbing them for potential massive damage). Repeat until they’re dead. It’s that simple, yet it’s done so well. The rest of the set adds to this: Cacturne has some counter and pseudo-counter moves to catch foes off-guard, many attacks like Leer and Sand Attack to halt approaches and ingrain as a last-ditch effort to stay rooted down. Basically, don’t let Cacturne go ignored: he is very much worth your vote.

Etna by Junahu​

There’s not really much to say about why Etna is a cool set. She uses Prinnies, dood. Indeed, she can hide behind them and throw spears at her foe… or more Prinnies. Or she can just use them as a moving wall to approach behind, sacrificing the poor guys to get in her foe’s face with her spear attacks. She can even be more unpredictable and knock the Prinnies around physically, making it a challenge for the foe to dodge them. Of course the Prinnies don’t just stay still: Etna could end up losing control of them if she summons too many. That’s Etna in a nutshell. Now give her a vote, or be prepared to take a Prinny to the face.

Sarisa by Katapultar

WTF? You’re really advertising a Katapultar set after ripping Jecht to shreds. Yes I am, and I know that Sarisa is going to be totally ignored and probably not place. That’s a shame, since Sarisa is actually a good set. And now I have to do the convincing. She’s essentially a control character: she uses her projectiles and numerous traps to control her foes’ movements, and plays a mostly defensive game. But that’s not all. She has various RPG-style debuffs, healing and spells that she can cast on herself or on foes. She actually has healing instead of a normal recovery move, which makes it essential to control her own damage percent like in an actual RPG.

But like in any RPG, you can’t just be defensive. Sarisa can force the foe to come to her with her black hole trap or by creating an obstacle and has some good close range moves (her main KO moves are close-range in fact). & she has a chaingrab. But she can only reliably use it if she uses a debuff to halve the knockback of her attacks first. Sarisa needs to diligently control herself and her opponent if she wants to win, and I believe that she is the true definition of an RPG character set. Seriously, Sarisa is worth a vote.
 
D

Deleted member

Guest
So...it's the latest MT set. I know that, but hey, it still hasn't gotten a lot of comments. From what I know, Ghosts N' Goblins only has Arthur throwing stuff around (feel free to correct me if I'm wrong), yet MT manages to make a full moveset for him in less than a day. There are plenty of cool ideas here, such as the grab, his mechanic, and while it remains all in character, creating an interesting playstyle of projectile whoring, while slaying down a couple zombies here and there to boost up Arthur's armor. You all should definitely check this moveset out. It's probably my favourite MT set in this contest, and that's saying something. Huzzah!


Omi
Next we got Omi! While we got a lot of water based sets this contest, this one stuck out to be one of my favorites. I love his use of Orb of Tornami to flood the stage and how many of his moves are used to manipulate the water and they were pretty smart too (I especially like that Lunar Locket one). This makes for an interesting playstyle of him causing the opponent to nearly always be in midair, and ruin GIMPers chances to, well....GIMP. It actually kinda reminds me off my Lapras set, with his water interactions, except Omi does it like way better. Anyway, enough chit-chat! Definitely check this set out. I'm glad I did. Oh, and the attack names are cool too.

Hitagi Senjougahara

Alright, Silver time! This was his only set in this contest, but it can be understood why with this set. You're probably thinking this is some generic high school girl set right? Yeeaahhhh...no. Hitagi proves that actions don't always speak louder than words. I love the ideas behind most of the moves (particularly that down smash). I also like the playstyle behind it. Frustrate your opponents to hell with her mechanic (which could use some tuning up, but...) and go in for the kill with a little help with her up smash, or she can try GIMPing them. I'd definitely use her in a match. Sure, this set does have it's problems, but let's be honest. What set doesn't? I'm definitely going to vote for this set, and if you don't like this set, that's cool, but you might wanna think about this set if you need some filler ones. Oh Silver, you better be ready for that Karas joint.(D)

EDIT: +100 Awesome points to Smady, MT, and Junahu for the ads.
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
1908-0105-4965
Okay, in all seriousness, count this as my SECOND advertisement.



Rocket Executive Hugo

What can I really say about Hugo?
Well for starters, he's got an interesting back story (a little dark for a pokemon set, but I digress) thats worth a read whether or not you choose to read the actual set. It more or less tells how he came into power in the down-trodden Team Rocket after its defeat by Gold, and just how big an ******* he really is. And with him being a big part for team Panic in Survivor 3, well, it might not hurt to read his story.
Onto the set, Hugo controls 5 pokemon at once. Thats right, 5. Golbat, Raticate, Machamp, Muk, and Hypno, with each pokemon taking a part of the set: Golbat takes basic movement(your main poke, if you will) and Aerials, Hypno for Specials, Raticate(on ADD) for Standards, Muk for Smashes, and Machamp for your Grabgame. They each just kinda...do there own thing, with Raticate being the ******** one you have to babysit and keep safe. Sound confusing? It is, but cool as hell.
Onto playstyle, your whole game revolves around protecting Hypno, Hugo's main *****. To do this, you use all your pokemon to defend, including using Hypno for psychic powers and barriers and such. IF you manage to kill Hypno, you have to now kill Hugo's fat ***. If you don't, he goes into the background again without losing a stock and you have to do it ALL OVER AGAIN.

So as you can tell, its a complex set, and a personal favorite of mine. I'd even put it over Dark Bowser, and honestly just want it to place high. It manages to pull off the multiple character play with ease, which I know is hard to do because I tried to rip it off a few sets later, for which I apologize.
THIS is the best set, in the late portion of the contest, anyway. THIS set deserves top 3, at the VERY least.





EDIT:
Is this a good enough Ad, because really I was just bull****ting on the first two. Wiz and Kupa I still think should count, however.
One more to go, expect it tomorrow.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
GAMAGEROGE



As the voting (or should I say, the inevitable) draws nearer and nearer, I'm beginning to question the fate of non-DB Warlord sets. While the quality of the majority of them is clearly high, it's obvious which MW set will be raking in the SVs. I am using this advertisement as an opportunity to curry favor toward my personal non-Kupa King favorite set of his, Gamageroge. The set clearly outclasses Hannibal Bean and even more clearly outclasses the Komodos; while I am a fan of both Hugo and Antonidas, I ultimately believe Gamageroge is a superior set. He's got more unique concepts (my particular favorite being his interactions with water) than both Antonidas and Hugo as well, and has superior flow to those sets as well. Gamageroge has multiple options to get opponents into his pits of water (bring them in manually, or coax them in with the reward of losing a status effect), and multiple options to KO them once they're in there (drown them, or use Venom Shock); as MW said of my Fat Bastard set, Froggy is deliciously flowing, without being a blatant flowchart. I plead to the community that this marvelous set does not go ignored; DB is far from the only knockout Warlord set this contest, with this being his obvious second-best in my eyes.
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
Hey, so I was reading through all the Halloween sets so that they could get at least one comment each, and then I got sidetracked, and yeah. So here are my quick thoughts for the first three:

@Urgot: Good to see you again Chris! Yeah, this is obviously a rushed set, so I tried to look past that, though a couple of spots have sketchy details that could've used a bit more clearing up to fully inderstand. This guy's a pretty interesting heavyweight, and he has some neat moves. The whole moveset feels pretty natural, actually, and even in-Smash viable. His projectile game seems pretty fun. Overall, a nice, quick set! :bee:

@VAN Pookin: You seem to enjoy Mega Man enemies, Plorf! This guy's pretty cool for a robot pumpkin, and you seem to have used up all the potential for this Halloween-inspired set. Though, just by glancing at his stats and other nuances, he seems to play more like a boss character or some other enemy than one of the regular cast. But anyway, he's got some pretty cool and intuitive moves, and lots of go(o). Cool concept, good job!

@Firebar: Now here's an interesting character choice! Firebar is very unique and well-implemented. You pretty much did everything you could with this sort of character. He plays pretty uniquely, but you seem to have made him able to defend himself and dole out some damage too. Good job, n88!

So yeah, there's a couple, maybe I'll get to the rest soon. And I hope to get to advertising as well, hopefully before all the sets are taken (wary).

Thanks for the recent advertising and commenting on my sets!
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,295
Location
Hippo Island
Jack Spicer by flyinfilipino



Among filip's Xaolin Showdown movesets, this one's always stood out to me, not only because it's for the villian. (h)

You see, Jack Spicer is a summons character. But not just any summons character who calls upon his minions the moment "GO!" appears and camps for the rest of the match. No, Jack has to engage his opponent with melee attacks first in order to build up to his summons. After getting a few of his robotic servants in play, Jack continues to defy traditional summoning cliches by having his minions constantly follow him and only attack when commanded, having his summons function more like projectile-satellites than something to hide behind. There's really never been a playstyle like this in MYM before Jack came around, and it hasn't been attempted again since then. Props? They only serve to make the set more in-character. Dumb Monkey-form moveset? It's all contained within a single move, is entirely optional to the main (good) moveset, and is even contained on an entirely seperate post so you can concentrate on the greatness that is Jack's regular form.

You can tell filip had a lot of fun making this set, and this ends up making the set itself more fun, both to read, and to envision. And at the end of the day, it's this sense of fun that gives MYM, and Jack Spicer, so much appeal to me.
 

darth meanie

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Joined
Jun 6, 2008
Messages
452
Advertisement Numero Uno

Ryoko Kano

By HeoandReo



You're all right now thinking, who the hell is this character, and what the hell is this moveset, because I never so much as gave it a glance. HeoandReo has a very unique look on making movesets as a newcomer, but one that is simultaneously fresh and nostalgic.

Ryoko is a brawler character at her very core, a heavily grab-focused moveset with a lot of throws designed to mess up the enemy's momentum and follow up. The moveset's biggest weakness is that it's rather detail-lite, but even without much information, her playstyle is apparent.

What moves this moveset past 'good for a newcomer' and into 'subtly brilliant' though is that HeoandReo takes her fighting style of Judo and subverts it. Instead of reacting to her opponent's movements, as is classic in Judo, Ryoko's style is more offensive and based on attacking that a normal user of Judo, reflecting her headstrong personality.

HeoandReo takes a fighting style and twists it in order to even better fit the character's personality in a technical, throw heavy moveset with a very distinct style that still remains completely smash-feasible. What it lacks in heavy detail or high creativity it makes up for with simple, focused concepts that fit together like a glove. Beneath the rough presentation is a gem, and HeoandReo may be one of our best new newcomers in a while. Give it a read; you may be surprised.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Because If I Don't Comment, No One Will

General Scales & Typhlosion

Because I'm lazy efficient, I'll be covering both of these movesets in a single comment. General Scales honestly didn't feel as good to me as Spyro did, to be quite honest. Part of that though is that Spyro had more material to work with, while General Scales doesn't have nearly as many abilities. Typhlosion has some good options, but still could use some work.

The moves are still in general very bare-bone and one or two didn't have damage percentages on them. In general, to properly express a moveset, you need to add more detail to it. Also, neither of them had much of a playstyle to them, and Typhlosion only had a very few, small interactions available.

Judging from your work so far, I would recommend a few techniques that could help you improve. Think through exactly how you want your character to play, what strategies and how to best get their character across. Then start with the Specials. These moves are usually the core of the moveset, and how you introduce your basic concepts. Make them the focal point of the moveset. Then, for each move, ask yourself, "how does this move fit into my plan for how I want my character to play?"

If you work on improving these areas, you could stand to improve by leaps and bounds in Make Your Move 9. Good luck in the next contest too!

Nero

First of all, using RoyalBlue is much easier on the eyes than that horrific Navy color.


In general, I don't like meters. I don't think they fit the style of Brawl well. While combo meters work well in beat-em ups or other games in the style of Devil May Cry, they don't work too well in Super Smash Bros. Essentially, all the combo meter does is reward the player for combos and hitting the opponent... with more opportunities to combo and hit the opponent. While ideally a combo meter could be used in another, more unique way that opens up playstyle, this time it doesn't.

Really, as far as I can see, all Nero is is boosting technique after boosting technique, all in the name of more combos. It doesn't fit into any real overarching strategy. Moves like Exceed have no reason for you to ever not use them, as they're nothing but a straight boost that narrows the playstyle, rather than expanding it.

Of course, Nero does have his horrifyingly overpowered Grab-game to consider as well. Not only do his throws do fantastic damage, they can also chaingrab and have fantastic range. While using it to rearrange the opponent at longer range is a pretty cool technique that could've been used well, it never really goes anywhere more interesting than just throwing out an attack or another grab.

In essence, Nero is a good moveset if you just want to mindlessly button-mash, but if you actually want to play as a character, he comes up rather lacking by my analysis. I'm glad, if nothing else, that you recognize that this isn't your best work; in fact, a much better work of yours is coming up.

Mr. Mime


Mr. Mime is another Fil set, which is always refreshing; you've really improved since your earlier days my friend!

Anyways, Mr. Mime has some pretty cool stuff going on. The attacks do smack of proppishness, but considering the character, they all make sense, and many of the attacks are actually stereotypical of mime performance, which is very good.

I don't like moves like his Down Special, which doesn't really seem like an in character ability and completely flips off characters dependant on certain moves. The Side Special also seems like a horrifyingly powerful attack. Consider the fact that if you throw a projectile and the opponent can't see it, they'll have a much harder time shielding or dodging it, if it indeed could be done.

That all said though, smashes like his Down Smash are brilliantly creative, and his grab is one of the most interesting twists I've seen in a long time. I just wish he had more ways to create these invisible walls to screw with foes.

Mr. Mime doesn't go as far with his ideas as I would've liked, but it's still a good set, and an excellent showing from you.

Deathtanz Mantisk


I was surprised by this set; from what I'd heard it sounded rather unimpressive, but you did a fairly good job with this guy Plorf. He has one of the most fun ways to kill an opponent yet; slamming pillars of stone to the ground and slicing them up with your blades to knock them away has a lot of potential. When I first read the moveset, I thought that for his recovery, he actually had to grab on to the falling pillars and climb up them for his recovery (which I thought would've been awesome).

The boomerang blades do have a fair bit of good potential too, and he mixes in a number of interesting attacks. The counter seems a bit too much though; it covers a weakness of his and turns it into a pretty big strength. His melee moves also have a lot of meat to them, in fact, they're overdetailed, and pretty strong in general.

He does combine a number of cool ideas together; a nice projectile that hurts his melee game, but can be boomeranged back to him, and a unique kill method that reconstructs the battlefield. Definitely one of my favorite Plorfsets.

If anything, his weakness is that he's overpowered, but most of that is numerical stuff, not conceptual, and you made about twelve too many comparisons to Meta Knight, which doesn't help your cause, especially since they do play completely differently.

Urgot


Hey Chris! How have things been? Good? You made a set? Cool.

Urgot's damage does seem fairly low; his forward smash does pitiful damage for what giant scythe swing. His Down Special also seems like a very generic boosting move, which I've got a very strong stance against. His Up Special also seems fairly useless; anybody will move out of range during a one second charge up; it's been so gimped as to avoid breaking it that it's useless.

He's got some cool projectiles, and his grab seems really cool, but Urgot is essentially nothing more than a projectile spammer. Nothing wrong with projectile spam, but Urgot never goes beyond that one element, which is slightly disappointing. But what do you expect for the time spent?

Van Pookin

Another Plorf set in such a short window! And one with a fairly interesting and unique mechanic. Defense, or offense?

Unfortunately, for all you play it up, you never put together a real strategy on how to switch between the two, or when you might want to use either one. That said though, it does offer the opportunity for the reader to decide, instead of limiting it to a flowchart. I'm really sort of conflicted, but I think that you definitely could have better expanded on the options. Another thing is that some moves describe the mouth opening up to do something. Does the inner mouth become vulnerable if attacked there during the start-up? That would greatly change his style, and probably make him more interesting to play against.

Also, the fact that this guy has any combos at all seems pretty ridiculous; he's a giant flying tank with no appendages. Van Pookin isn't bad at all, but he doesn't impress me as much as I wish he did. As is often your style, it felt like too many questions were left unanswered.

Firebar


Hey n88, you really like making these sets for items or minor enemies, don't you?

My numero uno complaint with Firebar is that you never once explain how far he is thrown or how fast he spins normally, only how fast he does relative to his other attacks. He's also way way underpowered.

That said, the way you describe things like knocking a foe under the stage with a spinning wand of fire makes me think that this guy actually really does have potential, and the fact that you made a functioning set out of a nonsentient block of spinning fire says something for your creativity.

Sadako


I wasn't scared since I'm not four years old. Still pretty well written, and you scared a few of our fellow movesetters. I've never actually seen the Ring though, so I can't entirely appreciate all of the references though.

I do love the implication that Sakurai put her in to trick everyone into watching the video. Doesn't make sense why she'd be so hard to unlock then though.

The Infected

Kholdstare proves once again his mastery of presentation, with one of the most fun writing styles I've seen in a while, that manages to express most of the necessary information without breaking character even once. Unfortunately, doing so also confused the hell out of me; I didn't realize for a while exactly how you're playing or what everything meant.

The presentation builds atmosphere though, and beneath it all is an interesting team-based playstyle, which is pretty cool when you can pull it off with seemingly mindless zombies.

He'd steamroll minion characters though.

Raimundo


Another Fil and another Twil set! Both within about a week! And honestly, combined you two did an excellent job. Wind is a cool, and underutilized, concept; I only touched it once with Saber, and your use of Tornados to push and gimp foes is really something. What really puts it to the next level is the Golden Tiger Claws. Teleporting tornados around to perform attacks, jumping up to attack a foe in hitstun, teleporting a foe right offstage or into another attack, it's got a million different applications and glues the moveset together very well.

His attacks are all for the most part creative, and fit into the playstyle fairly well. While I'm not a fan of so many different move interactions making up a single set, they all key into one move, the tornado, which actually works well with all the interactions for the most part; few of them don't have the internal logic necessary for it to work.

I'm not a fan of every move; the Down Tilt doesn't seem to fit into his playstyle all that well what with his aerial focus; you'd think he'd want the foe to jump. If anything, I'd expect a launching attack, not a grounding attack. I'm not a big fan of those kinds of status moves out of nowhere either. He could also use some more focus on elements of his game not using tornados, but it's still enough to make interesting combat out of.

Anyways, Rai fits together very well and has an air of nostalgia with a taste of brilliance. Good job, both of you.

SIR ARTHUR


THIS IS A MANLY SET FOR MANLY PLAYERS! ARE YOU A BAD ENOUGH KNIGHT TO RESCUE THE PRINCESS?

Sir Arthur is projectile spam taken to its logical manly extreme. Arthur's got a lot of projectile moves, and you do the impressive feat of not making them all feel tired at all and keeping them all unique. He's still essentially going to boil down to frame traps and essentially fight like a bullet hell boss, but that's, interestingly, exactly what he is.

I do question the grab though. Why on earth is he summoning his own enemies to fight for him? I can see to a certain extent why it's being done, but it's not internally consistent. It does at the same time add another flavor to his style what with fire torches and helping with his spacing.

Arthur is a projectile-hore hero, and not much more than that, but he essentially works for what he is. I have to give credit to you and your writing style for pulling this moveset off. Good job MT.
 
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