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Make Your Move X - Congratulations winners! MYMXI start date OCTOBER 10TH!

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BlackFox

Smash Rookie
Joined
Jun 16, 2011
Messages
21
Location
Wherever you don't
Iron Giant

Giving him access to his WMDs only when his damage climbs higher was a good way of implementing them into the moveset while making them feel like he's using them in self-defense, so characterization-wise, I have no complaints. I also liked how his up-special allows him to have a functional air-game despite being a mega-heavyweight. After playing so much League of Legends, I immediately thought of Blitzkrank after reading the side-special, so you get brownie points from me

You have a good of grasp of playstyle, most of what you say in the overall playstyle section feels consistent with how the set itself works. The main thing that me wonder if he'd work as intended is some balance stuff, speaking of which...

The main thing I would suggest working on for your next set is the lag-times of your attacks. Many of them were .5 seconds or more; Ike's FSmash is essentially half a second, meaning that Iron Giant is going to have a very hard time landing most of his moves in the middle of a battle. It's especially problematic for the poor guy when each of his weapons seem to get laggier each "tier" he goes up in them, meaning that he has a harder time camping at higher percents than he does at low ones while his large size means he'll be eating a lot of damage quickly.

It seems that your lurking days have given you a good idea of how to make a good moveset, so I'm sure that you'll improve in our humble little thread just fine.
Thanks, that's the one thing I'm really bad with. I would do time tests in Brawl to see around what attacks come out at what speed, but my Wii won't take any discs, so I've been having trouble testing things out. Anyways, I do hope to become at least an average/regular MYMer, nothing too special.
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
Saxton Hale

Saxton Hale is the daring Australian CEO of Mann Co., fourth richest man in the world, and star of the Saxton Hale's Thrilling Tales comic series. His favorite pastimes include fighting, drinking, and battling with ferocious animals. His identifying features include a mustache, rippling muscles, crocodile-tooth lined hat, and a patch of chest hair shaped like Australia. He also refuses to wear clothes on his upper body "for obvious reasons".

Saxton is the current male of the Hale family to take up the reins of Mann Co. since Zepheniah Mann left its ownership to loyal aide and tracker Barnabas Hale in his last will and testament. His boisterous presence is felt in all areas of the company, from the slogan "We sell products and get in fights" to Gorilla Wrestling Fridays, his attempts at employee morale building. He also fills out customer forms with tick-boxes to either intimidate any product-thieving rivals or commend new inventors submitting a new product idea to him. His inspiring image also features on numerous Mann Co. catalogs and promotional materials. He is known (and feared) for his belief in handling customer service issues personally, with his official policy being: "If you aren't 100% satisfied with our product line, you can take it up with me!"


In Smash, Saxton stands at Captain Falcon's height with Ganondorf's weight. He has loads of lag on his attacks and slow walking speed, with good power on his attacks, but not enough to make up for the sheer lag.

Down Special: Rage
Saxton steps forward on one knee, sneers and screams up at the sky with a yell of "SAAAAXXXXTOOOON HAAAALLLLE!" This has lag on the level of the Warlock Punch, and covers a Battlefield Platform around Saxton. Anyone within this area will be so frightened by Saxton's manly battlecry, that they will enter a "scared" state! While they are in this state, their speed is slowed, and they cannot attack for 5 seconds. Saxton has extremely pitiful end lag here, so be sure to attack him while he's open if you can. This attacks range depends on Saxton's percentage, the range increasing depending on his damage percentage before decreasing back to its original state afterwards.

Up Special: Brave Jump
Saxton cries out this moves name as he jumps three Ganondorfs into the air, curled into a ball. After moving this distance, he plummets back down to the earth at double the speed of Kirbys stall and fall down special. Saxton can be manipulated while he is in a ball, being able to be moved at half of Ganon's walking speed, and being unable to grabs ledges.

Once he hits the ground, he causes a shockwave a battlefield platform around him. Anyone within this distance is stunned for a second, giving him a small opportunity to land his down special.

Neutral Special: Buffalo Steak Sandvich
With average begining lag, Saxton takes out his favorite meal: a nice, juicy steak and takes a series of large chomps into it. This takes around a second for him to finish. Once he does so, the lag on his attacks will be cut in half at the cost of taking double damage for the next five seconds. Saxton can eat another steak after this, but not during.

Holding B causes Saxton to hold the Steak, walking around with it like one of Snake's grenades. As he does so, steak sauce drips onto the ground. Characters walking onto the steak sauce have a higher chance of tripping then normal, and their traction on it is horrendous. But that's not the real use of this. Summons/Assistants will be attracted to the smell of the sauce and will automattically follow the path, ignoring everything else. Pressing A causes Saxton to pocket it, pressing B causes Saxton to toss the steak, dealing 6% to anyone it hits. In addition, if any of the afferomated minions see it being tossed, they begin to chase after it at Falcon's running speed. If they run past any character, they will be dealt 10% damage and low knockback. Once they reach the steak, they'll eat it, taking 3 seconds. If they reach the end of the trail, they'll stop before returning to their master.

If your up special shockwave hits your steak sauce, it will be thrown up 5 Ganons into the air, before splashing back down. If the foe is underneath the sauce at the time, they will be coated, being subjected to tripping more often. Use this to setup for your laggy attacks.

Side Special: Manly Leap
With a grunt, Saxton leans forward and leaps! Saxton leaps 4 SBBs, before crashing to the ground with some mild end lag. He stays slightly above the ground during this time, meaning he isn't jumping far above it. During his movement, he can press A to unleash a winding punch, dealing 8% damage and good knockback to anyone it comes in contact with.

If Saxton jumps onto some of his steak sauce, he will slide forward at Fox's dash speed, able to attack at anytime, making this a powerful movement tool.
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
First CTF Stage is a-go-go!

Teufort Training Facility


Teufort (known in-game as 2fort) was the first officially released map for Team Fortress 2, and is billed as a CTF Map, despite the actual flag being more like an oversized briefcase then an actual flag. Two bases oppose each other, each with a different style of architecture. The blue base appears to be more "modern", while the red base is much more a farmland sort of area, though these changes are more cosmetic then anything, as both bases share the same layout. Despite looking normal on the outside, it is painfully obvious that something is going on within the bases, as the inside of each flag room features an oversized chair and a map of the world, no doubt detailing some sort of world domination plan.

Teufort makes its Smash debut as the first official map for Capture the Flag mode, being one of the largest maps in the mode, nearly 4 times the size of Hyrule Temple on one side alone. The default flag capture amount on this map is set as 3, but this can be lowered or raised in the server variables section. Let's see a diagram of what one of the bases will look like (FYI, the other base looks exactly like this, just picture this mirrored.)


Woah, that's a mess. I'm gonna have to explain this, aren't I? For starters, the gray squares represent the multiple camera zones. The light green areas are drop-through platforms, whose function should be obvious enough. The large blue section is quite obviously water, featuring physics like you'd expect, slower jump speed, slower falling speed, etc. The brown areas are breakable doors. These doors have 30% stamina each, and cannot be moved past unless they are broken. The little medical symbols are health kits, little pills that, upon walking over them, heal a character for 30% health. Upon use, these do not reappear for another 30 seconds. The Respawn Room is where you reappear on your death, anyone re-entering this room will be completely healed of all their damage and status effects, but can only re-enter this once every 2 minutes to prevent griefing, and will have all their individual traps disappear. Now, let's move onto the traps, shall we?

The Crate Trap acts as an improved version of the crates in Brawl, functioning as minature walls rather then throwable items. Toss these down on the ground wherever you want and use them as shields, these buggers can absorb 10% damage before being destroyed. Just be warned that they won't respawn when they are destroyed.

Now, the haystack trap is fairly simple. These can be picked up and thrown on top of anything, obscuring it within themselves. Toss them on a few traps, or toss them down to mindgame your foes. The Spy's Sappers will destroy these automatically, as well as any direct attack from your foe. It will reappear around 10 seconds after being destroyed, if it was.

The Jarate Trap is one of the most powerful traps, you have, as is the Milk Trap. The two are throwable items, each around the size of a capsule. Upon making contact with something, it will create a smart bomb explosion-sized cloud that lingers for 5 seconds, covering any foe who was hit by it or walks in it with Jarate or Milk, respectively. The two both have different effects, the jarate will cause anyone covered to take double damage, while the milk causes damage given to anyone covered in it to have their damage converted into health for the attacker. Each effect lasts 6 seconds, and each respawn 30 seconds after being thrown.

The Cola Trap is a good trap for defenders, upon being picked up, it can be carried around until they press a, causing them to place it down. If they press B, however, they will drink the Cola in a motion as laggy as a Warlock Punch. Once the Cola is in their system, they will glow a yellowish hue for the next 10 seconds. During this time, they will deal double damage from their attacks, at the cost of themselves taking double damage. Great paired with obscuring characters, such as Stanley and Jafar.

The Sentry Trap is copypasta from an early draft of Engineer's moveset. The Sentry is about the size of a crouching Wario and has 20% Stamina. It has the range of Battlefield around it, and will fire at anyone with that range. Once the Sentry has detected a target within range, it will turn to them if they are behind it or above it, taking about one second to do so if they are behind or above it, and immediately begin firing bullets at them. The Sentry holds 32 bullets and fires 4 bullets per second. Each bullet deals 2% damage and no knockback or flinching. After 4 seconds of firing, a holographic Wrench will appear above the Sentry Gun. After 8 seconds of firing, the Sentry Gun will no longer fire any bullets, but will still turn towards it's targets. The Sentry can be reloaded by attacking it, at the cost of 3% health taken from yourself for 3 bullets reloaded.

The Cow Trap has an odd name, but it's almost exactly what it is: a crude, cardboard cutout of a cow. It is as long as a battlefield platform and as tall as Bowser, and serves as a generic wall/platform. It is immune to projectiles, but is vulnerable to being attacked by direct attacks or fire moves. It has around 15% stamina, and will respawn every 30 seconds.

On the rightmost part of the stage, the dark red barrier is the invisble barrier only seen at the start of the match. More importantly is the brown square, this is known as the Saxton Spawn, which can be voted to be turned on or off before a CTF Match on Teufort. If it is on, at random intervals during the match, the cosplay above this post will appear from a plane at random and begin fighting both teams, being controlled by an AI. Saxton has 20% stamina for every player in the match, and is immune to knockback/hitstun and will never flinch. He deals double damage in addition to this, so watching out for him would be advised.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
DHALSIM

So what’d you think of Dhalsim, Kamek? I’m still trying to sort out everythin’ I read. . .

Tsk tsk. . .You can’t judge movesets on writing styles, you know. . .Also, it’s some character from Magic the Gathering, not Dhalsim.

Well who reads characters backgrounds nowadays anyway? Everybody knows most of the characters who are posted so it’s kinda pointless.

I take it you skimmed him then, sire?

Don’t you dare accuse me of doing something so petty! I just wanted to save some time and skip the pointless crap. Anyway, it was worse than a Smady moveset with all the overdetail, though it did seem a lot more warranted than on crap like Muk considering how complicated he was. I just wish he wouldn’t of referred to all the moves by name constantly, I kept losin’ my train of thought on the current move when I had to scroll up and check what move he was talking about.

Please. It’s not like it’s that complicated. There were barely even any move interactions. I also thought the moveset had a superb presentation, what with the whole time and space thing set up in the playstyle summary to characterize him.

Fine, you got me! Let’s just say it’s not a good moveset to start readin’, walk out on to grab some buffalo wings, resume readin’, take a crap, then start readin’ again.

Fascinating. What did you think of the actual moveset?

It’s actually pretty good, got some nice concepts with all of the duplicates and such, mainly with when he separates them from each other by vanishin’.

Indeed. Combined with his projectile, his elemental, and his utilt that essentially destroys parts of the stage, and the ability to warp either himself or the foe to center stage, he has undeniable stage control with all of his duplicates. In addition, his ability to slow down the foe in various zones, capitalize it all the more by having them hit his shield, then making them relive that moment again and again with his bair and duplicates of the foe that do the same thing gives him a secondary chain of interactions that are just as strong.

Yeah yeah, I said what you said with far less words. Aside from how awkward the moveset was to approach, I thought the moveset was really overpowered.

Overpowered?!? Did you not notice how all of what he can do can be turned against him? Sure he can have up to eight copies of himself on the stage potentially, but each and every one of them can be hit! In combination to his already large weakness to projectiles, do you have any idea how much projectiles that don’t disintegrate upon hitting a foe utterly destroy him? Nevermind how the foe can potentially use duplicates Teferi creates for them against him. . .This is all perfectly documented in the playstyle summary at the end, so I don’t see how there could be any-

Eheh. . .Yeah about that. I didn’t read the last bit of the playstyle summary. I already knew pretty much everything there was to know anyway.

Apparently not. . .

Either way, what you say has some merit now that I think about it, but still. If it’s tacked on to the end of the moveset it just seems like kind of an excuse to say it’s not overpowered, and it’s very obviously rigged in his favor. He went on about how hard it is for foes to use the duplicates they gain against him, and he has Vanish to defend his duplicates piss easy. He can approach over projectiles by just warping ‘em to the middle anyway, or hell, just send that useless camper to the middle with his transcendent projectile that ignores all the other projectiles.

Well erm. . .Look at all those broken movesets for the Dragon Ball characters! Those movesets were received well! It’s just a simple matter of tweaking numbers. Even the Chain Chomps could do such pathetically easy work as that!

It’s not just simple number crunchin’ crap, Kamek. All that stuff you praised? If you fixed the problems I just talked about, a lot of the stuff that makes the set actually good would be gone. Nevermind how he just gives the damn finger to trap characters too with that dumb utilt. Can’t wait for Lemmy and Morton to try out fightin’ him with those movesets of theirs.

Talking about Teferi, hmm? I hadn’t even terribly thought about him being overpowered. . .

Oh, so you surely must like the set just as much as I do then, yes?

Hardly. I hadn’t even thought about it being overpowered because of far more pressing concerns at hand. . .Either way, that could easily be fixed, considering that half of the stuff father just talked about could be removed easily. The amount of filler in the set was appalling.

Eh, the moveset has problems, son, but filler ain’t one of em. It’s filled to the brim with creative stuff all around!

Forced creativity, father. A lot of the things in the moveset just seemed to be a desperate attempt to keep the reader’s attention, which, based off how bored you seemed to be with the moveset, was a colossal failure. The most obvious example is indeed that god-awful up tilt, but there’s just so much –randomness- in the moveset, such as how he has moves that randomly transport him and the foe to the center of the stage for god knows what reason. Also, Kamek, do you recall what you said about Teferi when you were praising him? The thing about how he had a –second- chain of interactions that was just as strong?

Errr, yes, what about it, Ludwig?

The second chain fails to particularly link in to the first chain, creating two distinctly separated groups of interactions. LegendofLink tries to pass off the set for versatility between offense and defense, but this hardly seems to be what he intended, considering slowing the foe down just links into more defense by giving Teferi the opportunity to flee.

Isn’t that a good thing, though? I personally thought the whole versatility thing was pointless, and all it was really referring to was his ability to pry on slowed down foes a bit better while still retaining his primary defensive style.

I suppose you have a point. . . Aside from more general filler that has minimal relevance to anything, the worst filler is that usmash. I thought the set had established plenty enough to build off of in the Specials with up to four duplicates out at once, and it was already pushing it a lot when the second duplicate creating move’s only real difference was it was created in front of Teferi and wasn’t delayed. . .But then that stupid Up Smash has to come in. He can already have up to four, does he really need –eight- duplicates out at any given time? It’s a load of bloody rubbish, I say. The redundancy among these three inputs feels like it very much so should’ve been condensed into a single move, and it just comes across as the dear author wanting to be more subtle about his filler. The traditional filler he –does- have like the up aerial sticks out in stark contrast to the rest of the otherwise very complicated set.

You really think the Up Smash is that bad? I can see some basis for complaint among the three moves, but if any should’ve left it should’ve been the Side Special, considering that would be much easier to combine with the Down Special than the Up Smash, and the Up Smash has more of a specific use anyway. You’d be taking away from the set to get rid of it.

Does it matter if it’s use is unique? The Up Smash flow into the rest of the set in any form, other than even further increasing the high risk high reward factor, which seems largely pointless when he’s competent enough at covering up his weaknesses he’d only use the Up Smash when it’d give him more guaranteed hits anyway.

Yeah, Ludwig, he’s definitely overpowered, but do you –really- want to read through these moves in combined forms? He’d have to go on forever about just how exactly you control it, and lord knows I would’ve gotten sidetracked reading through all that garbage.

Pfft. The moveset was easily readable, and only a low class simpleton would bother making such a petty complaint.

Oh, so you callin’ me a low class simpleton then, eh, Ludwig?

Of course not! You know I wouldn’t dream of making such a ludicrous statement, I was simply referring to those movesetters such as Rool and David, not you!

Yeah, sure. . .So, what’d Warlord think of it? In the end that’s all that matters. I trust his judgement better then you lot.

Apparently he agrees with me more, considering he ranked it pretty damn high among the six star tier.

I’d of thought the filler would’ve been a bigger issue for him. . .He seems to more forgiving for filler for outlandish concepts these days, considering he ranked the Dutchman –EIGHT- bloody stars when the majority of the moveset was filled to the brim with mass redundant spacing moves and it lacked any throws.

Please, you know Warlord isn’t impressed by any little gimmick moves. Almost every move you attacked was relevant to Teferi’s game in –some- way, so in most cases it doesn’t qualify as filler.

Can we just shut up and move on? It’s pretty easy to agree it’s that guy’s best non Pokemon set, and that’s all that really matters, right?

That’s not really saying a lot, sire. . .It deserves more recognition than that!

Well hey, not like that Sarkhan set from last contest was too bad, right? Leaving behind traps, then abandoning those aspects of your moveset for pressuring moves was pretty bad-ass.

Oh god, Sarkhan. . .Don’t even get me started on that one. The filler there is –HORRENDOUS-, it has some of the most forced creativity I’ve ever seen in my entire movesetting career, and the only thing that makes it unique is completely unintentional!

Moving on. . .What are we reading next?

The Iron Giant looks like a newcomer moveset with some actual promise. How about we try it?

Newcomer moveset? Bwahahahahahaha! Don’t make me laugh.

Well, the Dutchman was good. . .

The Dutchman was a joint moveset with Warlord. Your point is?

But look at all that detail! Surely it’ll be good!

After going through that moveset, I’m not in the mood for something overly detailed. Besides, all the detail is probably just to say the EXACT properties of every goddamn move, like that Will and Freedan crap.

Christ, don’t bring back the memories. . .

So how about Slowbro? It’s either that or the Lionheart original character, and Slowbro doesn’t have five paragraphs of crappy backstory nobody cares about at the start.

. . .Right. Slowbro it is then. It’ll undoubtedly have control reversing seeing it’s a random MarthTrinity set and he has an easy excuse to do so seeing it’s a set for a Psychic Pokemon, but it’s better than the alternative. . .
 

Katapultar

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

WHOA! Sexton Hale is one manly dude. I bet when people think of me they think of Sexton.

I knew you'd say something about Saxton Hale knowing you're the only person from Australia in MYM, along with kaizer from MYM7 and that guy who did a moveset for Professor Oak in MYM3.

Hey Davy, do you think of Saxton when you think of me?

Hell no, when I think of you I think of the avatar for that character I don't even know about who's probably from one of those weird Japanese cartoons that tries to sway people away from good old American cartoons.

Would it help if I made Sexton my avatar? Would you think of me as Sexton?

Lemme think for a second...............................................nope.

Stop trolling the thread guys, Warlord's going to post his next DBZ moveset on page 36. If you to comment on something for this week's mini (which Ju-boy will totally win) give MT's Slowbro set some manly love.

Nah, those veteran movesets get one-billion times more attention than newcomer movesets. I want to comment on Sexton.

Then do it. :bee:

Nah, those veteran movesets get one-billion times more attention than newcomer movesets. I want to comment on Sexton.

Then do it. :bee:

Nah, those veteran movesets get one-billion times more attention than newcomer movesets. I want to comment on Sexton.

Then do it. :bee:

Nah, those veteran movesets get one-billion times more attention than newcomer movesets. I want to comment on Sexton.

Then do it. :bee:

Nah, those veteran movesets get one-billion times more attention than newcomer movesets. I want to comment on Sexton.

Then do it. :bee:

Nah, those veteran movesets get one-billion times more attention than newcomer movesets. I want to comment on Sexton.

Then do it. :bee:

Nah, those veteran movesets get one-billion times more attention than newcomer movesets. I want to comment on Sexton.

Then do it. :bee:

Nah, those veteran movesets get one-billion times more attention than newcomer movesets. I want to comment on Sexton.

Then do it. :bee:

Nah, those veteran movesets get one-billion times more attention than newcomer movesets. I want to comment on Sexton.

Then do it. :bee:

Ok, I will. Starting off, I know that Sexton is a man who owns a entreprenaur, but aside from that I have never heard about him, which is weird since he should be well-known and the talk of the town over here in Australia. Why the **** have I never heard of Sexton before!?

Well you've heard of him now. Why don't you just tell me how well I went with the Specials?

That Neutral Down Specials looks crappy and unmanly. You mention that it has PITIFUL end lag, and that it frightens enemies by slowing them down and preventing them from attacking for 5 seconds, but it doesn't stun them at all and allows Sexton to still be attacked...this attack is so bad, it's even worse than Warlock Punch.

Hello? His Down Special is a freakin manly cry, and it stops affected players from attacking, meaning he won't be punished.

But what if the enemy has the Superspicy curry? Sexon will still be able to be attacked even though the enemy can't be attacked....hey, that sounds like an idea I could use for a moveset I will never post in order to counter Sexon since he sounds threatening...also, what the hell's up with that range thing you mention at the end?

That? Just leave it to the real me to respond to that if I ever do.

Well I can't be bothered to say anything about that up special other than taht it's a pretty cool one, with the jumping and all. Except that it sucks. Seriously, see how far 3 Ganons is and compare that to other character's recoveries. Hell, I bet Ganon's recovery is better than this guys!
..,
Ok, for the next move: a Buffalo Steak Sandvich. Despite living in Australia, I've never had one of these. And boy, does Sexon more than anyone look like he makes a lot of use of it. If I had one of those I'd make the vets of MYM trip on their backsides so they can't get back up for a few weeks for less movesets and then I can get into the Top 50 again!

That? Just leave it to the real me to respond to that if I ever do.

Annnnnnnnnnnd, that other move looks boring. So much for the midnight fireworks. Can't you make him pull out a boomerang or something?

...........boomerangs come from America *facepalm*.

Ok, you haven't really dome much aside from just randomly comment on the Specials, which even Clownbot could do. Have you anything to say about the flow of the set, or even if it's in-character?

Who do you think I am, the deformed albino child of Junahu and MasterWarlord?

Well nobody comments on mercurious movesets. I though you'd at least do a decent job with how you sometimes comment on non-vets, but I was massively disappointed that you treated this comment like crap just like you do with all your minis. Come to the chat tonight so I can give you an internet spanking.

But I'm banned from there for like, no reason. Why do you think I haven't showed up for the last 5 weeks or so?

.........let's not even go there.

-_- bye bye....
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
DHALSIM
So how about Slowbro? It’s either that or the Lionheart original character, and Slowbro doesn’t have five paragraphs of crappy backstory nobody cares about at the start.

. . .Right. Slowbro it is then. It’ll undoubtedly have control reversing seeing it’s a random MarthTrinity set and he has an easy excuse to do so seeing it’s a set for a Psychic Pokemon, but it’s better than the alternative. . .
Go **** yourself. That is all.
 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
MW's like that, unfortunately. Anyway, I've got a comment for you.

Aidan:
Well, first off I like the note and song concept, though I feel you spend too many inputs on it when you could have done it in one move. That aside, I feel the focus on versatility means there's no one playstyle, with you instead having to chose between several different song styles that aren't that interesting on their own. However, the set is somewhat salvaged by the occasional flash of brilliance. The jabs accumulating for a deadly explosion is quite neat, and I agree with HR that the up smash is absolutely brilliant. (I might end up using one or both of those ideas in my upcoming Harpuia set.) Anyway, although I wasn't thrilled by the set, I'd like to complement the character and the lore. The background and universe of Aidan was quite interesting to read about, and I'm sure the books would be a good read should you ever write them. I know this is unrelated to the main moveset, but I felt the extra work you put in deserved recognition.
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
The Dutchman was a joint moveset with Warlord. Your point is?
IMO, it was mostly just criticism/corrections. The only major things I can remember you contributing were brief concepts for the Fly/Grab-Game. Still I suppose it's like trying to argue religion to an atheist, so chew.

"Hell no, when I think of you I think of the avatar for that character I don't even know about who's probably from one of those weird Japanese cartoons that tries to sway people away from good old American cartoons."
No, Kat. The first thing I think of when I think of you is Jason Voorhees furiously masturbating to Pennywise.

"But what if the enemy has the Superspicy curry? Sexon will still be able to be attacked even though the enemy can't be attacked....hey, that sounds like an idea I could use for a moveset I will never post in order to counter Sexon since he sounds threatening...also, what the hell's up with that range thing you mention at the end?"
>implying I consider items when I make sets

The range thing was my attempt to convey that the overall range of the Rage attack increases depending on how much damage Saxton has, so it increases the area where the foe would be affected. After you use it, though, it diminishes back to its original form.

"Ok, you haven't really dome much aside from just randomly comment on the Specials, which even Clownbot could do. Have you anything to say about the flow of the set, or even if it's in-character?"
>implying cosplays could be made out to be flowing sets

"Well nobody comments on mercurious movesets. I though you'd at least do a decent job with how you sometimes comment on non-vets, but I was massively disappointed that you treated this comment like crap just like you do with all your minis. Come to the chat tonight so I can give you an internet spanking."
The only crap mini you made was Swiper, they're not bad, just kind of random.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
SLOWPOKE

Right, so, we got through the entirety of Slowbro, and there wasn’t a single control reversing move to be found. I’m quite impressed.

Oh please. With how much crap people give him for that random cliché that was never that big of a trope in his sets to begin with, he’d off himself before he’d do something so stupid.

Oh, you guys talking about Slowbro?

Indubitably. . .Did you actually read that movesest, or something?

Well yeah, it’s a Pokeset and it’s an MT set, what’s not to like?

I’d of thought the fact it’s a first gen Pokemon would’ve scared you off, considering you weren’t even around for the original games, you spoiled little-

Oh shut up. I don’t have any random biases I take into which movesets I choose to read, unlike –some- people. But yeah, I played Fire Red, and most of the Pokemon in it are crap. Seel? Jynx? Lickitung? Magneton? Dugtrio?

Luvdisc, Magmortar, Plusle and Minun, Probopass, Lickilicky, Glaceon, Gallade, the gears, the genies, Garbodor, the ice cream, Throh and Sawk-

If you hate every single Pokemon why do you even play those stupid games? Aren’t you too old for that crap anyway?

I’ll have you know competitive Pokemon is a very serious sport that takes far more strategy than any petty fighting games that are mindless endeavors in comboing. . .

Can we just talk about the goddamn Slowbro moveset? It was one of the better sets posted so far if you ask me. Got a really nice concept that’s great for the character and is to the point. My favorite part is with how he can use his knockback against his enemies with the utilt and nair, so he doesn’t even have to avoid knockback. He takes advantage of it, heh heh!

Yes, it’s a nice concept and all, but he seems disgustingly overpowered, and like you went on about on Teferi, it’s not just simple number tweaking. He almost never has to take knockback, and when he does it’s advantageous to him. Much less with that dtilt making it a complete gamble for the enemy to punish Slowbro. . .

Eh, sure, he’s hard to finish off, but if you haven’t noticed, Slowbro is kinda, y’know, really slow.

Is he now? That’s why he makes the enemy even slower than he is and speeds up significantly by abandoning the Shellder on his tail. Speaking of the slowing down the enemy, isn’t that exactly what you disliked about Teferi, Ludwig? A separate chain of interactions not linked to the main one?

I suppose slowing the foe down isn’t directly linked in to everything, but it’s far more relevant to Slowbro’s game than Teferi’s if you ask me. Aside from just generally making the foe easier to deal with, it enables Slowbro to stall much better for when the next knockback is going to arrive.

I suppose, but I should think that you at least don’t like the more direct filler in the moveset. . .

It’s still there, but this moveset is a lot better with it then almost all of MarthTrinity’s other recent endeavors. The only thing that’s a bit awkward is the lack of throws, and that grab blatantly doesn’t need any throws.

Oh come on! You call that a grab? That input should’ve just been put on a Special so he could’ve had a real grab-game!

And what Special would you propose he remove, then? They’re all very fitting for their inputs and would be awkward on pretty much any other. . .

I don’t know! Just make it a Smash or something!

Honestly I doubt MarthTrintiy would’ve known what do with the throws anyway, and I prefer no throws to filler throws. It just leaves a foul taste in one’s mouth. In any case, if he did indeed move it to a smash you’d have idiots like Junahu going on even more than they already are about forced creativity.

Forced creativity? Where? It all seemed to be pretty tame to me once the main mechanic was introduced. It was just simplistic manipulating of it like you’d expect.

I didn’t say –I- believed there was forced creativity, now did I? There are others who are willing to condemn it to the depths of hell –just- for that ftilt, though, which granted is kind of fillerish anyway, but it’s just one move, Christ.

There’s more than just the ftilt. The grab really feels like a stretch for me at all in the first place seeing having a Pokemon devolve seems out of character in and of itself, much less when he already has Yawn anyway for slowing foes down and the damage racking game as Slowpoke is overly generic. The Down Smash feels fillerish when the Up Tilt and Neutral Aerial accomplish the same thing it does what it does without some forced magic syndrome effect, and the Up Smash feels even less relevant than the Forward Tilt. He even has to go out of his way to specifically mention it in the playstyle summary, for the love of god!

I’ll give you Down Smash, but Up Smash feels like it has relevance considering there’s no way he’s going to get all that much knockback stacked on the foe otherwise.

You do realize he could’ve just started the foe out with the delayed knockback effect when he uses Mind Share on them, right?

That. . .Is a good point.

Either way, Kamek, no moves are outright irrelevant to his goal and there’s just a couple that have redundancy with other moves. It’s not that bad, right?

Perhaps for some. . .I should’ve thought Ludwig at least would’ve disliked the overly generic damage racking as a Slowpoke. . .

Most of those generic Slowpoke inputs for damage racking flow fine when he’s Slowbro, so I don’t really consider them filler.

Well, erm, don’t you think he could’ve come up with a more interesting way to damage rack than with the generic game as a Slowpoke? He probably should’ve emphasized using the Up Tilt and Neutral Air more for that in combination with his knockback. It would’ve flowed far better!

Maybe it would’ve, Kamek, but then he’d really just be playing the same way the whole game to damage rack –and- kill and be even more predictable than he already is. He’d be underpowered as hell in that case.

As opposed to how overpowered he is currently? It’s a lose-lose situation, I tell you!

I don’t really think he swings either way. Honestly one thing that bothered me specifically was that the dtilt was just one of those generic mindgame moves and how incredibly important high the stakes can get for guessing right or wrong, though. It makes games with him a little too luck based.

Errrr, yes, yes! That is an excellent point, my king!

. . .Why do you want to take this moveset down so badly again?

It’s a MarthTrintiy set that’s actually decent, Ludwig. If it’s not antagonized in some fashion, it’s a lock for the top fifteen.

That would imply there are fifteen other movesets you actually like enough to want to be there instead of Slowbro in this god-awful contest. . .

Yes, yes, the moveset quality is still kinda bad in comparison to other MYMs this contest and Kibble failed to save us due to listening to random Rock Music twenty four hours a day. Are you really surprised? MYM is going to die soon.

It will if you don’t get off your lazy behinds and post some movesets of your own, sire!

That so? And when was the last time you posted a moveset, eh, Kamek?

Well, uuuhhhh. . .

Yeah, that’s what I thought. We’re having to rely on the new generation of moveset makers to have enough movesets, and that naturally means our quality is rapidly declining when some of the people in the new generation aren’t exactly the brightest people around. . .

You guys say something to me? I’m busy setting up my PTA game!

We’ve had plenty of movesets in the recent rush from almost veterans exclusively. The guy who made the Iron Giant moveset is obviously an alt of somebody anyway, considering how his name is such a blatant Spadefox parody and he only has two posts, both in the thread. I’d say the veterans are doing their jobs fine.

Guh. . .So you got any thoughts on Slowbro, Larry?

I have thoughts, but I’m not gonna bother telling you them considering you lot don’t give a damn about my opinion.

Gee, I wonder why that could be. . .Your previous movesets were such incredible success stories.

. . .And this is why I don’t participate in movesetting anymore and just stay in the chat. Only good thing about MYM.

Alright, so, seeing we’ve commented Slowbro and all, that means the Lionheart original character is next.

Indeed. . .That guy really should’ve seen it coming that people didn’t want to read his overly detailed moveset first. Instead, he’s surprised.

Either way, it’s a good sign, it means people are finally starting to take the three of us completely seriously in MYM. Far more seriously than I’d expect, considering our movesetting track records. . .
 

BlackFox

Smash Rookie
Joined
Jun 16, 2011
Messages
21
Location
Wherever you don't
We’ve had plenty of movesets in the recent rush from almost veterans exclusively. The guy who made the Iron Giant moveset is obviously an alt of somebody anyway, considering how his name is such a blatant Spadefox parody and he only has two posts, both in the thread. I’d say the veterans are doing their jobs fine.
Heheheh...I hope this is just some kind of joke. I'll admit, I did make an account in the past, but that was like at least 3-4 years ago and I didn't even post on this thread. I forgot what the name or password even was so I just made a new one. Also, I have been posting in other threads, but I tried focusing here because this is the main reason I joined. As for the name, I just came up with it one day at school.

I feel stupid defending myself over the internet, but I don't want to be labeled negatively and incorrectly, unless it's actually quite humorous.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
BUBBLEGUM
Read Scott Pilgrim's comment.

WAKKA
Projectile tennis...one can't help but think of what Ganondorf should have had for two games now, as you mention. Rather than having this become tacked onto the set, however, Wakka can actually use the likes of Dark Buster and his elemental effects to force the opponent into the match, which is where I derive the majority of my interest from the set. As the set moves along, the moves start to devolve into fairly standard attacks that simply exist to knock the ball in their respective direction. Yeah, they have their use, but they pale somewhat in comparison to the awesome Specials. Wakka's traps, on the other hand, are more than welcome in the set, due to Wakka's intention not being to hit opponents into the trap with his balls, as is most common for trap characters, but rather vice versa. Great to see you still have your skills retained, Silver...another 'Wakka' before the end of the contest would certainly be welcome.

AIDAN
It's clear you've put some actual thought into this, after reading your admittedly lengthy backstory and the wall of potential songs. However arguably insignificant it may be toward the set, it shows your dedication toward your OC, which is pretty much required for one to work out IMO (first MW, now you have pulled it off successfully). The adaptive (read: versatile) playstyle doesn't really bring anything new to the table other than being absolutely insanely 'adaptive', what with how many options he has. Shining, Burning Aidan is easily his most intriguing option, what with his versatility being used to wreak havoc on enemy defense (and therefore, the majority of traps and minions), and I think you subconsciously acknowledge this in the playstyle by having its section be a good deal longer than the others. You've probably been alerted to this already, but having to scroll up and down to remind myself of each song's effects becomes quite tedious, and led to me having to open two windows with the set to click back and forth while reading. It's nothing -awful-, though, and Aidan is certainly a great gateway alongside Barbovor to reintroducing OCs back into MYM (not to mention a fair set on its own).

LoL set and Iron Giant coming after I get some work done. Chinese MYM Spongebob won't let me go.
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
Indeed, I'm actually commenting now (totally not because of the mini, I was going to after posting Wakka anyway (wary)). First off is The Iron Giant by Blackfox. Now you do seem to have a pretty good grasp of playstyle: the Giant's playstyle is relatively simplistic, but it is certainly there. A defensive character who forces foes to approach through his ranged attacks, only to knock them back and start the process again. This also makes his damage-based projectile relevant, making his camping better over time. Then his rocket boost combined with his aerials make it possible for him to attack while retreating.

That being said, many of his moves are very generic: though most of the aerials and neutral combo/tilts can be forgiven due to the having an actual function. My biggest concerns about the set though are balance-related. Like Hyper_Ridley mentioned, the lag numbers for some of the attacks are very off. Many of his ranged moves have too much lag to be of any use and should be edited. Of course he is the Iron Giant, so his moves should realistically have a bit of lag. The down special on the other hand, sticks out as overpowered to me. With the huge amount of damage it will take to KO the Giant, 1% damage per second is nothing. He has no reason to ever switch off the electricity since he'll knock foes backwards with no effort at all and upgrade the neutral special in the process. It should either be laggier or have a time limit of how long he can keep it on, or maybe both.

Last I have some rather specific advice for future sets, assuming you stick around (I hope you will too :) ). Try not to use Stage Builder Blocks for measurement, as they come in different sizes. Use battlefield platforms or Ganondorf lengths or something, something that can't be misinterpreted. Also, you don't always have to mention lag for every move if there's nothing particularly notable about it. Very strong moves or anything with noticably high lag are they only times you REALLY need to mention it.

The Iron Giant is a respectable first moveset from you Blackfox, and I'm not just saying that to be nice. It is rough around the edges for sure, but those finer points will come to you with experience. Nice job man :D

forgot to mention this: don't ever use Darkslategray for your main text again, it's hard to read. Don't ever use red or a bright color either for that matter.

Oh hey actual MT set. Ironically enough its for Slowbro too :3. The whole concept of Slowbro taking delayed knockback is extremely fitting, and even more epic when the player can use it to his advantage while the dopey pokemon hardly exerts itself to fight. The whole set is really about mindgaming the foe, using both their own knockback and with neutral special to attack unpredictably and make them afraid to grab with down tilt. Not to mention its hilarious to use that knockback to turn Slowbro into a flying missile of death.

I like that you're just better off slamming shellder onto the foe's head/using disable and damage racking as the not-as-slowpoke, Bro is far too slooooooooooooooooow to keep approaching. And the only real nitpick I have is that the bair sucks. No really, it seemed rather irrelevant to the rest of the moveset. Besides that this set was really an awesome one! Also (TIPSY).

More comments on the way....
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
ORIGINAL CHARACTER DO NOT STEAL

Well. . .That wasn’t nearly as awkward of a ride to read as I thought it’d be, considering he just kept the backstory to the bare essentials, the moves had minimal detail and most of it could just be glossed over since it’s the same buffs to every move and all.

Oh? You thought it was an easy read, father? I assume that means you didn’t particularly care about how things actually went into his play, seeing how Lionheart regularly goes on about specific songs, forcing you to scroll up if you want to capture everything in the big picture.

You’d think that, Ludwig, but I knew it was pointless – after I read all of the main songs and re-read their effects time and time again on each individual move, I knew their general effects, along with how bland and unspecific they were, I knew they couldn’t contribute to any concrete playstyle. As soon as I saw the effects I suspected a token “versatility” playstyle, and the playstyle summary didn’t disappoint.

I’d have to agree with you in the end on that – there wasn’t exactly a whole lot of point, as when you –did- finally go through all the trouble what he did say flowed pretty much required you to take his word for it, considering how little actual flow there was.

I suppose you could say the moveset flows unintentionally to an extent into a more defensive style, but that defensive style is just simplistic fire trail traps, a couple ranged moves, and running away and abusing healing.

Emphasis on the fact it’s unintentional, father. Are we making the moveset or is he? I don’t want to find excuses in order to praise a moveset I put more thought into than the creator. Even then that’s not all that interesting – it’s just a generic camper. MYM clearly needs more of those, yes?

Well then, that’s just a difference between us, son, seein’ I personally just ignore the writing style and judge the flow based off how it’d perform in-game. I’m capable of thinking for myself. Of course, it’s bad if people don’t wanna show what makes their moveset good and take it to extremes, but this just seems to be a case of the obvious primary style not being emphasized anyway.

Well either way, father, you really going to fall in love with a camper? If you are going to label that as the primary playstyle, the amount of filler is off the charts. . .

Oh hell no! Don’t get me wrong. The camping is still bland as all hell and nothing we haven’t seen before, and you didn’t even let me get to my favorite part, heh heh. . .The only reason the camping is more viable than the rest of the moveset is because the melee attacks are so pitifully weak! Just look at those freaking damage percentages, for crap’s sake! Three goddamn percent on average for most moves? You kidding me?

Erhem. . .Father, Aidan doesn’t need all that much damage when his kill moves kill so early, and he can specifically buff the damage and knockback of his moves even further if he wants to actually use that style, while his camping moves will be become weaker in turn.

Oh for the love of. . .Kootie Pie! Don’t tell me you –like- this crappy set. Even with the damage percentages buffed, they only reach a whole six percent on average, seven if you’re lucky. Also, those kill percentages might seem low, but remember what he said when he introduced the very first kill percentage? That’s when it kills –lightweights-. All MYM characters are now heavyweights thanks to Warlord, and those that aren’t have godly recoveries to make up for it.

What’s that you say? Number crunching that could be edited into the moveset in five whole minutes? Such a huge flaw. Even ignoring that, he can buff his knockback further by implanting notes into the foe’s body with his jab, neutral air, and pummel. He’s also not as good at camping as you make him out to be, considering the fact that he cannot heal at the same time as he lays traps and camps, due to those all relying exclusively on his notes and songs.

Considering that the best way to beat him is pressure according to Lionheart, that pretty easily qualifies him as a camper in my book, much less when he needs set-up with the songs to do pretty much anything. He’s not exactly competent at pressuring when he needs set-up to do pretty much anything whatsoever. . .More importantly, if you are indeed arguing in favor of his offensive style, I like the moveset even less now, considering that reduces the set to run of the mill generic versatility. The set completely and utterly fails at that.

Yes, father, I know you like your movesets to play the exact same way every match and be unable to adapt, so that in the majority of their match-ups core elements of their playstyle just get invalidated and they get curbstomped. Even the likes of Melee and Brawl are more balanced than MYM Smash, where you’ll be troubled to find a single balanced match-up to play.

Oh please. . .You’re goddamn hopeless.

Well, dad, that’s kinda what happens when you just put off spending any time with her cause she was a girl and just make up for it by splurging your cash on gifts for her.

. . .Ludwig. . .

Erm, yes?

Did I ask for parenting advice?

Eheh heh. . .

Soooooooooooooooooooooooo then. . .Wendy, what did you actually like about the moveset?

…………..I thought the moveset had a very readable presentation, with the color coded effects on the songs for each move helping a lot. The quotes for the headers also helped to give it some good characterization, and he left plenty open for the reader’s imagination rather than shoving his thoughts down your throat the whole moveset.

. . .That’s. . .Some pretty pathetic reasoning, even for you, Wendy. Look at all the pretty colors! I know you love that stuff, though, so I’ll try to convince you on something else. . .The character really didn’t show at all in the moveset for me, which was really, really awkward when Lionheart kept going on and on about how this was the best original character ever made and how his “creative process” had come such a long way.

Do you really want him to put even more backstory at the start of the moveset, Ludwig? He told us the essentials, and that’s all we really needed to know.

It just seems rather pointless to make a moveset for an original character and not introduce some actual aspects of the character that you intend to implement in the moveset, if you ask me. It’s not like he couldn’t of just used some collapse tags to give the illusion of making the moveset shorter. . .Which he also really should’ve used on the extras and “comments” at the end.

Did you actually read those ending comments, Ludwig? Lionheart has been creating this character for over a year, and it’s not just made for this stupid movesetting competition with all sorts of wacky abilities like Barbovor. He already puts in enough of his characterization with the songs and the dsmash regeneration, which he specifically mentions at the start. Besides, you do know if he put in any more backstory, even in collapse tags, the two of you would just whine about it even more than you already do.

So let’s go check the rankings. . .Awww! Only four stars on the Warlord scale. I was hoping it’d become a new punching bag for him.

Father, he commented the set just now. It seems it has become one none the less. . .

Well guys, good job. Lionheart decides to put some actual time and effort into a moveset instead of rushing one out, and you intend to chase him out of MYM for it.

Please. He’s taken harsh commentary before. Remember how back in the day bashing him provoked him to create Arthas and Gwen in MYM 5? This is probably the exact kind of wake-up call Lionheart needs.

That would imply that Lionheart is still pumping out sets on a regular basis, father, when we’re getting a single one out of him at best each contest. He got the top ten placing he sought with the Black Knight, he doesn’t really care enough to improve to your ridiculous “standards”.

Look. If he just posts to give us the finger again or doesn't post at all, then it makes him look like an idiot who isn’t willing to acknowledge criticism. His only other option is to get overly defensive and try to counter all of our points, which may actually provoke him to truly get into MYM again. If he’s really pathetic enough to RE-quit making movesets over this, then it’s not a terrible loss if he just stayed at his current movesetting level with one rushed set per contest due to nobody having the balls to call him out on this crap.
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
Thank you for the comments everyone... well except my old friend who apparently wishes to see me personally insulted and chased out of Make Your Move for no apparent reason. Because he apparently can't tell the difference between criticism and targeted insults at the movesetter as a person, I guess I'll just have to live with that. I completely agree with most of the commentary, including any criticisms aimed at the SET, but the insults towards me were simply uncalled for, particularly the last paragraph at the end of his commentary. I realize that it wasn't perfect. Truth be told, I had the most difficult time both organizing that thing, making it remotely readable, and remaking the moves countless times. You thought it was campy now? You should have seen its older versions!

For the record, this is Make YOUR Move, not Make HIS Move, so I'm going to Make MY Move as I see fit. If that involves leaving, then fine. Improving? Why not. Staying the same? If that's what floats my boat. And that's what this contest is all about. I play by noone's rules, especially not someone with the maturity of a gradeschool student. Seriously, it wasn't pathetic at all to personally target me, nor does it surprise me at all, given our history, friend.


So let's check the ratings on the last straws scale. Wow, this is only a 4 star low MW has taken in our friendship! And here I thought this would be the new highlight! Nah, that hatemail accidentally sent to me when we first met and getting me booted from leadership still take the trophy.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
So Chris, if people don't absolutely love your set you think it's a personal insult towards you? I made one complaint, that the backstory was too long, and you flipped a table in the chat. If you can't take criticism, then don't swim with the fishes. It's simple as that. You're acting like Spadefox all over again.
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
So Chris, if people don't absolutely love your set you think it's a personal insult towards you? I made one complaint, that the backstory was too long, and you flipped a table in the chat. If you can't take criticism, then don't swim with the fishes. It's simple as that. You're acting like Spadefox all over again.
Let me ask you this... did you READ his commentary? I don't even care that he didn't like my set, but he made a number of uncalled for shots towards me as a person.


Eh, but what do I care about what you have to say? All you've done is troll me from day one.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Time for a brief announcement:

The end date for MYMX has been extended to August 31st.

Our overall lack of motivation/excuses has led to a fairly low number of sets thus far in comparison to previous contests, therefore the leadership has determined the original end date (in 21 days) is too close for comfort. You now have plenty of time to work on sets and get them up, so...do both. Let's try and beat last contest's 107 sets!

And yeah, guys, keep the bickering to the chat, if you please. Both sides have valid points, but it's reaching the point where unnecessary mod intervention might occur, and we don't want another MYM4...
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
1908-0105-4965
Hello boys and girls! It's comment time with...

Ah, so I see that we've had a Pokemon sighting here in MYM. Of course, you all should have called me for my insight earlier! I AM the Pokemon Professor, after all! Let's see what we've got here...ah yes! The young trainer who has logged this Pokemon is MarthTrinity! Good, good! But before we begin, MarthTrinity, I have something very important to ask you...
Are you a Boy? Or a Girl?

Anyway, the Pokemon you researched is...Slowbro! How wonderful! I'll be going through and giving my thoughts on each of these sections you labeled, then giving final thoughts in red.

The information that you give us on his knockback (whatever that is) is very unique and quite interesting indeed. I knew he was slow, but not THAT slow! Hahah! Anyway, yes, this...um..."grab" as you call it, seems very un-pokemon like. I have NEVER, in all my years of research, EVER seen a Pokemon devolve on it's own will. That being said, it DOES make sense that Slowbro would be able to do this. It's one single Shellder, after all! The way this slows down any opposing force is also very interesting, a good trainer could have a lot of fun toying with this, and the more advanced ones could probably use this in all sorts of fun ways!

Moving on to these "Specials" (by the way, although I would have liked a more formal report, this is organized very nicely and is very well-written), this "Down Special" is interesting. Slowbrow can just forget all about that knockback he takes, which, if I'm assuming what knockback is correctly, would make him very difficult to, say, knock off of a platform, or use combinations of attacks against. Of course, because it's so slow to use this attack, I'm sure any foe that it fights would not have too much trouble getting to him. Mind Share is very cool, too. I can just imagine the look on a trainers face as they're about to win a match and suddenly BAM! They're Pokemon gets sent flying! Slowbro obviously doesn't get too much range with this move, making me think it would be a bit hard to hit with, but if it's used right it could be deadly. Slowbro could defend easily against any attacker who likes to play too close to him! This Neutral Special is quite nice, too, as it allows Slowbro directly attack, without even attacking! Of course, I imagine Slowbrow would have to go off and put up a bit of a fight before being able to use this. His "recovery" as you call it, Psychic, also leads me to believe that Slowbro would want to be as offensive as possible, given his slow movement.

From what I've gathered from your data so far, Slowbro is a Pokemon who uses his own...Slowness to his advantage. He can certainy take a beating, and then use said beating to turn the fight around. Of course, this isn't all that he can use, but I'm guessing his other attacks will somehow be able to not only utilize knockback further, but give him a fighting chance after he's gained an advantage. Let's move onto the "Smash Attack" section!

This "Up Smash" is pretty good, as I can only imagine that he'll be able to use not only his own delayed knockback to share with the opponent, but also his own amnesia after he's sent them away. And with "Yawn", Slowbro makes opponents sleep! This has always been an annoyance for trainers, and it's sure to pay off in a battle, as, I think I'm beginning to catch onto Slowbro's game now, this allows him to use his rather, well, SLOW attacks more effectively, since opponents are defenseless! PsyShock seems like it would be a pretty big gamble to use properly, as Slowbro, in it's own stupidity, could very well miscalculate this attack. That, and the payback is a bit underwhelming, considering Slowbro has a much better option in Mind Share to deal knockback.

I can gather this much thus far: Slowbro is good at what he does. Very good, as long as he's handled even slighlty competently. In the hands of a decent trainer, he could be very difficult to take down, especially since you seem to think knocking people off platforms is how you win a battle. :) Onto...Standard Attacks!

This first one...it's pretty cool, I suppose. He just kind of stands there and waits for people to come up and attack. This takes advantage of his slow speed by having him be able to wait for the opponent to come to him, but...well, who would? Most people will know something is up when there's just a Pokemon waiting to be attacked! Pokemon are smarter than that! Shell Drill seems a bit useless unless it's timed perfectly. Plus, it's going to be really easy to avoid for anyone competent. I'm not sure when he'll be able to use this, so I'll just move on. Tail Shield is absurdly powerful if opponents fall for it. And considering they'll try to grab Slowbro to make him remember his knockback. It's a win-win, unless he's Slowpoke, which, as far as I can tell so far, is only really useful in making opponents want to grab him more, which doesn't mater because he doesn't have his Shellder to deal damage here anyway. Disable is completely devistating. Slowbro, against those who have to attack directly, will be able to use this pretty often. The most obvious use for this is to take away any move that helps opponents get back up on those platforms, but there are probably many other uses as well, depending on the opponent.

I can see many uses for Tail Shield and Disable, both can be used in quite a few situations and can be used well. The other two just seem to be extra options, not very useful in conjunction with his other attacks.

Onto these "Aerials" (I was un-aware Slowbro could even get up there), it seems like Slowspin can be a bit unpredictable, and therefore not a great option per se, but not completely useless. He could very well use this to block against opponents below him. Shell Momentum is a great attack in Slowbro's arsenal, which consists of many of these attacks where timing is absolutely everything. I feel like the outcome is well woth the risk of a miscalculation, as this makes this rather...unaerial Pokemon relevent mid-air. Most interesting. Zen Headbutt is really the only move in his arsenal that makes turning into Slowpoke useful. It seems that there would be more moves to capitalize on this shocking revelation in Pokemon evolution, but then again, Slowbro is, well, slower than most. Nod Off is rather...um...random when put into context with other moves, which can almost all relevent when a trainer figures out a correct way to use this Pokemon in battle. I'm not much of a fan or useless moves, being a former Trainer myself, but I suppose one might enter a situation where this is needed in a pinch. Rest is quite a nice way to end off this research project, and definitly a good find on your part, MarthTrinity. I quite like that Slowbro can simply fall asleep in battle to forget his knockback even longer, plus be defensive at the same time. Trainers can probably find this a huge advantage and use it well in a battle.

Overall, this was my least favorite part of this project. It seems Slowbro just isn't ment for aerial battle, eh?

Well, here we are, and it's time for me to give my final thoughts and feelings toward this project. I quite liked it, to be honest. Your take on this very interesting and underused Pokemon really make me want to learn more about it and get one for myself. I like all the ways he can be used in battles, and the way you presented all of his attacks. It's certainly one of my favorite Pokemon projects, one that I would readilly vote for if it was entered into any competion online. So, overal, I give this project:


A

Oak out.​
 

Kris121

Smash Journeyman
Joined
Nov 26, 2008
Messages
263
Location
THE INTERWEB
Ya'll should check out the facebook group. lotsa stuff's happning. also looks like i want to get back into this. I'll make something by this time next week.
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
3 Hour, 3/10 Camper Set to test how fast I can make a set. Vote for Dutchman instead.

ROBO PATRICK


Robo Patrick is the second boss fought in the extremely underrated video game, Spongebob Squarepants: Battle for Bikini Bottom. He is fought in the Industrial Park, and is seen constantly wielding an ice cream cone made out of frozen toxic goo. Robo Patrick attempts to attack Spongebob and Sandy by freezing them and pushing them into the goo, but his attempts failed and he was destroyed by their combined efforts. Here's a link to Robo Patrick's boss fight, I recommend you watch it to help you understand the character better.

STATISTICS

Height: 11
Weight: 10
Traction: 7
Recovery: 4
Aerial Movement: 4
Movement: 4
Falling Speed: 3
Jumps: 3
Crawl: Yes.
Quirks: Robo Patrick can use all of his grounded moves in mid-air. What is the cost here? He's essentially another Count: he doesn't have aerials.


SPECIALS

Side Special: Conveyor Belt

Widening his stomach a bit, Robo Patrick's stomach opens to reveal a secret compartment! This motion takes about .30 seconds before it transitions into the next phase. Something emerges from Robo Patrick's stomach...a conveyor belt? That's right, a conveyor belt the size of Ganondorf slowly starts extending from Robo Patrick's stomach, moving forward at the speed of Ganon's run and hovering a Kirby above the ground. Robo Patrick can extend this as far as he want, and gains complete superarmor from the front as he is extending it, being able to be hit only from the back. Once he is hit or he stops holding the input, Robo Patrick lets out a growl and closes the compartment, dropping the conveyor belt to a ground with a thud. While it is unlikely that you'll actually hit someone with this, it deals 15% damage and high upwards knockback if you do, to avoid glitchiness. The Conveyor Belt acts like the ones seen in Stage Builder, moving foes on it away from Robo Patrick at the speed of Ganon's run. However, by pressing A as the conveyor belt is extending, it will turn around with no difference in appearance, meaning that when they'll start moving towards Robo Patrick. Robo Patrick can have two of these out a time, and when they leave the screen, they're destroyed. Robo Patrick can push these with his dash attack.

Down Special: Toxic Goo

Robo Patrick turns to the camera, raising his arms and looking up at the sky. All of a sudden, he crashes his arms down! As he does so, a large wave of glowing green goo erupts from behind him, spreading an area the size of Battlefield all around him. The lag here is equivalent to that of the Falcon Punching, meaning Robo Patrick will want to be careful about where he uses it. The goo acts realisticly, meaning that it will travel off the stage at Sonic's dash speed, with a small push as it goes. You're going to want the goo between walls to make good use of it, so place it between your conveyor belts. Between conveyor belts, the goo is fairly stagnant and is rather tall, staying up at a height equivalent to Bowser, meaning it is quite big. If the goo makes contact with the edge of the stage, it will fall off the stage. If the goo comes in contact with a wall, it will stop in its tracks. Landing in the goo can be rather messy for the foe, as it deals quite a bit of knockback, 10% with extremely high knockback, meaning the foe is best off avoiding this. Robo Patrick is, of course, immune to the effects of his goo. There is no limit to how much goo Robo Patrick may place, but he cannot overlap his other goo. As a side note, Robo Patrick's crouch is not very good, but it's good enough that he'll be successfully obscured by his goo...

Up Special: Starfish Spin

On the ground, Robo Patrick turns around and starts winding himself up with a glare on his face. This winding up process takes .20 seconds, after which, Robo Patrick breaks out into a spin! Robo Patrick spins about like a top for 4 seconds, during which he is controllable and moves about at Meta Knight's dashing speed. He is able to be attacked if the foe can get past those hitboxes on his arms, so attacking from above would be a good idea. If the foe comes into contact with his arms, Robo Patrick grabs them with the arm they walked into, holding the other arm out for another foe to walk into. He continues to spin after this, dealing 5% damage to the foe. While they are grabbed, the foe has constant knockback immunity (but can still take damage from anything they come in contact with). The foe can escape from this at normal grab difficulty, but there's little point, as if you're grabbed, he'll likely be holding you while in the goo. Robo Patrick stops spinning after these 4 seconds, letting the foe go as he does so. Once he lets the foe go, Robo Patrick enters his dizzy stance as though his shield were broken! Make sure to be cautious, unless you're using this in your goo.

In the air, Robo Patrick's spin propels him upwards, moving him up at a rate of one Mario per second. His arms do not have the grabbing hitboxes, dealing 4% damage per second in a hitbox similar to the Mario Tornado. He cannot grab ledges during this and still enters the dizzy stance afterwards, meaning he'll likely fall to his doom...

Neutral Special: Cool Party

Robo Patrick leans forward slightly, moving downwards to about Ganon's height. After this, he blows a stream of white, cold air from his mouth! The stream extends 2 Bowsers forward from his mouth, and is about as tall as Bowser. Robo Patrick can hold the stream out for as long as he wants, and can angle it upwards or downwards as he sees fit. Once he lets go of the input, the stream releases itself from Robo Patrick and moves forward at Bowser's dashing speed, moving the distance of Final Destination. If foes come into contact with the stream, they are immediately frozen into a block of ice! While frozen, characters cannot move or do anything for 1-5 seconds, depending on how high their damage percentage is. They can be broken out of their icy state by any attack from a foe. Naturally, your main use of this is to send them over the edge on your conveyor belts...

GRAB GAME

Grab: Inhale

Robo Patrick hunches over to Ganon's height, giving this the same startup animation as your Neutral Special, increasing the potential for mindgames. Once he hunches over, he opens his mouth wide, letting out a cyclone of wind! The stream extends 2 Bowsers forward from his mouth, and is about as tall as Bowser. Robo Patrick can hold the stream out for as long as he wants, and can angle it, giving this properties almost identical to the neutral special. Foes who are unfortunate enough to get within range of this wind will be dragged towards Robo Patrick at Captain Falcon's dash speed, once they get close to Patrick's mouth, they will be sucked inside of his mouth. Thanks to their current state, this grab is 1.5x as difficult to escape from then a normal grab.

If inside your goo, Robo Patrick will want to stay by the edge of the goo, up against your conveyor belts since that is where you'll likely want them. If Robo Patrick uses the inhale against his goo, he will start sucking it up! Robo Patrick will inhale one Bowser off the goo per half second, with the goo functioning semi-realistically, losing height and such. Once Robo Patrick stops inhaling, he'll have the goo inside his stomach! Robo Patrick can cancel the grab at this point by pressing any button besides A, which sends him to his pummel. Once he's cancelled out, Robo Patrick moves about with the goo in his stomach and can attack and move as normal, but his speed is reduced depending on how much goo is inside him, one stat for every Bowser.

Pummel: Chew

With a (HMM) look on his face, Robo Patrick chews on the foe for his pummel! Each chew does 5% damage to the foe, and is somewhat spammable. What is notable here, however, is that if you use this pummel while goo is inside your mouth, Robo Patrick will completely swallow the goo. You'll never see it again. Ever. So just deal with it. On that note, Robo Patrick has no throws, but what's the point when they're inevitably going to end up getting being let out inside of your goo?

STANDARDS

Jab: Frustrated Slam

Robo Patrick cups both of his hands and places them together before slamming downward! The lag-based of this jab are identical to Ganon's jab, sharing the same starting and ending lag, as well as the duration this move is out for. In the move itself, Robo Patrick's hands cover about a Kirby's distance in front of himself, dealing 7% damage to anyone within range. Of note is what happens if you use this next to your conveyor belt: Robo Patrick will slam his hands downwards on the conveyor belt, creating a shockwave! The shockwave is represented by a small bump on the conveyor belt, around the size of a pokeball. It moves forward at Captain Falcon's dashing speed, pushing anyone who comes in contact with it along with it, dealing no damage. This shockwave doesn't break foes out of their frozen state, meaning it is rather effective against them...

Forward Tilt: Ice Cream Bash

With a karate chop-like motion, Robo Patrick swings his toxic ice cream in front of himself. The angle of Robo Patrick's arm can be moved during this, like the forward tilts of Bowser and Mario. Anyone hit by the ice cream will be dealt 7% damage. If Robo Patrick uses this against his goo, the goo will stick onto the ice cream, giving a wider hitbox. The next time he swings it, a small, pokeball-sized piece of goo will swing off of the cone, traveling forward at Sonic's speed and going 4 Bowsers before settling onto the ground. Once it splats down, it will create a small stain as wide as Kirby. If this is used on your conveyor belt, it will move with it and stick to the conveyor belt, even when it moves, much like an actual conveyor belt.

Up Tilt: Throwing a Tantrum

Robo Patrick turns towards the screen, and begins angrily jumping up and down! Robo Patrick jumps twice, about a Kirby off the ground each time. Robo Patrick jumps twice, creating a shockwave on both sides of him as he does. Each shockwave is as wide as Kirby, and has no height. Foes who come in contact with these shockwaves take 7% and are knocked upwards. If Robo Patrick is in the goo, he will create ripples in the goo as he moves. Once he jumps twice, the ripples in the goo will become so great that they shove him upwards! Robo Patrick is propelled upwards the distance of Sonic's Up Special, and does not enter helpless afterwards. With this, you can easily boost yourself upwards and get the drop on the foe with your projectiles. In the air, Robo Patrick stalls to jump, and deals 6% damage and a good gimp to anyone underneath him as he jumps. On your conveyor belts, Robo Patrick's weight actually causes him to make a hole through the conveyor belt, somehow allowing him to stay put while the rest of the conveyor belt moves. Don't question logic; this guy hails from the same series where you can make campfires underwater.

Down Tilt: Bad Breath

From his crouched position, Robo Patrick grabs his toxic ice cream cone and turns it onto its side, taking a bite of the cone. Robo Patrick burps almost immediately afterward, creating a stream of brown wind that as he does so. The burp propels Robo Patrick one Bowser backwards and pushing potential attackers back one Bowser. What is notable here, however, is that the bite of the rancid cone gave Robo Patrick bad breath! For the next 6 seconds, during which Robo Patrick won't gain the effect from this move, the winds from your grab and neutral special will both be brown, giving you some excellent opportunities for mindgames.

Dash Attack: PG Humor

As he moves, Robo Patrick disgustingly lets a fart slip from his buttocks, propelling him a Bowser forward! The fart is a a brown, kirby-sized hitbox that emerges from his buttocks, and lingers for 3 seconds. Contact with the fart deals 5% damage and good knockback, while contact with Robo Patrick's stomach deals 10% and great knockback. Using this against your conveyor belt causes Robo Patrick to push it forward one Bowser, giving him a bit of room to set up his goo, or push it closer to the edge. As soon as it is completely off the stage, your conveyor belt will fall downwards, so you can set up another one. You can perform this in the air by double tapping the forward tilt input, so don't worry your head about missing another spacing opportunity.

SMASHES

Forward Smash: Mighty Roar

Robot Patrick hunches forward during the charging of this move, glaring as he does so. After the charge is complete (Full is 3 seconds), he opens his mouth wide and lets out a mighty roar! Foes who within 1 Battlefield Platform of Robo Patrick are intimidated by this and will not be able to approach for 3-6 seconds, depending on the charge time, acting as though an invisible wall is constantly around Robo Patrick. While Robo Patrick has goo in his mouth, however, this moves use changes entirely. Robo Patrick begins to roar, but vomits out the goo instead! When he does so, all the goo is released in a blast that goes from a Kirby away to two Bowsers away, depending on the charge time. The goo will travel this distance, before falling down at Captain Falcon's falling speed. As with other moves of this type, the goo retains its overall damage properties. If the goo makes it onto the conveyer belt, it will stay on it until it reaches the end of it, being of a much higher quantity then your forward tilt goo means it won't stay as long.


Up Smash: Frozen Fury

During his charging time, Robo Patrick decides to goof off and begins licking his ice cream cone, ugh, that lazy bum. While he charges, he can move his head up and down, but the angle of his head makes it almost impossible to aim it forward or backward. Once he releases the charge (Full is 3 seconds), Robo Patrick releases a concentrated beam of frozen energy from his mouth! The beam is as tall and wide as Kirby, and travels 5 Bowsers at Mario's dash speed before disappearing. Anyone hit by this will take 10-17% damage and will be frozen for 3 seconds, plummeting downwards and the speed of the Ice Climber's stall and fall! Good as a threat against foes who intend to jump to avoid your grounded traps...

Down Smash: Collapse

Robo Patrick rears back for a winding, epic punch. When you release the charge (Full is 2 seconds), he attempts to move forward and punch the foe, but ends up collapsing! Robo Patrick falls forward onto his face, dealing 8-15% based on the charge time to those who dare to be underneath his girth. What really matters here, though, is the aerial use. Once Robo Patrick collapses, he falls downward at an incredible speed, nearly at the rate of Kirby's down special! This deals the same amount of damage to those who are underneath him, but can be one of your main killers inside of your goo. If Robo Patrick falls into his goo with this, all of the goo flies upward the distance of Sonic's up special, before falling back down, slowly. The goo has the same exact damage and knockback properties as before, making this good for dealing with those foes of yours who attempt to attack from above. Robo Patrick has severe ending lag here, however, so make sure not to abuse this.

FINAL SMASH

Robo Patrick performs a giant, screen-wide version of his grab. Anyone who is pulled in is automatically KOed. Huzzah.

PLAYSTYLE

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Shouldn't it be obvious enough by reading it? Generic Camper who wants to set up in the middle of the stage. Use Up Smash as a threat to get them onto the conveyor belt, projectile spam, use up special to damage rack with your goo and mindgame the **** out of them. All so you can successfully toss a neutral special wind into your projectile barrage, or attempt to do that earlier for an early kill, possibly gimping them if you feel like a risktaker. This is more of a test then it is a moveset and I guess it took actual balls to post, so meh.

Besides, better then Spadefox playstyles.
 
D

Deleted member

Guest
Sorry about my recent absence, guys. My internet was screwed up due to a storm and wouldn't work until yesterday. Expect a two-weeker User Rankings next Monday.
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
For what it's worth, I do apologize to MW on the Aidan incident (Khold gets no apology as all he did was troll). I do not mind the criticisms on the set so much as the ones aimed towards me as a MYM'er. While not entirely untrue, it was a uncalled-for shot, and that's what bothered me.

I admit that it's not my best work, perhaps not even a great set, though I would argue that it's not the -bad- set that MW made it out to be. At the very least, it did NOT live up to my own expectations for the character, but that's fine. I attempted to do too many things at once, and just did not have the talent to work it out as efficiently as it should have. I mean, I can very much see errors on more than a few moves, especially in retrospect. It's more like I attempted to make several minis and glue them together. The synergy may have been loose, but contrary to his claims, nothing was unintentional.

I still stick by the backstory as some of my best work to date, which will only continue to improve. It is the way it is because it was effectively me sharing my outline for an actual work of mine with you before I start working on it.

At any rate, this is not the end of mym for me, as I still intend to make decisions on a spur of the moment basis. Maybe future sets will be better, maybe not. Maybe this character will redeem itself one day, maybe not. "Canon-wise," his universe has a lot to offer, so another character or an evolved remake meant to fit ONE concept would surely do the trick.
 
D

Deleted member

Guest
With yet more to come!

Gang, it looks like we've been assigned our community service for tryin' to beat up those damn Powerpuffs... um... this is...

What isss it bosss?

Well it's, er uh...

Cleaning litter?

In a way we are... no, this is far worse than anything we've had to do before.

What could that possssibly be?

ARE WE WATCHING THE NEW HARRY POTTER MOVIE?

No, Billy, you moron, subjectin' us to that would be torture.

Blp.

Nice guess, Glubber, and you almost had it... we're commenting movesets... and first up, this guy with some weird face tattooo... now who here can read?

Not me.

Sssssssorry boss.

BIG BILLY CAN READ FOR ALL OF US!

No, Billy, you can't read. I guess that leaves it to...

Blp.

Yeah, read away, Glubber. Make it loud so we can all hear.

Aidan

What the hell was that.

BIG BILLY REALLY LIKE AIDAN! BIG BILLY AMAZED BY THE STORY THAT HAS THE EVIL FORCES OF, uh... SOMEONE...

Oh brother...

FIGHTING AGAINST THE GREAT, um, uh, um... OTHER SOMEONES!

That's all well and good, Billy, but we aren't here to judge the stupid fan fiction. Not really much to talk about anyway, none of it exactly jumped out of the page at me.

Yesssss I found it actually rather dull, and it wassssn't really mentioned much after the firsssst part. Ssssoo it really wassssn't all that meaningful.

You thought so? I enjoyed it actually, the rest not so much. It had interesting backstories for a lot of characters, which is hard to do, and actually took a lot of time to flesh out parts of the lore which we've never seen before in a moveset.

Yeah, yeah, great, but that's not what this movesetting crap is about at all. We have to judge the moveset itself, the rest is worthless.

NO WAY, BIG BILLY LIKE EXTRAS AND STORY MODES AND STUFF! YOU JUST NO LIKE FUN!

Yeah bossss, this issss all in the interessst of fun, lighten up.

Weren't you the one just callin' it out on having little influence in the actual set?

I guesssss...

Then shut up! The moveset itself was actually kinda... uh, what's the word?

Blppp.

Yeah, shallow, there wasn't much er...

Blppp.

Oh yeah, definitely lacking in depth, most of the moves don't do that much outside of some standard stuff like camping or spacing, just really generic crap that isn't original at all.

BUT WHAT ABOUT THE NOTES, THEY WERE AMAZING!

Not really. A lot of the time, they did the same thing...

WHAT ABOUT THE, UUUuuh...

Billy raisessss a good point, besidessss the notes, what else issss there?

Yeah. After you get past the effects, there's not much else that's awfully interestin' about this moveset at all... it's just really... bland.

Blp blp blp, blppp blpp, blp blp blpppppp blpppp.

Awww... but Big Billy like the colouring and stuffs... it looks pretty...

Sure, and in that regard and the backstory, you have to admire the effort put into it. It may not be executed well exactly, but it's memorable in the same way Steven was.

Because that's such a compliment. Next.

Teferi

Now HERE's a moveset you can really sink your teeth into! It has a really complex...

Blp?

Mechanic... but it's actually done well, I was impressed with the combination of Father Time-like recognition of your past actions mixed in with some magic-y stuff which made you seem like the one in control of the situation. Albeit, I didn't understand a lot of it and some of the stuff seemed, er... excessive.

THAT MOVESET WAS TERRIBLE! BIG BILLY NO UNDERSTAND ANY OF IT! AND IT IS INSANELY POWERFUL SO THAT EVEN THE POWDERPUFF GIRLS WOULD HAVE A HARD TIME FIGHTING THAT GUY!

Yeah really, this characters make Meta Knight look weak, and that's a bit of an understatement. Being able to phase in and out during any move and having so much control over when to do it would practically end up with lots of broken functions probably. It's so unsmash it hurts.

That'sss not a bad thing, Arturo. Besidessss, what Teferi doesss is unique and that'sss what really mattersss. Having command over certain aspects of your passssst self in this way is a new take on the time concept, remindsss me a lot of VideoMan.EXE with being able to record yoursssself.

Honestly, gang, I have to call bull on a lot of this set...

What do you mean, boss?

Thinking back on it, a lot of the stuff he did was a little too controlling, you know? Like, he was just controlling himself controlling other stuff and didn't have enough options to actually fight a match, at least as good as some other sets. It's trying to be smart, but really it's pretty much just swamping your opponents with as many hitboxes as possible.

Yeah, bosssss, but you could sssssay that about any moveset ever made. Teferi's sssssssspecialty is timing and waiting for the opponent to sssscrew up.

Yeah, and in the end all he's doing is waiting for an opening and attacking, just in a really advanced way.

So? What more do you want? It's not like the ways in which it achieves that are run-of-the-mill - it has a fair amount of unique functionalities that make it differ from the rest. Every set has generic rushdown, the point is that Teferi does more than that.

... damn, I guess you're right. I didn't realise you guys had such a ragin' hard-on for this set.

Blp blp!

Euurrr, too much information Glubber, jesusssss...

I wouldn't say it's perfect, but it does some stuff interesting, like spacing...

HE MAKE RESPAWN PLATFORM, TEFERI IS STUPID! ALL HE DOES IS PUT YOU AT THE CENTRE OF THE STAGE AND RESET THE MATCH!

Actually, the spacing parts of the set and how that both reflected the character, plus did actually remind me of sets like Father Time in a good way.

Blppppp!

Oh shut up, Glubber, that was a terrible, overrated piece of crap.

BIG BILLY AGREES WITH ACE!

That ssssset is positively legendary, bosssss. How can you disssslike it?

Very easily, actually. Though I do find fondness in how it handled positioning and remembrance - which was just as good for characterisation then as now - but it was mostly just pulling the reader along and hoping that you put a lot of faith in how the set magically comes together.

Not this again.

No, hear me out you morons! What disturbs me more than how horribly overpowered this set is, is how generally it reminds me of something like Gastly with how insulated it is.

Inssssssulated?

BIG BILLY REally not following...

Think of it like this, gang: we have the power to control what the Powerpuff Girls do, so we go around making them steal stuff, beat up those damn Republicans, move all the newcomers to the Phatchat... like good citizens.

Didn't we do something like that once?

No, that wassss some random guys in Powerpuff uniformsssss.

Oh, nevermind then.

Let me finish, you damn urchins! Anyway, like I was sayin'... if we have the power to control the Powerpuffs, what stops everyone else from getting the power to control them or something? It relies on us being the only ones, and that's the problem with such controlling playstyles like this, they rely on other movesets being very easy to manipulate and this leads to really convoluted match-ups.

You have a point, boss. I can't imagine how a Teferi ditto would go down... but it's not all that complicated. I felt LL was able to well explain and edit what could have been some far more complicated mechanics, which was part of why I was so impressed. I felt the same way about Gear too.

I'm still unsure of how I feel about the set, it's somewhere between quite good and almost great...

Blp?

Right.

BIG BILLY HAS A REally bad headache...
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
1908-0105-4965
Because it's not like 3 people already did the conversation comment thing

:phone:
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
ROBO KRUSTY KRAB

So what’d you guys think of that Robo Patrick set, huh? I loved that game he was from, and it had some promising ideas, but I was sad David didn’t put more time into the set. I totally would've liked to see more with throws and aerials!

You call that complete and utter garbage “promising ideas”? That’s being too nice. It might’ve been promising if the goo actually –did- anything, but contact with it just immediately knocks foes away.

But Kameeeeeek. . .Look at all those amazing interactions with the goo going down the conveyor belt and stuff! And the trying to suck foes into the goo while you hide in it! He can even crouch into it to hide inside it literally!

Hiding inside the goo just enables Patrick to stall forever in the most broken manner possible while he continues to suck foes towards him and camp at them. The conveyor belts might've been interesting if the foe stuck to the goo, much less considering Patrick can move them, but no, they just are generic hitboxes.

But, but, but. . .Well, freezing a foe with the Neutral B is the exact same thing as what you just said anyway! Heh heh!

Which is pretty pathetic, really, when the goo should've just done that in the first place considering the vast majority of the moveset manipulates the goo while freezing the foe is only very slightly touched on. . .

Kamek, Morton. Finished readin' Robo Patrick.

Why did you even read it again? You have people like me to give all of these random sets like these their obligatory comments.

Because Morton here sold it to me with promises of interactions with the goo and crap, and it looked short enough to read anyway. I was hoping that no aerials and throws had a point, but considering he only gives token mentions of what happens in the air when those moves are used I just kinda laughed it off. It's total bull crap. Nevermind that joke playstyle summary and how he admits the actual playstyle is blatantly an incredibly condensed flowchart.

Oh come on, dad! I wish there were more inputs, too, but the ideas that -are- there are gold! Solid gold, I say! He's a trap character that can go inside his trap, and it can move on the conveyor belt so he can move inside his little campy fortress!

Yeah. For a whole second or so until the goo falls off the conveyor belt. Solid gold, am I right?

In addition to making the foe stick to the goo, it feels like an even more obvious opportunity when you can move the stuck foe along the conveyor belt then have the goo loop under it and back up again. If patrick got two pieces of goo on the conveyor belt, he could reliably stay inside the goo, but no, it just falls off the side. It could also give the foe a hell of a time if they couldn't escape the conveyor belt they were stucked to before they got carried under and squished.

Heh heh, yeah. You just came up with a better main concept than David did in five minutes!

No wonder it took him so long to make Dutchman. . .

You just assumed that Patrick would be immune to the goo, though, while the foe would stick to it. Being resistant to damage is one thing, but do you really think a fat guy like him wouldn't stick to something that's suppossed to be sticky?

Oh please. Aside from him already being immune to the goo in the current version of the moveset, David regularly gives the finger to logic, most blatantly in that move where he just makes a hole in the conveyor belt while the rest of it somehow functions normally.

But. . .But. . .In Spongebob the Dutchman can breathe fire! Underwater!

Yeah, and so what? You didn't see the actual Dutchman moveset have any blatant logical errors like Patrick, did you?

Well, no. . .But-

Those aren't even the only kinds of logic errors in the moveset either - the kind that Junahu -loathes- are all over this moveset as well. There's no particular reason for why certain moves interact other than David says so - you really, really wouldn't expect them to. A specific random charge is somehow the one move that moves about conveyor belts despite Patrick regularly displaying random feats of massive strength, for example.

Guh. . .All I was trying to defend on the moveset was the concepts anyway. I know it's rushed, guys. He admits it, and that's why there's so much wrong with it. Kamek, what do you think of the moveset's concept as is, aside from how you think it'd be better if the goo was sticky?

Conceptually broken camper who stalls until the enemy plays his game, bringing them close with his suction grab, tacking on a bit of damage with his pummel to get ahead, then stalling some more, abusing the hell out of his goo to do it. If he's really impatient, he forces them into a conveyor belt and freezes them, then gimps them. So essentially, a very slightly more fancy version of knocking the foe off-stage then gimping them, considering he'll almost always do both in combination making the foe helpless to resist.

What about using goo on the conveyor belts to hamper the approach of foes, though?

A slightly more creative trap that doesn't particularly flow into anything. NEXT.

You -REALLY- hate this moveset, don't you?

My dear Morton, however did you come to that conclusion?

While the existing concepts -are- crap, Kamek's version sounded like it had some actual promise. . .But then again, that would just be the Dutchman all over again, with David getting fed a concept from somebody else and getting the credit.

Why are we commenting this moveset again when David went on vacation for a week, won't care about his laughably rushed moveset by the time he gets back, and nobody else will even bother to read this moveset considering how many red flags immediately come up?

Because, Morton was going to super vote it. Are you still, Morton?

I guess not. . .You did have -some- points, and that would mean dropping Doopliss from my super vote list!

. . .Great job, Bowser. Now he's going to super vote what is quite possibly the worst moveset ever made instead!

Goddamn democracy!
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,542
I leave MYM alone for a week or so and it becomes some sort of roleplaying-conversations-with-yourself community. Fascinating.

Anyway, I realize I haven't been in the chat for a while anyway due to being stupidly ambitious and taking on too many big projects at once (I may seem a bit dead at the moment, but trust me when I say that I haven't been unproductive), but I will have a couple of scheduled absences over the next few weeks, due to volunteer work. I'll be out from July 24-29, back for a little while, and then gone again from August 7-12.

I should have some comments up tomorrow, and possibly also a moveset, but I wanted to make sure this got up before I left.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441


This will be my only set of MYMX. Oh, and don't think I've cancelled my other sets - in fact I have two already done. I'm saving them for MYM 11 because I thought this MYM would be longer.​
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
Kirby cosplay go!

GALACTA KNIGHT




Said to be the strongest warrior in the galaxy, Galacta Knight made an appearance as Meta Knight's ultimate challenge in Kirby Super Star Ultra's Meta Knightmare mode.​

NEUTRAL SPECIAL - RADIUS OF DESTRUCTION

This attack can only be used in midair. Galacta Knight (or, the character cosplaying as Galacta Knight) pauses in midair and faces the screen while holding up his lance, the tip of which bristles with sparkling white energy. At this point, you'll need to be holding the Control Stick in any direction because shortly thereafter, a beam of energy similar to a Waddle Dee's attack (though quite a bit wider) will quickly extend from the tip of the lance in that direction. If you don't hold a direction as the beam extends, it will default at a straight 45 degree angle upwards toward the direction Galacta Knight was facing at the start of the move. The beam of energy has a length equal the radius of a full-size Smart Bomb explosion. Once the beam of energy fully extends, you can tilt the Control Stick either forward or backward (relative to the direction Galacta Knight was facing) to cause Galacta Knight to point his lance and direct the beam of energy to rotate in that direction all the way around back to its starting point. A full rotation takes about a second, and if a foe gets hit by the beam, they will take 10% damage with above average knockback in the direction they were hit by the beam as it was rotating. The beam doesn't pass through solid ground or walls, but will pass through drop-through floors and such. After a full rotation, the energy beam promptly dissipates and Galacta Knight is free to move around again. He can't use this move again until he touches the ground, even if he was hit out of it (because he is vulnerable during the move)

DOWN SPECIAL - GRID OF FIRE

This move can only be used on the ground. Galacta Knight stabs his lance into the floor, and after a brief pause, five narrow spikes made of fire will rise from the ground around him. There's about a Stage Builder Block's width of space between them, and they rise to the height of nearly two Ganondorfs. After this, Galacta Knight is free to move around again. The pillars of fire stay above ground for about five seconds, and if a foe touches them, they will take 4% damage and nearly completely horizontal knockback in a random direction (either left or right). That means if they get stuck between the pillars, they could be in for a world of pain before they get blasted out of the grid or the flames diminish. Galacta Knight can't use this move again until the flames retreat back underground. Combine this with Neutral Special for more fun.

SIDE SPECIAL - LIGHTNING JAVELIN

Galacta Knight pauses for a brief moment with a distinctive animation before jabbing his lance forward in a flurry of multiple hits, so fast that you can barely follow it. This move's range covers the distance of a Battlefield platform and does a maximum of 15% damage; the closer the foe is to Galacta Knight when the attack starts, the more damage they'll take. At the end of the move, the foe is launched away horizontally with above average knockback. Use this to punish a foe that gets too close, and possibly knock them into a Down Special trap.

UP SPECIAL - HYPERSONIC FLIGHT

Once you input this move, once again, you must hold the Control Stick in a direction. Galacta Knight vanishes, then suddenly reappears in that direction later, but not before he quickly zooms across the screen three times in random directions, striking any foes that happen to cross his path between his starting and ending point (which covers the distance that Falco's Fire bird does). The points at which Galacta Knight strikes are evenly spaced apart on the line, but he strikes them quickly. If a foe is struck, they'll take 8% damage and mostly upward high knockback. This move carries a bit of ending lag though, and leaves Galacta Knight helpless if he's in the air.
 

Rychu

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

seriously, ignore it.
 
D

Deleted member

Guest
It's not a tumour!



Mr. BANBOLLOW

Mr. Banbollow originates in the obscure survival horror game Illbleed, in which the narrative revolves around a schoolgirl who goes to a crazy, horror-themed amusement park to rescue her friends and encounters all sorts of monsters, insane puzzles, booby traps galore as well as her estranged father, who turns out to be the owner of the park. Despite how it might sound like a serious plot, the game is often poking fun at itself with its ludicrous premise and unique way of progressing through the levels, in of themselves an attraction of the park each based on a single fake B-horror movie. The fact that it's so unique is what makes it a fun game to watch be played by someone else, but part of the reason why it bombed was that it's awkward to play, whilst also being so grotesque that Suda 51 may raise a brow if he experienced it. For a better idea of the character and the boss battle itself, I recommend watching it through this linked text.

Gale Banbollow is the boss of the first level, The Homerun of Death, where he fights the player several times in battles where he is invincible, only being beatable through a meta sequence of turning him off, as he's actually a mechanical part of the park designed to test the visitor. As this set treats him as if he were real, thankfully, he doesn't have the same privilege in Smash. His story is a spoof on Nightmare on Elm Street as well as Friday the 13th: his son, Jimmy, is killed when teenagers burn down his inn by accident while playing with fire. Mr. Banbollow is burnt by the blaze too, giving him his grisly appearance and causing him to lose his mind, hunting down each of the teenagers who caused the fire and murdering them all. When met in Illbleed, he is incessantly calling for Jimmy, even going so far as to kidnap one of the protagonists because he mistakenly thinks that he's Jimmy. Like all good B-horror movie villains, he makes use of that which he hates most - fire, in the form of a home-made flamethrower using a Coca Cola can nozzle and GAS-brand gas canister.​

STATISTICS

Weight: 8
Size: 7
Ground Speed: 3
Air Speed: 3
Fall Speed: 7/9

Banbollow alone is a standard heavyweight as far as statistics go. He's comparable to Ike in terms of weight and fall speed, though his ground speed is severely hampered by his mangled left leg, meaning he walks and runs with a limp. Ever present is his gas canister - trailing behind him after a battlefield platform-length wire connecting it to its nozzle. As he moves forward, it moves forward with him and even negatively affects his fall speed if he gets more than a battlefield platform high into the air. Otherwise, it simply dangles down off of the side of the platform he's on.

Speaking of the gas canister, it also has its own particular movement attributes and weight. It weighs as much as Kirby does and is like a much smaller barrel in shape and size, being barely shorter than Kirby too - foes can walk on the small connecting wire and stand on the gas canister, though as soon as Banbollow starts moving they are liable to fall off it. Simply standing still on the wire and letting Banbollow move forward will mean you get pushed backward on the wire and likely into the gas canister, then pulled along by it with varying success, with heavier characters being a bigger load for Banbollow to heave. Attacking the gas canister won't cause it to explode, but it does take knockback [though without a percentage, it will always be comparable to Kirby at 0%] and this affects Banbollow if hit beyond the full length of the wire. Though this isn't strongly effective due to Banbollow weighing more than the gas canister and mostly just is useful for knocking the gas canister into awkward places if you're an opponent. Also keep in mind that Banbollow will naturally pull himself and his wire / canister / potato up onto the stage when he pulls up from a ledge, and it will not dangle over the side unless – though this is possible [and will be covered later on]. Though if just in mid-air, the wire acts as a temporary wall allowing you to cut off parts of the stage for your opponent and forcing them to face you head on.

If Banbollow himself walks over his wire, he simply walks alongside it, pushing the wire already there more into the foreground and leaving both he and his gas canister in play [as a rule, the gas canister is always in play], so no background shenanigans or stacks of wire here. If you dodge around an opponent, however, you can potentially leave the majority of your wire behind them like this and thus make it easier to push them around with your canister, though, at this point in the moveset, that will be nigh impossible unless they literally stand still and allow you to do it.​

SPECIALS

Neutral Special: Firepower

This is the standard fire-breath input you'd expect out of a character like Banbollow, given an extra edge by the fact that he can move while performing it. Pressing the input causes a spray of fire to come out of the nozzle and hitting foes within a platform of Banbollow - the fire comes out in a thin triangular arc, with the top of the triangle being at the nozzle, expanding out over the platform-sized hitbox to hit foes half a platform above Banbollow's height as well as the ground at its apex. The hitbox also extends into the background at it's very end, enabling you to hit foes dodging right around where your gas canister would normally be - a useful function indeed. This deals 4% per second to foes hit by it and knockback pushing foes back at the rate of Mario's running speed, to twice that depending on percentage and also causes flinching every half-a-second. While this may seem quite powerful, it also takes about half-a-second to actually fire the flamethrower as Banbollow starts it up and has nearly as much end lag. This means you will largely want to be tactical with how you use the move, as keeping it going will many times be the better option over suffering the end lag and starting it up again later.

Down Special: Pathogen

Using his stubby left leg [which lacks a foot], Banbollow steps on the connecting wire to his flamethrower, standing on whichever part of it is directly below him - with a fully stretched out wire behind him, he will turn around and step on the part of the wire right before it ascends into his flamethrower. Now when he walks, he will also drag the wire along with his foot in that place, meaning he isn't impairing his movement. This means that whenever he next uses his neutral special, he builds up a cluster of sorts in the wire of gas - growing in size so that after one second, it is the size of Kirby, and can grow to a maximum of twice that in two seconds. By pressing the input again to stand off of the wire or when you next jump, he can then use his neutral special to move the cluster further along the wire - this causing foes to be pulled forward by it and even works on prone opponents, but not Banbollow himself. This also stops the knockback in your neutral special from working, your foe being stuck in place until they can dodge or jump out, made difficult by the flinching. The clusters travel at Ganondorf's running speed, giving you ample time to build up multiple gas clusters in your wire.

Depending on the size of the cluster, its effect when it comes out of your flamethrower differ. It creates a large blast directly in front of Banbollow - being as small as Wario to as big as Bowser - which causes 15-25% damage and knockback that can KO at 160-120%. While the cluster is moving along in your flamethrower you use your neutral special, it will fire its usual triangular arc of fire until the cluster goes into the nozzle. Though keep in mind that, if you have your foot on one part of the wire, eventually the amount of regular gas you have after the gas canister will run out - imagine you have your foot halfway down the wire, you can only further use the neutral special for as long as it would take Ganondorf to run that distance of wire, so not too long. Once you run out of gas, your neutral special simply burns out a tiny amount of fire at the end of the nozzle and sends smoke forward a half-a-platform in width and the length of Kirby, dealing 2% a second - this causes the opponent to go dizzy for 0.5 seconds if their head is submerged entirely in the smoke for more than 2.0 seconds, though this is obviously quite difficult to achieve. When dodging behind your opponent, it is possible to leave a small amount of wire and a cluster in the foreground, then push them into your gas canister with it, trapping them between the two and making it easy to hit with your regular neutral special as they are forced to jump out of it. Also, now when turning around with your wire, it will no longer be pushed into the foreground, but instead be pushed forward as Banbollow's leg pushes it all forward, allowing you to pull around the full length of the wire more liberally.

Using the input in mid-air, or when the wire is entirely hanging off of a platform, makes Banbollow grab the wire right next to the nozzle with his normal-looking hand, building up the cluster to blow as soon as he releases the input, or to simply pressure the opponent with. As a note, clusters that are in the background [where you're near to your gas canister and have wire in the background], will push into the foreground and effect opponents normally. So for example, with clusters built up next to your gas can, if you walk toward your gas canister and then turn around when you're next to it, you can push away opponents with your clusters by first sending them out normally from where your canister is, but then making them come toward Banbollow after that when there's the bend in the wire coming back to Banbollow's flamethrower. You can potentially pincer an opponent into place by doing this – by having two clusters pushing the foe into one another, dealing them 7% for every second they stand still and reducing their first jump to half its normal height.

Side Special: Infestation

Unplugging the flamethrower from his wire, Banbollow quickly snaps apart the intestines hanging out of his stomach, now plugging both the wire and flamethrower into his intestines. Now use of his neutral special results in an odd, sickly-green liquid being shot out of his flamethrower with similar properties to Mario FLUDD - travelling forward for a platform and pushing opponents away at Captain Falcon's dashing speed while dealing constant 1% damage. The ooze quickly evaporates on the ground after causing a splash, with the fluid only being about the width of a yellow Pikmin when shot out of Banbollow's flamethrower. Opponents become drenched in the greeb ooze for a further 1.5 seconds after being contaminated, taking damage until the ooze runs out. Banbollow can use this move to mostly forego the persistent problems of running out of gas on his flamethrower, simply switching to his own personal stocks - pressing the input again will make him plug the flamethrower back into the wire like normal.

If the opponent stands on your wire whilst drenched in your goo, they create an area of wire also the sickly green colour and spitting as a further visual cue, as big as the opponent themselves and staying like this for a further 1.0 second after the opponent leaves the area. Any gas clusters from your down special that enter this area of the wire now adopt new properties though with their former size - turning green themselves and also violently bursting with chemicals. Of course, as the opponent is standing on that area, first order of business is getting them off of it - but simply pushing them out of the way with a gas cluster would do the trick, either in actually pushing them or making them jump away, and instantly created a gas bubble in the process. These green bubbles are not affected by your flamethrower and are instead affected by gravity, or the movement of regular clusters not affected by Banbollow's ooze - moving down at twice Sonic's dashing speed if the wire is hanging straight vertically. The bubbles exist on the same plane as the clusters, but are actually on top of the wire, allowing them to have more biological properties. Green bubbles can also combine, unlike regular clusters - becoming potentially as big as Bowser. If either Banbollow or an opponent touches the green bubble, it will explode and deal damage between 10-25% and KOs at 160-120% vertically. Prone opponents touched by the bubble are trapped inside them like, you know, real bubbles - having to mash out at quarter-half grab difficulty [depending on the bubble's size], bursting out and not exploding it if successful. Or you can simply go after the bubble yourself when they're trapped inside it. Specifically, green bubbles are insanely potent against shields, being able to entirely destroy one if at its maximum size.

Up Special: The Silent Scream

Banbollow picks up the wire behind him, holding it at chest height and causing anyone on the wire to slip back and trip if they hit any clusters on the way down for 5% damage. Holding the input makes you carry it around like this – letting go of the input makes Banbollow drop the wire. Walking around with it functions as a bit of a wall, letting you pull in opponents as normal, but then preventing them from immediately grabbing you, so is also effective to use when luring opponents. Angled correctly, you can also potentially slide opponents off of the stage by tripping them off next to the edge, this leading into the true function of this move – creating a new ledge for your opponent using your wire. By letting go of the input close to an edge, Banbollow will carefully drop the wire so that it hangs over it, with the can hanging down the side. From here, you can move and pull the wire up like you'd expect, or get close and push it down even more. Foes can use the ledge like normal, or even stand on your gas canister: they will fall off of the canister, though, if you start to move it around too much, though they can simply jump back up and grab the ledge. Note: this does not work on platforms without ledges, or those that are fall-through and Banbollow cannot jump while using his up special.

With your wire hung over the ledge, pressing the input again will cause you to pull it back on stage and behind you like normal, pulling any opponents still hanging on the ledge with on it, but in prone and entirely vulnerable. They act just like they would normally on the wire in prone – they can be kept away with clusters, or kept close depending on your plans for them. Similarly, using your clusters to move where the ledge is (underneath the opponent while they're grabbing it) causes them to let go and fall – simply moving yourself will do the trick here, so no need to waste your neutral special. Your opponent can always just stand on your canister to bide time, but it's entirely in your favour as you can use the opportunity to set up with your down special and if they try to jump up – from the ledge or your canister – you can always greet them with your neutral special. And yes, though it may be obvious, you can potentially use your clusters to pressure them to jump up off the ledge while at the same time using your neutral special to stop them, making it a very precarious position to be in. Moving around will pull your gas canister up and down the side of the ledge, meaning you can potentially just make it a step down for the opponent, or extend its length fully so the opponents is trapped a long way down. The longer the extension, however, the longer it takes to pull it back up. Using the move in mid-air functions as a make-do tether, pulling you onto the stage if your canister is already on it, which is mostly useful if you've jumped off-stage for a gimp, but left your canister on-stage.​

GRAB GAME

Grab: Spider's Web

Crouching and grabbing his wire with one hand, Banbollow then swings the entire length of the wire up into the air – even pulling up the gas canister at the same time. By holding the input, you can extend the height of the swing – it ranging from one Bowser off the ground to one Ganondorf, with some minor charging time as recompense. This takes roughly half a second to perform – at any point being hit by the gas canister causes 8% and either high vertical knockback that can KO at 170-130% depending on charge time, or pitfall a foe if they're caught underneath it. This can be performed during your up special too – when your wire is comprising the ledge – forcing foes into a free fall if successfully hit by the broad side of the canister as it's swinging.

The actual grab part of the move comes from the wire – anyone caught by the wire while it's being tossed like this is grabbed – being tangled up in it and struggling to escape as the foe button mashes. Now Banbollow is free to use any of his moves on the opponent while they're stuck on top of his wire, though holding the grab input and pressing a direction also initiates a standard set of throws too, while the standard input initiates your pummel. Opponents will be pushed along by your bubbles whilst on the wire and even put off-stage with your up special. When the foe escapes the grab, they untangle themselves, but of course can easily be re-grabbed if they simply hang around. While stuck on your wire, opponents are still influenced by knockback from your attacks, disconnecting from the wire when hit – so feel free to reel them in and hit them with your neutral special, or any combination of other powerful KO moves. Use your down special on them to keep them from moving at all, if you want to. Keep in mind that, aside from your pummel, your throws don't work on a foe who is not on the same ground level that you are, even if they are still on your wire. Also, your grab doesn't work while you're using your up special to dangle your wire over the side. Once an opponent escapes from the grab they enter prone on your wire and there's a cooldown of 1.3 seconds before Banbollow can use it again (due to how taxing moving around frigging Bowser is), meaning you can't just immediately re-grab an opponent.

Pummel: Tying the Knot

Tugging on his wire, Banbollow puts the pressure on his opponent literally as their entanglement becomes tighter and tighter – dealing 3% every time he uses it, though generally this is quite a slow pummel. For every pummel, however, the opponent will be forced to further exhert themselves to escape – meaning that they jump slightly upon escaping your grab. Depending on the amount of pummels, this can be as low as a short hop, or as high as a fully-held jump if you hit them with the move multiple times. This has an obvious use off-stage with your up special as you force them to jump away from the stage and to their dooms. A more easily-laid plan is that at low percentages, you simply pummel them a few times if they get tangled up far away on your wire and then hit them with moves like your neutral special where they're forced to jump into it.

Forward Throw: Full of Hot Air

Banbollow walks up to the opponent, wherever they are on his wire, turning a nozzle on his flamethrower and then shoving it into their mouths and turning on the gas. This will continue until the opponent escapes from the grab normally – the initial sticking in their mouths part dealing 7% just out of sheer repugnance on their part. Once they do escape the grab, they find themselves coughing in a similar fashion to the superspicy curry item. Every time they walk, run or jump more than a Bowser in distance, they have to stop and cough for 0.3 seconds before they can move again, this lasting for 6-11 seconds depending on how long it took them to escape the grab. This is rather a general effect, but has profound benefits to the way Banbollow stalks his prey – they can no longer continuously run and are now far more easy to catch out. If an opponent has been pummelled enough, you can potentially force them to jump right into a coughing session – a big opportunity in which to gain a KO.

Back Throw: Tunnel Vision

Banbollow goes up to his opponent and pulls the off the wire – dropping them on the floor and then lifting his wire on top of them. This causes all of the clusters in the wire to turn upside down momentarily, as they dangle in mid-air. Using his flamethrower nozzle like a bat, he then strikes away at the opponent, sending them vaulting along the ground and taking 5% damage every time they hit a cluster on the way. If they hit the gas canister at the end of this, they are dealt a straight 8% damage and mild vertical knockback as they are flung into the air, entering a short free fall, but nonetheless not very threatening. If you did use your up special, however, your opponent will - instead of hitting the gas canister - veer off of the side of the stage and you can KO them at 160-120% this way. The problem with this is that if they do hit your clusters during this, their knockback at the end of the move is severely hampered - meaning this is best used when you've already used up all your clusters, or when they're all at the gas canister end of the wire and thus can't affect the move. With bubbles from your side special, however, you can potentially launch them right into a KO very easily.

Up Throw: The Mummy

Circling the opponent, Banbollow wraps them in the wire from both ends of the flamethrower, eventually covering their lower portions [however much of them that is] and then squeezing, dealing three consecutive hits of damage for 5-15% overall, depending on how much wire is evenly distributed on either side. If the opponent is too near to Banbollow, the move barely covers them at all, leading to the very low damage - the best result comes when the opponent is right next to the gas canister, whereby Banbollow has the maximum amount of wire he could have. After squeezing them, Banbollow pulls the wire straight again in a quick motion, which can KO at around 160%. However, if during that squeezing session you managed to also tangle up any clusters, the move instead ends with those "deflating" on the opponent, as they are squashed between them. This leaves the wire flat, but your opponent standing on your wire in a dizzy state for 0.4 seconds. If an opponent is under the ooze effect from your side special, the wire they touch will become contaminated once it flattens out, potentially contaminating most of the wire.

Down Throw: A Fair Tug of War

Similarly to his up throw, Banbollow starts to wrap his opponent in wire - though this time wrapping just one time around their waist (with different sizes taken into account). Once finished, hits the foe over the head with his flamethrower nozzle for 4% damage, knocking them "out" of the grab. Once they get up, they will realise they are in fact now still connected to the wire and can't jump, but now have much more control over it - their movement having just as much influence on the wire as Banbollow: the wire moving along with them like it does when Banbollow uses his down special on the wire and moves around with it. By using your down special in front of them, however, you allow them to run toward you, as the wire now loses its tension as they run over it [if they escape it or are thrown out of the wire, this temporary stacking ends as the wire just flops back down flat again]. The weightier characters can even drag along Banbollow with them, though considering he's close they should just hit him, right? Gas clusters don't even affect them in this state! In all, though, this is exactly what Banbollow wants - them constantly tethered to the ground and the opponent can't escape unless they stand still for 0.7 seconds - uninterrupted - and take off the wire themselves, and this is all at once. Also keep in mind that Banbollow can just use his up special and immediately dangle them off-stage too, leaving them helpless and forced to use their aerials, or stand still to unwrap themselves in mid-air. So if it's a KO you're after, tying them up at the gas canister end of the wire may be the best option with this input. Just keep in mind that – at that length [unless they are super wide and take up much of the wire] you will need some traps already set to go off when they're there, otherwise you will have trouble actually interrupting their taking off of the wire.

Obviously too, if they are really a heavy opponent trying to pull you around, using your forward throw beforehand can really help in slowing them down. The higher percentage you are, the easier to pull around and vice versa with your opponent. Though also keep in mind that the opponent does not take knockback regularly while under the effects of your down throw – they are simply pushed further back in the wire, at three-quarters of the knockback they'd be dealt normally and then will start pushing back the gas canister as well, pushing along any clusters behind them too to the ledge. While this could seem to spell doom for you, at any time you can just re-grab them if you're afraid they're dragging you to death. If an opponent is under the effects of your side special and constantly contaminating - as long as they stand in place, though, they won't actually allow any clusters to be turned into green bubbles while they're on the wire, but obviously Banbollow can just knock them out of place then move his bubbles into position, putting him squarely in control.​

STANDARDS

Jab: Take Aim

Using his flamethrower nozzle like a machete, Banbollow slashes in an "X" pattern in front of him, hitting opponents for 4% a piece and flinching, with each strike taking about 0.3 seconds to come out with minimal-no end lag, making this, in layman's Smash, a good move if you just want a quick close-range move. This also combines with your various ways of shooting fire, ooze and smoke from your flamethrower, however, to give you better curvature. By pressing this input while shooting your flamethrower, you do the same slashing motion [though with a less exaggerated animation], but this also effects the trajectory of said projectiles - sending them up into the air, or down onto the ground. This is useful for prone opponents, those on higher platforms and those who are hanging on the ledge or indeed involved in your up special and standing on your canister, allowing you to drop some of that green ooze onto them while they're down there by shooting up into the air and letting it fall. This lets you push them down with your FLUDD-impersonator rather well, while also keeping you far out of harm's way. This all works as you tap the input while already using the neutral special's input, and is the only move you can use while already performing the neutral special.

Dash Attack: Jimmy!

Losing his usual suave nature as stalker and kidnapper, Banbollow is suddenly consumed by the need to see his son, wandering forward at double his normal dash speed with one hand held out in front. He continues running like this for a platform, with end lag of 0.4 seconds as he re-collects himself. If Banbollow touches an opponent, he forcibly grabs and shakes them for rapid 1% damage every half-a-second, also pulling them along with him and now the run is extended until he reaches a hard surface, continuously saying variations of "you're not Jimmy!" If you do continue to the edge, Banbollow suffers that same end lag from before and gives the opponent the advantage - however, if a cluster or your canister is in the way, you will trip your foe and leave them in foe and safely hidden behind one of your gas clusters or canister to boot. That, or just running them right into your green gas bubbles for a KO.

Down Tilt: Gas Leak

Typically Banbollow actually holds his flamethrower two-handed, with one hand on the handle of the nozzle and one on a very sharp extension out of the side of it. Using this sharp bit, he lunges forward and strikes directly in front of him for 10% damage, hitting anyone right in front of him or below, but with pitifully low range. If his wire is in front of him, he will pierce into it, creating a tear that allows for gas to escape from it. Above the tear, a yellow Pikmin-sized plume of gas appears, causing any opponent who comes into contact with it to fall into a dizzy state for 0.8 seconds. This doesn't affect the flow to your flamethrower too much - logically, clusters and bubbles will now only work in the wire after the tear. Clusters and bubbles that pass through the tear enlargen the size of the gas temporarily, now causing 3% damage per second and flinching, lasting from 0.5-1.1 seconds depending on the size of the cluster or bubble, before dissipating and leaving the regular old gas leak. This follows into the dizzy state to render your opponent truly immobile and useless to defend against your onslaught. Also quite obviously, if you have no gas left in that part of the wire [your down special], the tear will no longer work. The move also works on foes trapped by your grab, being a good way to keep them from escaping it prematurely.

Forward Tilt: Burning Embers

Banbollow shakes his flamethrower nozzle to produce spurts of fire from ashy remains built up over time within that Coca Cola can. This translates into three fireball-sized clumps of fiery ash being shot out of the flamethrower over 0.8 seconds, hitting opponents for 8% damage and causing them to flinch. When the embers hit the floor, they remain there, damaging opponents who stand on them for 2% a second – when moving over the tears created in your down tilt, they automatically descend into them, burning the material around them and mending the tear. When on the floor, the embers are a little smaller than Kirby in width and disappear after 3.0 seconds on the field. Embers can also be moved around by your gas clusters or bubbles, making it very easy to multi-task moving an opponent around while at the same time fixing parts of the wire and allowing the cluster to carry them further or a bubble to explode in their face. If you'd rather not have them ruining the tears, using your down special on any point of the embers will cause a sizzling sound as you crush them into the ground or wire, causing them to disappear prematurely.

Up Tilt: Haemorrhaging Gas

Knowingly - what with his obsession with the thing - Banbollow pulls forcefully on his flamethrower wire over 0.6 seconds and makes the wire halfway unplug itself where it usually connects into the gas canister. This causes a constant spurting of gas upward the size of Luigi, dealing 5% a second and knockback that can KO at around 140%. The cost of this is, however, that all of the gas in your wire - including your clusters - will travel toward the new opening at twice its normal speed, meaning that your flamethrower and neutral special are back to producing smoke again like in your down special. By using your down special, however, you can stop gas from leaking backward like this, though you are limited to the gas in the latter part of the wire. When clusters pass through this gaping hole, they also don't have any special effect - though you can more effectively pull them in toward your down tilt tears, or generally just back in the opposite direction if you need to push an opponent away. Just by pressing the input again, however, Banbollow will carefully pull on the wire, then click it back into place, stopping the cluster upheaval. While this move is rather competent at KOing, its situational use under normal circumstances and its major draw backs keep it from being useful. Where it's really useful is in combination with your up special and on foes intent on standing on your gas canister, as the move will push them away from the ledge. It also makes it very recommendable to pull up the gas canister on foes who are trying to edge-hog for whatever reason, though considering its telegraphed nature it's mostly useful once you've exhausted most other options.​

SMASHES

Side Smash: Drag Me To Hell

Taking the connecting wire by hand, Banbollow tugs on it using his full strength - holding it for 1.1-2.0 seconds before pulling it under him and so that its full length is now behind him, at a speed of Sonic's dash to twice that depending on charge time. If an opponent is on the wire at the time, they will trip over the gas canister as it passes underneath them. Though this is a good set-up, you can further protract this through your clusters - like your canister, they will also make your opponents trip, but this time they will also be reeled in as your gas canister pulls them in along with your wire. This not only leaves them right in front of you in prone, but also traps them between your gas canister and you, with that awkward, but delicious combination of wire behind you. Not to mention, this makes it particularly easy to trap opponents in green gas bubbles. Combining clusters can indeed also land them between two clusters, allowing you to pull them toward you further or pressure them into making a flight into more possible danger. Using this on an opponent on the ledge with your up special causes you to pull up the wire, throwing all of it behind you bar the opponent themselves, who are also now in prone and perfectly vulnerable.

When used in tandem with your down special, you can have an entirely different effect produced. Even without an opponent on the wire, your foot will stop the gas canister directly in front of you, allowing you to then turn around and have practically a fall length of wire to play with where clusters will head away from you and push opponents away from you if so need be. If there are clusters in your wire, your foot will also stop them from passing behind you, instead pushing them back so that they're touching the gas canister and thus giving you plentiful time in which to use them. If standing next to the gas canister, using your down special and then using this input, you can also push clusters so that they're right next to your flamethrower, as you're now pushing them in the opposite direction. Besides all this somewhat complex stuff, you can also simply use this move to throw your wire underneath an opponent who's jumping, or cause them to trip onto it, as the gas canister acts as a tripping hitbox as it transitions from beneath you and to the other side as well. Keep in mind that you can't throw your gas canister off the ledge using this move – Banbollow refuses to, simply throwing it to the ledge and then stopping it. Still, this makes it far easier to create the “pincer” mentioned in the statistics, as you can easily get near to the edge and then throw the canister at it, but leave a huge amount of wire behind it which will all sink into the background.

Up Smash: Turning the Dial

Banbollow goes over to his canister if it's not right next to him, turning the round object on top of it, doing so for 1.2-2.2 seconds. After he's finished, the gas canister starts to erupt a very fast-moving, translucent gas out of a hole now created on top of the gas canister, the width of a yellow Pikmin, travelling upward at four times Sonic's dashing speed and pulling an opponents caught in it up at Sonic's dashing speed to twice that depending on their percentage. This is persistent for a further 3-5.0 seconds depending on charge time and works in tandem with other moves too - opponents tripping over your gas canister in the side smash will instead be pushed upward in a free fall. This also makes it extremely dangerous for opponents in your up special, who can't dare to edge hog whatsoever when you have the down smash active, as you can very easily just slide the gas canister up and push them away to their deaths. Combining the move with any of your fire attacks will end it early, but also spread the fire up at double the rate of the gas [almost instantly], hitting anyone it touches along the way for 5% damage a second. The fire spreads quickly up the gas, but lingers for a further fraction of a second, allowing you to further damage opponents who are at a lower percentage and thus travelling more slowly up the gas. In terms of KOing potential, the move is mostly useful for just generically punishing air lovers and opponents above you two-fold, as you can pull around the gas canister as normal and zone them out, making the only safe place directly above your wire [which we know isn't true].

Down Smash: Upheaval

Starting off the move, Banbollow twists the nozzle for 1.0-1.5 seconds so that it produces gas in a similar appearance to his up smash - this time wobbling the screen like you'd see in a heatwave. Banbollow then aims his flamethrower down, covering his entire length of wire in the wobbly effect, leaving it invisible beyond the wire - all of your clusters, bubbles or other effects disappearing from view for the next 2.5-3.5 seconds depending on charge time. So use this opportunity to launch a surprise attack! Opponents stuck in the wobbly effect also suffer some minor status effects, with their movement speed reduced by a quarter as long as they're standing in it as well as a nominal 4-5% damage for every second they spend in it. While this is all well and good, the real use of this move is interacting with your gas bubbles - when they're hit by the gas, they start to dislodge and will completely after 1.0 second in the gas, becoming full, spherical bubbles in their own right. At first, they will simply float up at Mario's running speed, but after doing so for a Ganondorf, fall back down at twice that speed and if hitting the wire, will reconnect as normal. Only when they float up to their fall height do they evade any remaining wobbly effect and enter into sight for you and the opponent, though you will have had control over it up to that point so should be one step ahead of your foe. The most obvious thing to do here is just push your opponent underneath the bubble as it comes back down, though it will probably take longer than your down smash's invisibility allows, so you will have to be fast about it. However, while in the air they function exactly as when on top of the wire, dealing the same heavy knockback and damage to opponents who touch them.

The gas bubbles will also keep any prone opponents caught in them previously enveloped, floating up at the same speed with the foe trapped inside of them. If they escape the bubble in mid-air, they simply appear above the bubble as it is now sent down at its usual fall speed. By combination of multiple moves of yours, however, you can keep the bubble up in the air, and even potentially blow them up off the top blast zone. The bubble reacts to moves like your down smash and down tilt like an opponent at 0% when hit by them - not popping - however, if an opponent is inside of them, it now takes on their percentage when being hit by these attacks. So potentially, you can combo a bubble with a high-damage opponent into a down tilt, then an up tilt and finally into your down smash, which should be able to finish them off at a very good percentage. Even if they come out of the bubble at the top of the down smash, it's going to be hard to get back down again. This is actually a fairly realistic combo too, given that using your side smash, you can pull a prone opponent into one of your bubbles, then hit them with the down smash and the aforementioned combo of gassy attacks. Or you could, say, push them over a gas cluster with your dash attack, push them into a bubble, while prone, with your neutral special and then go into the down smash - if nothing else, it's also simply a threat that will keep your opponents well and truly pressured.​

AERIALS

Neutral Aerial: Jumping Rope with Jimmy

Banbollow grabs his wire and pulls it all up above him in the air so that the gas canister is now in hand, swinging the entire length of wire like a jump rope below him until it has swung all the way behind him after 0.5 seconds and then turning around as he slams it down below him, all in around 0.7 seconds. The wire during the move is actually not just another way to grab - though it is a grab hitbox, picking up opponents it catches and flinging them behind Banbollow in mid-air, KOing at 150% and dealing 8% damage - though the situational nature of the move makes it less than viable to use this way. You can release your grab at this time to also fling opponents held in your wire. If Banbollow hits the ground during the move, he will instead slam the wire on the ground. If the foe was caught in it by its grab hitbox in mid-air, they will roll out along with the wire on-stage after hitting the ground in the middle of the wire, dizzied for 0.4 seconds and taking 10% damage, with Banbollow standing facing them - releasing them from your grab if they were held in it before starting the move. With the full length of wire in front of him and the foe right at the centre of it, this is a marvelous set-up move. You can slam the wire on the ground in front of you, or behind you if you give enough time for Banbollow to swing it behind him during the first part of the move, dealing generic flinching and 9% damage to anyone it hits on-stage. If you use the ground variant of the move and hit the ledge with it while throwing it on the ground, Banbollow will pull on the wire from both ends with the canister still in his hand, then using this tension in the wire to pull it back over the ledge onto the stage like a slingshot, all taking 0.3 seconds. The wire glides along on the ground and due to the curled nature of it, will now also pull opponents who are dodging back into the foreground - the wire travelling a full platform before stopping, leaving any opponents caught by this right next to Banbollow. They are, however, now standing at the very crossroads of the wire in the background and that leading to Banbollow, making them perfectly vulnerable to being pincered.

If an opponent is already in the wire from your grab and you curl it around the ledge like this, they will be dealt 4% damage a second as Banbollow instead squeezes them in the wire there, rather than pulling it back on-stage. From here, if the opponent mashes out of the grab, they will automatically hold the ledge as they fall out of the wire onto it - if they are successfully squeezed 5-3 times [depending on percentage] they will, however, enter a free fall. Either way, once the move is over, the wire is now in the same position it is in with your up special - meaning that a foe can just free fall onto your gas canister and this now carries on into your up special, as Banbollow lets hold of the canister and allows it to be pulled off the side of the ledge as your opponent is grabbing it. However, with careful preparation of your up tilt, this can be a worrisome situation to be in for your opponent. Depending on where they are on the wire, the way that Banbollow squeezes then will vary - if within a Kirby of the canister, Banbollow will let the canister go go, allowing it to fall behind them on the ledge, then pulling on the wire and using the canister to crush them. The opponent continues mashing out of the grab all the while, it not refreshing - once successful, the gas canister simply is pulled back on stage, leaving them on the ledge without any wire. If nearer to Banbollow, he will abandon the canister on the ground - walking close up to the ledge, so that he can use a smaller amount of wire [allowing for better tension]. If they escape here, Banbollow pulls them back onto stage so that his wire is beneath them, but his canister his behind him - releasing them from the grab, but putting him in a good position to attack them nonetheless.

If your opponent is in your down throw when you throw your wire over the ledge, Banbollow will again tense the wire against the ledge, but now just let go of the gas canister, letting the tension caused by pulling against the ledge with the wire pull it back. Depending on the weight and percentage of your opponent, they will be pulled along with the gas canister as it slides down into its up special position - if pulled to the ledge, they will be forced to grab it and be in prime position for your usual shenanigans. Obviously to stop this, they'll have to run toward Banbollow, foregoing any kind of offence they may have planned, as they're reduced to using their dash attack. If under the effects of your forward throw, they will also be constantly taking coughing breaks with basically no way of telling when it's going to happen due to not being able to tell when they've walked a Bowser. Of course, this is balanced out by the fact that you are also attached and can walk back at the same time as using your down special, causing your opponent to run towards you by mistake and hopefully into an ambush.

Up Aerial: Swinging the Bat

Banbollow swings the entire length of his wire overhead - including the gas canister and any opponents caught in his wire. It takes about 0.3 seconds for the wire to travel ninety-degrees around Banbollow, with the momentum continues even when Banbollow hits ground and stops swinging the wire around. After landing you can, however, then use your grab and create somewhat of a moving grab hitbox, as the wire sways forward while also leaping upward due to your grab. Any foes hit by the gas canister while it's swinging like this are dealt 10% damage and flinching, though being hit by the bottom of the canister while it's being swung counts as a meteor smash. While that is implausible at best, what is possible is landing your gas canister on stage when off the side, at which point you can use your up special to recover. Opponents who are caught in the wire due to your grab are also swung overhead, making it easier to position them. Opponents under the effect of your down throw cannot be thrown with your up aerial - they simply are pulled toward you, leading them to be directly under you and susceptible to your other aerials.

Down Aerial: Flying on Smoke

Banbollow points his flamethrower down in mid-air and gives it a heave back then forth, causing a blast of mostly soot and smoke to exhale out of it. This travels down, falling at Mario's falling speed. If the smoke and soot hits a surface, it expands left and right, pushes opponents it hits along with it and dealing 6% damage. As long as your opponent is below you in the air, the bubbles will naturally fall down toward the opponents, so being able to keep them down and push them into your vertical wire - functioning as a wall here - and letting the bubble fall on top of them during flinching is a god way to score a KO. This move also works on airborne bubbles, pushing them back down at double their normal falling speed to hit opponents trying to duck under them while the bubbles ascend, or pushing them sideways along with the soot as it expands to hit opponents trying to run away from them. It is always open for you to, say, shoot some soot down at an opponent caught by your grab, but then push a bubble away with the expanding smoke if it's on top of them but awkwardly timed so that it will barely miss them on its way down - after the move's over, the bubble will still be in play and you can use your pummel to make your opponent jump into it.

Forward Aerial: A Bone to Pick

Banbollow extends out his more boney arm - where it is showing due to his skin being shaved off by the flames. He then pokes through his hand rather grotesquely [though it is obscured], revealing the pointed end of the bone coming through his wrist. He then slashes with it at anyone directly behind him, hitting for 7% damage and some generic spike potential if you're in it for that. After 0.3 seconds of slashing, he returns the bone back into its normal place, again obscured for the children's sake. However, if a bubble is directly behind him, Banbollow will actually use the sharp bone-y part of his arm to poke into the bubble without popping it, attaching it to the end of his flamethrower's nozzle as he pulls back in his bone and his arm returns to normal. Now any moves making use of the flamethrower's nozzle will instead affect the fate of the newly-attached bubble, which will remain on Banbollow until he uses a move like that or hints an opponent, which is all too easy to do using moves like side smash, jab and grab. This may seem powerful, but considering how much set-up he has to do to actually get the bubble like this, it will require some finesse to pull off to say the least. If an opponent is within the bubble, Banbollow will still pick it up and put it on his nozzle, but it will eventually fall from the nozzle within 1.2-2.0 seconds depending on the opponents weight.

While the bubble may just stand there on the end of your flamethrower, your moves that involve your flamethrower will interact with it differently. At any point, dumping a gas cluster into the bubble or using your forward tilt will cause it to float away at Captain Falcon's dashing speed before falling back down after a platform in distance. If at any point the bubble touches a surface that is not the wire, it will pop - however, with an opponent inside the bubble, just blowing them off-stage can be a good option, especially if you've got your up smash or up special to guard the side of the stage if they don't die. Filling the bubble with any of your three types of ammunition will cause it to react as follows. With smoke, the bubble will float away at Mario's dashing speed, continuing to float at a purely horizontal trajectory for the next two platforms before falling down, providing a great zoning tool. Filling it with fire will cause it to gurgle and simply stay in place, its hitbox expanding rather haphazardly so that random parts of it stretch out to hit twice as far as they usually would, staying in this state of entropy for 1.5 seconds before popping automatically. Filling it with ooze will cause it to float forward a platform at Ganondorf's walking speed before falling - however, due to its increased weight, it will now float up in your down smash half as fast as before, only travelling up at Ganondorf's running speed and thus being an amazing trap if you're able to push the faster-falling foes into the down smash, almost guaranteeing they'll hit the bubble along the way. Also keep in mind, while doing all of this, you can use your jab to direct the trajectory of the bubble up or down.

Back Aerial: Tunnel Snake

Banbollow again grabs the full length of his wire, this time chucking it overhead so that it extends fully in mid-air and lands upside down behind him, with the gas canister simply twisting around when it hits the ground so that it's upright, but the bubbles and clusters remaining facing down. Opponents hit by the clusters or canister at any point are dealt 7% and trapped as it falls back down onto the ground. By trapped, that means that opponents will be locked into prone underneath the wire, with the clusters and bubbles now also overturned. You retain the ability to move them around - however, they can no longer use their get-up attack under there and cannot roll back or forward further than the clusters allow, being slid back in this little tunnel area if colliding with a bubble, while taking the same damage as before. If an opponent tries to get up normally, they take a while longer than they normally would. At any point, Banbollow can press his down special to stomp down on the closest part of the wire with a cluster or bubble underneath, causing the cluster to appear above the wire at a slightly further point in place of the one underneath, while bubbles will simply expand for a short time, growing to one-and-a-half times their normal width under there before popping, coming into contact with an opponent or not. This creates a nice cat-and-mouse dynamic with your opponent, who will be trying to avoid being hit by your bubbles at any cost.

If you use your up special, it will simply function like normal when you hang it off the ledge - with Banbollow correctly twisting the wire so it's the right way around. You can cancel out of all this upside down stuff if you want to very quickly by simply using your down special, then your side smash, bursting all bubbles underneath the wire and bringing all the clusters back on top as they transition behind you. Of course, simply using your back aerial again in mid-air accomplishes the same thing - or any of your other aerials which manipulate the wire, as Banbollow twists the wire back into the right position like he does with your up special. You can still build bubbles and clusters with some underneath, but not at the same place as there are cluster or bubbles underneath the wire. Unlike Banbollow's other aerials, if the wire goes over the ledge, the gas canister immediately bounces back up onto the stage, keeping you from engaging in any shenanigans involving opponents grabbing the ledge with the wire on top of them. Opponents already in the wire are treated the same way here as normal opponents, except that they have the added difficulty of having to escape their grab at the same time and thus are basically screwed if there are any bubbles close to them.​

FINAL SMASH

Final Smash: Burning Inn

When Banbollow gets the smash ball, he and his wire glow in that ominous light, signifying that you'll need to get opponents on it to initiate the move. This goes for opponents within two Ganondorfs of the wire in the air too, with the neutral input initiating it once they're in rage. Once they are, the camera zooms in on Banbollow as he exclaims that he will get his revenge, the camera now panning out to reveal that a wooden house the width of Banbollow's entire wire and as tall as two Ganondorfs, taking the appearance of Banbollow's inn burned down by the teenagers. Opponents are now trapped inside it, as it catches light, causing the entire structure to catch on fire. The side of the house facing the screen can be seen through, with the wall gone in a sitcom-like fashion so you can see what's going on inside the house, the inside being hollowed out. Banbollow can turn around and shoot fire into the house from the outside, his fire burning through the otherwise solid walls of the house. Your wire becomes the floor of the house, with the clusters and bubbles now travelling around the entire inner outline of the house like it's part of the wire. If you are able to explode a bubble at any part of the wall or ceiling, it will create a hole, causing smoke to rush out of that part of the house and pulling any opponents near it out of there, KOing at 80%.

Foes trapped in the house are also dealt a constant 4% damage per second, until they can escape the house. The only way to do this, however, is to escape out of the holes Banbollow is creating himself [possibly into greater danger], or to try and jump up the chimney. However, the chimney is constantly pulling smoke up it and creating a hitbox like that created by the aforementioned bubble holes, making it a difficult escape at best. As the house continues to burn - accelerated by bubbles blowing parts of it up - it will collapse on itself, hitting opponents with parts falling down for 10% damage and high knockback depending on the angle and height of the piece of debris - each time it does, creating another vaccuum of smoke. Without much interference from Banbollow, this all takes about 20 seconds, it taking less long with Banbollow's shenanigans. Once at least two platforms worth of the wall and roof of the have fallen in, Banbollow can use his side smash to throw the entire house off-stage along with the opponent, debris acting as a barrage for them to have to dodge around to recover - which is nigh impossible.​

PLAYSTYLE

Playstyle: Obsessive Parent

Banbollow is a character who needs no prompting or effort to pressure: he does it automatically as long as he's using his specials, pushing his opponents around with his clusters or controlling their movement by putting his traps into precarious positions. This duality of attacking while also reeling in the opponent is key in understanding and playing a truly versatile Banbollow - it may appear to be accidental, but with precision and planning, he can combo into a KO from pretty much any situation. What is essential is knowing the entire breadth of what his wire can do: there's a lot to learn, but much of it simply comes naturally. It can be used as a spacing tool using your aerials, or a simple pressuring game with your specials, or a gimping tool with your grab, very generally speaking. It's extremely versatile; having infinite range when taking into consideration your up aerial, being able to charge your grab and the ability to grab at any point when your opponent is standing on it. This is the key pressure of all of it - your grab has a multitude of ways to put the heat on your opponent whatever the situation and will be the driving force in keeping them on the defensive, as they desperately trying to stay off it. Few can succeed when it is simply so far-reaching and Banbollow has so many options, however - once your opponent gives up, it's time to move in for the kill.

Beyond the simple philosophy of the set as the stalker who then pounces on his prey at the opportune moment, you have with your down special a very open-ended mechanic from which to spread your own choice of chaos unto your wire, which will decide the fate of the match. Building up a hell of a lot of clusters gives you a good edge in close-combat, but you'll be hard-pressed reeling them in when you're constantly giving them every reason to stay away from you. What you have to do is play smart - pulling on your up tilt to pressure opponents forward, as they are now being pushed back by the clusters. Bubbles obviously play a big part too - forcing the opponent to make a jumping start toward Banbollow, who will be waiting for them with a well-aimed jab and neutral special. Of course, as long as they're on your wire, your side special will also play a huge part in determining just how that length of wire grows - bubbles are mostly instrumental in forcing your opponent into other areas, being a great way to force them onto what they think is a safe area of wire, before doing something unexpected. You have no shortage of ways to manipulate the wire, and generally speaking your options don't even have to involve your neutral special and down special KO move to begin to build a competent KO round-up.

Moves like your side smash and dash attack are great as ways to push opponents past a cluster and into a bubble, at which point the match should take a turning even if it at lower percentage, as you can pulling them around with you as much as you like - without even needing to grab them. Likewise, moves like your back aerial - which works well with any amalgamation of clusters, bubbles and other traps - and neutral aerial are great at simply striking your opponent from a distance and setting them up for your up special, being pushed around on your wire, giving your opponent little room to run. Not to forget either just how great Banbollow is at simultaneously pressuring and attacking with the more generic elements of his neutral special, which can potentially be firing at all times. Even with the gas running out, he can simply switch to side special [which, God forbid, can then perfectly transitioning into building up bubbles] or simply rely on smoke, all the while pushing his clusters and bubbles closer together. Moves like your down tilt are also great if you're just looking to build some damage, creating dead zones on the wire where any cluster or bubble will render them dizzy. That is also a running theme in the set - dizzying your opponent to further push them around. Because as soon as they start pushing back - giving up on fighting against your wire, or against you - that is when Banbollow's outwardly confused and haphazard nature becomes apparently false, using this façade to build a monstrously diverse set of wire traps with who-knows-what plans to execute with it. Without an opponent to challenge you in setting up, well, any character with as much set-up as Banbollow is bound to win.

When you do have a respectable amount of wire for whatever purpose, your options are truly opened up. You have the simple: a lot of bubbles, big kaboom when you push your opponent into your wire with down air. You have the complex: hitting your opponent with the side special then building up a complex amount of clusters and pushing them at your opponent with up tilt, away from you, then using the down smash and pulling the cluster back with neutral special to build a giant bubble and trip your opponent into it, then using forward aerial to blow the bubble off-screen. There's also the in-between, like letting an up smash go, throwing down an up aerial to hit an airborne opponent, but then transitioning into grab. It would be facetious to say that this is all extremely easy to pull off, but with any amount of time to set-up it's possible, and seeing as you're pretty much able to set-up whenever you like and gain help through dizzying, a good Banbollow will be able to pull off such inventive traps as this. There are a few ways which are absolutely devastating - bubbles in particular play into strategies like using your up special to let slip a bunch of them onto an opponent hanging on the ledge. If they resist, having some clusters on standby next to your flamethrower will prevent them from getting too far up and away, being that gravity does not affect clusters. At a glance, Banbollow may seem like he's not suited to the air, but his aerials allow for complete dominance and control over his opponent's position, particularly his back aerial and neutral aerial - so if they do jump away from the ledge, put them right back where they belong.

When you're running low on wire or have barely any left, that's when your earlier moves used to simply set up and stall your opponent become a threat to them - your up special in particular, while good simply to keep your opponents at bay as they try to get back on-stage, at high percentages they will be simply trying to survive against an onslaught of bubbles, your up tilt and your side smash. Throwing a bubble over the ledge and letting it drop on them can prove essential in then using that opportunity to pull them back on with side smash - into another bubble, or simply retaliating with a cluster into your neutral special for the KO. Your back throw in particular is a potent KO when you have no clusters in your wire, though it works just as well with a single bubble. At all times, your opponent will be avoid the wire at high percentages as much as they can, but as they get further away they get closer and closer to your unconventional canister KO moves which have a huge range and distance. Your down tilt can also lead into great combination with pushing around oozed opponents from your side special, as you stack a lot of dizzy on them and wait out the amount of time they drench the wire, then push them back beyond it with clusters, which immediately become bubbles as they push them back, exploding on contact afterwards. What makes KOing with Banbollow different is that he really doesn't need any charge time at all - just the correct positioning of his opponents.

Now, this last paragraph is reserved mostly entirely for Banbollow's grab game, which is a thing in of itself. It flows into pretty much every strategy he has - particularly, the pummel, potentially launching foes into bubbles and off-stage in your up special. Being able to re-grab an opponent at pretty much any point as long as they're on top of your wire is absolutely killer, and gives you the edge in pressure no matter how offensive your opponent may be. Your down throw in particular makes for great chemistry with the rest of the moveset - especially in combination with a previous forward throw, this locks down the opponent and really does turn them into a fly on your spider's web. Being able to cover much of the wire in ooze with your forward throw is also potentially devastating, especially when this also deflates your regular clusters as well - being able to then re-grab and use your back throw for the KO, as your wire lacks clusters. With how easy it is to re-grab, doing a combo of throws has never been so easy and felt so natural with how the wire is so easily positioned anywhere on the stage you want it - it's a constant fear in the back of your opponent's mind and will shape match-ups. Banbollow's grab game adds another layer of depth to his entire playstyle which is a large part of what makes him so unique to play as or against. As with the rest of Banbollow's moveset, though, playing against your foes expectations and leading them into elaborate traps with your wire is certainly better than going for the obvious and where Banbollow flourishes most in competition.​



BOSS MOVESET

Boss Moveset: Going Fully Psycho

While he usually adopts a confused and stupefied demeanour in singles or doubles, when faced with three opponents, Banbollow is overwhelmed by the challenge and starts to confuse the situation even more. Rather than perhaps thinking that his opponents are his son Jimmy or just some random obstacle to getting Jimmy, he now thinks that they're the teenagers who killed his son. His entrance is now him tensing his wire with some audible stretching rubber noise, as he states that the enemy will face their revenge for killing his son, with vindication - scary coming out of someone as insane already as Banbollow. His flamethrower has been vastly improved upon - now sporting a black wire connecting his new nozzle and canister, showing that he has actually been looking for his three opponents and wrongly thinks they're all murderers.

Statistical Changes: Creating a Monster

  • Banbollow weight is kept the same, but his canister now weighs as much as Metal Bowser and his wire three-quarters of that. This makes it impossible to KO Banbollow until insanely high percentages unless he brings his wire off-stage, which he has little reason to do.
  • Banbollow can be grabbed but this deals no hitstun to him.
  • Banbollow ground speed and air speed are vastly improved so that they're now above average.
  • Hitstun only has 85% of its normal proficiency, with hitstun dealt during previous hitstun not stacking. Banbollow can be stunned by multi-hit moves, but using it on him four or more times in five seconds will result in him becoming completely immune to hitstun. Moves that deal flinching also do not work until he reaches 90%.
  • Banbollow doesn't take knockback from moves with set knockback under 100%, and only a quarter of it at 200%. This doubles in effectiveness every 100%.
  • Status effects such as being prone, pitfalled or frozen do not work. Banbollow can swim twice as long as other characters.
  • KO mechanics require twice as many units [Haunter's fear state for example] before they work. Negative status effects last half as long.
  • If hit by any kind of grab, Banbollow takes half as long to escape it.

Moveset Changes: The Important Stuff

  • Banbollow's wire is now almost twice as long at one-and-a-half battlefield platforms in length.
  • The gas canister now swings twice as fast in the up aerial and deals double the damage and knockback in relevant moves where it is used as a hitbox.
  • Foes prone on the wire now act like clusters in that they trip opponents if used in tandem with your dash attack or side smash.
  • The neutral special now pushes along clusters at the speed of Fox's dash and can shoot normal fire at double the distance. Clusters and bubbles can grow to 1.5x their previous size, also doubling the damage and knockback dealt when coming out of your flamethrower. The flames, ooze and smoke will also will reach everyone within reach - not being walled off by opponents closer to you. The arc on the move is also doubled in height, now able to hit opponents a platform higher than him at its furthest extension.
  • Ooze from your side special now lasts for twice as long on opponents. Bubbles can now envelope up to three opponents at once at near-maximum size, scaling down to two at just above what the previous maximum was and are 1.5x as difficult to escape from.
  • The foes share the ledge just as normal. If pushed to an already occupied ledge they will fall behind the ledge with regular physics for ledge-hogging between allied opponents.
  • The grab can now grab multiple enemies at once. If you use a grab, Banbollow will do it on the opponent closest to him in the wire and leave the other two alone.
  • Grab can be launched twice as high by holding it but with the same charge time.
  • Your pummel applies to all opponents on the wire at once, them all being launched off when they are able to escape it and not all at once.
  • Back throw remains the same, but hitting opponents into other opponents on the wire acts the same as hitting clusters, dealing damage to both opponents involved.
  • Opponents in your down throw will hold up the wire even with other opponents on it. With two opponents in your down throw, it will be split evenly in control between the two. With all three in your down throw, though, Banbollow retains control to stop the flow of the wire by force, even when all three are pulling in the opposite direction.
  • Banbollow's jab now involves Banbollow sliding forward a Kirby in distance and can hit two opponents at once if they're standing next to each other.
  • Dash attack no longer involves Banbollow calling out for Jimmy, but instead is much faster and involves flipping the opponent so that they're facing the opposite direction, with any immediate knee-jerk attack having friendly fire properties if it's not on already. Aside from that, the rest of the move is the same, though.
  • Down tilt's hole now seals over by itself after 5.0 seconds. Your forward tilt's embers now act as a hitbox on the wire and dealing constant damage to anyone standing on them, even if wrapped up in your up throw or down throw.
  • Up tilt will now pull clusters back toward it at Fox's dash speed.
  • Your side smash will continue tripping opponents until the last one on the wire has either left the wire [jumped off etc.] or been tripped, but they will not be able to actually try and stamp up until the last opponent on the wire has been tripped [so as to not give them frame advantage]. This leaves them all lined up in prone. Wonder what that could be used for.
  • In your neutral aerial with several people grabbed by the wire, the move performed when you hit the ledge will be decided by who is furthest away, the other two remaining now in your grab.

Boss Playstyle: Premeditated

Compared to in singles, Banbollow takes a drastically more aggressive approach in his boss moveset, being that he has such amazing range and his neutral special is now absolutely Godly in terms of range. Opponents are going to find it incredibly difficult to escape his grab without being knocked out, not to mention that his crowd control is amazing when he has all three on his wire at once, being able to pull them around. In fact, other members of the same team now act as serious deterrents to one another, as they potentially pull each other toward danger in the down throw if others are on the wire, can back-stab with the new dash attack and ledge-hogging becomes a serious problem when Banbollow can casually throw all of them on the ledge whenever he likes pretty much. The ability to also hit every member of the enemy team with one powerful damage-racking attack in the neutral special also prevents them from ever standing in a line, though Banbollow can force them to with his wire and other moves obviously. So the enemy team will require more teamwork and coordination than ever before if they're to stand any chance, currying favour to more diverse teams who have members who are good in the air and ground. Obviously with such a high grab, though, they will be hard pressed to try and fly above Banbollow. Not to mention the pure Godliness of his new up aerial and neutral aerial due to their range, being able to hit foes at double the distance as before.

With his new back aerial, he's also almost guaranteed to be able to hit the ledge of the stage by strength of range and with the height of his new neutral special he will effectively be able to camp and stall opponents there from a long distance. Due to the longer wire, he will also be able to dip his opponents even lower down, before batting them off with his up tilt. Being able to fit multiple opponents into bubbles also acts as a great way of simply sectioning off members of the enemy team you don't like while focusing on one in particular. The fact you also have so much distance on your wire allows you to do some things unimaginable with the regular length. If you have a member on your up special ledge, you can easily fend off an opponent on-stage just as well with plenty of space and not being tied down to that ledge, purely on the basis of your new wire. Also as a reuslt of your new neutral special, you can hit opponents on the ledge whilst also hitting opponents on the same horizontal level as you - heck, you can potentially just combo them and kill them one at a time with clusters! This is all very easy stuff, however and rather telegraphed - what makes it really juicy is your ability to pop bubbles with opponents in them, with other opponents on the same team. So feel free to put an opponent in a bubble, throw them away, then unexpectedly reel up an opponent and pummel them right into the bubble, potentially KOing them both.

Of course, all the while, within this chaos, Banbollow's modus operandi of setting up his wire for specific purposes only grows twice as powerful when his bubbles and clusters do. The sheer size of them now is enough to make them walls against opponents, forcing them to jump over them, with space being a major concern for your opponents as Banbollow can easily build up a fortress of blocks to stop them from attacking. Not to mention his new longer wire makes stages with platforms extremely easy to block off with his wire - his down aerial being useful here once again, pushing opponents down from high up platforms like the top one at battlefield, and into his wire. It also can't be underestimated just how far Banbollow can now recover, what with that super long wire extending his up aerial to make it absolutely monstrous. Opponents are going to have to go out of their way to gimp you, made easier perhaps by his now longer wire - though he does still has his forward air sans bubbles as a generic spike if he's brought into generic close range air combat. This is the opponent best bet - though keep in mind, they also will not want to KO you if you have, say, one of their team mates in your wire. Thus keeping them as bait is recommended.

Banbollow is above all not really concerned with priority in his boss moveset, more with just generally dealing with every opponent in the most logical way for their part in the enemy team. You'll obviously want to keep the best enemy gimper as the bait in your wire at all costs at higher percentages, whilst keeping the damage rackers at low percentages. The bubble could be said to be reserved for the most troublesome, though - however, it's much easier just to set, say, the most light to your down throw too. Size does come into it a lot: choose the biggest to wrap the wire around like a mummy: contaminating more wire if they've been hit by your side special. It's easy to hit all opponents with your wire if you really try to, at which point they're rather screwed, but playing priority is fine too. You can specifically keep opponents in your up smash if they like the air, keep opponents who like to be close to you in a bubble and fire away at the far off guy who loves to camp all at once without much thought or pre-planning. However, as in the regular playstyle, the best plans are ones devised with good strategy and making use of complex strategies - the one big and remarkable difference here is that you can make a weapon out of all your opponent team, and use them on each other like the sociopath he is.​

MATCH-UPS

Versus Baron: Mad Scientist and Just Mad

Baron's setting up of his neutral special is most definitely going to have to be on the ground at the start of the match, with his aerial prowess and trying to keep Banbollow grounded paving the way until Banbollow has enough confidence to attack directly. He can do this with his up aerial or neutral special [as always], though his speciality is indeed in long-range attacks, so Baron will have to dodge around most of that while also pressuring Banbollow into his electricity. Banbollow actually has the edge here - he can push Baron into it from a safe distance with moves like down aerial, up tilt and up smash without really having to go out of his way - on the other hand, Baron really wants Banbollow to come up close to him. It just isn't happening.

By the next phase of the match, Banbollow should have build up some wire shenanigans. However, it is unlikely that he will have gotten optimum percentage on Baron to go for the KO. A smart Baron will obviously be using moves like his gassy aerials and up smash to try and catch Banbollow whenever he comes into the air, making it very cat-and-mouse as Baron tries to camp away and goad any kind of aerial offensive out of the well-grounded Banbollow. It will inevitably end in victory for Banbollow, though, as he simply can position himself to create long-range traps for Baron, whose only chance is trying to position his electricity into places where Banbollow can fire at him more effectively.

By the time either player has enough percentage to be KOable, it will even more difficult for Baron, as Banbollow may now have a whole wire full of bubbles, his up tilt out and lots of clusters to play with, making even Baron feel like he's running low on options. This basically results in another electricity wall for Baron to watch out for and that Banbollow immune to. What certainly makes the match that much tougher for Baron, is that staying above Banbollow is particularly dangerous when his grab can get as high up as he can. So he'll have to again, try to avoid coming too close to the grab while also setting up his neutral special in a precarious position for Banbollow, all the while making sure he is not simply grabbed, pummelled and tossed up into his own electricity.

Versus Barbovor: King of Water meet Minion of Fire

Barbovor and Banbollow can co-exist rather peacefully with their two grab games - Barbovor having to basically get on Banbollow's wire in order to hit him with his grab spike. This all becomes rather more complicated when Barbovor can re-direct the position of his spike into the air, causing Banbollow and his wire to also ascend. At this point, Barbovor is also at somewhat of a loss, as approaching means coming into contact with Banbollow's wire, which obviously is quite a bad idea. The real bad point here is how this can easily force Banbollow into some awkward close combat bouts which he doesn't like and has little to give himself the advantage in. When dragged in close, he basically will just want to get off the spike rather than face the far more competent Barbovor. Of course, Barbovor's weight becomes somewhat of a non-issue when Banbollow grabs him - aside from making him impossible to move in down throw - eliminating much of the finesse of Barbovor's water saturation moves.

What really hurts Banbollow is the minions. Functioning as walls, they basically make this into a three-on-one where his side smash becomes useless as it only trips the first and reels him in - if connected to Barbovor on the spike, they also do act as decent walls to Banbollow's flames. The one chance Banbollow really has in the match-up to dominate is later on, when his enemy has laid his bed by having his minions and spike out on one side of the stage and can then try to get behind him. If Banbollow can hit Barbovor with his grab, he will pull him out of any grab his spike is taking part in as it is forced to retract, at least, acting as a good counter to all of that. The problem with just trying to run around the back of him is, however, in the poison damage and spikes Barbovor has. It's a bad match-up for our friend Gale, only saved by Banbollow's long-range aerials and up tilt from being completely incompatible. The sheer complexity of the interactions with the grab game and the wire actually ends up being a bit of a headache for all, though it still stands that, given the time, Banbollow could beat up Barbovor, he just will never be given the opportunity, as even his passive approach to setting up is counted by Barbovor's long-range grab. Having to fight close range wouldn't be such a problem if not for the minion wall meaning his clusters have to work in overtime.

Versus N. Tropy: Time on Fire

This is an odd match-up - not in the least because it involves Tropy, who is a master of time and thus has very complex mechanics going on. His use of his teleport up special can actually result in him getting screwed over if he lands on the wire and Banbollow simply building up a lot of bubbles can put that out of the question, unless Tropy can get some higher ground and then save his position. With his own clock, it's simply a matter of projectile versus projectile - in this case, Tropy easily wins with his standard attack. It also has to be said that his side special here - temporarily disabling parts of Banbollow's wire - are very **** in terms of being able to zone out Banbollow, throwing out that grab to then stop in one place and block aspects like the down tilt, bubbles and your up smash to his fitting. Of course, this could be at his own disadvantage to underestimate Banbollow, who can simply move his wire around. Of course, it's not like Banbollow is completely inept - putting up a substantial fight by and probably being able to pull the laggier Tropy onto his wire eventually, at which point Banbollow surprisingly comes out on top with his close ranged attacks versus the rather lost-for-words Tropy.

When it comes down to getting the KO, Tropy will probably also have the upper hand, with his better control over the entire stage than Tropy. Banbollow will definitely be left feeling like he's playing a game of catch-up over the more travelled Tropy, as he's definitely the more suited to just trying to out-camp his opponent at long range rather than having to move around to avoid Tropy, who will be using up all his times with the projectiles seated right where Banbollow is. This will probably just result in Banbollow playing more campy if anything, however, as moving out of the way will lead to further punishment by using that projectile to summon whenever Banbollow in that position on the floor. Pretty much, given the ways both set up, forcing Tropy to reset his times by constantly gimping and forcing an up special may be the best way to try to eliminate some of those built up times, which Banbollow is especially good at. Once Tropy has deleted his times - or if he is unable to do build them up quickly and cleanly - Banbollow can easily sway the match-up in the other direction with his permanent wire set-up. Though Tropy can also just cheese Banbollow's tether-like recover by removing the edge of the stage, which also serves as a way to gimp Banbollow insanely well if he ever comes off-stage to try and pressure him, making it extremely reliant on Tropy's competence in doing so.

Versus DarkMega, Venom, Gallade: The Tortoise Gets the Hare

Typically in boss fights, special mechanics don't mesh well with the nature of having to stay alive long enough to deal enough damage to knock out a super heavyweight boss character. Thus, Venom is purely on offence until he inevitably dies, and probably will not want to waste up more of his time by draining his Venom time. This leaves DarkMega and Gallade on defence. This isn't too awkward for them as a whole, as DarkMega has no reason to even try to make boss Banbollow forcibly take on bugs when he has no way of stopping him from just ignoring them, not to mention that Banbollow isn't stupid enough to fall for that even in a single. What will be instrumental in this team not just falling flat on its face is Gallade, whose future sight alone provides some reason for Banbollow to move. Due to Gallade's improvement with steadfast, Banbollow will probably want to keep him until last to make sure he finishes him off, but considering the combos are largely useless on him if multi-hit, it'll be difficult to really build much out of this.

During the middle phase of the match, Banbollow can simply completely ignore Venom as he's destined to die without any provocation. What he really will want to focus on is killing off Gallade, as once he's down, he is pretty much guaranteed a win. Going after DarkMega first really isn't going to result in much beyond just making DarkMega spam his insanely powerful healing move, and again, Venom is pretty much useless here. What makes this all the more harder is Banbollow's massive wire clusters, blocking much of the long-range damage by DarkMega and leaving it up to Gallade's unconventional hitboxes to save the day. Of course, I've called Venom useless up until now, but he will play an integral part here of making sure Banbollow doesn't just go to town on either of his two partners, though this does put the pressure on the enemy team to try and KO before Venom's timer runs out, which may not even be possible.

Once stalled out to Venom's death - which, to be honest, wouldn't be hard for any boss to do - even with lots of damage, Banbollow can still easy win by just grabbing DarkMega or Gallade and focusing fire on the other one. This is especially easy because both will be trying to attack from a long range still, either meaning they'll be isolated at opposite sides of you or together and thus even more **** as you can grab both of them easily. Without Venom, there's no pressure to keep you at bay from just walking up to them and grabbing, then throwing them off-stage. Easy as, right? Well, not really. If Gallade can actually get to competent percentages and build up his steadfast, he can be be too fast at a close range for Banbollow to have much of an answer, which combines well with a long-range spamming DarkMega. If they can both survive long enough, a Gallade on one side going nuts close-range and DarkMega going nuts and jamming on his death laser may actually be enough to defeat Banbollow, but if he just goes after DarkMega the entire match will probably go his way.

Versus Flying Dutchman, Haunter, Vlad: Zombie and Ghosts?

This is a rather effective team given the fact that Banbollow doesn't like to move around too much, and all members of the team have effective ways of attacking incognito. Haunter from within the stage and his own night zones - which function just as well with opponents. This is actually the perfect place for the fly too, given that Haunter sticks around for long, as he will be completely and utterly the first target for Banbollow to go after and throw off-stage due to his irritating night zone alone. That would also provide a good enough location for Vlad's set-and-forget moves, but as a lot of those require Vlad to be up and close with his duplicates, he's strictly on pressure duty. Vlad actually isn't too bad on pressure duty either, it's just that a lot of his duplicate moves don't exactly have much height on them and he's thus easy fodder for the old neutral special. He can, however, try to use his bubble to split up Banbollow from the others, though this won't be too successful when Banbollow escapes super quickly from it.

So though Vlad has plenty of ways to stall Banbollow, this can't last forever, so in comes Dutchman to the rescue. Both of them will be trying to protect Haunter, who basically wants to act as much like Sandshrew as possible, particularly when Banbollow is just able to use his wire to test out the night shade zone without having to go there. Dutchman has spacing options a plenty, however, and once Vlad is through trying to damage him, these actually start to work well. Turning on Dutchman, Banbollow actually wants to keep him around for later, as his gimping and fly in general just screams bait. No, what Banbollow still wants to do is kill Vlad, or Haunter if he's being stupid and playing a dangerously active role in the match.

Once Vlad is down, the match is pretty set. Haunter being grabbed pretty much spells the end for this duo, as Dutchman's fly's function as a gimp-enabler is pointless when Banbollow has Haunter dangling below him and has amazingly-long ranged aerials like his up aerial to hit back with in comparison to Dutchman. Though in a singles, this would actually be fairly close, fighting a singles match against boss Banbollow within the fly is just a huge no-no. If Haunter isn't just in the wire, however, the fly is an excellent way to team up on Banbollow and score a KO, but you'll both have to stay in close to avoid his aerials and avoid getting below him as to not be owned by his bubbles. In fact, given Banbollow's weight, this could be a very good time to to KO him. In the end, if not killed in the fly, it will probably come down to Banbollow versus camping Haunter. Again, inevitable win to Banbollow.​
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
1908-0105-4965
Banballow
Alright, proper comment time. Banballow is...well...complex. Not that that's a problem, mind you, but it's definitly going to warrent a few reads from the slower ones like me. Maybe that's a good thing, because it's certainly interesting enough to warrent multiple reads anyway. There is no limit to the interactions to be found in the set. There is never a boring or generic move to be found because of these interactions. That's really saying something because a lot of the moveset is manipulating a wire, but you somehow manage to make this interesting and not forced or unnatural creativity. I really think that you've got something special here, something that...well, I know I haven't seen before. Definitly a stayer on my Super Vote list.
 

Chaos Swordsman

Smash Apprentice
Joined
Sep 15, 2008
Messages
174
Location
In your closet.
I know I'll sound like a complete whiner for asking, but why's there only one comment for my revised Ashley set? Surely, someone else could spare some time to read it...
 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
Comments are a rare thing, especially now that I've fallen behind. I've found the best way to get comments is to hype your set in the chat a good bit, that way people will look forwards to it.
 
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