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Make Your Move 9: [Now Defunct]

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i8pie

Smash Apprentice
Joined
Nov 18, 2010
Messages
81
I'm so excited after seeing all of these move sets! My favourites so far are Toxicroak, Diglett, Pokemon Breeder and Bowser Jr. I can't wait to get my movesets out but for some reason, I've had writer's block or something. Whilst I've gotten the gist of all the characters I've planned as well as typed up most of their info, I haven't just been able to type up anything else.

Anybody got any tips?

Also got out official newcomers/coming soon thing
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
I'm so excited after seeing all of these move sets! My favourites so far are Toxicroak, Diglett, Pokemon Breeder and Bowser Jr. I can't wait to get my movesets out but for some reason, I've had writer's block or something. Whilst I've gotten the gist of all the characters I've planned as well as typed up most of their info, I haven't just been able to type up anything else.

Anybody got any tips?

Also got out official newcomers/coming soon thing
I've also writer's block, which is a real pain to try and figure how to get over. I haven't figured out how to get over mine either. I have a number of problems that may contribute to my own writer's block:
  1. Nobody to physically speak to when it comes to the 'MYMing' topic, though this is probably something almost every member goes through - while you'd think that the MYM Chat would be good for speaking about MYM it's actually not because there are random conversations going on and people will ignore you anyway (at least me, maybe not you). Also people on the chat said that it's a bad idea for talking about sets on the chat for some reason.
  2. Distractions. You're trying to use the internet to look up references or edit your moveset on SWF. Then you find something on the net that totally distracts you. It's pretty much inevitable.
  3. You think up some cool special moves that you want your set to revolve around, maybe some smashes and standards...and then those 'other' spaces. It's a huge pain to try and squeeze something into these. I've NEVER gone through one set without being forced to put about three random moves that try to be relevant and interesting (I'd love to know if there's ever been a person who's managed to find something their confident with for EVERY move). This is obviously a widespread problem - why do you think lots of people try to tone down the amount of inputs with their sets? Though one thing's for sure and that it makes them a hell of a lot easier to complete. Of course people will complain about them, though it doesn't matter too much.
  4. Having multiple ideas for sets. Definitely know that other people have this problem: you have a idea for like, 3 characters. Keep alternating between them all and eventually get NONE of them done.
  5. Pressure. You have a competitive mindset on a certain ideal of MYM: whether it be trying to get to the Top 50, make more sets because some guy has more than you do, or maybe you want to get a set in because of a Final Week Rush. The kind of thing where the idea doesn't seem really like you've placed a lot of thought into it. Doesn't help that you always feel compelled to make something that will impress others from the fact that others do the very same.

I kind of think that it's mostly about dedication.
 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
I've also writer's block, which is a real pain to try and figure how to get over. I haven't figured out how to get over mine either. I have a number of problems that may contribute to my own writer's block:
  1. Nobody to physically speak to when it comes to the 'MYMing' topic, though this is probably something almost every member goes through - while you'd think that the MYM Chat would be good for speaking about MYM it's actually not because there are random conversations going on and people will ignore you anyway (at least me, maybe not you). Also people on the chat said that it's a bad idea for talking about sets on the chat for some reason.
  2. Distractions. You're trying to use the internet to look up references or edit your moveset on SWF. Then you find something on the net that totally distracts you. It's pretty much inevitable.
  3. You think up some cool special moves that you want your set to revolve around, maybe some smashes and standards...and then those 'other' spaces. It's a huge pain to try and squeeze something into these. I've NEVER gone through one set without being forced to put about three random moves that try to be relevant and interesting (I'd love to know if there's ever been a person who's managed to find something their confident with for EVERY move). This is obviously a widespread problem - why do you think lots of people try to tone down the amount of inputs with their sets? Though one thing's for sure and that it makes them a hell of a lot easier to complete. Of course people will complain about them, though it doesn't matter too much.
  4. Having multiple ideas for sets. Definitely know that other people have this problem: you have a idea for like, 3 characters. Keep alternating between them all and eventually get NONE of them done.
  5. Pressure. You have a competitive mindset on a certain ideal of MYM: whether it be trying to get to the Top 50, make more sets because some guy has more than you do, or maybe you want to get a set in because of a Final Week Rush. The kind of thing where the idea doesn't seem really like you've placed a lot of thought into it. Doesn't help that you always feel compelled to make something that will impress others from the fact that others do the very same.

I kind of think that it's mostly about dedication.
I feel your pain regarding these problems, as I've run into most of them.

Regarding inputs, that's something you really need to just keep hacking away at. Sometimes you need to just go back and re-evaluate the ideas behind the moveset and see if there's anything else to add. In Dark Samus, the main idea behind the set was camping for phazon corruption. This (along with Samus's brawl moveset idea) gave me enough for the specials and mechanic, but there was still plenty of stuff left to do. So, I added in a gimping game, which I focused the aerials and some of the throws around.

I had a couple more ideas left, (morph ball bomb for D-tilt!) but even after all that I still had several inputs that weren't that useful. (Jab, other tilts, and the U-air) I wanted to get the moveset done, so I filled the rest with semi-generic moves and sent it out there, but I missed a trick that might have solved my problems nicely. Dark samus's entire game revolves around using phazon corruption and such to get your own AI allies. However, I had all of one way to interact with those phazon allies in my set, and that was by accident more than design! How easy and natural might it have been to just use the tilts and a few other misc moves (a throw here, and aerial there) to direct your phazon minions? However, I was too focused in one direction with the set, and it wasn't until an experienced MYMer's review a long time later that I saw the missed opportunity there.

So, I think it might be a good idea to bounce your set idea off someone when you're stuck, (Just ask them in chat if they mind, and then PM them, I guess) to see if they can pinpoint anything you might be missing.

As a side note about missing inputs: I eliminated the throws of Megaman.EXE and replaced them with a different grabbing mechanic that helped his playstyle more. As it turned out, not one person complained about this. Although that might be just because of the pokemon syndrome overshadowing it, I think if you have a really good reason to eliminate inputs, it isn't a problem.
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
1908-0105-4965
Nicholas hit it right on the head. All you gotta do is PM someone or chat
Someone, most of us are happy to help!
 
D

Deleted member

Guest
User Rankings Week #3

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 MYMini or Joke Moveset
4 points for a Comment
2 points for a MYMini or Joke Moveset Comment
1 point for a Regular Post
+Regular Posts do not stack
+Joke Moveset and Comment point brackets added

This week saw the triumphant return of KingK.Rool, commenting on thirty-eight movesets and even posting a moveset - Tutankoopa - to easily take the crown. I took second, being able to pull together the current rear-runner for Make Your Move 9, Wiz and Kupa 2, as well as two actual movesets in the Jack Trio; Pyro Jack and Jack The Ripper. Following with an even more impressive showing was Junahu, who posted Penny Gadget / Inspector Gadget along with Blaze the Cat in an extremely active page.

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

Overall User Rankings




Points: 178, Movesets: Tutankoopa

Points: 95, Movesets: Muk, Auron, Wiz & Kupa 2, Pyro Jack, Jack The Ripper

Points: 87, Movesets: Diglett, Penny Gadget / Inspector Gadget, Blaze the Cat

Points: 59, Movesets: Nattorei, Electivire, Nrvnqsr Chaos, Toxicroak

Points: 55, Movesets: Tetris, Harvey Moisewitsch Volodarskii

Points: 48, Movesets: The Prince, M. Trinity

Points: 46, Movesets: Victreebel, Fat Zombie

Points: 39, Movesets: Miroku

Points: 38, Movesets: Micaiah, Sanaki

Points: 33, Movesets: Erufuun, Unlimited Hazama

Points: 30, Movesets: Bowser Jr., Kaptain K. Rool, Necky

Points: 26, Movesets: Mr. Minecraft, Pokémon Breeder, Sarkhan Vol

Points: 25, Movesets: Ganondorf Dragmire

Points: 25, Movesets: Jack Frost

Points: 25, Movesets: Jalorda

Points: 11, Movesets: Ulgamoth, Ronald McDonald

Points: 9, Movesets: Dante

Points: 8, Movesets: Dark Samus, MegaMan.EXE

Points: 6

Points: 5

Points: 5 Movesets: Goruugu, Aianto

Points: 3

Points: 1

Points: 1, Movesets: Toxicroak

Points: 1, Movesets: Godzilla, Kiryu MG III

Points: 1, Movesets: John Marston

Points: 1​
 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
Why is it some of the moveset names are colored red or green? (I guess green = jokeset, but what's red mean?)
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
I Have Internet! Time for Comments!

Well, I went on a trip down to Long Beach this week as part of a conference my dad runs that I'm helping with. We stuff 3000 teenagers in one big conference hall and play loud music, it's great. Anyways though, it turns out Long Beach is made of suck and is very difficult when it comes to trying to get any internet access. Fortunately I found a Borders store that I stopped by at, and I read all of the sets on the page of death stored on my laptop on the way up here. Comments, anyone?

Jack Frost

Jack Frost has an interesting mechanic with the snowflakes, in that even by just moving he spreads around little traps. It's certainly a cool, whimsical idea, but some of the ways he manipulates them feels awkward. The fact that some moves seem to make it important where the snowflakes are located, and some juts use up any snowflake no matter the location is a bit awkward, as if it's a standard ammo mechanic that's just stored on the screen instead of a tactical environmental tool.

Some of the interactions also feel forced, as if the move inputs themselves were designed with the interactions in mind over the attacks. It results in several attacks feeling as if they're footnotes to the interaction that's at the core.

That having been said, there certainly is some good stuff in Jack Frost, and you have a vicious yet adorable personality at the bottom of this demon, which I imagine is to a certain degree what you were aiming for.

Pyro Jack


Courier New? Really? It doesn't exactly seem fitting to the character, and it's not exactly a fun type to read either. Anyways, I do like Pyro Jack's floaty character and how he's so totally aerially focused, which makes it weird that three of his aerials deal no damage whatsoever. The back aerial is also one of trhe most awkward choices of input I've ever seen, as it only does a slight change to a single move in Pyro Jack's arsenal.

Pyro Jack does have some decent ideas with burning up oil and pouring it from up above, and the fact that his recovery depends on how much fire is burning is a nice element to his playstyle and character in how he wants to make sure the stage is burning. Some of the characterization in the moves felt weird to me though, like how many moves are physical manipulations of his lantern. It seems weird for him to pull the candle out for his down tilt for example. I'd see him more as performing trickery through shadows than actually smashing the lantern over the enemy's head.

Jack Ripper


I do agree with Junahu that Jack Ripper is probably better than Pyro Jack, as Jack the Ripper has a more balanced moveset and focused playstyle without giving up options for the player itself. You've actually done much better with characterization with Jack Ripper than any of your other sets in recent memory except perhaps Von Kaiser, which is ironic seeing as those two characters are probably the ones where you had to make up the most in order to create their character. The wannabee killer vibe is simultaneously entertaining and creppy, a nice mix.

Blood Lust isn't a particularly exciting mechanic, but it's one that works fairly well in creating a genuinely offensive character who can push himself forward against the opponent once he gets a hit in and starts going for blood.

Penny Gadget


Junahu, you totally succeed in making a character that feels like playing as a little girl who has been captured by the big bad guy, which is quite a feat in of itself. I especially like the fact that her only real damaging attack is the shin kick; the stereotypical only effective attack of little girls everywhere, and how her grab just results in her gettting grabbed herself. Having the grab be a key trigger for getting Inspector Gadget out was a nice touch, but it does make it awkward that the incentive is so strong the enemy won't ever want to throw her and would rather just be hit by her throw.

My only major complaints would be with her computer book being so very awkward to visualize, as hacking the game itself utterly beaks the setting you built up with this moveset, and the fact that Gadget last for so little time, that it'd be almost impossible to maintain him. He's not even that particularly strong of a character to begin with. The fact that you encourage Penny Gadget throwing herself off the stage to keep Gadget on longer is utterly mindblowing and feels extremely out of character and bad tactically; there's no way the eight seconds longer Gadget stays will be worth losing a stock of your own.

EDIT: Here's an idea, why not make Inspector Gadget last until every enemy has lost a stock? That way he's still only there to KO the enemy once every time you pull it off, and you don't have to deal with the incredible awkwardness of Penny having to repeatedly throw herself into harm's way just to convince her uncle that he can't leave in the middle of the fight?

Jalorda


What's the excuse for the moveset this time Ridley? Did it just appear on your laptop by magic, and you don't know how it got there? It's certainly got that strong writing and self-aware, effective playstyle that is the signature of your movesets. I believe you might have actually made a moveset yourself, as difficult as that may sound to believe.

Jalorda is definitely a character with a focused, self-aware playstyle. He's aware of what you need to be effective at zoning the opponent and doesn't go overboard in any direction, using mostly simple moves to make it through. I'm a little disappointed that Grass Mixer wasn't more of a focus of his playstyle rather than a slightly different Leaf Storm, but eyeh, they're relatively similar moves, and the combination of the two is a decent substitute.

Jalorda has a lot of personality to his moves, and I especially like how you managed to add that regal element to his throws with those cliche phrases associated with royalty. The references to his days as a Smugleaf and as a Janovy were nice touches as well, giving him a very nice character.

One last thing though; Jalorda's Side Special is hardly patented, since it's IDENTICAL to Rider's Neutral Special, a little under a year ago.

Blaze the Cat


You've made a lot of experimental movesets Junahu, but this is quite possibly one of your most avant-garde yet. Blaze the Cat isn't trying to be a theoretical character in a smash line-up, it's trying to seemlessly fit into smash, and able to interest players of all skill levels. It's honestly trying to be the 'evolution' of one of Sakurai's sets, with simple moves almost everywhere.

While you've got simple inputs though, you ultimately put the ability to add advanced, crunchy stuff with the bumpers, ignition, and traction to create a sliding character who has all sorts of advanced techniques she's capable of. It's honestly one of the best ways someone could pull off this sort of duality, although Ignition Burst is VERY different from a Sakurai style thing and very difficult to actually pull off, and having an interaction for every single move is difficult as well.

I certainly do like the sliding, zoning, bumping, pinball style play. Sliding off a bumper to ricochet forward and slide offstage with a grab, Ignition Burst into the air and toss the foe? There's certainly plenty of crunch to like here.

I don't know what entirely to think of Blaze the Cat, but there's certainly much to think about with it, and I'm certain there's good stuff I'm taking away from reading this set.

I'm sure Warlord will hate it though.
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
So going to hell for this...

Deepwater Horizon

So yeah. I'm going to hell for this but...it is a current event that happened in the year 2010. In case you've been living under a rock this whole year...essentially the Deepwater Horizon oil spill, or as it's more commonly referred to as the BP oil spill, was a three month long oil spill that took place in the Gulf of Mexico. This has been commonly confirmed as one of, if not -THE- worst environmental disaster that has happened to the US period. Over the course of the spill, it is believed that upwards of 4,700,000 barrels of oil were spilt and lost. Oil company BP received huge backlash for their slow response time to the crisis and have since ended up as an incredibly hated company due to this. Lots of wildlife was also put at risk due to the massive amounts of oil pumped into the water yet efforts are still being kept up to try and minimize the effect this tragic crisis has already had on the ecosystem.

And...it's now a stage in Brawl. Yeah.


Anyway! The image above is of the Deepwater Horizon, a semi-submersible mobile offshore drilling unit. This is where the Brawling will take place, both on the drilling unit itself and in the water beneath it. It's a fairly basic stage really with that small building in the middle. Despite the appearance, that large metal structure in the middle is just for show...but as mentioned before, the small "building" below it acts as both a platform and walls. Infinite chaingrab fodder? Perhaps...but perhaps not...how about some hazards?

Hazard 1: Oily Water
If you've ever played Banjo Kazooie, you must remember Rusty Bucket Bay; the stage with Grunty's cargo ship and the oily, murky water? The water here is exactly like that (but fortunately without Snackers the shark!) meaning that characters who are in the muck will drown at double the normal rate! This means that, while you can swim in the oily water, you may end up drowning very, very quickly if you can't escape fast enough! Also note that the oily water will deal a constant 3% per half second you're in the water! This adds up INSANELY fast...so try and get out as soon as you can!

But of course...this -IS- oil we're talking about. If a character just so happens to use a fire based attack that connects with the water below...it will engulf in flames! Dangerous, dangerous flames! Touching these flames (which reach up to just below the actual platform itself) will deal 15% and knockback similar to the lava on Norfair! Be careful where you're attacking; protect the environment!

Hazard 2: Animal Buddies
You may notice some poor unfortunate and adorable animals on the stage. These animals appear at random and will sometimes leap out of the oily water. These animals will simply stand about, looking incredibly sad and covered in oil. Do your part and help out! Approach an animal covered in oil and press the standard button to pick them up like an item. Animals cannot be throw or used as a weapon against foes...but tapping the standard button will make your character clean off the animal! About ten or so taps of the standard button will clean the little guy off and he'll squeak or squawk happily afterwards, healing you for 10% damage. Also note that these animals will neither attack you nor be vulnerable to attacks. Help these little guys out; they really need it!

Hazard 3: BP Goons
BP couldn't handle a glass of spilled milk let alone a bloody oil spill and they show their incompetence blatantly in Smash! Roughly every minute, two guys in a BP boat will come speeding onto the stage from the left side of the screen at Sonic's dash speed! Anyone hit by the boat will instantly be spiked downward for an instant KO! But these goons couldn't make the Brawling even worse...could they? The BP guy not driving the boat will pull out a roll of paper towels and toss them carelessly into the water, exclaiming "Well. I've done all I can do" as he lights up a cigarette. At this point you -MUST- attack him quickly!

If you do not attack the BP employee within three seconds, he carelessly flick his cigarette into the water, igniting the inferno below them. The two BP employees pass a quick glance at one another before speeding off. This has the same effect on the stage as if it were hit by a playable character's fire-based attack. If you do manage to attack the BP employee within the time frame, he'll scream "CHEESE IT!" and they'll speed off.

Hazard 4: Barrel Bash
See that crane in the background? Yeah, that's gonna drop some hazards! Also, remember how I mentioned that you may or may not be able to chaingrab foes here? Well this is the twist. Every 30 seconds, the crane in the background will shake about wildly, swinging a stack of barrels which accidentally collides into that big metal structure in the background! This causes the barrels to fall to both sides of the central "building." If these barrels hit an opponent or are HIT by an opponent, they'll burst open, spilling oil everywhere! Oil when on dry land will cause you to slip and slide everywhere! If ignited by a fire-based attack, it'll deal 5% and upward knockback!

Both the oil barrels and the oil itself will interrupt chaingrabs and make the main playing field all the more dangerous...perhaps now's a time to take to the water? Of course...these barrels of oil are just normal barrels...you could always pick them up and...well...do you really want to throw them into the water and be just like BP? For every barrel of oil that's tossed into the water, the damage caused by being in the water is increased by 1% up to a maximum of 12% per half second. Obviously this damage is absolutely ludacris...but you -REALLY- deserve it if you're polluting!


And yeah, I realize that some might find this insensitive...if people are really offended by it I'll be willing to remove it; just figured that since it was a major 2010 event it deserved some mention
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
ASSIST TROPHY: EPIC BEARD MAN


Epic Beard Man (Thomas Alexander Bruso) is a 67 year old war veteran who gained internet fame on February 16th, 2010 in a video which was filmed by Iyanna Washington and was posted to YouTube. In the video, our elderly hero finds himself confronted by a racially sensitive and unreasonably angry drunk black man. Epic Beard Man subsequently surprises us by delivering a beat down so crushing in its righteousness that it has evolved him to level infinity. Predictably enough, lulz ensued and 4chan dropped everything to crown their new King. Epic Beard Man is a MOTHER F**KER. He even has the shirt to prove it.

The Incident said:
http://www.youtube.com/watch?v=67XOc_xIA4U

Epic Beard Man (EBM) misheard a young black man and thought he offered to shine EBM's shoes. Since EBM needed some shoe shinin' done, he politely asked how much the nigra would charge for shining his Stacy Adams. The nigra, mistaking EBM for a racist that thinks all nigras shine shoes, takes off his glasses and starts getting his bug-eye going. EBM stated that he misheard the young man and that he doesn't have to shine his shoes, that he is not a racist and that anyone could shine his shoes - after all, it is an honest profession. The angry young man disregards this and presses further on with his accusations, threatening to put his foot up EBM's ass. EBM denies this proposition and goes to the front of the bus to try to avoid any physical confrontation with the wild ape. The nigra runs up to the front (with support of onlooking nigras) and attempts to throw a shitty left hook at EBM, and gets his shit wrecked immediately by an amazingly crushing straight left punch after a feinting quick right.

The event occured on Bus Number 3057 of the AC transit system at the corner of 20th Street and Webster Street in Oakland headed towards the West Oakland. West Oakland is, incidentally, one of the less pleasant areas of the Oakland, in which USI is off the charts. The internets have exploded with discussion of the video, due in part to the old man's t-shirt (I AM A MOTHER****ER) and partly because a young black guy gets his ass handed to him by an old white dude.
This assist trophy behaves much like a level 10 Captain Falcon with superarmor, but without the fire and references to Falcons and such. What, you say level 10 does not exist? Level 10 is M2K level AI. That's not all, however. Epic Beard Man also brings along the Goddess of Observation and Chaos, Amber Lamps:


Amber Lamps will watch from the background, doing nothing. If Epic Beard Man KO's a foe, he will yell, "Bring Amber Lamps!" Amber will nod, and teleport away. One second later, a bus much like CRAZY BUS will speed across the screen, with Amber Lamps as a passenger. Epic Beard Man will do a backflip onto the bus, salute the Brawlers, and ride away off the other side of the screen. Contact with the bus (which is as tall as 1.5x Ganondorf's height) will deal 20% and high upward knockback. Epic Beard Man lasts ten seconds.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
N. BRIO



Dr. Nitrus Brio is one of many mad scientists from the Crash Bandicoot series. While he was second under Cortex in the original game, after Cortex’s first defeat Brio was actually intelligent enough to wise up and try something different, unlike the usual mad scientist. In the second game, N. Gin replaced Brio as Cortex’s right hand man, and Brio was actively trying to –stop- Cortex from taking over the world. Convincing Crash to gather the power gems to power his machine, he was able to blow up Cortex’s base. . .And then Crash just walks away like an idiot afterwards with Brio still having the gems. . .Considering he’s not seen for 2 games and the fact he actually realizes Cortex’s plans are doomed to fail, it’s doubtful he was jut wasting all that time with the Gems, and he’s still very much so evil, what with him fighting for Uka Uka in Crash Bash.

N. Brio is essentially a cross between the stereotypes of Dr. Jekyl/Mr. Hyde and Frankenstein, as he uses his potions to assume a monstrous frankenstein-like form in his boss fight. While he seems to be quite insane with his speech impediment and completely random bursts of maniacal laughing, he’s actually the most sane of the evil doctors, possessing something that many villains would kill countless innocents to achieve – common sense.

Here’s a link to Brio’s boss fight, from which the core moves in the moveset are taken from. Here’s the playlist.

STATS


Traction: 10
Aerial Movement: 8
Jumps: 6.5
Movement: 5
Falling Speed: 4
Size: 3
Weight: 2.5

N. Brio’s a ******, much like most of the other evil doctors from the Crash series. His decent movement stats and his aerial movement come from the jets he has on his back – it’s obviously not from those frail legs of his. After all, who physically walks around anymore? That’s only for poor people, clearly. While N. Brio is pitifully light, he thankfully has an excellent recovery to make up for it – he’s in the same boat as Meta Knight in that regard, and Meta Knight’s boat is never a bad one to be in.

SPECIALS


NEUTRAL SPECIAL - TRANSFORMATION


Brio takes out and consumes a green potion, causing his head to turn green and swell up massively to the point it looks like it’s going to explode. . .And all of a sudden it seemingly does as an explosion appears and obscures N. Brio. When the dust has cleared, N. Brio is in Frakenstein monster form.



This transformation process is significantly faster than it sounds, at least three times as fast as the laggy transformations of Zelda and Pokemon Trainer. . .Though that’d probably be because the game disc doesn’t have to load a full moveset for N. Brio’s alternate form, as he only has eight total moves. N. Brio’s alternate moveset is listed after his main one.

Either way, you get 10 seconds to play as N. Brio’s alternate form before he laggily transforms back with terrible ending lag on par with Jigglypuff’s Rest – hopefully you smashed the foe away before then. This form is crucial for N. Brio, as he’s far too lacking in power without it. While N. Brio is immune to hitstun in this form, mindlessly turning into it will only spell out disaster as you get punished during the horrific ending lag as you turn back to normal, as this form has absolutely pitiful movement speed due to the transformation only buffing up Brio’s arms and leaving his legs small and scrawny. You need to get on top of the foe in your regular form before transforming, as otherwise foes will easily stay out of the monster’s range.

DOWN SPECIAL - SLIME


N. Brio throws a green potion down at his feet with a brief bit of lag, or straight downwards if he’s in the air. On contact with the ground, the vial shatters and the liquid within the vial expands until it’s the width of 1.5 Bowsers over a second and gains a small bit of mass. Both Brio and foes who wander into the slime on the ground will get caught in it and have to escape at half the usual grab escape difficulty, but they can still attack as normal. Turning around will cause them to get more entangled in the goo and increase the grab escape difficulty by 25% of the usual difficulty, and jumping will cause foes to almost instantly be brought back down onto the goo – enjoy the landing lag on your aerials. Players can move up to half a Battlefield Platform away from the goo if they dash, but if they attempt to dash further than that they’ll dash in place, getting snapped back to the slime when they do. Getting snapped back to the slime increases the escape difficulty by 50% of the usual. The slime is destroyed when a foe escapes from it, and foes are immune to all slime for 2 seconds after they escape a chunk of it. Foes who are unlucky enough to enter their prone states while on slime won’t be able to perform any actions other than their get-up attacks (Which fail to make the foe rise) and have grab escape difficulty doubled. If foes roll into slime while in their prone states, they won’t get up at the end of the roll and will remain in their prone states, getting grabbed by the slime.

While it’d be easy enough to cover the entire stage in the slime, creating more slime as foes are already stuck in some you have out, you are limited to only covering 75% of the stage in slime, any slime you create beyond that point destroying your oldest slime. Foes will typically gravitate towards the part of the stage you –don’t- cover in slime, being a good way to lure foes in to unleash your Frankenstein Monster form.

However; the slime doesn’t just sit where it was created for the whole match, as the slime is alive much like in Brio’s boss fight. Inputting Down Special as a Smash causes all of the slime on the ground to leap forward a Bowser off the ground and go forward a Bowser width in the direction Brio is facing. If you jump through it, you’ll be weighed down by it and get stuck to the floor when it lands, and if you just stand there like a sitting duck you’ll enter your prone state. The slime laggily does this over 2 seconds, but Brio is free to move as soon as the attack starts.

While this attack may seem very powerful, one must keep in mind that Brio is just as vulnerable as the foe is to this slime, and thus has to play very cautiously to avoid getting caught in his own trap. That said, if he gets caught in the slime and there’s no slime to one of his sides, he can just turn his back to that side and have the slime jump off of himself.

UP SPECIAL – JET PACK


The backpack N. Brio uses for movement shoots out more fuel than usual, giving him free-flight for 5 seconds with movement speed on par with Dedede’s dashing speed. Unlike Pit, N. Brio is not left pathetically vulnerable during this attack, able to use any of his specials, aerials, and his grab while flying around with hit jet-pack, and this doesn’t even put him into helpless. The jetpack recharges slightly faster than Rob’s, but dashing, jumping, and various moves that involve the jetpack propelling Brio about, will cause the fuel to recharge less quickly. With –zero- fuel, the moves involving the jetpack cannot be used, but Brio can still dash and jump.

This move enables N. Brio to both flee as he covers the stage in slime at the start of the match briefly, as well as have his monster form drop down on top of the foe, as with its pitiful jumps the monster form can’t get into the air otherwise.

SIDE SPECIAL – BRIO BEAKER


Brio tosses forward a red potion in a typical lobbing arch-like arc, it landing a Battlefield Platform away if Brio performs this move on the ground. On contact with anything, the potion explodes in a Wario sized explosion, dealing 7% and weak set downward knockback – hopefully just enough to send them downwards into some slime they were attempting to jump over.

While the range on this move may not seem like it’s enough for Brio to camp, the higher in the air he is the farther the potion can travel before it hits the ground, increasing the range of the move significantly. Brio will be using this to force approaches more than just blatantly camping for damage, though that’s still a perfectly valid option when he can just use his jetpack to hover over the slime while the foe has to jump over it.

STANDARDS


NEUTRAL ATTACK – BLAST BACK


N. Brio takes out his ray gun, after which you’re able to angle the move in any direction, N. Brio not yet actually shooting – N. Brio will turn to face the proper position if necessary, being able of shooting directly behind where he was initially, or turn to face the screen to cover his hurtbox. Press A again to have Brio shoot for a single hit of 5% and very weak set knockback, while Brio gets propelled backwards from where he shot a Kirby width. Brio doesn’t exit this stance after shooting once, you being required to press any button other than A to do so. Aimed downwards, this can propel Brio into the air, and during that time you can use aerial DI to move him left and right. Aimed at the camera, this will propel Brio into the background for a brief spot-dodge, covering the end-lag before you can continue blasting again – of course, the range on this move isn’t too good, foes have to be overlapping with Brio when he aims it at the camera, so that’s not as good as it sounds. Either way, the small set knockback of this is more than enough to push a foe into slime, and the potential for dodging and spacing yourself with this move makes it superb for such close combat on an island in a slime sea where both you and the foe are simply trying to poke each other off.

DASHING ATTACK – HIT AND RUN


N. Brio continues blasting along with his jetpack like he does in his dash normally, but turns around and fires backward at the foe with his ray gun for as long as you hold the button, meaning this attack will have you keep dashing for as long as you hold the button. Quite frankly said attacks never should’ve died out because they’re awesome, regardless of what Junahu would have you believe. There’s .1 seconds of lag in-between each blast of the ray gun, and each blast does 5% ad flinching. Obviously Brio is vulnerable from the front during this move, but this is a good escape move that you can use before the stage is covered in slime so that you –can- cover it in slime.

This attack has a secondary use for when you accidentally get caught in your slime, which inevitably –will- happen at some point no matter how skilled you are. Remember the rules about dashing against the slime? When somebody reaches the maximum distance they can run away from the slime, they can still technically run in place to stop from being snapped back to the position of the slime. With this attack, Brio can stay away from his initial position while not being entirely defenseless. Furthermore, if he –is- snapped back to where the slime originally grabbed him, he’ll be a hitbox that does 8% and some slight knockback in the direction Brio is going. If you’re running towards dry land the foe is on, you can potentially drag them back with you, and this also works as splendid move if both you and the foe are caught in slime.

FORWARD TILT – TRIP


N. Brio extends out his leg a Wario width in a typical position to try to trip foes. As the leg first pops out, it has an active hitbox that deals a pitiful 2% and flinching. However, if a foe dashes past Brio’s leg, they’ll trip into their prone state. No, Brio can’t force foes to dash directly, but if foes want to move away from where they’re stuck in slime they have to dash, not walk. N. Brio can hold the move out for as long as he wants and the lag is minimal on both ends, though ending lag –does- exist.

UP TILT – JET SPIN


Fire blasts out of Brio’s jetpack to quickly propel him upwards a Ganondorf height, then falls back down towards the ground at half his normal falling speed as he spins around rapidly, able to use his good aerial movement as he does so. A constantly active hitbox on the move is the fire coming out of the jetpack which does 8% and weak downward knockback, but Brio’s body is mostly a hitbox as he spins around when his back is to the camera, his jetpack dealing 6% and weak get away knockback. Brio spins around too quickly for the vulnerable frames of his hurtbox to really apply – if anything they’re a good thing to bait a stupid foe into trying to hit you only to get hit as your jetpack spins around.

This move is the closest thing you get to a shorthopped aerial, as all of your actual aerials are, god forbid, meant for use in the actual air. Shocking, I know. This move is useful to hop between two separate islands in a slime sea and potentially knock a foe stuck in the middle down into the slime. This move is also good used in tandem with making your slime jump about the stage – use this move to both escape the slime, -and- immediately go into the air after the slime comes down to keep a hitbox active in the air at all times to catch an air dodging foe.

DOWN TILT – ENERGY SHOT


Brio aims his ray gun at the ground in front of him, then lets out a single blast that does 7% and puts foes into their prone state. This has low beginning lag but fairly high ending lag. Foes you’re trying to hit with this will typically want to move back from the hitbox to punish your end lag, but if the foe is on slime they’ll have to turn around to do so, increasing the time they’re stuck in it. Still, foes still have plenty of time to punish you. . .But if you predict they’re going to do this, simply choose to charge the move – with .4 extra seconds of charging, the blast travels along the ground a Battlefield Platform as a projectile, having the same properties. The projectile is too big and slow moving to dodge, and foes can’t jump over it due to their falling speed on the slime. Foes –can- time a roll past it, but these rolls will typically cause the foe to turn around and/or make them move away further than the max distance they’re allowed away from the slime, increasing the duration of the grab.

SMASHES


FORWARD SMASH – CHEMICAL REACTION


For the charging animation, N. Brio takes out both a red potion and a green potion, then starts pouring the contents of one of the red potion into the green potion, then does visa versa. He does this repeatedly, mixing the contents of the potions around. Upon releasing the charge, N. Brio smacks the two potions together, causing an explosion the size anywhere between that of Kirby and double Bowser’s size. The explosion deals anywhere from an absolutely adorable 3% up to an impressive 30%. The move puts foes in their prone state if the charge is under 25%, instead starting to do knockback when it reaches over that line, killing foes at 120% at max charge. In addition, Brio is knocked backwards from the blast 1-5 Battlefield Platforms –very- quickly, his body a hitbox that deals 2-15% and knockback that kills at 250-160%.

Brio is far from vulnerable while he’s charging. If hit from the front while holding these two potions (Including the start lag of the actual attack), the chemical reaction will happen instantly, Brio taking no knockback from the foe’s attack, only the pushback from the explosion. If hit from the back or grabbed, Brio will take the knockback/get grabbed but drop the potions he was brewing, causing the explosion to happen on the ground where he was standing and more likely than not hit the foe. In addition, Brio has superarmor against all projectiles that deal less than 10% during the charging. While smacking the potions together –is- a direct way of putting the foe into prone uncharged, it’s a fairly laggy attack and the more feasible way of hitting with the move is to use it as a counter to hit the foe and put them in their prone state. If the foe predicts correctly and doesn’t hit you, don’t just release the move to get out of the charging – hold out the charge to either fly into the foe as a powerful hitbox or to flee. Because of your ability to do this, foes will want to try to knock you out of the charging animation as soon as possible. While this means they’ll probably get hit, the move is very, very weak without charging and foes will typically be willing to take the hit to prevent you from just fleeing and continuing to camp. Yes, characters with long melee range can hit Brio out of this at a long enough distance to not get caught in the blast, but if have your back turned to the foe you can anticipate their attack and launch yourself at them as they take their sweet time getting their spacing perfect.

UP SMASH – ENERGY TRAIL


N. Brio turns to face the screen and shoots with his ray gun, then has it start blasting as he waves it a rainbow arc over his head. This attack is quick to start, but has a decent duration and some ending lag, though the hitbox lingers on during said ending lag. The blast from the gun does 13-23% and good hitstun to cover up Brio’s lag if the foe got immediately hit, and enough for Brio to hit the foe with something if they got hit during the end lag. The application of this move is fairly obvious – godlike disjointed anti-air. Use it when you’re on a little island surrounded by slime that the foe wants to be on to lock them out.

DOWN SMASH – ENERGY DRILL


N. Brio points his ray gun to the ground, then starts blasting with it as he spins around in a circle. This is a good general crowd control/GTFO move like actual Brawl dsmashes, and covers a Kirby width to either side of N. Brio. Contact with the ray gun blast does 14-24% and knockback that kills at 180-150%. As a simple GTFO move, this is best used to defend an island in a slime sea you’re on if it’s small enough to be covered by this move, though usmash is generally preferred due to foes typically approaching from above. If nothing else, this move is a tad faster.

This move has a more specific use on drop-through platforms, though, which Brio otherwise hates as they both make the stage far more awkward to cover in slime and give foes an easy way to approach over it. If used on a drop-through platform, Brio will drill through the platform in a circle shape with his ray gun. Using this twice on a Battlefield Platform will leave next to nothing to stand on, but you can use this more actively than just destroying the platforms – all slime on a platform that you saw through will fall out through it, being an active hitbox as it falls. While Brio has to be in the slime to do this, he jets upwards forcefully, using 40% of his jet charge, getting out of the slime as the piece of the platform falls and automatically entering his Up Special.

AERIALS


NEUTRAL AERIAL – JET FLARE


N. Brio turns to face away from the camera, then mass fires starts coming out of Brio’s jetpack, creating a constant Kirby sized hitbox that does 4 hits of 1% and flinching per second that lasts for as long as you hold the move. The weakness of such multi-hit moves, typically found on the jab input, is that foes can just walk away and you can’t pursue them, but you –can- pursue foes with this move in your Up Special in order to try to push foes towards your slime. Sure, foes can fastfall to get away, but if you use this move correctly that can also push foes into your slime. This can also be used to try to chase foes stuck to the slime on the ground – foes will have to turn around in order to run away from you, increasing the duration of how long they’re stuck in the grab. You can also try to push foes farther away than the max distance they’re allowed away from where they’re stuck in slime to increase the time they’re stuck even further as they snap back to it. This move is very good and lag is minimal on both ends, but keep in mind the hitbox doesn’t cover Brio’s entire hurtbox, meaning you will always lose when it comes to clashing this move against other ones.

FORWARD AERIAL – JET BOOSTER


After some legitimate start-up lag (Rare for Brio), Brio jets forward at an incredible speed rivaling Captain Falcon’s dash. He can’t control his movement during this time beyond very slight control over his vertical movement, but he –can- use his Specials outside Up Special as he jets forward at lightning speed, enabling him to easily cover the stage in slime as he jets on by or camp at foes as he flees. Unfortunately, this move uses up your fuel at triple the rate of your Up Special, and canceling out of this move has significant lag during which you’ll still be jetting forward – it’s very easy to accidentally suicide with this move.

This move has no direct hitbox, but if you use Neutral B during this attack, then your jetpack won’t vanish once you complete your transformation. Instead, it will continue jetting forward without you attached to it, using up all of its’ fuel. On contact with anything other than a projectile (Which it will go through, ignoring), the jetpack will explode spectacularly in a Bowser sized explosion dealing 20% and knockback that kills at 100%. This leaves the skies not an option for foes to free from Brio in his monster form as he transforms, and the momentum from the initial part of the attack can enable you to easily approach foes and land on top of them with your transformation. While Brio is more than capable of forcing most foes to where he wants them to unleash his monster form, this is an excellent answer to foes too stubborn to approach.

BACK AERIAL – JET BURST


Brio gets onto his back in mid-air as his jetpack bursts out an eruption of flame at the bottom, propelling Brio backwards half a Battlefield Platform’s worth almost instantly. Brio is a hitbox that does 10% with a fire element and –very lightly- meteor smashes foes as he goes by, though it’s just enough to send a foe jumping over some slime down into it. Unfortunately, this move has a decent bit of ending lag to prevent this from being a faster means of movement for Brio or being generally spammable. This can obviously be used as a method of fleeing, but it can also be used to “hit and run”, as even if the foe dodges you’ll be spaced back automatically a decent distance from them due to how the move propels you back.

This is Brio’s only useful aerial when he’s stuck in slime, as his immense falling speed cancels out all the other moves but this one. The fact Brio propels himself backwards so quickly lets him go through the air for a brief bit before the slime pulls him to the ground. At the end of the move, Brio will have crashed down onto the ground, jet-pack first, half a Platform away from where he was stuck in the slime initially. As Brio crashes with the ground, he’ll pin any foes he fell on top of with his jetpack very briefly. Next, Brio will proceed to get catapulted back to his initial position where he was stuck in the slime, and anybody Brio pinned will get dragged along with Brio before he gets back up (His jetpack was stuck to the slime, not him, so he’s perfectly capable of standing). This has the obvious use of dragging foes not in slime in with you when you’re stuck, but if both you –and- the foe are stuck in slime but slightly apart from each other, you can use this move to drag foes away farther than their limit to increase the time they’re stuck grab for when the slime snaps them back to their initial position.

UP AERIAL – SHUTTLE LOOP


N. Brio performs an attack that can only be described as Meta Knight’s Up Special in animation, but the loop N. Brio performs with his jetpack is signicantly larger – Bowser can very comfortably fit in the middle. Despite the increased scope of the move, it’s just as fast, but N. Brio is signicantly weaker and more frail than the god-like Meta Knight, dealing a paltry 4% and light “get away” knockback. That’s not what you want to hit the foe with, though. . .You want the foe to be in the middle of the loop, as a wind effect is generated there that pushes the foe in the direction you’re facing 2 Bowser widths. Excellent for both gimping purposes and for pushing the foe into some slime instead of their intended landing spot.

DOWN AERIAL – BLAST OFF


The fire being emitted from N. Brio’s jetpack suddenly exaggerates and becomes a hitbox that does 2%, but no flinching or knockback. More importantly, this creates a wind effect below Brio the size of 2 Ganons stacked on top of each other, pushing foes downwards at the rate of Dedede’s dash. Brio is propelled upwards a single Ganon at half of this speed. This is obviously useful for gimping foes and pushing them down into slime, but you must be wary, as Brio will take double knockback from any attacks with vertical knockback for the attack’s duration, which is highly dangerous with his low weight. While jumping up at Brio as you’re being forced downwards and he goes up can often result in you never touching him, going out of the move range’s to the side and coming back underneath Brio to hit him with a uair can work, or perhaps just using an Up B to move up at Brio as you’re attacking him. If you’re towards the bottom blast zone with the foe, you can take advantage of the increased knockback for them to knock you back up to the stage.

GRAB-GAME


GRAB – MAGNET GUN


N. Brio flips a switch on his ray gun, then holds it out in front of himself with both hands as a blast comes out of it. The blast has the range of a Kirby width in front of the gun, and the gun is a Kirby width in front of N. Brio’s hurtbox, giving him a decent ranged grab. Anybody hit by the “Blast” will be magnetically pulled towards N. Brio’s gun and become stuck attached to it. With the magnetism of the gun holding the foe’s weight, N. Brio can move and jump around as normal. The foe is immune to all attacks while magnetically attached to his gun, as he holds the gun as his side, the foe being in the background, though they –will- be hit by moves involving Brio’s gun, though they knock the foe out of the grab. Brio can still set up slime and reposition himself as he wishes during this time, but inputting Neutral B will instantly release the foe from the grab though. In order to execute a throw, input Z and the direction of the throw you want to use - pummel is Neutral Z. While fair can help you in getting off-stage faster to gimp a grabbed foe easily, keep in mind it uses up almost all of your fuel meaning you probably won’t be able to get back to the stage yourself.

PUMMEL – TAUNT


Brio laughs manically (Which, by the way, he also does at complete random, not interrupting other moves, once every 30 seconds on average) as he flips a switch on his ray gun, causing the magnetism to weaken slightly and the foe to levitate in mid-air in front of Brio ever so briefly, before he turns the magnetism back on, refreshing the grab timer on the foe. During this brief moment, the foe can hit Brio with an aerial aimed at him (It’s random if they face towards or away from Brio) to knock him out of this. . .But if they’re button mashing mindlessly to get out of the grab, it’s pretty likely their button mashing will cause them to do an attack away from Brio, putting them in lag to easily be re-grabbed. This attack has VERY little starting lag, meaning you essentially have to anticipate it in order to hit Brio out of it unless you just get lucky. This move is typically too risky to be of much benefit on its own, but if you feel ballsy the extra grab time can help you net some very early KOs with uthrow or help making setting up early in the very early phases of your game. More importantly, if you use this move at all foes will be more hesistant to buton mash wildly, passively giving your grab a longer duration.

While you can make this move more unexpected by doing it while the foe’s grab timer still has plenty of time left, you can only use this pummel once per “real” grab, your pummel being delegated to a generic blast with 2% and average speed until you get in another grab afterwards.

FORWARD THROW - BODY SURF


N. Brio charges up a decent sized blast from his ray gun as he points it diagonally downwards, then zaps the foe for 10%, causing them to be knocked into their prone state and slide forwards 1.5 Battlefield Platforms. After this point, Brio hops onto the foe’s back, the foe getting dealt 3 extra hits of 1% as they slide. Any foes outside the main victim hit by your human surfboard will by dealt 8% and knockback that KOs at 165%.

Why not try using your surfboard on some actual liquid rather than just on land? If Brio surfs the foe into some slime, then they’ll become stuck to it but slide on as if they were dashing. When they get the maximum distance away from the slime, though, they’ll be snapped back to it and become stuck to it in their prone state. Brio, not being attached to any slime, will unfortunately go flying backwards 2 Battlefield Platforms, unable to capitalize on the foe’s prone state unless they have exceptionally high damage. If nothing else, though, this can be used early game to slide the foe into a small chunk of slime so you can set-up more.

If the foe never comes into contact with slime but is close to it, this can lead to a decent tech-chase. To respond to a get-up attack, use your jab to propel yourself into the background to dodge the attack then zap the foe, or simply have the slime jump towards you both to cover the both of you – the foe will be stuck for 4x as long as you due to being in prone, so it’s worth it. If you predict they’re going to roll away, throw a potion in that direction. Considering the potential consequences of rolling away are much less dire, this becomes easier to predict.

BACK THROW – AMBUSH


N. Brio releases the foe, then swipes the foe with his gun and blasts them as he does it, dealing 6% and flinching and turning the foe to face him. Brio proceeds to move around behind the foe and blast them again, repeating the process, then does so twice more after this time for a total of 4 blasts. After the very first shot, the foe is free to move around as they please, but Brio is somewhat hard to punish out of this due to him moving about through the background to get into position for his next shot. That said, this is easily avoidable if the foe is on solid ground. . .But if the foe is on slime, not only will this be very hard to avoid, foes will be getting turned around repeatedly to increase the duration they’re stuck. If foes want to get out early, they’ll have to turn around of their own accord and attempt to hit Brio out of the move as he comes to shoot at them. . .You’re helping him do his own job, and Brio’s blasts in this move have transcendent priority, so he’ll still hit you one last time even if you knock him out of the move.

UP THROW – RAPID BLAST


N. Brio blasts the foe with a regular blast from his ray gun, dealing 3% and knocking them off of it with 1.5 Ganondorfs worth of set knockback, then immediately follows them up into the air with his jet-pack to repeat it. . .And again and again. N. Brio zaps the foe 4 times for a total of 12%, and when the throw ends both Brio and the foe are 6 Ganondorfs off the ground. More importantly, the foe is in their footstooled state until they touch ground, meaning they’ll enter their prone state when they land assuming you don’t knock them out of this. . .So how can Brio influence where the foe lands without interrupting their footstooled state? The wind effect in uair would like to have a word with you.

If you take the foe off-stage after you’ve grabbed them and go more than 6 Ganondorfs below the stage, you can abuse this throw for a cheap KO, but you can’t keep the foe grabbed for such a stupidly long time until they escape the move anyway unless they’re at equally stupidly high percents. On the other hand, a more practical use of this for KOs is just using it off-stage period, which becomes even more juicy if you have slime at the edge for the foe to fall into should they survive. This can also work as a suicide KO off the top blast zone, but Brio actually flies upwards faster than the foe takes knockback, meaning he’ll die first.

DOWN THROW – LEFT TO ROT


Brio non chalantly angles his gun downwards and simply turns off the magnetism on his gun, releasing the foe with no damage dealt. This is a very quick throw and the foe immediately gains control of their character with no hitstun, so the foe’s button mashing to try to escape the attack will probably cause them to do a random attack and give them some lag. Don’t worry about them actually hitting Brio with said attack, as he jets upwards half a Ganondorf very quickly after releasing the foe. The applications of the move are obvious – place the foe in slime or off-stage and call it a day, there’s hardly much effort involved. Getting the foe stuck in slime isn’t much of an accomplishment, it’s getting them stuck in prone while in slime that reaps the biggest rewards.

FRANKENSTEIN MONSTER FORM



Brio’s monstrous Frankenstein-like form is quite a sight to behold. You only have 10 seconds to play in this form and you’ll be dead if the foe is anywhere near you when the time is up, so you’d best make sure they’re well off the stage during this time. You don’t have to worry about dying until then, though, what with your weight and your immunity to hitstun – just make sure the foe doesn’t get away, as you have no real means of chasing them. Unlike what the picture would imply, N. Brio’s stance in this form isn’t standing on his hind-legs, but on all fours, much like Donkey Kong.

STATS


Size: 10
Weight: 8
Falling Speed: 7
Aerial Movement: 2
Traction: 1.5
Movement: 1
Jumps: .5

While you have little to worry about in terms of being KO’d traditionally in this form, if the foe –does- go on the offensive, all they really have to do is poke you off-stage. Of course, they’d be stupid to do that when it’s so easy to get away with you – not only do you have pitiful movement, it takes an eternity to turn around due to your awkward legs.

B MOVES


NEUTRAL B - ENCLOSE


N. Brio turns to face the screen, then slams his fists down on either side of him, doing simple hits of 10% and doing small knockback towards Brio. From here, Brio keeps his hands out, them becoming solid walls, until you press any button to enter the stance. If a foe is in slime, they’ll be unable to escape this area due to their inability to jump. By default, Brio’s hands are a quarter of a Battlefield Platform away from his main body, but you can press up and down to stretch your arms out and back in, respectively, Brio able to stretch his gigantic arms up to just barely over half a platform away. Pressing right and left causes Brio to swat with the respective arm, dealing 10% and dealing a Battlefield Platform’s worth of set knockback. The sole button that does anything but cancel the stance is the B Button, which has Brio let out a quick roar that pushes foes away to his right/left side, whichever is closest.

While you may think you want to bring your hands very close together to sandwich the foe in-between your hands, the ending lag on the swats is pretty severe, during which you can’t swat with your other hands, and the hitstun the swats do is quite minimal. The swats have very good range, covering the entire side of Brio they’re on, meaning the move can consistently cause the foe to run back and forth, constantly turning around and increasing the duration they’re grabbed for. If you –do- manage to swat a foe with your arms fully extended, you’ll cause them to be knocked further than they’re allowed from the spot they were rooted to the slime assuming you’re standing there as well. Brio can roar while he swats one of his arms, but the duration of the roar is very brief, meaning if foes can bait it, dodge it, then dodge Brio’s swatting arm. Of course that’s very difficult to do and this is probably the easiest way to build up the time on how long a foe is stuck – though it won’t net you much damage or any KOs. Use this to buy you time to set-up for once you go back to normal.

SIDE B - RAMPAGE


N. Brio raises his arms skywards and roars for a brief bit of lag, then rampages forwards, rapidly pounding his arms down onto the ground. He goes forward 2 Battlefield Platforms at Ganondorf’s dashing speed, and each pound deals 25% and knockback that kills at 105%. This has no lag, but the duration of the move is quite painful.

This move is much more useful with slime around, as when Brio smacks his fists onto the ground they get covered in the slime. While his hands are covered in slime during this move, any foes who come into contact with Brio’s fists will get stuck to them in a grab hitbox, and repeatedly get slammed into the ground each time Brio slams down that fist. Slamming the foe into the ground does 10%, while the final smack at the end of the move does the full damage and knockback the attack does normally.

If a foe is stuck in slime, while they can’t punish N. Brio they can just spot dodge him as he rampages past them. . .But keep in mind, Brio is still affected by the slime just like any other character. Once his rampage is over, Brio will snap back to the first bit of slime he came in contact with during the rampage in a cartoony fashion, his body a hitbox that does 20% and KOs foes at 120%. If you position yourself correctly, you can make it nearly impossible for the foe to dodge, though they have to stay in place while you rampage all the way over to them, which means they’ll need a lot of damage.

UP B – PILE DRIVER


N. Brio jumps upward a Ganondorf height into the air, swinging his arm upward to grab anybody he comes in contact with. This is incredibly fast, but due to N. Brio putting all his momentum into swinging his arm he causes himself to turn upside down in mid-air clumsily. When Brio lands, he has horrible landing lag and enters his prone position, which involves him still being upside-down, having awkward get-up animations and a horrible rising attack with no rising involving Brio flailing his puny legs. However, Brio’s body is a massive hitbox as it falls downward at Sonic’s dashing speed, pitfalling the foe and dealing various damage based off how far Brio fell. Falling the minimum of 1 Ganon, this deals 10%, but for each additional Ganon another 5% is added. In order for Brio to get this necessary height to make this move powerful, he’ll have to use this move after jetting up high in his main form, probably on a foe trapped down on the ground in some slime. Anybody grabbed by the start of the attack will obviously be hit by the fall no matter what, and due to the foe being below Brio they –will- die first in the event of a suicide KO, and if he hits anybody with the move they’ll act as a cushion for Brio, preventing him from entering his prone state.

DOWN B - EARTHQUAKE


N. Brio pounds the ground in front of him with both of his arms. His arms deal 18% and knockback that kills at 130%, but more importantly this move causes 2 Battlefield Platform’s worth of stage in front of N. Brio to rise upwards 2 Ganondorfs in a cartoony fashion, the ground next to it becoming slanted to connect it, then snaps back into place. Where is the hitbox on the ground rising up? There isn’t one. . .But all slime on this ground functions normally the entire time, enabling you to bring the slime up into the air and prevent foes from just jumping over it. An excellent way to stop foes who are running away in their tracks.

A MOVES


SIDE A – DIVING TACKLE


Brio leaps barely off the ground and extends out his arms to either side. Should anybody get within a Bowser in front of N. Brio, there’s an invisible grab hitbox where if a foe is hit N. Brio will immediately grab the enemy foe in a bear hug, holding them up against his body in an impossible to escape grab. If Brio and the foe his a blast zone, the foe dies first. If they hit the ground, the foe takes 20% and enters their prone state, with Brio getting up off of them. Of course, if Brio whiffs the attack he enters his stomach prone state (Which isn’t as bad as his “back” prone state from Up B, but entering prone is never good with slime on the field).

How far Brio travels during this move depends on his momentum – if you run away from where you’re stuck in slime, then use this move as you snap back to where you were you can cover a decent range as you fly off in the opposite direction. A far better, use, though, is getting some height as regular Brio then using this move out of the air, much less with all the momentum you can get from your fair. . .The blatant potential for putting foes in prone with this move is obvious, but this can be a particularly potent move to drag somebody on an island in a slime sea over to where you are. Furthermore, if you belly flop onto dry land while you’re rooted in slime, you can get up before you’re dragged back to it, so you don’t have to worry about it as much.

UP A – EARTH SHATTER


N. Brio turns to face the screen and backs off into the background briefly, then lifts up a gigantic Bowser shaped chunk of the stage – assuming the platform isn’t paper thin, there will be an actual Bowser sized indent where Brio lifted up the piece of the stage. Even if the platform –was- paper thin, anything that was on top of that piece of the stage – most notably slime – will now be on top of the piece of stage Brio is holding in his hands. After lifting the chunk out, Brio hurls the chunk of stage upwards 4 Ganondorfs and shuffles off to the left/right of his initial position, the chunk of stage not actually being a hitbox as it goes up, but rather a solid platform. As it goes down, the chunk of the stage spikes foes for 20%, and anybody in the indent in the stage when the chunk goes back down into it will get pitfalled. The chunk of the stage lingers in the air for longer than you’d think, it taking a full 5 seconds for it to come back down. Brio –can- be hit by this, but the odds of you being hit back into this with your hitstun immunity are minimal. Throw up the only chunk of the stage not covered in slime to give foes nowhere to run.

If you throw up a chunk of stage that has the portion of slime you’re stuck to on it, you’ll get dragged up with it, being pulled up to the top of it halfway through its ascent and able to move about as normal. This enables Brio to actually get height for his Side A and Up B without relying entirely on his main form, so long as you do –most- of your button mashing to escape the slime before you throw up the chunk of stage but not all of it. Aside from this, this can also be a panic button to try to cover your endlag as you return to normal, so you’re not just standing still begging to be punished.

You –can- still throw up a chunk of the stage into the air with slime on it without going up yourself to stick foes to it. Just move –slightly- away from where you’re stuck so you don’t instantly snap back to that position, then perform the move.

DOWN A – PILLAR SMASH


N. Brio turns to face the screen and pulls out a massive Bowser sized rock pillar out of the stage, then slams it down onto the ground in front of him. Anybody who gets caught under the pillar takes 25% and is pinned underneath of it for triple the usual grab duration, even being left in their prone state when they barely manage to weasel their way out from under the pillar. Brio can still attack foes under the pillar normally, his attacks simply shattering the pillar and hitting the foe while he’s in monster form. Brio can only have one of these pillars out at a time, and they have 40 stamina. This is a fairly laggy attack, but it’s not blantly so, being possible to feasibly hit with. Either way, you can press A while Brio is holding the pillar above his head to increase the lag of the move very slightly and make him throw the pillar down so powerfully it shatters. This causes only 18% and knockback that kills at 130%, but chunks of earth scatter a Battlefield Platform’s worth to each side, dealing multiple flinching hits of 4% to foes (16% max) who ran away like the cowards they are.

What’s the point of these pillars? Well, considering Brio can use his Ray Gun to lift foes that weigh even as much as Bowser, why can’t he use it on these pillars? Brio can perform his throws normally on the pillars. As a general rule, whenever the pillars are falling they’re a hitbox that deals 15% and spikes foes, and when they hit the ground they deal 25% and pin the foe underneath them, though this is only from below – the pillars can be stood on like platforms normally. Details on how the pillar exactly behaves in all with all of Brio’s moves below. . .

  • In Brio’s fthrow, Brio stands on top of the pillar, it being a hitbox that does 12% and knockback that KOs at 140% as it flies forwards. It slides in the exact same manner a foe would, including in how it reacts to slime, but a key difference is that Brio can use any of his attacks while he stands on top of the pillar, giving him a god-like approach. Hell, if you use this move in combination with your fair to launch forward your jet-pack as you transform, you’ll leave the foe almost no room to dodge your monster form at all.
  • Brio’s bthrow doesn’t have any immediately obvious effects, but it causes the pillar to sort of slide around as if it was turning around when Brio blasts it. What this does is cause any foes trapped underneath the pillar to take 8% damage per blast, for a total of 32% from the entire bthrow. Of course, if the foe gets out while you’re still in the middle of the bthrow, expect plenty of punishment coming your way.
  • In Brio’s uthrow, Brio can choose to destroy the pillar at any time as he shoots it upwards by pressing A as he shoots it. The explosion will cause anyone who was standing on the pillar to take 8% and enough set knockback to be hit by Brio’s next ray gun blast, preventing you from being too vulnerable while you shoot the pillar upwards and also giving you a witty response to somebody standing on top of it. In addition, the pillar reacts to the wind effect on Brio’s uair (As well as any other wind effects) normally, enabling Brio to move it around to try to drop it on foes.
  • Keep in mind that you can put slime on top of the pillar, and Brio’s dthrow becomes horrific. Get the foe stuck to the top of the pillar, then casually drop it off-stage. This also has similar applications to uthrow with trying to drop the pillar on foes from above. The fact that you indeed can put slime on top of a pillar also makes your dsmash much more appealing – you can drop two projectiles on the foe, the slime and what remains of the pillar after the dsmash – there’s still plenty of it left to pin the foe with.

While it may seem counter-productive to waste your limited time in the monster form setting up, you’re not limited to only going for your monster form when you need KOs – Side B is some pretty horrific damage racking in combination with slime if you haven’t noticed. In addition, this move gives you something productive to do if the foe successfully gets away, and can even convince some foes to not run away at all in order to prevent you from setting up.

NEUTRAL A – TITANIC LAUNCH


N. Brio turns to face the screen and claps his gigantic hands together quickly. His hands very briefly become solid as they come together for the clap, and the clap itself is a grab hitbox that also deals 16% to boot. If the foe was attached to slime, Brio will forcefully rip the foe up out of the slime for an additional 5% so they can actually take the knockback of the next part of the attack. After Brio has a foe in his clutches, he winds up with one arm for a slight bit of lag, but you can angle where Brio will throw the foe during this time. The throw deals no direct damage, but KOs foes at 120%, and if you throw the foe at a wall or into the ground they’ll be dealt an additional 13%. While it may seem if you have slime everywhere this is your only KO move due to this being the only way to get foes out of it early, foes are immune to slime for 2 seconds after they get out of it, so you can just throw the foe at your feet and attempt to KO them with a different move if you wish. A particularly nice tactic with this move is to use your Up A to throw a chunk of the stage upwards, then grab a foe with this move and throw the foe down underneath the chunk of the stage as it comes back down.

Brio can pick up his pillar from his Down A and throw it a distance of up to 2.5 Battlefield Platforms. The pillar has it’s usual hitbox below it as it falls, but in addition the sides of it are also a hitbox that deal 12% and KO foes at 140%. The potential for hitting fleeing foes is obvious, but foes can simply jump on top of the pillar to be completely safe. . .Or can they? The pillar isn’t in the air for the entire 2.5 Battlefield Platforms it travels, sliding along the ground a bit after it lands. The pillar is treated like a character in how it reacts to slime during this time, meaning if it passes slime it’ll snap backwards a bit. Any characters standing on top of the pillar as it does so will be launched towards where the pillar was thrown from 2 Battlefield Platforms.

FINAL SMASH


Brio laughs maniacally/roars menacingly as he takes out a remote control and presses a button on it (Smashing it in the process in monster form), causing a gigantic tidal wave of slime to come in from the background. The tidal wave covers all but the top third of the playing wave, and Brio –is- vulnerable to his own slime as always, meaning he must use his recovery to jet up to the top blast zone. Anybody hit by the slime will be dragged down to it and pinned to the stage in their prone state by it, and the tidal wave is too massive to dodge. If a foe is off-stage, this is a guaranteed KO on them, so you may want to be ballsy and try to push the foe off-stage with a uair/grab before the slime wave comes (It takes 4 seconds for it to arrive). While foes lacking godlike recoveries cannot avoid this, they’re not helpless against this Final Smash, as they can prevent Brio from escaping the wrath of his own Final Smash at the top of the screen. Yes, this leaves the entire stage covered in slime, but that’s not a particularly large accomplishment anyway and the 30% of it the farthest away from all foes will dissolve after 6 seconds. The true benefit is a way of catching the foe in the slime.

PLAYSTYLE


PREPARATION


While Brio can branch off into a more offensive or defensive style later on, he ultimately has to cover the stage in slime before all of his crazy shenanigans can truly get up off the ground. The most obvious thing Brio can do here is to simply just flee from foes with his jetpack while covering the stage in slime, using moves like his dashing attack and ftilt defensively when he has to come down to refuel and his bair to flee from foes in the air. While this –can- work, Brio –is- very vulnerable while he’s on the ground with no fuel. If possible, it’d be best to mix blatantly fleeing from the foe with trying to get them onto the slime just to buy you some more time to create more. If you can manage to get a grab off, your uthrow/dthrow can also buy you some time.

A particularly nice way to surprise the foe is to go into your monster form early on in the match, then snatch a fleeing foe with your Side A, Up A, what have you, or perhaps even enclose the foe in-between your fists with Neutral B and build up the time the foe’s grabbed. Perhaps that Up A platform you threw up into the air can even come into play here, blocking off one of the areas for the foe to flee from. Either way, though, if you choose to use Brio’s monster form to set-up make sure you bring out a pillar with Down A at some point to give you all the more tools to use later.

ON THE DEFENSIVE


Brio will want to mostly camp to rack up damage by throwing potions at the foe, then as the foe gets closer and closer use moves like your nair and uair to push foes into the slime, as well as away so you can camp at foes all the more. If you’ve got a pillar up, it gives you another projectile to drop on foes/send forward at them, as well as giving you a good way to keep moving to keep constantly fleeing when you run out of fuel. Typically, you won’t want to unleash your monster form here until the foe is stuck to some slime to ensure it actually gets some good use. If you’re even more conservative than that, you can insist on getting the foe into their prone position, which typically involves Brio getting the foe in slime first, then using moves like his ftilt, dtilt, and fsmash. In order to buy more time for Brio to do this, he can try to push foes farther than half a platform away from where they’re stuck with his nair or force the foe to turn around in mass with his bthrow, increasing the grab’s duration. Failing that, Brio can just use a uthrow at any time and try to push foes into slime with his uair – if you sense they’re going to safely make it to dry land in advance, just give up and beat foes down there to defend the area with a usmash.

ON THE OFFENSIVE


Brio doesn’t have to always wait to get the foe caught in some slime before going into his monster form if he gets too impatient, and can instead invest everything in a single all-out assault. Give foes too much to dodge by sending your jetpack, a pillar, and some slime falling out through the pillar all at once to overwhelm them while you come in to finish them off directly in your monster form, taking advantage of your height/momentum with Up B/Side A. Brio can easily make approaches against camping foes through the air and drop down on them, and typically the more offensive you are the more liberally you’ll be using the monster form. Use all of your extra hitboxes and your position when you transform to ensure you’re on top of the foe, and if they somehow escape bring up the stage with Down B/charge after them with Side B/throw a pillar at them. Hell, you can throw yourself into the stage with Up A and chase the foe directly with Up B/Side A, and if they insist on running you can just remove the part of the stage they’re constantly fleeing to with Up A to give them nowhere to run. Once he catches up, Brio doesn’t even need to get the foe into their prone state in his regular form, as he’s fully capable of forcing them there himself with a diving tackle or simply pitfalling foes by smashing a pillar/chunk of stage on top of them, which is quite possibly preferable to getting a foe into their prone state due to Brio being able to knock them out of it with any move.

MIXING PLAYSTYLES


You’re not limited to using your regular form for damage racking or your monster form for KOing – considering actually dealing knockback in your monster form can be annoying, you may find it preferable to use it for damage racking in some cases, even. If foes prove to be too slippery and consistently escape this form, Brio is still capable of pulling off gimp KOs in his regular form anyway, mostly in part thanks to his grab in combination with his Up Special enabling him to place foes wherever he wants provided the foe has enough damage. Throwing in some pummels can greatly aid in actually pulling off a KO like this, and even if the foe makes it back you can ensure they have some nice slime to land on when they get back. At lower percentages when the foe –can- make it back to the stage, this serves as an alternate, more aggressive method of forcing the foe into slime. While playing in an extremely conservative manner when at high percentages is obvious, taking the foe off-stage with your grab followed by suicide KOs in your monster form with Up B/Side A can also be an excellent way to finish off the stock. While it may be a rather cliché statement, Brio has plenty of versatility and can play more defensively or offensively based off the kind of foe he’s facing – and when he has 8 more inputs than the average character, it’s rather hard to argue he doesn’t.

MATCH-UPS


VS. PYRO JACK – 60/40, BRIO’S FAVOR


No, this match-up isn’t a cop-out like Muk Vs. Bowser Jr. – any liquid stage alterations (That is, Jack’s oil and Brio’s slime) overwrite each other. They cannot co-exist. This means that neither character will ever really get past their set-up phase, and will consistently both be up in the air a lot spreading their chosen liquid down on the ground. Pyro Jack seems to have drawn the short, straw, though, in that he is more reliant on having massive quantities of his liquid than Brio, as Pyro Jack’s liquid is essentially an extension of his range with moves likes his fsmash and ones that create fire pillars on the oil. Brio is perfectly content with a single section of slime to stick Pyro Jack to in such a match-up, and while Jack naturally floats over them Brio has his methods of forcing Jack downwards, most obviously his down aerial and his grab.

The problem is that Jack can casually escape once he is caught by just overwriting the slime with oil. . .But he can’t do that if he’s prone, now can he? That said, Brio struggles significantly to get Jack into his prone state in his regular form on slime before Jack just turns it into oil, and Brio’s uthrow is rather poor in this match-up when Brio will only have a couple of patches of slime to force Jack onto. . .How does Brio do it? His monster form is the answer. Get some height either by tossing yourself into the air with Up A or with Brio’s jetpack, then catch Jack with a diving tackle and take him onto the slime. Failing that, Brio can aim to pitfall Jack with an Up B or a Down A – all of these various attacks are made more feasible if Brio goes into all-out assault mode and sends his jet-pack at Jack with his fair as he turns into the monster form.

While Brio’s monster form –is- quite threatening, it has a fatal flaw for this match-up in that if Brio fails to immediately get Jack pinned to some slime in his prone state, Jack is given more time to set up his own liquid and actually make legitimate progress in his set-up. If Jack ever gets going, though, Brio is still actually capable of getting up to his height and can even bring him back down if he wishes by turning the oil he’s using into slime. Failing all this, Brio can even attempt to go for a gimp KO in his regular form by grabbing Jack and taking him off-stage, which doesn’t bring up the risk of Jack successfully setting up. It’s not all doom and gloom for Jack, if nothing else, Jack’s chosen projectiles are better in the fact that they’re homing, and when two highly aerial combatants are fighting each other it makes a far larger difference than usual, giving Jack better damage racking.

VS. NECKY – 35/65, NECKY’S FAVOR


Necky is extremely difficult to get caught in slime, much less with his idle stance floating over the slime, but once he’s caught he’s a sitting duck, quite literally. Necky has little to do but spam projectiles at you until you’re ready to face him, much less when you have an actual competent air-game with which to avoid him, so setting up slime at least is easy enough. Necky is hard to make fill victim to one of Brio’s all-out assaults due to his almost infinite flight enabling him to maneuver around it with ease, so you’ll almost be exclusively going for a grab to force him into the slime, though. The fact you are so predictable here makes you an easy target to be scooped up by Necky. You can attempt to force an approach from Necky by camping, but in order to truly camp you need to be higher than Necky in the air, meaning Necky will most probably follow you up, forcing you to go further up until you’re blocked from going higher by the top blast zone. From there, you’re all the more vulnerable to a vertical KO from Necky. Of course, so is he from your grab, but that’s significantly harder to land.

Once you –are- on Necky’s back, and believe me, you –will- get on his back, Brio is almost helpless to get off in his regular state, his only move that’s strong enough to hit Necky out of platform mode being his dsmash, making it predictable. Brio’s fair can get Brio off of Necky’s back, but will use up almost all of Brio’s fuel, leaving him extremely vulnerable, especially if Necky was attempting to take Brio off-stage rather than up off the top blast zone. However, Brio’s monster form is another story – even ignoring all of Brio’s moves which would logically utterly destroy Necky (sawing through the stage, ripping a chunk out of it) which don’t work on him. The most obvious thing Brio has going for him is his Up B, enabling Brio to either get a suicide KO where Necky dies first or pull off a tremendous sum of damage and pitfall Necky due to how high in the air he started the move from. While Necky has plenty of time to get out of the way, this enables Brio to get off for free. . .If Necky is taking Brio off the top blast zone, that is, as Brio will obviously fall to his doom if Brio is off-stage. Of course, if Necky’s taking Brio off from the side blast zone, Brio can easily recover normally. If Brio falls from his Up-B on-stage, though, it’s almost just as bad, as Brio will be stuck in the slime in his prone state, enabling Necky to camp for free damage. Necky can repeat this en mass fairly easily for damage, then use his grab for the KO. If Necky messes up and gets caught in the slime, Brio –can- capitalize on it and KO him very early in monster form, but this match-up is pretty biased for the flying bongo Tiki.

VS. M. TRINITY – 57.5/42.5 – BRIO’S FAVOR


While Brio can casually fly over all of M. Trinity’s panties and ignore them, when Brio –does- come down to the ground they’re absolutely lethal, as being in the prone state in slime is the last thing anybody wants. When M. Trinity is stuck in slime herself, she also has better movement than simply dashing through her teleport, enabling her to get past Brio’s nair pressure and out from between Brio’s fists from Neutral B. Brio’s monster form in general is most hurt by M. Trinity’s panties – not surprising considering how Brio is brought down to his most basic thought patterns and desires in the form. . .Brio’s monster form is largely grounded, and thus will struggle significantly in a stage littered in panties, which it inevitably will be if Brio takes his time setting up. In order to use his monster form effectively, Brio will have to prepare an aerial approach in his regular form before he turns into it, as well as focusing on his ranged attacks when he is in the form/using his Up A to get back into the air. It’s possible to play in the form, but you’re severely handicapped.

You’ll be relying on your monster form a lot less in this match-up and going for more gimp KOs by taking M. Trinity off-stage with your grab, as M. Trinity hates any character with a remotely competent air-game. If you use your monster form for anything, use it early on before many panties are on-stage to keep M. Trinity put, giving you more time to set-up and less time for her to do so. Also, while in the monster form in the early game make sure to get out a Down A Pillar, which will come significantly in handy later. Using your fthrow on your pillar gives you a much easier time when refueling when you have to come down from the air. While M. Trinity isn’t helpless when you –are- in the air, with her uair enabling her to spread even more panties if it hits and her dair enabling her to drag you down to the ground, the fact her recovery goes directly towards foes makes it too easy to bait her off-stage, sealing the deal on the match-up.
 

Katapultar

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

So yeah. I'm going to hell for this but...it is a current event that happened in the year 2010.
Despite telling yourself and others over that the stage could be offensive, I don't mind it at all. In fact, I've never heard of this until now - I don't watch the news often.

I think this stage is awesome - helping out cute animals (my favorite part of the set) and beating up the dudes responsible for the accident is a great way to actually show they care and help out, essentially being the point of being there.




ASSIST TROPHY: EPIC BEARD MAN

I think Epic Beard Man seems epic, though it would be pretty cool to have a video link of him if there's one (I could probably google or youtube it or something but I don't want to right now...actually, I did do it out of curiosity). The AT of himself seems ok, but not greatly satisfying for some reason. Epic Beard Man needs to showcase his own epicness I think, not just implying that he does what Falcon does. For example, what special moves does he use? (if you know any)...from what I've seen, Epic Beard Man seems kinda like a pacifist. Maybe he could give a "you're ****ed" feel to others by delivering a 'crushing' defeat on them. None the less, I never heard of Epic Beard Man until this day.



The MYmini topic posted is very FUN AND EDUCATIONAL. It will be awesome to see what others post, unless I've heard of it.
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
1908-0105-4965
The one I'm doing will get me a one way ticket to hell. I bet you can guess what it is.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
KING ARBOK

Jalorda is a basic moveset at a glance, but the fact that Jalorda’s more blatantly ranged tools are so few just makes them all the more crucial for the moveset. “Melee camping” is an obvious playstyle that’s never really been done that well, but here you manage to do it through simple moves such as Marth esque sweetspotted moves that reward players for using their range. Of course, things get a good deal better with the utilt “vine cage” making aerial approaching harder, then add that in with Leer. . .Fun times. Fun times indeed. While I still do wish more moves linked in more hard-core, but there never really was a move that just felt completely out of place, and the rare moments where Jalorda goes offensive seamlessly transitioned back to his main zoning game.

The writing style is about as good as you can possibly get without making it a first person moveset, and considering first person movesets are oftentimes more annoying/pointless than they are entertaining and Jalorda can’t be written in the first person, I’d say it’s perfect. Your emphasis on his royalty really gives a superb feel of character to a bloody Pokemon of all things. The grab-game is the highlight in particular, where his personality shows more in the actual moveset.

PUMPKIN JACK

I approve of you focusing mainly on the lantern rather than random fire magic all over the place – it gives you a much more logical and more controlled effect over his range than the typical mass awkward disjointed hitboxes casters tend to have. When you add in the part with Jack using the oil to get higher into the air and do aerial camping, things get all the more fun. I’m on the opposite side of the fence as the other people – I wish you played off the oil as an extension of Jack’s range more rather than having all of those random awkward powders. What I’m talking about is stuff like the grab-game, which gives you a greater control over which oil burns up and which doesn’t, combined with all the fun of the actual throws themselves.

RAIDEN REMIX

I’m impressed that you manage to make the writing style this terrible on such a pathetically simplistic character. I’m also surprised that you managed to butcher the character of a character with no character. It takes real skill to do that. No, I don’t disapprove of the psychotic killer who wants to bathe in his enemy’s blood, but the vampiric and zombie parts were just absolutely lol-worthy. Even if you insist the blood is an illusion, which is the most ******** thing I have ever heard in my entire life, you can’t magically explain those parts away.

The actual set is mind numbingly dull and boring, with the moves having very little to differentiate themselves from one another and the specials being specials in name only. There is no thought whatsoever put into this 3 hour abomination of a moveset, only having that mediocre mechanic to –PRETEND- there’s flow. Yes, this character is a very hard one to make a moveset for, but I’ve learned that there are characters better off not being made, and this is without a doubt one of them. Nobody was forcing you to make a moveset for this absurd character, much less in a mere 3 hours.

INSPECTOR LUNGE

Yes, I know that giving Gadget much of a complex playstyle would be unfair considering that you don’t get to play him, but couldn’t you passively give him more for Penny to play off of? What was particularly jaw dropping to me is that you let Penny’s watch manipulate items and all, and then miss such an obvious opportunity in letting all of Gadget’s random props not disconnect and become items for Penny to abuse. I do like the concept of having to play on the whims of an AI, but I think you should’ve given Penny more specific things to respond to/more specific things to respond with. There’s just too much filler here, and while I love the concept it feels like a mountain of wasted potential. I agree with DM that Gadget feels horifically underpowered, and Penny being motivated to essentially get raped to summon a character that isn't particularly overpowered feels very awkward. I know you were trying to get the sense that Penny's getting saved from being in trouble, but when you encourage Penny to commit suicide, it feels like some sick fantasy Khold or DM is having. That. . .and the meter for Gadget to show up just feels incredibly awkward and uncharacteristic of you, with how it’s invisible and how random the point values are for it. Perhaps having her scream out when she’s grabbed/thrown to make it more obvious? Yes, despite that mainly serving to just give all the more pleasure to Khold and DM. . .

SNOW MEISER

The attacks themselves aren’t –that- interesting, but the fact that he does them in tandem with his signature song and they go with the lyrics of said song makes it just click all too well, along with his defeat condition that makes all too much sense. The main thing I regret about this is that you didn’t turn it into a full boss and instead opted to make it an assist trophy, as this feels more like a boss and would be more fitting as one, and I’d love to see what other attacks you could add.

Now then. . .The Christmas minis are over, and Snow Meiser’s nowhere in sight. I assume he’s not coming?

SODA POPINSKI

Yes, Epic Beard Man is epic, but I wish you’d of done more with the actual extra you had. A level 10 Captain Falcon seems too generic for such a great character – perhaps the trophy could also involve some interaction with the drunk black guy? As is, I can’t say it’s a worthy representation of him.
 

LegendofLink

Smash Apprentice
Joined
Feb 17, 2008
Messages
164
Location
Pennsylvania
I think that I've got enough experience to start commenting sets as they come in, so here we go:

N. Brio

As per the usual Warlord set, there aren't any moves out of place here and they reinforce your theme. I also like how it uses a goop mechanic, but unlike most goop sets, the goop is a means rather then an end. You spread it around and try to get the foe caught, but that's just to that you can KO them with you're slow alternate form. That said, there were a few things that I didn't like about the set. The main one is the lack of inputs on the alternate form. He may have terrible jumps, but you do give him a way to get into the air. All of his A-moves but the neutral one rely on the ground to function, so they can't double as aerials either. A lack of grabs is also off putting, considering his size and strength. That may be the reason why you put grab hitboxes on so many of his attacks, but that's still no excuse. My only other problem is a small nitpick really. You made note of the fact that when Brio snaps back after running in the slime his body becomes a hitbox, with the larger form dealing much more damage and knockback. It doesn't make any sense that your opponents don't cause damage depending on their weight when snapping back as well. Otherwise, you pulled off the normal form quite nicely and this set was an enjoyable read.
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
And it continues. None of these sets or my own set have gotten any comments, which is strange considering everything that Penny and Inspector Gadget bring to the table. In terms of being in-character, this set really couldn’t succeed more in that regard. Penny being the brains, yet having next to no physical power and relying on a few sparse gadgets and Brain to survive (though I’m sure what to think about her ‘hacking’ brawl directly). What I like the most though is what goes on once Gadget is in the fight. While I do think Gadget could bear to be a bit more powerful (or to remain in the fight longer) though. Regardless, Penny can run away and use her computer book, possibly having Brain guard her, to mess the foe up and get them hit by one of Gadget’s attacks. And I would suppose Penny could run up and grab the foes legs while Gadget charges up his baseball bat throw.

The biggest complaint I have is how vague the set is about how Gadget & Brain interact. You say Gadget can hit Brain, but can Brain hit him? And you don’t explain how Brain can be used to lure Gadget to one side of the stage or the other. Maybe he just follows Brain when he runs, but that would preclude that Gadget WANTS to hurt him. Maybe I just don’t recall the show much, but I don’t see the logic behind that. I also have some specific move complaints, like how most of Penny’s tilts put her at risk for nearly non-existent pay-off (though general lack of any strength IS in-character). Even though you don’t play him directly, the near-uselessness of his up tilt and up smash irks me a bit.

Overall I rather enjoyed this set, with its original concept and near-hilarious adaptation of the cartoon to Brawl. Nice job.

Next up is the great Jalorda by… HR? This must be some sort of mistake… he’s retired from sets after all (hippo). Jalorda is a zoning character, pretty much a camper without a horde of projectiles. He’s all about psychology really, forcing foes to approach with the threat of Solarbeam and Leer, then abusing them with whip attacks and forcing them to approach in particular ways (up smash in general is a humorously fun way to scare foes). He can also severely limit their approach options by catching them in the “cage” of the up tilt (though, you don’t say how much damage the vine itself can take before it breaks). Once they do manage to approach, fake out options like Leaf Blade and the dash attack are available, as well as more straight-forward moves like Cut. There’s also the awesome grab, which can double as a trap and a way to get foes away so you can start the whole zoning/approach thing again!

While I can’t find much that I dislike about the set, the neutral air’s interaction with Leaf Storm seems to offer little payoff for giving up your all-important leaf shield, making it seem like more of a token interaction than anything. I forgot to mention how cool your interpretation of Leaf Shield, giving Jalorda more defensive options and occasionally allowing him to use pseudo-combos. Most of his aerial game isn’t interesting but it does work itself in well, with fair giving him an aerial option of his long-range game and foes can be baited into a dair if they’re stuck in a cage.

Jalorda was a very good moveset, much better than Sazandora (certainly not saying he was bad). I hope that you’ll still stick around and make more sets HR! :D

And another Junahu set, this one for Blaze the Cat, awesome. This time you’re definitely aiming for a set that can fit into Brawl without too many problems (not to parrot DM). Forgiving my ignorance of what can and can’t be put into the game, I think Blaze succeeds in being a character that could fit in the game. She’s got a lot of simple moves for sure, but Ignition Boost adds a whole new layer to her game. She can strengthen her moves, mid-attack, change the hitbox or pop foes up into the air where Blaze excels. This can even allow her to cancel certain moves and, in the case of the down tilt, just hurdle over stuff mid-move.

Her ‘bad’ traction ends up being a good thing with her being able to use any move while skidding. She’ll likely be doing the majority of her ground moves while skidding, always making the foe have to consider her momentum. Then you have Ignition Burst and a few other moves to help control her momentum, the least of which is the bumper. Set correctly, Blaze can bounce back and forth either on the ground on in the air, landing consecutive hits. I do love how her grab & throws work too: she can slide to the edge before some throws to set up for gimping, or throw them after skidding offstage for possible stage spikes. I also find it interesting how much gets added to Blaze’s luigified sonic aerials with Ignition Burst.

I honestly have a hard time picking out anything to criticize about this set besides nitpicking. I would say that the up smash seems rather awkward without the use of Ignition Burst, and I also question how Ignition Burst, a move that shoots fire out of her shoes, lets her shoot fire out of her hands. Ignition Burst seems to become more of adding a fire element to moves rather than modifying them with its primary effect. And I am somewhat amused (if that’s the word to use) by the Sonic Says that advises that you make movesets in whichever way you want, then the next one blatantly says not to put important moves on tilts or throws (wary).

To wrap this up, I really liked Blaze, who really is a great mix of simple moves and advanced maneuvers. Great job with this one.

And now I’m done wi-OHSH WARLORD SET. And it’s a Crash character: N. Brio. I do love the way he revolves around this living slime of his, essentially focused on forcing the foe into it and keeping them there. Brio has the choice of either camping from the part of the stage without slime or flying around with his up special and actively abusing them and keeping them down in the slime. And of course, quite a bit is dedicated to forcing the foe into their prone position which forces them to stay in the slime longer. The monster form is rather brilliant despite having only 8 attacks, and isn’t focused only on KOing either. He’s got moves like his earthquake to catch foes in the slime and neutral b to restrain them. Then that stone pillar opens up a ton of nice possibilities for Brio’s normal form. If he puts slime on it that ensnares the foe, he can drop it off-stage for a KO or surf on the thing for an awesome approach. Not to mention using the forward air to approach a trapped foe and drop down on them after transforming.

There’s hardly much that I can criticize besides the rather awkward motions of the up and down throw, Brio supposedly having to go through lengthy animations regardless of if the foe escapes or not. I also find it very weird that Brio has a setting on his gun that specifically puts foes into prone, though the mere fact that I’m making this complaint says wonders for how nitpicky I’m being. This was another great set from you Warlord, and I really hope Brio doesn’t suffer the same forgotten fate as the Komodo Bros.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,294
Location
Hippo Island

The best event of 2010 was by far the definitive proving of God’s existence, also known as Donkey Kong Country Returns. Let’s celebrate with a brand new, advanced type of item!

TIK TAK TRIBE

Yes, those evil little *******s responsible for stealing DK’s banana hoard for the umpteenth time have joined the Brawl…sort of. When a Tiki first spawns, they are nothing more than an inanimate wooden container with 2 eye-holes. While you can toss these around as throwing items that deal 9% and flinching, what do you do with containers? Fill them of course! And what better to fill them with than the other items that populate Smash Bros! Just throw any item into the container and watch your new pet Tiki come to life! The type of Tiki created depends on the item you toss in…

Weak Throwing item (such as Deku Nut) = TIKI GOON

The Kirby-sized Tiki Goons (actually, pretty much all Tikis are Kirby-sized) are the most basic members of the Tik Tak Tribe, simply scuttling back and forth at an extremely slow speed. They will turn around at the edge of platforms, and generally are just annoying to everyone. They don’t even damage or knockback, they just push the enemy back, though surprisingly they can push any character without fail under normal circumstances (i.e. a character using a move which roots them to the ground). Watching Tiki Goons get into a shoving contest with Prinnies is particularly luzly as they actually stalemate in a 1v1 situation. Tiki Goons die in 1 hit from anything, resulting in a foot-stool jump if you kill them via a classic 2d platformer stomp.

Launching/Flying item (such as Screw Attack) = TIKI BUZZ

These Tikis can fly, and will fly up and down at a slow speed, covering an area as tall as 3 Warts. What’s that? You say Bowser is the main villain of the Mario series? Yeah, and K.Rool is the final boss of DKCR in a stormy Gangplank Galleon. Anyways, Tiki Buzzes actually deal damage when they hit something, though it’s only 9% and light horizontal knockback. Like Tiki Goons, they die in 1 hit and lightly pop-up those who jump on them.

Strong throwing item (such as barrel or home-run bat) = TIKI ZING

Because Zingers were clearly not relevant in a game about possessed killer animals, we got this Tiki instead. Generic replacement syndrome aside, these guys are pretty useful if you can utilize them properly. They’re completely immune to melee attacks, and will deal 12% with knockback which KOs at 105% if you physically touch them anywhere thanks to those blades. Tiki Buzzes fortunately stay in place Luigi’s height above their summoning spot, and they can be taken out with 3 projectile hits.

Projectile item (such as super scope) = TIKI TANK

Now these guys are pretty tough. First of all, they have actual HP, and it totals at 40. Second, they can’t be harmed by jumping on them, though you can stand on their heads to use them as make-shift platforms of sorts. While they take hit-stun, they take half knockback, and that includes set-knockback moves. Tiki Tanks slowly patrol the stage, and when they catch someone in their sight, they will performs a shoulder-barge that travels ¼ of Battlefield, dealing 12% and KOing at 99%. Tiki Tank’s KO potential must have been designed by the same guy who was in charge of Genosect’s base stats. To make things a little easier, try using attacks with an “earthquake” effect, such as DK’s down special. This will flip the Tiki Tank’s head over, making them vulnerable to stomps that deal 16 damage.

Fire-based item (i.e. fire flower) = TIKI TORCH

These little guys are bamfs. For the most part they just wander back and forth slowly like the other Tikis (Remember, these are the things responsible for successfully taking DK’s banana hoard this time) but they cannot normally be harmed by any physical attack like Tiki Zings, instead dealing 10% and knockback which KOs at 175% on contact, with an additional 5 seconds of burn damage for 5% a second! They have 20 HP that you must whittle down with projectiles, or you can use a water or wind attack to put out their flame and stun them, giving you time to safely finish them off with the attack or stomp of your choice.

Explosive item (such as bob-omb) = TIKI BOMBER

Appearance-wise, these are just blue-colored Tiki Torches. They’re even more badass than their ginger cousins, however, as every 5 seconds they shoot 1 small blue fireball to each side that functions just like Luigi’s fireballs. They have to stop moving for a second to shoot, so use this opportunity to take ‘em out! However, be careful, as they explode when defeated with the same strength as the explosive used to create them!

Another Tik Tak container OR a smash ball finds its way into the container = KALIMBA

Uh oh! One of the Tiki Lords has appeared! Upon being summoned, he’ll start to play the hypnotic Tiki Theme song, and all enemies and their summons in the match will be under the control of the summoner for 8 seconds. Besides keeping the summoner safe during that time, if time runs out the opponent’s KOs count for the summoner, essentially guaranteeing his victory! Just make sure Kalimba wasn’t summoned from a Smash Ball, however. As smash balls technically have no owner in their ball state, Kalimba is summoned in the name of the Tik Tak Tribe itself! Kalimba still hypnotizes everyone involved, but now if the match ends the Tik Tak Tribe has all those KOs…THIS GAME’S WINNER IS…TIKI TONG!


perhaps there are other Tiki Types you can create...
 

tirkaro

Smash Champion
Joined
Jun 24, 2006
Messages
2,808
Location
but a pig in the sun
Now before reading this, realize the theme of the current contest is events that happened in 2010. This is because the following stage is 100% TRUTH, despite the fact that you may have not heard of it before. That's because I'm also secretly Julian Assange's twice removed cousin's brother's half-uncle's friend's drinking buddy, and I shall let this piece of TRUTH be known worldwide via the only medium I know: some random contest on Smashboards.



DARKSLASH VS THE ALIENS


It was late one night. A particular Asian-Canadian who shall only be known as "Darkslash" was browsing the depths of 4chan one day, when something caught his tiny eye. A former agent for DARPA had said that an army of extraterrestrials were to invade earth on October 13th, 2010.(Or maybe November, I'm pretty terrible with time.) Darkslash had no idea what to think. Sure, everyone else just laughed at what seemed to be an obvious troll, due to the absurdity of such major news only reaching 4chan.
But Darkslash......Darkslash knew different. He was a brilliant man. A man who knew when the earth would be in danger. And by god, that one post on 4chan was no troll. He knew this was the truth.

Sure, this guy had no real source, but dammit, 4chan had never lied to him before. He slaved away every day preparing for the invasion to come.....



PHASE 1- CANADIAN SKYLINE

Alright! This stage takes place on the top of a building in an unspecified region of Canada that happens to conveniently be right near Darkslash's house.
The first part of this stage is pretty much a generic NO ITEMS FOX ONLY FINAL DESTINATION area, real name no gimmicks. It's the exact same length as Melee FD, but with a solid underside.
But of course, don't let this charade fool you; just like the person this entry is based on, this stage is 100% casual.

While fighting for exactly 20 seconds, something odd will happen. A blinking green light will begin to appear in the background. While any sane man would just brush this off, the light seems to get brighter and brighter, blinking faster and faster. Just when it seems it can't get any closer, the light forms into something else. Something much more horrifying....


PHASE 1- THEY CAME.......FROM OUTER SPACE

Without warning, a giant UFO will materialize above the stage! Wait, I mean, DEAR GOD, IT'S A GIANT UFO, RUN FOR YOUR LIFE!
This UFO blocks off the entire upper stage, leaving any KOs here to be strictly horizontal or downwards. Right when you think this is the only hazard involved, hehe, boy are you in for the ride of your life.
No more then 5 seconds later, the Aliens themselves will descend from both the mothership AND the cloudy skies above! And boy do they mean trouble!
These aliens, likewise, act like generic adventure mode enemies, so they can hurt you just as much as you can hurt them. (Though not possibly as much as they hurt this stage's chances for tournament play.) All these aliens are fairly weak, but boy, there sure are a lot of them. (It IS an invasion after all.)


MARS PEOPLE- The most common type of alien you'll be fighting with during this galactic throwdown, Mars People only have one attack where they occasionally fire pellets from their proton guns. These pellets go 2 battlefield platforms far and do a mere 3% damage with little knockback and good priority. And like in their respective game series, they die in only one hit. Poor Martians!
There's also a variation that floats around in flying saucers. They fly around in erratic patterns and occasionally shoot a green laser from the bottom of their ships. Aside from the fact that this laser can be fired in all 8 directions, it has the exact same properties as the pellet.


XENOMORPH- Easily the most painful Alien in this stage, not only can it use it's mighty claw attack (6% damage with low knockback), they also have a nasty habit of jumping on you and eating your guts out, leaving you pinned to the ground and taking 3% damage every .5 second. And with the amount of them you'll get swarmed with them, you can obviously tell this will be more painful than a chestburster.
Naturally, they can take quite a beating, as it'll take 30% damage to bring them down.


STARMAN- Starmen come in both normal and DX varieties, but they both do the same thing; they'll both fire short-ranged psionic blasts from their visors while yelling OPTIK BLAZT. A blast goes about as far as bowser's forward tilt, and does 8% damage with little knockback, but good stun. You probably will want to get rid of these buggers as soon as you can, because a normal starman takes 20% damage before falling, while a DX takes 35%.


SPACE INVADERS- The 2nd most common alien, and by far the most annoying. It's main ability is firing a small, rectangular laser pellet, which it can shoot in any direction, and does 7% damage with little knockback. Oh, but more importantly, any contact with the invaders will both make them just EXPLODE and make you take 8% damage with some knockback. Once again, doesn't sound too bad now, but we'll see how you like it when you have swarms of them breathing pixellated breath down your neck.


As you can tell, you'll be absolutely SWARMED by the evil gray basterds, so you'll have to clear some space if you hope to also fight your true opposition; your enemy. Though if you actually bothered to choose this stage, you'll probably just spend your time whacking on the alien menace. Which is good, because upon killing 50 Aliens, the stage will shift once again!


PHASE 3- SPACE BRIDGE

Sick of your accursed intolerance, the mothership will then abduct every player, where you'll have to continue the fight in the interior!
The area is now a complete walk off stage, with the sparseness only separated by 2 floating platforms. The Aliens are now much more sparse, with them only coming from the sides of the stage to rip some earthing rectum. But other than that, quite simple.
However, after 40 seconds have proceeded to pass by, the whole room will start flashing red as a womanly voice yells "RED ALERT" in a strange alien language which just so happens to sound exactly like English. Funny how that works huh?
The bottom of the stage will proceed to rise up, eventually crushing the 2 floating platforms(and anyone in between with 15% damage and good knockback), and reaching the emergency exit near the ceiling of the ship.

PHASE 4- MOTHERLAND BURINING

The emergency exit comprises entirely of layers of pass-through platforms, which scrolls up like a slower and more consistant Icicle Mountain, just because this stage wasn't pathetically casual enough. You can see the interior of the ship burining, and various alien species escaping from their containments. The onslaught of aliens increases more and more, eventually reaching levels beyond the 2nd phase! If you pathetic earthlings manage to stay un-killed for 40 MORE seconds despite the alien's best efforts, you'll eventually reach the climax of the stage: the rooftop of the Mothership.


PHASE 5- TOBE!

You'll eventually get thrown to the top of the Mothership (which happens to look exactly like the bottom, imagine that.) where you get to do battoru. Alien attacks are now even more sparse, with them only coming up from the center of the ship, which occasionally opens and closes to let them pass. Likewise, going through the center while it's open will kill you faster than......something that gets killed fast. I think.
However, as you can see in the background, more and more ships deploy from the sky, set to take over the incredibly important land of Canada! Oh noes! Whatever will we do without our maple syrup and cheap flash cartoons!?!
But hold on! Hold the hell on! After 20 seconds, something happens! What the heck could that possibly be shining through the clouds in the background? Could it be even more aliens!? Wait, no, its....ITS.....


HOLY ****ING *** **** ******** COCKMONGLING ******* ****AROO POONANNY ****OFF ****FARTS BATMAN, IT'S A GUNDAM!
Oh, but not just ANY gundam, no! Shortly after the RX-78-2 comes flying in, slashing a bunch of alien spaceships, the pilot reveals himself to be none other than Darkslash himself! He proceeds to provide some witty commentary on his arrival via codec, and slices the Mothership the **** up! The Mothership then just EXPLODES, killing every alien scumbag on the ship, and leaving the players flying downwards.


Darkslash then catches the poor players on his RX-78-2, from which the whole playing field shifts to the entire Gundam itself. The Gundam will slowly float down so that you and your friends can kill each other in peace......
OR SO IT SEEMS.

PHASE 6- THE FINAL COUNTDOWN

OH SNAP! THE ALIENS AIN'T DONE YET NYUCKAZ!
After only a mere 15 seconds of peace, the super-gigantic ALPHA Space Invader comes crashing down on your parade, for VENGEANCE!
Both the Darkslash's Gundam and the Alpha Invader can be stood on safely, but watch out! Not only did the Alpha bring his Mars People homies, he also has 2 canons attached to his head!(Body?) The one on his attenae is a straight-up shotgun, doing 7~14% damage depending on how close you stand to it while it fires, and alright knockback. The blue one on top of his head shoots out a barrage of 5 lasers that move as fast as Captain Falcon's walk, and deal 8% damage with ZSS's stun effect.
But don't fret! Darkslash also brought his army of Helghasts to fight alongside him!(Never leave home without your casual shootanz) The Helghasts don't damage the players, but they CAN make short work of the Mars People, and tend to absorb a lot of the Alpha's lasers. Also, they die just as fast as the Mars People, so they both likewise die and respawn a lot.
One thing you SHOULD watch out for his Darkslash's gun though. Once in a while, Darkslash will charge up his gun, which takes about 1.5 seconds. After that's done, he'll fire a mighty blast from his Gundam's....well...gun, which does 20% damage with great knockback to anyone stupid enough to stand on the tip of his blaster or get caught in the blast. The impact from the blast will cause the Alpha invader to get knocked back about 1 battlefield(Yes, the ENTIRE battlefield) far, which both extends the playfield quite a bit, and leaves a considerable amount of space between the gundam and the invader. After about 10 seconds, either Darkslash or the Alpha will fly back to eachother leaving everything in it's normal position.

So what happens from here on? Does Darkslash defeat the alien menace? Or will Canada fall to the terrifying space creatures?!
You'll never know, because the stage endlessly loops like this until the battle is over. (HIPPO)
 
D

Deleted member

Guest
Lots of stuff happening... first of all, why not look at these minis? Bad Santa is a character I'm not particularly familiar with, so there's no nostalgia received from reading; that is to say, you do an admirable job of trying to portray this quirky and eccentric character, being mostly successful when trying to add elements of humour. The idea of having two enemies at once, one constantly nudging you, while Bad Santa's main weapon is an attack with a large range designed to keep opponents away from the presents, does work in presenting challenge in this boss fight. And that's pretty much all I can say about this mini; very succulent and juicy little package you showed us here, DM.

Kind Dedede is really much like an unfolding story, with the setting of Dedede's castle eventually being “destroyed” by the fight – which is fitting with the preface given about him being somewhat of an unsung hero. With this in mind, it's an incredibly fitting tribute to the character, and you have plenty of unique and interesting interactions going on between the tree, the minions and Dedede himself here – which is no less than what I'd expect from you. Now, where's Survivor 3 again?

So, a Smashville edit in the vein of Christmas, eh? I'm not sure exactly what the name of this is, but it's a really jolly and festive version of our well-loved stage from Brawl. Everything's merry, all the NPCs are happy and wait, yes, even the AI are getting involved! I mean, this wasn't the longest submission – yet I found it, so far at least, had the most actual Christmas spirit and a real sense of merriment. So happy holidays to you too, Junahu.

Santakuma is a pretty interesting mini. I like how he celebrates Christmas and wears Santa's hat. But lets get real here – I'm sure this is much better in context, but like this it's hard to take seriously – it did give me a few solid laughs, though, and that may be your only intention, in which case you did an amazing job, as always, in keeping me entertained with your writings.

Ah, so refreshing to see you back, Rool. And with a set like Tutankoopa, it's as if you never left us – it's inundated with smart mechanics that flow perfectly into the premise, while remaining so simple that it allows for even the most unknowing beginner to have his first step into a deep playstyle. The set is also not lacking in that depth at all, despite the light-handed approach to both the writing and moves themselves. The playstyle section is fairly brilliant in bringing together rather ineffectual moves with a kind of brevity that makes it easy to understand; I would not go as far as to say the playstyle is the best I've read in Make Your Move 9, but it's certainly unique and develops on an original concept, a rarity in our current contest for sure.

The entire concept of a summoner who is weak to his summons is rather unique, and with this level of simplistic design quite viable even for Brawl levels – I do wonder how it would work in, say, free-for-alls and team matches, with one of the only objective flaws with this set being the lack of match-ups. Sure, it would go against the otherwise very elegant organisation and the set isn't complicated enough to warrant a match-up, but it is somewhat expected. There are some questions left unanswered by your softly-softly approach here; similarly to movesets like Diglett, it seems like Tutankoopa would be screwed over by weirdly-shaped or large stages, due to babysitting your chomp.

Then again, much of this criticism probably stems from just how cheerful the reception for this set was, which I will mainly put down on your triumphant return. It is an excellent addition to the Make Your Move 9 compendium, and if nothing else, provides us with some fresh sustenance from which we can later bear fruit. Along with your impressive commenting streak, you've already given a lot back to Make Your Move, so thank you.

And in an even bigger surprise, next up we had Ganondorf Remix [or Ganondorf Dragmire] by long time absentee Tirk – it's a pleasure to see you posting a set. You certainly made this moveset more about Ganondorf than what he is in Brawl – you have the redeads, which function as best they could in trying to grab the opponent and distract them for Ganondorf's laggier moves – as well as trying to develop some of the ideas he has in Smash so that they fit him better. What you create anew for Ganondorf is obviously superior, however.

The playstyle is rather shallow, but it is helpful in some ways; Ganondorf has laggy moves – try to hit with them – Warlock punch is now humorously a one-hit knock out, but just as laggy as ever. Everywhere you look in this set, there are laggy moves, with the Redead generally being the ones needed to catch the opponent up so you can lay out some of your massive arsenal of moves dedicated to slaughtering them. This is fitting for the character of course, but at the same time, I feel like if you had just completely re-imagined the set rather than borrowing a lot from the Smash version, you would actually have benefited.

The writing style does play into this; you're known for your aloof prose, which doesn't disappoint here: it's all very self-referential. This does mean that your use of the Smash moves is almost fitting with the semi-mocking tone of the piece. In a way, it does feel like you're relying too harshly on this as a way to create some more filler-ish inputs – Ganondorf has his own tier and moves at a snail's pace, but it could come off as a bit unimaginative to play on that so much in the set. It's still far better than the moveset we have in Brawl, and that's what the remix movement is [or was] all about. I truly do look forward to reading more from you, Tirk.

Necky is really a fantastic moveset; you're able to develop the concept of a character being a solid platform into something very developed and advanced, making it difficult for the opponent to escape and working almost solely on the basis of forcing your opponent to the blast zone by carrying them with you. Considering what you had was originally just a generic enemy in Donkey Kong Country, it easily fits into the genre of minion sets – much like Zinger, indeed it seems to go a step beyond what that ever relevant set attempted.

The playstyle section is beautifully written – by far the best of yours, and sums up the entire moveset well, encompassed by the fact most moves flow together exceedingly well. There is a bit of a misconception about the inputs: they do actually work together if you consider how each are held or put together with a direction specifically. What is a flaw is that there are some logical issues with a moving platform character, which makes the whole moveset a little concept over construct – this was, however, unavoidable without you drastically changing most things.

You could call this set a flying Diglett; even with all the mechanics being thrown around concerning interacting with an opponent on your back, they're all fairly inductive in how they work, but with everything flipped on its head. For what is is – a set that wears its archetype bravely and builds a playstyle upon what was always going to present significant gameplay issues – it presents the entire idea in a neat, well-crafted package. No matter how it compares to your other sets in this contest so far, it still has to be one of the best streaks of movesets we've seen in a while. If it's even possible, keep up the level of quality, Kupa.

Sarkhan Vol is impressive – even more so considering you're so new to this contest. The playstyle is not only rhythmically in-tune with the character, but works well on its own: an ability to which not many veterans can add to their list of achievements. In the space of three weeks, you've come from Mr. Minecraft to this and I really never thought, in spite of how good that set was, that would happen. You still keep some of your own unique attributes here – you are absolutely dedicated to the sense of the playstyle; the Minecraft-ness of Mr. Minecraft, the teamwork of the Breeder and Sarkhan's madness are all traits that can be fondly attested to long down the line.

The idea of having an initial moveset that is mainly consistent of traps, then building up to one mostly made up of trying to ensnare opponents in those traps is a smart concept; I would have liked to see more of the intermediate stages, though, as it mostly seems like you're building up to another form rather than breaking down the entire set. This has its advantages, though – it's certainly more player intuitive than a straight transformation Sheik-style and it fits the motif of descending into madness excellently.

You may have done better here to cut out the stock limit – competitively, you're on the mark, but a match with a long time limit or stock count would make him significantly disadvantaged, especially against opponents like N. Brio who live on setting up their transformation. Obviously you're going a unique way here; the only real complaint here is the numeral limit, which is not a big deal given you can just switch around the numbers. Still awesomely impressive, not only given your little experience, but given the execution.

Jack Frost is a set you may not think I'd even comment due to it being part of the trio of sets posted; I still feel it necessary. Wrk, you made a huge leap forward here in terms of playstyle – from Amane, which was kind of muddled and confused, you're able to develop a logical and playful character in Jack Frost and develop it using a cohesive writing style. Cutting the mild psycho-babble, you did a great job in creating a moveset that both feels like the person you're trying to portray, as well as one that makes sense without needing too much magic syndrome

People have and will complain about magic syndrome in this set – more-so than most sets, Jack Frost really can have complete control over the element of ice. He's a damn ice elemental – in Shin Megami Tensei, that's like an ice-type Pokémon. The difference is, while Pokémon has a huge base of moves to draw from and generally a very well-described,specific Pokédex entry, Shin Megami is far more open-ended, due to it being a solely single-player experience. This is rather significant; pretty much everything here was invented by the submitter. And it is damn good stuff: lets not be cynical about it.

You do an excellent job of creating a playstyle suited for Jack – he's mischievous, constantly trying to “trick” his opponents using his snowballs and his snowflakes are a constant bother as well. I will add to the complaints about freezing the stage maybe being a bit too powerful, but it's not a big deal at all. Most of your interactions between moves are [again] logical and a true sign of your progress, what with you making connections with other moves naturally. However, this isn't a super positive comment – this is not the best you could do, and I believe you can do a whole lot better. This is a great start in Make Your Move 9; I'm sure not to be the only person keeping track of your future work.

And we come to Inspector Gadget... and Penny Gadget. This set is really inspirational in terms of presenting new ideas, with little regard to an obvious bludgeon of negative comments before you even get to the flesh of the moveset. The very idea of having an AI appearing out of nowhere to “save you,” is genius. Of course, I'd be the last person to say one good idea makes a set unanimously good, but you execute in such a fittingly chauvinistic way what with the terrible Penny moveset.

As a piece of writing, it far outranks most things in this contest... you could have made some slight alterations to how it all works, though. Even you have to admit, that meter is a little arbitrary. But it is a problem with the idea itself – how do you make a garbage tier character like Penny viable? This is the original question, which you solve with Inspector Gadget. It's honestly quite a brilliant solution, and you put yourself down too much by insinuating that this set fails in any way.

The actual moveset, now. Penny's is delightfully weak and vulnerable, perfectly in-tone. The entire final smash and items usage is pretty indicative of a submitter who also gave us Doppelori; if anything, trying to throw in too many smaller concepts like this may be what overshadows the big one. Gadget's moveset is mostly no thrills, purely because of him being an AI. He doesn't really have a playstyle; you've explained this recently, and it does seem understandable that an AI-controlled character would not consider flowcharts or think deeply about the situation. Irrespective, his moveset is very in-character. Probably a little underpowered all things considered, but there is some number crunching and similar functions that would easily determine an end to that. Perhaps you did cook this one a little raw – it is basically two sets in one and an entirely new concept, so forgiveable and still an excellent addition to the contest.

Strangely enough, after that we have a fiend / assist trophy / MYmini / potato for Dr. Claw by Master Warlord, coming out in perfect synchronisation with the Gadget maelstrom to give us representation for all major characters from the only version of Inspector Gadget. There really isn't much to say here – it's incredibly simple, works [I guess] and best presents Dr. Claw, who, in a step down from MODOK in being obscured by his own chair, has negative potential in Smash. The business with the cat, spiking with the chair and the nonchalant, vindictive attitude is carried off well in this piece. It is a little rushed, but I can't complain at all; about as perfect for the character as you could imagine.

I apologise to all the submitters whose work I passed over in this batch of comments. I will be going over all the minis I missed, as well as Jalorda, Blaze the Cat, Miroku and N. Brio tomorrow: I am very tired right now, but wanted to post up this batch of comments now rather than put them off any longer.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
MYmini #3 Entry


Volcanic Ash
(Uncommon item)
-------------
-- Eyjafjallajökull erupted, and now its ash is joining teh Brawl! --
---
It's an item. Looks just like the above picture (Though I bet the image is broken now, so.... um, it looks like a pile of dust)
You pick it up, and then you throw it.
It flies a short distance before "detonating" into a small cloud of airborne ash.
This cloud expands a little depending on how high up it was thrown, up to 6 stagebuilder blocks in size
or as few as 1.5
The cloud also expands as it gently falls down to the ground, gaining 1 stagebuilder block in volume every 2 seconds.
It collects on the ground as several smaller piles of ash. which are basic throwing items which cause a little flinch and 2% damage​

As a cloud, the effects of ash are quite nasty.
You get a whooping cough, that's 3% damage every second you're in there
and for another 2 seconds even after you get out.
Fallspeed goes right up, or rather down--er YOU FALL FASTER, OK!?
Aerial acceleration gets cut in half
Jumps and such also lose effectiveness
Fire attacks get MANLY (more manly) 3% damage boost and 1/3 extra knockback! rawwr!
Water attacks become Sludge attacks, which is basically the same as water, but with poisonous damage (6% over 2 seconds)
Inhaling/ingesting moves fail, because, you know, TOXIC ASH?

Ike's Neutral B now creates clouds of this stuff in front of him. Size based on charge. Why? Because I HAVE SPOKEN! It's called ERUPTION for crying out loud!
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
BIG THE CAT

I didn’t actually find the core moveset itself that blatantly sucking Sakurai’s cock, which coming from me is obviously a good thing. Moves were never particularly useless or irrelevant to her overall style due to Ignition Burst, and I’m surprised just how much mileage you managed to get out of sliding around via poor traction and momentum from Bumpers. It’s a momentum based moveset in the vein of Hannibal Bean or Subaru, except a considerably lighter take – you know I’d obviously want more methods of playing with it in the moveset, and I certainly see the potential for this moveset to of been very Warlordian and massively appeal to me. It’s still perfectly well and good as is, though.

Obviously, that’s not what you were going for with this approach, though, what with all of that blatant preaching throughout the moveset from AOSTH Sonic, the luigified Sonic aerials (Which I didn’t mind, but are obviously part of pushing your point), and that playstyle summary. Playstyle summaries aren’t strategy guides – we don’t need to know how to be eased into playing Blaze, that’s for the non existent people who are actually able to play Blaze in a game to find out. What we want to know is how Blaze is meant to play at the top of her game, which you –do- deliver on in the final playstyle section, but I was forced to read through 2 long sections of complete irrelevancy before then – you’re the one who’s so big on readability. I chuckled a good bit at the line from AOSTH about casuals being unable to perform tilts – if anything, they can’t use smashes. Only utilt is impossible with the tap jump on. While casuals may not know how to grab, you’re the one who always goes on about character, and a lot of characters would be overly OOC without an important grab-game.

As said before, this didn’t interfere with the actual moveset all that much, though you know I can’t particularly heartily approve of a moveset with such blatant propaganda everywhere telling our MYM children to worship Sakurai, the devil himself. On an unrelated note, I probably most appreciated the match-ups and thank you for adding them in, as I actually read/remember a good chunk of those random old Sonic movesets from the old days. It’s quite saying something when you have Warlord’s second moveset and mass Spadefox/DFM representation.

Also, I am utterly appalled that you did not troll me with this. http://www.youtube.com/watch?v=J2_Kml6vEbA

ABOMINABLE SNOWMAN

Jack’s only real flow is generating and using up snowflakes, possibly doing a small bit of camping to delay foes as he makes more and more. His moveset isn’t particularly designed to help him do this, though, or to help him do. . .Much of anything, really. The actual uses for the snowflakes are rather bland, just being a generic ammo bank mechanic, with the only particularly interesting use of them being in the grab which makes more specific use of them. I was expecting random creativity for the actual moves, but the moveset fails at even making individual moves creative, having to rely on random props that don’t contribute anything to the moveset, Pokemon Syndrome, and interactions that just turn two of your aerials into your down aerial. You may as well of just removed those aerials entirely.

RANDOM HALF SILVER ANIME SCHOOL-GIRL

What flow Miroku does have is good – setting up trap scrolls in the air, laying salt on the ground to ignite, then pushing the foe into one of those things so he can suck them up with his Wind Tunnel. His grab-game is the main set-up for this, as well as using his dsmash to put foes into prone if they’re up against an edge/a pit created from an earlier Wind Tunnel so the foe is easily predictable. That said, that covers roughly 50-65% of the moveset, with the rest of it being comprised of filler. While I recognize that giving Miroku alternate kill methods with his gimping as a valid choice, what with Wind Tunnel eventually becoming unusable for a stock, he doesn’t really seem to have much left in the way of damage racking with the aerials mostly being dedicated to gimping. Gimping doesn’t require the foe at a high percentage while Miroku’s Wind Tunnel generally does, which makes me fear that Miroku’s gimping could potentially outclass his primary playstyle. That said, I’m not particularly sure of how you could damage racking remotely interesting for this character, what with how the few moves that are decent damage rackers being bland and seemingly floating off in space, disconnected from the meat of the moveset.

LIBERAL PROPAGANDA

The stage feels a bit preachy for my tastes, what with cleaning the animals, but then again I’m probably going to get boo’d off stage for even questioning this stage’s message at all. It comes off as a bad PSA. . .But it’s so blatant that it’s almost kind of funny, and I approve of it. Either way, the gameplay for the stage is cool, mainly with the oil and fire attacks causing it to catch alight, especially when the BP guys come to activate it themselves. Characters without fire attacks facing characters with them also have actual motive to throw the barrels of oil off-stage, which slowly and slowly turns the stage into more of a hellish place.

OH CANADA WHAT YOU GONNA DO

An enjoyable stage. Your writing style combined with all of the lulzy pictures make this set easy and a breeze to read through/picture in one’s mind – as I said in the chat, I particularly like all of the horrible things that happen to Tutankoopa throughout. I’m glad you were able to let loose and just go crazy with this stage, with the crossover of random alien enemies, Darkslash, and the climatic battle at the end. Great stuff.

NO CROCODILES

You don’t need me to tell you that I massively approve of all the references in the set to the Kremlings, Zingers, Genosect’s base speed, what have you, as well as the references to how they’re interact with actual MYM sets like Etna. The actual concept for the items themselves is cool enough in that they’re a container of sorts and is a good way to bring enemies into Brawl outside the bland Assist Trophy. The biggest highlight is without a doubt the Smash Ball version, though, particularly with how it can be hostile to everyone and how Tiki Tong can win the Brawl.
 
D

Deleted member

Guest
Assist Trophy: Matthew Patel

Matthew Patel is from the 2010 film known as, "Scott Pilgrim Vs The World" (You guys should check out that movie by the way; it's pretty dang awesome, especially if you're a video game fan). While I won't try and spoil too much, he is Ramona's first evil ex boyfriend. He delivers Scott a message that other exes will come after him...which Scott ignores, and goes onto kicking Matt's behind. In the game, he's a pretty easy boss, though that's only because he's the first one...


Matt's ingame battle sprite.

Anyway, when he's summoned from an assist trophy...at first, nothing appears from the trophy. Suddenly, the player who's in the lead gets an email from their PDA or something they take out from their pockets. After 5 seconds, you'll hear this song (which plays for the first minute Matt is on the field), and Matthew flies from a random side of the screen, doing a DYNAMIC ENTRY flying kick onto the opponent Matt sent the email too. If he fails to hit, he'll fly out of the screen, screaming. If he does hit though, it'll deal off 10% damage, with knockback KOing at 90%. If it's blocked, he'll shout out...

"MISTER [Insert person's last name here]! I AM RAMONA'S FIRST...EVIL EX BOYFRIEND!"

Oh snap, things are gonna get serious. Matt will always target the opponent that's nearest, so watch out! Unlike most assist trophies however, Matt will stay on the field for as long as he wants...or unless you manage to take down his 50% stamina (though note that he never suffers knockback). Watch out though, as Matthew Patel has mystical powers~!" If you're within 1 stage builder block of him, he'll execute a quick punch, punch, and kick combo, dealing off 4% damage each hit, with knockback KOing at 100% at the end. If you're out of that range, Matt will start firing fireballs at you, 4 in total, each dealing off 5% damage, with a set knockback of 1 stage builder block, and they travel at a decently fast speed.

If you manage to shave off 25% damage off him, he'll suddenly summon his DEMON HIPSTER CHICKS.

Matt summoning them.

They'll fly all over the field, delivering the same fire balls Matt does, so hurry up and get rid of Matthew fast! If an opponent touches them, they'll suffer 5% damage, with knockback KOing at 130%. Luckily though, you can get rid of the Hipster Chicks by dealing off 10% damage to them. It's probably better to get rid of Matt altogether though, as they disappear as soon as he's defeated.
As soon as he IS defeated, Matt explodes, and leaves behind...$2.10? Yeah, go next to wear Matt exploded, and you can pick up coins that do...pretty much nothing. However, you do get 210 WII points, so it's not all that bad. And that's Matt in a nutshell. You can also download a custom costume for Matt for 210 Wii points:​


THAT IS ALL.

Yeah, I made this because I had nothing to do and I loved Scott Pilgrim (both the movie and the game). If people don't like this...hey it's cool! Anyway, hope you enjoy! My next moveset may come...soon.(WARY)
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
1908-0105-4965
THE COMMENTS ARE COMING! THE COMMENTS ARE COMING!

Pyro Jack
Oh yes, this is delicious. Pyro is probably my favorite Jack out of the 3, mostly because of his unique interactions and Playstyle. The oil is somewhat similar to Grimer in that your trying to spread it around to interact with it. Its honestly much better done than Grimer, and much more interesting. I love the use of elements like fre in sets, and this is a unique way of using it.

Also, you know that Char;ie Brown Halloween special? This guy is eactly how I picture the Great Pumpkin.

Jack Ripper
Ya know...This is OK. Its certainly not as good as Pyro Jack. I really dont find it as interesting as either of the other two Jacks, its certainly got some good Ideas. I did like it, Just not as much as the others. Keep it up, smady
 
D

Deleted member

Guest
We have another returning Make Your Move member here with Jalorda now – not making such a dramatic entrance as KRool, but Hyper Ridley gives us a nice little bundle in this grass-type that is quite the return to form. I was not the biggest fan of Sazandora or Salamence, yet here you are able to relinquish past awkwardnesses with moves appearing out-of-place and do this while building up to a playstyle heavily embroidered in the essence of Jalorda. Throughout, you give the reader plenty of snippets of his personality, built around the idea of his smugness and “royalty.” It's a fun read, though you could do to cut down on the detail sometimes.

When you throw around terms like “battefield,” so much and have a character who is essentially tentacles personified, it does seem natural to go for a zoning playstyle. And you pull it off well here – Jalorda has plenty of options available to pressure his opponent into his powerful close-range moveset, while also retaining a very small amount of projectiles and fewer unconventional means in which to do so. This includes moves like leer – truly a Hyper Ridley move, in that it fulfills such a simple purpose, but is fundamental and really quite defining as it is. This is the side of you which we all like so much, and it's great to see you back on form.

The writing style is surprisingly the weakest part of the whole thing, I'd say. This mostly from comparison with Warlord's comment – it simply didn't click with me that well. It's a little long-winded at times – not to the point of annoyance; you do add in a few little remarks here and there that are endearing and stop the prose from getting too stuffy. Still, a massive step-up in this department from Sazandora too. Keep up the good work and do us all the favour of sticking around.

So here we are with Blaze the Cat, the second [or third, depending on how you look at things] set by Junahu on the same page. Yeah, this page pretty much knocked out Make Your Move for a week. Blaze is a definitive neo-Sakurai set in terms of philosophy – there are few boundaries broken or sacred cows tipped, while maintaining a still very pro-Smash set of specials that add to each move individually. It allows for some dynamic flow throughout the entire moveset, which is as impressive as you can get while restricting yourself to Brawl standards.

The very idea is ludicrous to some; Sakurai is widely disrespected in Make Your Move, so it was a brave and perhaps smart decision to go in this direction. Ignition Burst acts almost like a mechanic – it's essentially a bridge for such mechanics in Make Your Move, when you can initiate it with a special and lead into it with another move. This is a level above of what we see in Brawl, while retaining much of the same design ideals: it's a good balance, and done to its best here. Naturally as well with this kind of set, you have plenty of moves borrowed from Sonic, or interpreted as simply as possible.

What I really love about this set is the self-aware writing style – including those ridiculous “Sonic Says” headers – along with the extras. I adore the amount of care you put into finding all of Dancing Frog Man's Sonic sets from past contests, as well as all of Warlord's and everyone else's. Not only do you post them up for deserved advertising, but you even dedicate a section to each in pseudo-match-ups. It's this creative flair that has us all coming back for more, Junahu.

Who says a lobotomy is mind-numbing? It's time for more mini love! Here we have a [now rather redundant] Christmas mini by our native Kris, who was lost somewhere in the world for so long, and returned so flamboyantly with this stunner of an entry. I love your use of Mrs. Claus here; you never see her represented, because Make Your Move is unfortunately quite a sexist place. Personally I think it's because it's an environment dominated by men, but I believe socially women are more than likely to critique themselves. Weird social paradigms, so silly! Keep them coming, Kris.

And here we have yet another excruciating, delightful mini, by our own community starlet n88_2004! One would think you'd have more important things to do than make minis, but oh well. This is actually a pretty fun one – Miser is all grumpy and stuff, like The Grinch, while throwing out random props, like the Item Tree, and this comes together rather poetically in creating a flowing bag of goodies topping even our own Santa's bundle of love. Truly, if there were any present I'd want for Christmas, it would be a MYmini – for Christmas! Keep the good stuff coming, Nate!

As far as Half Silver sets go, Miroku is perhaps one of the best ones – it has a catchy mechanic, and plenty of huffy playstyle interactions that are a little brisk, but go further than just getting the job done. What is your weakness is your strength – you're able to fit plenty of details into your specials and standards which allow for some genuine build-up of flow. You have the archetypical laying of traps to lead your opponent into the Wind Tunnel, as well as plenty of pressuring moves.

It doesn't go as far as breaking the mould, but certainly allows for some playing around with the key concepts – Wind Tunnel being that powerful obviously creates some new paradigms, which you take into mind when creating much of the set. You really build it up to be a true force of nature – even going so far as ripping up the stage, and dragging in all manner of items on the stage, which was quite imaginative. Of course, with the nature of this kind of mechanic, it is a little bit of trodden ground, but you manage to avoid the most of through making it stationary and have a unique kind of limit to its usage. You would do better in future to focus past the specials and standards more, though – they feel like a completely higher quality compared to the latter part.

I have to say, I was pleasantly surprised at how competent you are at writing a playstyle section. Your writing in general throughout this set is persistently good – though you have a tendency to drag on with rather unimportant details. Prime examples being the specials; this is really more of a presentation thing. I can't remember the last time I read a set from you – I suppose it was your one entry last contest – but this certainly had more than enough good content within to make me hopeful to see more of you throughout Make Your Move 9: good work.

Holiday delight! Another mini! Haruhi-Chan? Who the **** is that? To be honest, it's probably entirely pointless to say anything after the contest is already over, but... nya. I feel obligated to say something about these. At least, I wish I could say something about this one, yet it just alludes me. I did find it somewhat amusing, but this is really more of a big in-joke... I imagine everyone who watched this anime found this hilarious, though. Now, how 'bout some sets, Kits?

And from now on, minis actually mean something! This week's theme of “things that happened in two-thousand-ten” is immediately – and hilariously – taken to task with this BP stage. In all, it's kind of random – even for the source material. Rather than one underlying theme, you go for a lot of generic hazards. Not that I expect much from minis – and this was a pretty amazing idea, as well as pretty funny. Considering what you have going, I find it highly unlikely you'd ever actually offend someone with this stage, unless there are people offended simply by the mention of “BP.”

Epic Beard Man is awesome – I love the guy, the video [except for the would-be thieves] and everything about the mini-phenomenon. Truly, a defining video of our current problems in the advanced world... not carried off greatly here, but still, even referencing the event in a mini is both brave and hilarious. If anything, the mini allows for fun little memes like this one to be highlighted, for some great fun. Good job, Khold.

I did have the good fortune to preview N. Brio, and I am every bit as happy about the end result as I was then. Since, you've only added to the already very good repertoire for his Frankenstein form – given us a very diverse choice of moves with what could be easily considered a difficult and crammed mechanic. You pull it off beautifully – every step of the way, defining a playstyle for N. Brio which works toward catching the opponent long enough to transform, without leaving him weak and or defenceless.

Your ability to advance upon simple ideas and blend them into such a deep playstyle is truly remarkable. Moves like shuttle loop have no right to be this fascinating; you weave the slimes into the way N. Brio plays in a way I'm sure even the original Crash designers never thought of when designing that boss fight. What is quite amazing here is that the aerial, grab and slime “games” of N. Brio are so advanced, but when brought together with the Frankenstein transformation are really magical.

The moveset is actually written pretty well considering how lofty and long it is – which is perhaps unavoidable. You get a lot across, working very efficiently in expressing a whole ocean of interactions within the moveset and giving some hints otherwise as to how certain moves slot together. It does get a little silly once you start literally listing off interpretations of one of his Frakenstein form's moves. As said, probably unavoidable, and it's still greatly-written.

The playstyle here is as good as it could be – split up appropriately into offensive, defensive, setting up and mixing together the past three. I'm not sure if you consciously organised it like Auron's, but this way of laying things out definitely helps in refreshing the mind on what we've been through with N. Brio before the match-ups. What is one flaw with the set is the match-ups. I am a fan of M. Trinity and Necky, but neither seem like particularly logical match-ups for Brio. Not to seem biased, but that Pyro Jack match-up was really well done. Still, this set really exonerates the term, “greater than the sum of its parts,” from its previous description; though every cog and wheel is as well-designed as you could hope for. Fingers crossed this moveset stands the test of time come voting period.

And now back to our regular broadcast of mini comments. More activity from Hyper Ridley – on a game we both have played and liked? This has to be treasonous, as I believe pretty much every set you've made has been for a character I've held no connection to whatsoever! And what a good place to start with Donkey Kong Country Returns. You pull off the mocking of DKCR as well as actually portraying the Tik Tak Tribe to their does; very competent, as far as minis go.

Next up is Darkslash Vs The Aliens... I wish I could be the cynical one on this, as it's incredibly stupid, but I do love the humour and perspective you give the whole thing. It's just so joyfully boyant and random, while retaining logic barely standing stronger than with a string attaching it to reality. And yes, it certainly raised an eyebrow here too. I guess, keep up the good tirk? Yes, yes, boo away.

Next up we have Volcanic Ash... even moreso than your Smashville edit, this one's really basic and even more subtle. I'm not sure if Americans – the majority of Make Your Move users – would even get the reference. Mostly, this seems like something you'd see in the moveset for an ash 'mon if it were done by me; it's as if you invented fire as an item. Perhaps someone will pick it up in the future and run with it for a moveset idea? I'm not sure, but what I do know is, this is even sillier than Tirk's entry and that is quite an accomplishment.

Oh yes, Matthew Patel. I was one person definitely looking forward to some kind of moveset after Junahu's guide on making movesets involving this guy, along with my brief experience with the Scott Pilgrim The Game demo. This is too short to say it has a lot of potential, but you do get in some genuinely okay ideas in sheerly porting over Patel into Smash – it's a decent enough mini, and probably one of the best ones we've gotten so far this week. So, good job, Twilt.
 

gcubedude

Smash Apprentice
Joined
Aug 15, 2009
Messages
83
So I'm way behind and all, but I'm still gonna try to comment on as much as possible.

Necky
So you took a random nobody minion and gave it a completely unique playstyle. I absolutely love it. Each move either serves to easily get an opponent on Necky's back, or keep them on and prevent them from getting off. The whole thing flows really well, and it was a blast reading this. This was a great set.

Sarkhan Vol
Wow. Just wow. Seriously, this is a fantastic set. The way he starts as a kind of trap setter, but can change his playstyle with no way of going backwards not only fits his character, it works really well. I like that you didn't allow him to revert backwards in his insanity even if he died, as that wouldn't have made much sense. Plus the way he keeps some of his sanity by retaining pieces of his old moveset works well. This is one of my favorite sets so far.

Jack Frost
He's so cool! (and this right after a pun war on the chat, no less). The way he creates snowflakes by simply dashing and jumping is nice, and some of his interactions are awesome as well, such as his grab and pummel. I liked this set a lot.

Pyro Jack
Cuz Jack's hot then he's cold, he's yes then he's...
...
No. Anyway, I still feel the same way when you gave me a preview of this guy, Smady. I like the multiple interactions between the oil, his fires, and the powder, and using his grab to "pause" the fires works well in this set. Plus the way you use the fires and his Up Special to try to stay in mid-air for as long as possible is cool. Overall, I thought this set was pretty good.

Jack the Ripper
Okay, I have to ask: How long have you and Wrk been planning these Jack Trio sets? I like this one, but not as much as I like the other Jacks. Blood Lust is a neat idea that seems to fit the character, but other than that, it's not too interesting. However, I have to applaud you for making a very fitting moveset for a character with, well, almost no character. It certainly couldn't have been easy. Overall, it was a decent set.

Penny Gadget/Inspector Gadget
Now this is a very interesting idea. Playing as a little girl and getting in danger to summon your powerful uncle to fight your battles for you? So unmanly, but then, Penny really can't do much without him, can she?

I really enjoy the way Penny has to be played in order to actually have a chance at victory. She has absolutely no killing move and virtually no damage moves to speak of, and the only way to summon Gadget is to get into danger a lot. Brain is a pretty cool summon, though, especially when combined with Gadget.

Gadget himself feels as in-character as Penny did, which is a good thing. His moves involve wacky stuff coming out of him, usually from his magical hat of infinite space. I also like how you said what the AI will use and not use too much.

Overall, a very great moveset(s?).

Dr. Claw
The whole Fiend idea is pretty cool, although I hope that they could be turned off, as that'd suck to be in a tourney match, with some big prize on the line, and suddenly have a Fiend come in and screw you up (it'd be pretty funny to watch, though).

Anyway, I like Claw's simple attacks, and thought his "I'll get you Gadget" thing was funny. Nice Mini.

------

Unfortunately, that's all for tonight, kiddies. But I should be able to continue this comment train tommorow pretty early with Jalorda, another 5th gen Pokeset.
 

Darkslash

Smash Master
Joined
Feb 1, 2008
Messages
4,076
Location
Strangereal Equestria
As unfortunate it may be, I cannot comment on everything. So don't feel left out if I don't comment :glare:...... actually, it wouldn't matter at all.

So the MYMini I feel obliged to reading because it is 100% true, Me vs. Aliens. As Tirk mentioned, every thing is true. I'm still fighting said aliens with the power of song and particle beams. I still love your wacky writing style. Can't wait for more.

Now onto Mr. So Slick and his demon hipster chicks! You totally captured the essence of Mr. Patel...which was really nothing, but great job on fleshing him out as much as you could. Though I do question the "free" 210 wii points. Is it a one time deal only? Because it's free virtual money! Nintendo doesn't like losing it's virtual money!

And because I can, Jack Frost. All I can say is that I like the interactions that Jack Frost has with the snow and that it isn't just for show. Nice set wrk.
 
D

Deleted member

Guest
Going back in time to comment comments

AURON

Once I read the final bit of the playstyle summary, everything pieced together even more-so than before. Versatility. My god how I hate that word in MYM. Getting rid of all semblance of flow is not enough to have any degree of versatility – Alucard is predictable as all hell, as is Auron. If you want an example of how to do versatility –correctly-, I would point you to Thanos on the first page (Though he could use more than just it).

You clearly admit that there is no flow by giving in to versatility, yet insist that everything centers around that tornado and all of his spacing moves help get foes into it. . .Except that they don’t really do anything specific to help with that. It only flows because you say it does, much less the one time when the moveset tries to be creative and fails with the shield weakening move, considering the tornado ignores shields anyway. I know the character doesn’t have a lot of potential, but the least you could do is have the moveset abuse the prone state of foes. I’m not asking for random creativity, I’m asking for any semblance of flow whatsoever and for you to not just cop-out and claim that your random mess of a moveset is versatile. It all really comes down to the character choice, but remember your first real moveset that was actually decent? Von Kaiser? He had less potential than this guy easily, yet you came up with something that was a very legitimate and cool playstyle despite the moveset being filled with generic moves left and right. Auron has far more potential, yet you state he centers around a move that he doesn’t and call him “versatile” at the same time. Revolving around one move isn’t versatile, Smady.
I've already discussed the set with you for an extended period, but I still feel like I should probably reply to this comment. You make it harder for me, as you've said you don't feel like changing the comment and are deadly opposed to changing the star rating on your rankings... basically, this set isn't about versatility - it was about mixing up several different inner flowcharts within Auron, and using his strengths to your advantage. There is some versatility in the way that you can indeed build up your up smash and go for a gimp, but that's very basic stuff.

I'm not explaining it as well as I did in the chat, but I'm quite tired of talking about this set.

Wiz and Kupa 2

There were some laughs to be had here but I'd be lying if I said it felt as inspired as the first one. The "what this means for you at home" bits genuinely made me laugh in real life over here and you certainly continue your...unique...sense of humor from the first moveset (again mostly with the home game versions). All in all though, it succeeded at what you set out to do; make people laugh.
Glad you enjoyed it. I did just go out for laughs from the start this time, rather than making any real attempt at making a moveset like with Wiz & Kupa the first.

Wiz and Kupa 2
This made me laugh so much. It makes no sense, which is why it's so funny. I really enjoyed the @Home parts, especially the FSmash and USmash ones.
Happy that you found some laughs in the set - it was all I ever intended.

Wiz and Kupa 2

Dear lord. That was the first thing I though when I saw this moveset. Wiz & Kupa was a silly, but slightly serious endeavor, while Wiz & Kupa 2 is just shock humor and random references though.

Honestly, it felt extremely forced, what with all the completely random characters appearing and abilities that had absolutely nothing to do with anything. It wasn't really clever at all. The 'what it does at home' aspect was mildly amusing, but again, they never amounted to anything other than either sexual arousal or randomly killing the player. Why not make some move interactions here? Increase the size of the opponent's rear with one move, and summon Agi with another.

I did like that Wiz & Kupa 2 keeps in line with what appears to be the theme of Make Your Move 9 by copping out of half the inputs though.
I had in mind the fact the humour was forced - I was surprised that so many people apparently found it funny, as I had half a mind to not post it at several points during production. Still, I think I can sense a slight air of sarcasm in this comment, so you may have actually enjoyed it to an extent. Either way, thanks for the post.

Wiz and Kupa 2
Really. You couldn't leave them alone? And Chris Benoit too? Thats low man, really low. Althought the at home parts where amusing...yeah...I hope this isnt an annual thing.
It isn't annual... it's bi-annual. :mistyface:

MUK - Smash Daddy​


I love what you did with the basic idea of Muk; here is a character who literally oozes out of the confines of his hurtbox and proceeds to wallow in his messy, gooey glory as he pukes it, tosses it around, sinks into it, and shoves it around like one big, sloppy extension of himself. It's really ideal for how Muk ought play, although I still find it vaguely awkward to imagine him leaping off of this sludgescape and into the air, lacking any muscle or feet or solid surface from which to launch himself.

Now, I can't say the set isn't difficult to read. You've got this unfortunate habit of sprinkling in strange little phrases that mean nothing at all, like "resonated sludge" or "awkward curdling position." Your movesets often feel exhausting to read, and have for me ever since Von Kaiser. Raiden and Yamazaki, I could handle, funnily enough. Anyway, these are the sets I have the most difficulty commenting - I see what you're doing with these ideas, and I like what I see very much, but I don't think I love the set and I can't pinpoint why. Maybe it's partially to do with how bizarre it is for Muk to be pulling the stage here and there - a creative idea more suited to one psychic-type or another.

But the reception strikes me as misfounded. It's really quite a brilliant set, quite intuitive and certainly full of options, flexibility, and deep-seated flow. And I appreciate the Super Attack. (Y)
Quite the shock that you liked this set so much - even going so far as equating me with The Smooze later in some of your replies to Tutankoopa's reception. Yes, I can imagine it's hard to read - parts of it were rushed, though not as rushed as Jack The Ripper. Certainly, I'm happy enough that it simply is a moveset, considering Muk has indeed very little reason to have aerials, but something like Diglett is apparently so much more forgivable for that.

AURON - Smash Daddy​

You know, there's a reason I've never attempted a versatility-based character myself; it's a devilishly tricky trope to pull off, and it very often resembles a lack of playstyle altogether. A character who specializes in "standing his ground" has an uncanny resemblance to a Brawl character, it's why I prefer clear-cut playstyles that have few similarities to anything we currently have (read: Muk, Aianto, Nattorei, any of my sets ever except maybe Ekans). This might also be why I don't much like Electivire, by the way.

But how dull this set is! How boring and repetitive the slices are, how simply and linearly the playstyle develops! Whoever says that making your set deliberately generic expands your options and reduces flowcharts hasn't read Auron.

The set's a bit postmodern itself (see my comment on Nrvnqsr, although you're Daddy and you probably have read all of my comments for the sake of completionism), but it falls prey to the style's obvious pitfall: when done too broadly, it's just not very interesting. Alucard was about spacing/comboing while keeping your foe too preoccupied to capitalize on his obvious weakness. Raiden was about choosing between two well-developed and interesting styles. As far as I can tell, Auron is about... fighting the opponent. Head-on. And a tornado which isn't even a special for some not-quite-evident reason. Apart from the clever coloring of the word "damage," I'm still quite at a loss as to who this character is.
Yeah, this has to be one of the more negative Auron comments, right off the back of one of the more positive Muk comments. This always seems to be the way with my movesets. :bee:

I can't really say much to this criticism; it was made with a "poster-modern" design intended, so I'm glad someone noted that. You do seem to recognise that this set is not simply "broken" or "bad" by default, but that at least I was going for a different sort of moveset here. This was actually a work I spent an extended amount of time creating and editing, and did put much thought into how it all worked - more-so than Muk or Pyro Jack, even.

Thanks for the feedback, KRool.

Now onto Pyro Jack, Jack Frost’s elemental counterpart. He certainly appears to be that with his concept. He does with fire and oil what Frost did with snowflakes and ice, although a bit differently. I like how his up special works with him being able to pour the essential oil down from above (though I feel he just could have been given a special float instead of a move). He can build up damage quickly once he has oil laid by spreading fire around, but he’s got to watch what he uses up too (forward smash and the special grab help with his a lot), less he have to lay more oil. Though he can use the fires he sets to keep himself in the air where he can drop more oil, as well as powder and other things that can make a KO easier to achieve. He can really make life a living hell for his foes with all his fire, and the smoke that he can use to hide his motions can really catch them off-guard to be hit with a down aerial or a KO move.

But I do have several complaints specific moves. The first being that you don’t mention exactly how the blue pyres react with the powder, which seems like it would be essential to know. The up aerial appears to be near unusable due to its lag as well. I just have no clue as to how the down tilt works the way it does: he pinches out the flame when he uses the move, so how does it end up increasing the amount of flame on the candle? Then again Jack makes use of a bit of magic syndrome in many moves, so I guess this move just awkwardly stood out.

Other than that, this is a very solid set from you, much better than Auron. Nice job.
Thanks for the reception, first of all - you aren't usually one to post like this, but these are high quality comments and you were the first to tackle the monster page. In terms of what you express as negatives, I did fix the blue pyres [upon consulting with you later in the chatroom]. The up aerial is supposed to be used from high in the stage; it's meant to be "unusable" in most cases, in fact. With the down tilt, he pinches out the flame simply to make it easier to judge when he has collected more of the fire up in his lantern in which to hit his opponent with.

What divides Pyro Jack from other aerial characters is that his set-up is primarily on the ground: he has the perfect combination with his up special to throw down a tonne of unconventional "traps" for when he comes back down. Nonetheless, your feedback is excellent, and it is only my fault for not being clear enough in the moveset - but I couldn't fit all of this expository in there.

And the third SMT Jack set now: Jack the Ripper. It’s commendable that you’ve made a set for a character with so little information available. A Blood Lust mechanic fits him very well I think, and once he gets the first few hits in, there’s plenty of potential comboing to do. Landing his various lunging moves is also pretty vital in keeping his bloodlust up too: Jack is very grab-focused (including his lunging moves) in addition to using his knife, which is fine for a primarily close range fighter. Though I feel that the healing by biting the foe is a bit much and really unneeded.

I have some more attack-specific concerns about him as well. The up smash I feel is rather random to not be a throw, and 4 seconds is a bit too long to just stop the fight completely I think. Even more awkward is the dash attack, which could easily just have its effects combined with the down tilt’s function. The down tilt is useless without blood on the knife anyway. There are a few times where you trip over your words, specifically the forward tilt description (there were some cases of this in Pyro Jack too). Finally, it seems strange to me how his neutral special is the only move that actually physically weakens the foe when he has so many more brutal moves. It’s not a big problem though. Nice job with this considering the lack of potential or background, Smady.
All very solid complaints, and I can't really counter with any excuses this time. Ripper isn't a great set, but I do think his characterization was justified. Thanks for the comment.

Pyro Jack:
Ah, similar yet entirely different, Jack and er.. Jack have a strange synergy in their playstyles. Though, somewhat annoyingly for a duo, a clear matchup winner, which is unfortunate, because I was so wanting for them to team up.

There's a lot of fun to be had with the oil, and a good few interactions with it, though you seem to make a habit of overcomplicating such mechanics. Some of these interactions are wierd, and arbitrary to the extreme, especially when it comes to fire and explosions that stubbornly refuse to ignite oil. As an example, Flaming Cartwheel could have easily been just a normal haunted cartwheel that flattens oil and spreads it around faster.

Another complaint is that Pyro Jack uses so much oil. It's not something I'd associate with a Jack o Lantern, but Pyro almost bleeds the stuff here. It feels like the oil just exists to complicate matters.

Nonetheless, and almost in spite of all my complaining, I do like this set. It encourages a devious, mischievous kind of play, and much of the pyre/supernatural ghostliness is exactly what I wanted to see out of the little guy.

Dunno why ice is always thought of as bad against fire anyway, I mean, ice is pretty damn good at killing a fire you know? It's cold, it traps air, and it has no feul
First I'd like to say, your comments are a nuisance to actually quote properly. They're stock full of so much B code, trying to decipher what is needed is difficult. :glare:

But anyway, I do appreciate that you found Pyro Jack was the more mischievous kind of character - as a matter of fact, he is the "straight man" of the duo between him and Jack Frost [at least you'd think so from their combo move in Persona 3, where Pyro Jack *facepalms* at Jack Frost's stupidity]. All demons are mischievous - or just plain evil - but Pyro Jack's character is slightly more serious. Still, thanks for the feedback.

Jack the Ripper:
The third and probably my favourite of the Jacks, Ripper operates muchly on a maniacal murderous momentum, getting in the foe's face and never letting them get away. Blood lust is a simple and genuine mechanic. The various ways the blood lands does a great job of making the player think about how best they can make, and collect, blood as they go, rather than having to break off their assualt at any point to refresh.

I have to wonder whether it would be better if the foe was allowed to collect their blood back up, rather than having it evaporate over time. That way the foe would be encouraged to do something stupid like, turn their back on Ripper to collect some blood they just dropped. Then again, I love how you allude to the blood being illusionary

Is there a cap on how much 'stamina' (why'd you have to call it that? That's already the official term for the % in Brawl) the foe can lose? I'd imagine losing 100% of it would be silly.

"as walks forward for a Bowser" is wonderful engrish, it makes me smile.
I'm glad that someone as respectable as you liked the set - it was not my best work, but it did have a saving grace in that characterization. I am happy, at least, with how that turned out.

Pyro Jack

Courier New? Really? It doesn't exactly seem fitting to the character, and it's not exactly a fun type to read either. Anyways, I do like Pyro Jack's floaty character and how he's so totally aerially focused, which makes it weird that three of his aerials deal no damage whatsoever. The back aerial is also one of trhe most awkward choices of input I've ever seen, as it only does a slight change to a single move in Pyro Jack's arsenal.

Pyro Jack does have some decent ideas with burning up oil and pouring it from up above, and the fact that his recovery depends on how much fire is burning is a nice element to his playstyle and character in how he wants to make sure the stage is burning. Some of the characterization in the moves felt weird to me though, like how many moves are physical manipulations of his lantern. It seems weird for him to pull the candle out for his down tilt for example. I'd see him more as performing trickery through shadows than actually smashing the lantern over the enemy's head.

I didn't give two thoughts to the font type - it looked good, so I stuck with it. The back aerial is actually pretty significant - otherwise, his neutral special would have literally no effect most any distance off the ground and the fact it can hit powder collected on the ground makes it one of Pyro's primary KO mechanics in terms of getting early stocks up.
The lantern is his weapon of choice - to me, it seemed more awkward for him constantly to pull his hand out of his robe to do miscellaneous things with it. I did have some tricky in there with some of the standards, though. Also, where does he pull the candle out of the lantern? I don't remember that. :smash:

Jack The Ripper

I do agree with Junahu that Jack Ripper is probably better than Pyro Jack, as Jack the Ripper has a more balanced moveset and focused playstyle without giving up options for the player itself. You've actually done much better with characterization with Jack Ripper than any of your other sets in recent memory except perhaps Von Kaiser, which is ironic seeing as those two characters are probably the ones where you had to make up the most in order to create their character. The wannabee killer vibe is simultaneously entertaining and creppy, a nice mix.

Blood Lust isn't a particularly exciting mechanic, but it's one that works fairly well in creating a genuinely offensive character who can push himself forward against the opponent once he gets a hit in and starts going for blood.
I'm surprised you hold this set in higher regard than Pyro Jack. The mechanic is simple, but it does what was intended. And it is in-character, so it works well. Thanks for the comments - but, like Junahu, try to cut down on the B coding.

PUMPKIN JACK

I approve of you focusing mainly on the lantern rather than random fire magic all over the place – it gives you a much more logical and more controlled effect over his range than the typical mass awkward disjointed hitboxes casters tend to have. When you add in the part with Jack using the oil to get higher into the air and do aerial camping, things get all the more fun. I’m on the opposite side of the fence as the other people – I wish you played off the oil as an extension of Jack’s range more rather than having all of those random awkward powders. What I’m talking about is stuff like the grab-game, which gives you a greater control over which oil burns up and which doesn’t, combined with all the fun of the actual throws themselves.
As previously mentioned, the aerials are actually more meant to set up for stuff on the ground - where Pyro Jack should have been setting up for some hellish business already. Certainly in combination with his grab, he can organise for patterns of fire to spread. Still, I knew you'd like this set - it has Warlord written all over it.

RAIDEN REMIX

I’m impressed that you manage to make the writing style this terrible on such a pathetically simplistic character. I’m also surprised that you managed to butcher the character of a character with no character. It takes real skill to do that. No, I don’t disapprove of the psychotic killer who wants to bathe in his enemy’s blood, but the vampiric and zombie parts were just absolutely lol-worthy. Even if you insist the blood is an illusion, which is the most ******** thing I have ever heard in my entire life, you can’t magically explain those parts away.

The actual set is mind numbingly dull and boring, with the moves having very little to differentiate themselves from one another and the specials being specials in name only. There is no thought whatsoever put into this 3 hour abomination of a moveset, only having that mediocre mechanic to –PRETEND- there’s flow. Yes, this character is a very hard one to make a moveset for, but I’ve learned that there are characters better off not being made, and this is without a doubt one of them. Nobody was forcing you to make a moveset for this absurd character, much less in a mere 3 hours.
Haha, yeah, this has to be one of the most negative comments I've ever read, let alone for one of my own sets. It is at least partly hyperbolic... I don't know why you hate the characterization so much. You've argued that it's out-of-character, but every demon in Shin Megami Tensei is at least somewhat mischievous. Jack The Ripper hails from a clan of demons in SMTII born from urban legends or myths he's made up of hearsay about the real-life Jack The Ripper - how is that not magical? Combining a demon with the personality of a serial killer would result in an equivalent beast.

You say you also had problems with the "vampire" parts... did it ever strike you that some serial killers are also cannibals? Remember, he's a demon... and possibly just playing a trick on his opponent. On a similar note, you do encounter monsters randomly while playing Shin Megami Tensei on the overworld map, who do sometimes ask for you to give them some of your health points [or mana]. And yes, you have argued this point to death, but Jack The Ripper has every reason to use magic. Ignoring the fact that the game he's from displays all demons with some kind of magic past level two or three, the character has basically no information held whatsoever on the internet. I think it's fair that I can invent some parts of his personality; I appreciate the feedback, though, especially given you give me no room for manoeuvre when you feel I make a mistake. It's nice to know you always have my back covered. :chuckle:

Pyro Jack
Oh yes, this is delicious. Pyro is probably my favorite Jack out of the 3, mostly because of his unique interactions and Playstyle. The oil is somewhat similar to Grimer in that your trying to spread it around to interact with it. Its honestly much better done than Grimer, and much more interesting. I love the use of elements like fre in sets, and this is a unique way of using it.

Also, you know that Char;ie Brown Halloween special? This guy is eactly how I picture the Great Pumpkin.
Glad you enjoyed it so much. Who's Grimer? You mean Muk? I wouldn't mind, but KingK.Rool included an excellent Grimer in his Rocket Grunt moveset back in Make Your Move 7. You should really check it out to see a far superior interpretation of such a character, within a Trainer moveset.

Jack Ripper
Ya know...This is OK. Its certainly not as good as Pyro Jack. I really dont find it as interesting as either of the other two Jacks, its certainly got some good Ideas. I did like it, Just not as much as the others. Keep it up, smady
That's fine; I personally would rate it below Jack Frost, which is a great moveset in of itself.

Pyro Jack
Cuz Jack's hot then he's cold, he's yes then he's...
...
No. Anyway, I still feel the same way when you gave me a preview of this guy, Smady. I like the multiple interactions between the oil, his fires, and the powder, and using his grab to "pause" the fires works well in this set. Plus the way you use the fires and his Up Special to try to stay in mid-air for as long as possible is cool. Overall, I thought this set was pretty good.
I'd like to thank you again for letting me preview it to you - your early feedback gave me confidence to continue with the moveset, when I felt least confident about some key concepts. Very much looking forward to Sothe.

Jack the Ripper
Okay, I have to ask: How long have you and Wrk been planning these Jack Trio sets? I like this one, but not as much as I like the other Jacks. Blood Lust is a neat idea that seems to fit the character, but other than that, it's not too interesting. However, I have to applaud you for making a very fitting moveset for a character with, well, almost no character. It certainly couldn't have been easy. Overall, it was a decent set.
Thanks for going easy on me due to the no-character. Yeah, that certainly held me back - I perhaps could have squeezed a bit more goodness out of him, and Warlord does have a point with the specials, but there really wasn't much there to take. I'm still happy to have gotten the set out, and it hasn't grated on quite everyone.

Thank you so much for the feedback, everyone.
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
1908-0105-4965
Oops, yeah Muk. My bad.@Smady

STOP...........Comment Time!


Mathew Broderic/Annoying Prepubescent Female Woman Girl
Yes...Exellent. Really, I love this. While I would have Liked to see more Gadget, It`s definitly a great adaptation of the character. Certainly a great set, I think I might use these two as a matchup for Tom and Jerry...If I ever get them done.

Blaze The Cat
And...I'm jealous. 3 great sets from you on that Monsterous page. I think its great that you've made a great set out of a Sonic character...Essentially what I think you do best, Creating Something out of almost nothing. Great showing from you Junahu!

******* Snake Thingy
And something different. This thing is cool, I like the playstyle, the writing, everything. Good work, as usual.
 

half_silver28

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


Baby Seal

Watch this vid first. Isn’t he just adorable?

Anyway, the cute little baby seal from this 2010 Youtube video is now an Assist Trophy in Brawl. When he appears, he starts “singing” the song that starts at :03 in the video in a similar manner, with the music changing to fit. He crawls around the stage randomly while singing, moving towards the closest player unless they’re on a platform above him (he can’t jump). After 25 seconds, the end of the song, he merely disappears. Anyone who comes into contact with the seal is stunned for 2 seconds, either due to its irresistible cuteness or the case of heavyweight male antagonists, absolute disgust.

The seal can be picked up like a regular item, but he cannot be thrown, only dropped by pressing A or Z. This doesn’t interrupt his song though. What does interrupt his song though is attacking him. If you decide to be a horrible person and smack him with a low attack or anything, the seal will let out a squeal and hop forward, stopping the song for a few seconds. He can’t be forced to disappear by being attacked, but he can be knocked off a cliff this way. If there are any CPUs in the match when you attack the seal, they will immediately come and gang up on whoever was cruel enough to attack a baby seal. Additionally, the next Assist Trophy that is summoned in the match that isn’t a heavyweight male antagonist or another musical Assist like Heat Miser will go almost exclusively for the last player to attack the poor seal.

One more thing, the baby seal will sometimes make random appearances on the BP stage, made by MarthTrinity. He’ll appear in the same manner as all other animals on the stage, covered in oil and looking unhappy. Picking him up and cleaning him off will make him very happy: so happy that he’ll start singing his usual song. This time he’s invulnerable to attack though. As for the person who cleaned him, they will be invincible for the entire duration of the song, sparkling with yellow sparkle things like they’re Armstrong or something.

That’s not all I’ve got…




Hype Dog

That’s right, the famed Hype Dog of the 2010 game Blazblue: Continuum Shift enters the Brawl as an Assist Trophy. When summoned, he immediately jumps into the background and barks like this. About every 5 seconds. For the entire rest of the match. There’s nothing you can do to stop this: he’ll keep HYPING no matter what. Whatever his constant HYPE is about, no one knows. He could be reciting Edgar Allen Poe for all we know.
 

Neherazade

Smash Journeyman
Joined
Apr 5, 2009
Messages
359
Location
Gensokyo.
THANK YOU MYmini! I AM CAN PARTICIPATE!

Assist Trophy

Sleepy time.


The Dream Machine, courtesy of our good friends from Inception, is a technological marvel. Allowing a few close friends, or vast numbers of strangers, to enjoy the same dream. at the same time. in VIVID detail...
Some experimental research has been done regarding subjects in dream state, as well as the potential of dream-within-a-dream scenarios. Results so far are promising, but some scientists are interested in beginning research on... active... subjects. Those who might happen to be, for instance, Brawling?

When the assist trophy is first activated, a dream machine, much like the one pictured above, clatters noisily to the ground and begins beeping. The beeping, accompanied by a blinking green light, starts slowly, but begins to pick up speed rather quickly. The match continues as normal for a few seconds... until the machine lets out a high pitched whine and a bright green light floods the stage. All combatants fall asleep where they stand, even in midair. Those who fall asleep in the air continue to float, despite gravity's best efforts to drag them to the ground. The green light swells, blurring the whole screen...

As the stage fades into view, it's clear that something is wrong. The stage the brawlers had been on before is gone, replaced with another random stage, maybe even one made in the Stage Builder, and the fighters placed randomly about the stage. all players also have randomly decided amounts of damage (between 0-50%). Clearly something is wrong here. But the fight must go on! But after 20 seconds, the machine begins to beep again, and the green light consumes all...

Something has changed. Again. Now the fighters are on ANOTHER new stage. Again, they are placed randomly about with random damage percentages. But very oddly, they discover that the stage they are on is different than they are used to. In fact, it feels like the gravity might have changed. And it seems like some platforms are a bit slippery. In fact, it's as if the entire stage has been blessed with random physics changes! Clearly, this is destiny. the fighters were meant to fight on this stage, in this world. What could go wrong? *beep* *beep* *beeeeeeeeeeeeeeeeeep*

As the green light fades for the final time, the fighters find themselves on another stage. Like the previous times, the fighters are scrambled around the stage with random damage counters. The stage experiences random gravity and traction changes. However, in case the fighters hadn't realized they were dreaming, reality decides to make it a bit more obvious. In the final phase of this minute-long assist trophy, items are spawned wildly around the stage, regardless of the item settings on the console. In addition, characters will be constantly under one or more of the following affects: shrink/large, bunny, metal, slow-mo/sped-up, no tech, no jump, taunt compulsion, and/or control swap. Yeah. the world ****s with EVERYONE. But don't fear! after 20 seconds, the machine begins to beep again. This time, it starts quickly and begins to slow down. As the beeping returns to its initial level (remember from the very beginning?) three green waves pass into the machine (think like taboo's waves in reverse) reverting the stage back through the three levels of dream it subjected everyone to.

As the fighters wake up, they realize a few things. Their damage meters are exponentially higher. In fact, it seems like all the damage they took while dreaming was added to their original damage! in addition, they notice that those who died while dreaming were just now resing in the real world. In fact, there were a few things they realize, only in retrospect, that were odd about the dream. First, those who died in the dream world did not respawn until the dream was over. Secondly, if all the dreamers died, the dream would end early. Finally, should any of them pick up an item, including a smashball, in the dream world, it would follow them out of the dream.

Thus concludes the first study of the dream machine applied to vigorously active subjects.


Good morning, and have a nice day.
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
Darkslash vs. Capcom 3

I'm vaguely surprised that you actually went through with making this stage but...oh God am I happy you did. The visuals are awesome and it's totally obvious you put a lot of effort into making them (which you mentioned in the chat). As for the stage itself...it certainly captures the sheer awesomeness of the event its meant to represent with 100% true to life accuracy. I especially love the bit where Slash shows up in his Gundam to save the day. I can only assume that Slash's comment on this stage was so short because he's still engaged in intense alien on gundam combat to this day. Take off every Slash!! For great justice!!

Tic Tac Mints

Wowsers. I am very impressed by by the simple yet suiting way you thought of to "summon" these guys...what by actually filling them with items much like in DKCR how they're actually made. You've got a nice variety of of Tikis here, each with a unique summon method and each with a unique effect and I'm glad to see you even thought of what would happen if you threw a container within another/what happens if a Smash Ball gets in there. Overall, a very nifty extra that's both fun and practical
but not particularly educational
.

Moderate Moustache Man

Welp, Epic Beard Guy is epic. No need to beat around the bus...er...bush...on that one. A simple compliment but one that made me smile; I love the image you used for EBM. Not sure why but it kind of made my day. I must say that it is a sad somewhat to see EBM as just a Captain Falcon clone sans the fire and such...it would be pretty nifty to see him get some unique moves or even, perhaps, a permenant counter hitbox where he just right hooks their *** if they dare to hit EBM.

Amber Lamps inclusion, especially being the name of the mysterious and unphased headphones chick also made me smile. Overall, funny stuff here.

Ike Gets A Projectile

Hrm...not sure exactly how I feel on this one. It's not exactly flashy or anything but that's hardly the point of MYmini; you pulled off the goal of the mini and that's all you're required to do. That said it's pretty basic; a throwing weapon that causes a number of effects on foes as it spreads out in a deadly cloud of well...ash. Sorry I don't have much to say here really...wasn't my cup of tea I suppose.

Kind Dedede

An old mini but I did promise Warlord that I'd comment it. So! First and foremost we have a theoretical Dedede who's just in a merry Christmas-y mood. Needless to say, this is quite a humorous story you've come up with so...I'll move right along. You've got a bunch of environmental attacks, most of which interact with Dedede's other moves and with the Waddle Dees/Doos wandering about. My favorite move in the boss set is easily Inhale (inb4 Kupa/vore joke) as it has so many clever interactions with the various other aspects of the set such as the ornaments and the candy canes on the trees. I also very much like how you, simply made him more boss-like by tweaking some of his normal moves (dashing dsmash)...reminds me quite a bit of Dark Bowser's boss set in that aspect.

Overall though, it's a very good read and your experience with boss sets in general shines through here. Although I stand by my opinion that I'd hate fighting any Warlordian bosses as I swear you try to make them as much of a pain in the *** as possible.

Hype Seal

COMMENT COMMENT COMMENT COMMENT COMMENT COMMENT COMMENT.

Hot Tub Dream Machine

Pretty nifty yet simple concept you've got here; an Assist Trophy that randomizes ERRYTHING EVER. Items, effects, percents, locations and, of course, stages. I can imagine this being incredibly hectic and disorienting for everyone involved which is what items with wacky effects are best at really And yeah, I'm the one person in the ever who hasn't seen Inception yet too...so I can't get the full effect of it..but your writing style here was quite amusing and, with the way it's laid out, it gives a good feeling of the whole fading out of reality deal. Good stuff.

Oh Hay DM Look Up Here

I lol'd quite hard at this one DM so good job with that. I personally have never gotten the hype for 3D as it just seems like a fad that people will eventually get bored of once their eyes go buggy from random shit popping out at them. But yeah, very funny stuff you've got here, not really much else to say besides that.
 

gcubedude

Smash Apprentice
Joined
Aug 15, 2009
Messages
83
Choo choo! Here comes the comment train!

Jalorda
I like what you did here. Jalorda's long-range melee moves give him a pretty nice playstyle, while fitting a Grass-type snake Pokemon. The Utilt interactions are cool, and I love the multiple uses of his DSpecial. Overall, this was a pretty good set.

Blaze the Cat
This is an awesome moveset. Being able to attack while sliding, and then using Ignition Burst to change up your moves, works very well. I feel this is how Sonic should have been made in the first place. It's a very good moveset.

Heat Miser
Pretty interesting AT. I like how you have to counter him smartly, otherwise you'll just waste time and not get anywhere.

Miroku
Where's the "Vs. M. Trinity" matchup? It would've been so fitting considering his pervy nature.

Ah well. This is a pretty cool moveset. I like how a lot of the set revolves around getting the opponent into the Wind Tunnel, yet there's still some room to fight without it in the gimping Nair and Dair. I also like how you can actually alter a stage with the Tunnel, limiting an opponent's options. The sutra scrolls were pretty cool as well. I enjoyed reading this set.

Deepwater Horizon
The second hazard made me "awww," and the third hazard made me lol and wanna rage at BP. Good mini, loved the joke at BP's expense.

Epic Beard Man
It's been stated before, but EBM really deserves his own epic attacks instead of a clone of Falcon. That minor detail aside, I love the Level 10 CPU thing, and the reference to Amber Lamps. Then he does a DYNAMIC ENTRY EXIT off stage, instead of magically warping away like every other AT. I really liked this mini.

N. Brio
The interactions with the slime and the monster transformation work really well here. I liked the way his regular and monster form could interact with each other, either through transforming after jetpacking, or using the pillars set by the monster in Brio's grab. It's also nice that this set doesn't revolve around a simple trap-enemy-then-Hulk-smash playstyle, as you can actually win a fight without transforming. Overall, a very good set.

Tiki Tribe
I like the variations of the Tikis, and how each one relies on a different type of item thrown into it. Kalimba is my fave, as the fact that an item can actually win the match is hilarious. Great mini.

Darkslash vs. The Aliens
Wow. Those pics are awesome. They seems convoluted at first glance, but when you realize what's going on in each one, they look really great. The stage was pretty good too, especially with Darkslash being the Gundam pilot. Very cool mini.

Volcanic Ash
So yeah. It's ash, it makes a smokey powder that makes people cough, it poisons if it's consumed, and Ike gets this in his Eruption special. Short mini, but I like it.

Baby Seal/Hype Dog
OMG that baby seal is so freakin' kawaii! I wanna pet it!

So yeah, I would totally maim anyone who would dare to attack this thing. It's so adorable. Meanwhile, the hype dog just seems...too hyped about whatever he's hyping. Seriously, he needs to take a chill pill. Anyway, nice mini.

Dream Machine
This is really cool. The whole idea of randomly appearing on random stages with random damages is, well, random. But in a cool way, not an annoying "wtf how?" way. I really liked this mini.

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The comment train has now reached it's Final Destination, please exit the train in an orderly fashion. Thank you.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
Baby Seal is the cutest Assist Trophy ever!

I watched the video and it was funny and cute. I love how you get hard-out punished for attacking the baby seal, as well as the reference to Heavyweight Male Antagonists being disgusted by the baby seal rather than adoring it.

Definitely has my vote.
 
D

Deleted member

Guest
Commenting on yet more joyous minis. The Baby Seal was another pretty funny meme brought to the mini environment - it's a fairly unique item, as it were. Of course, the effects aren't exactly profound - but it fulfills the slight purpose it could ever possibly succeeded to, which is singing and buffing characters in the brawl. I mean, what else could you ask for out of that baby seal video? In terms of the video, it is rather cute and kinda funny as well; I'm just glad there hasn't been a Red Zone version of it yet.

Hype Dog... yeah, even more than the Baby Seal, this one is difficult to comment. There's really little else you could have done – and hey, it's true to the original video. There's no point to it, it doesn't affect gameplay and it's referencing a meme few people know – sounds like a perfect Easter egg.

The Dream Machine is one of the trippiest minis yet – or the first to be outright strange, in a way far more imaginative than we've had previously. The execution of just throwing it out there to use is kinda boring, but the actual dreaming and going deeper as in the movie is pretty interesting in terms of Smash. You thought up some nice alternatives to the movie in how to change the stage while under the effects of the dream – one thing, though, that felt off to me was that the damage dealt within the dream didn't multiply in a similar way to how it did in Inception, with it getting less and less as you go deeper. Despite that, it's still a genuinely good mini.

As with many of the minis, the 3D glasses provide a little bit of a joke; it's all very original material, and I'm surprised you plan on going to law school when you can come up with this kind of hilarious writing. You should try stand-up. I have to say, I love how you finish off the entire thing with that amazing typo on “Kinect,” basically botching the entire thing – blatantly on purpose, and making it all the more of an uproarious rupture as I laugh endlessly: I'll be sending you my medical bill! Congratulations on enlightening us all, DM.
 
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