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Make Your Move 9: [Now Defunct]

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Rychu

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

THE JOKER REMIX

The Joker is one of the greatest fictional characters ever to be created. He was originaly supposed to be a one-shot throwaway character, but the Batman creators Bob Kane and Bill Finger decided to add one sloppily drawn pannel at the end of Batman #1 to show that he had survived, and thus created history. It's no surprise that The Dark Knight's first foe(supervillian, that is. Batman had taken down gangs before hand), which he himself helped create no less, would go on to be his greatest enemy. The Joker is directly responsible for the deaths and injuries of many of Batman's allies, most noteably the death of the second Robin aka Jason Todd, and the paralysis of Batgirl aka Barbara Gordon. He's famous for using comedy-oriented weapons such as deadly laughing gas and a harpoon gun that fires a razor-sharp BANG! sign, both of Which, along with his beloved knives, sharp-as-hell playing cards, Joy buzzer, Bombs, and special Venom will be featured in this moveset. The Joker may like to appear random and crazy to all his enemies...but deep down, he's a master at planning, always moving foes closer to Checkmate. He's completely off the ****ing wall crazy, the Ace of Knaves: The Joker, has joined the Brawl! HAHAHAHAHAHAHA!
Statistics:
Size: 7
Weight: 7
Speed: 6
Jump: 5
Air Movement: 3
Traction: 2
Power: 7
Range: 10
Attack Speed: 3

Special Mechanic: Joker's Gas
Throughout his long history, the Joker has had this as one of his many trademark weapons. It's ranged from making his opponents just pass out from laughter...to killing them with their own howls of joy. This moveset uses the latter. Oh, also...this gas is GREEN. Remember that, because its important.
The Joker uses his gas as one of his main damage rackers, along with setting up some pretty nifty interactons with other moves. This gas can also be used as a smoke screen, hiding anything that is within it's range. The Joker is immune to his own creation, so he's free to hide and wait for opponents in the smoke, or just plant his traps inside.
Like real world gas, this **** spreads(also, because the Joker loves this goo/gunk fetich that's going on in MYM right now). Over time the gas cloud will expand in all directions, about 1 SBB in 5 seconds. While this might not seem like much, the Joker will most likely have several of these babies out at once. Only vague shadows of characters can be seen through the gas.
So, you are spreading your gas around...but what's the gas do to opponents? Well, once opponents are in the gas, they begin laughing and taking 2% damage every second. After 7 seconds of this, their controls become unresponsive, and the character builds 3% damage every second. Pretty nasty stuff, huh? At this point, the characters are probably done for, and just sitting ducks for the Ace of Knaves to hunt for sport. Get it? Duck? Hunt?HAHAHAHAHA!!

Specials

Down Special: Gas Bomb
This is the Joker's most important move, hands down. No contest. On the whole, it works very much like a combination of Snakes D-Smash and D-Special. The Joker kneels down and pulls a green bomb out of his coat pocket before placing it in the ground, the whole process takes about .4 seconds.
The Joker can Detonate his bomb with another press of the Down Special, this taking .1 second. When the bomb detonates, a small explosion with a blast radius of .5 SSB's is set off which does 7% damage and knockback that kills at around 155% However, the real reason you use this is to release your gas. The gas cloudm itself starts about 1 SBB in circumference and, as mentioned above, spreads over time. You can use this gas as not only an effective damage racker, but also as a small window of near invisibility for hiding traps and such.
This, as said, is his most important move. The Joker will use this often during the course of the match.

Up Special: Self-Detonate
Dude, the Joker is one crazy Mother ****er. The Joker opens his coat to reveal several bombs straped to his body.(let's not BLOW this out of porportion, HAHAHAHHA!) After a quick laugh, taking .2 seconds, he detonates the bombs, dealing himself 7% damage. The Blast radius of the initial explosion is 1 SBB, and deals everyone else 15% damage and knockback killing at 150%.


What, you thought that was it? This is MYM9, dammit! Specials are NEVER that simple! As it turns out, the bombs on the Joker's chest were the smae kind he plants on the ground, meaning it also leaves behind a gas cloud. The Joker can actually MOVE this gas cloud around, while leaving gas residue behind himself, which acts the same as a regular gas cloud. After 3 seconsd, the gas cloud on the Joker will disappear, leaving only the trail he left behind him.

Side Special: BANG! Gun
The Joker reaches into his coat for .3 seconds before pulling out a pistol(the same one in his picture), holding it out at arms length in front of him. If the Side Special is not activated again within .5 seconds, the Joker will put his arms down, still holding the pistol. Once the input is pressed again, the Joker will very quickly fire the gun, only to reveal that it is only loaded with a BANG! sign. The sign does not detatch from the gun barrel. This has almost no start lag, and a range of about 1.2 SBBs in front of the Joker, and does 12% damage and knockback that kills at 175%. That gun however is still held at his side...
What, you thought he was just going to pull some stupid prank? HAHAHA!. If the side special is pressed a third time, the Joker lifts his arm and blasts the BANG! sign out of the barrel, which travels in a low arc which has the speed of Fox's laser and a range of the entire Battlefeild. This all has about .5 seconds start lag. If an opponent is hit by this sign, which is essentially a mini harpoon, are dealt 20% damage and knockback that kills at 145%.

Neutral Special: Klown Smoke Bomb
The Joker gleefully drops a small bomb about .5 SBBs in front of himself, which looks identical to his gas bomb. This sits on the ground until it's walked over, in which case it releases a stream of WHITE smoke(which disappears after 1 second) to engulf the character who walked over it. When the smoke clears, we see that the character now has bone-white skin, green hair, and a Glasgow smile.(this is different for animalistic and robotic characters. Just use your imagination) This causes characters to be dealt 3% damage every 2 seconds before they deal the Joker 13% damage. If a character is inside the Joker gas and are infected with the Klown Smoke, they damage twice as fast as normal.


Smash Attacks​

Side Smash: Put It There, Pal!
The Joker extends his hand in a friendly gesture, happily shouting "Put it there pal!", holding this pose for 1 second(it can be rolled out of). He eagerly waits for his opponents to shake his hand, having turned into a man of decency and sportsmanshi...nah, im just pulling your leg like an exploding shark. Anyone who hits the Joker from the front while his hand is up is dealt 13% damage and a dizzy effect.
This has an extra kick if the opponent has been infected with the Klown Smoke. If an infected opponent attacks the Joker, the are dealt an additional 3% damage and minor knockback. Not much you say? Well, considering that they have to attack him to cure their infection...
Oh, and one more thing. The electricity reacts negitivly with the Joker Gas. It sends an electric shock wave through the entire length of the Gas it was used on(if the Joy Buzzer comes into any contact with the cloud), traveling at the speed of Link's Arrows, dealing 5% damage to anyone it comes into contact with. The point? You'll see..

Down Smash: Venom Bomb
The Joker carefully places a bomb that is Identical to the two others directly in front of himself, taking .3 seconds to do so. A maximum of 3 of these can be onstage at once. When walked over, Joker Venom(the liquid form of the Joker Gas) is sprayed over the opponent who set it off. This does 5% damage and remains on the opponent for 5 seconds.
If this is on opponents while in the gas cloud, the rate of damage dealt by the cloud doubles. If the venom is sprayed on an opponent who has been infected with the Klown Smoke, it has the same effect as Klown Smoke in the Gas Cloud. If all three are combined in a hellish (M.) Trinity(get it? M. Trinity? HAHAHA!) it triples the rate that damage is dealt by the cloud.
If sprayed opponents are attacked by the Joy Buzzer, the electricity shocks them repeatedly for the time it takes for the Venom to disappear, dealing 3% every second.If the Joy Buzzer is used on the cloud while an opponent who is covered in venom is in it, the electricity onstantly does damage, daeling 3% damage every second an opponent is in the cloud.

Up Smash: Falling Bullet
The Joker once again reaches into his coat and pulls out his gun, this time aiming up. He pulls the trigger, firing the BANG! sign straight up. This has .1 second start lag. The sign deals 5% damage and minor knockback traveling up 5 Ganondorfs at Fox's dash speed. Once it reaches it's peak, it flip and falls straight down at Sonic's Dash speed. Coming down, it does10% damage and medium knockback. What you're really hoping for, however, is the sign to land. If the sign hits the ground uninerupped, it will stick to the ground. If walked over the sign explodes with a blast radius of 2 SBB's daeling 20% damage and knockback kiling at 135%. So, opponents must make the choice: damage now, or death later.

Grab Game​

Grab: Grab(HAHAHAHAHA!)
The Joker extends his arm and Grabs his opponent, with a range of 1.5 SBB's. You were expecting something complex? HAHAHA! Oh, it also has .2 seconds start lag and heavy end lag.

Pummel: Venom Spray
The Joker sprays his opponents with his Venom, dealing 3% damage every spray. This has the same effect as the bomb spray, except it goes away after 3 seconds. Follow up with a quick Electric Handshake, if you know what I mean.

Forward Throw: A Trick Up His Sleeve...
The Joker shoves hios opponents away from him, and points his arm at them. He sprays them with a cloud of his Joker Gas, which acts exactly the same as the other clouds, reacting with any status effects. The coud starts about .5 SBBs in diameter, spreading at the same rate as the other clouds.

Backward Throw: Brutal Venomizing
The Joker flips his opponent and slams them on the ground, dealing 5% damage. He can now use his pummel, with it now being 2X more dificult to button mash out.

Up Throw:BANG!, Your Dead
The Joker reaches into his coat with his free hand and pulls out his gun, firing straight into the opponents gut while laughing maniacly. But, remember that the gun has to be fired twice to release the projectile. He aims the gun straight up, with the opponent on it, and fires. This does 10% damage and can kill at 140%. Opponents can button mash out of this while the bullet is still in them(it stays with them until they're K.Oed) while they're in the air, causing them to throw the sign straight down, in which case it acts the same as Joker's Up Smash.

Down Throw: Shoe Knife
The Joker pushes his opponent foreward, and after revealing a knife hidden in his shoe, kicks them in the stomach. The opponent is dealt 10% damage and knockback that kills at 145%. And...well...what if they're not Koed?
That knife leaves a pretty nasty wound in the opponents chest...it'd be a shame if it got...infected. ANYTHNG Venom related (Joker Gas and the Venom itself) will sepp into that wound and cause some sort of change in the body. After the Venom has seeped its way into the wound for 5 seconds, the opponent will get the same effect as the Klown Smoke. What if Klown Smoke is put on OVER this?
I dunno....how about...it becomes twice as hard to fight the infection(you have to deal the Joker 20% damage). That work? It does? OK, good, lets go with that...and onto the next catagory....now.

Standard Attacks​

Neutral Combo: Knives, Knives, Knives! HAHAHAHAHA!
The Joker loves his knives. He reaches into his pocket and pulls out one of his favorites, taking .2 seconds to do so. He then performs up to 3 quick slashes, all dealing 2% damage and flinching knockback before putting the knife away, not wanting it to dull. While this might not seem like much, the knife leaves a wound much like the shoe knife. These wounds aren't as deep as the shoe knife wounds, so it does take 2 times as long for the Venom to sink in.

Side Tilt: The Same Trick Up His Sleeve...
The Joker extends his arm, taking .2 seconds to do so, and...performs his Forward Throw? well...yes and no. The Joker fires his Venom about 2 SBBs in front of him. This has the same effect as the Joker's F-Throw if it lands on his opponent. If it doesn't land though, it sprays on the ground, wherew opponents will track it around if the walk through it( the Joker absolutely ADORS the MYM9 goo fetish, you know). After 3 seconds, the spray evaporates and becomes a gas cloud, having the same properties as all the others. Why don't the other Venom-based attacks have this effect? Why don't you quit asking questions and read the God Damn set?

Down Tilt: Hellfire
You see, the Joker is a bit of a Pyromaniac. He luvz him some flamez. He takes a lighter out of his pocket, lights it, and throws it to the ground, taking .5 seconds to do all this. When the lighter hits the ground, it bursts into flames, causing 6% damage and flinching. When the fire hits the gas, however, the gas...catches on fire! The fire still does 6% damage every second it's touched. The fire starts in whatever cloud the lighter touched first, and spreads at Captain Falcon's dash speed in both directions, setting off all traps and leaving nothing behind. Why rid yourself of your gas AND traps? WHY THE **** NOT? HAHAHA!

Up Tilt: Portable Klown Smoke
The Joker looks up, raises his am, and releases from his sleeve a dose of his Klown Smoke. This does very little besides 5% damage. This is of course unless the opponent has been cut with a knife. If cut by the shoe knife, it takes about 3 seconds for the Smoke to Sink in, taking twice as long if they are only cut be a regular knife.

Aerials​

Forwar Aerial: Shoe Knife(Jesus, these moves are repetitive, aren't they?)
The Joker spins around in the air and kicks the opponent with his shoe knife, taking .3 seconds to do so. This does 7% damage and considerably less knockback than its Forward Throw predecessor. It does however have the same effect as the aformentioned throw, as well as some bad end lag.

Up Aerial: Harpoon Recovery
The Joker reaches into his pocket yet again and brings out that good ol' BANG! gun. The Joker shoots a sign, this time with a rope attatched to it, at the nearest ledge at the speed of Sonic's dash speed. While firing, this does 7% damage and medium knockback. When it lands(this has a range of 3 Ganondorfs), this becomes a trap exactly like your U-Smash and U-Throw.

Neutral Aerial: Bomb
The Joker, while airborn, reaches into his coat and pulls out a bomb, taking .3 seconds to do so. This is no ordinary bomb, though...well...yes it is. After it's taken out, it turns into a normal throwing Item for the Joker. It does 10% damage and knockback that kills at 145% if it comes into contact mwith ANYTHING, with a blast radius of 1.5 SBB's. An N-Air kill move? Oh, how unorthodox!(SMIRK)

Backward Aerial: It's a Random Flipkick, *****
Oh, how the Joker loves randomness! However, the Joker does this flipkick with his shoe knife, leaving one of those nasty wounds like the other knife attacks. It also does 7% damage and medium knockback.

Down Aerial: Pin Down
The Joker suddenly falls to the ground, pinning any opponent he comes into contact with, performing basically his down throw. It does have some heavy end lag if he misses, though.

FINAL SMASH: Here's My Card
Because they had to be featured SOMEWHERE in this set. The Joker turns all yellow and when the Special Button is pressed, he throws a HUGE FRIGGIN JOKER CARD, which gets lodged in the opponents skull. However, they still can move until they run into something, inwhich case they explode with the Joker card, leaving a bloody mess, and losing a stock. The mess stays even after the match continues.

Playstyle, One Crazy S.O.B​
Thed Joker is all about one thing: His gas. Early on, you'll have to place o gas bomb to get started. You are at a disadvantage until you can get a good sized cloud and traps up. While your gas is spreading, your grabs and aerials should keep you fighting, but it'll be a struggle. Your Side Special is a good scare tactic for keeping opponents away, as it can be used at very long distances. After you've got a sizable cloud, lay your traps...and hide like a *****. after you've damaged your opponents up, light the cloud up with hellfire and use one of your delicious kill moves to finish the Job. Unfortunatly, this means approaching, a thing he's not good at. Oh, wait...he's got his gun AND his bomb! Kill the damn fools and lay your traps to start over. Lather, Rinse, Repeat! HAHAHAHAHAHAHA!!
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
Oh hey guys. Good to hear you remembered about voting for this week's MYmini. We had two voters and a five way tie for 1st. Good stuff.

1. M.Trinity Extras by MarthTrinity (1 vote)
1. Sloth Fatality by MasterWarlord (1 vote)
1. Koala Kong Minion by MasterWarlord (1 vote)
1. Raven Fatality by half_silver28 (1 vote)
1. XP-Tan Extras by Junahu (1 vote)

Yep. . .
 
D

Deleted member

Guest
User Rankings Week #6

Welcome to the User Rankings! Every Monday, I'll be compiling the entire of the last week's activity in the thread and showing off, just who is the most active member? The point of this exercise is to recognise the most dedicated among us – those make your movers who are currently pushing the boundaries, as well as highlighting all movesets made by them.

To get on this list, you need to have made a moveset in this or a previous Make Your Move, as well as having posted in the Make Your Move 9 thread. The cut-off point for tallying is 12AM on Monday; other removals or changes are at my own discretion. The breakdown of points is as follows:


25 points for a Moveset
15 points for a Joint Moveset
5 points for a Secondary Submission
4 points for a Comment
2 points for a Secondary Submission Comment
1 point for a Regular Post
+Regular Posts do not stack

This week was a little different than usual. The nature of the minis allowed for multiple entrants from Make Your Move members - to the point that some would regularly have received enormous amounts of points, when there was only a minor creative property. Therefore, I made the judgement to award a user for simply posting a mini, rather than the number of, for the same amount of points. This was not a decision that I made lightly - if you look at the points that would have otherwise been given, you see where my dilemma was had.

Improved from the last couple of weeks, this one saw some very impressive activity from certain members. Leading from the front was contest creator Junahu, posting two movesets - XP Tan, a wonderful foray into randomness and Windows OS shenanigans [be sure to check out], as well as sneaking in Airman at the near-end of the week, which is a decent set in its own right too which also comes at my recommendation. Behind him it was a heated contest that resulted how it did purely due to a couple of posts. Nicholas1024 posted his hysterical Fawful set, written under the impersonation of that character - read that for some fun times. With a rather extraordinary set in MissingNo., Pikmin3000 followed him, which is worth just as much of a read.

Remember to check out the stadium to find all of the sets mentioned.

Overall User Rankings



Points: 65, Movesets: Diglett, Penny Gadget / Inspector Gadget, Blaze the Cat, Windows XP Tan, Airman

Points: 27, Movesets: Dark Samus, MegaMan.EXE, Fawful

Points: 26, Movesets: John Marston, MissingNo.

Points: 21, Movesets: Micaiah, Sanaki, Sothe

Points: 21, Movesets: Victreebel, N. Brio

Points: 15, Movesets: Muk, Auron, Wiz & Kupa 2, Pyro Jack, Jack The Ripper

Points: 10, Movesets: Nattorei, Electivire, Nrvnqsr Chaos, Toxicroak

Points: 10, Movesets: Miroku

Points: 9, Movesets: Ulgamoth, Ronald McDonald

Points: 7, Movesets: The Prince, M. Trinity

Points: 6, Movesets: Gelatinous Cube

Points: 5, Movesets: Erufuun, Unlimited Hazama

Points: 5, Movesets: Godzilla, Kiryu MG III

Points: 5, Movesets: Dante

Points: 4

Points: 2, Movesets: Tetris, Harvey Moisewitsch Volodarskii

Points: 1, Movesets: Gigaiath​
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
Mephiles the Dark


Mephiles Theme Song
Mephiles Phase 1
Mephiles Phase 2

Mephiles the Dark is the 'main' antagonsit of the Sonic 2006 game. He is the mind of the Sun God Solaris from whom he was split from 10 years ago. Mephiles does not have a true physical form; he takes a similar appearance to Shadow the Hedgehog because he was the one who sealed him in the Scepter of Darkness in the game. Hosting various dark powers such as the ability to time travel, Mephiles is a cunning, evil, and a somewhat cowardly being who desires to fuse with his other half Iblis so he can become Solaris again and eventually try to destroy all existence. He eventually achieves this goal by killing Sonic, but is completely erased from existence. Because the events of Sonic 2006 never happened Mephiles himself never existed, meaning that he could potentially appear in another Sonic game.

Stats


Size: Mephiles is the same size as Sonic due to being a copy of Shadow who is also the same size as Sonic.
Weight: 9/10
Ground Speed: 6/10
Aerial Speed: 6/10
1st Jump: 5/10
2nd Jump: 4/10
Fall Speed: 8/10
Traction: 8/10



Specials


Side B - Time Travel



Mephiles raises a hand to attempt creation of a dark sphere. It takes a full 3 seconds for it to form and cannot be stored but can be canceled by pressing B. How the move is executed afterwards is dependent on how you treat the controls. If the control stick is held forward, Mephiles will hold the sphere in front of him; releasing the control stick from here allows Mephiles to fire the sphere as a projectile that travels at MK's Dash Speed, ignoring enemy shields. Alternatively, if the control stick is held backwards, Mephiles will engulf himself in the sphere, giving his enemies a small window of opportunity to enter with him.

The moment the sphere touches a player they will be sent back in time, or more specifically, a previous frame of the match. You can decide which exact frame of the match you want to return to by respectively using L and R to scroll back and forth between images of past match frames which appear above Mephiles when he's charging them move.

When you're in the past everything plays out as it should, you appearing from the part of the stage you were sent from. Following the laws of the Space-Time Continuum, interfering with past frames of the match allows you to alter or erase certain parts of the game in the present: basically you interrupt or destroy something in the past anything it would have done to have led to the present state is erased. If you KO the enemy of the past, all the damage they would have done to you afterwards is erased (read: you can erase potential damage and stock loss this way) - damage done to them is erased as well, including stock losses they would have suffered.

When a player(s) travel into the past, they'll encounter the characters who are in that current frame of the match. The player(s) that did not go get sent back in time are able to control their own characters to protect themselves. Aside from them, the player(s) sent back in time should encounter past versions of themselves. These past characters will continue whatever it was they were doing unless they are interrupted, to which they will ally with themselves with LV9 AI. This means that if Mephiles travels into the past by himself, there will be 2 copies of him, and so on. Note that of these 2 characters, the present character will respawn as usual in the past, but any damage the past character takes is added onto the present characters.

Characters stay in the past until their past version is KOed, to which they respawn at the present with all the new effects added on. Mephiles can return to the present by himself by using this move on himself again, though any foes that came with him to the past will return to the present with him.

Because of his tendency to fight indirectly Mephiles is capable of using Time Travel to his advantage. This generally serves 2 purposes: sending the enemy back to the state of your prime, or erasing negative effects cast upon you. If you can disposition your foe and make the present the past, Mephiles could easily control time and space.


B Move - Shadows of Mephiles



Mephiles summons these tiny deformed versions of himself. They are as small as Pikmin and can be fired at the same rate. They'll travel at Bowser's walking speed to the nearest foe for as long as they need to in order to, though they can be killed with one hit. If they touch a foe they'll grapple on, cutting the enemy's speed down to 3/4 for each one, though they can be shaken off quite easily. They aren't much of a threat on their own but can be quite pesky in certain situations.


Down B - Dark Earth
Mephiles points to the ground beneath him, or the ground closest to him if offstage, creating a pool of darkness in that area that's 2 SBBs wide. Using this move again afterwards has Mephiles yell "Drown in darkness!" before submerge himself into the pool, diving into it from his aerial location at Sonic's Dash if he has to as a recovery, going through all walls in the process.

When the dark pool is out it cannot be destroyed by conventional means, but that doesn't mean you can't stop Mephiles. Despite him diving to the pool at a fast pace you can still hit him out of the state as he himself is vulnerable. If Mephiles does enter the pool watch out as he's completely invincible in there - even so if he wants to get out he can use Side B to re-appear on either the right or left side respectively. The only way for the enemy to actually stop Mephiles is to prevent him from entering the pool in the first place, which requires them to stay on top of it. Fortunately for them the pool only lasts for 25 seconds, to which Mephiles is kicked out of his pool if he's still in it.

Dark Earth is quite a tricky move: it gives a lot of benefit to Mephiles as both a recovery and temporary shelter. Because of this the foe is basically 'forced' to try and stop Mephiles from entering this pool or else he gets free invincibility. The key thing to note is how the foe is 'pressured' to stand on your pool. You should note that the pool only lasts for 25 seconds though so you should try to make the most of it even though you could just make another.

The actual advantages you get from this move? By pressuring foes to stop you from using this move, you can position them where you want when you travel back in time: this is especially good if you position the pool near the ledge. The invincibility isn't for show either: if you send the opponent back in time to when you 'were' invincible they'll have no way of being able to attack you. Just make sure that you have a way of attacking them, as Mephiles obviously can't attack by himself - he could go into the past with them?


Up B - Chaos Control
Mephiles teleports to a location you choose via control stick for 5 SBBs worth of distance. He can travel through solids with this, though if he aims towards ground from the air he can follow up a ground move without any lag. Mephiles will not enter helpless state with this move though he cannot use it again in the air.

If Mephiles charges this attack for 2.5 seconds, he'll leave a clone of himself where he teleported from, saying "Looking for me?" in the process. One of these Mephiles is fake and can be destroyed with a move that surpasses Flinch Resistance, though attacking the real Mephiles will banish the fake anyway. To determine control of fake and real, if you held B when you teleported the fake will be in the place where Mephiles teleported from, and vice-versa.

This isn't a mindgame move but actually a distraction, as the fake Mephiles does not have the same dark flames burning around him that the real one has. Despite this the fake Mephiles can still do real damage to you, it following your input commands. It cannot move and will stay afloat in the air if it was created there. Mephiles can still make another clone if he has one out; he can in fact make as many as he likes.

Of all his moves only the real Mephiles can create a dark pool. If he dives into one while he has clone(s) out they'll stay at their positions while the real Mephiles can stay protected in his pool. To make things worse, the clones can attack the enemy while they can't do any damage to Mephiles. All the more reason to stop Mephiles from entering his dark pool and camping.

Additionally Mephiles can send himself and/or his clones back in time by using Side B. You could easily dive into a dark pool and have your clone(s) travel back in time - if you take just one clone into the past you'll have full control of it and it will be treated as the 'real' Mephiles meaning you can make even more clones. By doing this you can interfere with the past without directly taking harm yourself, especially if you travel to a point where you're in a dark pool, making it impossible for the foe to damage you - you can create constant time loops where you send the foe back to the past to keep damaging them and you're invincible.

Aside from serving as a second recovery, the clone factor can put some serious hurt on the foe. Clones are very annoying, adding to Mephiles' cowardice.

D-Taunt: The real Mephiles' 'flames' on his body increase in size. This taunt can be used at anytime, blocking off all button commands to the real Mephiles so you can give your clone(s) a command without having Mephiles attack as well.


Standards

Standard - Smaller Dark
Mephiles creates a tiny dark fireball that proceeds to follow the nearest foe. It travels at Bowser's Walk Speed until it either travels 3 SBBs from where it was created or travels a total distance of 5 SBBs. The fireball does 1% to enemies with no flinching whatsoever. Mephiles is able to spam this move in the same light as Fox's Blaster.


Dash Attack - Darker Illusion
Mephiles halts before teleporting 2 SBBs forward, suffering 1/2 a second of lag afterwards. Afterwards Mephiles leaves behind a 'clone' of himself that stands in place; enemies that try to attack the clone will cause time to freeze for 2 seconds and take 5%. If Mephiles holds A when using the attack the clone will appear where he would have teleported.


F-tilt - Dark Ball
Mephiles raises his hand to shoot forth a small dark energy ball that travels at Ganon's Dash Speed for 2 SBBs. The ball of darkness inflicts 2% with flinching.


U-tilt - Dark Dropper
Mephiles' eyes glint before a dark clone of himself appears 2 SBBs above him before descending at Bowser's Walk. It vanishes upon touching something, and if it was a enemy, they take 25%.


D-tilt - Dark Pool
Mephiles' crouch has his body sinked halfway into the ground; when the D-tilt is activated Mephiles becomes a dark pool that can travel at Fox's Dash Speed right underneath makeshift solids and also go up walls. This lasts for 2 seconds, and if the enemy makes contact with Mephiles in this state they take 5% per 1/2 second.


Smashes

F-Smash - Dark Chaos Lance



Raising a palm, Mephiles fires a lethal lance of dark energy. Getting hit does 28-40% KOing at 80-50%, but even worse is the monstrous range shown in the image. Granted, the move does have a slow start to it; Mephiles keeps the lance out for 2 seconds before the damage takes effect.


U-Smash - Energy Ball of Darkness
Mephiles creates a sphere not unlike that of his Side B, him raising the sphere directly above himself with both hands. While charging the sphere it acts as a hurtbox to foes in the same light as Aura Sphere, forcing them to attack Mephiles' sides due to it's size. Once charged, Mephiles throws the sphere wherever the foe is positioned, it travelling at Mario's Dash Speed. If it hits a foe it inflicts a 'dark' version of ZSS' Paralyzer gun but with 1.5X the capacity, along with 20-30%. The sphere is actually too big for most characters to spotdodge in one go, so they must either outmaneuver it or shield it.


D-Smash - New Pollution
Mephiles faces the screen while sticking both his hands into the ground. This creates dark pools on both sides of him 1-3 SBBs each until he uses the input again. Enemies who touch the pool take 1-3% per second and become unable to damage Mephiles for a number of seconds equal to the amount of damage they took.


Aerials

N-air - Dark Solid

Mephiles immediately freezes in place as his body turns black; in this form he becomes a solid that can't be damaged. To get him out of this form you have to strike him with a move that surpasses Flinch Resistance, which will knock him back but will not damage him. Mephiles slowly falls to the ground in this state so he cannot stall forever.

A cunning trick Mephiles can use. It has numerous purposes including but not limited to: acting as a 'counter', blocking the foe's path, stopping weak moves and so on.


F-air - Dark Panther
Mephiles snaps his fingers as his hand alights, creating darkness at the enemy's position that causes the space they're in to cease existing, being replaced with black that's a approximate radius of their size. If any part of the enemy tries to enter this black space they'll be forced back out of it. This lasts for 5 seconds.


B-air - Black Path
Mephiles' spines outstretch, causing a area of ROB's Diffusion Beam behind him to turn pitch black. Anyone who gets in this area finds themselves unable to perform any attacks. Mephiles can hold this out until for as long as he likes until he is hit or lands, though there's a decent amount of lag to it.


U-air - Black Flame
Mephiles raises a hand to force a small black flame out that inflicts multiple hits of 1% per 1/10 second for 3 seconds. The flame is the size of a Party Ball above Mephiles who will continue to use this move even if he hits the ground, which is good because it's like a anti-air move.


D-air - Shadow Diver



Mephiles laughes evilly before diving straight down for a stall-then-fall. Mephiles himself is not a hurtbox, but when he lands he'll create a shockwave 2 SBBs either side that does 23% knocking the enemy upwards 2 SBBs.

If a clone Mephiles dives into a dark pool, it will rise up as this creature found in the second battle against Mephiles. This monster is as large as Giga Bowser and must be defeated by the foe to get rid of the dark pool's halted timer, having 100HP to chip away. This only works when the real Mephiles is in the pool himself, and when it does, all other Mephiles clones vanish while the large monster is out.

This creature is basically a boss-in-a-moveset which the enemies must divert their attention to. It has to stay in place but can turn around at will. It's attacks are as follows:



B-Move - Monster Beam
It clings to the stage while charging a laser for 1.5 seconds. The laser can be aimed forward or upwards, having a duration of 2 seconds. It inflicts 30% that kills at 50% to anyone hit; to dodge a sideways attack you'll need to be able to stay in the air for a while in the same light as dodging Tabuu's Dragon Laser.

Standard - Golem Punch
Brings it's arm back before bringing it overhead to smash forth. This does 18% killing at 100% to anyone, but is quite quick in execution. Sometimes the Monster will instead grab the enemy and hold them for 3X grab difficulty as a method of stalling.

F-Smash - Crush
Fists both arms before smashing them down, creating a shockwave in the process. The 1st attack does 25% killing at 70% while the shockwave that reaches out 2 SBBs forward inflicts 10% with hitstun.

D-Smash - Shadow Explode
Places hands on head in pain while flashing red for 3 seconds worth of forewarning. Afterwards it explodes in a Smart Bomb range that OHKOs any player hit by it. The monster kills itself with this move, allowing for some valuable spacing option.


The monster Mephiles can summon with this move is quite dangerous; fortunately all it's attacks are quite easy to dodge in the same manner as in Boss Battles. It's quite easy for Mephiles to teleport/clone upwards, create a dark pool and instantly send himself and then the clone into the pool to attack you. Even when this monster is out Mephiles' B-Move minions can still attack, though they are easily dispatched.

That said, the monster's value really comes forth when you return to the past. If you just send the enemy back you control the monster, but if you send yourself back the monster will use it's moves at random, it using it's suicide move at 20HP or less. It's moves cannot damage you fortunately. Creating a bunch of clones before creating this monster is a helluva way to defeat the foe: after the monster dies have your clone(s) create time rifts to return to the point where the monster was still alive; the clone can return to the past and assault the enemy who's got it hard enough trying to avoid the boss' moves.


Grab
Given his indirect tendencies, Mephiles raises a palm to send a dark wave forth that paralyzes enemies. The grab is somewhat slow, but has good range that reaches 2 SBBs in front of him. Enemies are not drawn to him by the grab but are kept in place.


Pummel - Dark Torture
Mephiles attacks the enemy with darkness, inflicting 1% per 1/2 second with 2X grab difficulty. You can't use another throw if you use this.


F-throw - Secondary Darkness
Mephiles horizontally knocks the opponent back with darkness for 5% that KOs at 300%. After the throw Mephiles points at his enemy to create a dark spark in front of where they stopped flying. The spark lasts for 3 seconds and if the enemy touches it it'll blast them for 20% KOing at 130%.


B-throw - End of the Beginning
The real Mephiles teleports to the position of the nearest clone, having the clone re-appear where Mephiles was, continuing to perform their attack if they were in the middle of doing so. The clone Mephiles burns the enemy for 10% with good stun before vanishing on the spot for 10 seconds.


U-throw - Dark Extremes
Mephiles blasts the foe 2 SBBs upwards with dark energy, doing 3%. Once they reach their peak Mephiles teleports directly above them before knocking the down with darkness for 6%: onstage they'll enter their downed state, though due to Mephiles' potential to hold enemies a short distance he can potentially meteor smash them (not spike), which won't kill a enemy until 250%. If you tap A right before the throw ends Mephiles will extend a hand downwards to fire a beam, seemingly copying Deoxys' Pokeball attack, though this one only does 12% KOing at 150% if it hits the enemy, who has enough time to roll out of the way before the beam hits them. Mephiles can cancel the move by using the grab input or after 7 seconds pass.


D-throw - Time Paradox
Mephiles engulfs himself and the foe in a dark sphere, sending them 5 seconds into the future from their current position with set knockback 2 SBBs. To put it simply this basically speeds up timers of mechanics and attacks that were being executed during the time. For example if another Mephiles was attempting to charge their Up-B or Side-B, it will automatically be complete, this applying for Smashes as well. Don't take the future thing too seriously though, as outsiders of the throw will continue whatever they were doing without interruption.

Because of it's nature this throw is useful for maintaining a time frame for 5 seconds if you happen to be in a advantageous position, like having your monster out. The other obvious use is to use this as a way to automatically charge up your 2 specials or smashes with clones instead of having to wait for them and fend off the foe.


Final Smash - Solaris


Mephiles laughs evilly as the flames of Iblis envelop him. In a flash of light, the once separate beings return to their true form: Solaris. This super dimensional being is arguably the most powerful being in the Sonic Universe, existing in all time planes as it threatens to destroy all existence.

Solaris is too big to occupy the usual plane of Smash, and thus exists in the background. It cannot be attacked but it can attack you with these moves:

A - Eye of Solaris
Solaris momentarily gains a blue hue before creating a black hole in the area each enemy resides in, taking 2.5 seconds to materialize. This hole has a weak suction effect that attempts to drag enemies in for a instant kill. Solaris can only make 2 holes for each character, but these are none the less lethal as hell.

B - Solaris Laser
Solaris raises a hand to bring a laser down from the screen at the enemy's location, forming within a second. This move kills in 1 hit if it works.

The massacre lasts for 10 seconds before Mephiles returns to his usual form, somewhat pissed.


Tips for Playing as Mephiles the Dark

Mephiles is a extremely evil and cunning being who can use every frame of the match that's passed to his advantage. Time travel is a completely unique trait to him, so enemies will have to be very careful exactly how they fight him.

Mephiles has some good tools for diversion in the form of his clone(s) and his dark pool. The only thing is that it takes 2.5 seconds to make a clone and his dark pool is usually better off used when he has a clone despite the 'future' benefits that can be gained. Mephiles' B-Move minions are somewhat good for starting off with, as they are designed for small-time distraction.

Cloning should be your no.1 priority. A good idea would be to attempt this by either jumping offstage where the enemy can't easily reach you or using this in a recovery attempt. That said, it's not the time that you have to worry about but how close the enemy gets to your clone when you make it.

There's much fun to be had when you have a duplicate of yourself out. You can use your B-Move to summon twice the minions, create a D-air monster, or send the clone back in time.

To the point, your general idea is to create a space in time where you are completely invulnerable. This is where the dark pool kicks in, as it makes the 'past' Mephiles' invincible for the amount of time you keep him in there.

One tactic you can perform is: create a clone directly above you, then create a dark pool beneath you, have yourself dive into the pool for invincibility and then have the clone dive in so you can create the D-air Monster. Once the opponent has defeated it, have the clone create a time rift so he can go back into the past frame where the enemy started batting the monster: from here on, you get to team up with the monster and distract the foe from the monster's attention; hell, you could even create ANOTHER monster. Distract the enemy with the monster, grab them if you want to, and have the monster finish them off. If you can prevent the clone Mephiles from ever being KOed, you'll create a permanent time loop that will trap the enemies for the rest of the match, granting you victory. And even if they do KO the clone Mephiles in the past, the one in the present will not have sustained any damage.













Minions of Mephiles the Dark: Monsters of the Crisis

In Sonic 2006 you get pitted against various monsters created by the Flames of Disaster Iblis. While they are normally red in color there are purple variations of these monsters which are presumed to be Mephiles' own minions. None of these ever made an appearance in Mephiles' moveset, so they are here instead.

When Mephiles is granted the summon, a swarm of his monsters will appear in the stage to assist him as various summons. Enemies will have to be careful as they all appear at once. Note that while they are red in the images they are actually purple in color.

Biter



Three of these hound-like creatures appear at random parts of the stage. They're as large as 2 Bowsers side by side and will remain stationary unless a enemy gets near them or in their sight. Their primary attack is to fire a laser from their mouth which does 5% but fortunately no flinch of any kind. If you get too close to them they'll attempt to leap at you, which does 12% KOing at 334%. Their attacks are quite slow and they only have 12HP so they're quite easy to deal with.

Taker



Five of these Kirby-sized bird-like creatures scout the skies onstage. Their only attack consists of them shooting a ball of darkness at you which does a weak 3%. They die in one shot but can be annoying to reach and can easily pick at your damage percentage if you don't take them out.

Worm



This is not a image of the actual enemy but a close depiction to what it looks like; anyway, things start to get challenging from here. Two of these enemies will appear onstage burrowed from the ground, potentially able to appear from walls. They boast a fairly hefty 35HP, only taking flinch. If you're about 4 SBBs close to them they'll shoot a dark spiked ball at you; this is fairly telegraphed with the Worm moving it's head back and the ball moving slowly but it does 18% KOing at 180% making it dangerous. If you get out of their attacking range a worm will dig underground to re-appear at your position; this takes about 3 seconds but when they can potentially damage you through their reemergence; doing 12% KOing at 250%.

Golem



By far the most dangerous. This beast is as large as the Pig King Statue but like any other boss you can move through it. It has a huge 100HP with Super Amour that makes it a boss on it's own. But for what it makes up for in mass is not made up in speed. It's primary attack has it raise a dark rock above it's head which it throws at you within 5 seconds, travelling in a straight line to reach you. The rock is rather threatening if it hits you, doing 25% killing at 110%, but you can destroy it before it hits you, it having 20HP to deal with. If you get too close to it when it doesn't have a rock on hand, it will bring it's hands back in a attempt to crush you with a Hulk Slam that does 32% killing at 80% this being truly horrifying, but very very slow. The Golem's attacks are very dangerous though a decent player should be able to avoid them all.

Strategy

For those trying to deal with the monster onslaught, you'll want to deal with the worms first as they boast the best balance of speed and power of all the monsters. As a note you can reflect all of the monster's projectiles at them, making characters like Fox good for dealing with them. Generally you'll want to keep a close eye on the Golem as for when it attempts to fire it's rock at you, as it's dangerous if it hits. Biters are best killed if they get in the way, while Takers can't directly hinder you though they can stack your damage fairly quickly. Not to mention that above all this they all work for Mephiles, who will be trying to attack you. Watch out that he doesn't use his time rift to make you fight the monsters AGAIN.
 

Pikmin3000

Smash Rookie
Joined
Dec 23, 2009
Messages
20
Location
In A Yellow Submarine
Well damn... I was just about finished with MissingNo when my mouse "Back-Clicked" me and now I lost my Strategies and Match-Ups.

EDIT: I have 100% finished MissingNo! Thank Jesus!

Which of the following should I do next?

Ashley (WarioWare)
Frank West (Dead Rising)
Chuck Greene (Dead Rising 2)
Ed, Edd, N' Eddy
Billy Mays
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia

I have 100% finished MissingNo! Thank Jesus!

Which of the following should I do next?

Ashley (WarioWare)
Frank West (Dead Rising)
Chuck Greene (Dead Rising 2)
Ed, Edd, N' Eddy
Billy Mays
I don't really have any personal preferences character-wise, though I vote Ed, Edd, N' Eddy if that helps.

By the way those new Extras are looking nice. The 1st Win Pose is hilarious and would be so to actually see in real life. There have been 3 MissingNo movesets previously but this one is interesting because it focused on the actual nature of glitches over actual attacks to make th enemy kill themselves. My favorite move is without a doubt the Duplication Glitch, though I don't understand the positioning of the bubbles when they are made, nor do I get what is meant by enemies being in separate bubbles compared to you. Void is definitely a killer idea since it gives MissingNo a place to camp and makes him difficult to reach. In my eyes this take-on of MissingNo is counter-orientated in some ways, and is a tribute to the concept of glitches.


Because for some reason MYM hasn't gotten any attention for like, 2 days, I'll pour some thoughts onto the Joker. One thing that I have picked up is how much character love is present in your sets so far, given that it seems to be a completely unappreciated factor. Anyone who makes a set for a character because they like them over good ideas deserves a trophy. The writing is entertaining and in my opinion, very in-character; it's like you're talking about a person but speaking through their viewpoint at the same time. It's also cool how you run away from complicated effects like the last throw mentioned the shoe knife thingy.

It seems to me that you left out how long the Joker Gas lasts for, something not up to common sense to interpret. I would think they'd last for 5 seconds but then you mention that the enemy gets a negative effect if they stay inside one for 7 seconds which would lead me to think that you would stack up multiple clouds to get the effect.

I think that people might not be happy about the repetitive moves, but hey, making up last minute moves is hard as hell which almost everybody knows. It's obviously not the point of anything. Also you spelled his wrong in the F-throw. Love pointing out mistakes because it makes me feel good at your expense.
 

Pikmin3000

Smash Rookie
Joined
Dec 23, 2009
Messages
20
Location
In A Yellow Submarine
By the way those new Extras are looking nice. The 1st Win Pose is hilarious and would be so to actually see in real life. There have been 3 MissingNo movesets previously but this one is interesting because it focused on the actual nature of glitches over actual attacks to make th enemy kill themselves. My favorite move is without a doubt the Duplication Glitch, though I don't understand the positioning of the bubbles when they are made, nor do I get what is meant by enemies being in separate bubbles compared to you. Void is definitely a killer idea since it gives MissingNo a place to camp and makes him difficult to reach. In my eyes this take-on of MissingNo is counter-orientated in some ways, and is a tribute to the concept of glitches.
Yeah, I'll go back and change the Duplication Glitch's wording if that'll help.
 
D

Deleted member

Guest

Ameno-sagiri


Ameno is the "final" boss of the awesome RPG known as "Persona 4." That and I needed to make a MYmini related to one of my favourite RPGs ever in some form or another, so yeah.

Anyway, what's his story behind the SSE? Well you see, after the Mario and the gang beat up Tabuu, he can barely stand. Suddenly, Tohru Adachi appears from...well somewhere, to clap his hands, and say, "Well done you people. I'm surprised you made it this far. I'm afraid however, the fun must come to an end." One of the characters that you used against Tabuu (if all of them can't talk, Marth will talk then) will talk back to Adachi saying, "What are you talking about?!"

Adachi then laughs and says, "You see, in due time, everyone in the world will become shadows. Shadows that'll no longer have to be afraid of anything. Shadows without a care in the world. Tell me now: Wouldn't the world be a lot better that way?" Tabuu is then seen squirming and Adachi quickly turns to him and aims his gun saying, "You annoy me. Have fun in the afterlife." Adachi then pulls the trigger...and Tabuu stops squirming. Adachi then says, "Let's just get this over with! Get ready to die everyone!" Time for a fight!

Battle: A New World Fool
You have: 4 characters you choose from
Music: A New World Fool - Persona 4
Fighting against: Adachi
Enemy Health: 3 stocks
Now, you'll be fighting against tirkaro's set: http://www.smashboards.com/showpost.php?p=9235558&postcount=447

You're basically fighting against that, except Adachi will deal off 1.5x the ordinary damage, so watch out. Also, he's voiced by Johnny Yong Bosch, lol.

.....................


After beating Adachi, he'll say, "Damnit...this is so lame. Oh well...I'm not done yet!" Suddenly, Adachi will start looking possessed and have a very deep voice. "I am the ruler of the Subspace. I control everything around me. I've created everything. I AM everything."

One of the Brawl cast members will then say, "Who the heck are you?" Possessed Adachi will then say, "I am Amino-sagari. I have set loose fog into your worlds. In due time, everyone will become shadows." Suddenly, you'll see a cutscene of the worlds being surrounded in fog. From Mushroom Kingdom, to Hyrule, to even the Pokemon Kanto region. Amino then says, "I am the one fixing this world. I will cleanse this world...of all of you." Time for...the REAL final boss.

Boss Battle: Amino-sagari
You have: 6 characters you can choose from
Music: The Almighty - Persona 4
Boss health: 500-2000% (depending on difficulty)

Yep, the actually final boss has come at last. You better be ready for this long fight.
The boss will actually say some quotes during the fight:
  • At the very beginning of the fight: "ALL HUMANS...WILL BECOME SHADOWS. AND I SHALL DESCEND UPON THE UNITED WORLD... AS THE MASTER OF ORDER."
  • With he's at 75% of his health: "WHY DO YOU KEEP FIGHTING? ISN'T THIS WHAT YOU WANT!?"
  • At 50%: "YOU ARE GOING AGAINST YOUR WISHES AGAINST YOUR FELLOW MEN. TELL ME: IS THAT TRULY JUST?"
  • At 25%: "NOW, LET EVERYTHING VANISH INTO THE SWEET FOG OF ILLUSION."

Now, whenever Amino attacks, he'll just shake around, being unpredictable of what he does next. However, he does have a different beginning lag, so try to decipher his moves through that.

Starting Attacks:
Agidyne (fire) Bufudyne (Ice) Garudyne (Wind) or Ziodyne (Thunder): Ameno will fire out a fire/ice/wind/thunder ball from out of his eye, homing into the player which travels very fast, dealing off 15% damage, with knockback KOing at 120%. Ameno will give out a half a second of warning. He'll be using this attack commonly. Players can block or dodge this at the very last second. Agidyne will deal off 1.75x the ordinary damage against opponent's who's signature color is red, while Bufudyne in blue, Garudyne is green, and Zio is yellow.

Quake: Ameno will let out a huge rumbling off the earth, which has 1 second of beginning lag, and anyone that's still on the floor will automatically trip, with 10% damage dealt. Don't even think about spot dodging or blocking: Only way to avoid this is to stay in the air. Uncommonly this is used.

Nebula Occulus: Ameno will fire out a huge light beam, from his eye, homing into the opponent and anyone that comes into contact will suffer 20% damage, with knockback KOing at 90%. This has half a second of beginning lag. If you want to try and shield, you better have it at full power. It's probably smarter to roll out of the way at the last second though. This is commonly used.

Attacks added at 50%:
Megidola: Ameno will summon up a huge light ball, that strikes the field, and will let out a huge explosion that covers the entire screen. This will deal off 25% damage, with knockback KOing at 100%. Only way to avoid is to dodge at the very last second, so watch it. He won't be using this move that much that. Has 1 second of beginning lag.

Foolish Whisper: Ameno will stare down at his opponents, and then fire out a very fast green wave that homes in onto the opponent. Upon hitting, the opponent won't suffer damage, but instead will be stripped away of his specials! This can be blocked however. It'll continously home into the opponent if dodged though. Has half a second of beginning lag.

Attacks added at 25%​
Fog Of Confusion: Ameno will quickly cover himself in fog for 7 seconds. This makes him invincible, being unable to suffer any damage whatsoever. However, he cannot attack while he's in the fog, so use this time to prepare instead for the next assault. As he's in the fog, he'll power himself up, as either a red or green glow happens to him. If a red glow happens, his very next attack will deal off double the damage, so watch out! If a green glow happens, his very next attack will be extremely fast, basically be undodgable...You better have an extra teammate ready. Alternatively, you can perform 5 taunts in a row in succession to quickly cancel the fog and the power up. You got only 7 seconds though...

Agneyastra: Ameno quickly summons up 5 meteors from the sky to fall down onto the battle field...and they all pack a decent punch. If one hits, it'll deal off 12-15% damage, with knockback KOing at 100%. They travel at an average speed though, so you shouldn't have TOO much of a problem actually avoiding them...

.........

Upon losing, Ameno will say, "Fine...very well then. If that is what mankind desires." He'll then disappear, and the Brawl cast has saved the day...yay! Oh wait, Adachi's body is left behind. Adachi then says, "Fine...if you think you can change the future, so be it. Now...finish me off." You then have 2 options: 1 is to kill Adachi, and the other is to say no. Press A to kill and B to say no.

Upon killing Adachi, things in the real world haven't changed at all. There is still a lot of corrupt things, and you wonder to yourself: Is Adachi entirely wrong? The world may never now...at least it's at peace though...for now.

If you say no though, you decide to bring him to justice to the police, and you learn a valuable lesson through all this. The Brawl cast members then have a huge party, and congrats! You beat the SSE...for realz this time!

THAT IS ALL!

Author's note: Yeah, I just made this for fun and I made this in 1 hour straight. I'm not to concerned about winning this (I doubt we'll much other submissions anyway though...) So yeah. Anyway, I wanted to make something for one of my favourite RPGs ever, and so I did. Anyway, hope you can enjoy!
 

Pikmin3000

Smash Rookie
Joined
Dec 23, 2009
Messages
20
Location
In A Yellow Submarine
A Sneak Peak at My Next Work

They've run with wolves, They've climbed K2
Even stopped a moving train
They've traveled through space and time my friends
To rock this house again, rock!!




Tenacious D has joined the Brawl!
A long-*** ****ing time ago...


...Back in 1994, the world's most awesome band was formed. Two guitarists by the name Jack and Kyle became Tenacious D. Inspired by the God of Metal "Dio" (R.I.P.) they created the greatest thing in history since kielbasa sausage. Tenacious D has rocked the world with their insanely awesome riffs and inward singing. Their message is that the government totally sucks and that the world shall hail to the D. Jack Black's voice of gold, and Kyle Gass's fingers of silver they will turn many heads with their "rockin' sauce" and epically awesome movie. Wonderboy and Young Nasty Man are sure to make the world bow, with their awesomeness that outdoes Beethoven, The Beatles, Eddie Van Halen, and all those other rock stars combined. Tenacious D, they reign!
 

MarthTrinity

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

Subspace; a strange world not like our own. A world where monsters made of "Shadow Bugs" are created....a world that is slowly attempting to fuse itself with our own. But you already know this; you've played the Subspace Emissary, no? In this Subspace Emissary, things play out much like they do in the real one. Characters like Wario and Bowser still attempt to turn other people into Trophies and Ganondorf is still giving the orders. However...there are a few things that have changed.

-Instead Dedede actually frees Luigi, Zelda/Peach and Ness from their Trophy state instead. They share a few levels together, mostly trying to avoid Bowser's army of henchmen.

-Bowser attempts to turn Mario into a Trophy but is foiled by none other than Sonic the Hedgehog. This happens fairly early in the game during one of the Mario and Pit segments; thus, you get to play as Sonic for a majority of the game.

-Jigglypuff, Toon Link and and Wolf have a portion of the game of their own. Toon Link and Jigglypuff encounter each other on and island whereas Wolf attempts to fight the pirate ship and is shot down, forcing him to reluctantly team up with the two if he wants to stay high and dry on the ship. These three join up later during the "Board the Smash Skiff" cutscene where Captain Falcon, Olimar and Diddy fight to save Donkey Kong.

Anyway...things move on as planned until everyone enters Subspace. Bowser and Ganondorf are still seen on their giant ship...except it's much more decrepit and looks nowhere near as high tech as the actual one does. The two go to back into Subspace as their ship is destroyed only to have Ganondorf flash an evil smirk and betray Bowser, smashing him with a powerful punch that sends him flying over the side of the ship.

Ganondorf's laugh echoes as he walks into Subspace by himself, Bowser plummeting towards the ocean as the ships travel into Subspace in pursuit of Ganondorf. But of course, as the Koopa King's luck would have it....he falls directly onto Olimar's sputtering little Hocatate Ship. Clinging on, Bowser glares angrily as they enter Subspace...

Here the player fights through a few small levels like the "Entering Subspace" level in the actual game. After three of these, you've reached the final fight...

The group approaches a large clearing as Ganondorf is seen suspended in midair, his arms folded as he laughs wickedly. He throws his arms out to both sides and clenches his fists, Shadow Bugs swarming to him instantly! The Shadow Bugs soon entirely cover Ganondorf, causing him to grow to a massive size, much like Shadow Diddy! Is this the final battle?!

Well, not quite. You see, this isn't a boss so much as it is a staged Brawl, exactly like the Shadow Diddy Kong fight. You have the entire roster of characters to defeat Shadow Ganondorf once; knock him off stage and you've won! Or have you...?

Ganondorf's Trophy drops to the ground with a clank, the Shadow Bugs leaving him. Everyone begins to celebrate...except for Zelda, who hastily gasps and points towards Ganondorf. An evil shadowy figure is seen floating out of him, a black blob with glowing yellow eyes; this is the true villain; Nightmare!

Now, for those of you who may not know, Nightmare is the true final boss of the Game Boy game Link's Awakening. Essentially, Nightmare kept the Wind Fish sleeping so that it could continue to populate the island of Koholint with its minions, expanding beyond that even as the Wind Fish slept, unware. Not truly defeated, Nightmare returned and took control of Ganondorf. Subspace may be another "world"...but it's not truly that. Subspace is the realm between our world and the subconcious world...the dream world. By expanding Subspace, Nightmare would be able to extend its control everywhere, taking over not only the dream world but the real world as well!

Nightmare lets out an evil laugh as it spirals away into the darkness of Subspace. Leading the pack, Mario nods to the others and says "Let'sa go!" causing the entire group to dash into the darkness as well. Surprisingly it's Jigglypuff of all characters who reactivates Ganondorf's Trophy, causing the two to awkwardly look at each other for a moment before going after the rest of the group.

We have one final level before the final boss (have to let you play as Ganondorf, ya know?) and its simply called "Nightmare Realm." Here you play through strange, dreary areas that resemble famous levels such as Green Hill Zone and Super Mario Bros. 1-1. This is a pretty long stage really...but nowhere near as long and tedious as the Great Maze. Once you clear this stage...the final fight with Nightmare is near...

The Smashers approach Nightmare who once again lets out an evil laugh. Nightmare then proceeds to explain (yes, it can actually speak) that the world of Subspace will expand and consume the world the Smashers live in, allowing Nightmare to rule all realms! With the Smashers out of the way, nobody will be able to stop it! The camera zooms in on Nightmare as a purple aura flashes around it; the final battle is on!

Boss: Nightmare

A being of pure evil energy, Nightmare can take on many, many forms. In his Link's Awakening boss fight, Nightmare took on the forms of well known Zelda foes such as Ganon and Agahnim. As the Subspace Emissary final boss, he takes on the forms of the various bosses seen throughout Link's Awakening as a nice little retro nod (excluding Hot Head). A painful and horrifying little nod but one none the less. The form in the image above is Nightmare when he's in between forms; he won't look like that for long however. Also, unlike most SSE bosses, Nightmare usually has quirks to his boss fights that make them more than just "hit until dead." As for the arena, the fight against Nightmare takes place on the same stage as the fight against Tabuu (except that it's glowing purple). Read on to learn about his various forms and do note that there are quite a few forms...fortunately you have the entire Smash roster to defeat this fiend (you get to choose your starting character as well as a replacement after each KO). Oh, and these are just images of the bosses; apperance wise, their shadow forms are all black with glowing yellow eyes.

Boss Theme

Moldorm's Shadow

The first form Nightmare takes is that of the Tail Cave boss, Moldorm. Moldorm's Shadow, as you can see, is a long snake-like creature with a glowing tail. This tail is, needless to say, Moldorm's Shadow's weakspot. Only strikes to the tail will deal damage to Moldorm's Shadow while attacks anywhere else on Moldorm's body will send you flying away a short distance as if you just jumped into a Bumper.

Moldorm's Shadow has free flight which enables it to "run" on the background. This means you'll have to strike its tail with aerials or moves that can be aimed upwards if you want to hit him.

Surprisingly, Moldorm's Shadow has no attacks of his own except trying to ram into you. If it does ram into you, you'll take 10% damage and knockback akin to bouncing of a Bumper.

Again unlike a normal boss, Moldorm's Shadow does not have health but rather can only take six hits to the tail before it changes into the next form. To prevent easy wins, Moldorm's Shadow has invincibility frames for seven seconds after its tail is struck. To add to the chaos, Moldorm's Shadow's speed increases by 1/4th everytime it takes a hit going from Jigglypuff's walk speed to Sonic's dash speed; make sure you don't get bumped to you doom!


Genie's Shadow

For its second form, Nightmare takes on the form of Genie, the boss of Bottle Grotto. Genie's Shadow floats slightly above your head, much like Tabuu would at about the speed of Ganondorf. Unfortunately...Genie's Shadow is entirely immune to damage at this time! Fortunately, you do have a way to finish this form off with ease. Directly below Genie's Shadow when it appears is a shadowy bottle. This bottle is actually an item with similar weight to the barrel items and can be picked up and thrown; throwing this off stage is the only way to defeat Genie's Shadow.

But of course, Genie's Shadow won't make this so easy for you; this form has attacks!

Fireball Juggle: Genie's Shadow tosses a handful of fireballs into the air and rapidly begins juggling them. After a few moments of this, Genie's Shadow tosses the fireballs towards your character one at a time. These travel at the speed of Samus' Charge Shot and will deal 8% and moderate upward knockback if they connect. Genie's Shadow will throw six of these each time it starts juggling.

Genie Clone: Genie's Shadow splits into two identical clones. This isn't particularly bad...until Genie's Shadow combines this with Fireball Juggle. The fireballs the clone throws will deal no damage and no knockback; they're entirely fake! This is more for mindgames than anything else as it can easily screw you up if you're trying to dodge a fake fireball and leap into a real one. Damaging the clone for 30% will cause it to vanish.

Bottle Retreat: While Genie's Shadow is technically immune to damage, damaging it is not futile. If one deals 40% damage to Genie's Shadow, the beast will cry out before swooping down into its bottle. At this point, the bottle will start slowly walking towards the center of the stage. If you strike the bottle, Genie's Shadow will emerge, dizzied from the blow; this gives you about five seconds to move the bottle towards the edge uninterrupted.


Slime Eye's Shadow

Phase three has the player fighting the Key Cavern's boss; Slime Eye. Slime Eye's Shadow actually fights on the same level as you (for once)...but that doesn't mean it's any easier than the other fights! Hitting Slime Eye won't do a whole lot to it; it takes no damage and has no visible health bar. What it does do however is knock chunks out of it. The more powerful the attack is, the more of its body Slime Eye's Shadow loses. Your ultimate goal here is to knock -ALL- of Slime Eye's Shadow's body off stage.

At the beginning of the fight, Slime Eye's Shadow will be roughly the size of a Smart Bomb explosion and will move at a speed -SLOWER- that Jigglypuff's walk. As it loses chunks, it will steadily increase in speed making it deadly if you're not eliminating the chunks of slime you're knocking off.

Of course...it won't take that punishment without dealing out some punishment of its own!

Slime Slam: Slime Eye's Shadow leaps into the air so that it's entirely off screen. A moment later, you may see a bit of Slime Eye's Shadow hanging down from offscreen. At this time, move! Slime Eye's Shadow will come crashing down in an attempt to crush the player! This will be an instant KO if the player is caught beneath the massive tub of goo. Fortunately, this attack is pretty easy to dodge if you see it coming.

Slime Roller: Slime Eye's Shadow flattens down before shaping itself into a spherical orb. At this time, the slime will rapidly begin spinning, much like Jigglypuff's Rollout. After a few seconds of spinning, Slime Eye's Shadow will rocket across the stage; jumping is your only option to avoid this. Once Slime Eye's Shadow reaches the edge of the stage, the creature will roll along the underside of the stage and return to where it started this attack. Being hit by this move will deal 20% and great horizontal knockback...so make sure you leap over it!

Slime Split: Slime Eye's Shadow will only use this once its size has been reduced by about 1/4th. Stretching about, Slime Eye's Shadow's core will slowly split apart, creating two identical Slime Eye's Shadows. These two Slime Eye's Shadows must both be eliminated...but they can also both attack at the same time! Don't get outnumbered.


Angler Fish's Shadow

Taking the form of the Angler's Tunnel boss, Angler Fish, Nightmare floods the entire stage with water; this is going to be an aquatic battle. First things first; yes, you are at constant risk of drowning in this fight. If you remain in the water too long, you're dead. Fortunately...Angler Fish's Shadow is just a straight up SSE boss; you can attack him whenever you please wherever you please...well...as long Angler Fish's Shadow is close enough to the surface.

Stats wise, Angler Fish's Shadow is about two Bowser's wide and a Ganondorf and a half tall. Be cautious though, Angler Fish's Shadow is shockingly fast; equal to Fox in terms of movement speed. Because your speed is so low in the water...you're at a major disadvantage here. Fortunately, this phase only has 200HP

Angler Dash: Angler Fish's Shadow opens its maw wide as it begins chomping at empty water. A few moments later, the beast dashes upwards in your direction to deal a powerful headbutt attack! If this connects, it will deal 25% and high upward knockback! On the plus side however...if it misses, it will leave Angler Fish's Shadow with its head out of the water for four seconds.

Debris: Angler Fish's Shadow will ram against the "ground" on the arena, causing everything to shake violently. After this, chunks of debris will randomly rain down from the sky at various points of the stage! This debris will deal 6% damage but spike you beneath the surface. While this doesn't make you drown faster or anything, it does leave you vulnerable to follow up attacks.

Fish Laser: A direct reference to Tabuu's giant fish laser attack, Angler Fish's Shadow turns towards your character while beneath the water, its mouth agape as it seemingly charges energy. A moment later, the giant fish will fire a large blast of high-pressure water towards your location. This will deal no damage but will cause incredibly high knockback that will more than likely KO your character with ease.

Fish Summon: Angler Fish's Shadow lets out a roar as it summons two Angler Frys. These little fish resemble a much, much smaller Angler Fish's Shadow and will slowly swim towards your character. A single hit will finish the off and they deal very little damage (4%) but they can be a major pest when combined with Angler Fish's Shadow's other attacks.


Slime Eel's Shadow

The boss of Catfish's Maw, Slime Eel's Shadow is another unique boss fight. Slime Eel's Shadow immediately smashes two holes in the stage as soon as the fight starts. From one hole, Slime Eel's Shadow will jut its head out; from the other hole, it'll stick its tail through. In order to defeat Slime Eel's Shadow, one must grab its mouth as soon as it emerges from the hole and perform a throw on it. This will tug Slime Eel's Shadow out of the ground, exposing its heart to attack. Attacking the heart six times will defeat this form. As a note, Slime Eel's Shadow will laugh and a text box will display "Nyahahaha! You're too slow to grab me!" in case you don't assume to grab it.

Tail Flail: Slime Eel's Shadow uses this attack if you near its tail as it emerges from the ground. When close, the beast will swing its tail around like a medieval flail, attempting to smash the foe away! Slime Eel's Shadow's tail will spin a full 360 degrees as it uses this attack meaning the only safe way to avoid it is at a distance. If struck, you'll take 19% and moderate upward knockback.

Surprise Bomber: After Slime Eel's Shadow takes four hits, the beast will let out a laugh. At this time, you'll have to be paying attention to the sound effects if you want to survive. Two extra holes will be created on the stage and now two Slime Eel' Shadows will emerge from random holes (along with its tail). If you grab one of the Slime Eel's Shadows and hear a sharp hissing noise, do -NOT- throw it. If you do, it'll actually be an explosive duplicate! The resulting explosion is unavoidable and will deal 30% and high upward knockback. If you grab the fake and hear the hissing, pummel instead; it'll send it back underground.

Ooze Spray: If the player doesn't grab Slime Eel's Shadow within a few moments after it pops out of the ground, Slime Eel's Shadow will clack its teeth together a few times before spraying a damaging ooze upwards. This strikes directly above the monster as wel as to both sides as it comes splashing down in an arch. Contact with this corrosive stuff will deal 12% damage as well as an additional 3% per second for the next five seconds.


Facade's Shadow

Next up is the boss of the Face Shrine, Facade. Facade's Shadow stays in the background, once again immune from the damage of normal attacks and such. It is however vulnerable to one form of attack; Smart Bombs. Only a Smart Bomb explosion can damage the background-dwelling Facade's Shadow and it'll take five of them to KO this form. Fortunately, this boss readily supplies them...

Bombs Away: Facade's Shadow opens its mouth wide as if inhaling. After a few moments of this, the boss will spew forth a shower of bombs towards the ground. These bombs are identical in terms of damage and knockback to Bob-Ombs so be especially careful about dodging this attack. Once it's spat out six of them, it'll pause for a moment before spitting a Smart Bomb onto the ground. You can then pick up this bomb and hurl it into Facade's Shadow's face...er...body?

Dark Hole: Facade's Shadow's eyes widen greatly as large holes the size of Kirby begin appearing across the stage. If a character falls into one of these, they fortunately won't die instantly...but they will take 30% damage and end up falling from the ceiling. These holes appear at the speed of Luigi's run speed so keep moving and jumping especially if you're a slower character. Be cautious however; these holes can also travel along the background and will suck you in if you're close. After taking three hits, Facade's Shadow will begin using this attack in combination with his other attack.


Evil Eagle's Shadow

Back to a traditional SSE with the Eagle's Tower boss; Evil Eagle. Evil Eagle's Shadow has 200HP and is about the size of Master Hand...good luck hitting it through! Evil Eagle's Shadow flies about at the speed of Captain Falcon's dash, constantly swooping in towards the character and darting away. Fortunately, you can hit it anywhere at any time making it not as big of a hassle as it may seem.

Sonic Flight: This is Evil Eagle's Shadow's main form of both movement and attacking. Swooping across the stage, Evil Eage's Shadow will attempt to slam into you! If successful, you'll take great horizontal knockback and 20% damage. If it misses however...either attack it quickly or duck! As soon as Evil Eagle's Shadow passes, a powerful FLUDD-like gust of wind will push you towards the edge. If you're ducking however, you won't be budged at all by this gust.

Feather Flurry: Flying down to the side of the stage, Evil Eagle's Shadow will begin flapping its wings rapidly. This creates another strong gust of wind but it also launches several razor sharp feathers in the direction of your character. Being hit by these will deal 7% and flinching knockback. Evil Eagle's Shadow can fire up to fifteen feathers during this attack.

Grim Creeper's Shadow: Evil Eagle's tamer is the Grim Creeper, as such, Grim Creeper's Shadow appears to fight alongside his pet! Evil Eagle's Shadow will land on the stage, allowing his master to leap off. Grim Creeper's Shadow however is just as cowardly as the original Grim Creeper and will flee from you if you approach him. 15% damage will finish the Creeper off...but he'll also summon six Shadow Keese to defend him. These bats will swarm you quickly, dealing 1% per hit which stacks up very quickly. Smash the Keese away and finish off Grim Creeper's Shadow before he overwhelms you with minions!


Defeating Evil Eagle's Shadow ends the battle and starts another cutscene. Reverting back to his "transition" form, Nightmare flickers slightly as if ceasing to exist. The entire Smash Bros. cast stands around Nightmare in a circle; nowhere for the fiend to go! Down but not out, Nightmare lets out a Marx-esque scream as its glowing yellow eyes form together into one massive eye with two large arms tearing out of its side. This is Nightmare's true form; Dethl!


Final Boss: Dethl

Dethl is Nightmare's true form as well as its most powerful; its no wonder why this fiend saved this form for last! Dethl acts like a traditional SSE boss...but its only vulnerable point is its massive eye. Size wise, Dethl's eye is the size of Petey Piranha's head with its arms reaching out two Battlefield platforms. Dethl also has a whopping 1000HP...unfortunately the entire cast is NOT revived for this fight; stop Dethl now before nightmares become reality!

Teleport: Dethl can teleport, much like Tabuu can. Like Tabuu, Dethl likes to spam this move multiple times in a row making it quite difficult to pinpoint its exact location. You'll know when its done using this attack however when its arms form; if only the eye appears, it's going to teleport again.

Arms of the Clock: Much like the arms of a clock, Dethl's arms are always rotating around it while it stands still, one going clockwise, the other counter-clockwise. These prove to be a very, very annoying distraction as you attempt to strike its eye. Getting struck by Dethl's arms will deal 10% and a downward spike.

Eye Beam: Does exactly what it says on the tin; its a beam of darkness fired directly from Dethl's eye. Dethl will fire a beam as thick as Kirby directly downward before "rolling" his eye, causing the beam to travel around Dethl in a clockwise motion. If struck by this beam, you'll take 20% and heavy knockback so make sure you dodge it; rolling works surprisingly well.

Illusionary Hold: Dethl's eye widens as its arms rear back above it. A moment later, Dethl attempts to snatch up your character with its arms! If successful, Dethl will hold the character over its head as it covers them in evil energy. After a few seconds of this, Dethl will throw the foe to the ground, dealing 20% damage for the whole deal.

But...that's not all this move does. Dethl will vanish after using this, the dark energy still floating above where Dethl was. This dark energy quickly forms into the shape of the player's character, essentially becoming a nightmare clone of them! This nightmare clone will fight you with the AI of a level 7 CPU...but fortunately, they can only take 30% before dying. Dethl will then reappear once the clone is destroyed.

Nightmare Affliction: Dethl's eye turns blood red as a strange aura surrounds the creature. A moment later, it fires three large black rings out from its eye. This move acts like Tabuu's Off Waves and can be countered in the same way...except for the fact that there's much less warning for this attack. However, getting hit by a ring does not mean instant death...no...each ring does something different.

One Ring: Being hit by only one ring deals 10% and instantly puts your character to sleep. If you're hit by the very first ring, you'll be hit by all of them because of this.

Two Rings: If two rings hit your character successfully, your character will begin having a nightmare, taking 10% every half second for the next two seconds.

Three Rings: If all three rings connect, your character will become so overwhelmed by the nightmares that they'll instantly be Star KO'd. Certainly a move to watch out for.

Nightmare Eruption: Dethl will begin glowing a dark purple as he charges this attack. This is your one chance to stop him! You -MUST- deal 50% to the boss within the next four seconds or you'll be losing a stock. After four seconds have passed, Dethl will fly upward, an enormous eye appearing at the top of the stage. This eye then fires an absolutely massive beam of dark energy downwards, covering the entire stage. The beam lasts for a whole five seconds making it very, very difficult to stay off stage long enough to ride it out. If you have a long recovery like Pit you may just make it but...stop him before he can use this attack!


Once Dethl's HP is reduced to zero, another cutscene will play....

Defeated, Nightmare begins to bulge and tremble, quickly losing any recognizable shape as it swells and explodes with a terrible cry. The Smashers all celebrate their victory together...even Ganondorf looks happy...or at least as happy as he gets. Its then that the Subspace around them begins to tremble as well. With Nightmare defeated, nothing is holding the Subspace together; it's slowly vanishing between the real world and the dream world! The Smashers begin to panic; there's no way they can escape before Subspace closes in on them!

Suddenly though....a white flash appears! It's...it's...Master Hand?! Master Hand appears, firmly grasping the tear between the worlds; he's helping them! The Smashers make a dash for their ships and all get on board. The ships then fly out through the now closing Subspace portal as the Subspace world behind them begins to tear itself apart.

Kirby, who has just hopped onto his Warp Star looks back at Master Hand who merely gives a thumbs up. Kirby then sadly waves goodbye to Master Hand, flying through the portal as Subspace swallows the hand up.

The ending then plays out like normal with all the characters standing on the cliff edge facing the sea. The camera then pans up to see the Smash symbol floating in the sky as a "phantom" Master Hand flies in from behind and grasps it; the words "SUPER SMASH BROS. BRAWL" appear on the screen as the announcer says the same.

-END-​


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MasterWarlord

Smash Champion
Joined
Aug 24, 2008
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At the very start of the Story Mode, two levels are placed before all the other levels where you’re simply playing as Mario and Kirby, with brief cutscenes at the start showing how all is going as it usually is in their respective worlds. At the end of Mario’s level, he makes it to Peach’s castle to get a slice of cake, but is sucked up by a random portal. Kirby’s is similar, but his slice of cake is simply out in the open.

After these levels, a cutscene is shown in Skyworld involving Crazy Hand destroying Palutena’s Army single handedly. He eventually seems to be having some trouble when he reaches Palutena herself, but at this point MEWTWO and some of his cloned Pokkemon come through a portal to assist him, enabling him to finish Palutena off. As Palutena is finished, she cries out for help to Pit who’s off in the distance, causing him to glide towards the area and start up a level as you defend Skyworld from the Pokemon. After the level is over, Master Hand shows up, giving a high five to Crazy Hand to congratulate him on the conquering of Skyworld. Mewtwo goes over to some generic soldiers and plucks a hair from their bodies, then goes to Pit himself and plucks a hair, who has been KO’d. He stashes the hairs, then he and Crazy Hand go to leave. Master Hand stays behind and the screen zooms out massively as Master Hand begins to channel his powers, creating a gigantic forcefield around a sizable chunk of Skyworld. A portal is then created large enough for this chunk of Skyworld to fit as Master Hand begins levitated Skyworld into the portal. . .

When we get to where the usual opening of the SSE should be, most of the other protagonists of the SSE can all be vaguely made out in the background in addition to the usual characters of Mario, Kirby, Zelda, and Peach, being dumped into the arena, some others just coming out of their portals. They can only –vaguely- be made out, though, and their faces aren’t shown/they’re generally in the shadows and such, thus their names don’t show up on-camera. Kirby and Mario fight because of the slice of cake Peach has rather than for the amusement of the crowd. After this, everything seems to continue as normal, but the enemies are Pokemon rather than the usual SSE enemies you all know and hate – if you haven’t figured it out yet, they’re the most common enemies you’ll be fighting, though the forces of Bowser, K. Rool, and Ganondorf also show their ugly faces plenty. Petey Piranha knocks away all the other various background characters in addition to Mario whom he does normally.

When Pit’s normal introduction would play, a cutscene of a portal appearing in the world of trophies plays as Master Hand finishes levitating the chunk of Skyworld into it. Master Hand snaps his fingers to summon Mewtwo again from a portal, then points to Pit and Palutena, who are still KO’d. Mewtwo just nods as the camera fades out and back in, as Pit’s normal introduction starts playing. . .With significant alterations. Palutena comes over to Pit’s side as he looks down into the portal that shows Mario and Kirby fighting. She points at Mario as a look of disgust shows up on her face, then does a cutthroat animation. Pits looks weirded out at this, but reluctantly nods as Palutena gives him his weapon as usual. After Pit leaves, the camera goes back to the Skyworld castle to show Mewtwo stepping out from the shadows, his hand extended towards Palutena. . .He lets his hand down slowly for Palutena to slowly begin to fade – it seems that version of Paluetna was just one of Mewtwo’s mind tricks. Mewtwo chuckles to himself at this. . .When Mario and Pit meet up, they have a battle. After the battle is over, Mario puts up his hands telling Pit to stop, then talks over what happened with Pit in gibberish briefly. Pit gets a thought bubble of Palutena doing the cutthroat motion, then a thought bubble of the real Palutena being her natural self. Pit sighs, then shakes his head and goes with Mario as normal.

Before you would play Marth’s usual level, you get a cutscene of Meta Knight flying the Halberd in Dreamland. Of course, Crazy Hand, K. ROOL, and an army of Kremlings show up before long to start wreaking all sorts of havoc on the ship, giving you a level to play as Meta Knight in which you are defending your ship from being overtaken by the Kremlings. After the level, Meta Knight encounters Crazy Hand and a simple boss battle against him ensues. After defeating Crazy Hand, a brief cutscene fight between K. Rool and Meta Knight takes place, during which K. Rool plays dead only to pull a trophy gun on Meta Knight when his back is turned.

K. Rool laughs heartily at this and leaves Meta Knight’s trophy laying around as he goes to take control of Meta Knight’s ship. Master Hand shows up and gives a thumbs up to K. Rool, while slapping Crazy Hand to “awaken” him. Crazy Hand looks as disappointed as a dismembered hand can possibly look before leaving through a portal Master Hand creates for him, then Master Hand generates a gigantic portal in front of the Halberd. With K. Rool at the controls of the Halberd, he steers the Halberd through the portal and into the world of trophies. Master Hand gives the thumbs up symbol to the Kremlings, the new Halberd Crew, who let out celebratory cheers before Master Hand goes to leave. Almost immediately after he does so, Pikachu flies through the air towards the Halberd, presumably still getting shot into the distance from having been blasted away by Petey Piranha near the start of the SSE. Pikachu lands near Meta Knight’s trophy and re-activates it, causing another level to start up on the Halberd with Meta Knight and Pikachu. After the level, Meta Knight is taken down for good as he and Pikachu are blasted off in separate ways – Meta Knight is obviously reintroduced when he meets up with Marth (Who’s castle is shown having just been taken through a portal before his level begins and has to fight Zelda enemies). Due to the Halberd being stolen later than usual, the (Pointless) parts where the Halberd showed up in the SSE earlier are removed, and Fox is in the Jungle simply by being blasted there by Petey Piranha rather than by being shot down.

If you haven’t gathered the basics of the plot by now, Master Hand is bringing parts of the worlds of the video game characters into his own world – aside from Rob’s lab and Samus have most of their levels, every level is reskinned at least somewhat to resemble something ripped directly from one of the video game worlds.

Dedede doesn’t keep the characters in his custody that way for long, and doesn’t bother with any random “Dededebadges”. He instead revives them and gets a thought bubble of his castle being overtaken by Bowser’s minions, and you play a few levels involving his party taking back his castle from Bowser. When Bowser normally raids Dedede’s castle, Mario’s party instead finds the bodies of Dedede, Luigi, and Ness under the rubble and revives them when they get turned into trophies, causing them to join up with Mario’s party.

Before the level where Samus meets up with Pikachu, WOLF is seen outside the lab Pikachu and Samus are usually seen inside, rubbing his hands together eagerly as he looks at the place from the outside as dollar signs show up in his eyes. He goes to sneak into the facility, where several cloned Pokemon and Robs are roaming about, making his way in with stealth. . .But suddenly Pikachu randomly falls through, presumably from off the top of the Halberd. Pikachu falls down right next to Wolf, causing all the Pokemon and Robs in the place to turn their attention to Wolf, causing him to scowl angrily at Pikachu who just shrugs and smiles nervously at Wolf. You play a level here as Wolf and Pikachu, going through the lab.

At the end of this level, Wolf and Pikachu meet up with Mewtwo, who is seen next to machines producing all sorts of characters out of nothing but masses of chemicals – obviously he’s cloning them, as shown by all the various test tubes containing characters such as Toads and Skyworld soldiers nearby. Mewtwo goes to take out the piece of Pit’s hair he took earlier and puts it into a machine, and shortly afterwards the machine produces a carbon copy of Pit who salutes Mewtwo. The camera cuts to Wolf and Pikachu, who have been watching this. Wolf doesn’t look phased in the least, though Pikachu looks horrified of everything that’s going on. Wolf turns to look at Pikachu and counts down to 3 on his fingers as Pikachu nods at him, then they both charge into the area. However; as Pikachu dashes ahead of Wolf, Wolf grabs Pikachu and holds him up, presenting him to Mewtwo. Pikachu shows a sad look of betrayal at Wolf, who just chuckles at Pikachu. Wolf turns to Mewtwo and rubs his fingers together rapidly and gets a thought bubble of a money bag, causing Mewtwo to grin and shake Wolf’s hand.

Briefly after Wario is defeated, Wolf comes by in his Wolfen to revive him. Wario puts up his fists, but suddenly some sort of high tech gadget Wolf has starts flashing, causing Wolf to press it and a hologram of Mewtwo to show up, who’s fist starts burning up as he does a motion telling the two mercenaries to come to him. Wolf nods, while Wario looks rapidly between Wolf and Mewtwo before the gears in his head finally start churning that Wolf is with him as he says a drawn out “Aaaaahhhhh. . .”. Wolf brings Wario with him in his Wolfen, there being barely enough room for him to fit. To make matters worse, Wario farts inside the cockpit, causing Wolf and Wario to get into a little scrabble inside the plane and for them to almost crash before Wolf regains his composure, scowling at Wario who just shrugs and smiles nervously.

The first Samus/Pikachu level’s background is significantly different to showcase all of the cloning going on and the enemies are incredibly random. When Samus gets back her power suit, the room it’s in features lots of other duplicates of the suit, altered with technological improvements. Samus briefly looks over them in disgust before destroying them. Later, when Samus and Pikachu would normally fight the shadow bug duplicates of herself, she enters yet high tech room with not only lots of cloning machines, but robotic, fully automatic versions of Samus’ suit being mass produced. Mewtwo is present, running all of the machinery, and just as Samus and Pikachu arrive in the room a pad in the ceiling opens up for the Wolfen to land inside the lab, Wolf and Wario hopping out of it. Mewtwo angrily points forward at Samus and Pikachu, causing them to go attack. Pikachu looks at Wolf with more anger than you’d expect from the rat that has “warmed the hearts of millions. . .”.

The battle that occurs here gives you a massive quantity of stocks, as it’s a 3v1 against Wolf, Wario, and either a Pit Clone, Pikachu Clone, or Samus “robot” at random. Even this isn’t enough, though, as once you kill the 3rd character it will regenerate 10 seconds later from a cloning machine/production line in the background. To stop this, you must attack Mewtwo, who is operating the controls, and has 100 HP and regenerates 1 HP per second. Obviously, this is difficult to do while Wario and Wolf are still alive. After the battle, Mewtwo is still seen in perfectly fine shape, but he summons Ridley to fight Samus and Pikachu as he and his two mercenaries go to leave.

K. Rool, who has regularly been shown at the controls of the Halberd in all of the cutscenes where it’s been shown since he’s taken it over, massively enjoying the firepower he has, gets a cutscene to himself before when Donkey Kong would normally be freed. He is seen watching the floating ship carrying DK away to the lab from a screen on the Halberd, cackling madly to himself as he rubs his hands together eagerly. He brings up another screen and gestures to himself, then to DK, very rapidly. Mewtwo does a slow facepalm, shaking his head in his hand a good bit, before giving some orders to Wolf briefly, whom the screen K. Rool is viewing them from pans over to show. From here, the normal level with Captain Falcon and company going to free DK plays, but the heroes are unable to free DK before they get attacked. After the fight, another new cutscene plays where Wolf’s Wolfen docks on the Halberd and Wolf goes to the controls, Wario going alongside him, causing K. Rool to give a thumbs up to Wolf as he jumps overboard. The helicopter part of K. Rool’s helicopter pack sprouts out from it, and K. Rool uses it to change his momentum enough to land onto the ship carrying DK to the lab, where Captain Falcon and company are just ready to free DK. K. Rool lands on the platform with a powerful ground pound to knock them off, but accidentally activates DK’s trophy, giving DK another battle level. The level ends with a Brawl between K. Rool and DK where Rool ends up winning, knocking DK off the ship, but he gets caught by Captain Falcon’s ship, where he and Falcon’s party are. Rool shakes his fist angrily at the group as he rides his ship into the lab and Captain Falcon’s party chases after him.

Nothing much else changes in the next segment beyond the simple presence of K. Rool and Mewtwo in the lab, where they escape through doors that hastily close behind them, leaving the Ancient Minister to stall Captain Falcon’s party as they easily escape the exploding laboratory. Wolf and Wario also do an extra bit of antagonizing on the Halberd, with Wario occasionally taking the wheel as Wolf goes out into his Wolfen to shoot at the heroes – which he actually does during the levels/parts of the levels that take place on the exterior of the Halberd, including the Duon boss fight. As a matter of fact, Falco doesn’t even casually drop out of his ship and is instead shot down by Wolf. Wario can also be seen at the Halberd controls on occasion and will make the Halberd’s Hazards actually active during the Duon boss fight – while this might sound too difficult, considering Duon moves so rarely and is so huge it can be used to your advantage to bait Wario/Wolf into damaging Duon. Of course, Wolf and Wario abandon ship in Wolf’s Wolfen once the Halberd is overtaken.

Before The Great Invasion cutscene with all of the little ships attacking the Ganon Cannon, we get a cutscene of Master Hand and Crazy Hand watching the failures of all of their minions. As the lab and the Halberd are lost, Crazy Hand is practically spasming on the ground in anger. Master Hand flicks Crazy Hand to get him to stop, then Mewtwo comes into the area through a portal. Master Hand points at the portal showing the ruined lab, then to Mewtwo, but before Mewtwo can explain himself Crazy Hand grabs Mewtwo and starts choking him. Master hand pries Crazy Hand off before slapping him, then Mewtwo clears his throat. He walks over to the portal view of the lab and swishes his hand across it to show instead the various chunks of the world they’ve brought there, oftentimes directly connecting with one another, now well populated by clones (The clones typically have their veins showing a lot more or other slight deformities, and in some of the views of the worlds the clones are chasing around “originals” that are still around). Master Hand gives a thumbs up, but Crazy Hand swishes his hand across the portal to change the view to all of the protagonist characters gathering together. Crazy Hand clenches his fist and shakes it angrily, attempting to go through the portal, but Master Hand holds him back. Mewtwo just chuckles at this, then swishes his hand across the portal to make the view show the Ganon Cannon, which good old Ganon himself is inside of. The trio go through the portal, and Master Hand brings K. Rool and Bowser through a portal to join them on the front of the cannon. Master Hand proceeds to channel a massive portal to bring the Ganon Cannon out of subspace and into the world of trophies, but Mewtwo goes off a good distance away from the other villians. He brings Wario and Wolf out of a portal, then extends his hand out towards Master Hand channeling the portal and does the cutthroat motion. Wario looks intimidated at the thought of betraying the other villains, while Wolf just folds his arms and shakes his head. Mewtwo then gets a thought bubble of Wolf and Wario in a gigantic sea of golden coins, which instantly convinces Wario as he gets dollar signs in his eyes and jaw drops to the floor – Wolf more reluctantly agrees.

You get a brief platforming level with Wario and Wolf before the boss battle, if only to familiarze yourself with Wario, tranversing the Ganon Cannon. Unlike Mewtwo, they can’t just casually levitate their way about the ship. There are some indirect platforming hazards in the level such as the cannons being prepared/firing, though what makes it remotely challenging is the time limit and multiple routes. After this level, a brief cutscene of Wario and Wolf going to attack the hands played, with Bowser and K. Rool outraged at their betrayal. Here, you have a boss battle against the two reptile heavyweight male antagonists and the two hands at once, but thankfully Master Hand is busy channeling a portal for the first 20 seconds so you have ample opportunity to kill him before he can do crazy combo attacks with Crazy Hand. After defeating the Hands and the two fat kings, Mewtwo and Ganondorf arrive on the platform. Ganondorf easily takes on the beaten down mercenaries, but Wario and Wolf hastily point at Mewtwo, Mewtwo shrugs, “not knowing what they’re talking about”, causing Ganon to shrug and resume his beat down. Mewtwo feigns a sign of concern for the hands as he goes down to them, looking at their wounds, before going to take them through a portal. Ganondorf revives K. Rool and Bowser, then goes back to the controls of the ship to attack the fleeing Wolf and Wario. You play another level as Wolf and Wario, fleeing to get back to the Wolfen from all of Ganondorf’s minions and the clones across the Ganon Cannon. A brief cutscene afterwards shows their escape as they fly the Wolfen out through the gigantic portal Master Hand made.

The Great Invasion plays next with little alteration other than the presence of K. Rool on the Ganon Cannon, but Wolf’s Wolfen overwrites Kirby’s random as hell Dragoon in destroying the Ganon Cannon. At the entrance to subspace, Wolf and Wario meet up with the other characters as they explain in gibberish what happened, and the characters seem to believe them, what with their destroying the Ganon Cannon proving they’re on their side. Lucas and Fox go to shake with Wario and Wolf, respectively, but Wario just laughs at Lucas and moves on while Wolf smacks Fox’s hand away as they continue on, indidcating their alliance is only temporary.

Ganondorf doesn’t betray Bowser, probably because of K. Rool also being present, and the three villains go to meet Master Hand together. The room they meet Master Hand in what seems to be part of a lab inside Subspace, with lots of clones and robotic versions of Samus’ power suits present – Master Hand orders them to stay put before he leaves. The camera zooms outside the room to show that Master Hand was a simple mind trick of Mewtwo, who chuckles to himself. The screen fades in and out to show the massive party of characters coming in to attack them, at which point a simple 3v1 Brawl takes place against the remaining villains still loyal to the Hands. A cutscene is shown afterwards of Mewtwo in a room connected to the lab, where he can be seen analyzing the DNA of all the characters in the room. His cloning machines in the room start producing clones of all the other characters, not just Pit and Pikachu, causing Mewtwo to chuckle as he leaves the room. The protagonists enter the room and see the clones, resulting in a massive brawl. You get 15 stocks, with you getting an ally with 3 stocks that randomly alternates between characters you didn’t pick. There are constantly 2 enemy clones out at all times, and you must defeat one of every character in the SSE besides Mewtwo himself – the clone of Samus is Zamus, while there’s a robotic power suit version of Samus for her regular moveset.

A stray Koopa Troopa is seen running into the room where Ganon and company were defeated, being chased by a cloned version of himself. He hastily revives the 3 villians, starting with his master the Koopa King. The Koopa Troopa tries to explain, but K. Rool swats him away carelessly. The three villains continue through the lab, but are shocked when the clones start attacking them rather than ignoring them. They easily defeat the clones, but what really gets them pissed off is when they find clones of themselves, causing Ganondorf to get a thought bubble of Mewtwo and scowl. They get a level starting with a 3v3 Brawl against clones of themselves, then an additional level after that, giving you a chance to actually play these villains – and not just generically slapped onto an existing group either. After these two levels, the villains –do- meet up with the protagonists, who are far more skeptical of them turning over a new leaf than of Wolf and Wario. They try to explain in gibberish to little avail, but they eventually become convinced when clones – specicifically clones of the 3 villians themselves – start treating them as hostiles. You get one final level with the whole cast finally united, which is lengthy enough to showcase Mewtwo’s massive variety of clones but linear and not nearly as long as the Great Maze.

When the group reaches the final room of the lab Mewtwo is in, Master Hand and Crazy Hand can be seen with a massive amount of wires attached to them, practically covering them. The wires are hooked up to a machine, which in turn is hooked up to a suit of armor Mewtwo is wearing, glowing with a massive aura of power as he absorbs raw energy from the hands. He lets out an evil laugh as he uses his powers to cause all of the exits to the room to shut. . .


FINAL BOSS: MEWTWO


Boss Stamina: 1500
Stock: 10
Play as: Entire Roster – Sonic, Toon Link, Jigglypuff
Music: Rayquaza Remix

The stage is the usual walk-off, but of particular note is that Master Hand and Crazy Hand aren’t in the background – they’re on the battlefield. They are connected to an additional machine besides just the one linked to Mewtwo, and slightly before the Hands would do their regular attacks electricity pulses through the machine into the hands, forcing them to do their attacks. The hands –can- be killed normally, which weakens Mewtwo’s power by 25% for each hand you kill, however, 15 seconds after the defeat of a hand, Mewtwo will channel 100 of his HP back into the hand to revive it (With its’ full 300 HP) and give him his power back. If you bring down both of the hands at once, Mewtwo’s power can be left significantly weaker for those 15 seconds, and he’ll be stuck in lag longer while he revives both hands, giving you time to punish him. The fact the stage is a walk off also makes the drill attack of the hands insanely difficult to deal with, as there’s no off-stage for you to flee to.

Attacks:

Confusion: Mewtwo turns to face you and extends out his hand towards you, causing you to become confused should you not dodge the attack – all attacks you do will instead be dealt to yourself. In order to cure yourself of the condition, you must deal 15% to yourself in one clean hit. Keeping in mind you’ll take the knockback of your own attack, make sure you position yourself so that the knockback will knock you away from other attacks rather than launching you into them.

Levitation Field: Mewtwo starts channeling a levitation across the whole screen, causing you to slowly get levitated up towards the top blast zone. You still have full control over your horizontal DI, but the hands are still out to get you and will typically spam their hand slams from above during this attack which become significantly harder to dodge. As Mewtwo levitates you up, he fires shadow balls at random up from the ground, which deal 20% and vertical knockback that K Os at 80% each. You have infinite jumps/Up Specials in the air here, and you can use these jumps to outrun the hasty shadow balls to DI out of the way in time, but if you rely on your jumps too much you’ll get levitated off the top blast zone to your death.

Psychic: Mewtwo levitates your character up, and slams them onto the ground at the opposite part of the arena they’re on, dealing 10% to them. Mewtwo then proceeds to levitate the character back to their initial position, but slightly farther towards the blast zone on that side of the battlefield than they were originally. As Mewtwo does this, he starts levitating the foe faster and faster, adding 5% each time the victim slams into the ground with each levitation. You can dodge the slams to the ground, but if you don’t stop Mewtwo from this you’ll eventually get levitated off a side blast zone. In order to stop this, you must deal 35 damage to Mewtwo as you get levitated past him. Later on as you get levitated, it will be hard to damage Mewtwo and still dodge being slammed into the ground, and the Hands are of course still around to give you more crap to dodge. Because of Mewtwo levitating you about to the opposite position of where you are, this is harder to dodge the farther away you are from Mewtwo, meaning this will be a massive pain if you intend to target the hands.

Psybeam: Mewtwo starts generating a massive beam of psychic energy that reaches all the way to the top blast zone, that quickly goes to extend to cover everything but the sides of the arena. Over the course of the move, 500 hits of 1% and flinching are dealt, with the final hit doing weak knockback to the sides but obviously enough to kill you if you took such ******** amounts of damage. This move is one Mewtwo likes to spam when low on health to encourage you to attack the Hands instead, and also can give him the ideal spacing to use Psychic.

Shadow Ball: Mewtwo begins charging a gigantic Shadow Ball for up to 5 seconds if you allow him, him launching the Shadow Ball early if you deal 20 damage to him. Afterwards, Mewtwo launches the Shadow Ball at you, which is as powerful as Melee Mewtwo’s fully charged Shadow Ball with no charge and is an insta KO dealing 100% at max charge. The Shadow Ball is very slow, but it homes in on you and follows you wherever you go. In order to destroy the Shadow Ball, you have to bait it into the ground for it to expire, which means you can’t jump up to attack the levitating Mewtwo or his hands. A particularly devilish tactic Mewtwo can do is to follow this attack up with a Levitation Field.

Psycho Quake: Mewtwo smacks the ground as his fist glows purple, dealing 30% and knockback that kills at 60%, but more importantly creating an earthquake effect along the ground that deals 20% and vertical knockback that KOs at 100%. This is Mewtwo’s simplist attack, but is obviously deadly in combination with Shadow Ball and how much you’re going to be jumping around of your own accord simply to hit your targets, meaning you have to be wary he could use this attack as you land from a jump, forcing you to use your Up Special and leaving you helpless for a while against the Hands.

Barrier: While Mewtwo can’t use this attack during other attacks, Mewtwo can use it during that period where bosses just stand idly doing nothing, waiting to do their next attack – this is what Mewtwo does when he’s idle, meaning he never truly is idle. This involves Mewtwo making an invisible barrier that only becomes visible when you run into it or attack it, the barriers having 20 stamina. The barriers are as tall as Ganondorf, and can either be positioned in the air horizontally or on the ground vertically. The ones on the ground are obstacles when fleeing from Mewtwo’s psybeam, and the ones in the air can spell your doom when you’re in a levitation field and have to jump upwards to get more time to DI away from a Shadow Ball. The ones in the air are too high to reliably use as platforms to attack Mewtwo and the Hands from, so don’t get any ideas.

While it may seem Mewtwo is positioning these Barriers at random early on, you know that really crappy lightning attack the Hands have? This makes it actually useful, as the lightning will reflect off of the Barriers and actually be consistent hitboxes as they do so for the whole length of their beam. Mewtwo sets up the barriers in such a way that the Hands can use their Lightning Attacks to cover a good sized portion of the stage. When a hand gets low on health, Mewtwo will also typically make Barriers to defend that hand, as well as himself when he gets low on health – considering none of Mewtwo’s attacks are physical it’s not uncommon for him to entirely wall himself in, after which he still won’t stop making barriers to defend himself. If you let him get up too many, your only option may be to finish off the Hands to finish him. While you may think random walls placed everywhere could save your life, if you get knocked into a barrier you’ll fly through the barrier, shattering it. Mewtwo makes more and more barriers in-between attacks as he gets low on health, by the time he’s down to 300 he’ll be making 4 of them in-between each attack.


Psycho Shatter: Mewtwo rips up 3 chunks of earth from the ground the size of Bowser, creating actual holes in the ground with bottom blast zones you can die in. Mewtwo then proceeds to throw the chunks of earth at you, one by one, dealing 30% and knockback that KOs at 60% with each one. Once the chunks land, they’re perfectly solid walls that can be a hindrance to you if you had Mewtwo place them at the wrong places. Mewtwo will occasionally launch all three of the projectiles at once which isn’t really better or worse, as it gives you more to dodge at once but for not as long. . .The problem is Mewtwo’s Psycho Quake attack will cause the chunks of ground to topple over, doing their normal damage and knockback, and if the chunks of ground are stacked in a massive tower you’ll have a lot more to dodge. If you don’t want to deal with this, you’ll have to bait Mewtwo into throwing the chunks of ground back into the holes he ripped them out of when he re-uses this attack. When Mewtwo reaches 500 HP, though, he can have up to 6 chunks of ground out at a time, meaning you’ll practically have to bait Mewtwo into putting them back in the ground if you want any land to stand on.

The Master’s Hands: Mewtwo only uses this attack if he has 200 or less HP left and one of the hands is dead. Rather than reviving it, Mewtwo has the hand that’s still alive rip the wires connecting the dead hand to the machine out and swing the living hand around as a flail that does 35% and knockback that KOs at 55%. This can make the hand that’s still alive significantly difficult to finish off, but if you attack the wires the living hand is swinging the dead hand by with any attack that does 10 damage or more the wires will snap, causing the dead hand to fly off-screen. If only one dead hand is left, Mewtwo will use this attack to levitate the dead hand around as a puppet and cause it to do one of its’ regular attacks. If both hands die at the same time, Mewtwo will levitate the hands about in such a way to make them do one of their combination attacks.

Raw Power: When Mewtwo runs out of HP, his armor breaks off and Mewtwo himself starts radiating with massive quantities of psychic energy. He rips a gigantic chunk of the stage upwards, the screen scrolling upwards. If you don’t follow after him, you die to the bottom blast zone. Any holes in the ground created by psycho shatter are still around, and any hands still alive will follow Mewtwo up here – if they’re killed now, they’re dead permanantely. From here on out, Mewtwo will give you a last stand with his actual, incredibly broken playable moveset. The holes in the ground will help Mewtwo’s gimping playstyle if present, and the fact that the stage is now a traditional one rather than a walk-off is also something he’s quite thankful for.

***

Mewtwo’s beaten pretty horribly at this point and the hands are lying on the ground, dead, though the rest of the characters don’t look to be in particularly good shape either. As Ganondorf goes to stomp on Mewtwo to deliver the finishing blow, Mewtwo flees to his machine and hooks the wires up directly to his own body rather than his destroyed suit of armor. He grimaces madly as a look of disbelief shows up on Ganondorf’s face. Surely he wouldn’t? Mewtwo nods and grimaces as he transplants the energy from the hands directly into his own body, causing Ganondorf to flee and wave his arms, telling everybody to get out. The group goes to flee the subspace lab, just barely getting out in time before a gigantic explosion of raw psychic energy consumes the entire place, destroying the lab utterly – there’s not even rubble to indicate where the lab was.

The characters celebrate at finally having defeated the main villain behind everything for a bit before going to part their separate ways. Rivals such as Ganondorf/Link and K.Rool/DK consider fighting, but decide to hold off the battle for another day as their friends come to stop it (In the case of the villains, other villains). Ganondorf very reluctantly helps all the characters go back to their various worlds after being prodded significantly by other characters with his portals. We get some passive scenes during the credits of places that were destroyed and/or taken from where they belong being rebuilt, such as the castles of Peach, Palutena, Marth, and Dedede, as well as the Halberd. The credits close with Mewtwo’s laugh as you get informed of Boss Battles being unlocked – you still want to play Mewtwo? You’re going to have to earn that right by beating him in Intense Boss Battles. Good freaking luck.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
I would do something better but there's not much time left.


While Tabuu stole the spotlight in SSE, a classic villain was downgraded and forced to unnecessary shame. His name is Ganondorf, the King of Evil. He should have been the big bad of SSE instead of Tabuu. Seriously, how cool would that have been?

To understand Ganondorf's motivations we have to understand partial logic of the World of Trophies; in this world Master Hand is nothing more than a bored creator. He wanted to see what it would be like if the greatest Nintendo Characters duked it out, but knew that Ganondorf would be too powerful if he was to have all the characters use their canon powers. Because of this he took Ganondorf's power and divided it up with all the other weaker characters, imprisoning them in a closed world. It doesn't help that Ganondorf has no followers either.

While Master Hand was all powerful and could create he never took into account that at least some of the characters would have a conscious. Granted, most of the fighters either had no personality or were satisfied with their position. Ganondorf happened to be neither of these, and thus attempted to study the world he was in over timeless times. Once he found out the truth, he didn't know what disgusted him more; the fact he was destined to be nothing more than a plaything for a bored god or that the power he currently possessed was merely a fraction of his true potential. Ganondorf's goal was to reverse both these factors.

The first major factor that Ganondorf found out was that nothing in Master Hand's world was "above" or "otherworldly", everything could be accessed by anyone if they had the knowledge. The only exception to this was Master Hand himself. Secondly there was a usually a source that could infinitely create objects called Shadow Bugs, though they would vanish over time; this was how Items, Pokemon and Assist Trophies were made. Master Hand himself was the one who created the fighters, who were eternal unless he decided to destroy them, but he also was the creator of the shadow bugs. Ganondorf happened to notice that on one occasion shadow bugs were being created by something other than Master Hand. He found the source to this: Mr. Game and Watch. Master Hand was getting sick of creating items like objects himself, so he made a fighter who could subconsciously make these things himself. This proved to be a major mistake when Ganondorf used Game and Watch to create the Subspace Army, granting him ultimate power above Master Hand's.

Ganondorf found that Mr Game and Watch had access to a dimension of infinite shapeable mass called Subspace, which is where and how the Shadow Bugs were born. Because he had gained such a huge army Master Hand had to oppose Ganondorf himself, but was killed by the evil warlock. After Master Hand's death, Ganondorf found that a good portion of his power was coming back that was sealed inside Master Hand. He gained enough of his black magic back to be able to shift the dimensional portal to Subspace sealed within Game and Watch and place it within himself. While Game and Watch could not control his output of Shadow Bugs due to having no conscious Ganondorf had complete control over it, essentially making him invincible.

Meta Knight, who acted as a pseudo guardian with his brokeness, tried to stop Ganondorf by himself using his Halberd. Having lost many times to MK in shame, Ganondorf let MK engage him on 1v1, but easily defeated the masked warrior with his newfound power. Kind Dedede, who was designated to engage MK in battle, saw the situation and decided to help MK escape from his Halberd, which had now become transport for the Subspace Army. Their goal had become clear: defeat Ganondorf. They both proceeded to do this in their own ways with MK directly recruiting anyone he could find while Dedede trophified anyone he found so he could use his brooch to revive the fighters, as it seemed that Ganondorf wanted victims trophified.

At the start of the game, the Subspace Army invades the Mid-air Stadium, but instead of using Subspace Bombs, the Shadow Bugs themselves have are the ones who create the black hole that drags everything around it into Subspace. You see, whenever a Subspace Enemy is killed, their Shadow Bugs leave behind a small puddle of Subspace Mist that draws in other Subspace Mists. When the mist gets big enough it creates the black hole that draws everything around it into Subspace. The reason this started happening was because Ganondorf used his black magic to have all killed Shadow Bugs gather together so they could suck everything around them into Subspace. Basically you either kill the Shadow Bugs and risk them setting off Subspace black hole or don't attack them and they'll kill you.

Kirby, Zelda and Peach manage to fight off all the masses of Shadow Bugs until Petey Piranha does his thing and cage the off-guard princesses. Kirby destroys Petey, who is revealed to have been made out of a huge mass of Shadow Bugs (all the bosses are) but because of this a black hole is made which sucks in the entire Stadium. Kirby escapes with both Princesses. Neither Wario or Mario appear. Mario appears to Pit in the same way as the original, Mario "telling" Pit that he's looking for his brother Luigi while Pit has been sent to destroy the Subspace enemies. Most of the story is the same except neither Wario or Bowser appear. Donkey Kong, Peach, Zelda and Ness are never kidnapped with Luigi being Dedede's only victim. Also, the Ancient Minister doesn't appear nor do any R.O.Bs, only piles and piles of Subspace enemies in their place. The times where Ike appears and Mario's group are chasing the Minister consists of the group killing tons of Subspace minions while on the run from black holes that are being created.

On the Isle of Ancients, R.O.B and his comrades are attacked by Ridley and countless Shadow Bugs. Samus and Pikachu happen to be on the Isle Brawling, meet up with Olimar and Captain Falcon to defeat all of the Shadow Bugs and Ridley. Their victory doesn't last long as more and more Shadow Bugs keep on appearing...

Mario, Kirby, Pit, Link, Yoshi, Peach, Zelda, Ike, Marth, Ness, Lucas, Pokemon Trainer, and the Ice Climbers are all fighting off litters of Subspace Enemies that are being sent by the Halbred (far more than in the original). Meta Knight tries to climb the mountain so he can reclaim his Halberd and urges the others to follow. There they meet Lucario who joins with the group and eventually Snake as they try to take back the Halberd which is covered with Subspace Enemies. Meanwhile, Fox and Falco are united with the Great Fox in a failed attempt to bring down the Halberd, which results in the 2 being forced into a emergency landing to which they join with the mass of heroes. From there on they eventually find a captive Mr. Game and Watch who joins their team.

From Donkey Kong and Diddy Kong's point of view, the island is being swarmed by massive purple clouds being sent in by the Halberd which the heroes are struggling to reclaim. The two are overwhelmed by Subspace enemies, turned into Trophies and taken to the Isle as prisoners.

Meanwhile the fighting going on in the Halberd becomes so intense that the ship crashes into the Isle, completely destroying it in the process along with all the Subspace Enemies, but turning all the fighters into trophies. This creates a black hole so massive that the entire World of Trophies is dragged into Subspace, including Ganondorf much to his dismay as he wanted to be the only one who remained in the Trophy World so he could rule all in a small prison. Regardless he's still the most powerful being and has control over Shadow Bugs.

All the heroes are in Subspace, having become trophies which Ganondorf orders Bowser and Wario to claim for him. Dedede and Luigi are revived by the brooches, the two teaming up to find the rest of the heroes. They meet up with Wario and Bowser on the way and defeat them, but end up reviving them when they choose to co-operate, knowing Ganondorf's true power. As he watches from his throne, Ganondorf becomes fed up with Dedede and Luigi's interference and creates Subspace Enemies to destroy them. The two heroes find that the Shadow Bugs cannot create black holes in Subspace, allowing them to go all-out. After reviving other heroes (and meeting Sonic, Toon Link, Jigglypuff and Wolf) and exploring the reaches of Subspace, the heroes manage to find a weakness to the world: there are various holes in Subspace that produce the Shadow Bugs, 8 in all. The heroes team up in a Great Maze Style, exploring the reaches of Subspace to destroy these holes that produce Shadow Bugs, preventing Ganondorf from creating a army.

Meta Knight and King Dedede lead the way searching for Ganondorf's castle, as they are the only ones aware that he's the one behind all the problems. It's the final level and while there are no enemies there are tons of traps that can kill you if you're off-guard. The Heroes finally confront Ganondorf in his castle, who reveals to them a deceased Master Hand. Mario angrily retaliates through a attempted F-air, but Ganondorf knocks him away with his dark magic, sending him crashing into a wall as a trophy. The other heroes face Ganon in disgust and shock, but the evil warlock points at the trophified Mario, who's color seems to be fading and flowing into Ganondorf, who seems to have gotten more powerful with Mario's defeat as his color flows into the evil warlock, who has now gained a permanent dark aura. Luigi sneaks towards his brother to revive him, getting rid of Ganondorf's extra power to his frustration. It seems that Ganondorf is getting more powerful with the other characters defeat. Frustrated, Ganondorf releases a dark wave that breaks down the walls of his castle as the final battle begins.



Battle: VS Ganondorf Dragmire
Play as: :mario2: :luigi2: :peach: :bowser2: :dk2: :diddy: :yoshi2: :wario: :link2: :toonlink: :zelda: :samus2: :pit: :popo: :rob: :kirby2: :metaknight: :dedede: :olimar: :fox: :falco: :wolf: :falcon: :pikachu2: :pt: :lucario: :jigglypuff: :marth: :ike: :ness2: :lucas: :gw: :snake: :sonic:

Difficulty: :star: :star: :star: :star:

This battle has you up against the King of Evil with every single character. Given that you have 34 characters Ganondorf gets some spunky buffs to add to his favor:

  • All your attacks do 1% to Ganondorf
  • Ganondorf is 2X heavier and faster
  • Ganondorf has flinch resistance
  • Ganondorf's D-tilt instantly creates a Re-Dead as close as possible to the enemy; he can spam this at the same rate as Snake can place Claymores
  • Every 15 seconds a portal appears besides the foe with the same function as Ganondorf's F-Smash. While this makes Ganondorf's actual F-Smash uncool he makes up for it by having his F-Smash be a OHKO if it hits
  • Re-Deads attack 2X faster and have 75HP

The stage you fight Ganondorf on is the size of Bridge of Edin, you and Ganondorf starting off at opposite ends. From what you've seen, 34 against 1 Evil King may seem like a piece of cake, especially considering that you can chain-grab this guy to hell with Dedede. As if Ganondorf's going to let you do that. If you attempt to camp against him, he'll simply summon Re-Deads at your location for you to fight; if you don't get rid of them quickly expect them to pile on you hard-out until you give up. Even if you do get to Ganondorf don't expect to cheap KO him with a chain-grab because his Phantom Ganon can attack you while you're distracted. Though I suppose you COULD grab Ganondorf with good timing after the Phantom Ganon appears and try to chain-grab him to death, since Ganondorf spends most of his time away from you. If you try to finish off Ganondorf normally expect the battle to take a very long time; say about...1 hour or so for those who like to take their time.


After a long battle, Ganondorf succumbs to his wounds...this can't be! How can the King of Evil be defeated by a bunch of lowly Nintendo Characters! Dam them all to hell! His pride will be like his pizza, therefore attempting to degrade them all to sacked meat. It doesn't take long for the heroes to realize that Ganondorf has still has some fight left in him, however he cannot get up. The heroes have no choice but to abandon him inside his castle. From there, they have to figure out what to do with themselves since they are nobody's toy anymore. Ganondorf took that away from them.
 

Darkslash

Smash Master
Joined
Feb 1, 2008
Messages
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Location
Strangereal Equestria
Nine-Ball

NineBall is an iconic mecha from the game series "Armored Core". First introduced in the first Armored Core, NineBall has become the iconic mecha of the series amongst it's fans due to EVERY one getting their Virtual butts kicked the first time you face off with him. With the inclusion of NineBall there are some minor changes in SSE's story, but nothing totally major. Also NineBall is not a Gundam.


First Encounters
At the beginning of SSE, Mario and Kirby are fighting in order to find out who will defeat NineBall, undisputed champion of the Arena. Regardless of outcome, the player character will always win, with the magic of cut scenes. After the cutscene finishes, another one starts with NineBall coming out of the platform in the middle of the stage. Congrats! Be prepared to fight your first "Boss" battle.


NineBall Master of the Arena​
Boss Stamina: 300 HP
Stocks: 4
Play As: Mario or Kirby
Music: Memories

Attacks​

Pulse Rifle
NineBall rapidly fires a volley of 5 pulses at the intended victim. The pulses are the same size as Wolf's projectiles, but travel more faster and deal a whooping 15% in damage with medium hit back.


Serenading Moonlight
NineBall boosts towards the player and activates his Moonlight Laser Sword. In a swift motion with little start up lag, the blue blade cuts dealing 20% in damage with low knock back.

Grenade Launcher
NineBall fires a fast moving Grenade projectile. The grenade travels in a straight line, and can bounce if Nine ball is close enough to the ground. Getting hit by a grenade, deals in 30% damage with high explosive knock back K.Oing at 110%.

Congratulations! You just defeated NineBall master of the Ar- wait a minute why is he disappearing? Well that's just great, turns out the NineBall you were fighting was just a hologram. After this revelation, the Subspace army decides to attack, and SSE continues as normal.



Rouge Raven

NineBall isn't seen again for a good portion of the story. He shows up again when the Great Fox and Halbred have their duel with Lucario, Ice Climbers and Metaknight looking on. Wolf is reluctantly helping StarFox fend off the Halbred attacks, with NineBall commanding the massive battleship. Fox, Falco and Wolf decide to take the fight to the offensive, and land on the deck of the Halbred. If it wasn't obvious enough, it seems that NineBall was itching for a fight, and taunts the 3 pilots to bring it on.

Boss Stamina: 600 HP
Stocks: 4
Play As: Fox,Falco or Wolf
Music: NineBall theme '9'

Linear Rifle
Nine Ball aims his rifle and shoots a burst of 3 lasers at the intended victim. Each laser is twice the size of Wolf's laser, and all 3 lasers leave the barrel in 0.3 seconds. A direct hit of the animation deals about 20% in static damage with medium knock back. But the lasers have a secondary outer hit box as well. Getting hit by this secondary hitbox deals 8% in damage.

Double Moonlight
Nine Ball boosts forward and activates 2 upgraded Moonlight laser blades at the opponent. Each blade deals about 25% damage, with low knock back. After the attack animation, Nine ball will be vulnerable for 0.5 seconds.There is a chance that one blade will miss while the other connects, and when this happens, he'll be vulnerable for 1 second.

Missiles
Nine Ball fires a volley of six missiles at his opponent. The missiles deal about 15% damage, K.Oing at 120%. These missiles have a limited tracking ability, and after 4 seconds of flight time, they'll drop. Any one unlucky enough to get hit by one will receive 10% damage.

When NineBall is defeated, a cut scene will play. The spacies look on as NineBall is breaking apart in an inferno trying to kill them. It's almost pitiful, if it wasn't for the fact that NineBall is trying to kill them even in his dying moments. Soon, the whole frame collapses and NineBall's optics stop glowing. The Spacies soon turn their attention to the Halbred and walk away.

The End

At this point, the characters defeated the leader of the Subspace army, Tabuu. Tabuu in defeat smirks, and slowly turns into a static image. The Core inside Tabuu bursts open, revealing another room. The characters walk into this room, and it triggers a cut scene. The cast see a giant computer, with some one hooked up on it. Of course, it's the one who was behind this whole mess NineBall! NineBall, obviously pissed off breaks away from the wires holding him into the computer. NineBall in this form is titled as Seraph R. And boy, does this look like it's going to be a tough battle. The cut scene ends with the lights going out, and the only light sources are the sparks flying from wires, and NineBalls glowing eyes.

Nine Ball Seraph R

Boss Stamina: 2500
Stock:10
Play as: Every one
Music: "9" Version R

Overboost
Nine Ball Seraph transforms into it's Overboost Jet form and strafes the stage 4 times. In Overboost mode, Seraph has super armor, plus any damage dealt to it is instantly regenerated. Seraph has 2 forms of attacking the enemy in this form.

Seraph will strafe the stage with it's Gatling arm lasers. Each laser deals about 5% in damage with low knock back. Each strafing run yields about 25 lasers in total, making it an impressive feat to dodge at least half of them.

Seraph will also fire a volley of missiles every pass. These missiles will break apart after 2 seconds of flight time, creating more missiles. If one is hit with a unbroken Missile, they will receive 40% damage K.Oing at 110%. If one is hit by the smaller missiles, they will receive 10% in damage with small hitback.

Dashing Blades
NineBall will activate his 2 Moonlight lasers swords. Like in his previous incarnation, NineBall will boost towards the opponent and strike. This time around, contact with both blades will make NineBall drag his blades against an opponent, doubling the damage of each blade, totaling out at 100%! His recovery time is also instantanous making it one of NineBall Seraph's dangerous moves.

Laser Wave

NineBall activates his Moonlight lasers swords. But instead of dashing forward, swings his arms that the lasers create a deadly energy wave. Each wave is as tall as Ganondorf, and travels fairly fast, traveling 3 battlefield platform in 0.6 seconds. Each wave deals about 25% damage and K.O's at 150%. The waves can travel though opponents, damaging more than one person. The wave will dissipate after traveling 3 Battlefield platforms.

Assault Armor
NineBall jumps into the air and curls up into a ball. The stage background starts to shimmer, and the area around him starts to glow green. After 2 seconds of charging, NineBall releases the energy in a blinding green explosion the size of Final Destination. Initially the damage deals 100% to any players on the field, but after the explosion a lingering poison effect will stay on the field, damaging at 10% per second and lasting 10 seconds. Of course NineBall is immune.

Laser Overdrive
NineBall will boost to the edge of the stage. Once there, he starts a charging animation that lasts 2 seconds. When he releases the charge, a giant laser the size of Mario's Final Smash will be unleashed that lasts for 3 seconds. Any one caught in the laser will be dealt 50% damage per second.

Orbit Canons
NineBall releases 6 Orbital Canons from his back boosters. Each Orbital Canon fires 4 shots before self destruction. A laser deals around 10% damage every time their lasers connect.


The End of an Era​
NineBall is truly defeated this time around. In an act of accepting defeat. NineBall overloads his Assault Armor to blow up SubSpace and any one trapped in it. In a cutscene, every one breaks for the exit on any thing they can ride on. Of course every one makes it out alive, and every one makes a truce that the fighting will stop....for one day only.


So yea, can't believe I got this in on time (WARY). Also NineBall isn't a Gundam.
 
D

Deleted member

Guest
So now that MissingNo. is finished entirely, I can actually make a full comment on it! The basic concept of this moveset is as a computer glitch – much in the vein of the organisation of the Computer Virus back in Make Your Move 5, here we see a literal representation of it, which works fairly well for MissingNo. You are able to squeeze out plenty of moves with both an overall purpose, as well as serving as rather bizarre inputs all over; again, fitting for the character, though it does feel like you missed out on some of the original material. That's the one comparison to the first attempt by Master Warlord that really stuck with me – however, I can perfectly understand why you missed out that stuff, as it would encourage more of a joke moveset feel.

While you have the fundamental process of creating individual inputs all serving their own purpose well enough, you do rely on the theme perhaps too much. The playstyle section does tend to feel a little disconnected from the rest of the moveset: it's no surprise, given it was written long after you had finished the previous parts of this work. In all, you only have a very general playstyle – this is the area of your moveset making you need to work on. You have a start with the theme, but you need to transfer this thought into making sure every move also flows together, as well as makes sense for the character.

For what it's worth, it's still an admirable effort, especially for your second. In the least, you have a functioning playstyle of simply a big, slow character consistent of disjointed hitboxes. Objectively, it would be difficult to attempt anything like a traditional playstyle on a character this... unorthodox, though like something recent such as Shotzo, it's really up to you to sell the concept to the reader. On that note, the writing style was pretty intuitive and the organisation also perfectly in-line with what you'd expect. So really, you do have the premise of high-level moveset making down, you just need to refine your techniques.

The Joker Remix has heart and lots of it. I've discussed this with others, who also seem to agree that this set has an unexpectedly awesome writing style. The amount of “ha's” is diabolical; in contrast to King Hippo's conservative three, your eponymous depiction of Joker as a mad man obsessed with gas traps will surely be one to remember for long into the future. Truly, it's a massive step-up in several directions for you. There are, however, significant flaws, but I would equate them more as growing pains, as everything is still vastly improved, and you barely resemble the moveset maker who gave us Tetris.

For starters, the playstyle here is a little lacking, while you do seem to have developed a good, basic understanding of flow with the use of gas. The section itself is perhaps indicative of how simplistic you view this set to be, but it demonstrates twofold that there really isn't much to The Joker. What allows for the real breakthrough of flow here is indeed the use of gas – throw it everywhere, have it swarm across the stage with electricity, places traps that set off other traps in a very Strangelove way. My problem is just in general with the gas, I think you use too many different interpretations for inputs – you only really need two or three at most, and with a character as rich in lore as The Joker, you don't really need to have so many ways to create it.

Touching on the writing style again, it is a good bit better than your past efforts, mostly due to the characterization of Joker, but you do make some rather odd grammatical mistakes. I'd say the biggest offender is that electric buzzer – you don't inform the reader how it works until you get to talk about interactions, which could have been solved with a simple skim read before posting. At the same time, most of the inputs actually read fairly easily – it definitely could be made more succinct, but it does have somewhat of a charm to it. Overall, I do like this set; one can only hope you continue to improve as much with your next set.

So, onto the newest Katapultar set, Mephiles the Dark. This set mainly reminds me of Sarisa in the way that it is centred on these very odd mechanics or concepts that, while far more in-character here, do seem a little bit undercooked. By that, I mean the “time travelling” and manipulation of clones, which did make me a little overwrought when trying to fully understand how the moveset works as a whole. I think this was partly due to your writing style, which was indeed fun and educational, but you really do choose awkward moments to endow the reader with important details.

There are some interesting design choices in the set which should have been given a further look. The picking of a frame with the 'sphere' was one, another being the manipulation of the clones along with the sphere. I think the one aspect of the playstyle you didn't really put much thought into was the boss, generated by the down air of all things. It feels very out-of-hand that you have this puddle moving around for twenty-five seconds more-or-less stalling the match for all that time, while the boss can, with more than a few tactical manoeuvres, come out. It's quite unbalanced.

The concepts by in large are quite inspired – pulling off a “boss within a moveset” is always difficult, but you really push yourself to breaking point by also trying to pull off time travel and cloning, with many of the less significant inputs simply being filler. I really do hate to be this negative, yet I don't think you'll take this to heart considering this was just a set you put out because you didn't want it sitting around. With that in mind, I can understand the faults.

And now for some old sets that I just commented. When I do eventually catch up, I will also be implementing some kind of rating system that isn't blatantly biased. That may not be for a while, though.

Starting off my catch-up of movesets from the beginning of the contest, I had the pleasure of my first being Mawile. Talk about an amazing start in Make Your Move. This moveset has a concise and thought out theme running throughout, focusing on the idea of “deception” and trickery in the proponent of “The Deceiver.” You go all out in establishing a true, characterised duality complex in the character, while keeping them relatively down-to-earth and never losing the third-person voice – it's all so subtle, well-managed and well-written, it's hard to distinguish this set from one posted by a veteran.

What I take issue with is, of course, the lack of a playstyle section. You do, going out of your way even, lay out a perfectly-understandable playstyle through the particularly intuitive moves, especially with the great start in the specials at the beginning – clearly demonstrating from the very beginning and carrying through with a straightforward way to switch between face and jaws. On the same breath, a section entirely constructed to aid the reader in understanding the playstyle would have helped this set in a big way. On top of that, there are a few odd inputs just scattered, hidden in the set that are perhaps buried more easily simply because you don't have such a section, which is quite crafty of you.

To repeat myself as I always do, the writing style and organisation in this set is perfectly beftting “The Deceiver:” a non-intruding grey, non-inviting small text and a prose that does seem to take a step back from the narrative to further mystify Mawile as a character. Of course, this is mostly purely down to your established writing skills, which are presented proudly here. You have no problem in your first set to clearly talk about individual inputs and their further significance both in terms of flow and actually being a part of Mawile, the persona. All in all, an utterly brilliant newcomer moveset.

So next up is Nattorei by our own starlet darth meanie, not being the first Pokemon set of his, we do have to pre-empty quite some magic by his own lofty standards. In that respect, I wouldn't say this quite lives up to that highly-respected history, but it does invent some new tropes in the ever-wonderful traps and disjointed hitbox playstyle archetype. Similarly to something later like Jalorda, you explore the notion of using your tentacle features to explore further onto the stage, while the seeds and spikes present protection to let you do so.

What I have to agree with is Junahu's vocal criticism of this moveset, in that the character has these tentacles obviously designed to climb and explore first-hand – be it by climbing onto the bottom part of the stage, or indeed onto higher platforms, it does seem like a bit of wasted potential that he remains glued to the ground. Unlike later Pokemon movesets like Diglett or Victreebel, this moveset plays it a little too safe for my liking, content with simply applying with pokes and prods when it wants to attack through its traps, rather than wanting to be aggressive.

Saying that, I can hardly help but be critical what with your record of brilliant Pokemon movesets. This is definitely a really good representation of the character with it in mind that the Black and White games aren't even out yet, though I imagine you're very acquainted with most of the new Pokemon given your extreme personal interest in the series. The writing style is decent enough – not your best, not your worst – while the organisation is rather typical. Still, great effort and always enjoyable to read your work, DM.

Onto John Marston. With a full repertoire of Pikmin3000 sets under my hat now, I can safely say MissingNo. is indeed a great improvement in terms of writing, organisation and perhaps flow – though not to say this wasn't a grand first effort. You do the quintessential newcomer thing of simply throwing in everything you can find on the character – in a way not unlike what darth meanie tried with The Secret Apprentice, you have a character from a game where he's the player character, thus has the ability to use so many different items, abilities and whatnot to fulfil a fun gaming experience. What this set sets out to do is capture this experience and concentrate it, which it largely does succeed at.

As with your later effort, here we see an even earlier version of what you consider to be playstyle – it is endearing to see you continue with a double-themed, Make Your Move 2-style of splitting up the playstyle section. I do remember specifically that this set was also, like MissingNo., written in two parts, which again leads to some oddly disjointed reading and understanding. I have to say as well, that though most moves do lend to a rather archetypical, perfectly fine playstyle, they could have been better represented if not centred on the items, but more on techniques such as the hog tying. This was quickly gotten away from when you made most of the moves in MissingNo. glitches, however, resolving this complaint.

So in short, I did find it to be lacking in playstyle and also in just general detail when it came to a few inputs, but overall I can't really complain given it was your very first moveset. Even without significant amounts of flow, you still cram in plenty of straight move interactions like with the explosives, and it all fits perfectly with the character – due in part to the direct translation that many of these inputs are. If you were to make any Red Dead Redemption set, this kind of thing would probably be what would come to mind.

As with Nattorei, Goruugu is the next in a line of excellent movesets, this by yet another starlet n88. This comment is especially a long time coming, being that I previewed it before Make Your Move 9 even began. It is pretty darn good, considering how difficult it usually is to implement the more ghost-y mechanics of the suited Pokemon, which here is handled with simplicity as well as forethought in enabling the rest of the set to work with that mechanic, rather than around it. I would without doubt say it's a vast improvement on the last set like this from you – Haunter – with so many strong loose interactions between moves. It is, however, slightly disappointing that you lack all the grab inputs – as good as the single throw is, it isn't forgivable with Goruugu as much as others.

The playstyle is delightfully simple, while remaining versatile what with the addition of night shade – which is a complex mechanic in of itself – being able to work with many of the straight interactions as well. You are able to work together plenty of the ghoul-ish theme into Goruugu without making him feel out-of-touch, as you also work with the robotic hulk theme in creating a lot of fittingly stiff inputs. While taking advantages of Goruugu's stature and strength, you never betray either of the defining features of the character, and are able to put together more than a general playstyle.

With a moveset like this, for a Pokemon not even in an American-released title yet, it's really all you can ask for that it fits the MO, while enabling a decent playstyle and remaining understandable to most readers. The writing style has few errors whatsoever, being absolutely clear in what its saying almost the entire time. It has to be said as well, that your organisation is just as edible as ever – never unsightly, and graces the page it's posted on. So while this set didn't exactly astound me, it did impress me with how in-character and imaginative it was, within the time period it was released. Good show as always, Nate.

Reading Godzilla, I have the gift of hindsight what with also having read Kiryu – the two share striking and blatant similarities, which isn't a bad thing – similar to Fox and Falxo or Mario and Luigi, the two share some fairly ubiquitous traits while differing in every way that truly matters. You are able to define a far more destructive personality in Godzilla, for example, being far more fitting for this character than Mecha Godzilla. Certainly, most inputs seem appropriately “generic,” being that Godzilla is best at crushing buildings and wandering through cities brazen of his own destruction.

I mean, Kiryu was a big step-up, though – the specials here are actually still fairly intriguing at mixing up Godzilla's game, and the “special attributes” are able to allow for some more advanced flow along with the lower level stuff. The lack of a real playstyle section is most awkward, though, as a paragraph of text isn't really descriptive enough, and the lower-detail inputs almost seem to cry filler compared to the phenomenal earlier moves. Still, as always, your love of the character shines through, and this representation is about as close as it gets.

With the writing style, you did improve with Kiryu – here everything is almost a step simpler, so while no change has really been made between the two, being consistent really is more of an improvement later on when things started to advance. I'd still say General Scales has a bit more heart in him than either of your sets in this contest, if only because of a bit of a lack to detail – which is probably because you're portraying, at their core, rather heartless, destructive beasts that would be hard to regard with empathy or understand. Even with that in mind, you do attempt that with some success here, rather hitting home with nostalgia than anything else. It's a rather impressive piece of work, and you only are going up from this point on.

Another set made a long time ago that I probably could have commented a lot earlier, here we have Gray Knight by Pizzamasta. As yet another newcomer set, I did try not to to the ever-patronising thing of saying, “it's good for a newcomer” - here, it is actually a pretty decent effort, while you honestly do make a lot of mistakes one would attribute solely to inexperience. You have a fascinating character – as many area, almost completely lacking in potential, but are able to fill the inputs with superfluous moves that are subtle in describing a rather ineffectual persona, but still do give to a strong playstyle.

What hurts this set is mostly the props that come out to play much of the time. He brings out a horn, he throws out seeds; he has several inputs that branch out into other inputs where the choice is between several different items, more-so defined as such than anything playstyle-related. While you do go a way in trying to establish how the bushes and the multiple manipulations of that teleport and other miscellaneous prop moves work, it does feel a little awkward, being that the character doesn't have much of a reason to use that stuff when he has a sword in hand. I guess, one has to expect a strong personality from a set that obviously no potential: without it, it's hard to see why you chose the character.

However, what is lacking in playstyle is almost entirely made up for with your experienced writing style, along with the clean-cut organisation. It's friendly, the playstyle is fed in spoonfuls by the green annotations and it's impressive given English is not your first language. There isn't much to be confused about despite the involvement of very complicated mechanics such as the teleportation, which is often mishandled by veterans alike. Can't say I dislike the set, despite all its flaws and I do hope you come back to post more, Pizzamasta.

What I love about Arle is the amount of personality in the set itself – you embed so many images, so much love into this rather obscure character, Koric, that it is quite a charm to read, if a little stilted due to the kind of wishy-washy writing style. This was also a problem with Yamato – it's quite a devilish problem, as it really can be difficult to overcome problems to do with writing when you're basically just writing in the style you normally would. Oddly enough, I found this set far easier to understand than Yamato, despite it being the earlier one.

The inputs are all very expressive, very bold and characterised at times, while at others basically being a very simplified interaction or magic spell that doesn't really contribute much to the playstyle. Surprisingly, this doesn't detract from it – it's a rather strong take on both a multi-set and a generally defensive one, with a section laid out rather well for someone making their first moveset. It does need to be further developed, as here it seems a tad underwhelming due to so many filler inputs, but I do see a basic understanding of fundamentals key to getting better and climbing the echelons in this contest. It is a decent set in its own right.

I have to say, though, this set is unique in its layout. It's archaic for Make Your Move now, though, as we all had this kind of layout back in Make Your Move 2 or 3, which is actually probably why I love the writing style of this moveset. It really feels like a personal project coming from you, and despite you being new, you're fine with lavishing the set with your own laborious devotion to the character. Others would probably criticise you for being “old-fashioned,” but I greatly respect that you're taking your own individual path in this contest. I will be looking forward to your next set, and hope it to be just as obscure [and Japanese] as your first two.
 
D

Deleted member

Guest
User Rankings Week #7

Welcome to the User Rankings! Every Monday, I'll be compiling the entire of the last week's activity in the thread and showing off, just who is the most active member? The point of this exercise is to recognise the most dedicated among us – those make your movers who are currently pushing the boundaries, as well as highlighting all movesets made by them.

To get on this list, you need to have made a moveset in this or a previous Make Your Move, as well as having posted in the Make Your Move 9 thread. The cut-off point for tallying is 12AM on Monday; other removals or changes are at my own discretion. The breakdown of points is as follows:


25 points for a Moveset
15 points for a Joint Moveset
5 points for a Secondary Submission
4 points for a Comment
2 points for a Secondary Submission Comment
1 point for a Regular Post
+Regular Posts do not stack

First, a notice on why this is slightly early. Again, I find myself on a school night, which means, though I can [and almost always do] stay up past midnight, I cannot reliably post the user rankings post-haste the next morning. The past few times have been an exception, as my schedule was temporarily opened up on Monday afternoons due to a change of class. As that is not the case anymore, expect more of these earlier user rankings.

This week was a little disappointing for our Make Your Move - we only got out a paltry two movesets, which while not the worst ever showing, is closing in on it. Lets try and get out some more next week, eh? January has been a bit of a muzzle after an amazing December. Guess who got first, though? Yes, Smash Daddy himself, that one guy who likes to comment old sets and gets lots of points for it. Aside from him, we had two actual submitters - the first being Katapultar, with Mephiles the Dark - if you're interested in time travel, cloning or boss-in-movesets, or any combination of the above, this set may be for you. Not far after him with The Joker Remix was Getocoolaid - a set which will drive you to insanity with rapturous laughter, then cut your mouth to give you a Glasglow smile: it comes at my strong recommendation.

Remember to check out the stadium to find all of the sets mentioned.

Overall User Rankings



Points: 41, Movesets: Muk, Auron, Wiz & Kupa 2, Pyro Jack, Jack The Ripper

Points: 38, Movesets: Ulgamoth, Ronald McDonald, Mephiles the Dark

Points: 26, Movesets: Tetris, Harvey Moisewitsch Volodarskii, The Joker Remix

Points: 7, Movesets: The Prince, M. Trinity

Points: 5, Movesets: Dante

Points: 5, Movesets: Victreebel, N. Brio

Points: 5

Points: 3, Movesets: John Marston, MissingNo.​
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
It's that time again...yes! Results time!

1. Mewtwo by MasterWarlord (6 votes)
2. Nightmare by MarthTrinity (4 votes)
3. NineBall by Darkslash (2 votes)
3. Ameno-sagiri by TWILTHERO (2 votes)

And that's all for this week! Thanks everyone for participating and especially for -VOTING- this time around! ;)
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Comments? Impossible!

So I admit, it's been a while since I last posted some comments up. I did just move, and the last few times I've tried to do these, my computer's killed my data. Ah well, fourth time's the charm?

Fawful

Fawful is a pretty sweet character, and fairly popular here on Make Your Move; I feel like we rarely ever see a set for him because everyone wants to make sure he's given ustice. And I do have to admit, you do a fairly good job with the writing style... when you manage to stay consistent with it. Occasionally in the middle of moves you'll forget to stay in-character with the writing, and revert back to a more generic style.

While you do have a decent job of characterization through the writing though, I don't feel the moveset does as great a job of characterizing Fawful. Moves like Fawfulcopter, Victory Feast, and the Dark Star certainly are relevant to the events of Bowser's Inside Story. The problem is though that while they may be related to Fawful, are they part of Fawful's fighting style?

The Victory Feast is an integral part of this moveset's playstyle, which is just plain awkward when you realize that implies that stuffing the foe with food until they become too fat to fight is a major part of Fawful's strategy in a brawl. The Dark Star also feels odd when he has to summon it by searching for it and activate it to be able to get kills. The Dark Star also has some odd bonuses; giving him those Energy Ball moves is all well and good of course, but why would the Dark Star upgrade the Mechawfuls?

The Dark Star also uses up the incredibly awkward spot of Down Smash, which is another problem that Fawful has; a lack of moves that can deal damage. Without his Mechawfuls, Fawful literally has almost no damage-building game, and even with them, he has very little way to deal with anyone close to him since he has almost no basic GTFO. He really should have had actual tilts to use, even if they weren't powerful, just to make sure that he had some options there.

The only other complaint I would have is that the throws smack of forced creativity for the sake of creativity, and that they really are more or less easter eggs rather than tactical choices of which throw to use. Then again though, throws are one of the hardest aspects of movesetting to really master, so that's forgivable.

Now, Fawful is actually proof of your development of a Make Your Mover though. Despite my reservations for the characterization, the playstyle does in fact juggle several different complex ideas into a cohesive whole with a working strategy, and that is a major step up to make. Between summons, power-ups, status effects, multiple projectiles, and the like, there is no question that you're capable of making a moveset that's creative enough.

Air Man

Why on earth would you save the Specials for last his Junahu? If you had at least explained tornado behavior at the very start of the moveset you could have spared us the monstrously awkward 'small tornado, no larger than a waddle doo' phrase that pops up in every single move. As it is though, I have no idea what any single move does at all until you actually get to the Specials, and by then we're at the playstyle.

In the end, there's not a single move that seems even slightly notable in this set, and judging from the fact that you never specify a specific attack in the entire playstyle section, this seems to be a conscious design choice on your part.

So what does that make Air Man? Surprisingly, the playstyle does actually have some good depth to it, and he does seem like an interesting character to play as; chaining enemies through different tornados. I really do like the unique take on stage control that this moveset takes, specifically the ability to stand up to pressure by having all of his attacks be his set-up.

That having been said though, while your presentation of his ideas was an interesting design choice, I'm not convinced that this couldn't have been done better in a more tradition format. The moveset's vague usage of all of its attacks give it this feeling that it can't stand up on its own. In the end this moveset gives me the feeling of a cool idea that never got finished.

MissingNo.

I do really love the idea that MissingNo puts forth, specifically the idea of using different glitches to gimp the foe by forcing them through the bottom of the stage. It's a concept that can actually use several different moves to get the idea together, and doesn't make it entirely straightforward to accomplish.

MissingNo's playstyle is much more interesting than your section gives him credit for though; the playstyle section you wrote is very lackluster, but MissingNo actually has a lot more interesting options than you explain. I think that you seem to limit yourself more to generic descriptions of what he's capable for, and it feels like trying to explain using him to someone just picking it up than how he would play at a real competitive level.

That said, he isn't perfect; the Duplication Glitch feels quite unwieldy and doesn't fit into his style very well, and he does make that awful mistake of Direction Aerials and Side Throws. Direction Aerial that doesn't deal damage, which is even worse. You've also got some presentation improvements to make; the smashes being a sidenote in the middle of the jab is just plain weird.

That said, this is an interesting follow up from John Marston, and I'm eager to see where you improve from next.

Joker Remix

I do like how you approached Joker's character here, and I think that you did a fairly good job of mixing his comedic character and his brutal criminal tendencies without overly relying on props and the like. I do like that you didn't end up filling this moveset up with a whole bunch of different references in lieu of any sort of focus.

The Joker Gas is an interesting choice to use as a sort of stage control, although the lack of any expiration timer, combined with the fact that prolonged contact is basically an instant-kill, is sort of disturbing.

He also ends up reusing ideas from his specials in a lot of his standard moves, which makes those moves feel a lot less special. Joker certainly doesn't need to rely solely on those few ideas for his basic attacks.
 

Neherazade

Smash Journeyman
Joined
Apr 5, 2009
Messages
359
Location
Gensokyo.
...Am I missing something?

I've seen MYmini results posts some 5-6 times this month, but I'm not seeing any "topic posts." Where do we find the week's MYmini theme?
 

Junahu

Smash Ace
Joined
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Messages
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Shropshire Slasher
The second post in this very thread usually has the most recent MYmini theme. But, as flyinfilipino says, the quickest way is to read MT's Sunday Recaps on the Stadium.
 

Chaos Swordsman

Smash Apprentice
Joined
Sep 15, 2008
Messages
174
Location
In your closet.
How and why is there not a Zoroark set? I read through the entire thread, which has plenty of great ideas, don't get me wrong, but I haven't seen so much as Zoroark's NAME.
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,544
How and why is there not a Zoroark set? I read through the entire thread, which has plenty of great ideas, don't get me wrong, but I haven't seen so much as Zoroark's NAME.
Well, individual moveset-makers simply make sets for characters they like, and there isn't really that much thought put into X Character deserving/not deserving a moveset. As you may have noticed, character selection is incredibly diverse, and there's no guarantee that any one character will even get a set. That being said, I do believe darth meanie and Hyper_Ridley have a Zoroark moveset in the works. ;)
 

Chaos Swordsman

Smash Apprentice
Joined
Sep 15, 2008
Messages
174
Location
In your closet.
Well, individual moveset-makers simply make sets for characters they like, and there isn't really that much thought put into X Character deserving/not deserving a moveset. As you may have noticed, character selection is incredibly diverse, and there's no guarantee that any one character will even get a set. That being said, I do believe darth meanie and Hyper_Ridley have a Zoroark moveset in the works. ;)
Well, I never said Zoroark DESERVES one, per se, but I found it surprising that no one's made one yet. Though it'll be nice to see it when it DOES come out.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
What Is A Man? A Miserable Pile of Movesets!

HR and I were going to make a Zoroark moveset at one point, but it kinda fell through.


The problem was with his Illusion ability. We wanted to stay true to the games, where it copied his opponents' appearance, but the fact was it didn't work as well as a playstyle focus in Brawl because copying another character's appearance doesn't grant the same advantage that it does in Pokemon.

That, and Zoroark has a pretty shallow movepool and less potential than Lucario, really. Some of the ideas that we had for Zoroark ended up being reborn in my joint moveset with JOE! for Toxicroak.
 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
I really want to see a portal-related moveset, but I'm not sure how to make it work. The only real characters in portal are the protagonist and Glados, and neither exactly fits into smash. Any ideas?
 

Sunnysunny

Blue-nubis
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HR and I were going to make a Zoroark moveset at one point, but it kinda fell through.


The problem was with his Illusion ability. We wanted to stay true to the games, where it copied his opponents' appearance, but the fact was it didn't work as well as a playstyle focus in Brawl because copying another character's appearance doesn't grant the same advantage that it does in Pokemon.

That, and Zoroark has a pretty shallow movepool and less potential than Lucario, really. Some of the ideas that we had for Zoroark ended up being reborn in my joint moveset with JOE! for Toxicroak.
Well zoroarks power is illusion, so that doesn't limit him to just copying the opponents power. If he was in a fighting game I think his gameplay style would be similar to reisen from hisoutsoku. Tricky afterimage illusion attacks and what not.

Its hard to explain, but if your curious search "Reisen hisoutensoku"
 

Neherazade

Smash Journeyman
Joined
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Messages
359
Location
Gensokyo.
@flyingfilipino advice has been given. ;p

but I feel guilty since it was also a shameless plug.

(Fail quick reply is fail.)
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Well zoroarks power is illusion, so that doesn't limit him to just copying the opponents power. If he was in a fighting game I think his gameplay style would be similar to reisen from hisoutsoku. Tricky afterimage illusion attacks and what not.

Its hard to explain, but if your curious search "Reisen hisoutensoku"
That is the idea we actually settled for, but we disagreed on how to implement Double Team, and I think both of us just lost the excitement for the moveset.
 

LegendofLink

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And I've come back from the dead!!!!

Castform


Weight: 2/10
Ground Speed: 3/10
First Jump Height: 7/10
Air Jump Height: 2/10 (Castform has 4 air jumps)
Air Speed: 8/10
Fall Speed: 1/10
Traction: 3/10

Extra: Castform floats about one Kirby's height off of the ground while not jumping, and crouching brings Castform's body down to ground level. Castform can also float similarly to Peach, with a small sparkle effect to differentiate from simply floating at ground level.




Aerials:​

Neutral Aerial: Sunny Day

Castform summons a beam bright sunlight 2 battlefield platforms wide, reaching an infinite vertical distance in either direction. When Castform enters the sunlight, it transforms into its sun form, pictured above. Sunlight has no adverse effects on enemies, but has an effect on many of Castform's attacks. Sunlight lasts for 45 seconds or until another area of sunlight is created.


Up Aerial: Rain Dance
Castform summons a light gray cloud around itself. The cloud is initially one battlefield platform wide, but can be expanded to two battlefield platforms if you hold the A button for one second while performing the move. Once the cloud if fully formed, it lets lose a downpour of rain, covering the ground and anyone beneath it in water. Enemies who attempt to pivot during a dash or dash in the opposite direction than the one that they are facing slip on the wet ground and trip. Wet enemies dry off 10 seconds after leaving the rain, or after spending 4 seconds in sunlight from Sunny Day. Castfrom enters its water form when in the rain. Rain clouds last 45 seconds or until another rain cloud is created.


Down Aerial: Hail​
Castform creates a dark gray cloud in a manner identical to Rain Dance. When this cloud is fully formed, it creates a hail storm beneath it. Enemies caught in the hail take 1% damage and flinching every second they remain in it. Wet enemies who remain in the hail for three seconds become frozen solid, similarly to being frozen by the Ice Climbers. Frozen opponents can escape from the ice by mashing buttons, escaping from the ice with the same difficulty as escaping a grab. Castform enters its snow form when in the hail. Hail clouds last 45 seconds or until another hail cloud is created.


Forward/Back Aerial: Tailwind

Castform summons a brief gust of wind that blows in the direction it uses the move. The wind affects everything within a battlefield platform by Ganondorf's height area in front of Castform, blowing them forward 1.5 battlefield platforms. This includes Castform's Hail and Rain Clouds, allowing you to move your weather conditions around the stage. The attack doesn't have much lag, but can only be used once per 2 seconds, preventing Castform from pushing characters around with no means of escape.


Weather Zones: How They Work​
While each weather effect is relatively simple in a vacuum, the fact that they can be moved around to overlap each other means that more explanation is necessary. When a weather zone is created , it overrides any amount of Sunny Day sunlight it overlaps with. Sunny Day is also overridden when a cloud is moved into it by Tailwind. When Sunny Day is used, it automatically clears any weather zones in its area of effect. When two cloud effects overlap, whether by creation or movement by Tailwind, the cloud at the higher elevation overrides the one at the lower one. This means that in order to place a new cloud in an old one, Castform would need to jump above the first cloud or first use sunny day to clear the current one. Water left behind by Rain Dance acts identically to water on wet players, evaporating after 10 seconds normally or 4 seconds under sunny day, in addition, water that ends up under a hail storm freezes to form a sheet of ice after 3 seconds of exposure. Ice acts like it does normally in Brawl, lowering traction drastically. Opponents still trip when they change direction like when they stand on wet ground and will also trip if they roll from dodging, getting up from laying prone, or even teching up impact with the ground. Ice melts back into water after 5 seconds exposure to normal weather, or 2 seconds under Sunny Day.



Specials:​

Neutral Special: Water Pulse
Castform begins charging an attack for as long as the B button is held, and can move while charging. When the B button is released, Castfom pauses for a brief moment before releasing a circular pulse of blue energy one battlefield platform in all directions. If the attack is charged, Castfom instead releases pulses in rapid succession, with one additional pulse for every half second of charging, up to a maximum of 5 pulses. Each pulse deals 3-4% damage with just enough flinching knockback to guarantee that if the first pulse hits, each subsequent pulse will also hit. This attack is a great way to make your opponents wary of approaching, and successfully landing a charged attack is a great way to hold the opponent in place in your hail storm. It is also easily used while floating or jumping, making Castform capable of barraging the opponent with pulses from above with its good aerial mobility. This attack has a large amount of ending lag, however, so if the opponent manages to shield the pulses, you are in an easily punishable position.


Side Special: Secret Power

Secret Power is a technique that almost any pokémon can learn, taking its form from the environment it is used in. In this case, it takes its form the weather conditions it passes through. When the attack is first used, it takes the form of a cluster of spheres of yellow energy that moves forward at Mario's dash speed. the cluster is the size of Kirby and deals 6% damage with light forward knockback and an electrical effect on impact.

When the attack enters an area affected by Rain Dance it immediately changes and takes the form of a cloud of bubbles. These bubbles form a multi-hit attack that deals 5 hits of 1% damage per second as it moves across the rainy area. This form of the attack does not disappear on contact, instead carrying anyone caught in the attack across the stage with it. The opponent is capable of escaping just as they would be able to escape any multi-hit attack, but it will certainly move them a good bit in the desired direction.

When the attack enters an area affected by Hail, it takes the form of a (still Kirby sized) blast of frigid air that travels across the weather zone at Fox's running speed. This air only does a basic 3% damage with flinching to opponents hit by it, but it also instantly freezes wet opponents, even if they shield.

When the attack enters an area affected by Sunny Day, it takes the form of wave of fire the size of Mario that shoots across the sunny space at Sonic's dash speed. Opponents hi by the wave are dealt 12% damage with forward knockback at a 45˚ angle that KO's around 140%.

This attack's specialty is pressuring the opponent from a distance, and moving them around your weather zones. The bubbles are especially good at this. If they carry the opponent across a weather boundary into another zone, the opponent will be instantly hit by the next form of the attack. This will either guarantee a frozen opponent or a hit from one of Castform's primary KO methods.


Up Special: Weather Ball
For Castform's signature attack, he summons a orb shaped attack that takes its properties from the weather that Castform is standing in. All forms of the attack act similarly to Yoshi's Egg Toss, being aimable during the move's starting lag and similarly affected by gravity. The main difference it that the Weather Ball is shot in the exact direction that the control stink is pointed, instead of a variation of an upward arc. This allows the attack to be shot both straight up and straight down. When the attack is used outside of a weather condition, Castform fires a Kirby sized orb of gray energy that deals 6% damage and light forward knockback.

In the rain, Castform lobs an orb of water in the desired direction. It deals 8-10% damage on contact with decent horizontal knockback. When it hits the ground or an opponent, it creates a large splash, covering a battlefield platform's area around the impact with water and pushing anyone in that area away with force equal to Mario's fully charged FLUUD.

In the hail, Castform creates a bowser sized chunk of ice instead. The attack falls twice as fast as the other forms, limiting it's range. The ice chunk has two separate hitboxes: the sides and the bottom. Foes hit by the sides of the chunk take 10-12% damage with horizontal knockback that KO's around 150%. Foes hit by the bottom of the chunk are dealt 12-14% damage with powerful spiking knockback. The ice block doesn't break when it hits the ground, it instead slides along the ground similarly to the wheeled crate item, retaining it's side hitbox while sliding. It also regains its bottom hatbox if it slides off an edge. The ice chunk can be stood on like a normal object, and fades 15 seconds after hitting the ground.

Castform's Weather Ball in the sun takes the form of a Kirby sized ball of flames. The fireball deals 14-18% damage with with very high vertical knockback capable of KOing around 110%. However, if the ball enters a rain or hail zone, it's damage and knockback are cut in half.

This is Castform's best move for playing keep-away with the opponent. The rain ball will blast opponents away from you and threaten them with freezing, while the ice ball creates a dangerous obstacle for the opponent to overcome. The fire ball is the most dangerous form, giving opponents yet another reason to fear Castform in the sun. The fact that this attack can be aimed in any direction makes it great for attacking the opponent from the skies, launching Weather Balls downward at them.


Down Special: Hydro Pump
Castform unleashes a sustained blast of water forward (if on the ground) or downward (if in the air). The water does no damage, but instead pushes players caught in the water downstream with force equal to that of Mario's dash speed. This means that characters faster than Mario can fight the current, but characters slower than Mario would still be pushed back while dashing. The water travels forward four battlefield platforms before trickling to a stop.

When used in the air, or if the water runs off of an edge, the falling water greatly increases the falling speed of these caught in it similarly to if they and grabbed the metal box item and cuts their jump height down to 25% of normal. After hitting the ground from the air, the water flows just like it did on the ground, but only traveling one battlefield platform and flowing in both directions along the ground.

Hydro Pump leaves the ground wet after it goes away, and can be sustained for 5 seconds before Castform needs to stop, requiring another 5 seconds to fully recharge. If Castform is in the rain, however, it is capable of sustaining the stream of water for 10 seconds before needing to recharge instead.

This attack is central to Castform's ability to control an area from a distance, making it difficult for an opponent to approach and pushing them into the weather you want them to be in. This makes a great way to freeze the opponent by getting them wet with the stream of water and using it to hold them there until they freeze. This attack is also the easiest way Castform has to spread water around the stage, making movement awkward for the opponent. The final use for this attack is to use it to keep opponents down on the ground while you are attacking them from above.



Smash Attacks:​

Forward Smash: Blizzard
Castform summons a blinding blizzard that covers an area with Ganondorf's height between half of a battlefield platform behind it and one and a half platforms in front of it. The blizzard overrides any weather zone in it's area of effect, replacing it with with the hail effect. This version of the Hail storm hits for 3% damage 3 times per second with flinching knockback, and wet opponents or water on the ground only take one second to freeze. The amount of time the blizzard last depends on the amount of time Castform spent charging the attack, from 5 seconds uncharged, to 12 seconds fully charged, and another blizzard cannot be created until 7 seconds after the first one has faded. This is Castform's go-to method of freezing the opponent outside of trapping them in the hail and is also an easy way of freezing water that is left on the ground. It has a decent amount of startup lag, so one must be careful when using it.


Down Smash: Weather Manipulation​
Castform calls upon the power of the weather condition it is standing in, greatly increasing the weather's power at the cost of its duration. This attack has lag similar to Lucas's up smash, so one must be careful when using it.

When used in the rain, it begins a violent downpour, limiting the movement of opponents caught in it. Opponents caught in the downpour have their movement speed in both the ground and the air cut in half, as well as their jump height. Their falling speed is also doubled. Using this attack reduces the rain cloud's remaining duration by half if the smash is uncharged, and only reduces the duration by 25% if the smash is fully charged. This is a great way do stop the opponent in their tracks and even makes a great edgeguarding technique if most of the raincloud is off stage. This form is also a great pair with the water form of Weather Ball, which can push the opponent inside the rain where they will have a difficult time dodging Castform's attacks.

In the hail, this attack greatly increases the area that the hail storm covers, increasing it to 4 battlefield platforms wide if the smash is uncharged, and to 6 platforms wide if the smash is fully charged. After that, the hail storm's remaining duration is decreased to 15 seconds or half of the remaining time, whichever is lower. This attack temporarily forces the opponent to a very small part of the stage, or even off stage unless they risk being frozen easily. Use it to coral the opponent to exactly where you want them. Beware that this will override your other weather zones and will not extend under a rain cloud that i at a higher elevation than the hail cloud.

In the sun, Castform brings out all of the sun's energy in one burst, creating a bright flash of fire within the entirety of the area affected by Sunny Day. this flash deals a paltry 5% damage, but it has great upward knockback, capable of KOing around 120%. This attack not only completely consumes Sunny Day, but the flash also cancels out any of Castform's other weather zones as well, so this is not something to be spammed This version of the smash cannot be charged. This is yet another reason to fear the sun, but for it to be effective, the opponent would have to be relatively close the Castform, making this a hard move to pull off considering the smash's lag.


Up Smash: Weather Focus​
With this smash, Castform focuses the power of its weather zones into a much smaller area, greatly increasing their strength at the cost of area of effect. This smash has average lag for a down smash, making it faster than Castform's up smash.

When used in the rain, this attack shrinks the size of the rain cloud to half of a battlefield platform for 10 seconds if the smash is uncharged or 20 seconds if the smash is fully charged. While focused, the rain storm creates a stream of water running along the ground in both directions similar to Castform's Hydro Pump. The streams will run one and a half battlefield platforms before stopping. The rain cloud returns to normal when the 10-20 seconds have passed, and still disappears as normal if the rain cloud's normal timer runs out. By combining this water flow with Hydro Pump, Castform can double the effective range of the water stream, or even trap the opponent between two competing water streams, forcing them to jump to get anywhere.

When used in the hail, Castform focuses the hail storm to half of a battlefield platform in width, turning the hail into a full fledged blizzard that acts identically to Castform's forward smash within the range covered by the cloud for 4 seconds uncharged to 10 seconds fully charged. Same as the rain cloud, the hail storm returns to normal after the 4-10 deconds has passed. This is best used to catch opponents who think they will be safe jumping through your hailstorm off guard, and it also makes a great wall to either push your opponents into or keep them away form you.

When in the sun, Castform focuses the sun's rays into a powerful beam of light one quarter of a battlefield platform wide that deals 10% damage with high Vertical knockback that KO's around 110% to any opponents who touch the beam. The beam lasts from 10 seconds uncharged to 20 seconds fully charged, fading altogether after the time is up. This attack is best for taking out opponents above you, or leaving a wall that the opponent must roll or air dodge past to avoid. Using this attack only gives you a small area to use your more powerful attacks in though, and creating a new Sunny Day will make the beam fade away immediately.



Standard Attacks:

Neutral: Powder Snow​
Castform releases a short burst of snow the size of Zelda's jab directly in front of him that deals 3 hits of 1-2% damage. Wet opponents who are hit all 3 hits are instantly frozen. A decent damage racker and way to set up a finisher.


Forward Tilt: Headbutt​
Castform attacks the opponent with its whole body, dealing 4-6% damage with moderate horizontal knockback. A rather weak move that will leave Castform vulnerable if it misses, but it's quick startup can catch the opponent off guard and push them away from you.


Up Tilt: Water Gun

Castform fires a small stream of water upward a distance equal to Ganondorf's height that pushes opponents hit by it upward with force equal to Mr. Game and Watch's up aerial, getting the opponent wet in the process. A great way to keep the opponent out of your face and set them up to be frozen.


Down Tilt: Ember​
Castfom fires a quick barrage of red hot coals forward a short distance, traveling one third of a battlefield platform normally, or a whole battlefield platform's length if the attack is used in the sun. The embers deal 4 hits of 1-3% damage with flinching knockback. A good move to make your opponent keep their distance if Castform is hanging around in the sun, and still a decent damage racker otherwise.



Grab: Twister
Castform summons a swirling vortex of wind the size of Ganondorf in front of him for half of a second. Opponents touching the vortex are sucked in, effectively grabbing them. Frozen opponents who are grabbed must first escape from the ice before they can start mashing buttons to escape from the twister. Castform has no pummel, instead it simply leaves the opponent in the twister when the A button is pushed and can move freely after half of a second of lag. This allows Castform to set up weather or take the opportunity to hit the opponent with some of its harder to land attacks. The lag on letting go means that the opponent must be at either high damage or frozen to let go of the twister without being punished.


Forward/Back Throw: Wandering Whilwind​
Castfomr releases the twister similarly to simply pressing A, but sends it moving in the direction pressed at Ganondorf's walking speed. This is best used to get the opponent into the desired weather zone to either get them wet, freeze them, or put them in range of the fire form of Secret Power or Weather Ball. If the twister moves off of an edge, it will continue in the same direction without falling.


Down Throw: Whirlwind Slam​
The twister slams the opponent into the ground, dealing 8-10% damage and leaving the opponent prone on the ground. Slamming the opponent onto ice creates a dangerous situation for the opponent in which he could either roll to she sides and trip or get up in place and risk being an easy target for Castform.


Up Throw: Whirlwind Toss​
The twister spins the opponent around for a second before spitting the opponent out upwards, similarly to the tornadoes on the Hyrule Castle stage in the original SSB. This deals 5-8% damage and KO's around 170%. This throw is a good way to set your opponent to be hit by a weather ball, or an up/down smash in the sun.


Final Smash: Fire Blast​

Castform uses all of its strength to bring down Sunny Day upon the whole battlefield, then uses the power of the sun to create a massive fire blast around itself in the shape of the Japanese kanji for fire, just like in the games. This blast is wide enough to hit the entirety of Battlefield, and deals a massive 30% damage with knockback KOing at 50%. After the attack, Sunny Day remains in effect across the entire stage for it's normal 45 second duration, making Secret Power and Castform's Up smash incredibly dangerous until it fades.

Playstyle:​
Castform revolves the weather zones it can create and putting the opponent where it needs them to be. Each weather type has a variety of uses and by merely existing they influence the opponents movements. Sunny Day seems to be the most harmless of the weather zones for the opponent to stand in at first glance, but it fuels Castform's most powerful attacks, making standing in the other zones less immediately dangerous. Standing in the other zones puts the opponent at risk of being frozen by Castform's ice and water attacks, making the opponent constantly juggle the risks of entering each zone while Castform actively pushes the opponent around and influences their decisions. Castform is also capable of playing a very powerful keep-away game, with several versatile projectiles that can attack the opponent from many angles and great aerial mobility and staying power to float high in the air and rain attacks downward while updating the weather conditions to counter the opponent's movements. Castform's largest weakness is it's lack of mobility on the ground, and its light weight, which make it very difficult to lay down the ground work with Castform's smash attacks or grab without being KO'd easily The best characters to take out Castform are ones that can either match it in the air and bring the fight to back up to it, or ones that are fast and agile enough to maneuver through Castform's weather zones and keep castform from using any if its better ground moves without being punished.. All in all, Castform is a character with a unique take on stage control that takes thought and strategy both to play as and to play against.
 

Marioman19

Smash Rookie
Joined
Oct 18, 2007
Messages
19
I really want to see a portal-related moveset, but I'm not sure how to make it work. The only real characters in portal are the protagonist and Glados, and neither exactly fits into smash. Any ideas?
Chell was already made in MYM1, a slightly speedy moveset who had no specials, instead angling the Portal Gun. She was good in the air and her moveset mostly involved Portal comboing

I was thinking of remixing that with the bots from Portal 2's co-op mode, Chell combined with Mario and Luigi.

GLaDOS could work as more of an assist trophy [Fiend, if you will.] or boss then a fighter. It would be possible for her to function as a fighter similiar to Firebar or Piranna Plant, however. Invulnerable to Knockback with a set ammont of stamina, whose moveset involves "constructing an enrichment center" on the battlefield to defend herself, platforms, turrets, etc.
 

Zook

Perpetual Lazy Bum
Joined
Jul 30, 2005
Messages
5,178
Location
Stamping your library books.
Castform takes on the role of a lightweight stage controller, much like previous entries in this contest. Where he differentiates himself from the rest, though, is the sheer amount of options he has to set up ways to manipulate the stage: 3 basic zones of effect, with 2 other ways to beef up each those zones. Oh, and he has a grab that makes a zone. That's a total of 10 different areas of effect Castform can set up to wreak havoc on the stage!

There are a few weird design choices here, most notable the way the weather effects are set up. Why are they his aerial attacks? Judging by his stats, he's clearly a character who would love to spend most of his time floating around in the air, pelting the opponent from above with the wrath of mother nature. But no, he can only use his special moves to attack from the air.

At first I wasn't thrilled about how the weather effects worked, but looking back, you did an alright job balancing them out. Sunny Day is useless until you send an attack through it, Rain Dance inhibits speed, and Hail is used in conjunction with rain-based moves to freeze ****. However, I can't help but feel that they should have more synergy than just Rain-Hail.

Some of these moves seem kinda overpowered. Hail Weather Ball creating an iceberg that slides along the stage and kills at 150%? Secret Power in Sunny Day move as fast as Sonic, as tall as Mario, dealing 12% and killing at 140%?

It's easy to tell that you worked on those tilts last. They're pretty generic, and don't add anything to his stage control playstyle. Personally, I would've used these moves as his weather setup moves, but this isn't about me. It seems that you ran out of ideas for a few other moves, too, most notably the side aerials and the side throws.

I'm confused as to how the throws work on the grab. Castform is free to move around while the opponent is grabbed, right? Then how do the throws work? Are they thrown the instant Castform moves? I'm confused.

It's cool how Castform is both a glass cannon and a stage controller; I'm just not sure about some of the decisions you made in this set. Still, you went a pretty unique way of going about this type of character, and I look forward to your next moveset.
 

LegendofLink

Smash Apprentice
Joined
Feb 17, 2008
Messages
164
Location
Pennsylvania
Castform takes on the role of a lightweight stage controller, much like previous entries in this contest. Where he differentiates himself from the rest, though, is the sheer amount of options he has to set up ways to manipulate the stage: 3 basic zones of effect, with 2 other ways to beef up each those zones. Oh, and he has a grab that makes a zone. That's a total of 10 different areas of effect Castform can set up to wreak havoc on the stage!

There are a few weird design choices here, most notable the way the weather effects are set up. Why are they his aerial attacks? Judging by his stats, he's clearly a character who would love to spend most of his time floating around in the air, pelting the opponent from above with the wrath of mother nature. But no, he can only use his special moves to attack from the air.

At first I wasn't thrilled about how the weather effects worked, but looking back, you did an alright job balancing them out. Sunny Day is useless until you send an attack through it, Rain Dance inhibits speed, and Hail is used in conjunction with rain-based moves to freeze ****. However, I can't help but feel that they should have more synergy than just Rain-Hail.

Some of these moves seem kinda overpowered. Hail Weather Ball creating an iceberg that slides along the stage and kills at 150%? Secret Power in Sunny Day move as fast as Sonic, as tall as Mario, dealing 12% and killing at 140%?

It's easy to tell that you worked on those tilts last. They're pretty generic, and don't add anything to his stage control playstyle. Personally, I would've used these moves as his weather setup moves, but this isn't about me. It seems that you ran out of ideas for a few other moves, too, most notably the side aerials and the side throws.

I'm confused as to how the throws work on the grab. Castform is free to move around while the opponent is grabbed, right? Then how do the throws work? Are they thrown the instant Castform moves? I'm confused.

It's cool how Castform is both a glass cannon and a stage controller; I'm just not sure about some of the decisions you made in this set. Still, you went a pretty unique way of going about this type of character, and I look forward to your next moveset.
Some clarification on the grab. The ability to move freely replaces the traditional pummel. Castform can do any of his throws normally before releasing the twister, but after he releases the twister he can no longer use any of his throws.

I chose the weather zones to be aerials because otherwise I would be stuck with attacks like Weather Ball and Secret Power as aerials which, at least in my mind, is even more awkward. and as for synergy between the zones, Sunny Day is supposed to be harmless, with the danger being the threat being hit by Castform's most powerful attacks. I hope that clears up some of your concerns.
 
D

Deleted member

Guest
Continuing a run of extremely strong movesets, Castform is exactly what you'd hope it is – a weather-manipulation set, that deals in becoming a God of ice, water and fire, with the victims of your created plagues constantly having to keep a check on what you're doing and react as such. It's a typical trap playstyle in that respect – at the same time, it's delightful how you allow for the inputs to so simply adjust the weather, making “strips” of the stage danger zones for enemies, while using moves such as the hydro pump to try and move them around. It's incredibly in-character, without being restricted and very endearing in being your own little weather machine.

As one would imagine, a Pokemon who is dedicated to the weather doesn't deal in absolutes, which is why I really liked your smashes and even what was there for the basic standards and beyond. Like how the weather actually works, you allow for overriding of past states of weather, which become more and more complex as you start to use your smashes – the playstyle avoids being oblique by the fact that you can't just set up your traps and win a stock, but have to manage them, with a keen awareness preventing from you accidentally leaving yourself with few options. It's this kind of moveset I really love – logical interactions, really effective use of the character and intuitive use of inputs.

With that in mind, there is a slight err in your lack of detailing with the standards: indeed, the set is best before them, with your perfectly justified approach being further interactions dependant on the weather zones – in essence setting up your opponent for the win, which is well laid out for the reader, though I don't think you needed much more set up. Castform lacks in direct attacks, which would make him more floaty and campy: this is pretty much what a Castform set entails, though, so I'm not disappointed by that or anything. The writing style and organisation are a bare bones approach, which is fine; the playstyle is as well, basic stuff. In all, I feel like with some more time, this could have been a fantastic moveset, but as is, is mighty enjoyable. Can't wait to see what you have in store next, LL.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
I really want to see a portal-related moveset, but I'm not sure how to make it work. The only real characters in portal are the protagonist and Glados, and neither exactly fits into smash. Any ideas?
A moveset for Chell, the protagonist of Portal, was made in the haydays of MYM1 or 2, I think. I believe it was one of the top three of its contest. If you want a set based around the ideas of portals themselves, check out Yukari by emergency. An excellent set that not many people know about.

Castform is a pretty neat moveset. I love how true to his character and abilities you made him. My favorite move from the set is probably Twister, just because I love the idea of creating a tornado grab-hitbox. It all seems plausible, easily implementable, and fun to play. So good job Legend of Link.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
Need a three-hour moveset here!


Uhh... I don't even know where to start with you. I mean, do you even know who you're talkin' to? Do you have any idea who I am? Basically, I'm kind of a big deal. You listening? Okay. Grass grows, birds fly, sun shines, and brother... I hurt people. I'm a force-a-nature. If you was from where I was from, you'd be f**king dead. My specialty is Rapid Recovery- running. Think you can outrun me knucklehead? Think again. I'm un-freaking-touchable.

Power - 3/10
Size - 5/10
Weight - 1/10
Speed - 9/10
Jump Height - 5/10
Fall Speed - 3/10
Attack Speed - 9/10


Specials

Neutral Special - Force-A-Nature (3-15%)
I mercenary of my caliber has to pack some heat to do what I do, so I got me a scattergun. My gun here can blast ya brains out with a couple of shots, buddy. I just take it out and let loose a couple of blasts with the B button. Since it is, y'know, a scattergun, the pellets just fly in a wide, shotgun-like blast. So it aint effective at long range. I gotta be within a platform's distance of the chuckleheads on the other team to hit 'em with it. Oh yeah, and it deals a very nice bit of knockback up close. Not just that, but dis baby's so powerful, it can knock me back if I'm in the air too! If you're not a total moron you'll know I am into hit-and-run, so this is the perfect weapon for me. Now, it holds only four shots- I gotta reload it after that, which takes about two seconds. I can pause the reload by moving around but if I wanna use it after that I gotta stand still. But with my freakin' awesome moveset, I won't have a problem with that.

Forward Special - Sandman (10% ball) (7% bat)
Boink! In my neighborhood, we played the best freakin' sport ever made, baseball. I'm good at it too. I don't want to have to explain it to ya, Sherlock, so here's the gist: one guy throws a ball at you, ya hit it with a bat, and then ya run the bases and cross home plate for a run. Now, I take out my lucky bat, da Sandman. It's called that 'cause it puts knuckleheads to sleep. I also take out a ball, and all by myself I let one fly. Bam, outta da park. Aint no other class gonna do that. If ya get hit by it, great job catching it chucklenuts! You'll be knocked out for a second. That's a long time, so I can hitcha with a scattershot or two, or maybe bash ya freaking skull in with my bat. The ball travels in an arc (gravity: look it up) but it'll go right for ya, because I have dead accuracy pal. So either get outta da way or stand still and get hit by it like an idiot. Oh, and I don't have an instant auto-supply of these babies or anything; I gotta get da ball back after it hits your dumb ass or wait ten seconds to get another. Oh, and one last thing: dis attack can reflect projectiles. That's right, I can beanball anything you throw at me right back.

Up Special - Bonk! Atomic Punch
Alright, this is what I'm talkin' about! Bonk, my favorite drink, gives me a nuclea' energy rush! I take out a can and chug the whole thing down, no problem. After I down the can, I get invulnerability- aka un-freaking-touchability. It means I take no knockback, but I can still be damaged. I also get a speed boost, so I'm a freaking blur, movin at double my normal run speed. Hell yeah. Oh, it also gives me another freaking jump in midair! I get this rush for three seconds before it wears off. I also have a suga' crash after it, because the Doc says I'll have a heart attack if I drink too many at the same time.

Down Special - Crit-A-Cola
I take out another can, this time it's Crit-a-Cola. Crit-a-Cola, just like it sounds genius, makes me deal out alotta hurtin' in a short time. It means I deal 1.5x knockback and damage. Take that into consideration for a second, and while you're trying to get it through your moron skull I'll be takin' you down. Every other thing about this drink is the same as Bonk!, so read about the fine print there if you want to. Oh, and I can't drink Bonk! while drinkin' dis- that'd blow my brains out like your head in a microwave.


The Rest of Da' Crap


Jab - 3-4%
If I want to dish out a little hurtin' on some knucklehead, I take out my bat and swing! I'll hit 'em in the nuts or stomach, which makes 'em reel back. It's not for knocking 'em outta the park, but it sure can leave 'em stunned or defenseless. If I hit 'em from behind I'll bash their freakin' skulls in.

Forward Tilt - 3%, 3%
I take out my pistola and fire off a couple of shots. The bullets fly faster than anyone before me's projectiles- just like me! They don't deal knockback, obviously, but they do stun anyone hit by them briefly. You'd hurt too if you got shot in the freakin' chest. They fly one and a half platform's distance.

Up Tilt - 5%
I take out my bat again and swing it overhead like that egghead Mustachio in da bell ringin' strength competition. The hit deals okay knockback, but enough to bonk any moron in my way, outta my way.

Down Tilt - 10%
You know that my gun, the Force-A-Nature, has enough force to knock me in the air? Of course you do chucklenuts, I told you that in the NSpec. Well I take it out now and aim it right at the ground, then fire a couple-a shots at my feet. Betcha didn't see that coming, didja? This knocks back anybody close to me a good distance before blasting me airborne. I can see my base from up here! It also doesn't take away my first and second jump, letting me get to places nobody else can. This is why you suck, and I don't. I gotta watch my ammo here, cause if I'm reloading I can't use dis attack.

Dash Attack - 2%
Did I mention I'm good at baseball? Since this is a Dash Attack on a baseball player, you pretty much know what I do- I slide like a pro. Any knucklehead I slide past gets tripped up and falls flat on their freakin' face! Thanks a lot, Sakurai! I can slide almost a full platform's distance. I'm just that good.



Forward Smash - 12%-35%
Batta' swing! Yous familiar with da Home Run Bat item? Prolly not, since you're all tourneyfags. Just like one of you chumps swingin' that awesome bat, I wind up with my Sandman and then- home-frickin'-run! If you get hit by my bat with a low windup, it'll knock ya a fair distance. Nothin' that can KO until you're roughed up alot, but still a pretty solid hit. Now, if you get hit by my maximum wind-up, it's lights out for you, pally! This can knock back any projectiles thrown at me too, so if you wanna play ball, I can play hard.

Up Smash - (3%, 3%, 3%, 3%, 3%)-(8.4%, 8.4%, 8.4%, 8.4%, 8.4%)
You know, gettin' hit by a fish has got to be humiliating. Back in Boston, they had the best freakin' salmon you could buy. With that in mind, I take out something different than a bat- a frickin' FISH. I call it da Holy Mackerel. Every time I hit with dis thing, in an overhead arc, I dish out some stun damage as well as a wet slap. If the moron I'm attackin' gets hit five times, they'll act like dey shield's been broken. Oh, and the crowd will chant my name. You gotta respect something like that.

Down Smash - 10-24%, 3-7% per hit
Special delivery! I take out a jar of Mad Milk and throw it right at my feet. Anyone who gets hit by it, includin' yours truly, will be drenched in the crap. Anybody who hits somebody else drenched in the milk will actually get healed a bit. I dunno how it works, I guess it's because dis crap was taken from radioactive cows. True story. Anyways, since I also drench myself in it, I better try not to get hit after I use it. Or I could just shield it immediately after I throw it and hope it splashes on the shield instead of me. Again, dunno how it works, knucklehead. It takes four seconds to wash this stuff off, which is funny takin' into consideration it's easier to get brains off your clothes. Don't ask me how I know that.



Neutral Aerial - 6%
You know I'm so pro I can fire my gun while I'm in da air? I take out my normal scattergun and fire a couple of shots diagonal-like down in front of me. They can hit people while I'm jumping, so dis is good for "shorthoppin' " when I'm on da move. It doesn't do that much knockback, but it's good for hit-an-run.

Forward Aerial - 5%
I take out my bat again and swing in front o' me! It does some good horizontal knockback and is perfect for those ******* who love to get right in my face. Ey, is somebody keepin' track of my heads batted in?

Backward Aerial - 3%, 3%
I gotta watch my back all the time. We got freakin' Spies and Pyros runnin' around that love to get me when my back's turned. Freakin' wimps. So, I turn around and take out my pistola again and shoot behind me. I don't really care what I hit, as long as I can check what's behind me. These do a little bit of knockback and can even make 'em where dey can't recover! Good job gettin' back to the stage, knucklehead!

Up Aerial - 1%, 1%, 3%
You know, I gotta have a little fun sometimes. Killin' morons stresses ya' out, you know? Jumping gives me a thrill you can't get anywhere else. Sometimes I just pump my fist in the air and go, "Woo-hoo!". It's even weirder when some moron gets hit by my fist. Like, dey be jumpin' over me (imagine tryin' that) and dey get a swift punch in the nuts. We call that the "New York Nutcracker". So this cook just freezes in the air as if stunned. What an idiot.

Down Aerial - 3-15%
This may look like a clone of my Down Tilt, but it aint. Well, it sorta is. I take out my Force-A-Nature and shoot underneath me. This propels me up again, acting as an extra jump. I also gotta be aware of my ammo, cause no ammo, no blast. It's simple freakin' math.



Grab
If any of ya have ever seen the trailer for your's truly on the internet, you've seen that totally badass move I pull on fatass chrome dome where I choke him with my bat. Yeah. I do that to any enemy of mine with this move here too. It's kinda like Snake's, except not as gay.

Pummel - 3%
Imma headbuttcha, imma headbuttcha, imma headbuttcha!

Forward Throw - 2%, 2%, 2%
So I've had this Spy choked by my bat the other day. Since he loves to freakin' backstab people, I returned the favor by takin' out my pistol and shooting him in the back multiple times, makin' him jump about a platform ahead in pain! After that, I walked up and took his hat. That's how badass I am.

Backward Throw - 6%
Like you've undoubtedly seen, I got a mad swing. Like this situation: I have some knucklehead in a chokehold. So what do I do? I release him and hit him in the shoulder with my bat. The thing's so powerful, it spins 'em around like a top about a platform ahead of me. If they go to the ledge they'll stop and sway on the spot like a drunk, Scottish cyclops. It's freakin' hilarious to watch.

Up Throw - 8%
Now, this is a move I learned from a blue in the slums. This blue was one of those "bad cops". He would take out his pistol and pistol whip people in the chin or nose. It usually messed their face up bad. Instead of making them bleed to death, the laws of Smash have made it where if I pistol-whip somebody they fly up in the air. Look, I don't even need a bat to knock somebody out of da park!

Down Throw - 4%
Boink! I love bashin' people's heads in, this is common knowledge. So I gotta put it in here, right? After I release the foe from my headlock of ownage, I jump up and bonk them on the head. This'll actually knock 'em out, putting 'em in a prone state. There's a reason my bat's called the Sandman. They can't be grabbed while layin' on the ground, that'd be silly. This does give me a chance to haul ass, truckloads of it, because once they get up they'll probably wanna come after me.



Final Smash - Moon Shot (20%)
I'm gonna send you to da moon! After I grab this glowin' power ball, I become glowin'. If you wanna know, it feels like an endless Ubercharge. So once I use it, I take out my Sandman. I point it to the sky, and a baseball comes flyin' at me from offstage somewhere. I wind up, and swing! Major League! I knock the ball at 500 bajillion miles per hour at the direction I pointed. It'll dish out a massive migrain to anyone hit by it, stunning them for five seconds. I can attack them during this time as much as I want, and they won't come to their senses. Thanks for standing still, dumbass. Oh, and I can point the control stick in the direction I want for this to aim it. The default is northeast.

Guide to Moron Killin'


Okay, listen up. I'm a hit and runner. Can't stand to fight prolonged close up, so I hit 'em with a shot and run away. Most of them stun, so I can get a lead on runnin' off, or I can follow up with an attack while vulnerable. I also am good airborne, because I can freakin' quadruple or quintuple jump or somethin'. Who else you know can do that? I gotta watch my ammo on da Force-A-Nature, since it has a long reload time. The Sandman's baseball homes in on anyone initially, so if they don't move out of the way they'll be sittin' ducks for me, and the bat also can reflect projectiles. Mad Milk lets me heal, Bonk! gives me even better runnin' abilities, and Crit-A-Cola lets me dish out a lotta damage. Is there anything drinks can't do? Oh right, they can't dominate you like I can. So yeah, that's the gist: hit-and-run. That's what I do.

Taunt Up
I got three different phrases I can say randomly, for a domination taunt:
It's starting to bore me how much you suck.
Domination. Look it up.
Yeah, I dare ya, rage quit. C'mon, make us both happy.​
Taunt Up
I also have "revenge kill" taunts. These are best used after I've KO'd someone who KO'd me before.
Boom! I'm back, dummy!
If you order now, I'll throw in a second beatin', absolutely free.
Pop quiz: How long does it take to beat a moron to death? BAM. Sorry, time's up, you're dead!​
Taunt Up
Sometimes, I like to show off my muscles. I'll give you a ticket to the gun show, then say "Oh man, that's beautiful."

Victory One
I'll take out my Sandman and hit a ball offscreen. Den I'll say "Yo, I oughta' be on a baseball card!"

Victory Two
I'll point to myself, the winner numero uno, and say, "What have we learned? I always win!"

Victory Three
I'll be sitting on the 2nd Place winner, who is knocked out, eatin' a Sandvich. Domination is sweet.

Loss
What, I lost? Fine, I'll be a good sport and clap. Next time you're dead, pal.
 
D

Deleted member

Guest
What The Scout has that makes it better than Gigaiath is the prose; the writing style is a rarity in it lifting the entire set beyond the simple inputs and playstyle balancing that usually goes on, thoughi seemingly also frantic in terms of structure. That is both good and bad: pulling off a narrative moveset, it is usually beneficial when you influence the set to reflect the character [the Sandshrew Argument] – it's similar to “living in the scene” as an actor, letting your set flow in reflection of the portrayal. On the other hand, a rushed set is a rushed set – a lot of the time, far too much use of props, not much follow-up on the very good basic premise.

The section on the playstyle is reminiscent of sets like Diglett or your own Dodongo – it's simply an epithet of the character, though I would have preferred if you had abandoned the narrative here to give some much needed further description on how it all meshes. What is good in the set, is usually greatly in-character or based around pressure using the character's main weapon – using the shotgun somewhat like a springboard is exactly right for The Scout, as are all his interaction in that area. I can see an entire moveset based around these sorts of things working just as well as this one, if not better.

You are the king of the darker, at times nearly derogatory first-person narratives – while remaining humorous, you never overstay your welcome within the inputs, always being informative and helpful. It could easily be used as a way to puff up inputs lacking in content with distracting garble, but you strictly avoid that kind of approach for a writing style more interwoven with the actual moveset – which is quite admirable. Of course, the set is probably less enjoyable than the writing style as a whole, but as this was a three-hour set, that it was enjoyable at all and presented some interesting concepts, is enough for it to be worthwhile. So, good work, Khold and I hope you'll get even more sets out after this one!
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
What The Scout has that makes it better than Gigaiath is the prose; the writing style is a rarity in it lifting the entire set beyond the simple inputs and playstyle balancing that usually goes on, thoughi seemingly also frantic in terms of structure. That is both good and bad: pulling off a narrative moveset, it is usually beneficial when you influence the set to reflect the character [the Sandshrew Argument] – it's similar to “living in the scene” as an actor, letting your set flow in reflection of the portrayal. On the other hand, a rushed set is a rushed set – a lot of the time, far too much use of props, not much follow-up on the very good basic premise.

The section on the playstyle is reminiscent of sets like Diglett or your own Dodongo – it's simply an epithet of the character, though I would have preferred if you had abandoned the narrative here to give some much needed further description on how it all meshes. What is good in the set, is usually greatly in-character or based around pressure using the character's main weapon – using the shotgun somewhat like a springboard is exactly right for The Scout, as are all his interaction in that area. I can see an entire moveset based around these sorts of things working just as well as this one, if not better.

You are the king of the darker, at times nearly derogatory first-person narratives – while remaining humorous, you never overstay your welcome within the inputs, always being informative and helpful. It could easily be used as a way to puff up inputs lacking in content with distracting garble, but you strictly avoid that kind of approach for a writing style more interwoven with the actual moveset – which is quite admirable. Of course, the set is probably less enjoyable than the writing style as a whole, but as this was a three-hour set, that it was enjoyable at all and presented some interesting concepts, is enough for it to be worthwhile. So, good work, Khold and I hope you'll get even more sets out after this one!
:bee:

I wanted the Scout to narrate the set because he easily has some of the best narrative in Team Fortress 2 (the Heavy should, but he doesn't talk as much as the Scout), and is brimming with personality. It also makes sense, since he loves to show off- just like in Meet the Scout, where he talks about himself the whole time rather than letting the video do all the work. The narration also borderlines on Hazama trolling, but he doesn't go anything further from calling the reader a moron, which he does to everyone. So I'm glad I got that right.

As for the props, well it couldn't be any other way. He uses weapons like everyone else, and he doesn't do any combat with his fists. He is a stringy human, after all. I also wanted to showcase some of my favorite weapons, such as the Mad Milk and Holy Mackerel. All of the props also function exactly as they do in-game. The only one that doesn't is probably the UThrow, which is one move. Yes, all of these things are the Scout's trademarks.

I also made the playstyle brief because there wasn't much to elaborate on but still be in-character narration. The Scout, while he may be a chatterbox, doesn't talk about any one thing for too long. I also wanted to let the reader use their imagination and derive their own playstyle from it. Some might abuse the buffs from the drinks, others might favor the Sandman. I just outlined the basic gist of him and how he plays on a general level.

Thanks for reading and commenting Smady. :awesome:
 
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