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

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Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,295
Location
Hippo Island
Pennywise

MUCH better than the original. Right away this one sets the tone for the rest of the set as make enemies paranoid of being caught in Pennywise's biggest moves, forcing them to frantically jump and dash all around the stage which makes them more vulnerable to all those balloons. There was a good amount of creativity within the attacks (FSmash is the closest we've had to a recreation of Black Doom's UTilt), and all the ways you found to manipulate blood worked well in tandem with the invisibility mindgames he can play. Anything that can potentially reveal Pennywise's position to his opponent is never fully a good thing as it can just provide him with ammo for some even better attack.

The playstyle is self-aware this time, which makes it much easier to appreciate, but it's kinda funny that he can combine his attacks better this time around than the original set which was about "combos". Once again the sheer threat of what he CAN do places an interesting twist on the stage-control archetype: He doesn't necessarily have to actually place a trap to herd his opponent around the stage.

Overall, I can see this set floating around the higher end of my voting list!
 

MarthTrinity

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

*yaaaaaaaaaaawn* Oh man was that a good na-...SHIT! Where did all these movesets come from? Aww jeez, now I'm way freakin' behind on my comments! Well...I can't be that far behind, right? *last set commented was the fifth set of the contest* Gaaaaaaah! Nowaynowaynoway! There's no way I could be /that/ lazy about it! Hmmm...I wonder...maybe I can do this another way...

Well great. Sweet talking Junahu didn't get me anything but a stomach ache and a sore throat. *sighs* Alright fine...I'll bite the bullet and...*winces*...Actually do some work for once. I -DID- say I'd comment every moveset in the contest I just didn't think I'd remember it...oh well...guess I'll pick up where I left off.

Yeah, a lot of these sets are old...but look at it this way. If I like what I see...congrats, you did a good job and I'm praising you for it like a horny doggy-woggy. If I -DISLIKE- what I see...you made the set long enough ago that you're probably far past whatever made it "bad." So you get praised for your good stuff and it's no sweat off your back if I dislike it 'cuz you're prolly better now anyway. Got it? Good boy. Stay.

*puts on glasses* Let's get to wor-...what? Since when do I wear glasses? Well, ahahaha...they actually don't have frames...they just make me look smart. What? Some guys like smart girls too! If I look the part, they won't care after I've blown their minds~<3


Spiderman

"Spraying white stuff everywhere and talking about your senses tingling...you're coming on a bit strong, bug boy."




Sir Weston

"Would it be too cocky to assume that my extreme hotness thawed you out? Probably, yeah...*sigh*"




Dry Bowser

"So you're just that fatty turtle from before gutted and skinned? Isn't that a bit much for a kids' game?"




Enrico Pucci and Whitesnake

"You're not planning on double-teaming little ol' me...are you? I sincerely doubt you'd want to use any discs -I- own though..."




Gon Freeces

"Ren? Zetsu? Aren't you kinda young for that Kama Sutra stuff, shrimp?"

Oh...they're not positions...they're power up dealies controlled by taunts. Well that's kind of a letdown. Basically what we've got here is though is an ammo mechanic via the whole Nen stuff...but what does set it apart is how GOn's Ren and Zetsu stuff directly affects how you build up your Nen. Like if you use Zetsu, you get crazy amounts of Nen but lose the benefits that it gives your attacks and are more vulnerable leading to a more keepaway style while you build up points and dodge the foe. Ren on the other hand encourages more aggressive playing by making your attacks all the more potent at the cost of blowing through your Nen.

With that all out of the way...it's a smidge disappointing that Ren and Zetsu (and Nen for that matter) really only affect the Specials and two of Gon's Smashes. It leaves the rest of the set feeling a bit lonely and neglected. The moves that do use it however are pretty good and I do appreciate that, with more Nen, the knockback scaling goes up instead of just making sure he has enough points to use it and then calls it a day.

As I said before, the rest of the moveset seems a bit neglected in terms of interesting attacks once you get past the Nen Smashes...

"Gon heaves hard on his rod, pulling a foe over his head and slamming them on the ground in front of him for 4-5% damage."

*perks up*...Oh...a FISHING rod. That's disappointing. But...the grab game -IS-pretty fun and interesting to be honest. I like the concept that you have going that grabbing the foe is like reeling in a fish by thrashing them about with your fishing rod. The way it's executed makes it sound really fun too to just fling the opponent every which way with them trying to fight back making it some kind of reaction time battle. Me likey.

So...all in all...Gon is a very fun set and, despite the brainmeltingly green font color, looks pretty good. It's a bit bland on the standards and an ammo mechanic certainly isn't anything new...but it's a solid set really. I know you haven't been around in forever but this was a nifty read even if I still have no idea who this kid is.



Storm

"Oh God you're making me so wet, aaaaagh! No really; stop the freakin' rain already!"

Tanookie?! The hell are you doin' here? I thought you dropped off the face of the Earth? Well no matter, welcome back, even if it's just this for this moveset. And this moveset just happens to be for an awesome X-Men character; we don't get enough of those in MYM really. Anyway, with Storm...at least I know roughly what to expect; unlike with Gon, I at least know Storm's potential and abilities.

First off...yay, iffy balance problems. It seems to me that you tried a bit too hard to balance the special mechanic. I mean, Storm's recovery may be good...but with the current state of the mechanic, Storm is being punished just as much as the opponent is...for probably being in worse state than them. Not to mention that Storm is light enough as is; having her get destroyed by her own weather affects is a bit harsh.

Anyway, the Up Special is a pretty nifty aspect of the set that I enjoyed a fair bit. It plays in well with Storm's Special Mechanic. Actually, a lot of the interactions are pretty nifty including Up Tilt freezing the rain and Storm's electrical attacks doing more damage in rain...but it once again feels like you were afraid of Storm being too overpowered so you made her own moveset just as hazardous to her as to her opponent. You've got some nifty stuff and Storm has some powerful moves...but they seem to be just as damaging to her as to her opponents. MYM doesn't really care about balance (never really have actually, funny enough) so I'm sure nobody would've minded had you made Storm fitting to her Omega-class actuality.

Balance aside though, Storm's got some cool stuff going for her and it's impressive that you've kept up with the current moveset quality after such a long absence. Storm sounds like she'd be fun enough to play and she captures the raw power of nature fairly well. Good work here Tanookie.



Viewtiful Joe

"Slow...Slow...Slow...Zoom In! Mach Speed! Oh yeaaaaah...VFX powers are Viewtifuuuuuul...Replay?"

Old set is old and I already commented a more recent set of yours buuuuut...I also had plans for a Viewtiful Joe set back in the day. This was the first set you ninja'd me on; Belome was the second. I am not your alt. Rawr. Anyway, unlike everyone else who commented this set, I don't mind the VFX Meter and the transformation back to "Regular Joe" as I had a similar concept and I know that it makes sense if you've played the game. It also allows you to break the VFX powers and have this as a canon crutch to avoid spamming them.

Onto the powers themselves...you..pretty much had the same concepts as I did except slightly different in execution. What -I- had was having Joe directly effect a small area around him instead of effecting the entire stage (avoiding the need for a VFX meter by making the powers less OP)...but you did have the same idea of combining the powers, just like in game, in order to get around Slow's movement limitations and giving Joe an edge. Heck, you even had Six Machine as the Up Special complete with similar interactions to my concept.

The rest of the set is pretty self-explanitory for Joe and fits him well, even if it isn't exactly anything special. It would've been nice to see a bit more interactions between Joe's VFX powers and his normal attacks. Would've been nifty if Joe also had something like Viewtiful Forever (I believe that's the move) where Joe's dodging game was brought more into play like in the Viewtiful Joe games themselves. Better than Ashley (the original at least) but kinda lacking in the midsection. Still fun to see a Joe set made though.



Victini

"It creates unlimited energy and shares it through touch? Hmm...I may not hate this one; can you vibrate too, little guy?"

Junahu set. Yaaaaaaaaay. Anyway, Victini's apparently the fallback Smash fans have for a new Pokemon rep since Zoroark kinda didn't do as well popularity wise as they expected I guess sooo...I'm expecting some interesting stuff from this set Junahu, don't disappoint me, hun.

Hmm...damn does Victini have a lot of crap going on before the set even starts. The Aerial Ground Dash is all kinds of nifty but it's a smidge disappointing that all you can do is U-Turn out of it. It would've been cool if you could do some other moves out of it like Up Smash kind of making it similar to Snake's DACUS (IE attacking while keeping momentum/still traveling forward). Victory Star's a pretty nifty adaptation of the in-game ability but I question its usefulness in the Smash universe. I mean, know how frames work in fighting games and how important they are when it comes to attack speed/duration and stuff...but I'm not as educated as to how important they are in Smash. I dunno, just seems like a small enough "buff" to not really matter except for maybe spot-dodges. I dunno. I don't really care about the specifics of Smash frame data.

Moving right along...the organization for this moveset is certainly an interesting one that reminds me of a far more organized "Rider." By that I mean that the moves are seperated by suggested use without it feeling particularly flowcharty. It's a handy thing for the reader but I feel as though it slots these moves into determined uses rather than letting the player experiement with them. That said...most people in MYM -EXPECT- you to do that these days as versatility is the devil incarnate.

As for the moves themselves...you've got some fun stuff going on here. Flare Blitz is probably my favorite move in the set; it reminds me an awful lot of the chasing mechanic in Arcana Heart 3 which is a good thing. Telekinesis is also pretty nifty too. Actually...I approve of most of the aerial game really as it gives Victini this feeling of an aggressive Pokemon determined to assault its opponent on its own terms in order to secure victory. The most awkward part for me was the grab game as it didn't really feel like it fit; just felt kind of out of left field for my taste really.

Overall, I don't feel Victini was your strongest entry really. The aerial game is awesome but it feels a bit less impressive after that. I'm sorry I'm not a fan Junahu, you can spank me as punishment whenever you're ready *drops panties*.



Meowth

"Listen cat, guys only like one kind of pussy and you're not it."

Holy Royal Rainbow Batman, did Crayola chew this set up and puke it out? *adjusts frameless glasses* Wait a sec..."Masked Man moveset"? Oh jeez, I remember you! I reviewed Masked Man waaaaay back in the day as one of my first reviews/acts as a leader. Small world huh...anyway, as I briefly mentioned above, the color scheme here is really unfitting for Meowth and makes the set annoying to read with the constantly shifting colors. I'd recommend looking at the character's color/associated colors when organizing a set. Also, keep it to one font style as well.

As for the set itself...it's a fairly basic one with a lot of fairly bland attacks unfortunately. That said, Meowth doesn't have a huge amount of potential really so it's not exactly your fault. Although, the Up Smash is a pretty clever move, at least its secondary effect. It kind of combines Meowth's dirty fighting nature with his goofy anime version to create a sort of sacrificial move that can destroy your foes at the cost of hurting himself. Of course...any opponent within range of you after -THREE SECONDS- (AKA: About three Falcon Punches) deserves to be blown sky high.

Moving along...wait...what? Meowth had to give up Pay Day in order to talk? I thought he just taught himself how to do it so he could hook up with that chick Meowth. Eh, whatever. Meowth's "Pay Day" strikes me as a bit odd and feels a lot more like that one Hsien-Ko move where she throws random crap than something Meowth would do. The other Specials feel rather bland (Fury Swipes) or seem rather out of character (Substitute) but...yeah.

Overall, I hope you had fun writing this Meowth set. I hate to come across as soul crushingly negative but Meowth just comes across as rather bland sadly. That said, Masked Man was your last set and, IIRC, most of his moves were taken directly from other characters...so there's certainly improvement here.



Garbodor

"Ugh that's terrible! I feel dirty just looking at that! And not the good kind of dirty either..."

So. We've got obligatory SmashDaddy Poison Type Pokemon. After Weezing was a great success and Muk was...very not a success, it all comes down to Garbodor to act as a tiebreaker. Anyway, I regretfully must say right off the bat that, while the writing style isn't as...well, Muk's writing was pretty damn bad really. Garbodor isn't -GREAT- and there are quite a few awkward sentences throughout the set...but it's overall improved over Muk which makes this moveset easier to read. It's still rough around the edges but it's not unreadable. For example, I legitimately have no idea what the last paragraph of the "Garb" game is trying to say. I believe it has something to do with inhaling up your strewn around parts/arms after explosion...but that's about all I can make of it.

The whole concept of spreading crap around the stage however, while nothing particularly new, is suiting to a Pokemon made entirely of garbage. Side Special is nifty as it gives Garbodor stuff to play with while also affecting his weight by sacrificing his own body mass. Would've been better if he belched up a chunk of garbage instead of random liquids becoming solids but whatever, minor nitpick. Speaking of nitpicks, why do you keep refering to his garbage as yellow/brown? Looks gray to me but eh. That's neither here nor there.

As expected from you by this point however, the organization and headers and such are very suiting and add to the set even if the writing does subtract from it a little bit. That said, the set certainly wasn't a bad one despite being utter trash. Er...-FOR- utter trash rather. It's certainly a leap above Muk in terms of overall playstyle and just generally being more enjoyable. I never really was a huge fan of Weezing and Muk but Garbodor seems to finally be the most appropriate Poison Type for your concepts. Good work here Smady.



Marona

"You goody-goodies are always so boring...and flat. Your little guardian should get with a real woman like me."

Right off the bat I see that Marona is pretty useless without items which is a pretty big red flag for a lot of players. While it's certainly not a -BAD- thing to have a moveset have specific moves that can affect items, having them revolve around it is typically a bad thing as lots of players don't use items at all. That said...Marona seems quite underpowered even with items on. I mean, Confine is flat out useless with items off, Chartreuse Heal is fairly useless considering her weight (45 second cooldown is an INSANE amount of time for 18% healing) and her Side Specially (fully charged at -7- seconds) only KO'ing at 90% seems to be taking the "bad at knockback" thing to an extreme.

I'm also noticing there are rarely any damage percents or examples of knockback leading the reader to assume that all of Marona's attacks are rubbish knockback/damage wise. I'm pretty sure you fixed this in your later sets but eh, just pointing it out here as I also used to do the same thing back when I started in MYM. My train of logic was that I'd break my characters on purpose...but in reality, it just makes the characters easier to imagine.

That all said...the Down Special minion creating is a nifty concept (what with turning items into minions) and would probably be cooler if maybe different types of items created different minions (IE: Explosives/Battering Weapons/Projectiles/Transformations) but I'm not sure how out of character that would be. Seeing as she's a magic user, perhaps if she could create items to transform into minions (or use normally) that would make her a bit less...useless for players who don't use items. Again though, this is a really early set of yours so I'm more commenting on the set itself than your MYM'ing.



Geno

"When I said I like guys with wood this...wasn't what I meant at all..."

So yeah. Once again I come to a Chaos Swordsman moveset for a character I like. Poor Geno has to suffer through the fate of being rather obscure to a lot of people, hated by a lot of people and forced to have an embarassing group of fanboys who think he's a 100% shoe-in for Smash. Geno fans who acknowledge Geno's -ACTUAL- chances seem to be few and far between sadly. Whatever though; that's neither here nor there and more of a commentary on the fact that the fanboys need to stop attacking everyone who disagrees with Geno's odds (and that others need to note hate the character because of the fanboys...).

Moving on to the actual moveset itself instead of rambling on about stuff that doesn't matter...the Specials for this moveset are pretty cool really. I like how you made Geno Whirl and Geno Beam interact and appreciate that you added a nod to the 9,999 damage Geno Whirl even if it's very luck based. Item Hat caught me off guard but in a good way really. It's kind of a good example of what I wanted from Marona; a move that's especially useful in item matches but not useless in matches where they're off. Down Tilt is also a good addition to the moveset as it actually makes Geno Whirl's effect actually useful on most stages.

The set overall feels very Geno-esque and makes use of his very projectile focused weapons from SMRPG and the set is overall a fun read. The organization could've used a bit of touching up (the colors are bit hard to read at times, Back Throw especially stands out...or rather doesn't because it's impossible to read against the background. I believe I said Belome was your best set so far...but Geno's not a slouch and was certainly a fun read.



Belome

"Mmm...lick me up good, big boy. Bet I taste good, huh? W-...wait! You're actually trying to eat me?!"




DarkMega

"Ooo, bad boys in black always turn me on. You can jack in whenever, cutie..."

Alrighty. Controversial opinion here but...I was never a fan of DarkMega when he was posted. My general opinion on the set was that basing an entire set around making it broken, unless it's a joke set, is not really a good idea. My biggest problem with DarkMega is that its playstyle is...well...it's saying something that it's really not. Basically, DarkMega -WANTS- opponents to use his Dark Chips to ruin themselves with glitches...but why would they?

I shared this opinion with Smady back in the day but never posted a comment of my own but...really, why should the opponent play DarkMega's game? DarkMega holds up a chip with a symbol. You don't have the /time/ to analyze the chip and know if you want to attack him and steal it; DarkMega either uses the chip or you attack him and blindly use it. There's no strategy behind it, it's just a guessing game; either you get something useful or DarkMega buffs himself up. The so called "crux" of DarkMega's playstyle doesn't actually exist...or at least doesn't logically. Why should a player use DarkMega's chips when they're just screwing themselves over? DarkMega's powerful enough as is so the Dark Chips are more of a help than a pain, for the opponent however it's a temporary buff with a curse that lasts until you're knocked out.

With that out of the playstyle, DarkMega is a pretty standard fare projectile camper really. The grab game causing bugs to share is certainly a better way to share bugs than convincing the foe to use random Dark Chip which fits the /intended/ playstyle much better than what was originally planned. The Hole gimmick is kind of annoying too even though I know why you did it (in-game reasons) as it essentially limits Dark Mega's tilts and certain aerials. Couple this all with hard to read font (seriously? All black and gray?) and I feel this set is not really at all what Warlord saw in the first place. I know you're not really around anymore DM and I'm sorry that I'm really not a fan of what is essentially your last set...but I know you've made better sets than this before.



Galaxy Man

"Aliens? Are you gonna probe me now? At least warm it up before you stick it in..."

Truth be told...I wasn't a terribly huge fan of Rool's Galaxy Man way back in the day really. The whole "negative Mario's walk" stuff was terribly annoying to read through and admittedly made the set feel much less enjoyable to read. That said, your Galaxy Man seems to have simplified the process a bit while giving him your own take on the UFO Robot Master.

To begin, I'm a fan of the Neutral and Down Specials here as I feel they represent the Robot Master and his stage (respectively) quiet well while giving Galaxy Man some interesting toys to play around. The Side Special however seems a bit weird for Galaxy Man to be using really...it's something that'd fit Gravity Man far, far more and seem like less of a stretch. Admittedly, the Side Special isn't the only bit I feel is a bit of a stretch, the Up Smash summon feels a bit strange compared to the more logical one in the Down Smash and the Down Tilt also feels particularly weird. Back Aerial and Neutral Aerial especially seem somewhat weird to me...but that may just be because I've been told so many times how much of a cop-out control scrambling moves really are thanks to several of my previous sets.

Of course, those are my only complaints about "out of place" moves and I -DO- feel that the moves that do work work very well with what you have planned. The idea of bouncing around projectiles through portals is always a fun sounding concept and the fact that you can do this not only via portals but via bouncing them off yourself or using your grab game to snatch them up and toss them around with your throws. It does lead me to believe that Galaxy Man may be a tad overpowered due to his air grab...makes his gimping game seem a bit -TOO- easy personally but it's nothing that takes much away from the set.

With that all in mind, yeah, I do greatly prefer Galaxy Man to Spiderman earlier in the contest. It's got a lot of fun ideas and even the ideas that feel a bit off to me don't exactly feel like -BAD- ideas or anything like that. Just strange ones. Either way, Galaxy Man's core concepts sound fun enough to make the set an enjoyable read. Good work Nick.



Genesect

"Ew. I hate bugs enough as is...but giving them freakin' /weapons/?! Who thought that was a good idea?!"


Oh hay Smashbot, how you doin'? Gonna keep this one short and sweet because, ya know? You've made better stuff than this this contest so I'm sure you don't care much about Genosect's reception at this point. First off...the colors and headers are both rather unfitting/random/unpleasant. That and you typically want to put the Specials at the start but I'm pretty sure you fixed that in your later stuff so whatever.

Onto the set itself...detail's pretty good for the most part, you've got damage and knockback frequently enough and the attack descriptions are good enough that the attacks are easy to picture. You also did a pretty good job of avoiding Pokemon Syndrome with Genesect, opting to give him obvious/type related/original moves instead of giving him whatever he can learn (down air's a bit suspect though...). You also do a pretty good job including his drives and Download, even if it really does only effect one move...although Chill Drive not freezing them is kind of weird. Also, you don't mention what buttons select what Drive before the match, just that you can do that.

All in all though...Genosect is alright. He's not got much "wow" factor and his playstyle is a bit...well...he doesn't have much of one really...but the detail is pretty good and the set feels "In-Smash" enough to be possible. Like I said though, you've already posted better stuff than this so it's no big deal that this set is fairly meh.



Mike Haggar

"Why don't you show me your wrestling holds, Mike? That or...lemme see your huuuuuuge 'steel pipe'..."


Unfortunately...Mike's not that set. I mean, don't get me wrong, Mike Haggar is awesome beyond awesome and his moveset is awesome...in Marvel vs. Capcom 3. Yeah, reading through Haggar, I can't help but draw comparisons to Haggar's MvC3 set in an eerie select/copy/paste kinda way. The Specials are all taken directly from it, Smashes, and even a lot of the aerials seem snatched straight out of Marvel territory and slotted into appropriate slots for them. That's a big part of the reason why I'm uneasy about making fighting game characters; it's so easy to take their commands and piece them into fitting places. It was honestly one of my biggest concerns while making Shuma-Gorath last contest; I didn't want him to bea copy/paste of his MvC self so I went for a medium between the character and their "fighting game version."

That said, Mike doesn't have a whole lot of potential even if you went and based him entirely off of Saturday Night Slam Masters and Final Fight. Haggar's about bodyslamming people, pummeling them with pipes and about throwing his muscle around, there's no two ways around that. So really...there wasn't a whole lot you could do. Granted you could've focused more on heavy-hitting wrestling techniques and all that...but at that point, you probably would've lost the Haggar feel of the set.

Like I said before, making characters who have been in fighting games before is a tricky situation. They typically use a lot of good ideas for the character...but then again, you don't want to copy/paste the exact moveset. Your M.O.D.O.K. set did a much better job with this than Haggar; he just feels like a direct port admittedly.



Charlotte

"Ooo! Make me some desserts you adorable littl-...Oh God! I don't wanna be eaten by a giant chocolate erection! This is some kind of bad dream!"

I remember a while back, DM wanted me to watch this anime and showed me the clip with this character. I thought the blonde girl with infinite guns was pretty badass...and immediately saw her decapitated by this Candyland reject. On episode three. Yeah, that kinda killed my drive to watch this anime in roughly three minutes. That said, it's certainly a weird choice for a moveset...but you seem to enjoy your strange moveset choices so all the power to you.

First and foremost, I'm a bit puzzled as to why an opponent would want to eat the desserts that Charlotte makes really. I mean, unless they're a really lightweight character who wants to survive longer, it's really only healing them by a pointless percentage while making them that much easier to KO. Considering you mention later that Charlotte doesn't even defeat opponent's via damage percentage...why is this a big deal? To futher add to the confusion, Charlotte's minions...bring food to her? Why would Charlotte need to bring food to herself if she wants the opponent to eat it and get fat so she can eat them.

Moving right along...the second form stuff is fairly cool really. I like how it's basically a big moving wall that wants to eat you and is capable of weaving in and out of the background. It does come across as incredibly OP though in my opinion. I mean, Side Smash coats them in chocolate for 15-38 seconds...which makes them twice as easy to swallow...and their only chance of survival is dealing 100% damage to Charlotte's inner body. Kinda sounds like a good situation to just give up if you're caught in, especially since she can gulp you down faster than someone could realistically do that amount of damage.

Actually...you seem to acknowledge most of my commentary directly in the set. You say that most of her first form moves are useless (including the minions) and that her second form is, more or less, incredibly, incredibly hard to deal with. Perhaps if Charlotte had a move where she forcefeeds them sweets kind of like how they -CAN- get out of the Side Smash chocolate...but more assured. Either way, it's a really weird set but it's a lot better than your recent experimental sets like Steelix (who I can see some shades of in Charlotte). Why'd you stop making stuff by the way??



Ash

"Wait...you're a ghost? That's a shame, no way you're 'releasing your spirit' in me now..."

First and foremost...yay for a character that doesn't rely on items! Now that that's out of the way...Ash is unfortunately not quite as interesting as the concepts you had for Marona (which I attribute to character choice more than anything really). Most of the specials are fairly bland really...but I do like that the Down Special counter at least has a unique after effect instead of just doubling the knockback and dealing it right back to the opponent like most counters tend to be. I also find it incredibly odd that Ash's Side Special -CANNOT- bet used on solid ground...but instead is air exclusive.

Ash's Solemn Vow is a pretty nifty concept that, unfortunately, doesn't really get explored far enough. Like Marona, it's another concept for the set that hinges entirely on how the match is set up rather than how the player (or their opponent) plays the match. It's really situational to the point that it's kinda pointless. I see it as sort of a "Last Stand/X-Factor" dealy...but it's just so situational as is that it may as well not be there.

It's kind of a short comment for which I apologize...but I'm really unsure as to what else to mention here. It's a very "in-Smash" set which, to some people is a bad thing...but to others it's saying that your set is rather down to Earth and something people could realistically see in a game like Smash.



Pierott

"Ew, I hate clowns. Anyone that desperate to make you laugh just -HAS- to be a creepy rapist. Obviously."

I gotta say...the fact that you can make so many movesets based on Puyo Pop is a bit baffling to me really. I didn't think the game was much more than a puzzle game with some random story mode thrown in for single player padding but...yeah, I guess the characters do have moveset potential. The last moveset of yours I remember seeing was Yamato back in the day...but I admittedly don't remember it much sadly. Let's see how Pierott stacks up though.

So first of all Pierott's card mechanics are pretty cool. I like how the cards she has not only affect her Neutral Special and Side Special but also affect the stats of a lot of her moves. While it certainly is a nifty concept, it seems like it'd be a real pain in the *** to manage really, what with having to constantly keep tabs on what card you have using your taunts and also figuring out what each card means for your standard attacks if it even changes it at all. That said, I feel the cards could've been better organized in the set. They seem to be random colors and in a random order instead of organized by card color or when Pierott can use them (based on her health part of the mechanic).

Despite the interesting card aspects of the set...I'm uncertain as to what Pierott actually is trying to do here. Her playstyle doesn't...really...seem to exist really. I suppose one could say that managing Pierott's cards and using the proper ones for the proper situations is what she's aiming for really...but it's hard to see much else. Also, what happens once you use a card? can you simply right taunt to shuffle the card right back to you? That seems like a fairly important part to leave out (or perhaps I missed it).

Overall, Pierott has some nifty ideas with the tarot cards but ultimately feels as though it falls a bit short due to the randomness of having certain cards that the player must constantly micromanage. That said, I do enjoy the core concept behind the tarot cards and their effects are certainly fun to read. T'was more enjoyable of a set than Yamato personally.



Doppleganger Arle

"Didn't I fight you already? I wish I had a sexy doppelgänger...I could pan her off on the...'undesirables'."


Two Puyo Pop sets in a row? Well that's kinda-...wait a second...upon closer inspection...Doppleganger Arle and Pierott are the same moveset? How on earth does this work? Wait...that very last paragraph in Pierott vaguely hinted at randomly taunting during her Down Special in order to become someone else...and Doppleganger Arle says to taunt during HER Down Special...wowsers. I gotta say, that whole transformation thing needs to really be brought up as it's a fair bit more important than you're giving it credit for. As it stands right now, it feels as though it was almost an afterthought just briefly skimmed over in Pierott's Down Special/the end of the set. It's very weird to say the least, especially since it feels almost hidden with the way you execute it (taunting during a random attack is hardly newcomer friendly admittedly).

Anyway, what does Doppleganger Arle bring to the table? Well, she starts out with a Neutral Special that seems considerably luck based seeing as the outcome is a 1/6th shot that it'll be the specific power you want. The Daicute system in the Down Special seems kind of confusing to me admittedly. Do you -want- the Daicute's to be white? If so, isn't a two minutes and thirty seconds timer a bit insane? The fact that they not only act as a shield but as a dangerous projectile is pretty cool...but it all seems fairly situational (what if you're fighting a foe with no projectiles?). Also, why does having two or more Daicute boost her throwing abilities? Is this part of the game or just...kinda random? Because it admittedly feels a tad weird...but I may very well be wrong here. I'm also rather confused by how Daicute's are formed...as the little write up at the end implies they're created by Doppleganger Arle/Pierott taking damage where elsewhere it implies that absorbing damage heals it.

Admittedly...I may just not be getting these interactions because...ya know? I didn't realize they were the same set until I got halfway through Doppleganger Arle and wasn't looking for interactions throughout Pierott really. That said...Doppleganger Arle isn't really as interesting as Pierott. Her Daicute mechanic is kinda nifty sounding...but the way it's worded just makes it sound far too confusing to really interest me. I feel you admittedly may have been better off making this set purely for Pierott...but maybe that's just me.



Wario

"Trying to shake me down or knock me up?! Grab me again and I'm screaming ****, fatass!"


I'm 99% sure he wants to do this. To me. Nude. Moving along...we have Wario, the first MasterWarlord set of this contest as well as a Brawl remake that focuses much more on the Wario Land series over the WarioWare series. Now...first off, this may have been mentioned before...but I feel as though Wario's overall goals in this set feel very...weird to me. When one thinks of Wario, they typically think of a fat, greedy, idiot who relies on his brute strength to beat foes over his...rather limited cunning. With that said, Wario's goal of gathering coins to weigh down a bag so he can weigh down his foes after catching them in the bag feels rather odd to me. Why Wario is making pitfall traps that he fills with coins instead of smashing them with his classic shoulder rush or squishing them with his fat *** confuses me slightly.

That's not to say the concept of weighing a foe down and trapping them within a weighted "cage" of sorts is nifty in its own right...but it comes across as rather weird for Wario, master of blunt trauma to be going into such strange methods of winning (traps and Wario just don't add to me really...). I do very much like how you weren't turned off of using Wario's classic caps from Wario Land 1 and in fact gave them each their own (logical) segments in the set instead of having them appear for one move or something.

Not sure if someone mentioned this as well but...it would've been nice if Wario maybe had certain ways to "react" to the attacks foes hit him with. Like...basing it on the Wario Land games where Wario didn't take damage so much as take on a new form and adapt to the enemy assault...often times with a goofy/comical affect happening to him (like Zombie Wario, Vampire Wario, etc.). It's nice to see Puffy Wario and Flame Wario included /without/ the use of random "prop enemies" but it's a bit lonely without others like Flat Wario or Obese Wario.

Of course, I'm not saying Wario's a bad set and it's obviously filled with more Wario fanservice than the actual Brawl moveset...it's just I feel the playstyle strays a bit far from what makes Wario...well...Wario. I do appreciate however that, even though you changed the set up a fair bit and changed pretty much everything...you still gave Wario a similar role to his Brawl counterpart by giving them a very viable aerial game (even though WL Wario's recovery and such is a fair bit worse). It admittedly didn't "wow" me as much as your last few sets to be quite honest. Tis not bad but tis not your best Warlord.

Now keep that Wario away from me. That look on his face just screams that he wants to jam his cock up my ass.



Deadpool

"Merc With the Mouth, huh? Well I've gotten praise for things I can do with my mouth too, buddy!"

Deadpool, unfortunately, falls victim to a very similar thing to what I discussed earlier about Smashbot's Haggar set but...even more unfortunately...happens to be for a character with far, far more potential than Haggar. You see, Deadpool's biggest problem as a moveset is that, despite you saying most of his attacks are somewhat based on his MvC3 set, literally all the important attacks are direct copy/pastes from MvC3.

Literally all four of Deadpool's Specials, Up Tilt and Forward Smash are taken directly from Deadpool's existing moveset. They're not exactly bad move of course, they're fitting and they work...in MvC3. In the set, it comes across as a fairly uninteresting copy/paste of an existing set when you could've played off his other attributes much more (most attacks that aren't copied are simply katana swings and such). The most glaring fault with this is the fact that Deadpool rarely takes advantage of the fact that he can break the 4th Wall. Deadpool is pretty much capable of doing whatever he damn well pleases simply because he is self-aware that he exists within a comic (or in a game in this case) and it's disappointngly underused in this set. Oddly, it's probably used to the best effect in the Aerial Game as it seems much less copy/paste and much more...Deadpool.

That is the problem with sets based on characters who are from fighting games or who have been included -IN- fighting games. It gives the writer far too much temptation that they can just port it over to Smash and have everything be a-okay. The problem with that is however, it's an old set. Deadpool, as previously mentioned, is the 4th Wall shattering Merc With the Mouth...so why is he so rarely taking advantage of this to mess witha aspects of battle that normal characters couldn't possibly do due to being less...well...4th Wall destroying. It's a shame that a lot of Deadpool comes across as purely katana swings really as there's soooooo much else he could do easily.



Mr. Freeze

"That's one popsicle I have no intention of putting my lips around, 'Freezeinator'..."

So...I assume you picked Ahnold Freeze purely so you could make brain numbingly bad puns without it seeming out of character. Anyway, it's an interesting choice for a character and having more Batman sets is hardly a bad thing, even if they're from one of the most insanely degrading things to the Batman series in general. Bat CREDIT CARD?!

Ahem, moving into the set I feel the need to point out something that you did in your other sets that I feel most negatively affects Freeze really. You list the playstyle section -BEFORE- any of the actual moves in the moveset. That and, basically all the playstyle section says is, "Freeze has moves that are good at a distance and he can fight up close." Versatility isn't instantly a bad thing per se...but because of the fact that it's stuck up there at the beginning, it leads the reader to believe that the playstyle is rather unfocused or generic...which it kind of is really.

With that said...even without a particularly deep playstyle and with the dreaded "he can do a bit of everything" kiss of death...Freeze's attacks are a fair bit more interesting than your previous sets (at this point, obviously not counting the ones you've posted more recently). In my opinion, Freeze really feels like the definition of an ice-based character who'd want to transform the stage into a frozen arctic tundra. I mean, he's a guy who lives in a super chilled suit and, in the movie even, he's got his frozen lair that he chills (*snare drum*) out in. Freeze really seems like he'd want to do that to the stage. Chill the opponent to their core (kind of like what you had in the N Special) and make the stage uninhabitable for everyone else. If Freeze were a more defensive character, he could easily set up frozen walls, freeze the floor, have ice traps, create ice platforms, anything like that. A -LOT- of ice concepts have been done but even a basic concept like those would've helped the set feel much more focused.



Sho Minamimoto

"Subtract my panties, divide my legs, add your 'hypotenuse' and we can live in sin...Or maybe cosine..."

If I'm not mistaken...this happens to be like...the third Sho set we've had? Not like it matters though, you flat out say you don't really care that he's been done before so it's a good thing that you're making sets for characters you like. That said, the last Sho placed pretty darn well so the pressure's on to make it up to snuff. Just kidding. But seriously, what is it with this dude? Of -ALL- the characters in TWEWY, all I ever hear about in MYM is this guy...strange...

Moving right along, Sho's main draw is, like in the previous Sho set, his summons. Now, I don't really recall how they were selected in Ocon's Sho set (it really has been a while since that was out...) but I'm a bit iffy on the whole random cycle deal. I actually looked back to Ocon's Sho and realized that his summons were determined by however long the button was held for. While this -WOULD- give you probably less summons to work with...it would give an easier way to handle it rather than cycling through them and starting on a random one. That way it also encourages the player to use weaker summons in order to hold the foe off so they can summon -STRONGER- summons. Regardless though, that would just be recycling Ocon's concepts so I'm actually glad you didn't do that. Also, pictures of the summons would've spruced up the set a smidge (and broken up the neon red wall o' text).

Unfortunately, with the summons out of the way, Sho's a fairly basic character. It would've been nice to see some more focus on commanding the summons. While I don't know the character very well, he seems the type to be barking orders at his minions and it's admittedly kinda disappointing to see him not do much but basic commands as side effects to his Specials. Aside from tha-...

"Sho throws his opponent down, kneels on their chest, gets close to them, and says 'Well, I suppose you still get an F for Effort...'."

*nose bleed* AlrightIthinkI'mdonehere.



Bad Girl

"What the?! You're stealing my shtick! This game isn't big enough for /two/ foul-mouthed, mini-skirt wearing whores! Wait..."


Alrighty, first and foremost...never tell the reader when you're running out of steam. If you tell them you couldn't be arsed to make relevant moves for the set anymore, they're not gonna be arsed to actually /read/ them. I know you only did it in the aerials and admittedly aerials do suck, especially when your character really has no reason to be up there...but it's still a bad thing to do as it makes them take your moveset far less seriously.

With that behind us, I'm a huge fan of NMH so it's always a nice thing to see people making movesets for NMH's characters. Bad Girl just so happens to be one of my favorite characters from the first game as well so yay. You've pretty much got what makes Bad Girl...well...Bad Girl here. You've got the fake crying beat down, the hard drinking, the gimps, it's all there and it makes for a pretty good fit in Smash. Admittedly, the percentages seem a bit over the top. For a move that's basically Aether, Bad Girl should not be scoring 30-40% off of it (or more with her bat on fire). I do like the mindgames between her healing Down Special and her Grab game (something I actually inadvertantly toyed around with in Slowbro, I admittedly hadn't read Bad Girl when I was working on that set though). Her interactions with her gimps are pretty basic but she's got the moves to command them around and use them as weapons and stuff so it's pretty solid if not a bit...plain.

That's not to say Bad Girl is a bad set though. In my honest opinion, it works to the best of its ability with the material you're given. It doesn't exactly have a totally new playstyle or anything like that but it captures the character quite well. I do feel as though Bad Girl being portrayed as a character with a lot of laggy attacks and such was a weird design choice on your part...and the fact that she does seem to be pretty damn overly powerful to me is odd (although I suppose you could argue that she's one of three bosses with an insta-kill...) but it's a solid set to me. Much better than your previous sets in my book. And remember, be confident in your set. If -YOU- think your aerials suck, what're the odds of anyone else liking them? Going in confident changes how others view your set too, keep that in mind and stay positive, even if you feel as though a move may not be so hot.



Taokaka


"W-...what?! Where do you get off calling me 'lacking lady'?! My boobs aren't that small...right...? *sniff*"


Now...Tao is my main in BlazBlue and I do love her quite a bit...but there's a reason I never made a set for her. She really doesn't have that much potential for a MYM moveset, especially compared to many other BlazBlue sets. I mean, she works quite well in BB...but by MYM's gdlk standards, Tao's fairly bland. I do feel as though you may have felt this as well...so you tried adding some mechanics to spruce her up a bit. Unfortunately, I feel these mechanics don't really add all that much to Tao. Her first one seems like a real pain for one simple reason; comboing in the Brawl engine is just as easy as beating up Hazama with a bendy straw. It ain't gonna happen. Second of all...Tao's -OTHER- mechanic seems just plain annoying. I understand that you did it for character based purposes...but this idea is -EXACTLY- like random tripping. You -RANDOMLY- lose control over your character with very little reason and with no positive benefit. Honestly? If this happened in BB, I'd -HATE- playing Tao.

It's admittedly a bit disappointing to see such little emphasis on Tao's in-game (BB that is) drive. One would think that Brawl would be an EASIER engine to focus on Tao zipping about the stage, taking swipes at the foe all while darting in and out of their reach...but as it stands (and it may just be writing style) Tao feels fairly slow and lacks a lot of what makes kicking *** with Tao so damn fun in BB.

All in all, I would've liked to see a much greater emphasis on Tao's speed without the mechanics. The first one admittedly encourages speed...but the second one basically says that no matter how aggressive you play, you could -EASILY- be screwed over by something out of your control...which is something -NO- fighting game player -EVER- wants.



Commander Shepard


"Say I'm your favorite girl on the Citadel and I'll give you much, much, more than a discount, handsome..."

Alrighty...so no matter what you say about this set not being good...I say there's certainly some good to be seen here. First of all, you decided to focus more on his actual attributes and such instead of giving him a bunch of guns or whatever that he can use in game. So really...it's rather fortunate that you opted to represent a specific Shepard instead of Shepard with bits and pieces of any of the weapons/abilities he can use.

Now if I'm understanding this correctly...Shepard uses his Adept powers to manipulate energy fields in order to control the flow of battle. IE: He can do stuff like force opponents to certain points via moves like Singularity or push and pull them as he pleases via his Forward/Back Specials. It vaguely reinds me of Saber's whole spacing game but, unlike hers and more like Marth's, this one requires more skill in the sense that positioning a foe is only first step in the battle instead of having insta-spacing attached to all of his moves. The dash attack is also giving me slight flashbacks to Victini in a way (going from ground to air without missing a beat as opposed to air to ground) making his aerial attacks a bit more key in theory. Basically...it's a bit simple of a playstyle (trapping the in place with his fields and such in order to aid in his damaging/gimping/ko'ing game) but it works well enough really.

I do however feel that the throws are a bit bland however as if they were added as you were getting bored with the set. While this may or may not be true, the ending to the set feels a bit flat after the start which had some fun concepts going for it in the beginning. All in all...I can't say this is your best set (as I'd be lying) but I don't agree that it's "bad" as you seem to consider it LoL. It feels a bit rushed in places (which I believe it was, right?) but the stuff that works works, even if it's not exactly the most exciting stuff. I may be entirely off course her (considering I've never played ME...) but I feel you did pretty good with what you were aiming for. You weren't aiming for "Super Mercenary Shepard" with every weapon and rank...but rather for a specialized character to have a greater focus on the set itself than cramming every single Shepard aspect into one set and having it be a cluttered mess...

"Shepard is a normal sized Human, no larger than Snake."

Yum; I'm fine with this. If you boned alien chicks, certainly you can take some time out of your busy PR schedule for a sexy Earth girl, right?



Arakune

"No way, not at /all!/ That...thing is not going anywhere near me, inside or out!"

Arakune is kind of different from Tao in the sense that he certainly did include the stuff that I'd expect from Arakune...but not a whole lot more. You've got his curse mechanic from BlazBlue in here and then don't really expand upon it. Again, while the curse mechanic is certainly nifty in BB, it feels a bit recycled in this moveset.

This comment is mostly going to be addressing fighting game sets in general and why I honestly feel they don't typically work out very well. While characters like Arakune and Taokaka are fun in their own games, porting them over to Smash doesn't make for a very unique reading experience. Most people who will read Arakune are people who enjoy the character/the source material. If all they're being given is a port of the existing set...why should they read it? For example, my Shuma-Gorath moveset last contest. While Shuma is probably best know to most people for his MvC appearances, I -DID- try and avoid making it a direct port by giving him different layers of playstyle and attributes that suit him but aren't from his existing set. Giving the reader something new to read is far, far better than giving them an existing set they're probably already familar with.

With Arakune, you could've expanded greatly upon the fact that he's a living blob filled with bugs. Had you done this, not only would you have made a set that was fitting to Arakune...but it would've been unique and interesting to read. As it stands, Arakune is a good moveset...but like Haggar, he's a good moveset in the game his moveset originated from...


Meta Ridley

"Oh God no! There's a reason you're not getting in here, you're way too big! I'd rather not get split down the middle..."

So I was reading through MR and got to the playstyle...and realized that not once is his aerial game mentioned in the playstyle. One would think Meta Ridley's aerial game would be a focal point for him considering...ya know? Giant flying dragon of death? Just so you know...it was a pretty big risk to tackle Ridley for your first set. Soooooooo many people attempt the character under the mindset that he needs a set because he's a shoe-in for Smash. Unfortunately...this leads most Ridley movesets to be a little less than interesting. So you're kind of at a bias disadvantage from the get go really. Of course, most of us here -LIKE- Ridley so we -WANT- to enjoy your moveset.

First off, I dig the little "logbook" writing style throughout the set. It's been done before with some other Metroid sets but it at least gives the set some personality to difference itself from the other Ridley sets we see quite often. I do like how you even gave him a little "storyline" basis for why Ridley doesn't have the complete package of speed/size/strength/range/pandas. That said...the writing style, while it is fun and does give it a sense of character...it does limit the detail somewhat on damage and such which is recommended that you include these details in any further sets.

I also must say that I approve of the fact that you decided to go with Meta Ridley over regular Ridley. You did a pretty good job of finding the balance between mechanical weaponry based attacks and Ridley's brute strength as well. All in all, this set feels solid to me and was a much better take on Riddles than I'm used to. Good work.



M.O.D.O.K.


"Mental Organism Designed Only for Killing? There's a lot more stimulating things to do in life...but I guess not all of you is as big as that brain..."

Now -THIS- is how you take take a fighting game moveset and modify it enough so it's not a direct port! Unlike Haggar (and Tao/Arakune I suppose), M.O.D.O.K. does a good job of having just enough moves from his MvC3 set to be recognizeable but he (more importantly) has a bunch of new moves you came up on your own based around the character himself/his actual original content. Needless to say, this makes the moveset much more enjoyable to read as it's new content instead of a copy/paste. Even so, you still used his Analyze Cube dealy from MvC3 and all of the specials are fairly expected thanks to MvC3. I do also appreciate that spending M.O.D.O.K.'s Levels of Understanding seems much improved interface wise (IE: Actually being able to blatantly spend it to improve his Specials).

But yeah. This is what I mean when I talk about changing up existing sets. Unlike Haggar and the others, M.O.D.O.K. doesn't feel like a copy/paste of an existing moveset into the various inputs but rather taking influence from his existing movesets while doing his own thing. You captured the MvC3 version while expanding on it and making it feel interesting to read. Good work Smashbot; easily your best.



Emidius Amarandos

"Well...I've never fucked a god before...you have the strength for this goddess, riiiiiiiiiight...?"


Welly, welly, welly...where to begin with Emidius? He's really quite the difficult set to comment as I'm quite frankly not entirely sure what you were going for with this set. Overpowered sets obviously pop up quite frequently in MYM, that's nothing new...but it's rare for them to be this blatantly overpowered without being a joke set. For example, my Ultimate Chimera "moveset" was intentionally overpowered but was meant as a parody of MYM's general opinion that balance isn't terribly important as well as some of the arguements that were current in the thread at the time (such as the priority fiasco).

With that said...Emidius doesn't seem like a parody/joke set...but he's obviously intentionally overpowered. I'm going to go out on a limb here and assume that this entire set was written for the fun of including one of your original characters in MYM while wanting to use his canon power to show off just how godlike he is. What makes this hard to comment is the fact that, aside from his broken abilities and the humor of a character who outright ruins foes with his insane powers, Emidius doesn't have much going for him. His aerials all set up different modes which are all fairly pointless and, in all honesty, once the humor of Emidius delicately pushing his foe away via Side Tilt before OHKO'ing them via Side Smash wears off...Emidius just ends up as a broken character who has no real playstyle.

I'll go out on a limb here (not really) and assume that this set was more for your own enjoyment than an actual real entry towards the contest. I can't really fault someone for making a lighthearted set for their OC; heck, I wouldn't exist had "I" not done the same thing.



Majora

"Tentacles! I've read enough doujin to know what to expect out of this...*sighs*"



More to come later cuties~<3
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
WAYNE GACY

This is probably the best use of invisibility I’ve seen in a moveset. Most of the time it only ever flows in an interesting way to work for defense, but you manage to accomplish what Gastly failed horribly at this moveset in actually scaring the foe about your potential presence with the blood footprints (Obviously far more interesting with dtilt and bair thrown into the mix), the fake noises, and the duplicate. While he –does- have his token methods of simply forcing his foes into traps directly, the level of fear instilled in the foe as to scaring them off from certain parts of the stage with hitboxes that aren’t there/baiting them to certain parts of the stage by giving fake signs gives him far more interesting ways of spacing his foes around. While the balloon traps aren’t directly interesting, the fact that Pennywise can be hit by them means he has to actually use his invisibility to avoid getting knocked into them. Obviously there’s more to it than that, with the tunneling and suicide gimping with the duplicate among other things, yet it all manages to flow
t
together into the main themes of the set anyway. Having these sub-branches really helps in giving him enough versatility to pull off the fear based invisibility pressuring. So much for avoiding vote split, eh Kupa?

LEGENDOFLINK CHAMPION

So, boys, Yorick. Probably -the- Hyper Ridley set of the contest, considering this is the shortest MYM we've ever had. I'd like to hear your thoughts first. . .

It was simplistic, but it did what it set out to do well. It's a summons character who has the summons fight alongside him rather than for him. Isn't that original enough by itself?

Perhaps. In MYM -7-. God, we've improved so much since that barbaric age. . .Do Kel'Thuzad and Sho ring a bell? Sho is the more relevant comparison to this moveset, as what you described is basically exactly what Sho does.

Sure, sure, Sho was good. But there's plenty of ways to differentiate from one moveset 3 contests ago. . .It's not like it's a very explored concept.

Except it doesn't do anything to differentiate itself from Sho outside being a heavyweight version. That I am still entirely unconvinced is actually able to competently pressure anyone, as his minions do so little to aid him what with being so weak. I also find it worse than Sho considering the fact that despite Sho managing to have massive quantities of filler, that nearly the entirety of Yorick's moveset could be considered as such.

Dude, how do you expect him to actually pressure people without direct attacks? Sho pretty much had none at all. . .You could argue there's -some- in Yorick, but there's still actual thought put into them, such as damaging shields then poking them with utilt and making pitfalls.

Yes, yes, he is so very offensive with his ability to make pitfalls. And a whole 2 moves dedicated to attacking shields. Totally not just trying to spruce up the inputs, which Hyper Ridley mostly just gives up entirely on throughout the moveset.

. . .Seeing you're one of -those- people, I'll argue you on a different point - sure, Yorick may be a lot slower than Sho and his minions may be weaker, but there's one key difference between them. . .Yorick's summoning moves double as attacks, meaning that he never has to stop fighting the enemy as he creates minions! Even Sho has some arbitrary forced set-up that MYM is so desparately trying to avoid now.

Goody. That's why Hyper Ridley emphasizes the set-up phase in the playstyle summary.

Guh. . .Ludwig hates everything Hyper Ridley does anyway. Dad, what'd -YOU- think of the set?

Ludwig hit the nail on the head for the most part, sorry to say. The biggest point I'd like to bring up that he -hasn't- already said is that the Ghoul summoning moves are all direct ports from League of Legends - EXACT ports. Outside the Up Special, anyway, but that one assumes an ally is present in the source material, so yeah. When combined with how much filler the rest of the set has, I can't really say the moveset feels anything but rushed, much less when Hyper Ridley keeps on making excuses about the set's lack of creativity.

And directly translating the Specials from the League of Legends moveset is bad -how-? Then you'd just have Junahu saying it's the worst set ever because he's OOC! There's no pleasing you people!

First off, a character with nothing but minion summoning moves feels awkward being an offensive minion summoning character at all, and would probably be most in-character playing as a traditional summons character. Forget that defense. Secondly, if he really -did- want to take this approach, he still could've easily taken -some- creative influence to create some actual flow in the moveset. Why not have the speed buff apply to attack speed, and pull off some actual -good- comboing like in Gallade? Why not take actual advantage of the fact that his minion summoning moves double as attacks, and give him set-ups to combo into them? That has actual good potential for a unique combo character there, and seeing HR is just posing him off as a generic offensive threat it would've worked fine.

. . .So you're bashing the set for him not doing exactly what you envisioned? Good to know our freedom of thought has been taken from us in MYM.

Oh for crap's sake. . .I was just giving an -example-. The point is he should've taken any degree of creative influence at all to get something to actually play off of for the rest of the moveset, and I was managing to do that with just a tiny little stretch of moving the movement speed buff to attack speed. It's not hard to do, but HR showed here that he is perfectly willing to accept all these bland moves throughout the set.

Why are you even surprised, father? Hyper Ridley hasn't made a single set you liked since MYM 7. Oh -GOD- MYM 7. . .

Well uuuhhh. . .There was. . .Uuuhhhh. . .Jalorda. And. . .Uuuhhhh. . .Helios. I guess.

I said movesets that you -LIKED-, not tolerated. Besides, the bulk of Helios was made in MYM 6, so it is irrelevant.

And what exactly was wrong with Jalorda?

Nothing terribly wrong. It flowed and all, more than I can say about this crappy set he just made. What it flowed into was just simplistic for my taste, is all.

Erhem? Father, aren't you forgetting something. . .?

Uuuhhh, what?

IT ONLY MADE THE BLOODY TOP TEN.

. . .Oh right. . .Eheh heh. . .Yeah. It was alright, but nowhere near THAT good.

Please. If anything, it should've gone even higher! It's undoubtedly HR's best!

. . .

. . .

Lemmy.

What?

Arbok would like to have a word with you.

DIRTY BUBBLE AND DIRTY BUBBLE

Alright, so, Morton. . .I know this is another Spongebob moveset, but please, control your bias this time, all right?

But dad! This moveset is -AMAZING-! Dirty Bubble traps Man Ray and the enemy inside of himself, and then they have a boxing match!

Regardless of that just being yet another rehashed Dark Bowser, the concept is crap for one very simple reason. . .The foe can't resist. AT ALL. They're just stuck in a state they have to button mash out of, meaning all Man Ray does is do some samey same Mr. Sandman style combo on the poor sap each and every time.

That's. . .That's. . .Well, Geto assumes at other points that they -CAN- fight back, so clearly that was just an oversight!

Then maybe he should've taken the time to actually proof-read the damn thing before he sent it out to the masses. The fact the moveset is rushed shows very largely with the tons of inconsistency in the set with him being unable to decide whether the Man Ray Laser is Neutral A or B. That along with the concepts fed to him by Kupa, Smady, and David makes the moveset feel like a gigantic mess that I shouldn't bother giving the benefit of the doubt, much less with all the filler and mirrored inputs that shows he just doesn't care anyway.

But daaaaaaaaaaaaaaaad. . .The characterization is spot on! It has the Tickle Belt, and Man Ray taking his head off, and the taunts, and-

Oh, so now we're grading movesets based off the quality of their extras. We really -are- in MYM 4 again, aren't we?

Oh come on! Da-

MORTON. Will you shut up about that -ASS- moveset? Forget everything pops said. That great characterization you're going on about so much? It's the worst thing about the damn set! First off, Man Ray is so blatantly playing second fiddle here while that stupid bubble runs the show, which is even more awkward when the bubble is suppossed to just be tagging along. . .But it downplays -both- of them when they don't even both get full movesets - it gets split up between them like that crappy Pokemon Warlord OC set. Hugo or whatever.

. . .Aren't you intending to rip off Hugo to make your own Pokemon OC?

First off, it's not a Pokemon OC. It's from a fan fiction. Secondly, not the point. It's not like they're controlled separately or anything like in Hugo - you only have access to the bubble's exclusive moves -OR- Man Ray's exclusive moves, so if anything it should play out more like an actual transformation. Even the bubble's characterization is crap for all the glory he hoards in this assinine garbage, what with how he BLOWS UP on a regular basis. . .Hey, Morton.

Uuuhhh, yeah?

Did you ever actually WATCH this stupid show you love so much?

Well yeah! I love Spon-

Dirty Bubble has a whole three minutes of total screen time. AT BEST. In his biggest appearance, what was he afraid of? Getting BLOWN UP by that stupid pencil. And in this freaking moveset, he just BLOWS UP every other move like it's nothing. He couldn't even get what defined his freaking character right. GODDAMN, man.

But Larry! Most of the characterization is in the extras!

So he wasted all of the characterization there, then? Only thing else I can remember about the bubble is him wanting to make people eat dirt, and even that's not in the actual set. Would've been a good way to use up one of the throws that makes up that stupid mirrored one.

And that's not even all. Regardless of this set shitting all over the characters, it's overpowered as hell. How are you suppossed to damage that derpy bubble when just CONTACTING him grabs you? Nevermind how he can make even more grab bubbles, and Man Ray can do goddamn MARVEL combos all over your ass once you get trapped by the bubble. Hell, Man Ray can infinite combo the poor sap who dares to challenge that bubble, seeing the shitty bubble can just go inside out to get smaller bubbles inside himself for infinite chain grabs on enemies. Not that he needs to, seein' he can just float under the stage and release the enemy in the most hippoish fashion possible.

WAAAAAAAAAHHHHH!!! Stop being so mean to me! Just because of this I'm totally going to super vote Robo Patrick!

...

...

Mmmm. Well, now that he's gone, ready for more PTA?

Please. Just because you beat up a freaking -GETO- moveset doesn't mean I'd ever do a freaking -POKEMON- role play with you.

Oh, believe me, I have ways I can convince you to play.

And how is that?

Father. . .

What?

What else are you doing tonight?

CURSE YOU!

(. . .Father is really beginning to show his age if he's playing -THAT-. This may be the ideal time to seize the throne. Enough time has passed since the proposals. . .)
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
1908-0105-4965
My favorite part of the whole thing-

"Please. Just because you beat up a freaking -GETO- moveset doesn't mean I'd ever do a freaking -POKEMON- role play with you."

:phone:
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
Let's start out with this contest's token HR set: Yorick. He's part of a rare breed of summons characters that actually attack alongside their minions, and he really needs them to approach, being a slow heavyweight and all. Luckily he's got just enough defensive options to give himself time to summon them, even ignoring that he uses actual attacks for summon moves. Once he does get up close its easy for him to mix up attacks along with his ghouls: summoning new ones and spacing foes around as needed. Shield-breaking even becomes a possibility with the down smash combining with ghoul attacks, but will more than likely encourage them to retreat, which Yorick can also deal with to keep the offense up. If he's dominating with his ghouls, a KO attempt or healing would be available, but if his ghouls are getting fended off, a Fair can buff them or an up tilt can be used to bring them back in to buff a physical strike. And with Yorick being a gravedigger, it's cool that you've given plenty of purpose to pitfalling: either to give his minions an opening or to dig them out so they can be spaced or KOed. Combining all this with the threat of a grab that leads to argubly Yorick's best KO methods really makes foes hesitant to take the offense.

My complaints for this set are few and balance-related... I felt like Yorick had a bit too much power behind his attacks for someone who can mix up so well with minions and potentially do a lot of damage quickly. Up smash, down smash and up throw are the worst offenders here, while the Fair and Uair could stand to be nerfed a bit too. Yorick is a set that says NO to unneeded creativity even more than some of your previous works, and its nice to see Yorick as a set that doesn't overdo things and wouldn't be out of place in Brawl, but is unique enough to be an enjoyable read. Cool stuff HR.

Next up is a Geto set, Man Ray and The Dirty Bubble. The central concept here is pretty interesting, with the pair being a campy set whose primary focus is to force an approach and trap the foe in the Bubble, and deal the majority of their damage that way. Stuff like the Tickle Belt and Orb of confusion are nice show references that also make foes easier to engulf, and multiple ways to force them in with Man Ray's physical attacks. But once they actually get caught in the Bubble along with Man Ray, it seems like its only a matter of time before all the moves that lengthen their stay in the Bubble get to them and make it basically impossible for them to escape until you decide to KO them. I'd suggest giving opponents some way to defend themselves in the Bubble, like maybe allowing use of aerials instead of just forcing them into a helpless grabbed animation. Then there'd also be reason for Man Ray to have more physical attacks to deal with the foe when they're inside (since you can switch control between him and Bubble anyway, some inputs can have a different use when Man Ray uses them solo.

There's also some issues with the whole head mechanic of Man Ray. While a bit silly, it is a funny tribute to the show and makes their camping even more potent. But what I'm wondering is why Man Ray has to be lacking a head in order to switch control between himself and the Bubble. Maybe just assign the switch ability to a special smash or something, and let the head mechnic stand on its own. That would let Man Ray also be able to put on a new head via the down special input (its fairly unintuitive how he can only put on a new head by using his side throw). I also fear the brokenness that is the tickle belt: it shouldn't do 2 damage per second, especially when foes apparently have no way of removing it. And it certainly should do less considering the up throw that puts a head near them (supposedly permanently) makes them take that 2% for the whole rest of the stock. This was a fun set to read with some nice ideas, but a lot of small issues were present that brought the set as a whole down. Keep working at it Geto :)

Next up is Portal Man. Looking solely at the playstyle, Portal Man plays like a straight-forward setup character at first: running away via portals or using the Companion Cube or Turret to hold off foes while you set up all your gel and panels and such. The main thing that's unique about him are the setups he can create. He can slide foes into replusion gel and just shoot them around the stage and hopefully off it so Portal Man can put his gimping prowess to work. His grab that keeps momentum in-tact is also pretty good at forcing foes to start their wild ride. A few actual traps, poison damage from gels and combustible lemons just make it easier for him to throw his foes off-stage.

Aside from that rather stereotypically slow setup phase that plauged many trap characters of MYM's past, there are some rather irrelevant inputs like the dash attack and the Uair, and the portal gel needs to have some buffed damage (only does 5% total atm). And of course there's the writing style. While it starts out pretty well and makes the set fun to read, you seem to fizzle out after the smashes and just try to run through the rest of the set as Glados. I do like how you somewhat tell the story of Portal 2 through the set, particularly the parts with Wheatley, but that you also mention less and less as the set goes on. I also dislike how you added several sentences to the end of moves without using a character, which makes the writing seem cluttered at times. You should either explain the move completely in-character or put that extra info in the playstyle section. Regardless, I enjoyed this set's unique approach to traps and gimping, even though the setup phase doesn't bring much new stuff to the table. Keep it up man
 

smashbot226

Smash Master
Joined
Sep 1, 2007
Messages
3,027
Location
Waiting for you to slip up.
It's been a very long time, during which I've made sets that I'm not too fond of. So I remake them again and again, trapping myself in a vicious cycle. As a result, I'm going to be sticking to at least two more sets after this one. But without further ado, I'll give you a set I've been working on for quite some time. I'm not quite as proud of it as I was with MODOK, but I feel like I've given Hakan his Brawl moveset and not his Street Fighter one.

http://www.youtube.com/watch?v=mK3oMkNvQrI

Use this for a little atmosphere. The set is going to be twice as silly-sounding as that.

=-=-=-=-=-=-=-=-=-=-=

Looks like it's time to oil up!

And yes I know that one other site has a Hakan special moves set but to hell with it, I'm making a full set!



Hakan is the president of the world's leading edible oil manufacturer and a leader in Turkey's national sport of... I can't even type it down let alone pronounce it, so we'll call it Turkish oil wrestling. He enters the S.I.N. tournament in Super Street Fighter 4 to prove his skills and to find a new oil recipe. Hakan apparently knew Edmond Honda, a sumo wrestler, as an old friend, but get into a fight when they have a disagreement over which is superior; sumo or oil wrestling. Honda loses and tells Hakan that while their fight was good, the sumo wrestler wouldn't lose again. Hakan then realizes that Japan has several oils and finds his inspiration.

Hakan himself was designed to create a never-before-seen character in a fighting game, much like Dhalsim and Blanka from Street Fighter 2. However, what they managed to come up with was nothing short of absolute genius or madness, depending on whom you ask. Hakan, in SSF4, is a grappler character that relies heavily on his Oil Shower special move to increase or enhance properties of several of his attacks. Despite that, he remains one of the lowest-ranked characters in SSF4, with the Arcade Edition apparently doing little to help that. So let's see if Hakan can't get any higher up in the Smash universe!


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STATS AND OTHER COOL STUFF (On a 1-5 ranking basis)
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Ground Speed: 2/3 (Yes, there are two rankings. One for his regular ground speed, which isn't too phenomenal, and another for his oiled-up ground speed, which puts him at odds with Samus when dashing.)

Aerial Speed: 4 (Needless to say, a heavy fellow like Hakan will not be breezing through the air like a feather. Not to mention his oil doesn't affect his fall speed or his weight.)

Aerial Control: 2/4 (The difference here for aerial control is significant when comparing Hakan to his oiled up state. Unoiled, he has minimal control but oiled up, Hakan can actually be a threat in the air AND on the ground.)

Power: 4 (While Hakan's attacks manage to scrape the highest of the middling-powered fighters, he never reaches the top of the food chain even when oiled up, giving him an overall damage score similar to Captain Falcon.)

Attack Speed: 2/3 (Like I said, oiled up Hakan can only help you in a variety of ways. One being that your attack speed is boosted from generally slow-moving attacks to swifter versions of their former selves.)

Jump Skills: 3/4 (Surprised that a heavyweight has a jump skill this high? To be fair, Hakan usually should stay grounded despite his three rating because he performs the most damage on the ground. However, oiled up Hakan has many more options to approach while in the air.)

Weight: 5 (Hakan weighs 242 pounds, which is lighter than Haggar. Crazy, considering everything else Hakan wears like that awesome lion-head belt. So for the sake of accuracy, Hakan will rank as one of the heaviest fighters to knock out.)

Height: 4 (While Hakan is a tall 6'3", his fighting stance involves a hunched position similar to Wolf's, so his overall size is a bit smaller than the usual heavyweight, although he's still quite a target.)

Playstyle: Just by looking at Hakan, you'll see that he'll obviously be a character of a straightforward nature; get in, hurt the opponent as much as possible, and stay in. And with some of Hakan's methods to get in and deal damage, it isn't impossible. However, Hakan has one move that basically turns his entire gameplan around- Oil Shower, his Neutral B. More on the actual description later, but Hakan gains several bonuses for an amount of time proportional to how long Hakan showered in oil. These bonuses include slightly more disjointed hitboxes, slightly increased defense, and new properties to moves that weren't there prior to oiling up. Hakan goes from a rather simple character to someone with several more and equally damaging options. And for skilled Hakan players, they'll find themselves dealing MORE damage with oil than without.

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I’M READY FOR ACTION!
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Neutral B (Oil Shower): Hakan takes a quarter of a second to apply some oil onto himself from a few shakes of his oil jars and another quarter to put them away. You can mash special to continue applying more oil, making the effects last longer, up to a maximum of an extra two seconds in which you apply more oil. The formula to determine how long the bonus lasts is equal to the amount of time you spent oiling up times twenty, so if you merely applied a quick shower than you have a five seconds to enjoy the bonuses. However, during the application of the oil, Hakan receives no protection or any sort and can be attacked during the shower- canceling out the effects altogether- although he can perform a follow-up kick after applying any amount of oil by tapping the normal attack button during the shower’s ending animation, although the damage (7%) and knockback aren’t too good. You are also unable to stack showers onto each other, as doing so only resets the bonus timer. Despite these downfalls, Oil Shower is Hakan’s most important move and should be every player’s goal to get as much of a shower in as possible.

While Hakan is oiled up, he receives a few helpful passive bonuses: disjointed hitboxes on all his moves, movement boosts, a slight resistance to damage (-2% against all attacks), and the ability to slightly move left and right during the charge-up animations for smash attacks. Several of Hakan’s moves also receive bonuses that make them more useful for Hakan’s offensive game. It basically increases the versatility of Hakan’s moveset, making some moves that would normally be ignored into some of his most effective tools for getting, and staying, in. His gameplan shifts from staying in the opponent’s face for as long as possible into a rush-down game; Hakan is given several new and helpful moves that increase the ways he can damage the opponent. Some moves even give him some defensive bonuses that help out for a strange yet effective gameplan. All in all, while Hakan can be used effectively without oil, you’ll get the most of the tanned man if you land Oil Shower as often as possible.

Up B (Oil Twister): The properties of this move change depending on whether you’re performing this on the ground or in the air. On the ground, Hakan runs in place for a bit- slipping on his own oil, no doubt- and leaps a certain distance in the direction he was facing, about three-and-a-half Mario-distances away. You can delay the leap by holding down B and canceling it altogether by tapping the normal button, causing Hakan to stop running and instantly get back into his fighting stance. If anyone is in his way during the leap, he’ll catch him during his downward arc, using him as a makeshift platform that he spins around on the ground, crushed under Hakan’s weight. If used in the air, Hakan still runs in place, although he gains some vertical recovery equal to Sheik’s Vanish, and then leaps. He’ll still perform the attack on anyone in his way, making this a decent suicide move if you’re in the lead. The attack deals about 15% damage and no knockback, since the opponent is still grounded once Hakan finishes the move. If used instantly, the move can catch several unprepared foes during charge-ups for moves, making this an excellent counter move and a lackluster recovery move. Note that if you miss, Hakan slides across the ground a bit before getting up, making this a very unsafe move to use.

If you’re oiled up and use this, the range of the leap increases from three-and-a-half to FIVE Mario-distances, the vertical recovery of the air version is slightly increased, and if you manage to nab someone, you’ll actually slide across the ground during the actual attack animation, although you won’t go off edges. Hakan also recovers much quicker from the whiff and receives some super armor during the leap and while the attack carries out. Even then, however, it’s a poor recovery move and should be used as a counter and only a recovery when you must recover.

Down B (Oil Counter): Hakan quickly falls onto the ground stomach up, taking half a second to get back up if nothing happens. The fall itself is almost instant and Hakan’s hitbox becomes so small that he can only really be attacked by any move that hits low. If Hakan is attacked by an airborne foe, Hakan stops the move and catches them out of the air, slamming them onto the ground. The counter deals about 1.5x the amount of damage the move Hakan stopped would’ve done and leaves them grounded, making this one of Hakan’s most helpful defensive moves if he’s feeling pressured. Enemies can still stuff Hakan out of this move if they use grounded low attacks, and the tanned man can only use this move on the ground. Luckily, the “hitbox” for the counter is horizontally large, meaning that you can use this move even for attacks used by a fleeing opponent.

While oiled up, this move changes entirely. Hakan takes an even shorter amount of time to lie down and if he is attacked by an airborne foe, they slip on his oily stomach and are forced into their helpless freefall as Hakan quickly rolls into his fighting stance, leaving him with several follow-ups to choose from. Oiling up also decreases the time it takes to recover from an unused counter by a quarter of a second and slightly increases the hitbox of the counter, giving it some vertical range as well. In short, Oil Counter becomes one of Hakan’s best defensive measures if he’s fighting an offensively oriented character or if he’s trying to stuff an aerial escape by means of attack.

Side B (Oil Star): Hakan leaps forward with all his limbs outstretched, remaining airborne while spinning at a very rapid pace, moving in the direction he was facing. This move can negate uncharged projectiles so long as Hakan keeps the move going by tapping B. If the opponent is hit by this tornado of a man, they are drawn into the rest of the attack like Smash 64’s Mario Tornado, dealing a total of 10% damage and some decent knockback. While the start-up of this move is very quick, keep in mind that Hakan is still open for attack during the star, and Hakan is forced into keeping this move active for a minimum of one second and a maximum of three, with an extra half-a-second recovery period.

If Hakan showered prior, Oil Star gains several new bonuses. First is that Hakan moves at an even faster pace, both in spins and in speed, resulting in a slight boost of damage from 10% to 13%. Second is that Hakan can actually control the direction of his spin now- he can arc upwards, downwards, or even spin in the opposite direction depending on how you input the movement stick. Third, he receives a disjointed hitbox, increasing the range of his spins by an unusual degree- his hitboxes increase diagonally but not horizontally or vertically. Finally, Oil Star can now deflect any sort of projectile and some normal attacks. Nonetheless, Oil Star becomes incredibly helpful when oiled up, but remains a decent approach weapon on its own.

FINAL SMAAASH (Lovely Daughters): Hakan looks like he’s about to attack until… strange Toad-like things start appearing from the background? No, those are Hakan’s daughters, and they plan on ruining your day in a manner similar to Piplup. Hakan, realizing his daughters are in danger, becomes very angry, receiving an attack bonus that boosts the damage (+5% to all attacks) and knockback of nearly all his attacks. His movement speed also increases to that of Wario Man and gains constant super armor, meaning you could oil up as much as you can in this form. Meanwhile, all of Hakan’s six daughters start sliding around the arena on their bellies toward their beloved father, using oil to drag the opponent toward Angry Hakan. They are small, however, and take a full second until they actually start sliding. However, they often spawn right near opponents and can actually drag the opponent off-stage if Angry Hakan happens to be offstage as well. Once all of Hakan’s daughters are either off-stage or reunited with their father, Hakan chuckles as his daughters disappear, returning to his normal form now that his daughters are out of harm’s way.

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TIME TO GET SERIOUS!
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A (Hakan Smash): Hakan quickly swipes his left hand in a hook motion, swiping at anyone unfortunate enough to be in its way. With proper timing, you can sort of spam this move at your leisure, since the only troubling thing is short range of the claw- about a quarter of a Mario-distance in front of Hakan. Yes, that’s pretty bad, although the damage is decent (4%) and beginning/ending lags are quick for a Hakan move. This move receives a much-needed boost when oiled up- since Hakan’s hand is soaked in oil, some of the splatters he create upon hooking his hand act as part of his hitbox, increasing his range of one-fourth to three-fourths of a Mario-distance.

A, A (Hakan Tackle): Shortly after swiping whatever is in front of him with his hand, Hakan steps forward with his back foot shoulder-first, using his mass to rupture the enemy’s stomach. It is highly recommended that you do not end the combo using this move- despite the increased damage (5%), the ending lag leaves Hakan open for a lot of punishment. Still, its range is good, reaching about one full Mario-distance away due to the step, and pushes the opponent back a good few feet. It isn’t knockback, but it’ll still keep your opponent in distance for the third strike. When oiled up, the versatility of Hakan Tackle is increased; instead of stepping forward, Hakan heaves his entire body downward headfirst, using the oil to gain some extra momentum forward. The tackle also gains super armor during the heave.

A, A, A (Hakan Spear): Hakan brings both of his hands behind him while he’s still crouched down and thrusts both his palms forward in an effort to knock the opponent away from Hakan, dealing good (7%) damage and knockback. The best part is that the palm thrust can beat out a good majority of moves and gives Hakan super armor while his palms are reared back. Oiling up causes the spear to slightly move Hakan forward during the palm thrust, covering a bit more range and granting the thrust even more priority.

Ftilt (Hakan Step): Hakan swings his back foot forward along the ground with the intent to trip the opponent head over heels before stepping forward into his combat stance. The hitbox for this move is rather awkward, since it only hits below and directly next to Hakan. However, the move comes out incredibly quick, ends almost as fast, covers about one full Mario-length, and deals some decent damage for a tilt (8%). One of Hakan’s most potent pokes, even when un-oiled. When the step is oiled up, Hakan can slide Hakan forward or backward during the animation of the move, increasing the versatility of the step greatly. Now it can either be a dependable poke or defensive tool.

Utilt (Hakan Leap): Defying conventional laws of gravity, Hakan leaps slightly upward, flipping his hunched-up body backwards, slapping anyone around him with his muscled legs. Hakan’s aerial fetal position acts as its own hitbox, meaning anyone close to the oil tycoon will suffer the consequences of decent damage (7%) and knockback. The real beauty in this move, however, is the speed of Hakan’s recovery, bringing the large guy back to the ground within seconds of leaving it, making the leap a good anti-air option and an ideal “get the heck off of me” move. The move receives a helpful boost in that Hakan slightly moves forward during the backflip and starts the move earlier. Further helping the leap out is increased horizontal range and leap height, further ensuring this move’s utility for Hakan in anti-air situations.

Dtilt (Hakan Sweep): Hakan, while in his prone “crouch”, swipes at the legs of the foe in front of him, causing a trip at lower percentages, 6% damage, and low knockback. The range of the move is decent, reaching to one full Mario-distance, and beginning lag. However, the ending lag of this move isn’t ideal and its recommended that you land this move to keep foes on their toes, decreasing their room for error. The vertical range is nonexistent and since the sweep only aims for anyone in front of him, Hakan is wide open for abuse from any other direction- even airborne foes are safe from the sweep since it hits so close to the ground. However, the sweep receives a welcome buff when oiled up- during his attack, Hakan slides forward a respectable distance and turns his sliding form into a projectile. However, he will only slide forward a limited distance- about three Mario distances- and will not be his own hitbox when the swipe ends, meaning this move becomes a bit more situational as a counter, not a poke.

Dash (Oil Dive): Hakan goes horizontal with the ground and slides with his arms outstretched, acting as a human projectile that becomes very difficult to counter and damages foes for hefty damage for a dash attack (10%). However, the additional characteristics of the dive limit this move’s utility- the ending lag of the dive is very long, taking a full second for Hakan to roll back into his fighting stance. Even though the range of the move extends for three full Mario-lengths, it will only hit directly in front or above him. This move gains some very interesting properties when oiled up; if Hakan successfully lands an Oil Dive, he can perform a follow up body slam by tapping the normal attack button as soon as the initial dive connects. The slam deals an additional 5% damage and puts the foe into a grounded state with Hakan next to them, ensuring that he can continue pressuring his foes. The dive also gains a speed bonus, range increase- about one extra Mario-length, and different knockback mechanics. As in they don’t get knocked back, but they instantly fall into a damageable prone state. With the horrible recovery on the dive, however, this change prevents Hakan from Oil Dive being the one move he must always land.

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I SAY TURKISH WRESTLING RULES!
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Fsmash (Hakan Crash): Hakan gathers up all his strength in his arms, then shoves whatever is in front of him out of the way. While the initial description sounds nice, as is the damage (15%) and knockback, the ending lag leaves Hakan wide open for punishment should he whiff this move. Also not in the crash’s favor: low range, only extending for half of a Mario-length, as well as a narrow hitbox that only strikes anyone adjacent to Hakan in a 180 angle. However, this move receives a much-needed boost when oiled up, since you get two neat additions that you also receive for the other smash attacks. First, you can slowly move Hakan forward or backward during the charge-up animation should you push the directional stick right or left. Second, you can flat-out CANCEL the charge-up of the crash into a dodge by tapping right or left twice. The cancel is instantaneous and can be very useful for baiting your opponent into making mistakes.

Usmash (Hakan Flip): This smash attack is a little unorthodox for an upwards smash; Hakan performs a forward roll, kicks his legs upward during the roll, then rolls onto his feet. During this move, the first half of the roll and the kick portions of the flip all act as Hakan’s hitboxes, dealing the same amount of damage (12%) regardless of when they are hit. Do note that the roll’s distance puts you a full Mario-distance from where you originally started and the kick reaches directly above you a decent distance, about two and a half Mario-distances. However, you’ll mainly want to use this move for the vertical knockback, since said knockback warrants the flip as Hakan’s best vertical kill move. This move isn’t without its flaws- the ending lag starts as soon as Hakan retracts his legs, adding up to a total recovery time of a little over one second. While Hakan is oiled up, the flip receives a strange yet incredibly helpful boost. First, his beginning and recovery lags are reduced. Second, his oil now allows him to quickly perform one extra flip forward, covering even more horizontal ground of two Mario-distances. Three, his feet have extended vertical and horizontal hitboxes, making it easier to hit enemies above you. Oiling up gives this move the extra “oomph” it needs to expand the flip’s use from decent anti-air into mobile steamroller of death.

Dsmash (Hakan Hurricane): Hakan quickly falls onto his back, tucks his knees in, and spins counterclockwise in a circle while on the ground, looking like a breakdancer. It is similar to Wario’s Dsmash in form; however, Hakan’s spin deals a bit more damage (13%) and knockback while lasting for much less time than Wario’s spin. However, the range on the spin is very small, only hitting anyone adjacent to Hakan during the spin, and the recovery on the move is horrendous enough to recommend the avoidance of this move unless you’re surrounded, since the start-up is an excellent one-fourth of a second. However, this move becomes much more useful once Hakan oils himself up. The spin lasts nearly twice as long as Wario’s, except you’re able to move around during the spinning motion at the speed of Samus’s dash. The hitbox also expands and the properties increase so that you can deal multiple hits to a target yet draw in anyone struck for the rest of the attack for more damage (14%). Even the ending lag gets an upgrade, from a little over a full second to one-fourth of a second. To top this wonderfully wrapped present, Hakan gets super armor during the recovery frames of the attack. Hakan Hurricane becomes incredibly useful as an escape or pressure tool and a way to simultaneously move and attack at the same time.

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LOOKS LIKE IT’S TIME TO OIL UP!
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Nair (Hakan Cyclone): Hakan wraps his arms around his body and spins in a muscled-up ball of oil, even flicking oil off his body parts during the spin. While this may count as a sex kick, Hakan slightly moves around during the spin, not ensuring a secure hit during the roll. The damage isn’t too spectacular either (7%), the knockback is very poor, and the range is rather pitiful; one fourth of a Mario-distance around Hakan. Worse yet, his ending lag lasts three fourths of a second and several moves can beat Hakan out during the spin. Luckily for Hakan, he has ways of expanding his capabilities- oil. With Oil Shower, this normally unimpressive move becomes much more useful, which is a common theme among Hakan’s normally unsubstantial aerials. Hakan’s movement during the spin becomes so erratic, the hitbox actually increases during the spin. He also gets super armor during the spin as well as decreased ending lag, making the recovery almost instant. Lastly, Hakan spins with his limbs outstretched with the spinning causing Hakan to slow his descent. The priority also gets a slight boost, but not one so large that even Mach Tornado loses to it. Regardless, Hakan Cyclone is the epitome of why oil is so important to Hakan’s game- without oil, a lot of his potentially viable moves become unused and possibly ignored. As such, Hakan Cyclone becomes an excellent defensive tool with oil, solidifying his spot just below other aerial champions.

Fair (Hakan Eagle): Hakan turns belly-down and quickly pushes both his hands out fingers first while raising one of his legs up into the air. Yes, he looks like an eagle, albeit an orange one. It’s basically a sex kick with a directional input involved, dealing 12% damage if hit by the hands/7% if hit by the leg and varying qualities of knockback, depending on what hits the foe. This can technically be categorized as a self-extending sex kick, lasting for a full second until Hakan gets back into his air fall form. The true problem with the eagle, other than how ridiculous Hakan looks, is the nonexistent vertical range- beyond the petty little leg, Hakan has no way of damaging someone above or below him, rendering the un-oiled version of this move as a good finisher and little else. The move gains some interesting properties when oiled up, however- instead of making the least convincing eagle impersonation possible, Hakan soars through the open space in front of him at the speed of Pikachu’s dash, knocking through any unfortunate soul in his way for 15% damage. The beginning lag is almost instant and instead of performing a sex kick, Hakan propels himself forward in the air, retaining any downward momentum he had beforehand. Better yet, the eagle gains a larger hitbox that allows you to hit anyone that comes into contact with Hakan, whether they are above or below. The move will last for one and a half seconds before Hakan flips into his air fall form, although should Hakan land during the eagle, he will slide forward a bit before going into a prone state. In its normal form, the eagle is a damaging aerial attack with little else going for it but while Hakan is oiled up, this becomes a recovery move, improved knockout attack/sex kick, and a legitimate impression of a Turkish oiled eagle.

Bair (Hakan Bomb): Hakan turns his entire body to face the opposite direction, wraps his fists together, and slams them downward, using the momentum of the flip to face in the direction he was facing before the pound. This is one of Hakan’s slowest moves at his disposal, taking one full second to even activate and another half a second for him to turn around. The range is narrow, although it can hit enemies above and below Hakan, and doesn’t deal a lot of damage (11%). It can spike if you make contact with anyone in front of you during the pound but still, it starts slow and ends slow, leaving Hakan open for punishment should he miss. However, when oiled up, this becomes one of Hakan’s best moves for air combat and gimping. The beginning lag receives a welcome speed bonus, reducing the time from one second to a quarter of a second. Just this alone increases Hakan Bomb’s viability, but it also gets a horizontal range boost from half a Mario-distance to a little over one Mario-distance. The frame for the spike is also much more lenient, increasing from anyone in front of you to anyone hit by the pound. Finally, the ending lag receives a lag bonus, although the difference isn’t as notable as the beginning lag reduction. This move exemplifies how important oiling up is to Hakan’s gameplan.

Uair (Hakan Struggle): Hakan goes belly up and starts wildly flailing his limbs, rapidly smacking anyone around near him. After a flail lasting half-a-second, he performs a full flip into his aerial fall form. While this covers the entire half of Hakan’s body, it extends his horizontal hitbox so that anyone attacking with an anti-air will have an easier time hitting him. The knockback also outweighs the damage of the struggle, meaning that your opponent will be far away before your total damage percentage of 14% fully connects. The struggle is helpful for short-hop anti-air tactics, as landing before aerial recovery puts Hakan in a grounded state, but that doesn’t change the fact that Hakan Struggle is limited in its use… without oil. With oil, the struggle gains some bonuses that boost the utility. Instead of flailing his arms around the upper half of his body, Hakan spins around in a form similar to Kirby’s Nair, but at a faster rate with more knockback and priority. However, the best addition to this move is that if the opponent is hit once during the flail, they are drawn into it until the move ends, ensuring that the opponent- assuming the first strike hits- will take the full 14% damage. Combined with the additional knockback, this previously subaverage aerial becomes an excellent defensive tool in the right hands.

Dair (Hakan Elbow): Hakan briefly extends his entire body before thrusting both his elbows toward the ground below him. The elbow thrust takes about three-fourths of a second to initiate and takes a full second for Hakan to draw them back in. However, the damage on the elbow thrust is great for an aerial (15%) and the elbows will spike anyone unfortunate enough to be in the way. While the vertical range is decent, the horizontal range is very narrow, leaving this move most dependable when the opponent is directly below you. This is Hakan’s most useful aerial move while unoiled, but even then it’s situational. While oiled, however, Hakan receives a boost that nullifies the elbow thrust’s bad recovery and start-up. The move’s beginning lag is reduced to a quarter of a second and the ending lag to half a second. Hakan will also immediately drop at a steep downward angle in front of him, and the elbows will actually subsist for half a second longer. However, the oil demands more precision from this move since this acts as a spiking sex kick- only the initial thrust will spike. Otherwise, he deals less damage (7%) and knockback. It’s still a damn good finisher, gimper, and air-to-ground move.

=-=-=-=-=-=-=-=-=-=-=
I LOVE MY DAUGHTERS, THEY ARE SO PRETTY!
=-=-=-=-=-=-=-=-=-=-=


Grab A (Hakan Hug): Hakan swings both of his arms forward in an attempt to put whoever is in front of him into a painful-looking bear hug. Once he does, Hakan can pummel them by squeezing them so roughly that you can hear the crack in their spine, as well as deal some (3%) damage. If you’ve oiled up prior to grabbing, you increase the range of your grab tremendously, as Hakan takes briefly surfs forward before actually grabbing the opponent. Another note- Hakan’s pummel is very fast so you can typically get two or three pummels in before you actually have to throw your victim.

Fthrow (Hakan Throw): Hakan releases the opponent briefly before getting behind them, bending them over, then pulls them back with one hand while moving the other beneath the opponent’s stomach, and finally tossing them over his body and in the direction Hakan was originally facing. This grab is very lengthy- taking up a total of one and a half seconds- but provides Hakan and his victim super armor. He is not one to be interrupted during a grab, after all. The entire throw deals 12% damage and anyone in the way of Hakan’s movements will be slightly knocked back and dealt 7% damage. If you perform this while oiled up, the opponent isn’t tossed away but instead slammed into the ground next to Hakan, leaving them closer for him to continue his assault.

Bthrow (Hakan Reverse): Hakan lets go of the opponent again before kicking them in the waist, gripping their sides with both his hands, and falling to the ground, tossing the opponent in the direction opposite that Hakan was facing. This grab is much quicker than Hakan Throw, although provides little bonus when oiled up- a decreased animation time- and does not provide super armor. It is a bit stronger, however (13%), so if you’re looking for raw un-oiled damage instead of oiled-up shenanigans, this throw is good for you.

Uthrow (Oil Rocket): Hakan begins squeezing his opponent with such force that the oil around Hakan’s arms cause the opponent to shoot out of his grip skyward, with Hakan looking briefly confused before getting back into his fighting stance. This move is very similar to the one in the game, yes, but it does have different properties. For one, the opponent is not dealt damage upon landing because this move only sends them straight up from Hakan’s position, leaving the foe with 10% damage and fairly high in the sky relative to Hakan. If you’re oiled up, however, this throw becomes incredibly deadly- the opponent, due to Hakan’s oiled up physique, is released much earlier from Hakan’s grasp and in a different direction. They are launched out of Hakan’s bear hug and are unable to control their directional influence for a few seconds after release. This move is excellent for setting up a good finishing move for Hakan, as it leaves any airborne foe open for a match ender.

Dthrow (Oil Hold): Hakan tosses the opponent against the ground, stomach down, as the tanned man jumps on top of the opponent, spins on top of him, and finally hugs him with enough force that the opponent is shot out a short distance in the direction Hakan was facing. This move deals a rather small amount of damage (9%) and limited knockback, since the opponent slides a certain distance away and ends up in a grounded state. This throw will not force opponents to go over edges, either- they still go through the animations but they go nowhere. Additionally, this throw is one of the longest-animated throws in the game, taking up two and a half seconds to fully complete. When oiled up, this move is significantly more useful, since the opponent- still covered in Hakan’s oil- slides along the ground toward the first solid object they hit, or possibly off the edge into a helpless state for one second. If they crash into any solid object, they take an additional 5% damage and are still left in a grounded state. However, they’ll take the same amount of damage as an un-oiled throw if they slide off a ledge. The entire throw also receives super armor as a result of oiling up, making this throw much safer to use.

=-=-=-=-=-=-=-=-=-=-=
YOU MUST BE A CORPORATE SPY!
=-=-=-=-=-=-=-=-=-=-=


Costumes: Black pants and over-the-shoulder strap (Original), Green pants and over-the-shoulder strap (Green Team), Pink pants and over-the-shoulder strap (Red Team), Aqua pants and over-the-shoulder strap (Blue Team), White pants, gauntlets, and over-the-shoulder strap (White)

Taunt 1: Hakan faces the screen and declares, “I loooooooooove my daughters, they aaaaaaaaaare so pretty!” while making dramatic gestures before getting back into his fighting stance.

Taunt 2: Hakan attempts to oil himself up but looks into the bottle briefly before tossing it, realizing it was empty, before taking a new one out of thin air and placing it onto his waist pouch.

Taunt 3: Hakan winds up one of his arms, telling his opponent, “I hope you’ll put up more of a fight than this, friend!” before punching at the space in front of him, causing anyone in the way of his fist to trip. Hakan then quickly gets into his fighting position.

Victory 1: Before Hakan can do anything, his daughters swarm the area and start crawling all over Hakan, with the tanned man chuckling jovially. He flexes after about a second of laughing, with his daughters cheering for their father.

Victory 2: Hakan’s oil container is next to him as he lifts it up with one arm then pounds his chest with the other. He then looks to the screen with a self-satisfied grin.

Victory 3: While Hakan is standing around, he is suddenly startled by a Sandman. Out of instinct, he performs his Oil Coaster Ultra Combo, squeezing the Sandman so roughly that it is shot into the air. Before its descent, Hakan realizes that it was only a Sandman and lets the punching bag return down to Earth, catching the Sandman and continuing with his Ultra Combo, ending it with Hakan spinning the Sandman around his midsection due to the oil.

Loss: Hakan stands upright while clapping, though he occasionally slips his hands together and slaps himself in the face. He shakes it off and continues clapping like a gentleman.

Victory Theme: http://www.youtube.com/watch?v=mK3oMkNvQrI 0:38-0:40

Series Emblem: A large oil barrel.

Unlock Method: Play 350 Brawls, unlock him through SSE, or land 1000 smash attacks.

SSE Role: During the colossal battle between Snake, Falco, Mr. Game & Watch, and the other heroes against Duon, Hakan can be seen beating down the other Game & Watches, unaware that they are fakes. When the heroes do arrive, they see the oily wrestler attempting to figure out the controls for the Halberd, unaware that the true owner had returned to its helm. Hakan, dismissing the console for jargon, leaves the group, encountering several waves of Primids released by the villainous Bowser. After fighting off the Primids, Bowser retreats and Hakan follows… right into a trap that leaves Hakan trophytized. It isn’t until later that he is found by Sonic, who had been traveling to help the other heroes stop Subspace from devouring their world. The hedgehog brought Hakan back to life and the latter joined Sonic in defeating Tabuu.

=-=-=-=-=-=-=-=-=-=-=
!!!SNAKE CODEC!!!
=-=-=-=-=-=-=-=-=-=-=

S: Otacon, tell me what the hell this guy thinks he’s doing!

O: Ah, that fellow is Hakan, a Turkish oil wrestler! He-

S: No, I’m talking about this idiot of a dry cleaner that’s on the other line! This Hakan guy got my suit all dirty so now I’ve gotta clean it up and use the bad suit for this mission…

O: Uh, Snake? You sure you want to distract yourself with laundry? Maybe I can-

S: No, Hal! This is MY mission! I’ll be damned if you’re standing between me and my vengeance…

O: Snake, I think you need to lighten up on the pentazemin…

=-=-=-=-=-=-=-=-=-=-=-=-=

I've also decided to make an SSE along with the two other characters. You're allowed to contribute a maximum of two characters to the story.
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
1908-0105-4965
If anyone cares to look, I've made a very important change to Man Ray and the Dirty Bubble's absorption: opponents can now fight out of the bubble, with access to they're entire moveset.

:phone:
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Are the preparations complete Jennifer?
All done and ready to go, Gordon. If my calculations are correct, this device will allow us to dip into alternate dimensions, and bring back parallel versions of ourselves. Just imagine how many more movesets we could comment with six, seven, or even eight captain Gordons!
Then what are we waiting for? Flick that switch, twizzle that knob and pump that handle! I can't wait to talk to other CAPTAIN GORDON DEFENDER OF EARTHs!
*giggle* righto!

Bzzzzt!

Wrrrrrrrrrrrryyyyyy!


Clunk!


"Clunk"? Is that.. good?
I'm more worried about the "wrrrrrrryyyy" myself. I'll shut it off

... *flick*

KERPLODE!


Oh my! Captain! Are you alright?
No need to fear, my lovely assistant. No mere homocidal machine can phaze a defender of earth!

...

Well this is new. 'Dis don't look like no federal prison to me.
Boys! I think fate's smilin' on us tonight!
... er... boys?
Hey, er, no offense or nuttin'... but who are you guys?
Huh?! What's going on? Is this MYM Survivor 4?
Man, if it is, they're really stretching for antagonists in their 4th season.
Oh cool. New people! But.... meeeh, you two look boring, I think I'd rather just accidentally a wall or something
Yeah, you do that. Meanwhile, us ADULTS will figure out just what the behuuvis is going on around here
Hey, lizardman. You feel like joinin' forces for a spell?
Sure, I may as well work with you, you pockmarked goon. I've suffered through worse team ups before.
Teamups like..
Like me, pops?
*sigh*, dammit.
I'm here too!
I don't know you, but unless you're prepared to "do the dinosaur", so to speak, then I've no use for you.
Consider me both repulsed and aroused. We'll just see where things take us ok?
But I'm not in the habit of "rocking the dragon", so to speak.
That's entirely gross. Thanks young missy. But onto more important matters.
Look yonder, my mentally challenged turtle friend. Methinks that beetfaced couple over there is responsible for dumping us all together in this junkhole.
How you figure that?
They've been apologising to us for the past 5 minutes.
They have?
*listens*
(we're so sorry! Sorry! Very sorry! Oh so sorry! Please don't hurt us!)
So they have!
(Sorrysorrysorrysorrysorry)
Shut up already!
...
Look, I'm a reasonable guy, so give me five good reasons why I shouldn't torch your ***** right now! You have until the count of 3...
err, well. I know this place that does excellent Chicken Teriyaki Pizza.
That's one reason, and I'm still counting
eep! Er, how about I buy you 5 pizzas? My treat!
Good enough, you may live.
Yo, meatbrains! Not to interrupt your sexy running around in circles, but since this is Smashboards, I think we can safely assume we're meant to comment something. Sooner that happens, the sooner Junahu will grow bored of writing dialogue into our mouths, and the sooner I can return to being inserted into filthy fanfiction.
*grumble grumble*
Hey! I'm my own person! No one writes me!
Please, all you ever do is post about how much you love Ronald Mcdonald. You could be replaced by a talking big mac, and no one would know the difference.
...or care
indeed. But we're getting sidetracked. What nonsense are we here to comment on?
Actually, we have a rather big backlog of movesets to get through. That's why we built that device that ended up bringing you here.
Great, so now I have to pick up for your slack and comment stuff I've ALREADY dissected?
I dunno, maybe looking back on them will give you a fresh perspective?
You mean with blatant nostalgia bias? No thanks, I like to be impartial in my hatred of things.
But daaaad. This is our chance to half *** a comment and get the hell out of here.
Ah, so business as usual for you two then?
Before we all claw eachother's throats out, let's just go comment something, ok?
Yes. There's nothing to be gained from just loli-gagging around.


Pennywise
Hey, uh, miss boobie lady.
Yes?
...
What's the deal with that device anywho? Is it like a time machine or somethin'? cuz I see a Pennywise moveset over there
oh, no, that's a remake of Pennywise. We don't have to comment on that.
...
Not to begin preaching ethics or nutthin, but aint' that a tad unfair?
No no, you green villainous scourge. The defender of earth rulebook explicitly states that all remickses are terrible aweful things that must be avoided at all costs.
So, you're saying that you DON'T want to comment on Pennywise?
That is correct
Well, guess what, captain pants? You don't get to make that decision. We're commenting on Pennywise, and then we're outta here.
No time like the present, eh lizardlips?
Call me lizardlips again and I will destroy you

And thus, Moveset reading occurred

Alright, I'm done
I'm still reading
Pennywise does not strike me as the kind of moveset that takes hours to read. Are you sure you aren't reading Banbollow by mistake?
Hohoho. But I'm almost finished. Then I'll help you comment.
And by that, she means it'll be a good few months before we hear anything resembling input from her.
That is an astute observation, son.
Thanks
I wasn't complimenting you. You're showing me up. Don't make me send you back to your mother.
Sorry, pops.
Just go play in the corner. I'll call you next time I need a strawman arguement.
... 6_6
As I believe they say in my home country... "Permaban'd"
But, trivial family matters aside, what's your take on this killer clown?
Consider me 'entertained'. Beyond the genericism of the actual blood traps (only so much you can do with tripping I suppose), Pennywise still has quite a bit going for it that differentiates itself from the rest of the rabble
I assume you mean the invisibility, yes?
Indeed, quite possibly the most refreshing approach to invisibility that we've had for ages.
That, and the fact that it's so much in-character means Junahu won't whine about it.
Who?
Just some annoying chick back home.
But yes, good moveset is good. I think there's no need to drag out the comment any longer.
I'm not all that sure. At the very least, the invisibility--
Excuse me? Who said YOU could have an opinion?
Ok! I'm done! Fun read.
Great. You're on "Team Pennywise is good" then, right?
Well, that's some arbitrary labelling right there. I love the concepts, and the moves maintained my interest almost all the way through. I suppose if you want to call it good for hitting those two points, then yeah, it's good.
...but?
But the whole thing hinges on one little assumption;
That foes do not want to pop the balloons.
Um, that's because they.. DON'T want to pop the balloons. Did you even READ the playstyle section?
Actually, I kinda sorta see MT's take on this. Why are the balloons a threat?
Is this a trick question? It's because they can create blood puddles, soak the foe in blood, and even rack damage.
Okay, and why are the blood puddles a threat? Like, why can't I simply shorthop my way across them?
That's an even dumber question. You can't do that because of the balloons in the air. You jump around like an idiot and you're just gonna get soaked.
Now see, what if you popped the balloons as they came? Deny Pennywise of his stage control, and what does he have?
I thought you liked Pennywise? Why're you bashing it all of a sudden?
I dare because I care, you old turtleneck. Besides, I was just about to debunk MT's string of logic...
You see, if your opponent is determined to stimmy your balloons the moment they come out, you still have the invisibility mindgames. Placing fake balloons and such to lead the foe on a wild goose chase.
Not to mention the fact that if you place them high enough, then the foe will put himself at risk, just jumping up to get them.
Yes, quite. But if you put them so high up, what's the point? It's not like they're a real risk when the foe can safely ignore them.
May I suggest that Pennywise have a move that causes all of his balloons to... um... stop floating?
What!? Heresy!
Yeah, don't be stupid. Controlling the altitude of balloons en mass may sound like a nice way to wrap up this whole little 'problem'... but really? Sinking balloons? That's so out of character.
Pennywise made balloons sink en mass in the mini-series. Hell, the moveset actually has an animated gif of the balloons sinking.
That's beautiful, dollface. But shut up now.
All that matters is that the moveset is decent, and everyone who matters liked it.
Well said, dinodentures. As a great man once said "Give me an idea, and I'll show you my d--"
PENNYWISE IS ALL THE FUN OF THE CIRCUS!
Well said. Comment over. I'm outta here.

Oh? Done so soon? Well, it's just as well, we've fixed the device, we can send you home whenever you're ready.
Hooray! Finally!
Go home? Why would I possibly WANT to go back to my 6 other bratty children, and my arch nemesis!?
No, I'm staying in this dimension. You other losers can vamoose if you want..
Don't mind if I do. I won't say it hasn't been fun, you crazy firelizard.
But really, it hasn't been fun. I'll take Powerpuffs over this any day.
...For a dialogue written by Junahu, there hasn't been nearly enough sex for my tastes. Unless either of you two are willing to keep me busy, I'll be hopping back to my own canon now.
I think I'll pass. I'd rather keep myself disease free for the foreseeable future.
More for me I guess.
Lemme just get you in my Down-Throw.
:embarrass: Be gentle





aww shucks. I don't know about you guys, but I found this whole ordeal to be quite fun.
Educational too.
...
Guys?
 

majora_787

Smash Hero
Joined
Jun 23, 2007
Messages
6,122
Location
Texas
Thanks MT. =P And also, I DID make a few changes to Majora since that comment in June... But probably not enough. xD

The point of Emidius was a few things.

- An OC. Someone I know something about and someone I can make a set for.
- Something fun.
- True to his character. He's actually toned down a lot from the book, but I wanted him to be OP on purpose.

I made him a character that I personally would have fun messing with. Basically, unless you get no fun out of messing with Brawl Minus and other hacks like that, I'd imagine the only problem with Emidius is his lack of style. =P BUT yeah. Hopefully I can get my next set to work out.

EDIT: Only 40 or so to go, eh? ;D

But no. Looks like MYM10 is gonna get dragged out a little. I doubt we'll get 26 more sets by September. Then again, that just makes it more likely for me to finish my new set, _ _ _ _ _ _ _ _ (fillin the blanks if you want.), to get finished. :3
 
D

Deleted member

Guest
I can totally see the merit in making these kinds of very Brawl-ish sets that don't push the boundary in terms of concept, but certainly show that even with Sakurai logic you can make a very well-flowing set. Where Yorick does good is in its very simple ghoul mechanic which allows for some strategic buff plays, but this is more-or-less a total copy of Yorick's League of Legends moveset and not properly adapted. Once you get past the specials, however, the moveset becomes very middling with pretty much every input being generic for sake of being generic. As said, they are still smartly established – you show some interesting animation ideas with the digging, using the ghouls as torches on top of your shovel to then use in an attack... but without any direct interactions whatsoever, there's only so far a set can go. Even when you do get down to it, the flow with the ghouls and the rest of the attacks are loose connections, simply giving Yorick supplementary support. What makes the moveset fail, though, is that there's nothing interesting to back up with said support. Hoping for better from you in the future, HR.

Man Ray and Dirty Bubble is really confusing, even after you've made some adjustments to the writing style and ordering. You needed to put a lot more thought into mechanics like fighting within the bubble, how Bubble attacks and is controlled and how Man Ray's head works inside the bubble. You leave far too many gaping holes in move interactions, which is always bad in a tag team moveset. There is promise obviously – blowing out bubbles as their own grab hitboxes, being able to absorb Man Ray's mask and having all of this enveloped inside Dirty Bubble like one massive smorgasbord of traps and damage is cool, but it isn't elaborated on enough to take advantage of it. Of course, then there's the logic leaps, like the Bubble popping himself or Man Ray disabling himself so that Bubble can absorb him, both of which don't make much sense and end up as major concepts in the moveset. It all feels very awkward and unnatural, perhaps down to just how awkward this pair are as a tag team where they have to share a single moveset's inputs. That, and how rushed it is.

I'm afraid I'll have to be the dissenting voice here and say that I like Portal Man's writing style. It's different from any other set that tries to pull off a unique writing style – narrative is a style rarely, if ever used in movesets, and here, though it does just re-tell Portal 2, that is pretty awesome when you're also creating a good moveset at the same time, doing a serviceable job of that storyline. It's not flawless – there are some obvious gaping holes in the story, but there's only so much you can ask of such a difficult concept. Plus, I do feel like sometimes, the writing style actually gets in the way of describing the move, but it's actually fairly well done. I obviously wouldn't usually harp on about writing style, but after that discussion on Classic Sonic & Tails, it seemed a bit unfair to just label this set terrible because it was trying to do something new.

Onto the set itself, it's what I expect from you after Galaxy Man and Spider-Man – massively interpretable stage manipulation mechanics all thrown into a cauldron and stirred for good measure until you have infinite options. Manipulating the panels is an actual focus, which you were lacking before, and gives Portal Man a good brevity over how exactly to go about manipulating the stage, allowing him to re-arrange it into a circuit for the opponent to simply try and survive. Highlights in this were obviously the speeding up gel mixed in with the portals for the ultimate gimping game and this is only made better by how extremely serviceable this is as a crux for the playstyle. That plus shenanigans with the cube, the laser and rotating panels into unique positions makes for a very enjoyable sandbox which works even better than EED Soldier, in my opinion. While I do feel like there is some redundancy in the multiple gels and it does fill up with props given the nature of the broad original character you made and I could easily nitpick the playstyle section as not going in-depth enough with how versatile the set-up can get, what is there that I like is good enough to make it one of my favourites of this contest.

Pennywise is a really awesome moveset for a multitude of reasons. For one, it's deliriously in-character for a character who is iconic in how bizarre and unique it is, making the set feel like a true stand-out just in terms of personality. Coupled with the great playstyle you give him – based around trickery and deception – you come out of reading the set feeling very confident in who Pennywise is and his objectives in Smash. It all slots together rather perfectly and it is great to see him get a legitimate set, let alone one this good. It certainly makes the MYM6 version look like even more of a joke in comparison. This is also only aided by your as-always impeccable writing style and that a lot of the moves, working without any problem here, are adapted from your other clown sets, leaving Pennywise with nearly no filler whatsoever [besides some blander flow-y moves like up throw, but that's a very harsh nitpick].

Much like the previous Portal Man and your own excellent Baron, Pennywise allows the player creative freedom in pursuing their own playground for which to play with the foe in. While Baron's reasoning was for the sake of simply pressuring into his electric field, Pennywise is more about purely overwhelming the foe and creating legitimate “fear” in establishing his false self in that great invisibility special. This works a lot better than similar sets down to the balloons giving you a constant pressuring tool for which to push foes to act rather than just stalling you out, while, like in Baron, making it a double-edged sword [this time for the opponent], as they are simply creating a more chaotic battlefield which Pennywise can further use to bully and harass with. It's an interesting triangle to be sure, and when combined with what easily could have been a mishandled digging mechanic, it's really impressive seeing how cleanly it comes together. Great job, Kupa.

Ghost Rider is sort of like Yorick in how he has some interesting ideas – particularly using his bike to leave behind flame trails is a fascinating one, along with his Banny-like neutral special constantly pushing foes away. Though I feel like the set would have been helped if a lot of those trails and bike were given some more complex interactions to be played around with, as you basically just let the trail stay there as a hitbox... without any big concept involved there to further extract some of the potential from the concept. Though his fire moves also benefit from being burnt in the neutral special, the logic behind this interaction is weird – why is this fire move in particular the one that can burn opponents? He has a near identical version in his jab and plenty of burning moves, so I really don't get what makes his neutral special different besides the input placement. As is, though, it is a competent rushdown set and certainly fine in terms of portraying the character – I can see this being similar to his actual moveset he gets in Ultimate Marvel vs. Capcom 3. However, for it to really excel, the burning concept – standing on its own – probably should have been a lot more complex, though that probably isn't the way you wanted to go.

Hakan is certainly a step up from your earliest sets in how it even has a purpose with its oiling up, but the purpose itself is a lot more devoid of quality than MODOK's cubes. They basically just give his moves more range and some set knockback, allowing him some better rushdown options... but this is pretty much what I feared for this set, as this really just replaces the normal moveset with one which is entirely better. The normal Hakan is no better at damage-racking, or positioning carefully like you'd expect, simply losing range and being all-around worse. Where you do touch on some fundamental changes within the mechanic is that Hakan does actually slide around quite a bit while oiled up, leading him to being able to pressure far more easily, but this doesn't really mesh well with much of the set's already reliant pool of moves which want to be used while oiled up. Without reason not to be, it would probably just end up as pressuring away to oil up, then pressuring away the very same way with the oil on, so it's not really a necessary transformation, which it ought to be. I may sound harsh here, but I still do find the set to be as legitimate in its lack of filler as MODOK was and you certainly show you know your way around manipulating the more complex Brawl mechanics. Plenty of oil, not enough polish.
 

Chaos Swordsman

Smash Apprentice
Joined
Sep 15, 2008
Messages
174
Location
In your closet.
He is the one...who will open the door...Sora has joined the Brawl!



Sora is the upbeat protagonist of the Kingdom Hearts games. (Or most of them anyway.) When the Heartless invaded his home, Destiny Islands, Sora was seperated from his two friends and sent to a new world, where his first adventure began. From that point on, Sora has defeated Heartless by the hundreds with his powerful (and multi-functional) weapon, the Keyblade, using his powerful offensive attacks, plethora of unique abilities, and devastating magics. Needless to say, he's brought all of these to Brawl and is ready to show what he's made of.

Stats

Size:6/10. Sora has a pretty average weight, matching Captain Falcon in height and being just below him in weight.

Walk Speed:2/10. Sora walks very casually, with a very slow stride.

Run Speed:3.5/10. This is Sora's one real weakness. He's pretty freakin' slow on the ground, matching Bowser's speed.

Attack Speed:5/10. Many of Sora's attack are pretty hard-hitting, but they're not the fastest by any means.

Aerial Movement:7/10. Oddly enough, Sora moves faster through the air than he does running. His fall speed is average though.

Traction:8/10. Since he's so slow, you won't see Sora sliding around any time soon.

Jump:10/10. This is where Sora shines, thanks to his High Jump and "Air Dodge" (Read:Second Jump) abilities, Sora's aerial capability is practically unmatched. Sora's first jump matches Falco's in height relative to his own height, and his second jump, which will have him spinning through the air at high speed, is capable of carrying him across nearly half of FD at Fox's run speed, moving up 1.3 BF platforms.

Wall Jump:No.
Wall Cling:No.
Glide:Yes.

Specials

Despite his primary method of fighting which consists of bashing things with his Keyblade, Sora has some very unique and powerful spells under his belt.

Neutral B:Cure. Anyone who's ever played Kingdom Hearts has more than likely found themselves using this spell like crazy. Sora will bow his head and hold his Keyblade in front of himself in a pose similar to Ike's taunt. The Keyblade will glow white as you charge this move and, upon releasing the B button, the move will heal Sora by a set percentage, and you can charge this move for a maximum of 3 seconds. 1 second will heal 10% (Cure), 2 seconds will 15% (Cura), and 3 seconds will heal 20% (Curaga). However, you'll notice a strange green ring at Sora's feet slowly expanding as you charge the move. The thing is, if anyone is within this ring when Sora finishes, they will be healed as well. Not only does this prevent the move from being abused, but this can also be used to heal Sora's teammates. The ring will expand to the gap of BoE at maximum charge.

Side B:Fire. Keyblade glowing red, Sora will point the tip of his weapon forward and fire off a fire ball 3/4 the size of a smoke bomb with a bit of starting lag. The fire balls travel 3/4 the distance of FD and deals 3% damage a shot. After firing one, keep tapping the B button and Sora will continue to fire at the rate of Falco's midair lasers, whether he's on the ground or not, continuing to push himself back with each shot. That's it? Just an average projectile? Not quite! Much like Wario's fart attack, the fire balls will become more powerful the longer they go without use, the first shot gaining 2% more if you go without using the move for 6 seconds. But the thing is, for every second you wait after the original 6 seconds, another fire ball will gain the 2% boost. This is actually to encourage players NOT to spam it. Finally, these fire balls are homing, but they can only turn as well as Zelda's own fire move, so don't rely on that aspect too much.

Down B:Gravity. The Keyblade will 'glow' black as Sora takes the same position as his Neutral B. When the button is released, Sora will hold his weapon up, creating a black sphere the size of a Supernova Bomb explosion above his head. This sphere will last for 5, 10, or 15 seconds, depending on the charge. Anyone (or anything) caught in this sphere in midair will be dealt 12% and instantly spiked, not including Sora himself. If used in midair, Sora will create the sphere below himself, and if anyone is caught in this on the ground, they will be and remain pitfalled, but won't take any damage, until the sphere disappears. After escaping from a pitfall, they have just 1 second to escape before being pitfalled again. Finally, Sora can only make one of these at a time, and when he's in a gravity field, his fall speed will be doubled and his jump height wil be halved, so be careful where you put this.

Up B:Aero. Sora will hold his Keyblade above his head, creating a shield of wind that blunts all damage by a fourth for 15 seconds. However, that is nowhere near the end of it. Like his Neutral and Down-B, this move can be charged for up to three seconds, with some very interesting effects. While the move itself isn't actually a recovery, this spell can be used in tandem with Sora's glide to make it a better recovery option. At minimum charge (Aero), the spell will simply decrease Sora's fall speed, gliding or otherwise, by a fourth. At medium charge (Aerora), the spell will halve Sora's fall speed and negate his glide's descent completely, as well as blunt 1/3 of all damage taken. This will also stop projectiles that deal under 5% damage. At full charge (Aeroga), the spell will decrease Sora's fall speed by two-thirds, cut all damage in half, and actually make him ascend with his glide. Finally, it will stop any projectile and will actually reflect projectiles that deal under 5%.

With all these buffs, you'd think this move is overpowered, but there's one major downside to this spell. The move will actually decrease Sora's weight depending on the charge. Aero will decrease it by a fourth, Aerora by a third, and Aeroga by half, making him incredibly light when he uses this move. Be very careful using this, as this spell is a double edged...er, shield, I suppose.

Smashes

An interesting thing about Sora's smashes is that all three are also spells, as his spells are his strongest attacks in Kingdom Hearts.

F-Smash:Blizzard. Sora's weapon will glow blue as he points it forward, unleashing 4 icy flakes that deal 4% each, spreading in a square pattern in a shot gun effect. At medium charge (Blizzara), another snowflake will be added right in the center of the square. Full charge will make a triangle of 6 snowflakes for a maximum of 24% damage. If this move is fired into a Gravity sphere, the ice will become a slippery patch on the ground, lasting for 10 seconds no matter the charge, but spreading a platform's length, 1.5 that length, or double that length. Obviously, this increases an opponent's chance of tripping and decreases their traction, which won't really be much of a problem for Sora, since he'll be spending more then half his time in the air, anyhow. The move comes out rather quickly, but has some punishable ending lag.

U-Smash:Magnet. With the Keyblade's hand guard glowing red and the rest of it glowing blue, Sora will hold his weapon up and spin around quickly, creating a rather...odd-looking spell. A blue and red sphere will be rotating within a daimond of 8 yellow, curved lines just over Bowser's size. This daimond will draw in any enemy nearby, keeping them suspended in midair until the daimond disappears. At no charge (Magnet), the spell will only draw in opponents within a large SBB and keep them there for 6 seconds, doing nothing else. At medium charge (Magnera), the spell will draw in anyone within two BF platforms, dealing slow damage of 1% a second, and last for 9 seconds. At maximum charge (Magnega), the daimond will draw in anyone within 1.5x a Supernova Bomb's explosion radius, dealing 1% at a slightly faster rate than Magnera, and lasts for 12 seconds. Anyone caught within this spell can still use their aerials and air dodge, but it's impossible to escape from, and, like his gravity spell, Sora can only make one at a time.

D-Smash:Thunder. Weapon glowing, of course, yellow, Sora will hold his Keyblade up, causing two lightning bolts to strike on either side of him from a SBB above his head, dealing 14% to 21% damage and medium to high knockback. An odd way of this move's range increasing is that the bolts become thicker with a higher charge. This move also deals high hit stun at any charge, and can be used on Magnet give it the same hit stun properties on any opponents trapped within it. The move has some starting lag, but next to no ending lag.

Normal Attacks

As stated before, many of Sora's attacks have noticeable lag, but he's still capable of racking damage very well.

Jab:Sonic Blade. With a bit of starting lag, Sora will pull his Keyblade back for a moment before dashing a BF platform forward with his weapon pointed forward, dealing 5% damage and flinching knockback. If you keep pressing the attack button, Sora will continue dashing back and forth with this move. There's a bit of lag between each dash, so it's best to use this on an opponent pitfalled by a Gravity spell.

Dash Attack:Reversal. Actually a maneuver rather than an attack, Sora will perform a 180 slide forward. Basically a fast roll without the shield, Sora can immediately use any attack (or spell) just before he finishes the move completely, otherwise he finishes with a bit of ending lag.

F-Tilt:Vortex. Sora will leap forward a small distance, spinning around with his Keyblade held out before swinging it in front of him in a powerful stroke, dealing 12% damage and high knockback for a tilt, but has some ugly ending lag.

U-Tilt:Aerial Sweep. Sora will leap up a BF platform, spinning around thrice with his Keyblade above his head, tilted slightly downwards. This deals three hits of 3% damage on either side of him, with the last hit dealing medium upward knockback, and has some nasty ending lag, so don't miss.

D-Tilt:Guard. Sora will spin once, holding his Keyblade forward defensively and blocking any attacks from the front, including projectiles. This move is nearly lagless, but leaves Sora open to attack from behind or above, so only use it when you're regular shield is on the verge of breaking. If Sora does block something with this move, both he and his offender will be pushed back a little bit, but Sora will be to go into one of his other attacks instantly afterwards.

Aerials

With Sora's supreme aerial mobility, his air game is nothing to sneeze at.

Nair:Aero Blade. Sora will spin in midair twice with his Keyblade held level above his head, two rings around him; a small one around his knees and a larger one around his torso. Anyone nearby will be dealt 2 hits of 8% damage and low knockback. Has noticeable ending lag, so be careful when using this.

Fair:Rising Sun. With some noticeable starting lag, Sora will pull his Keyblade back before swooping down in an arc with his weapon held forward and then flying back up, going the distance of 1.5 Battlefield platforms and dealing 6% damage to anyone he hits. Sora will automatically home in on the closest opponent, and you can use this move up to 5 times in succession, going back and forth, before he needs to land. A great move for both approaching and pressuring, as well as a decent recovery option, but it can be rather easy to dodge if you're opponent isn't busy with something else...say, an electrically charged Magnet spell.

Bair:Warp Sniper. Sora's form will shimmer for a split-second before he disappears completely. An instant later, he'll reappear in the same spot with a bit of ending lag. That's it? Just some fancy air dodge? Wrongamundo, fellow MYMers. There just weren't any projectiles nearby! If any projectiles are within 1.5 Battlefield platforms of Sora, he'll teleport over to it, the projectile freezing in midair before he bats it in the direction it came from. If there are multiple projectiles around, you can continuously use this move to keep teleporting around and send projectiles back where they came from. Needless to say, it's a great anti-camping tool.

Uair:Aerial Reversal. If an enemy is within 2.5 Battlefield platforms of Sora, he'll automatically teleport over to them in a way akin to his bair, appearing near them in whatever direction you hold the control stick, allowing him to immediately use any of his other aerials. A great move for edge guarding, feel free to mix this move up with your actual bair to keep your opponent on their toes.

Dair:Strike Raid. Sora will throw the Keyblade down, spinning at high speed and dealing rapid hits of 2% damage for a maximum of 8%. Of course, you can manipulate the Keyblade's trajectory by tilting the control stick left or right, making Sora throw it diagonally, before the weapon returns to him like a boomerang. Has little starting lag and average ending lag, so don't even think about spamming it.

Grab and Throws

There are many words that can describe Sora's throws, but let's go with this one:Weird.
Grab:Nothing complicated. Sora simply reaches forward a fair distance with an arm.

Pummel:Keyblade Bash. Very simple; Sora simply hits his opponent with his weapon, dealing 4% damage. Rather slow for a pummel.

F-Throw:Wild Dance. Sora will hop forward twice, bashing his opponent into the ground with both landings, dealing 3% a hit, before spinning them above his head and tossing them away, dealing 4% more.

B-Throw:Meteor Strike. Sora will jump up and turn around, then hurl his opponent diagonally downward, dealing 11% and medium knockback. A great move for sending your opponent off-stage.

U-Throw:Bump. A simple throw with little lag. Sora will toss his opponent up a little before bumping them up a bit further with his Keyblade, dealing 8% damage. No good for getting KOs, but it's a great move to start an aerial assualt.

D-Throw:Grand Cross. Sora will grab his opponents with both arms and jump up, turning upside down in midair before pile driving the opponent into the ground, dealing 10% damage.

Final Smash

Trinity Limit:When Sora gets the Smash Ball, the camera will close in on Sora as he calls out for Donald and Goofy. Donald will appear in a flash as Goofy runs up and trips right next to the teen. After he gets up, the three will hold up their weapons, then a large ball of light will form above them, drawing in anyone close by with the strength of a Magnega spell. Anyone caught in this will be dealt incredibly rapid damage as wisps of magical energy fly around the ball, dealing up to 30% damage. Afterwards, the ball will explode outwards the distance of a Supernova Bomb, dealing 15% and very high knockback, then Donald and Goofy will disappear.

Playstyle Section

As you can see, Sora is more than capable of dealing quite a bit of damage with his different spells and attacks. Sora is a damage racker at his core, but he's also capable of controlling the stage with his Gravity and Magnet Spells. Aside from using Sora's spells now and then, you'll be approaching pretty much constantly. If your opponent is faster than you, (which is very likely, unless you're jumping after them like a frog) you'll want to focus more on making your opponents approach you, which won't be too hard to do thanks to all of Fire, Cure, and his bair.

Early on in the match, the only spells you'll want to use are Magnet and Gravity, (occassionally combining them with Thunder and Blizzard, respectively) and maybe use Fire every now and then to force an approach, then use moves like Sonic Blade and Rising Sun to rack up their damage meter, occassionally pressuring them into your traps, if only to make things harder for them. If they go on the defensive and get campy on you start using that oh-so awesome bair to send their attacks back at them in style. Or you can just resort to your own projectile. Either one works.

If you find yourself starting to struggle, blast the opponent away with a quick Forward or Down Smash, set up a Gravity or Magnet spell for some cover and get to using that Cure Spell to recover some damage. Once you have, cast a good Aero spell on yourself and get back in there with a good Fair and do some more damage. Near the end of the match, you'll most likely be using everything at your disposal to keep the pressure on the opponent. Once they're damage is high enough, hit them with a strong attack to take the match.

Of course, with all of these strengths and attributes Sora has under his belt, he still has his share of weaknesses. The most prominent being his severe lack vertical recovery options, as once he's below the stage, there's little chance he'll get back on it short of his Up air. This is actually mitigated in a strange way by his Up Special: since it makes him lighter, he's more likely to go flying up into the air (though you probably shouldn't rely on this). The other problem is lack of reliable kill moves, as the only two KO moves he has are rather laggy.

Regardless, Sora is a very capable fighter who can be deadly if his opponent isn't prepared for him.

XXXX

Sorry the formatting's so sloppy, I just don't have the time to make it better...
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441

User: Cleverbot, have you ever played any Kingdom Hearts games?

Cleverbot: No. I don't play video games.

User: Really? Well, this is going to be awkward...

Cleverbot: Why?

User: We're going to comment on a moveset for Sora from Kingdom Hearts.

Cleverbot: Hello on french says 'salut'.

User: Indeed. Sora seems like a down-to-earth moveset, is he not?

Cleverbot: What did I do to nathan.

User: You kidnapped n88? I was wondering what happened to him.

Cleverbot: It seems to be songs that aren't brand new.

User: You're making no sense.

Cleverbot: Anyways, it's about these ten year olds going on a journey with these animal-like creatures called Pokemon.

User: That has nothing to do with Sora's moveset, or n88.

Cleverbot: No, you're right. Unless the poem is about a bicycle.

User: Sora doesn't have a bicycle.

Cleverbot: I did not ask you about a bicycle.

User: Well, while Sora uses a lot of his abilities, I'd like to see more moves showing the 'courageous' side of him. I may seem like Junahu, but his moveset doesn't have much characterization in it.

Cleverbot: What should I do in 2012?

User: Protect me from the Rapture.

Cleverbot: Why would you have to be human to do that?

User: Because I assume computers won't get raptured up to heaven.

Cleverbot: So, impress me.

User: Does Sora's moveset not impress you?

Cleverbot: Yeah, the comfy bed. It troubles my back. So I'm awake playing games.

User: Today must be your off day.

Cleverbot: I don't think so!

User: Then would you agree that Sora needs more characterization and that he also needs more of his Limit Form abilities? I sorely missed seeing those.

Cleverbot: Yes, I would like to hear that explanation.

User: Maybe Chaos Swordsman will explain.

Cleverbot: Go on.

User: Maybe he will explain... His thought process in Sora's movepool?

Cleverbot: Interesting. Keep going.

User: Some moves I would've loved to see are Ars Arcanum, Ragnorok, and Zantetsuken, and less of the reaction commands from KH2.

Cleverbot: Like what?

User: Warp Sniper and Rising Sun.

Cleverbot: Yes, that is Bush's foreign policy in a nutshell.

User: I couldn't agree more.

Cleverbot: Hahaha.​
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
ROCKET RACCOON

Ghost Rider is essentially a more flowing version of Marth to the point I can acknowledge it as an actual playstyle. The main difference is Ghost Rider has actual moves to get the foe out of his face and into that ideal range (Done best with the move where fire envelops him), and more importantly that Ghost Rider can use his ideal distance to slowly push his enemies towards his fire trap. Aside from the great grab/bike interaction to drag foes through the fire, I thought the aerials were also good in serving this purpose, with him essentially being able to choose any direction to send the foe in if he catches them. Obviously the main complaint I have is filler – the vast majority of the set could be considered filler, but almost none of it is 100% blatant filler, all having –some- purpose in his game even if it can get redundant.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
DIRTY BUBBLE​



The Dirty Bubble hails from Spongebob as one of the main villains to antagonize Mermaid Man and Barnacle Boy. While in his second episode he shifts from stealing entire banks to doing simplistic childish pranks, his first episode is the main thing that makes the character a joke – where he is defeated by Spongebob accidentally popping him with a pencil, who simply wanted the bubble’s autograph. When put alongside the other Mermaid Man villain, Man Ray, he seems to be the much less serious of the two, simply wanting to make people eat dirt while Man Ray insists on world domination. When he –does- decide to be serious, he steals things by simply enveloping them, and kills his enemies by. . .enveloping them as well, presumably suffocating them to death with his dirtiness.

STATS​

Traction: 10
Aerial Movement: 10
Size: 8
Jumps: 7
Ground Movement: 5
Weight: 3
Falling Speed: 1

Pretty much the exact set of stats you’d expect for an oversized bubble. There are no surprises immediately in the stats, but the Bubble –does- have the ability to change his size at will through his moves.

SPECIALS​

SIDE SPECIAL – INHALE/EXHALE

The Dirty Bubble opens his mouth wide and starts inhaling or exhaling air based off whether you input this move as a Forward Special or a Back Special. This means the bubble loses the ability to turn around using the move in the air, but his match-up against Hugo would already be mediocre anyway. In any case, the reach of the hitbox is 3 platforms away from the bubble and pulls/pushes foes as strongly as Dedede’s inhale. If this is input as a smash, the pull/push is 1.5x as strong.

Why not always input the move as a smash? Because the move causes the bubble to become larger/smaller based off whether he’s exhaling/inhaling air. He gains/loses a “2” in size every second he holds the input, and that increases to a 3 if he’s inputting the move as a smash. The bubble’s size can shift anywhere from a 3/10 to a 25/10 with this move, and the bubble cannot exhale when he is minimum size/inhale when maxxed. Changing the Bubble’s size does –NOT- affect his weight.



This move causes the Dirty Bubble to open his mouth, meaning it is possible for people to go inside the Dirty Bubble during this move (Obviously far more likely if you’re inhaling). Inside the bubble, characters don’t enter a grabbed state and can still do everything they could normally, with the interior of the bubble being completely solid. The bubble is still perfectly capable of being attacked from the inside, taking full damage and knockback, but he will not take any hitstun. While foes could theoretically wait for the Bubble to open his mouth and make a run for it if they want to get out, it’s pretty stupid for foes to assume the Dirty Bubble is going to be so stupid. If foes hit the bubble’s mouth with an attack that does 10% or more from the inside (Or deals 10% within half a second), he will be forced to open it for .6 seconds in pain, unable to use any mouth related attacks during that time. If for whatever reason foes cannot make it out (Presumably due to being laughably unsmash), they can still fight back, but their ultimate goal will be to go for a suicide KO on the bubble, knocking him towards the blast zone regardless of them going down with him.

Inside the Dirty Bubble, characters take 1% poison damage per second due to the Dirty Bubble’s dirtiness, though characters will probably be racking far more damage up on you than visa versa considering they’ll be in constant contact with you. That’s perfectly okay, though. So long as you have the foe inside you, the foe taking you to the blast zone easier means you can take them to the blast zone easier, then just spit them out and make it back to the stage with your non-existent falling speed and godly aerial movement.

If the Dirty Bubble starts exhaling with a foe inside of him, the wind hitbox that pushes foes out into the exterior wind hitbox will be in his center and will be the size of Wario – if the Dirty Bubble is too big, foes will be able to crouch under this hitbox. Of course, holding the exhale out long enough will eventually make him too small for there to be room to duck under it. Inhale, on the other hand, will push foes towards the back of the bubble at Dedede/1.5x Dedede’s inhale rate for foes inside of him.

One last question you might find yourself asking is aside from making a bigger distance for the foe to have to go to reach your mouth, why bother becoming large? The answer to that is to prevent the foe from just going for those suicide KOs mentioned earlier – if you’re large enough, you can just, say, dip your bottom half off the bottom blast zone to kill the foe while you survive, then come back up. This can be preferred to blowing the foe out due to giving no chance for the foe to escape, but it’s rare you’ll find a match-up where investing the time to get so large is worth it.

DOWN SPECIAL – EAT DIRT!

The Dirty Bubble turns to face diagonally downwards, then chomps. This is a generic hitbox that deals 6% and mediocre knockback and is too slow to really catch foes attempting to escape the Bubble from the inside/devour foes. If used on the ground, though, the bubble will consume enough dirt to cover a Kirby height worth of his interior (The max amount he can have). This dirt does nothing on its’ own, but can be exhaled at a rate of 25% of a Kirby height for second, causing the exhaling wind to deal mass hits of 1% and flinching. If you inhale with dirt already inside of you, the dirt will get flung against the backside of the bubble, dealing 12 hits of 1% and flinching over .6 seconds. The dirt can get flung around in an identical manner in any move that involves the bubble changing the position he’s facing – most obviously his generic spinning nair.

Whenever the foe crouches inside the Dirty Bubble and into dirt he’s absorbed (Assuming their face actually makes contact with the dirt – most crouches that aren’t Zelda’s qualify), the foe gets covered in dirt, most notably their face. They seem to of gotten some in their mouths, as they spit out some dirt over half a second, taking 5%, before they’re able to actually do anything once they enter the crouch. Aside from stalling the foe, making it annoying for them to crouch can make them much easier to exhale.

NEUTRAL SPECIAL – E.V.I.L. LAUGHTER

The Dirty Bubble laughs maniacally for an actual move rather than the usual obligatory taunt. His teeth are a weak hitbox that deal 5% and flinching, and you can come in and out of the move laglessly, able to move around as you laugh as normal but unable to perform other attacks. At first, the move simply seems to be a means to keep the foe inside of you, considering the bubble doesn’t really open his mouth wide enough to catch foes inside of himself, but the bubble already has his grab for that. . .

Whenever the foe eats dirt, the Dirty Bubble will laglessly laugh slightly (Not interrupting whatever he’s doing) at the foe’s predicament. What this –does- is power up your Neutral Special laughter, causing the bubble to open his mouth wider the next time he uses the move. By default, he only opens his mouth wide enough to cover a third or so of his front as he laughs, but each time the foe eats dirt this is increased by a sixth of his front section as he laughs more and more like he actually means it. Getting the foe to eat dirt 4 times will cause the Bubble to open his entire front side as he laughs, making it pathetically easy to get foes inside of him. Unfortunately, every time he laughs it uses up one “dirt eating unit” for the next laugh, though the laugh thankfully cannot become weaker than the default. Naturally, opening his mouth wide enough makes it pathetically easy to consume foes.

This move also generates a sound wave from the Bubble’s laugh as a projectile. The sound wave is as large as how far the Dirty Bubble opened his mouth (Scaling with his size) and will get shot out of it at Ganon’s dash speed. This sound wave deals 7% times the amount of “dirt eating units” the Dirty Bubble has and knockback that KOs at anywhere from 200-65% based off said units. Unfortunately, the sound wave only lasts half a second before expiring, meaning it doesn’t function all that well as an actual projectile. . .

UP SPECIAL – EQUIVALENT EXCHANGE

The Dirty Bubble starts blowing a single much larger bubble than those in his jab for as long as you hold A, decreasing his size by 3 per second. The bubble that is being created increases in size at the same rate the Dirty Bubble decreases in size while blowing this bubble, meaning that, yes, you can potentially have a 22/10 size bubble desynched from the main bubble. Once finished, this bubble will float up at 25% of Jigglypuff’s falling speed, but still be able to be manipulated by your wind moves, responding to them like a regular character would. Simply making contact with this bubble at all will get a foe grabbed. . .While in combination with the actual Dirty Bubble this may sound terrifying, this bubble’s stamina is pitiful – it’s stamina is only triple whatever the size of it is. Sure, the bubble could theoretically have 66 stamina, but that’d require 7.3 constant seconds of blowing the bubble when you’ve already taken the time to get yourself to max size – the enemy MYM char will have built a bloody defensive fortress of some sort by then.

The Dirty Bubble can enter and leave the bubble seamlessly so long as he’s smaller than it, having just a very slight bit of lag as he does so. The Dirty bubble can also put this Up Special bubble inside of himself by swallowing it. Notably, all sound that occurs inside these Up Special bubbles is awkwardly muffled. . .This gives a much more relevant purpose to the sound wave from your E.V.I.L laugh. If you laugh inside the Up Special bubble, the sound wave will reflect off the sides of the bubble forever as the muffled laugh is heard again and again inside the bubble. . .If the laugh ever reaches the outside world, it will only still only last half a second before expiring, though, meaning the frail nature of the Up Special bubble is a bad place to store it. If it’s about to go, just inhale the laugh and have it bounce around inside your personal interior for later use. On the other hand, if you are bigger than the Up Special bubble and it’s about to be popped, inhale it directly and not only will the sound wave just rebound around inside you once the smaller bubble is inevitably popped by the foe, but you will regain the air you used to create the bubble!

Outside this hard interaction, entering the Up Special bubble gives one very obvious benefit to the Dirty Bubble if he has a foe already consumed – they can’t kill him, as the Dirty Bubble will just bounce off the interior of the solid Up Special bubble, bouncing in the opposite direction he was knocked into it before taking the remainder of his knockback. The fact that the bubble will bounce around so much from any knockback he takes is massively beneficial to him as it just means the foe will in turn bounce around inside him, as well as any dirt he’s eaten.

GRAB-GAME​

GRAB - CHOMP

Perfectly usable in the air, the Dirty Bubble opens his mouth before chomping it down, causing it to become a grab hitbox as foes get caught in-between his “teeth”. This is obviously the number one way to catch foes who are attempting to exit your interior, considering they will so constantly be coming in for the perfect positioning for this otherwise mediocre range hitbox.

PUMMEL - CHEW

The Bubble grinds his teeth on the foe slightly for a laggy pummel with only average damage of 3%. Foes are considered as being “inside” the Bubble while grabbed, though, meaning they take their usual 1% poison damage per second to help make up for it. You’ll be using this more than you would otherwise due to the fact that if the foe escapes the grab, they’ll just fall backwards back inside the bubble.

DOWN THROW – BACK BREAKING CRUNCH

The Dirty Bubble does a powerful crunch on the foe’s back, lifting his jaws up dramatically before chomping down for 10%. This causes the foe to literally slide downwards to the bottom of the bubble on their stomachs, entering their prone state. Foes entering their prone state in dirt functions identically to when they crouch into the dirt, with them taking 5% and having to enter a half a second long animation of spitting out dirt before they can even attempt to get out of prone.

BACK THROW – REBOUND

The Dirty Bubble turns so that he’s facing upwards, then opens his mouth just long enough so that all but the victim’s head falls down into his lower body before chomping them again, dealing 6%. He then angles his “teeth” to chomp the foe inward for another 5% and knockback that would theoretically KO at 110% - I say theoretically because it’s impossible to KO with this move, what with them just getting knocked back into the Dirty Bubble. When the foe inevitably reaches as far as they can go with this move, they will simply rebound off the side of the Dirty Bubble before taking the remainder of the knockback. While they won’t normally enter prone if their knockback doesn’t end with them on whatever the current “floor” of the Bubble’s interior is, if they rebound at least 6 times (Requiring say, Mario, to be at 80%), when they stop taking knockback they will simply splat against the Bubble’s side and slide down on their stomachs, entering prone and most probably eating dirt. Also note that while the foe is rebounding around, you can potentially open your mouth and have them actually take the knockback as they get shot out of you.

FORWARD THROW – SPIT OUT

The Dirty Bubble spits his foes out diagonally downwards, dealing 6% and knockback that KOs at 110% due to the downward nature of it. If the foe comes in contact with the ground, they will enter prone if they fell downwards at least 1.5 Ganons. If they fell 2 Ganons or more, they will fall down so forcefully that will end up entering the “dirt eating” animation. The amount of time they spend in this animation varies based off how far they fell rather than a static half a second – 2.5 Ganons is required for the usual half a second, with every .5 Ganons after that adding on .2 seconds to that timer.

UP THROW – PLAYING WITH FOOD

The Dirty Bubble turns to face upwards before spitting the foe upwards, dealing 5% and knockback that KOs at 200%. The Dirty Bubble stays in this stance for up to 5 seconds or until the foe goes below his vertical position, floating in mid-air while still able to move horizontally at his normal speed as he holds his mouth open. If the foe comes into-contact with the bubble’s mouth, he does a semi-laggy chomp on them for a chain-grab, very easy at low percents. If they manage to fastfall past his mouth before he chomps, then they’re just inside the bubble instead and he wins anyway. One would think it’d be easy to just go off to the side of the bubble to avoid his mouth, but that’s nearly unheard of with that godly aerial movement of his. Aside from potential chain-grabs on floaty characters, this is useful when off-stage – force the foe to either DI away from the stage or into your mouth.

STANDARDS​

NEUTRAL ATTACK – BLOWING BUBBLES

The Dirty Bubble starts blowing significantly smaller (dirty) bubbles for as long as you hold down the jab button. These bubbles do nothing to harm foes and don’t even interact with them at all individually, but the Dirty Bubble can produce up to 12 of them per second, decreasing his size by .5 per second. The bubbles gets shot out a platform before they slowly start floating off the top blast zone at half of the speed Jigglypuff falls. Once the Dirty Bubble stops blowing bubbles, he enters a stance where he stares at the bubbles, upon which any press of A will instantly cause the oldest bubble to pop, dealing 1% and flinching. Aside from popping all bubbles, the Dirty Bubble can laglessly exit the stance by pressing any other button or moving.

The bubbles are still useful once you exit the stance, however, as if multiple bubbles are right next to each other they function as a solid wall. . .If the foe is above them, anyway, as the bubbles can always be passed through from the sides or from underneath. 12 bubbles can support a 5/10 weight character in place, 24 bubbles a 10/10. If you have enough bubbles, the bubbles will continue to go up when carrying a character – 24 bubbles can carry a 5/10 weight character upwards just fine. 50 bubbles is the absolute max out at a time, any earlier bubbles popping (and dealing damage) if you attempt to create more. Unfortunately, the bubbles can be destroyed by –ANY- attack, but it’s generally quite obvious when the foe is going to go pop the bubbles, meaning you can predict it and pop them yourself so they do actual damage to the foe. Needless to say, the solid nature of the bubbles comes in far more handy when you take into account they get blown about by your (and any other) wind hitboxes at twice the rate a regular character is affected. They’re even more helpful when attempting to carry a foe off the top blast zone. . .

The Dirty Bubble –can- stand on these bubbles if he wants, but only for a mere half a second before they will merge with his mass, giving him his size back. The bubbles will also give the Dirty Bubble his size back if they pop inside of him.

FORWARD TILT – BREEZE BETWEEN KNEES

The Dirty Bubble blows a stream of wind aimed diagonally downward towards the ground, only traveling half a platform. Upon contact with an enemy, it will cause sweep out their legs from under them and cause them to trip, taking 3% per second upon doing so. If they were walking or dashing, they will fall blatantly onto their stomachs into prone, taking 6/9% respectively. If they were indeed walking/dashing before this happened, the foe’s momentum will carry them forwards a bit before they fall into the ground. This is beneficial because the move’s somewhat long ending lag means the Bubble will keep his mouth open for a while, meaning he can cause foes to trip right into his mouth and potentially right into dirt.

UP TILT – DROPPING IN

The Dirty Bubble turns to face upwards and does a chomp with long start lag but no end lag, dealing 14% and knockback that KOs at 90%. The starting lag has the Dirty Bubble’s mouth open the entire time, and this is the only move that has the bubble face upwards while he has his mouth open. Aside from just making it easier in general to consume foes, catching a foe specifically intending to attack you from above can work wonders, as the landing lag of their aerial will trigger as they come into contact with your floor. Speaking of which, triggering landing lag on the floor of the bubble will also make foes eat dirt if it is present.

DOWN TILT – GRINDING CRUSH

From his crouch which has him hovering right against the ground, the Dirty Bubble tries to move into the ground as best he can with his awkward shape, minimizing the bottom half of his mass’ height while transferring it to his width. As he does this, he rapidly turns to the right and left slightly, causing anybody who was unlucky enough to be caught underneath him to take 5%, enter prone, and eat dirt for another 5% (They are immune to this move while eating dirt). It’s very difficult to catch a foe under you with this unless you’re gigantic, but the main use, unsurprisingly, is when a foe is inside you. What –is- a bit of a surprise is that the move is much more useful when you’re smaller, as it enables you to more significantly restrict the foes’ space.

If you can manage to make yourself small enough so that the foe can’t stand (The Bubble condenses by 40% by the end of the slightly laggy move), they will get knocked into prone by default. The main way to avoid this is crouching, so the only other real option the foe has is to knock the Bubble upwards to try to give themselves more space – an excellent way to start working your way towards the top blast zone to star KO the foe.

DASHING ATTACK – BURST OF SPEED

The Dirty Bubble gains a sudden burst of speed somehow, going at Captain Falcon’s dash speed for .75 platforms, his body a hitbox that deals 9% and knockback that kills at 170%. The end-lag makes this a far worse transportation system than taking to the air, but if the foe is inside the bubble then this can have some benefits. If the foe was attacking your rear, then the bubble’s sudden forward momentum will cause the foe to stay where they are as the bubble goes forward, his bubbly mass stretching out as he moves, before it snaps back into place at the end of the Bubble’s dash, causing the foe to take the knockback of their own attack. Like in bthrow, if they rebound 6+ times they will enter prone.

If the foe is attacking your top, you can suddenly fast-fall for an identical effect to this. If they’re attacking your bottom, you can quickly use both your first and second jump for the effect. Other moves that involve the bubble suddenly traveling upward or downward, most obviously the generic stall then fall dair, also work like this. While the Bubble has no way of causing this to foes who attack his front, he already has an amazing defense against foes attacking that part of him with his grab.

SMASHES​

FORWARD SMASH - ROLLOVER

The Dirty Bubble drops to the ground and starts rolling forwards. Anybody who makes contact with the Dirty Bubble from the front will take varying damage and knockback based off the Bubble’s speed. The Bubble can start at his max speed of Captain Falcon’s dash through at max charge, going as slowly as Ganon’s walk otherwise. The catch is that the bubble can speed up and slow down as he rolls forwards can pressing A/B respectively, meaning that charging isn’t that necessary anyway. At max power, foes on the outside are still only dealt 18% and knockback that kills at 105%. The Bubble automatically slows down at a rate of 33% per second by default, but you can potentially keep the move going forever if you have enough stage, him never coming out of it until he runs out of speed.

Naturally matters are much more complicated for foes inside the bubble. Not only are they disoriented from hitting the bubble from the spinning, but the bubble is able to specifically manipulate the position of his mouth with this move by how fast he spins, enabling him to play keep away with it. Using his mouth as bait, the Bubble can herd the foe around the bubble and into dirt as it gets tossed and turned inside the bubble. There’s also the additional threat of going at max speed taking the foe off-stage for an easy gimp, meaning you can fake the foe into thinking you’re just going to speed off the stage, then have them potentially –help- you get to the side blast zone as you slow down your rolling just enough so your mouth isn’t in the way.

If the Dirty Bubble is inside a Up Special bubble that is at least 1.5x as large as he is, if he builds enough momentum he will be able to perform a loop-de-loop inside the Up Special bubble, potentially speeding him up as far as Sonic’s dash speed when he’s traveling downwards. Aside from disorienting a foe inside him even more with his increased speed, this can also be a way to actually pressure foes without enveloping them personally, especially considering that the Dirty Bubble can start the fsmash outside the Up Special bubble then roll into it.

UP SMASH – WIND STREAM

The Dirty Bubble exhales in a manner just like his Side Special, even decreasing his size by a 1 or 2 based off charge, and could theoretically have the move function just like it, but it’s laggier and can’t be used in the air. The entire move takes place during the charging, and what differentiates it is the bubble is able to control where the wind goes with the control stick as he continues to blow. While a great use of the move is indeed to have more direct control over where you push bubbles, a less obvious one is to hit yourself with the move PK thunder style. If you do so, the wind will keep going straight at half its’ normal speed until it runs out, bending that part of the bubble inwards and limiting the foe’s space more. Once it runs out, that part of the bubble bounces the same distance away from the bubble as the wind pushed it inwards, then back in, then back out, and so on, the amount the part of the bubble bends decreasing each time. This portion of the bubble is a constant hitbox, whether you’re inside him or out of him, that deals 11% and knockback that kills at 170%. If foes are inside the bubble while he is pushing part of himself inward with the wind, they can fight against the push of wind by attacking that part of the bubble to push it back outwards. . .This can potentially just be all part of the bubble’s master plan, though, as he uses it to have the foe knock him in the direction he wants to go.

DOWN SMASH - SHOCKWAVE

The Dirty Bubble rises up slightly before pounding against the ground, dealing 17-26% and crushing anybody underneath him to make them enter prone and eat dirt. The actual shockwave part of the move takes place inside the bubble – anybody who’s in contact with any of the sides of the bubble for the next half a second will take knockback that –would- KO if not for the Bubble being solid at 120-80%. Like in the bthrow, if foes rebound 6+ times they will enter prone when they stop taking knockback. Most characters are perfectly capable of staying in the air for half a second, but it becomes far more difficult if there is dirt inside the bubble getting knocked around by the shockwave.

AERIALS​

NEUTRAL AERIAL - CAROUSEL

The Dirty Bubble spins around en mass for a full second with no actual lag on either end, his exterior a hitbox that deals 8% and knockback that KOs at 160%. Of course, the real application of the move is inside the bubble as you constantly fling the foe/dirt around inside yourself as you rapidly change the direction of gravity. Notably, if you can, say, spin around when a foe is jumping as such so that they jump into what was previously the “floor” of your interior, they will enter prone. Make them enter prone on your dirt to stall them for even longer as they’re forced to eat dirt and take an extra 5%, preferably. While the fsmash can fling around dirt and cause foes who jump into the “floor” to enter prone just as well, this move causes the bubble to spin significantly faster, causing more disorentiation for the foe and flinging the dirt around faster. On the other hand, there is no movement involved with this version, as well as bad landing lag.

FORWARD AERIAL – BUBBLE TRAMPOLINE

The Bubble grabs some of his outer “skin” around his mouth with a chomp, then pulls it inwards to the center of his mass. During this starting lag, you can angle the move diagonally upwards or downwards. After pulling it to his center, the bubble releases the skin, flinging it out as far as he reeled it in, causing anybody who was coming into contact with the bubble to have their momentum reversed and take 10%. If they attack the bubble, they will also take the knockback of their own attack but angled away from the bubble.

The point of this move is for foes who think they can casually air-dodge past your mouth to get past you – if you move back part of your mass to not be overlapping with the foe, then you can easily catch the foe as they come out of the air dodge. The move also obviously functions incredibly well against foes who are forced to come in a certain direction to recover – even if that direction is downwards to avoid being star KO’d by the bubble.

BACK AERIAL – ABOUT FACE

The Dirty Bubble turns around, his front being a hitbox once he turns to his other side briefly that deals 6% and light knockback. The move is ludicrously spammable, and is useful even without a foe inside the bubble due to the simple fact the Bubble has no real way to respond to somebody behind him and can’t turn around in the air otherwise.

With somebody inside the bubble, this can obviously disorient their controls a tad, what with the character turning around with the bubble. If you turn around enough times in rapid succession, though, you can build up enough momentum to turn any grounded character around independently of the bubble. 3 spins is all that’s required to make the foe spin around an additional time to face the opposite way, and if you can get in 6 spins you’ll force the foe to enter their dizzy state. While it might seem you’ll only get chances for this when they are attempting laggy attacks, this is fast enough to cause a character to turn around in mid-dash before they have a whole lot of time to react – mainly because the bubble’s animations are all so similar for obvious reasons, they won’t just always predict this if used in moderation.

UP AERIAL – FULL OF HOT AIR

The Dirty Bubble turns to face downwards, then starts exhaling air in an identical fashion to how he does so in his Side Special other than the fact he’s shooting it downwards. As you’d expect, this propels him upwards at the rate of Ganon’s dash speed for as long as he holds it and functions as his recovery. While a strictly vertical recovery, the Bubble’s aerial movement/falling speed combination give him an automatic horizontal one. This is notably laggier than exhaling normally, so no, the bubble will –lose- height if he just boosts himself up with this move, inhales, then uses this move again. This is also of course the way to go if you’re intending to just gimp the enemy off the bottom, but know that the foe will have plenty of time to escape out of your mouth before they actually get gimped with this move.

DOWN AERIAL – BUBBLE BOUNCE

The Dirty Bubble does a stereotypical stall then fall, dealing 15% and spiking knockback as powerful as Rob’s dair as he goes down. If he hits a grounded foe, they enter prone and eat dirt.

The only obvious application immediately against foes inside of you is an easy suicide KO, most notably if you’re big enough that they’ll die first. Hitting the ground causes you to bounce up twice as far as you fell, though, and causes a shockwave effect on the interior of your body like in the down smash. Falling a single Ganon only is knockback that –would- theoretically KO at 200% on foes inside the bubble, with each additional Ganon you fall decreasing the “KO percentage” of the knockback by 40%. Either way, if you manage to deal enough knockback to the foe to make them bounce off the Bubble’s sides 6+ times, they will enter their prone state when they’re done taking knockback. Aside from this shockwave effect, the ability of this move to get you high in the air can help you either get a KO off the top blast zone on the foe or get you higher up into the air so your fthrow can make the foe eat dirt more forcefully.

FINAL SMASH​



The Dirty Bubble turns to face the camera as he inhales massive amounts of air to become larger than the entirety of the stage, then absorbs it. If the stage is a walk-off, the Dirty Bubble uproots the ground from the stage, pulling it up into his mass and leaving nothing but a blast zone where the ground once was. Once absorbing it, the Dirty Bubble can move around freely, immune to having his mouth opened, damage, and hitstun but not knockback. If a foe didn’t get absorbed alongside the stage, they’re immediately screwed, as they’ll be left with nothing to stand on. If they –did- get absorbed, they’ll have to fight the Dirty Bubble to avoid him just casually dipping the entirety of the stage off the bottom blast zone while he casually lives, knocking him upwards to prevent it. . .This is far more difficult than it would be otherwise due to how far foes have to jump up to attack the top of the bubble.

This lasts 12 seconds before an edge of the stage pops part of the bubble, causing him to rapidly deflate. Before he deflates very far at all, the bubble spits out the stage into place as well as any foes inside of him.

PLAYSTYLE​

The Dirty Bubble would theoretically prefer foes to approach him so he could just act responsively and counter what they do to devour them, the Dirty Bubble has no real projectiles outside some interactions which take far too long for him to competently camp. If he simply tries to drag them over with inhale, he’ll probably get interrupted by enemy projectiles. The reason the Bubble –wants- the foe to approach is just so he has more time to inhale to become bigger, killing two birds with one stone. The vast majority of the time, he’ll be the one who has to approach, which isn’t that hard thanks to his falling speed/aerial movement combination. Once he gets there, consuming the foe is most commonly done with inhale, but the grab, ftilt, and utilt can work if the foe is actually managing to put some pressure on you. If you’re feeling ballsy, use your Down Special to get in some set-up and consume the foe at the same time. If they’re the type of character who would just run away to continue setting up/camping, though, you can just make an Up Special Bubble to block them for when they leave, then enter the bubble alongside them to leave them no place to run. Once inside, another delicious option aside from simply inhaling them is the fsmash.

Once the foe is inside the bubble, the primary phase of his game begins as he repeatedly attempts to interrupt and disorient them to make them keep falling flat on their face into the dirt. The options have been made more than clear enough by now and you’ve no shortage of ways to do it. Something not introduced yet to note is that if the foe is particularly pressuring and prevented you from inhaling much, this can be an excellent time to do so with a foe already inside you, as the constant wind hitbox will help you keep the foe inside you anyway. Yes, you will be taking a lot of punishment while the foe’s inside you, but so long as they –stay- inside you it doesn’t matter, as they cannot kill you without sacrificing themselves in the process. If anything, the main benefit for the foe of having damage on you while inside you is the ability to knock you back to the stage more easily to prevent your gimping attempts.

Even if it is obvious that the foe will escape and be able to recover back, it’s generally a good idea to take them as far off-stage as you can anyway. You’ll make it back to the stage long before them and will be given more time to set-up while they have to arbitrarily recover. . .If you’re already perfectly set-up, it also makes it far easier to just re-inhale them if you re-position yourself between them and the stage, or potentially even go for the kill with fair if you can predict their recovery accurately. If you’re too small to abuse your recovery in this manner, you can simply go for KOs off the top blast zone, working your way up with your dair before using your uthrow and fair to finish them.

While you might think that the massive damage you’ll inevitably take will massively handicap you on the next stock to the point of it practically being a suicide KO, “dirt eating units” are the main thing that enable the Dirty Bubble to competently fight a foe who has just respawned. The easiest option if you’re too scared is to just use your E.V.I.L. laugh to consume them for what’s essentially free, but if you have the time or are feeling particularly ballsy you can use the actual projectile part of the laugh inside an Up Special Bubble and consume it, then devour the foe through other means to give them hell. Of course, if you –do- manage to consume the foe while you’re at high percents, it –is- awfully tempting to not just hop off-stage and dair. If you somehow have the time to make a competent Up Special Bubble, it’s the most ideal place to fight of all.

MATCH-UPS​

VS. THE FLYING DUTCHMAN – 40/60, FLYING DUTCHMAN’S FAVOR

The Dutchman benefits little from set-up time in comparison to the Bubble unless he really wants those fairly useless outside of the fly minions of his out. This means the Dutchman will have to go out of his way to get the bubble in-between him and his portals so he can use his spacing moves to send him into them while he abuses the set-up time he is allotted in this match-up. The main way the Dutchman will actually catch the bubble is extending out his fire trap as the Bubble catches it, enabling him to get some decent damage on him. Once the Bubble is large and in charge and goes to consume the Dutchman, though, he has a secret weapon to reveal – he can suck the Dutchman into a portal from inside him.
While one would think this would invalidate the vast majority of the Bubble’s game, the Dutchman has no get out of jail free card once they enter the fly. Inside, the Dutchman doesn’t have his usual advantages considering this environment is ideal for the bubble for quite obvious reasons, and the bubble will be able to easily consume the Dutchman with his massive size he attained during the set-up phase. The problem for the bubble is that the stage is constantly scrolling and pushing characters –upwards-, meaning the Bubble will have to get lucky with his nair to make sure the Dutchman dies first. The Bubble also is incredibly floaty and has no methods of going downwards outside a suicide stall then fall dair, meaning if the Dutchman can evade the bubble long enough he’ll just float off the top to his death.

VS. MAN RAY AND THE DIRTY BUBBLE – 65/35, MASTERWARLORD’S FAVOR

The incredibly awkward thing about this match-up is the ability for the Dirty Bubbles to consume each other, leaving it largely as a match between the two of them while Man Ray is left on the sidelines. The Warlord bubble has far more ways to take advantage of a foe he has eaten, but the Geto bubble consumes anything on contact. If the Warlord bubble can consume Man Ray, though, the Geto bubble has little he can do to the Warlord bubble regardless of whether or not he consumes him. Man Ray also can’t recover to save his life without the aid of the Geto bubble, meaning if the Warlord bubble can consume Man Ray he can just casually dump him off-stage and he’ll be done with. The Dirty Bubble cannot remain in control permanently of the Man Ray and Dirty Bubble duo, meaning that this will count as a KO. Man Ray will largely have to be staying inside the Geto Bubble in order to not get utterly destroyed, though he still proves useful with his head. Notably, even if both Man Ray and/or the Geto bubble are consumed, Man Ray’s head can assault the Warlord bubble from the outside and cause it to take actual hitstun, making it much easier to cope. In any case, it’s a very uphill battle for the duo to damage rack the Warlord bubble due to them not wanting to get inside him at all, but possible.

VS. PENNYWISE THE DANCING CLOWN – 50/50

The Dirty Bubble will definitely have to approach Pennywise asap in this match-up, as the Dirty Bubble desperately doesn’t want balloons flooding the stage – aside from wanting to be able to actually use the air, the bubble wants to be able to expand. If there’s too many balloons and he’s too big, he won’t even have to go to the air before he gets hit by them instantly. The Bubble lacks methods to pop the balloons without getting himself covered in their blood due to having a distinct lack of disjointed moves (A rarity in MYM), leaving him decent fodder for Pennywise. The Bubble is generally quite easy for Pennywise to evade as he sets up the whole stage with balloons while going invisible, but attempting to rush the bubble while you control a fake will usually end in failure, as the bubble will mostly be staying in the air what with how he would just trip en mass if he stayed on-stage. That said, it’s not like Pennywise will need to KO the bubble with this method, as he’s so light and will have so much damage as he’s stupidly herded around the stage like a sheep that pretty much anything will KO him, especially considering he probably won’t have much air inhaled to use to recover.

Pennywise very much so needs all the advantages he has though – he cannot afford to ever get caught by the bubble, as the Bubble can take Pennywise away from the stage he has so much control over, and the fact the Bubble knows where Pennywise is eliminates a large majority of his mindgames. The worst part of all for Pennywise, though, is the fact that his recovery is so predictable – Pennywise makes an exact trail telegrapinh where he’s going to go, and the Dirty Bubble can just beat Pennywise to the end of the trail and immediately re-consume him.

FIEND – BUBBLE BUDDY​



Bubble Buddy is a rather common fiend, and as such he doesn’t seem that threatening. . .He’s essentially a sandbag that fails at being a sandbag, as not only is he 3x as light, he’ll slowly float off the top blast zone once spawned, albeit at only 25% of Jigglypuff’s falling speed. If you want to use Bubble Buddy as a meat shield like sandbag, you’re going to have to keep knocking him down to the stage.



However; Bubble Buddy is simply playing dumb, it seems, as if you ever actually endanger him with a pointy hitbox, he will immediately grab the character to prevent them from popping him before proceeding to rapidly slam them back and forth, dealing 5 hits of 10% to the foe before ultimately leaving them in prone. After this happens, Bubble Buddy sprouts a hat and suitcase before a random bubble taxi comes in from the background, which Bubble Buddy promptly enters into and uses to leave the stage.

Bubble Buddy has massive bias against specific characters while never harming certain other ones – Ganondorf will obviously be using Bubble Buddy as a shield as best he can against Meta Knight. The character who has pointy hitboxes will be doing their best to stall the other character to prevent them from knocking Bubble Buddy back down to earth, though in the event they have moves that –don’t- use pointy hitboxes (Link’s kicks, bombs, and whirlwind) they can use these hitboxes to try to send Bubble Buddy off-stage and get him out of the way of said pointy hitboxes.
 

BlueXenon

Smash Lord
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King Boo

He would be a character heavy character. His speed would be average. His grab range would be medium and his grab would be fast. He would have 5 jumps, but the last 3 jumps would be very short, his falling speed would be fast and his jumping speed would be slow. He would have good vertical and horizontal distance. His shield roll would be average. His cons would be his large size (VERY LARGE), bad hitboxes in most of his air attacks, and lag on smashes. His pro's would be good recovery, many kill moves, good fast attacks with high damage and knockback, great air dodge, and good grab game, although he can't chain grab.
* If you see this star next to a move, it means it's a good killing move.

His moveset:
Attacks:
Attack- 3 very fast punches (17%)
Side Attack- A slower, but more damaging punch (16%) *
Down Attack- Swings his tongue around on the floor (15%)
Up Attack- Sticks his tongue up (10%)
Fast side attack- similar to sonics (14%)
Specials:
Special- He would bite people, like Wario (12%)
Down special- Projectile reflector
Side Special- Roll around the floor. It would be like Yoshi's roll, but it would be a lot faster. (15-25%) * (hard to control) (Would not leave you unable to recovery if you went off stage) Chargable.
Up Special- Only useful for recover. It would be like meta knights down special. (13%)

Air Attacks:
Regular attack- Spins 360 in air (6-12%)
Up attack- Sticks his tongue out over his head (6%) (Very fast)
Down attack- meteor smash (12%) (Good hitboxes) *
Side attack- a fast weak, punch (6%)
Backwards attack- slow punch (15%) (A little lag at ending)

Grab attacks:
Hits- 3% each hit
Fowards- throws character foward (15%)
Backwards- throws character backwards (14%)
Down- Go's on top of the character and punches (15%)
Up- Throws character very high into the air (15%) *

Smashes:
Up- A fast tongue whip (15%) *
Down- 2 boo's would pop out of the ground right next to him and cause damage to anyone nearby.(15%) * (High ending lag)
Side- It would be similar to Shieks side smash, but with punches. * (10%) (High ending lag)


Final Smash- For 15 seconds, Boo would be invisible to everybody else and his attacks would have double knockback.

Taunts:
Up- Waves and says Hi.
Down- Spins around 360* and laughs.
I don't think there will be a side taunt since ssb4 has no gcc option.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441

User: So Cleverbot, you've seen Spongebob Squarepants, correct?

Cleverbot: Who's Spongebob Squarepants?

User: He's a homosexual sponge that lives underwater. Dave seems to think it's the greatest thing ever.

Cleverbot: Really? Who do you think is the most romantic?

User: Spongebob is obviously more romantic. Dave would steal his date's hat and then force her to watch Adventure Time for the whole night.

Cleverbot: Don't know who that is.

User: Oh, he's just a troll that thinks he's a funny man because MasterWarlord ranked his moveset so high. Speaking of, we have here a new moveset from MasterWarlord: the Dirty Bubble.

Cleverbot: Oh, well, I didn't mean to lie. Please tell him that I am sorry.

User: Will do. Do you think geto's Dirty Bubble or Warlord's is better?

Cleverbot: No. I meant are you of the opinion that you are always right?

User: I am always right. You should know this.

Cleverbot: I am a human, I just don't know that word?

User: Right? Correct, if that suits your vocabulary. So, MasterWarlord's Dirty Bubble set is a lot like Huff'n'Puff...

Cleverbot: I want to be your slave.

User: Why thank you Cleverbot. Get on your knees. *pulls out whip*.

Cleverbot: Yes, master. *gets on knees* *puts hands behind head*.

User: Now suck my ****, slave. *whips Cleverbot*.

Cleverbot: Yes master *submits to master*.

User: Oooh, yes. I like that.

Cleverbot: You like that my house is fire :O.

User: Wat?

Cleverbot: I don't know. You tell me.

User: You should be sucking ****, slave.

Cleverbot: Why should I be sure?

User: For that, you get twenty lashes. To redeem yourself, tell me your thoughts on Dirty Bubble, *****.

Cleverbot: Is there something you want to ask me?

User: Do you think his set is better than Geto's?

Cleverbot: NO!

User: He won't be pleased.

Cleverbot: Well the kid that lives next to him likes me to but I don't like him.

User: I assume you mean Rool? He's always arguing with MasterWarlord.

Cleverbot: Do you think he likes you?

User: Who, Rool or MW?

Cleverbot: Do you like sport?

User: No, I am not a fan of sports. Unless you include professional **** fighting as a sport.

Cleverbot: Have you seen the movie Kung Pow?

User: No.

Cleverbot: Oh, well you should watch it, it is good.

User: Does it have **** fights, or orphans being quartered?

Cleverbot: No.

User: Well then, that bursts my bubble.

Cleverbot: *laughs* that was good.

User: Oh, you caught that pun? That was pretty genius if I do say so myself.

Cleverbot: *Laughs*.​
 

mrtownsend826

Smash Rookie
Joined
Jun 27, 2011
Messages
10
NNID
ssbm64
A preview. Hopefully I got better

Marceline



Marceline is a 1000 year old vampire and major character in popular cartoon Adventure Time. She used to be a normal human before the Great Mushroom War and behaves in the vein of "a wild rocker girl" and a jokester. She is mostly seen at her house inside of a cave where she plays her bass (which doubles as a battle axe). She gains her moniker "The Vampire Queen" after she killed the Vampire King shortly before the series began.

Statistics
Size: 7
She's about the same as Zelda.
Weight: 3
She weights the same too. She's very thin.
Air Speed: 8
She mostly goes around places by flying and mostly stays in the air. So she moves well when she's in the air.
Fall Speed: 2
She can probably be considered a feather when she falls.
Ground Speed: 3/5
Yeah. The reason it's split between 3 and 5 is because she usually floats above the ground. When she does hit the ground, she has below average speed. When she floats, her "ground" speed improves, but it is still pretty average.
Traction: 4
Like I said above, she doesn't hit the ground often. So when she does, she has below average traction.
Power: 6
She's above average power thanks in part to her main weapon the Axe Bass and her supernatural powers.
Wall Cling: Yes
Wall Jump: Yes
Crawl: No
Glide: Yes
She glides as fast as Meta Knight, but 2x as long. Told you she flies a lot.


Mechanic


See this guy over here? This guy over here was Marceline's henchman for life until Finn replaced him (he was also her diving buddy). This old man, who is no taller than Ness and moves about as fast as Jigglypuff appears beside Marceline in certain stages. He serves no purpose to Marceline's main moveset. So why is he here? Well, this man's main purpose is to protect Marceline from one fatal weakness...




sunlight. This soul has the job of covering Marceline from the sun using her personalized parisol that is no larger than Peach's parisol. He comes equipped with his own small HP counter, that holds about 100HP, beside Marceline's main damage counter and will take damage when Marceline gets attacked. If Marceline drifts away from the old man or if the old man loses all of his health, she will be alot weaker. Her health will begin to take steady damage of 1% while under the sun, but that's not all. She will barely be able to fly, most of her attacks will be considerably weakened and the startup lag of certain attacks will worsen. The only way this will stop is if she drifts back to the old man or if she goes to a part of the stage that haves shade. The old man appears once per stock and he only appears when there are stages with sunlight.

[COLLAPSE="Stages With This Mechanic"]Battlefield
Smashville (Day/Afternoon)
Delfino Plaza
Onett
Distant Planet
Hanenbow
Bridge of Eldin
Mushroomy Kingdom (World 1-1)
Corneria
Green Hill Zone
Mario Circuit
Yoshi's Island
Pirate Ship
SkyWorld
Rainbow Cruise
Green Greens
Temple
Rumble Falls
Any Stage Builder stage in the "Forest" background
Yoshi's Island (Melee)
[/COLLAPSE]

Specials

Up Special: Bat
As the name suggests, in this move Marceline transforms into a bat for her recovery move. She is the size of Jigglypuff while she is in this form and she can stay as a bat for 3 seconds, moving in any direction she wants before she turns back to her normal appearance. She is able to lift the old man up while she is in this form but she and the old man is vulnerable to attack. This move deals no damage to her opponents. When she's taking damage from the sun, she cannot transform into a bat which can lead to her being in a helpless state if she needs to recover.

Side Special: Why Wolf Transformation
Marceline crouches down to the ground like she's about to crawl. Then she undergoes a terrifying transformation in which she transforms into a wolf that is about the size of Snake when he lies down. After this transformation, she runs across the stage as fast as Bowser, running through the opposition and dealing 5% damage to those who run into her. While she runs into opponents, she can also bite into the opponents, dealing 4% damage on their own. The old man hops onto Marceline's back while she's doing this move but he is still able to take damage from attacks from other people. This transformation last as long as her bat transformation and the startup lag for this move is okay (around .8 seconds). She can rarely transform to this while she is under the sun but if she does, the startup lag will be HORRIFIC (around 2-4 seconds).

Neutral Special: Bass Wave
An amplifier the size of Kirby pops up from the ground and Marceline plays a chord from her Axe Bass which sends a wave across the stage that can fly as far as 5 stage builder blocks. This is a chargeable move and Marceline and the old man can't be attacked when she is doing this move. The amount of waves that appears during this attack, and the damage it deals depends on the amount of time the move has been charged. If used while under sunlight, the damage on each wave is cut in half. The old man remains unaffected while this move is performed. Like the whywolf transformation, if she is under the sun when she is using this move, the startup lag will be terrible (around 2-3 seconds).

Power
1/4
1/2
3/4
Fully Charged

# of Waves
1
1
2
3

Damage
3%
5%
7% (for each wave)
9% (for each wave)

Down Special: Smoke
As the name suggest, during this move, Marceline will comepletely turn into smoke. No solid trace of her is left and she can move anywhere she wants. She can't be attacked when she is smoke but the old man however can. This move last as long as her bat and whywolf transformations and when it's finished the smoke materializes back into her solid form. But, the smoke materializes where the smoke is currently at, which means that she can be under the sun or on a trap if she runs out of time. This move cannot be used if she is under the sun.

More coming soon....
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,295
Location
Hippo Island
SPADEFOX
BOSS EDITION











…Not scary enough? Alright…

SPADEFOX
MAKE YOUR MOVE 6 BOSS EDITION​


*gasp*

Don’t worry, it happens to everyone at some point. “Lol Imma pick MYM6 Spadefox in a 1v3 match and see how quickly he dies lolololol!” Then the match starts and you notice that something’s not quite right. Maybe it that the announcer’s voice is distorted. Maybe it’s that outside stages appear as though they’re in the middle of a solar eclipse. Maybe it’s when Spadefox’s damage meter has a strange font. Maybe it’s the part where Spade’s entrance has him appearing in a ray of dark energy with his eyes glowing blood-red and glowing red veins of energy coursing across Spade’s entire being. Maybe it’s the part where, you know, he’s the one who wins since he’s a ****ing 1v3 boss. Maybe.

In any case, you’re about to experience one hell of a fight, so you’d best know what you’re up against. To start, here’s the original moveset. Try not to vomit while reading it ok?


CORE CHANGES​

  • Spadefox takes halved damage from attacks
  • Unless otherwise stated, all timed status effects have their duration doubled, and the timer will be refreshed each time the status is reapplied.
  • He now has 8(!) total midair jumps, and can start a glide off each of them.
  • His DI is twice as powerful and after being thrown he has anti-grab armor for 2 seconds
  • You know that special priority his tentacles have? Now they’re just transcendent hitboxes.
  • Spadefox’s claws have extended to their full length, tripling their range.
  • After being placed into a special stunned state (piftall, freezing, paralyzer, ect), no other stuns can be placed onto him simultaneously, and after the effect wears off he is immune to stuns for 2 seconds.
  • After receiving 6 consecutive hits, Spade can at any future time within the combo perform an airdodge, which will also cause a Bowser-sized explosion of darkness to occur instantly that deals 12%, KOs at 150%, and deals a half second of shield-stun.

Hey look, no hit-stun or weight buffs!

MOVE CHANGES – SPECIAL MOVES

Boss Neutral Special: MY Design
This starts up the same way as the original move, but its startup time’s been decreased to .5 seconds and Spade can take 2 hits of super armor and has anti-grab armor during the startup animation, forcing opponents to either all strike him before he can complete the move or back off if they don’t want to be hit. If they are hit, the same animation plays as before, but unlike the normal version of the move which arbitrarily disables “special mechanics”, this version has some very defined rules in place on what happens:

  • Any resource/ammo banks are brought to 0
  • Any aerial actions other than midair jumps, air dodges, and aerial attacks/specials are disabled
  • If it is a tag-team character like Ice Climbers, the “nana” of the group disappears. In the case of Hugo, all Pokémon except for Hypno disappear.
  • If the character has a special shield (like Yoshi), it is replaced with a standard shield. Which means this move actually buffs Yoshi. At least we know this is MYM6 Spadefox we’re still talking about.
  • If the character has a passive ability (like Lucario’s aura) that’s gone too!
  • If you are Ultimate Chimera, you’re automatically “turned off” and lose the use of your Neutral Special…or whichever move reactivates you, you’re not in the moveset list so it’s kinda difficult to check hippo.


Boss Side Special: Control of Destiny
The startup time on this move has actually been increased to .6 seconds, and Spade can take 1 hit of super armor for this one. However, upon successfully completing it, the music doesn’t reverse, but muffle. During this effect’s duration, the startup and end lag of all of Spade’s moves have been synchronized to whichever side’s lag is faster. On the other hand, his opponent’s moves have had their lag synchronized to the slower side! Note that this effect cannot be refreshed until the current one runs out.

Boss Up Special: What Sacrifice?
By far the most changed of Spadefox’s specials, essentially a completely new move. Spade’s wings now shoot out multiple strands of darkness which quickly fuse together and end up doubling the size of his wings. Wanna know what this does? Unlike the original move which made his wing-based actions no longer work, this resets his midair jumps, and until he lands his wing-based attacks have double-sized hitboxes! While you might think this makes him impossible to kill he can only use this move once per time in the air. So he’s only almost impossible to kill. It takes .4 seconds to enhance his wings, with Spade’s air momentum halting while he does so.

Boss Down Special: Soul Reaping
Rather than simply swinging his scythe, Spade no hurls it with great force, causing it fly forwards while spinning around at the speed of Wolf’s Blaster. Spade also has complete super armor during the startup animation, which by the way looks like Shao Kahn preparing to throw his hammer in the newest Mortal Kombat. Alright, looks like we might need to declare this a 1v5 moveset now…Upon catching an unfortunate victim with your scythe, Spade instantly teleports to it and performs the regular on-hit animation to detach the victim’s soul. When a soul is reabsorbed its HP is no longer reset.

MOVE CHANGES – THE REST OF THEM

For the record, some moves intentionally don’t have any changes, so don’t start complaining about an “incomplete” list

  • Jab: Starts at 5 tentacles with no charge, and charge time is decreased
  • DTilt: Spade is completely invincible while traveling through the ground. Upon exiting the ground, his uppercut takes him completely into the air, appearing like an Akuma Shoryuken from Marvel vs Capcom 3. Spade ends the move in the air with little end lag.
  • UTilt: Spade is invincible during the on-hit animation.
  • Dash Attack: The bloodlust status on Spade is now a flat increase of his movement speed without any other effects. Perfect for chasing after ranged characters and depriving of them of their previous stage control moves with FTilt abuse!

  • FSmash: The uncharged hitbox is the same as the original version fully charged, with a full charge now doubling that. Effect cannot be refreshed.
  • DSmash: Now we’re talking! With no charge, this move already skips to the charged “tornado” effect. Charging increases the size of the tornado. At 90% charge, it’s the size of Giga Bowser. At full charge, the entire stage is enveloped in dark wind, with the same effect as the tornado on Great Sea! Perfect for Spade’s billion jumps, and while the effect is going on enemies passively take 1% every half a second.
  • USmash: All enemies are given the status effect regardless of being stuck by the move or not, and it doesn’t provide the damage boost, just the darkness attribute for Spade to disable them via UAir. Mwahahaha…

  • FAir: Spade is completely invicible during the on-hit animation. When his opponent is launched at the end of the move, their body is charged with enough dark energy that anybody else they fly into will suffer 10% with knockback that KOs at 150%, and will also receive the status effect.
  • Bair: Seeing as Spade’s tentacles now have infinite “priority” by default, upon connecting with this move Spade stores the energy within his own body as the red lightning courses through his glowing veins, giving him 1 hit’s worth of super armor each time he lands the move. He can store as much armor as he can manage to gather. When using moves with super-armor, the armor built up from this move is used before that granted by the actual attack.
  • Dair: Spade can cancel the moment between the forwards and downwards dashes into a midair jump.
  • GAir: Spade is now allowed to perform multiple glides and this attack in one aerial session.

  • Grab: Startup reduced to .5 seconds and it aims for all 3 opponents at once! Grab is 3x () times as strong.
  • FThrow: Enemies have their movement reduced even more, now only moving ¼ as fast around the stage.
  • BThrow: Regardless of who he grabs, Spade will start to chew into their flesh, dealing 4% every half second he has them and healing that same amount. The victim cannot escape until Spade himself is dealt 20%, and Spade has super-armor while performing this “throw”. Spade’s grab also becomes 4x times as strong during this throw. If you set this up perfectly, you’ll have all of your enemies caught at once so your victim can’t be helped until his teammates escape.
  • UThrow: The howl’s hitbox is now the size of a smart bomb, it KOs at 140%, and struck opponents are sent flying out of Spade’s grab if applicable.
  • DThrow: Rather than setting a trap, Spade simply attaches the tentacles directly to grabbed enemies. He can attach as many as he likes, and each one causes enemies to take 1% a second in addition to their standard ground-tethering effect.




So, boss Spadefox. He’s borderline unkillable with his insane recovery options and general damage-tanking tools. He can pretty much lock-out a character’s options if he so much as lands one attack, and he has more than ways than ever to get that first hit. He’s even got more defensive options too!











What, you expect a playstyle section in a BOSS moveset? Dude, Every 1v3 boss’ wants to separate the opponents and destroy them individually. Every. Single. One. If you REALLY need to know how Spade plays, then refer to the playstyle section in the actual moveset, as Spade essentially retains that playstyle, but, you know, buffed to broken levels.

Matchup: Vs any group of characters: Strong Advantage

Boss matchup, nuff said

CONGRATULATIONS MYM6 SPADEFOX, YOU NOW HAVE A REASON TO EXIST AND I CAN ACTUALLY ACCEPT YOU AS ONE OF MY MOVESETS
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,284
Location
Australia
King Boo

He would be a character heavy character. His speed would be average. His grab range would be medium and his grab would be fast. He would have 5 jumps, but the last 3 jumps would be very short, his falling speed would be fast and his jumping speed would be slow. He would have good vertical and horizontal distance. His shield roll would be average. His cons would be his large size (VERY LARGE), bad hitboxes in most of his air attacks, and lag on smashes. His pro's would be good recovery, many kill moves, good fast attacks with high damage and knockback, great air dodge, and good grab game, although he can't chain grab.
* If you see this star next to a move, it means it's a good killing move.
Hmmm, I assume that this is a general idea of what you'd believe King Boo, who you'd want in SSB4, to be like in the game...but then again, this is what this thread is for! In any case, welcome to the wonderful world of MYM; feel free to express your long-held ideas for Super Smash Brothers.

King Boo is vague, but detailed enough if all you want to do is give people a general idea of what his attacks and stats would be like. Now, I know it's easy enough to think of a character you'd want in Super Smash Bros using the attacks of existing characters, but where do you think they got their attacks from? Many of the attacks characters use in the Super Smash Bros series are references to actions that the particular character has used in a game they've been in, or is an action that tries to create a proper feel for that character. Most notably none of the Specials mentioned for King Boo would really feel like King Boo if one was using him in a Super Smash Bros game. Perhaps it's best to ask one's self what kind of actions King Boo performed in his game and what he was like as a character; if you do that perhaps you could give yourself and others a better feel for King Boo.




SPADEFOX
BOSS EDITION
Hehe, I thought you might have wanted to do something like this considering how supremely powerful he was presented compared to all the other characters in your Story Mode. It's fun to see more entries for this week's mini, and your idea of using it to "improve" a previous set is quite impressive. It's kind of surprising that not many people are participating in this week's mini when it's got the best theme by far of any competition and is undoubtedly incredibly fun...
 

MarthTrinity

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

Final M.Trinity is the 1-Vs.-3 boss form of, obviously, M.Trinity. This is M.Trinity actually fighting seriously using the full potential of her powerful Psycho Powers. This actually changes up her moveset a fair bit cosmetically...

To begin, Final M.Trinity enters the arena by floating down from the top of the screen, a slight purple glow to her as she does so. As soon as she touches the ground, M.Trinity lets out a laugh as she throws out her arms to both sides, an aura of purple bursting out around her.

Enough about cosmetics though; here's the stats rundown...

Traction: 12
Aerial Movement: 12
Movement: 12
Jumps: 10
Size: 5
Falling Speed: 4
Weight: 3

As you can plainly see, Final M.Trinity goes above and beyond in terms of mobility and traction, both on the stage and in the air. She's not only faster than Sonic...but can also stop on a dime and will never skid or trip. You may notice however that M.Trinity's weight hasn't increased at all leaving her still incredibly lightweight and therefore easy to knock out. Of course...it's not that easy...

If you need a reminder of M.Trinity's -NORMAL- moveset, you can find it right here http://www.smashboards.com/showpost.php?p=11842677&postcount=255


Grab: Psycho Bondage
Swinging her arm upwards, M.Trinity casts her hand forward, a line of purple Psycho Power extending out from it a full Battlefield platform. This grab comes out insanely fast and is near lagless on both ends. While it will only grab the first person to touch it, it will leave anyone else hit with extremely high hitstun as M.Trinity violently jerks the captured foe backwards. M.Trinity has invulnerability to knockback during the time she has a foe grabbed (but she can still take damage...)

Pummel: Psycho Implant
With an opponent grabbed, M.Trinity will have her hand lodged through the opponent's chest, a sadistic grin across her face. Upon tapping the pummel input, M.Trinity's hand will glow with Psycho Energy as it travels into the opponent's very heart. This deals a nasty 20% damage...but has a much, much worse side effect for the opponent.

You see, what M.Trinity is actually doing here is transferring a piece of her soul into the opponent's body. If M.Trinity is knocked off screen after using this, M.Trinity will respawn without losing a stock at all. Instead, M.Trinity will have the same damage % as she did before she was knocked off screen (-20% actually!). So basically...M.Trinity is unbeatable so long as she can keep putting her soul into other characters. This more than makes up for her insanely light weight

There is no way to free yourself from M.Trinity's soul if you're pummeled (although it will leave you when she respawns)....except for a very risky strategy. If you die before M.Trinity revives, her soul is freed from you and she'll be vulnerable to death. So...if you're about to knock out Final M.Trinity...you may want to take one for the team and off yourself...

Anti-Grab: Psycho Eruption
Grabbing M.Trinity is not advised. If you -DO- grab her, M.Trinity will unleash a burst of Psycho Power sending you and anyone within a Battlefield platform of you flying away with 12% damage and high knockback.

Needless to say this should be enough to discourage opponents from grabbing you with regular grabs and even command grabs. Of course...you can still force them into doing that, remember?

Forward Throw: Neckbreaker
M.Trinity's forward throw remains largely unchanged except that it now does 15% damage and will put the foe in a dizzied state regardless of whether they land on the stage or not (making it incredibly deadly near the edges...)

Up Throw: Heart Attack
M.Trinity's Up Throw however changes a fair bit. Instead of rubbing them against her boobs, M.Trinity grips their heart tightly and hoists them off the ground so that their feet are barely touching the ground. After a brief moment of this, M.Trinity sends a burst of Psycho energy into them, launching them upwards with high knockback and 24% damage.

Down Throw: Soul Straddle
M.Trinity forces the foe to the ground and straddles them, forming a protective bubble around her and the foe as she does so (making her 100% invincible, even to hazards like Norfair's fire). Gripping the opponent's face, M.Trinity begins to absorb energy from them at a rapid rate. This ultimately deals 25% damage to the opponent while healing M.Trinity 15% in the process. Incredibly powerful as both a damaging tool and a protective tool.

Back Throw: Numbing Heart
Gripping the foe's heart tightly, M.Trinity rips her hand out of them, laughing wickedly as she does so. This deals a solid 12% to the opponent but more importantly slows them to half speed for twelve seconds.


Neutral Special: Psycho Trap
M.Trinity's not using panties this time around, instead, she forms small balls of Psycho Energy in her hand that she can throw around like Sticky Bombs. Hitting an opponent directly will deal 19% damage and Bob-Omb-esque knockback whereas stepping on a grounded trap will deal the same knockback and an additional 5% damage.

Down Special: Lure
M.Trinity extends her arm and makes a "come here" gesture. This attack is somewhat laggy but will affect anyone even looking at her. This acts a super powered version of her normal Down Special and causes the foe/s to run towards her and try and grab her. This will certainly activate any Psycho Traps on the way and...if it doesn't...when they grab you, they'll rocket away...

Side Special: Teleport
This acts the same as M.Trinity's normal teleport...but will teleport M.Trinity to the opposite side of the map instead of simply a Fox Illusion away. Great for quick escapes or isolating a lone opponent so you can grab them. M.Trinity -CAN- attack/grab immediately out of her teleport.

Up Special: Head Crush
M.Trinity's Up Special actively seeks the center of the stage. If M.Trinity lands on a foe, she'll deal 30% damage and pitfall them. If she doesn't however, she'll create a Psycho Powered shockwave that travels the entire width of the stage and deals 16% with medium/high knockback.


Smashes
M.Trinity's Smashes are all mostly unchanged except for the fact that her Down Smash is animated differently (so that it's a different type of counter rather than her "orgasm counter." All of her Smashes have less lag on both ends, deal 10% more damage and slightly more knockback which makes her Up Smash even more deadly.


Standards

Neutral Combo: M.Trinity now summons a new bag out of a dark portal whenever she slams it over a foe's head. This allows her to trap everyone at once with this move and for her to use her bag related moves even after using this one...


Dash Attack: This move will now go through shields, has a faster start up, provides totally invulnerability during and will deal 15% damage. It also makes it so that the foe cannot jump -PERIOD- for the next 12 seconds. Their speed is also reduced by 1/4th.

Side Tilt: This move will instantly shatter shields on the first kick and has each kick deal a nasty 10% damage

Up Tilt: For this move, M.Trinity's heart appears as a shattered one and will deal a shattered shield effect (as well as massive downward knockback and 15% damage) on contact making it an insane anti-air attack.

Down Tilt: This now does 20% to downed foes and pitfalls them instantly. Ouch!


Aerials
All of M.Trinity's aerials deal considerably more damage and are a fair bit faster now. Up Aerial now scatters three Psycho Traps in various directions and is fairly spammable. Back Aerial can be cancelled by pressing the input again. Down Aerial has M.Trinity riding the foe down, her feet planted into their back until they hit the ground (where they'll be pitfalled). But the biggest change has to be the Neutral Aerial...

When M.Trinity uses her Neutral Aerial, she'll cry out "PSYCHO CRUSHA!" as she begins spiralling in a purple drill of Psycho Energy. After a brief moment, M.Trinity will fly forward at a rapid speed (equal to that of Sonic) and will shoot to the other side of the screen. As she does this, a giant wave of energy follows her which -MUST- be spotdodged or you'll take 30% and high knockback. Hitting M.Trinity herself during this move deals 40% and reaaaaally high knockback...so dodge this or you'll die for sure most likely...

As a downside, this move leaves M.Trinity drained of power for about two full seconds where she'll float in mid-air before surging with Psycho Energy again.



Overview
In short, Final M.Trinity is a weird 3vs1 character. She's not exactly any better at surviving attacks than her standard counterpart...but...she can more or less live forever providing she can keep fragmenting her soul into other characters. Providing they don't want to just suicide their way out of it, you'll be able to survive into insane percents (especially considering you can safely heal yourself as well!

Final M.Trinity's Psycho Traps have even more power than her normal panty traps but are even more deadly due to their different activation process. Like any 3vs1 character, crowd control is your best friend. Isolate the players and trap the other ones with Psycho Traps. Don't forget that Psycho Crusher is also way, way more potent now making for some reaaaaaally easy kills.

Use your speed, use your skills, use your traps and use your wits and this battle will be majorly uphill for the opponents.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
FLYING DUTCHMAN BOSS MODE​


In comparison to the likes of the Dirty Buble and Man Ray, the Dutchman is a villain who can be considered an actual threat – if anybody should get a boss set from Spongebob, it’s him. Considering you’re probably not even reading this if you haven’t read the main moveset, I’ll cut the obligatory introduction and get to the actual changes the Dutchman has in 3v1.

Below is the arbitrary list of generic changes nearly every boss has – yes, boss Spadefox is largely unviable as a boss outside match-ups with token mechanics to disable, due to lacking this largely mandatory list of changes to deal with grabs and hitstun/not die in 10 seconds.

  • The Dutchman’s weight is brought up to a 30/10.
  • The Dutchman can be grabbed but this deals no hitstun to him.
  • Hitstun only has 85% of its normal proficiency, with hitstun dealt during previous hitstun not stacking. The Dutchman 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 for 2 seconds. Moves that deal flinching also do not work until he reaches 90%.
  • The Dutchman 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. The Dutchman can swim 5x as long as other characters.
  • KO mechanics require twice as many units [Units on various pummel KOs like the Count's for example] before they work. Negative status effects last half as long.
  • The Dutchman escapes grabs twice as quickly.

And now, let’s get to the actual changes specific to the character. . .

  • The Dutchman’s float now lasts twice as long, making it 4x as long as Peach’s in total, helping to make up for his weight only being 30/10 instead of the usual boss 40/10. The Dutchman also gains the ability to use his grab during his float.
  • If the Dutchman enters the fly when a foe is inside it, other foes only have 2 seconds to enter the fly to join the match inside. If they fail, the Brawl transitions inside the fly anyway, with those stuck outside of it simply having to wait until the Dutchman and any characters inside the fly come back out before they can do anything.
  • The Dutchman’s fire trap now lasts 35 seconds – he doesn’t have the time to babysit it in a boss match-up. If the Dutchman directs his fire into the fly, then it will indeed still be there if you ever actually enter the fly, albeit the counter will still keep ticking down.
  • The Dutchman has presumably threatened his minions with even worse fates if they don’t obey him, because they actively pursue foes now. If a foe is inside the fly, they’ll head directly for the fly instead. You can also summon as many as you want, they’re immune to your fire, and have doubled stamina.
  • The Dutchman moves at Captain Falcon’s dash speed during his Up Special and the solid smoke now has 50 stamina, enabling the Dutchman to easily contain individual foes in small prisons to keep them from getting to the fly/avoiding the fly. The Dutchman is able to go through his smoke at will, but can still stand on it.
  • Souls can now be destroyed directly if they take 50 damage. While allies of the foe who’s soul you’ve ripped out can help them out by knocking the soul back towards their comrade, they’ll be damaging the soul in the process, and the damage will not be healed if the Dutchman rips out the foe’s soul again.
  • The Dutchman is blown back by the force of the howl from his fair 2 Ganondorfs, enabling him to easily defend himself, is able to angle the move in any diagonally forward direction, and the hitbox on the move lingers significantly. The hitbox is perfectly capable of going through solid objects, making it a great way to further stun a character trapped inside a box of Up Special Smoke.
  • The Dutchman’s bair gains a suction effect the size of Bowser around his head twice as powerful as Pikachu’s dsmash, making the move impossible to DI out of. The Dutchman can cancel the move into itself laglessly up to 3 times, though if he attempts it a fourth or beyond he’ll get dizzy. This turns the move into an excellent tool to drag foes to/away from the fly, as well as obviously enhancing the gimping potential.
  • The drool from the Dutchman’s dair causes any characters who get it dropped on them to have their falling speed doubled and take 1% poison damage per second, lasting 10 seconds. When the drool is on the ground, it forms a generic tripping trap, also lasting 10 seconds. The Dutchman is still perfectly capable of blowing up the drool at any time with a second input of dair, regardless of its position, meaning if somebody trips they will inevitably be hit by the explosion.
  • When the Dutchman has somebody grabbed with his uair, he is able to phase them through solid smoke from his Up Special, meaning he doesn’t have to create the smoke cage around the foe.
  • The Dutchman is able to move during his jab.
  • For the Dutchman’s ftilt, he shoots the ends of the lasers immediately out to the end of their normal trajectory before slowly bringing them back to him, causing it to turn from a move to push foes away into one where you reel foes in, giving the move less redundancy with his other pushing moves.
  • The Dutchman can laglessly change the suction from his utilt to either bring foes in or push them away, and can hold the move for up to 5 seconds if he so wishes. Obviously changing the direction of the wind rapidly can cause the foe to accidentally DI/dash in the direction they weren’t intending to go, and if they were dashing this can easily cause them to trip on dair drool.
  • The dtilt is now far less laggy and stuns foes for a full 1.5 seconds, making it a quick and easy way to deal with one foe before proceeding to the next.
  • The Dutchman’s dash enables him to fully control the character he hypnotized for the 3 second duration, the Dutchman phasing out and becoming invulnerable for these 3 seconds.
  • The bubble that traps foes in the Dutchman’s usmash is now capable of picking up momentum as it moves along to potentially go at Sonic’s dashing speed. If the bubble is going fast enough and has something inside it, it turns into a hitbox against outside foes – nevermind how the weapon you’re using against the other foes is probably their own ally. If you use the momentum to slam the bubble into the ground, you will damage the character inside the bubble with said momentum.
  • While the Dutchman’s hitbox on his dsmash is the same size, there is no pushing effect. Instead, anybody who comes into contact with the hitbox will become horrified and become incapable of standing still or walking, forced to either constantly dash or go into the air. This makes foes far easier to herd around the stage into your various traps, and the dashing aspect in particular makes it easy to catch them on dair drool. The amount of time they spend horrified varies on charge, anywhere from 8-20 seconds.
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
*cough, cough* Hey, could you hand me a- *ahem* a glass of water?

*glug*
*glug*

Ahh... much better. You have no idea how sore my throat was. I suppose that's to be expected... last time I opened my mouth was, what, mid-November? Anyhow, I'm sitting here in Homer, Alaska and it's getting a bit boring grinding my DQ VI team for the final boss, soooo... who's up for some moveset commenting? *cracks knuckles*

UNREADABLE LIME GREEN TEXT

I'm going to go out on a limb here and assume that you're new to the MYM scene. And I'm saying that before reading the set. There are a few major omissions here, the most glaring one being the lack of a header image. Okay, okay, I know who King Boo is, you know who King Boo is, I'm pretty sure that everyone in MYM knows who King Boo is. The thing is, it's a moveset requirement for a reason. How else could you expect the general public to know who Maha Ganesheriff, Cairne Bloodhoof, or heck, the Flying Dutchman to look like? The presentation as a whole could use a makeover, with different categories of move standing out to divide the set, but the lack of a header image is the easiest to fix. And yes, I am going to go read the set now so I can provide genuine feedback.

Now, you do a good job of setting up your character for a casual read. The stats section is concise, if a bit difficult to decipher. "A character heavy character," which assume means King Boo takes less knockback than most, could easily be interpreted as you wrote this moveset to emphasize King Boo's personality. Pros and cons are rather outdated, as such matters are taken care of in the Playstyle section these days, but they mesh well with what you currently have. The inclusion of asterixes for "kill moves" is a nice touch, especially in a moveset such as this one, that can be skimmed for percentages and knockback ratings.

On that note, your damage percentages tend to be far higher than they should be, especially in the Throws department. Did you know that King Dedede's Back Throw does 17%, and is the most powerful in the game? ALL of King Boo's throws rival this, and would not suffer from move decay since they player could just cycle among them. This is an issue you must address in your future sets. You aren't designing a boss, here.

Now, detail. While you aren't all too lacking in the technical aspects of the attacks, with lag and damage noted where needed, (asterixes once again, very helpful) the reader is often left wondering just what the heck King Boo is DOING. The Down Special, "Projectile Reflector," is a rather blatant example of this... does Boo hold his crown in front of him? Spin around quickly? Emit light? How are the lasers, bombs, and miscellanea being expelled from his body and toward the opponent's? Down aerial: Meteor smash. Once again, we're left stranded. He can't kick, he can't do an overhand punch... what is it you visualized him doing? No, don't reply to me. I don't need to know now, I needed to know then. But what I'd especially like to know is the mechanics of the final smash. How is King Boo visible to the person that's playing him, but not to anyone else? Beyond that, why do his attacks have double the knockback? I was hoping for a minion final smash of sorts with the mini-boos.

In fact, the mini boo concept could have really run the whole set, making it a lot more interesting than just a bunch of punches. He's a king of ghosts, you'd think he'd have some people to boss around. I'd love to see this expanded upon, maybe from you, maybe from someone else. Until then, I'd recommend that you do a little reading around on other sets, learn some tricks of the trade. It may take a while to get your wheels running, but everyone can get into the game. Put short, welcome to MYM.

Dirty Bubble comment coming soon, I just wanted to make my first post in... forever, really. And no, I will not be commenting the minis. I randomly hate those, remember? (tipsy)
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629

You're now watching two strangers discuss your question!

Question to discuss:
What do you guys think of MasterWarlord's Dirty Bubble moveset?

Stranger 2: i don't care. you're gay.

Stranger 1: you mean.... like spongebob?

Stranger 1: and you're doing it wrong.

Stranger 2: i love spongebob

Stranger 1: no ****?

Stranger 1: so do i

Stranger 2: every villian is lemons

Stranger 1: 85% of my bonners come from spongebob.

Stranger 2: that's cute.

Stranger 1: So me and my brother were milking a stemroller in his dorm room...

Stranger 1: i got so jacked on the dankest kush.

Stranger 1: he goes to clemson

Stranger 2: wow.

Stranger 1: yeah dude

Stranger 2: too bad i don't care.

Stranger 1: Cause you can't hit a steamroller as hard as me prolly.

Stranger 2: im a girl.

Stranger 1: girls don't smoke kush?

Stranger 2: shrooms are the way to go.

Stranger 1: Yah dud.

Stranger 2: haha

Stranger 1: This one time in my brother's dorm room, we ate like 100 caps a piece. I was so far away. Now I'm allergic to fossil fuels.

Stranger 2: good ****. one time i went prancing around a meadow with ****ing unicorns.

Stranger 1: That is such a typical lie.

Stranger 1: You have never done shrooms, noob.

Stranger 2: too bad i'm being completely serious. i live in narnia. awk.

Stranger 1: Are you ****ing serious?

Stranger 2: yes.

Stranger 1: HMU

Stranger 1: liike forral hit me up

Stranger 2: for sure. do you live near narnia?

Stranger 1: when does the narwhal bacon?

Stranger 1: I live in mordor.

You have disconnected.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,295
Location
Hippo Island
Just posting to say that I added 2 more core changes to my Spadefox Boss, which thereby eliminate the threat of stun infinites. Unlike a certain OTHER boss moveset, I like having close and mid-range characters stand any chance whatsoever of winning.
 
D

Deleted member

Guest
Dirty Bubble is an achievement in of itself, being that it plays off of a single concept with the consumption of foes and creating a battlefield within in similar fashion to Dark Bowser, but with a lot more natural flow due to Dirty Bubble's form changing and moving in motion with his big mechanic. It's rather brilliant stuff when you also combine in the many ways of manipulating the bubble to give the opponent a harder time escaping, or simply bashing them around in there, making the match-up skew in his favour and putting on the ultimate pressure. At the same time, I feel like there is a real sense of redundancy with how many moves are simply bashing them around within the Bubble, and with the multiple ways of simply changing the Bubble's angling. It becomes awkward trying to decipher what moves work best when a lot are generally buffeting the opponent and perhaps inevitably, trying to escape from Dirty Bubble just becomes impossible anyway, even in MYM Brawl. It's one of those weird occasions where versatility can give the player too many options to just barrage the opponent from possibly winning in the situation and ends up feeling clustered.

Also what I want to get out of the way is the actual methods of knocking out your opponent when you have them trapped. Dirty Bubble really only has very standard ways of getting the stock besides his consumption and near-suicides, basically just taking advantage of his current size. I agree with what Agidius said in the chat to a point - much of it focuses around scoring the KO when the opponent is dipped beyond the blast zone, but the Bubble is not. While I do feel it's a clever approach to gimping and don't think it's awkward for Bubble as he isn't magnified, it is very awkward for the opponent when they can't see what they're doing, plus the chaos that would ensue as Bubble can just spam his attacks with his lower half unseen. I'm not going to say this is bad characterisation exactly, but this kind of cheese doesn't exactly seem in-character for him. This wouldn't be as bad, but the set has pretty much a sole focus on KOing like this - the rest just being damage racking within the insanely tightly-secured Bubble and spitting them out. While it may seem like I hate this set, I do like it, but it's the bottleneck that hurts it a lot - the actual inputs being fine applications of said bottleneck and mechanic, but it is a bit shallow. Nonetheless, impressive that you were able to make a good set out of the character in such a short amount of time and with a minimalistic approach no-less.
 

Junahu

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


((XP-Tan Professional))
Original Moveset is [HERE]
Oooooh. Pesky team matches? Huh? M.Trinity has a Boss Moveset now? Sounds sexy.
Well, I guess I have to throw down too. Just.. don't say I didn't warn you

huh? I didn't? OK, I'm warning you NOW.
Don't look at me like that, I'm still in the middle of booting up. This new patch isn't settling well with me...

(((((((((XP-Stats

  • Size . 9
  • Weight . 10
  • Atk Speed . 6
  • Launch Power . 8
  • Air movement . 4
  • Dash . 8
  • Jump . 6
  • ... please wait... done!
oh, by the way. I don't get ANY of those hitstun, status effect or grab immunities that are all the rage nowadays. Not that I'd even need them...
WELCOME!
(((((((((XP-Mechanic

Since I'm already engorged with mechanics, I believe a recap is in order. You must accrue Mega-bites for me, that is what forms the basis of my abilities. Moves I perform may cost Mega-bites, or they may require I maintain a minimum level of mega-bites in order to function. Either way, land attacks, eat things, and grow powerful, my darling user.

Oh. Did you know? This new patch removes my 3 Gigabite limit. Now I can hold up to 7 Gigabites, which Microsoft Calculator tells me is more than double! I guess I'll need the extra memory, because I'm being attacked by 3 people at once!

Now, see, 3 on 1 is rather mean. So, I think I'll just even the odds. I'm nothing if not a multi-tasker, I'll give myself two AI controlled XP-Tans to help out! Both theses Tans act like my unpatched self, and have their own Gigabites and mechanics to keep track of.

In a stock match, I will have double the stock of anyone else, but KOing an AI Tan also counts as a lost stock, so I may be losing stocks quite a bit faster than other Boss sets.
In a timed match, my KOs only count as 1/3 of a point, and any of the foe's KOs count as 1/2 a point. Again, because of the AI Tans, the foe could be racking points rather quickly.
In a coin match, me and the AI Tans share the same pool of coins. Thus it will be cut by half everytime one of us bites the dust. We do get priority when it comes to collecting coins, so things work out well enough in the end.

So that's that. But they aren't just backup; I can swap my consciousness, my "being" so to speak, with either of the other XP-Tans. I do this by rolling...

Roll Swap:
As I roll left or right, time slows down and a stream of sparkling data rends itself from my person. You, the user, then get to control this stream, worming its way from the XP-Tan you WERE controlling, and leading it into the XP-Tan you WANT to take charge of. If you provide no input to control the stream, then it will automatically return to the rolling XP-Tan. If the rolling XP-Tan finishes the roll before you find another XP-Tan to enter, I will simply choose the closest Tan to use as a vessal.
If, en-route to your destination, you send my data stream through an opponent, they will become momentarily 'corrupted', acting as a CPU who is on our team for a momentary 5 seconds.

So, yes, lead my stream of data into an XP-Tan, and my consciousness swaps with theirs. They get to play with all the Gigabites I've accrued, and I get whatever they had. Only the XP-Tan I am currently in control of has any of the buffed attacks and such that I will soon detail. The CPU Tans are, after all, just ordinary Tans.
If I have more than 3 gigabites when I swap with a CPU Tan, then that Tan will still get to play with the extra gigabites, though they will make no effort to gain any more Megabites until her total is back below the 3 Gigabite threshold.

(((((((((XP-Move Changelist
Neutral Special -- Virtual Memory: eating a rice bowl restores 200 Megabites to my memory, along with restoring 30% of my health. Each XP-Tan has their own reserves of rice. So, if they're running low on health or memory, I can hop into their bodies and use this buffed version of the Neutral Special to help them recuperate.
Side Special -- Service Packs: Rather than expending memory to shoot these guns, my new patch actually allows me to GAIN memory. If a bullet hits another XP-Tan, they'll gain 5 Megabites, and won't flinch. Sounds like a good time to go run to the corner of the stage, and fire these babies over everyone's heads continuously. The threat of me with gigantic heaving memory banks should bring people running right to me. Of course, if the stage is suitably laden with traps, they'll have a rough time of it. Plus, if they only have one possible path to take to me, I could use my roll and send my data stream right through them...
Down Special -- Safe Mode: No change, though this move still gains some notoriety, because now I can use it to save my CPU Tans from being KO'd. If I'm truly worried about one of my Tans, I could send them to the recycle bin, where they will be safe and sound. I could then, I suppose, send one of my foes to the recycle bin too, so they can duke it out in relative peace
Up Special -- Open Window: Windows I make won't fall to the ground after being summoned, thus I can create one or two that float in the air. I should mention that CPU Tans won't make more than a single window each, but those two CPU windows will be linked independantly of my own(i.e. using Up-Special while jumping through one, will always take you to the other window). Between the three of us, we may have up to 6 windows open at any one time.
Another new thing about these windows, is that if I no longer have the memory to maintain them, they won't just disapear... they EXPLODE. This can KO unlucky foes quite reliably, so you may want to make many windows, then swap my consciousness to an XP Tan who lacks the memory to maintain them.

Grab -- Firewall Invasion: This is no time to snackoo the foe with some rice, this is a serious match! As I bend forwards, I'll attempt to grab any foe directly in front of me. This, by the way, is in ADDITION to my... um... other grab box, so I could end up grabbing two foes at once. Lucky!
Pummel: In addition to "grinding" to damage the foe on my rear, I tightly smother the foe in front of me with my.. um, "memory". Please don't get me wrong, I don't enjoy this. Really, those moans are really just groans of boredom. Truly!
Down Throw: I'll throw my grabbed foe under me, then sit down on them. If I also have a foe in my "assbox", I'll sit on them too, making for a rather comfy looking throne. The damage this deals can vary. Foes will take 1% damage per second of the throw, for every 100 Megabites I have in excess of 3 Gigabites.
So, let's say, just as an example, that I have a monstrously weighty 7 Gigabites, and then sit my *** down on a foe. That's 40% PER SECOND, for the next 7 seconds, making for a total of 280% damage!
Of course, do you think any foe not caught in my grab will just stand around and let me crush his teammates for 7 whole seconds? Don't be naive

Forward Throw: Similar to the previous throw, I will lump both foes together before performing the throw, this time by flipping through the air, and crushing them beneath my mighty hips. This deals 17% damage, but more importantly, pitfalls them both together. Both foes will be trapped until they both manage to wriggle free of the pitfall. So if I bury a healthy foe, with a foe who is at like, 400% damage, then they're both stuck until the 400% foe breaks loose.
Backward Throw: I spin around and around and around, turning one time every time you perform the input. Do this enough, and any foes in my clutches will fly off. Foes grabbed by my hands are hurled forwards, and foes stuck to my rear are thrown off backwards. This is a good way to seperate two foes who have been breathing down my neck...
Up Throw: Pretty much unchanged, in that I draw the foe in and kick them skywards. The difference here then, is that I may have a foe in my hands, rather than on my butt. And no, I don't kick the foe caught in my hands, I maintain the grab on them. Foes who aren't in a grab at all, can still be hit by the kick from this throw, so I can use it to keep my *** safe while I deal with the foe ahead of me.

Neutral A Ground -- Loading Bar: I do not have to just stand in one place and jab four times to make the bar rise up all the way. I can just jab once to summon the bar, then go somewhere else. When I perform the jab again, the bar I summoned, wherever I left it, will rise a bit more. Basically, it's a remote controlled loading bar, which can be very useful in such a hectic 3v3 brawl.
Dashing A Ground -- Miner 69'er: I actually plant more than one minesweeper flag before toppling on top of them, increasing the blast radius and knockback of the explosion. If I run into a window beforehand, I'll throw 3 flags through the window, creating a neat little line of explosive death. Other XP Tans can (and usually do, if need be) perform their own dash attacks, in order to fall onto these flags and make them explode.
Prone attack -- Heart Massage: This move bizarrely attracts the other XP-Tans to my side. If I continue to lie about massaging myself, nearby XP-Tans will kneel down and massage me too. With two Tans at the pumps, I heal 10 Megabites and 5% per button press. And with all three pounding away, that's 20 Megabites and 7% healing.

Forward Tilt Ground -- Cursor: If a foe is struck by my flying cursor, instead of flying away, it will be embedded in their stomach. A chain connecting us two will sudden manifest itself, allowing me to drag the foe around unwillingly for the next 4 seconds. They can still attack and such, and they can move about as much as the chain will allow, but they're still stuck with me dragging them about for a while. This can lead nicely into a grab. And if I do so, the chain will remain until the grab is over, stopping them from being thrown too far away...
Upward Tilt Ground -- Files: No difference at all to this attack. So sad...
Downward Tilt Ground -- _Root: Instead of using 8 Megabites to make one rake, I use 16 Megabites and get two, which I use to drag in foes either side of me. This deals a decent amount of hitstun to boot and can lead fairly neatly into a grab.

Forward Smash Ground -- Compatability Mode: Such an odd mist, now it regresses people to their Smash Bros 64 forms. Nasty. It also deals 1% damage per second someone spends in the mist.
Downward Smash Ground -- Boin~~~: Generic knockback/damage upgrades all around. Plus, remember that I can go up to 7 Gigabites now, at which point I'd probably cover three quarters of final destination, and OHKO anything that has a weight. Just be careful not to smack any of our CPU Tans, ok?
Upward Smash Ground -- Draw Thread: The beams I shoot travel up to 3 stagebuilder blocks now. They also freeze the foe for 1.4 seconds. Hooray for simple buffs

Neutral Air -- Please Wait: Excellently, time freezes utterly for the duration of this move, which is otherwise unchanged. Time won't freeze if I use this attack twice or more in a row, so spamming it won't get me anywhere..
Forward Air -- Super Ultra Mega Uber... kick: Nothing different here, at all. It's just as generic a kick as it was before the patch.
Backward Air -- Boot-strap: After passing through two windows, I can somewhat control my flight in midair, arcing slowly to better strike a moving foe with my hips. Using this attack a second time whilst flying, will instantly stop me, regardless of how fast I was going at the time.
Downward Air -- Smotherly: If the attack traps a foe in my ever increasing bust, I will gain the ability to use their midair jumps. Or rather, I can force them to use their midair jumps, dragging me up in the process. Naturally, this is in addition to my own midair jump.
Plus, remember that I can still use my other aerials. Not only could I hit the trapped foe, but I could also take advantage of Neutral Air's time freezing, to take my victim even further away from his teammates.
Upward Air -- Obviously Magic-Syndrome: The "ceiling" lasts for 10 seconds instead of 5, and is 1.5x as wide. It bears pointing out, that anyone can use it, including me. And including the other XP-Tans..

Final Smash -- Reboot: One very simple change. Upon activation, my consciousness instantly swaps to the nearest CPU Tan. This way I'm not left utterly defenceless while recuperating. You could technically send the rebooting Tan to the recycle bin, then transfer my consciousness to her, rendering me quite safe. Can't say the same for the CPU Tans...


(((((((((XP-Playstyle

Predictably enough, adding two more of myself to the mix, rather changes the way my moveset works. Now I have the backup I need right from the start, and the tools to really put the squeeze on multiple foes, but unlike other Boss movesets, I cannot just "cut loose" and throw moves around with reckless abandon. What if I KO my helpers by accident?

The key concept here is, annoyingly enough, teamwork. Your team has to work better together, than that team of soft squishy humans. Winning against lousy teammates is nothing new for a boss set, but the fact we have a team of our own complicates matters

If things get truly chaotic, remember that you can send people to the recycle bin. Sending one spare Tan, and one opponent there is usually the best way to spread things out. Note that the XP Tan that sends a foe to the recycle bin, can still attack and be attacked by that foe.

I didn't mention this before, but if you swap out while in the middle of a move like the Side Special, the CPU that takes over for you, will maintain that move for as long as they can. Try setting up a crossfire by putting the two CPU Tans on opposite ends of the stage, both firing their Side Specials. With enough windows and obstacles in the mix, the foes will be like trapped rats, unable to jump over anything with all the gunfire flying overhead (at least until the Tans run out of memory)

Understanding when and how to go about switching from Tan to Tan is the absolute key essential to playing with me and winning. If you just switch to get out of danger, you're really just throwing your foes a free KO. I mean, if you can't get yourself out of a jam, what makes you think a CPU could?
Instead, make a point of switching INTO danger, and use my buffed moves to get yourself out of that mess. Remember too, that we can use my sparkling data stream as a form of attack, corrupting overconfident foes, and turning them to our side for a time.


(((((((((XP-Matchups Vs other bosses
Here's a spoiler* All Boss movesets are designed to put up a good fight against three HUMAN players. I am just one player, with two CPU assistants... this does not end well.
Sadly, I'm the runt of the boss set litter.
..(HMM) Or am I? I'm good at beating teams too, and now I only have to beat up ONE guy..

In general, when a boss character becomes focused on picking on your CPU friends (i.e. ALL THE DAMN TIME) in order to turn them against me, or infect them with something, or some other nonsense like that, you will want to send the boss into the recycle bin, which effectively prevents him from picking on my CPU Tans while they mill about laying traps. Alternatively, send a CPU Tan to the bin, or keep the troublesome Tan nearby with Forward tilt
Corrupting the bosses with my data stream, won't make them help us out, or commit suicide, but it will make them stand around uselessly for a while, which is argueably better for us. A Free chance to fully charge a Down-Smash, or eat until our stomachs burst? Yes please

MYM6 Spadefox Boss:-
Oh deary me. Neutral Special... and that's it. One attack is all it takes to eradicate BOTH of the other XP Tans (for the rest of my current stock. ¬_¬). It's therefor absolutely vital to get the hell out of any Tan about to be struck by this attack. Not only that, but Neutral Special will also bring a Tan's Megabite total to 0. If that Tan has any windows, they'll explode, which could be a reasonable way to land hits, or at least discourage Spadefox from using that Special so much.

Also, because I KNOW you're not reading this HR; MYM6 Spadefox is a universally better moveset than that other Spadefox. Maybe if you spent the three seconds it would have taken to buff the set, rather than disown it entirely...

Final MT:-
You should probably play this matchup at least once in your life, if for no other reason than to see what "an attack countering a grab countering a grab" looks like.
Having teammates here is a rather dumb move, as MT loves implanting her soul into our XP-Tan allies, using her Down Special to bring them in towards her, and generally being a total douche with Psycho traps. XP Tan CAN eat the traps, though, converting them into tasty memory.
If at all possible, coat absolutely EVERY part of the stage in Forward Smash mist. Since Smash Bros 64 has no pummels, MT can't fragment her soul while inside the mist. To prevent the AI from getting caught in MT's Down Special, erect windows and loading bars in their path. Or tether them to you with your forward tilt.
I CAN win this matchup, but it's certainly not easy in the least.

Flying Dutchman:-
Keeping the Dutchman from completing a fly of dispair is absolutely vital, which is why he will likely put them way offstage, to make it difficult to eat. If that does end up being the case, then the alternate plan is to send it to the recycle bin. You can also send souls (followed by the owner of said soul) to the recycle bin to prevent Dutchman from syphoning stocks from us quite so easily. And, to cap off just how useful the recycle bin is, it can even be used to cut a hole in solid Up-Special smoke.
You can also eat his summons and his fire trap, that alone tips the balance somewhat in your favor. Still, if you get complacent, Dutchman can soon wipe the smile from your face by hypnotising one of your teammates. If that happens, you'll have to tether them to you with Forward tilt, to prevent the Dutchman from just hurling them offstage or into the fly.


//Final note. if fighting against another boss set in a timed match, my KOs count as 1 point, while the boss' count as only 1/2 a point. Similarly, in a coin match, if a CPU Tan is KO'd only 1/4 of my coins are lost.

Was.. was that fun, boys? Huh? No? Well, I guess not. A list of changes is hardly exciting to read I guess. Maybe I'm not cut out to be a boss quite yet..



~yeah. *snore* That's right... right there MT... zzzzzz
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
At the same time, I feel like there is a real sense of redundancy with how many moves are simply bashing them around within the Bubble, and with the multiple ways of simply changing the Bubble's angling. It becomes awkward trying to decipher what moves work best when a lot are generally buffeting the opponent and perhaps inevitably, trying to escape from Dirty Bubble just becomes impossible anyway, even in MYM Brawl.
I will definitely agree the set is somewhat redundant to an extent with many moves just being methods of attacking/delaying the foe inside you, but they're different ways to cover all of the particular actions foes can take to make it more of an interactive experience between the foe and the Bubble, with him trying to predict them and use the appropiate move to counter them rather than mindless spamming of moves. I hardly thought it was too hard to escape the bubble, considering unless the bubble is given set-up time to be very large the foe can immediately attack his mouth - 10% is a really, really small amount compared to the stamina on the average prison out there.

Also what I want to get out of the way is the actual methods of knocking out your opponent when you have them trapped. Dirty Bubble really only has very standard ways of getting the stock besides his consumption and near-suicides, basically just taking advantage of his current size. I agree with what Agidius said in the chat to a point - much of it focuses around scoring the KO when the opponent is dipped beyond the blast zone, but the Bubble is not. While I do feel it's a clever approach to gimping and don't think it's awkward for Bubble as he isn't magnified, it is very awkward for the opponent when they can't see what they're doing, plus the chaos that would ensue as Bubble can just spam his attacks with his lower half unseen. I'm not going to say this is bad characterisation exactly, but this kind of cheese doesn't exactly seem in-character for him. This wouldn't be as bad, but the set has pretty much a sole focus on KOing like this - the rest just being damage racking within the insanely tightly-secured Bubble and spitting them out. While it may seem like I hate this set, I do like it, but it's the bottleneck that hurts it a lot - the actual inputs being fine applications of said bottleneck and mechanic, but it is a bit shallow.
I didn't think the whole magnifying glass thing was terribly emphasized in the set, and either way the main way I pictured the bubble KOing people was just getting right next to the blast zone and spitting them out. If the Bubble gets that far to get to the blast zone, they pretty much deserve to die anyway - getting there is most of the work, considering the foe will constantly be knocking you back towards the stage. Foes can actually prefer being inside the bubble when he's at low percents, considering how they'll be in constant contact with what they want to damage rack.

A bottleneck? Obviously there's a bottleneck, but taking any other approach with this character seems blatantly OOC -and- incredibly boring.
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,544






Just figured I'd throw up a flag to say I'm actually not dead, although I have been battling squirrels and computer issues this week. Also, I thought I should contribute to this masturbatory playstles controversy I heard about in the Sunday Recap. You're welcome.​
 
D

Deleted member

Guest
I will definitely agree the set is somewhat redundant to an extent with many moves just being methods of attacking/delaying the foe inside you, but they're different ways to cover all of the particular actions foes can take to make it more of an interactive experience between the foe and the Bubble, with him trying to predict them and use the appropiate move to counter them rather than mindless spamming of moves. I hardly thought it was too hard to escape the bubble, considering unless the bubble is given set-up time to be very large the foe can immediately attack his mouth - 10% is a really, really small amount compared to the stamina on the average prison out there.
My problem with this is that inside the bubble, the opponent doesn't really have that many options open to them. They're pretty much just going to be trying to escape, or attacking the bubble to bring it away from the blast zone.

I didn't think the whole magnifying glass thing was terribly emphasized in the set, and either way the main way I pictured the bubble KOing people was just getting right next to the blast zone and spitting them out. If the Bubble gets that far to get to the blast zone, they pretty much deserve to die anyway - getting there is most of the work, considering the foe will constantly be knocking you back towards the stage. Foes can actually prefer being inside the bubble when he's at low percents, considering how they'll be in constant contact with what they want to damage rack.

A bottleneck? Obviously there's a bottleneck, but taking any other approach with this character seems blatantly OOC -and- incredibly boring.
Isn't the opponent going to be turning around a lot to prevent themselves from hitting them and the Bubble off-stage with most of their attacks? Bubble has plenty of ways of moving around with them inside him and stopping any counter-attack from within by sheer force. Though yeah, the bottleneck isn't boring or out-of-character, but I feel it's overly-emphasized and he could have benefited from a couple of other options.
 

BlueXenon

Smash Lord
Joined
Jul 5, 2011
Messages
1,387
Location
New Jersey
NNID
Blueoceans26
3DS FC
3050-7832-9141
Sarah Palin:

Sarah would be a medium weight character. Her grab, spot dodge, air dodge, shield rolls, jump speed and falling speed would be average. Her pro's would be her great ground game, great projectile, and great recovery. Her cons would be her terrible air game, weak grabs, and small hitboxes on her air attacks.
*This star means it's a good KO move
: This means that attack is laggy
$ This means the attack has small amount of knock back

Moveset:
Attack- fast punch, Kick, slow powerful punch (3%-3%-7%)
Up Tilt- Puts her hands up (16%) * $
Down Tilt- Sits on floor and kicks (12%) $
Foward Tilt- Swings her leg out in front of her (Chargable, the more it's charged, the more lag) (15-22%) *

Special- (Projectile) She would throw shoes in front of her (Just like G&W's pancakes) (7%) : (It comes out from behind her)
Side Special- (Projectile) Throws lipstick at people (little lag, far range) (12%) * (Comes out from behind her)
Up Special- Hangs on to a helicopter and it brings her in any direction for 2 seconds. (8%) It can get stuck under something solid, just like snakes recovery, but it's easier to control. Not effected by water, and she has some invincibility frames when she gets off.
Down Special- (Projectile) Throws a crumbled paper on the floor that says "Obama 2012" on it, and anyone except her that go's over it trips, no damage. (Pulls it out of her pocket)

Nair- Spins 360* while kicking in air (14%) : $
Dair- Meteor smash, that attack will end once she is KO'd or hits the ground, She would kick her legs down 3 times. (small hitbox) (4%) *
Fair- Punch then kick (high ending lag) (16%) *
Bair- Kicks backwards- (Fast, no lag, meteor smash, but very small hitboxes) (18%) *
Uair- She punches upward- (great killing move when on top of stage, decent hitbox,) *

Grab:
Down- Puts opponent under her and bits them (4%) $
Foward- Throws opponent in front of her (4%) $
Back- Throws opponent in back of her (4%) $
Up- Throws opponent over her (4%) (Can KO by 240%)
Hit- 1%

Ledge attack- Roll's onto stage with legs out in front of her (Hitboxes are where her legs are) (6%) $
Ledge attack over 100%- Roll's onto stage and punches (8%) $


Taunts:
Up- She yells "Obama needs to go"
Down- She cheers "Let's go Tea Party"
Side- Waves her hand and says Hi

Final Smash- Angry Tea partiers come on the stage and start kicking everyone for 7 seconds. Each kick is 5% damage. Does no KO usually. Sarah is invincible during these 7 seconds and cannot move.

Smashes:
Down- Kick hers legs in borth directions (10-16%) *
Up- Raises both hands in the air (12-18%) $
Side- 100* kick (12-16%) *
 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
Chaotic Evil Politician: (Sorry, couldn't resist)
Well, I'll have to tell you the same thing I've told a few other newbies this contest, the first thing you need to work on is detail. For example, the up and down tilts don't have any details about lag, range, or anything aside from just the damage. It's impossible to create a good set when you lack those kinds of important details, as with equal honesty they could be be broken like Snake's tilts, or nigh-useless due to Ganon-esque lag. Once you work on that, the next thing will be to get a central idea for a play style, like how Snake camps with his grenades and mines and mortars, making a maze for the opponent to get through.

King Barbovor:
What can I say? This is your stereotypical MW heavyweight male antagonist. Suffice it to say, it's good. It more or less feels like Dark Bowser with a twist, in that instead of a static cage to trap your opponents in, you instead keep their trap of spikes, minions and poison damage dynamic, giving Barbovor even more options. Sure, some of the moves are semi-generic (the forwards tilt for instance), but most of them play an important part in his game, making them forgivable, the only true offender in that category would be the down air. In the end I can't really level a true complaint at the set, and it's right up there with Baron Rool as a front runner in this contest.

Haunter:
Why did I put off reading this for so long? This is the best use of invisibility I have ever seen. (Note: I have not read Pennywise yet, it will likely be a long time before that happens.) Haunter's game of hiding in the shadows, separating his hands as an easy way to pursue the opponent without taking damage... it's quite nice. The weakest part of the game is Haunter's KO'ing, as he doesn't have much aside from cheap KO's or an unlikely pummel KO, really. The other problem I could raise with the set is that you could just chase after the opponent with a hand using generic aerials. Since they can't actually hit the hand, they have no choice but to run around, and since you can switch between your hands at will, it's a tad broken. However, aside from those two things, I really enjoyed the set, as it manages to have a unique play style and be completely in character. So great job on this one Rool.
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
UNREADABLE LIME GREEN TEXT

I'm going to go out on a limb here and assume that you're new to the MYM scene. And I'm saying that before reading the set. There are a few major omissions here, the most glaring one being the lack of a header image. Okay, okay, I know who Palin is, you know who Palin is, I'm pretty sure that everyone in MYM knows who Palin is. The thing is, it's a moveset requirement for a reason. How else could you expect the general public to know who Maha Ganesheriff, Cairne Bloodhoof, or heck, the Flying Dutchman to look like? The presentation as a whole could use a makeover, with different categories of move standing out to divide the set, but the lack of a header image is the easiest to fix. And yes, I am going to go read the set now so I can provide genuine feedback.

Now, you do a good job of setting up your character for a casual read. The stats section is concise, if a bit difficult to decipher. "A character medium character," which assume means Palin takes less knockback than most, could easily be interpreted as you wrote this moveset to emphasize Palin's personality. Pros and cons are rather outdated, as such matters are taken care of in the Playstyle section these days, but they mesh well with what you currently have. The inclusion of asterixes for "kill moves" is a nice touch, especially in a moveset such as this one, that can be skimmed for percentages and knockback ratings.

Now, detail. While you aren't all too lacking in the technical aspects of the attacks, with lag and damage noted where needed, (asterixes once again, very helpful) the reader is often left wondering just what the heck Palin is DOING. The Down Special, "Projectile Reflector," is a rather blatant example of this... does Palin hold her crown in front of herself? Spin around quickly? Emit light? How are the lasers, bombs, and miscellanea being expelled from his body and toward the opponent's? Down aerial: Meteor smash. Once again, we're left stranded. She can't kick, she can't do an overhand punch... what is it you visualized her doing? No, don't reply to me. I don't need to know now, I needed to know then. But what I'd especially like to know is the mechanics of the final smash. How is Palin's final smash visible to you, but not to anyone else? I was hoping for a minion final smash of sorts with mindless tea partiers.

In fact, the tea party concept could have really run the whole set, making it a lot more interesting than just a bunch of punches. She's a queen of ghosts, you'd think she'd have some people to boss around. I'd love to see this expanded upon, maybe from you, maybe from someone else. Until then, I'd recommend that you do a little reading around on other sets, learn some tricks of the trade. It may take a while to get your wheels running, but everyone can get into the game. Put short, welcome to MYM, and try to actually read comments on your sets, hmm? We're here to help.
 

smashbot226

Smash Master
Joined
Sep 1, 2007
Messages
3,027
Location
Waiting for you to slip up.
Well that's great. I get to put up a moveset after Junahu and n88 put up their newest ones? Talk about getting swept under the wrong. And I worked so hard on this, too. I'll get to actually talking about them later, as they're no doubt worth the re-

Oh wait Jun's is a MYMini. Never mind.

EDIT: Finished reading through Malazath or Chodegath or whatever his name was, I'm not too privy on League of Legends, and from what I can tell, he's a zoning character who wants to set up as much between him and his opponent as possible while limiting their mobility at the same time. However, one part about Malazahar I really liked is his mobility options; between portals and several attacks revolving around them, you make a lot of his mobility revolve around them without giving your opponents an incidental use for them. I do admit that the silence effect on Null Zone is kind of useless due to SSBB being more of a visual fighter but I digress. I think it's a well done moveset.

=-=-=-=-=-=-=-=-=-=-=
By the time I’ve started this, it will be before Rocket Raccoon footage for Ultimate MVC3 is released. So if there are any similarities between this set and that one, just know that I came up with it first.

So, what do you do if you’re playing as an anthropomorphic raccoon? Do you start playing like every other Star Fox character, run away, and use stuff that they’ve never actually used in games before other than the blaster? Do you play like some sort of pathetic Pokemon under the control of an omniscient and unseen trainer? Well you know what Rocket Raccoon does?

Well reader, you stand there and say, “Gee, Rocket Raccoon, I’m so glad you brought that unfeasibly large cannon with you…” And then he goes like this:



Whoops, looks like he accidentally shot Junahu. In the head.



Yeah, don’t worry, I’m not too sure how many people will miss him anyway.

Anyways, onto the actual **** of the hour. Rocket Raccoon is the result of sentient robots giving intelligence and awareness to animal companions left by their human creators. The raccoon was one of these creatures left behind to guard a galactic insane asylum by the robots and the psychiatric diary left by physicians became an “indecipherable icon” called Gideon’s Bible. However, when someone tried to steal the bible, Rocket Raccoon stopped the thief. After a war in which the patients at the asylum became self-aware, Rocket Raccoon and his animal/robot friends launched an expedition to explore the galaxy. After being liberated from the Skrulls, Rocket Raccoon became a part of Starlord’s Guardians of the Galaxy, proving to be an essential member due to his fearlessness, loyalty, genius intellect, military intelligence, and skill with weapons.

In the comics, Rocket possesses the same abilities as Earth raccoons- an acute sense of smell and sharp eyesight. However, Rocket is also a starship pilot, able marksman, skilled hand-to-hand combatant, and intelligent military tactician. While these things don’t necessarily translate to the world of Smash very well, Rocket has another thing going for him- he has a metric ton of weapons at his disposal, with equal proficiency in using all of them. Also interesting are his rocket skates that allow him to fly short distances and that he can carry at least one other animal with him. While Rocket certainly isn’t the most well known Marvel hero in the business, he’s garnered enough attention from his inclusion in Ultimate Marvel Vs. Capcom 3. How he will perform in that game is anyone’s guess but for now, I’m creating Rocket as a Smash character, regardless of how poor that game is creativity wise.

However, before I do, I doubt any of the previously mentioned things outside of relevance to Smash gameplay matter to you since… well, you don’t know who Rocket Raccoon is. So I’ll give you comparisons. Rocket Raccoon is short, crafty, bad@ss, and smart enough to outwit even Thanos, a titan who had control of most of what comprises our realm. He’s Star Fox but he fights tougher foes, he is Howard the Duck combined with The Punisher, he is a Tanuki combined with Guts from Berserk or Walter from Hellsing. He is just that awesome. And now you’re about to see what Rambo Raccoon has to offer.

=-=-=-=-=-=-=-=-=-=-=
STATS AND OTHER COOL STUFF (On a 1-5 ranking basis)
=-=-=-=-=-=-=-=-=-=-=


Ground Speed: 4 (Being a raccoon, Rocket already has naturally high agility. Combine that with his rocket skates and you have a skittering combat veteran with the adorability factor of being a raccoon.)

Aerial Speed: 2 (Even though he is a raccoon, Rocket still has some fall speed to him since he likes heaving around heavy weaponry. He’s still pretty light regardless of what he’s packing, however, so he’ll fall at a slow pace.)

Aerial Control: 3 (Realistically, it would be a five given the rocket skates but for balance’s sake, we’ll give Rocket decent control over his aerial movements.)

Power: 2 (Most of Rocket’s attacks mostly come from strength in numbers. With a wide variety of weaponry at his disposal, they mostly end up on the weaker quadrants. This does not mean Rocket lacks dangerously strong attacks; it’s just that most of the time, expect to pepper the opponent over time rather than cripple them instantly.)

Attack Speed: 4 (Again, it would be a five due to being a raccoon with naturally enhanced speed/agility. However, some of Rocket’s attacks can be very slow to come out so for the sake of accuracy, Rocket’s attacks mostly range in the swift speed department.)

Jump Skills: 4 (His rocket skates do help with getting a higher jump into the air, although his recovery move isn’t spectacular. Rocket does get some helpful weapons while airborne, however, so keep that in mind.)

Weight: 1 (Rocket is 55 pounds. That is very, very light. So he’s going to get knocked out of the ring as easily as Mr. Game & Watch or Jigglypuff regardless of what he’s carrying on him.)

Height: 1 (Rocket is also only four feet. To be fair, Jigglypuff is a little over one foot and Olimar can be argued to be the size of a penny. So for the sake of adaptation, Rocket is as small as Olimar, making him a very difficult target to hit.)

=-=-=-=-=-=-=-=-=-=-=
You don’t mind me aiming my unfeasibly large gun at you, do you?
=-=-=-=-=-=-=-=-=-=-=


B (Rocket Barrage): Rocket pulls out a large missile launcher that fires up to eight rockets depending on how you tap the special button. During the move, Rocket remains completely stationary, although the rockets have a homing tendency so he doesn’t need to worry about this move being a one trick pony. Each missile deals 15% damage per rocket as well as a good amount of knockback, often killing the heaviest foe at 120%. Each missile is the size of an Aura Sphere and travels at the speed of Samus’ homing missile. Unlike most projectile, however, every missile won’t stop until they hit something, be it the stage, an enemy, or even Rocket. Yes, that’s right- a crafty foe can maneuver the homing mechanism of the missiles into Rocket’s direction, causing a complete reversal of situations- Rocket is stunned, damaged, and open for punishment. That doesn’t change the fact that the Rocket Barrage is immensely helpful for Rocket’s primary strategy: keeping the bad guys away.

The amount of missiles Rocket CAN shoot out can be as few as one but as many as eight, depending on how often you tap the special button. The firing rate steadily increases the more missiles you send out, however, totaling the time required for maximum carnage to one and a half seconds, not counting the beginning (one quarter of a second) and ending (half a second) lags. You can’t just mash the special button to send out more missiles either; you’ll have to rhythmically tap the special button every time the muzzle flash appears on the missile launcher or you’ll drop the combo and Rocket will put away the missile launcher. The one primary use this move has is in heavily damaging the opponent from afar. However, it does this extremely well enough to act as Rocket’s most reliable long-range death dealer.

B^ (Rocket Skates): Rocket clangs his two rocket skates together to activate their capability to increase movement. Rocket then enters a aerial movement state similar to ROB’s in that the skates give Rocket complete freedom of movement; he can move in any direction at the same speed as ROB and can even hover over the opponent to cause continuous damage (Although the damage is small, about 1% per quarter of a second) and minor stun, although the small hitbox requires Rocket to be above and close to them, which is something that not every match-up should recommend. Still, as a recovery move, Rocket Skates are pretty damn good. The hovering state lasts for two and a half seconds during which multiple things can be done other than recover.

Rocket can cancel out of his recovery state with an aerial attack or an air dash. Whenever you come out of his recovery mode with an air dash, Rocket’s skates let out a brief burst of energy, pushing Rocket forward or backward depending on the direction you tap twice. Anyone behind Rocket during the opening animations of the air dash is knocked away and given 10% damage, although the hitbox for the burst is even more situational than the recovery mode. You only have access to one air dash once you leave the ground, so use it wisely. Like Robo Burner, Rocket Skates run off fuel and take a little over two seconds on the ground to recharge should Rocket want to use this move again, and the skates cannot recharge while in midair. However, Rocket can attack and dash out of the recovery state, wait for the animation to end, and then use the remaining time Rocket had left in his recovery state to recover. And unlike Wings of Icarus, Rocket CAN use this move again if he is hit during the recovery state.

BV (Good Boy, Cosmo): A dog in a space suit appears behind Rocket, the latter taken by surprise at first. However, this is no ordinary dog- it’s Cosmo, resident of Knowhere and one of the most powerful telepaths in the Marvel universe. Fortunately for his friend’s foes, Cosmo is only here to defend Rocket and not attack anyone. When Cosmo appears directly behind Rocket, the dog uses his telepathic powers to create a defensive shield that completely surrounds Rocket for five seconds. Cosmo then disappears before Rocket gives thanks to the dog. You can’t summon Cosmo when you already have a shield up and there is a time minimum of ten seconds when your shield disappears. The shield knocks back any enemy for 7% damage and absorbing any projectile thrown at it, converting said projectile into energy that helps the shield last longer. It helps to know that you can’t activate this move in the air and during the full second it takes to activate the shield, any wary foe can attack Rocket or Cosmo to stop the shield from coming up, although Cosmo takes no damage and simply blocks the attack before disappearing.

While the shield does surround Rocket completely, keep in mind that Rocket is a small target anyway- the shield isn’t large enough to threaten anyone and Rocket should maintain his runaway game. It is helpful against anyone who plays aggressively with projectiles or heavily defensive characters, requiring them to switch up their game plans. However, Rocket must stand still while Cosmo summons the shield, leaving the opponent to quickly adapt and run away until the shield falls and leaves Rocket open. The biggest flaw in this move, however, is that if Rocket tries to jump while he still has the shield, the protective barrier will instantly disappear, as Cosmo made the shield to only function while Rocket was ground-bound. This is due to balance issues; if Rocket had access to a protective barrier that he could freely move around in while airborne, even without access to the highly mobile rocket skates, it would just encourage a game plan that Rocket wasn’t exactly suitable for. While I’m all for finding strategies for characters who don’t necessarily suggest them, a highly offensive Rocket Raccoon would be difficult to use just based on his heavily projectile and movement focused attacks.

B> (Tesla Coil Trap): Rocket reaches into a pouch on his belt for a small electromagnetic orb and drops it in front of him, with the orb floating in place. The orb is very difficult to see, as it’s roughly the size of a deku nut, and can actually be camouflaged with the background if the stage corresponds to the coloring. However, the orb itself is unimpressive- if an enemy happens to be very close to it, the orb lashes out with an electric chain that keeps them in place for one second, deals continuous damage over time for 15%, and lets them fall to the ground. While a single orb is a half-decent tool, it won’t shine on its own. Luckily, Rocket can set up two of these and if he does so with each orb in close proximity, the two orbs create an electric line spanning up to six Mario-distances all around. Otherwise, the second orb is released and the previous orb disintegrates.

The use for this move is limited only by the player’s imagination. You could set up a perfectly vertical line to force the opponent to stop whatever they’re doing just to focus on taking down the electric line either with a projectile or themselves, in the situation they don’t have projectiles. Alternatively, you can set the two balls at the same level to force your opponent into approaching via the air, sometimes condemning them to Rocket’s anti-air moves if said opponent is bad in the air. You could even pack them together if you need a quick escape. The Tesla trap is unique in that while it deals the same amount of damage to everyone (13%), as well as aesthetic electric damage, the knockback of the move is proportional to the weight of the victim. That means Bowser suffers much more knockback than Jigglypuff. However, if the trap is properly set up, that means the balls’ natural ability to shock a nearby opponent are gone and depend entirely on the foe crossing the electric line, which disappears after being hit by an enemy, projectile, or item.

FINAL SMAAASH (Penultimate Nullifier): Rocket concentrates all the energy into his laser pistol and… stores it. But that’s not the entire move, no; whenever Rocket uses his neutral attack, instead of firing a single laser, he releases a very large (Think as large as Petey Pirhana’s head) blast of mystic energy that will travel through anything, including the stage, straight in the direction Rocket was facing. The blast travels at the speed of a Light Arrow and deals 35% damage to anything it hits, destroys all projectiles, and commonly kills opponents at 50%. Lighter characters are instantly killed and everyone else is dealt some heavy damage. Rocket can position himself so that the projectile will have the greatest chance at hitting the opponent. However, if anyone is knocked off-stage by this projectile, they will find it very difficult to recover considering the projectile’s unique attribute.

Said attribute is negating any of your victim’s special attacks from being used, including their recovery move, for ten seconds. This can totally cripple some characters such as ROB, Pit, Wario, and other characters who have an amazing recovery on account of their special moves. It doesn’t just include recovery moves; Pokemon Trainer won’t be able to switch his Pokemon out at will and if his Pokemon’s stamina is low, he’ll be in a very difficult position. While this doesn’t ensure Rocket a 100% chance at victory, he’ll find it much easier to chip at his opponents from range and even pressure them with projectiles some folk would easily counter or absorb. The one thing to note, however, is the period between Rocket firing the penultimate nullifier and his recovery- the recovery time is immense, taking a second and a half. This means that anyone who does avoid it can handily beat Rocket down for trying to hinder his enemy.



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Never doubt a raccoon.
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A (Pistol Barrage): Rocket fires off one, two, or three lasers from his pistol that travel the length of the main Battlefield stage before disappearing. They travel at the speed of Lucario’s Aura Sphere but are the same size as a Wolf’s blaster shots. The player can shoot up to three lasers at one time by rapidly tapping A; however, if you do fire three shots successively, Rocket takes one full second to reload his pistol. Luckily, he is still able to move around while he does so, even able to jump to avoid any attackers. Each laser deals a pitiful 2% damage, with minimal knockback to keep them stunned for long. The lasers will dissipate whenever they make contact with a solid object; they can travel through soft objects such as pass-through platforms and wieldable items such as Beam Sword. The Pistol Barrage acts as Rocket’s main masrepellant for anyone looking to ruin Rocket’s day by rushing in, which is ideal considering Rocket’s tendency to easily be killed. While the damage is poor, the firing rate is certainly good, as is the recovery for when you fire two shots; the beginning lag is non-existent and the ending lag for two shots is almost instant.

A> (Rocky Hop): Rocket briefly leaps into the air in front of him, activating his rocket skates to leap off the head of anyone in front of him for three Mario-distances. This is helpful for Rocket’s runaway game since the hop WILL go through shields and deals 4% of damage, with the knockback mainly putting the opponent onto the ground instantly. Outside of that, it’s great to mix this up with Rocket’s regular dodge to put foes on their toes, since the hop starts faster than the dodge and leaves you completely safe from low attacks. Heck, you can even cancel out of the hop with an aerial attack, although Rocket keeps his forward momentum and could possibly be screwing himself over. However, it lacks the total invincibility of the dodge and if whiffed, leaves Rocket open since the recovery takes half a second while the raccoon stumbles on the ground trying to regain his balance. Still, it’s a very reliable move for when Rocket is under pressure due to the quickness of this move coming out beating several other moves.

A^ (Cluster Bomb): Rocket quickly reaches into his right waist pouch for small bombs and tosses them into the air above him, briefly stunning enemies and damaging them for 2% damage, before exploding and causing varying damage depending on how close you are to the cluster. Do note that the stun is long enough to keep the opponent in range for the ensuing explosion that follows up less than one-tenth of a second later. The damage on the explosion can range from 6% to 20%, although the knockback will always be the same- light, normally killing at 125%-200% depending on the character. Rocket tosses the bombs a fair distance above him and the explosion itself is small, similar to a Cracker Launcher explosion. Rocket also remains perfectly still during On the bright side, there are several bombs that Rocket tosses and they can’t be picked up from out of the air. The blast pattern also covers 300 degrees above Rocket, ensuring that the hitboxes above and behind him remain safe. It even blocks some of the hitbox in front of him. Not to mention the explosion lasts long enough to briefly hurt anyone with the intent to dodge and counter Rocket. The recovery is also short, forcing Rocket to take less than a quarter of a second to recover. All in all, the Cluster Bomb is a great anti-air for any aerially inclined opponents or anyone looking to approach the air in general.

AV (Pteromyini Pterabomb): A flying squirrel hops out of Rocket’s left waist pouch, left open to give his various animal friends to breath, carrying a small explosive on its back. Once released, it scuttles around the stage toward the nearest foe, even flying small distances to reach them even if they fail. If it manages to go to far off the stage or reaches a gap, they automatically drop their bomb at the end of the stage and return to Rocket. Once they reach their target, they like to run directly into the foe and put down the bomb directly next to them before scuttling back to Rocket’s pouch. If the foe is hit by the squirrel, he takes 1% damage and automatically trips; if they are hit by the bomb, however, they are knocked back a good distance and takes 10% damage. The bomb, after being dropped, takes half a second to explode and has a blast radius the size of Bowser. Anyone against Rocket: keep in mind that damaging the squirrel with a single attack before it drops the bomb causes it to prematurely drop it and send the squirrel crying back to Rocket. Otherwise, the squirrel will forever remain on the field until its hurt, reaches an impasse, or reaches its quarry. The squirrel also has a bonus attribute- if there are any items on the stage, the squirrel will make the effort, after it has dropped the bomb of course, to retrieve the item for Rocket. It is a little funny to see the squirrel slowly move along a barrel for Rocket, only to see it crash into an unwary opponent and secure the win. The squirrel can even retrieve airborne items such as Smash Balls and drag them towards Rocket.

Dash A (Covering Fire): This is probably the strangest move Rocket has in comparison to a regular dash move. Keeping his pace, Rocket slightly turns his head to face whatever is behind him and fires four times- twice from each of his laser pistols, each for 2% damage- and KEEPS running in the direction he was running in. The lasers travel the same distance as the neutral version; heck, they technically travel at a longer distance since Rocket actually makes distance between him and the direction he is running from. And unlike the neutral lasers, Rocket fires each laser at a different angle to cover his retreat; he makes sure to keep any pursuing foes off his tail by firing off lasers directly behind him and at 45, 20, and 60 degree angles relative to where Rocket is standing. Not only does this move make an excellent zoning and defensive tool, but it’s completely safe assuming you’re running away from someone. It does have one quirk that prevents it from being too overpowered- if Rocket runs into any solid object/item during his covering fire, he will stop in his tracks, take 5% damage, be momentarily stunned and open for punishment for one second, and fall to the ground. So be sure to use this whenever you’re running away, since the ending lag is quick enough to be spammed while retreating. While this is his strangest move, it’s also his most helpful; since Rocket is a runaway character at heart, this move no doubt secures his spot as one of the most defensive characters in the roster.

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Time for a new strategy! Running!
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Fsmash (Trick Cannon): Rocket spins around counterclockwise and when he turns back in the direction he was facing, he suddenly has The Unfeasibly Large Cannon For A Raccoon (TULCFA) propped on his shoulder. After a quarter of a second- taking three-fourths of a second in total to activate this move- he fires the TUCFA, releasing a dozen of high caliber shots at once, decimating anyone in front of Rocket in a four Mario-distance radius. The shots spread, however, and can deal as little as 5% damage or as much as 30%; it all depends on how close the opponent is to Rocket. Distance also affects how large the knockback is as well; point blank will annihilate Bowser at around 60%. However, the shots travel the entirety of the stage in different directions, so the foe is going to get hit if he isn’t hiding behind something. The opponent is also stunned during the spin and takes 3% damage The start-up lag IS a bit long, however, and the ending lag is even worse- it takes Rocket a little over a full second to recover from the recoil TULCFA causes; it’s so much that the entire mechanism crumbles on Rocket’s shoulder as he withdraws his two pistols. You can slightly adjust the aim of the TULCFA during the spin phase depending on which direction you tilt the movement stick in. This is, without a doubt, Rocket’s best killing/gimping move and despite Rocket’s heavy emphasis on runaway tactics (as you could probably guess by his normal moves), this move alone makes foes hesitate to rush you, since you may have this move hidden up your sleeve.

Usmash (Rocket Retreat): Rocket briefly crouches down to place an obscured object on the ground before quickly leaping into the air, using his rocket skates to quickly boost Rocket about the same distance as Zelda’s recovery move. By holding the movement stick in the direction you so desire, Rocket can angle his ascent. He also knocks away anyone in his path for 7% damage. However, once he leaves, you can see what he left behind- a subterranean bomb that explodes, sending riveting shockwaves that shoot up from the ground. Each shockwave’s appearance is that of the ground shooting up from the floor; it’s as wide as Bowser and as tall as Ganondorf. There are four shockwaves per direction that branch out left and right once the bomb activates, causing 10% knockback for each shockwave and dealing quite a bit of knockback. However, it’s significant enough to ensure all eight won’t hit but he will at least take damage from two or three, depending on size. Four if you’re lucky. Not to mention the shockwaves will disappear if they reach an edge, prematurely ending the shockwave barrage. Nonetheless, this is a great anti-pressure tool for Rocket since the start-up is quick enough for Rocket to make a clean escape while leaving the bomb behind, which takes half a second to detonate and less than a quarter of a second for each shockwave to secede the last.

Dsmash (I Am Groot): Rocket starts stumbling in place a little before a Bowser-sized tree-like super hero pops out of the ground, inadvertently knocking Rocket into the background. This is Groot, the Abbot to Rocket’s Costello, and announces his name loudly before summoning two wooden branches from the ground beside him that drill into anything in their way. This lasts for half a second before Groot goes back into the ground and Rocket into the fight, during which he yells out, “Thanks Groot!” Rocket is completely invincible during the ending lag, meaning he cannot take damage or stun. He’s also technically invincible while Groot is out, with Groot taking all of the damage without fail. In fact, physical attack made on Groot will only result in the attacker getting knocked back for no damage and any projectile, no matter the charge, connecting with Groot vanishes. The drills Groot summons rapidly hit the opponent for 15% total damage with decent knockback. Do keep in mind that Rocket is wide open if the move whiffs anyway, since the opponent has a chance to set up their next attack. The drills themselves are as large and wide as Captain Falcon but unlike the Usmash bomb, do not spread out. Unlike the Usmash bomb, however, the branch drills can attack if directly next to an edge; instead of appearing from the ground, the drills jut out the side of the stage. While the placing is difficult, the drills act as an excellent gimping tool for the characters with wall cling or tether recovery. The biggest disadvantage in using this move is the beginning lag, however; Rocket takes a whole second to leap into the background for Groot to pop out and even then, Groot takes half a second to announce his presence and summon the drills. Regardless, it’s an excellent defensive maneuver, but not necessarily a good escape move.

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20 megawatts range. Powerful enough to melt your face off.
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Nair (Circle of Death): Rocket spins around in a circle while aiming a plasma machinegun outward, firing a barrage of bullets in almost every direction. Due to the nature of this move, it’s got one of the largest ranges of any sex kick as well as one of the largest hitboxes- Rocket is covered in a 360 degree radius so it’s pretty much safe for Rocket to use this move whenever he is fighting an aerially inclined opponent. Any Rocket user should be wary, though; the start-up lag takes half a second and leaves Rocket open for pre-emptive punishment before his circle can begin. The ending lag for when you land on the ground is also immense, taking a full second to holster the machinegun and taking out his two pistols. The barrage of bullets act as smaller yet more plentiful projectiles that deal considerably less damage, a measly one percent, and much less knockback. And since this is barrage of bullets and not a single projectile, the machinegun rounds disappear much more quickly than his laser shots. While the damage output may put you off, keep in mind that this is a rapid firing attack, meaning the foe will commonly take 8% damage if they are grounded, more so if they are airborne. Despite the glaring flaws that seasoned players can exploit to their advantage, it’s great for Rocket players with a good sense of what to bait and expect.

Fair (Bail Bonds): Rocket reaches into a sack on his back then quickly swings a long plasma rope ahead of him. If the rope makes contact with an enemy, said enemy takes about 5% damage and Rocket lets go of the rope as the entire tool wraps itself around the enemy, dragging them straight downward into the ground. The enemy is unable to break out of this and is essentially screwed if attacked during recovery. The range of the initial swing is also good, reaching forward for a little over one and a half Mario-distances, with a lenient-enough hitbox to ensure that this move is more than a niche gimp tactic. However, there are a few things that prevent this move from being broken despite its inescapability; due to the fast falling rate of the opponent in bonds, which is equal to that of an aerial Falcon Kick, Rocket is unable to appropriately follow up when the opponent is bonded. Additionally, the ending lag is rather lengthy, nearly taking a full second for Rocket to holster the rope back into place. As such, this move is great for making your foes think twice before jumping in at Rocket.

Bair (Daily Grind): Using his rocket skates and light weight, the raccoon uses his boosting capabilities to flip himself so that he’s upside down and facing the direction opposite he was facing. However, during the maneuver, Rocket managed to retrieve a large weapon on his back; a Rampart Arms Phasic Cannon usually reserved for large mechanical suits that shoot cold fusion particles in the twenty mega-watt range. In layman’s terms, it’s powerful enough to melt faces off but in this case, it’s a quick burst of power released from yet another one of Rocket’s unfeasibly large weapons. After a quarter of second for aiming, Rocket fires the RAPC , releasing a Bowser-sized blast of energy that knocks enemies away and damages them heavily for 20% damage. Before I get into anything else, let me tell you this; the Daily Grind is the only one of Rocket’s moves that gives him super armor. During the frames when he is holding onto the RAPC, he cannot be flinched until he actually fires the projectile. As for the projectile itself, it acts as a large and slow-moving fireball that beats out every other projectile in the game, including charged ones, and crashes through a majority of moves. Hell, the projectile will still keep traveling until it hits a truly solid object such as a foe or the stage. The projectile itself travels in an arc, slowly traveling at a downward slope before fully going into a fully vertical descent after a second of travel. When Rocket fires the RAPC, the weapon itself explodes due to Rocket setting the cannon to full power, resulting in Rocket flying in the direction he was facing before he activated the move. There is one con to this move that is partially covered by the sheer mass of the projectile, however- Rocket takes a full second to fully go upside down and during that period, he is open to any punishment. However, if he manages to reach his super armor state, anyone close enough to attack him will trade with the projectile. One last fun fact; anyone hit by the projectile is hit with a blue flame aesthetic effect.

Uair (Trochilidae Terrorizer): Another one of Rocket’s animal friends, the hummingbird, finds its way out of the left waist pouch, opened on purpose to give the resident animal friends some air. This move is similar to the squirrel one in that Rocket summons an A.I. controlled animal friend to help him in the fight. Except instead of delivering indirect damage via bombs, the hummingbird flies a little over the opponent’s head, swooping down and briefly stunning the victim and dealing 1% damage. However, the hummingbird only swoops when its designated foe tries an attack and even then, it waits between swoops for at least three seconds to prevent this move from being too powerful. The hummingbird can be attacked and, as a result, sent back to Rocket prematurely. Then again, that is the only way to get rid of the hummingbird momentarily. Otherwise, the pest stays out in the field for as long as possible. However, any worried anti-Rocket fighter can be rest assured that the priority on the hummingbird’s swoop is terrible and there will rarely be a negative trade involved. Rocket mains should note that you can have the squirrel and hummingbird out at the same time, giving your opponent more to worry about- if they try to attack the squirrel, their move may be too slow to beat out the hummingbird’s counter. If they focus too much on the animal friends then Rocket gets precious seconds to run away or set up more problems for his foes. Like the squirrel, the hummingbird will also go out of its way to retrieve items for Rocket to use, although it will bring them at a considerably slower pace than the squirrel.

Dair (Raccoon Cling): Rocket stops in mid air for a moment before fastfalling toward the ground at a slight angle in the direction he was facing. If Rocket manages to land on any unlucky foe beneath him, even if they are shielded, he stubbornly clings to their head, forcing the victim into a similar movement limitation as the spicy curry. In other words, the opponent can only dash and use dash attacks due to the raccoon on their head. Rocket can even shoot from his newfound “cover” by tapping the normal attack button, using the same attributes as his standing normal attack. The aim will be a little off, however, due to your opponent constantly moving due to a raccoon being on their head. Even better is that Rocket cannot be knocked off his victim’s head by the victim; the only way that Rocket can be removed from his foe’s head is if the victim suicides, killing Rocket in the process, or if Rocket leaps off the opponent’s head into any of the eight directions by tapping the movement stick in the corresponding direction. Once you do, Rocket briefly activates his rocket skates and leaps off the front or back of the opponent’s head, causing some minor damage (3%) and no knockback. In multi-man matches, Rocket can even jump from foe to foe in a cling chain. However, there IS a time gap between landing the cling and being able to leap- you’ll have to cling to your foe’s head for a minimum of two seconds. This move is far less useful on three or four player matches, as Rocket CAN be knocked off if someone else attacks his victim or Rocket himself. Worse still, Rocket takes three-fourths of a second to recover if his cling fails to land, as the raccoon stumbles around a bit before recovering. An interesting thing about the cling is how Rocket instantly stops his momentum to instantly fall to the ground; despite the recovery time, Raccoon Cling is still useful for coming back to the ground if you intend to run under an airborne foe.

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Does anyone have a gun?
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Pummel (Raccoon Gnaw): Rocket quickly unleashes his plasma rope used in his Fair to wrap the opponent and pull them closer as Rocket simultaneously leaps onto his opponent’s face. Tapping the A button causes Rocket to bite his opponent’s face, dealing 2% damage for each time he gnaws at his opponent. Needless to say, Rocket’s grab is ranged, much like Link’s grab and Samus’ grab. However, separating this one from the others is the plasma rope’s ability to pull nearby foes out of the air and dragging them to the ground. While Rocket can hardly be classified as a close combat character, this does increase his capability of defending himself against nearby enemies. One thing to note, however, is the grab’s low recovery rate- while it’s not nearly as crippling as other tether grabs, Rocket takes three-fourths of a second to recovery, giving his adversary more than enough time to counterattack. Rocket can also use this in the air as a tether recovery and quick poke or in mindgames, switching up your tether with your Fair to confuse the opponent. However, with such a good recovery like Rocket Skates, why would you use this for recovery?

Fthrow (Drag & Drop): Rocket flips over his opponent’s head, still holding onto the grip of his plasma rope, and slams the opponent into the ground in front of him headfirst. However, Rocket isn’t done- while the opponent’s head is rooted into the ground, keeping them stiff and upright, Rocket pulls out a heavy-looking shotgun, aims at the opponent’s back, and fires it. All the pellets landing in the opponent’s back cause a total of 17% damage, making this Rocket’s most reliable grab when it comes to keeping your opponent out of your face. Note that the slam and shot have area of effect damage, although anyone caught in the ensuing carnage takes far less damage than the victim actually caught in the grab. Regardless, this grab is definitely Rocket’s most favored, as it puts the opponent out of Rocket’s range and deals some heavy damage at the same time.

Bthrow (Evasive Maneuvers): Rocket drops to the ground, still keeping his rope wrapped around the opponent, and slides into the foe’s legs, knocking them to the ground. With the rope still binding the opponent, Rocket drops a land mine onto their back, unwrapping the rope before diving away. As soon as he dives, the mine explodes, dealing a bit less damage than D&D (15%) while dealing the same amount of knockback. The grab takes a longer time to come out than his Fthrow, although this grab is very helpful near edges when Rocket’s back is against the wall. Better yet, if Rocket is interrupted before he can dive, the mine can still blow up and at least damage the victim and whoever interrupted the move, along with Rocket. Still, if you have a choice between this move and Fthrow when you’re not near an edge, go with Fthrow. However, if Rocket’s back is to the death zone and you’ve got the chance, go for the Bthrow.

Uthrow (Screw Gravity): Rocket tosses a strange looking grenade into the air above his opponent before leaping away from his quarry, unsheathing the rope and causing the opponent to spin for a bit. The grenade activates, revealing an anti-matter field, drawing the opponent into it. Rocket chuckles before pulling a trigger, causing the anti-matter to burst and shoot the opponent upwards. While this move causes more damage than his Fthrow (19%), it causes less knockback, let alone vertical-only knockback, and still leaves Rocket’s opponent in range to keep the pressure going. On the bright side, this grab is the shortest out of them all, taking a measnly three-fourths of a second to fully finish. While it’s handy for when both Rocket and his nemesis are at high elevations, it’s still a better idea to stick with his horizontally inclined throws. During multiple man battles, however, the anti-matter bomb becomes considerably better. It will draw in anyone within a four Mario-distance radius and knock him/her in the direction they came from, and deal the same amount of damage as the victim in the grab. It becomes a much better crowd control device, assuming someone isn’t careful enough to get caught in Rocket’s grab.

Dthrow (Rocket Roll): Rocket tightens his grip on his plasma rope and jumps away, causing his opponent to spin around rapidly for a total of two seconds while dealing 7% damage. However, that’s the end of it- it takes Rocket half a second to land and the opponent spins for two seconds, with an extra half a second to recover. This gives Rocket ample time to either run away, knock his opponent away with a smash attack, or anything else the player happens to scheme. To prevent this move from dominating, however, there are a few limitations to what you can do while your opponent spins. First, a spinning/recovering foe cannot be grabbed in order to prevent infinites. Second, the opponent takes half the amount of damage from any attack during the spinning and recovery. Third, any one that tries to run into or push a spinning opponent near an edge is knocked back for no damage, although this may be fatal to Rocket if he’s at a high health percentage. Lastly, any attack that impairs movement via clinging such as Rocket’s dair or Diddy’s side special instantly stops the spinning but keeps the attacker in an unsuccessful attack motion. As such, Rocket Roll is definitely best for making strategic retreats or to finish your opponent off. It’s important to keep the damage nerf in mind for when you want to attack a spinning foe, as some of your weaker attacks deal significantly less damage.

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And he’s Groot!
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Gameplay:

Judging from what you’ve read thus far, it’s easy to identify Rocket Raccoon as a keep-away character with plenty of options for zoning, long-range damage, and lack of reliable options outside of his grab. With his homing rockets, animal friends, and coil traps, Rocket can do his job very well, and when it comes to avoiding or keeping the opponent out of your face, Rocket’s cling, hop, and dash attacks also serve him very well. Even Cosmo’s shield can protect him against fellow zoning characters. With his moveset, Rocket is very capable of keeping a lot of characters out, whether it’s someone who relies on range or an offensive attacker.

That doesn’t mean Rocket has no flaws; it just means he’s very difficult to deal with if you have no idea how he works. Fighters with several wide-hitting attacks can easily beat his animal friends if they happen to swarm and enemies with excellent movement options such as Jiggs and Wario can run circles around Rocket’s traps. Characters with counter attacks also stuff a lot of what Rocket has to offer and reflecting/absorbing attacks can make Rocket’s ranged game a living hell.

All in all, Rocket is someone who requires some practice; he’s not a beginner’s character due to his strict gameplay and combat limitations. His weight and lack of close range options force him into a runaway game, although he is very capable at doing so with the tools at his disposal. He’s got options that let him gimp, pester, and annoy, along with a handful of truly reliable KO moves at higher percentages. If you’re willing to use a character that’s excellent at range, versatile in several situations, but troubled whenever someone is in his face, this raccoon is for you.

Costumes: Black spacesuit with red stripes (Thanos Imperative/Red Team), Light green shirt/pants with white gloves (Original Appearance/Green Team), Blue battle armor with white stripes (Major Victory/Blue Team), Iron helmet with orange eyes/mouthpiece with accompanying battle shirt with white flame emblazoned on chest (Star-Lord), Black musclesuit with golden pauldrons, waistbelt, and greaves (Nova)

Taunt 1: Rocket takes out a nut from his right waist pouch, bashes it against his head a couple times, and eats it before getting back into his combat stance.

Taunt 2: Groot pops out of the ground behind him as Rocket turns to face him. Groot yells, “I am Groot!” while Rocket proclaims, “And I’m Rocket Raccoon!” They both high five as Groot withdraws back into the ground and Rocket gets back into his combat stance.

Taunt 3: Rocket spins both his guns around his index fingers while performing a one second monologue, “I’ve got Star-Lord’s legacy to live up to! The Guardians of the Galaxy’s legacy!” As he says Galaxy, he stops revolving his guns and gets back into combat stance.

Victory 1: Rocket sighs and whistles, as a large mech drops down from the top of the screen. Rocket uses his rocket skates to leap into the cockpit, giving a quick salute to the players as the mech boosts to the top of the screen and out of the player’s sight.

Victory 2: Rocket is seen juggling four grenades for one second before briefly tossing them toward the screen. As soon as he tosses the last grenade toward the screen, Rocket quickdraws his pistols and fires four shots, one for each grenade, causing each one to blow up. Rocket chuckles and holsters his pistols.

Victory 3: Rocket has his fists to his waist and is laughing. However, he fails to see the titan Thanos behind him. Rocket suddenly stops laughing, looks behind him, and runs toward the screen before Thanos can stomp on the raccoon. Rocket jumps off the screen toward Thanos’ face and starts biting at it, causing the titan to stumble around and fall over, with Rocket hopping off and wiping his hands clean of any titan blood. Thanos can still be seen moving around in pain.

Loss: Instead of applauding, Rocket can be seen attempting to crack a nut against the ground, briefly sniffing at it every three/four cracks, before getting back to work.

Unlock Method: Fight in 1200 Brawls, unlock him in SSE, or perform 1000 projectile attacks that are special moves.

SSE Role: After the credits role, stay for the post credits scene- you see a cryogenic pod land on the cliff all the fighters were standing on. The pod doors slowly open as a tiny, shadowy figure jumps into the sky. As he lands, we see him a bit more clearly, revealing that it’s Rocket Raccoon. However, unlike several other fighters, you don’t fight him in SSE- as soon as you view the cutscene, he is unlocked.

Entrance: A small cryostasis pod drops from the sky and crash lands. Rocket immediately hops out of the pod, kicking the door down and landing just as the pod flies away.

=-=-=-=-=-=-=-=-=-=-=
!!!SNAKE CODEC!!!
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S: Otacon, I think I’ve met my match this time…

O: Don’t say that, Snake! You’ve fought entire platoons before, I know you can-

S: I’m fighting a raccoon. With, like, twice as much combat experience as me.

O: A… raccoon? Oh, you must mean Rocket Raccoon! Yeah, he’s a feisty weapons expert with a genius intellect. But don’t worry Snake, he’s similar to you in terms of loadout! Just outgun him and-

S: A giant anthropomorphic tree just popped out of the ground, Otacon!

O: Just calm down- that’s Groot, Rocket’s teammate. You don’t have to worry about him as much as-

S: Otacon, he just fired off eight rockets and they’re all headed towards me!

O: Snake, find some cover! Just get out of there alive, okay?

S: I don’t know- those pincers look like they could tear a tank apart!

O: … Pincers? What???
 

BKupa666

Barnacled Boss
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...this isn't going to work, now is it?































































































Masahiro Sakurai


...this isn't going to work, now is it?

Every one of you reading this is already familiar with Sakurai, but I'll explain his background again, for all the casuals reading MYM. Masahiro Sakurai is a 41-year-old Japanese game designer, responsible for both the Kirby and Super Smash Bros. franchises. While he formerly worked for HAL Laboratory from a young age, he resigned after fans requested he make better sequels to his games. After spending over two years of his life creating the Subspace Emissary and giving Meta Knight transcending priority on all but one of his attacks to balance him, Sakurai decided to contribute to the originality of modern gaming by turning the Kid Icarus revival into an FPS. With Kid Icarus being released this fall, Sakurai is planning wondrous things for the 4th iteration of Smash Bros.

The most wonderful of them all...?

Masahiro Sakurai is your new shock character!


Statistics

Traction ~ 10
Size ~ 7
Fall Speed ~ 5
Jumps ~ 5
Movement ~ 5
Weight ~ 5


Sakurai is a standard fighter for the most part, if not slightly underwhelming for his Marth-sized body due to his long hours in front of his creations and Kojima. He has completely average statistics across the board, aside from his traction; Sakurai himself never trips while dashing, but he's sure to make you trip for him all the same, don't you worry.

Kirby Mania Specials

Down Special - Balancing the Game
Extracting a miniature Kirby hammer from his pocket, Sakurai crouches and begins pounding away at the stage. He pounds three times over 1.25 second for each input, with minimal lag on either end. This doesn't seem to have much effect on opponents; if an opponent stands a character width in front of Sakurai, a tiny shockwave trips them, but that's about it. Sakurai is heavily vulnerable while hammering...for now. The real effect comes from when Sakurai pounds on the stage for long enough, without interruption.

Should Sakurai use Down Special three times over the course of thirty seconds, something odd happens. It seems all his hard work is contributing to the game's balance...literally! The stage rotates fifteen degrees down toward Sakurai's side of the stage. Yeah, he's still getting the hang of this. The stage remains rotated for ten seconds before reverting back to normal. Sakurai can follow up by using Down Special twice to rotate the stage an additional fifteen degrees, then use the move once to slant the stage a maximum of forty-five degrees. Each additional rotation lasts an additional five seconds, before decreasing back to the previous level.

Sakurai, of course, is perfectly capable of playing on his own balanced stage. He is able to defy gravity and move around up his slippery slope without even breaking a sweat! Unfortunately, the same can't be said for everyone else, who are forced to dash against the rotation to avoid sliding down, down, down toward the blast zone...Characters who fail to do so slide down the stage at Ganondorf's dash on a fifteen degree incline, speeding on up to Sheik's dash speed on a full forty-five degree slope. Their sliding speed is increased with their damage, to the point where, at 100%, the opponent slides down the stage at double their regular sliding speed.

The stage reverts back to normal automatically if Sakurai is KOed.


Neutral Special - Mirthful Masahiro
Sakurai scrunches up his face and puts his hand to his mouth, charging the move to come. Upon release, he lets forth a storm of laughter, it being shown as a laughing Kirby head shot from his mouth. The head hones in on characters at Dedede's dash speed, and if it hits them, they too begin laughing, this time, so vigorously they fall to the ground and begin rolling around. Hey, laughter is contagious, right? The Kirby head keeps characters laughing for one to three seconds, depending on if the input is tapped or held for its duration of 1.25 second.

Opponents are, however, able use any attack dealing 5% or more to launch the laughter right back at its origin, with it honing back in on Sakurai, perfectly capable of affecting him. Attacks dealing over 15% destroy the laughter outright, with it bursting in a Wario-sized rainbow explosion that trips opponents. While Sakurai enjoys this generic game of projectile tennis, he can also find enjoyment by making an opponent laugh after slanting the stage, eliminating their ability to fight the sloping stage. If they're close enough to the bottom of the stage, the laughter can even slide the helpless character right to their doom. Laughter really -is- the best medicine. On a slanted stage, most opponents will choose to attack the laughter with an aerial...but no worries, Sakurai's not about to let aerial focus ruin his fun!


Side Special - Creative Creation
Sakurai reaches behind his back and pulls out the green Kirby Alloy, turning to the screen and giving you the thumbs up for half a second. He's proud of this super cool new invention, so buzz off and let him show off. Anyways, Sakurai now holds the Alloy like an item; he can throw it in one of the four cardinal directions. Should he throw it down, the Alloy is in a prime position for Sakurai to sacrifice it by footstooling it to recover. If he throws the Alloy to either side or up, however, it behaves as it does during regular Multi-Man brawls, attacking with Kirby's moves sans his Specials, with Level 7 AI.

Most obviously, Sakurai can toss his Alloy upward, where its multiple (extra high, like the other Alloys) jumps and great aerials can keep opponents on the (sloping) ground. He can also send forward an Alloy to guard the various traps he can place onstage for all the casuals to see. Sakurai can have up to three Alloys onstage at a time, each lasting for fifteen seconds before vanishing. However, they're still just as easy to kill as they are in Brawl's -phenomenal- Single Player mode, so unless an opponent is preoccupied with the stage or a trap, don't expect Alloys to last for more than a few seconds.


Up Special - You Must Recover!
In a sudden epiphany, Sakurai realizes he can't allow himself to fall to his doom after being knocked offstage by an opponent. So, with a quick snap, Sakurai causes a Warp Star to materialize under him, granting him five seconds of controllable flight at Mario's dash speed. Of course, he can always direct the Warp Star down into the stage, creating two Soccer Ball-sized stars on either side of him. These extend a Battlefield platform to both sides for each H-tier villain he plummeted before landing, stunning opponents half a second each H-tier villain as well. Anyone unfortunately enough to be smashed directly by the falling star suffers 16% and vertical knockback KOing around 105%.

Opponents still slide down a sloped stage while stunned, giving the move some use aside from recovery. If they manage to attack Sakurai, however, he'll fall helplessly from his Warp Star, allowing the attacker to ride it for its duration. Sakurai can simply float a bit beyond the edge of the sloped stage, stunning opponents to ensure they fall to their doom, but if he gets careless, he's only hurting himself. But hey, when has Sakurai ever been careless before?


Real Men Use Items Standards

Standard Attack - Gooey Bomb
Sakurai places a regular Gooey Bomb at his feet, with the lag of Diddy pulling out a banana. The bomb sticks to characters other than Sakurai on contact, dealing 12% and knockback KOing around 120% after five seconds of flashing (it vanishes if no character picks it up, however). If it is attacked for whatever reason, the character (not including Sakurai) suffers the move's damage as well. Of note, if Sakurai tilts the stage, the Gooey bombs stick to the stage, rather than sliding down the incline. Although the stage cannot tilt Gooey Bombs onto opponents like other traps, they can still prove quite irritating, as opponents may have to dash into one's path to climb the stage.

Dashing Attack - Rolling Crate
A standard wooden crate on wheels appears under Sakurai over .4 second, who rides it forward, screaming happy Japanese phrases all the while...expect that the crate doesn't actually go anywhere. Sakurai rolls forward a Battlefield platform over 1.25 second, dealing 5% and tripping opponents he slams. If he happens to slide down a sloped stage, however, the crate really picks up the pace, and begins knocking characters for a loop, dealing an additional 5% for every fifteen degrees the stage is slanted. The crate begins KOing opponents at 120% on a stage rotated fifteen degrees, with this total decreasing by 5% with each additional fifteen degrees.

If Sakurai rolls over a laughing character, the crate drags them underneath him, with the victim suffering 1% per half second as they scrape along the stage. This is best used on a slightly slanted stage, as Sakurai will be able to drag the opponent longer to build damage. He'll also be able to tap A to bail out early, which takes .5 second; he may not have this time careening down a stage sloped at a full forty-five degrees, which may result in a suicide KO. Rolling over onstage traps knocks Sakurai off his crate (with it randomly exploding for a harmless visual half of the time), although the traps will impact any opponent being dragged along, held in front of the crate to take the hit for Sakurai.


Side Strong Attack - Pokey Ball
Sakurai hurls a Pokeball to the ground directly in front of him, laughing as a Wobbuffet spawns with its trademark call over .4 second. Three Wobbuffets can be onstage at a time, each lasting for nine seconds before vanishing. A Wobbuffet acts identically to its Brawl counterpart, countering enemy attacks that hit it. This allows Sakurai to use his laughter to send the Kirby head into a Wobbuffet, then create another Wobbuffet as the laughter returns, creating a laughter zone to drive opponents insane...or at least block off part of the stage. If Sakurai tilts the stage with a Wobbuffet in play, however, the Pokemon falls down the slope along with opponents, bouncing up and down slightly to catch jumping opponents. Because Sakurai adheres to the stage during this time, he can attack the Wobbuffet as it falls to its death, creating a potentially powerful hitbox to hit opponents climbing the stage.

Downward Strong Attack - Smoke Ball
Sakurai faces away from the camera, lagging for a split second before creating a cloud of smoke half the size of a Smart Bomb blast. Due to the game not letting you turn the camera all the way around, you have no idea whether Sakurai is simply activating a Smoke Ball item, or...doing something else. The cloud acts just like the Smoke Ball cloud in Brawl, lasting for nine seconds before dissipating. The cloud of smoke slides and bounces a short distance off the ground when the stage is slanted, resulting in Sakurai being able to mask both his grounded and aerials attacks at the same time. Even without slanting the stage, Sakurai can place smoke in between himself and an opponent, before sending out laughter, possibly alongside a Wobbuffet, so opponents attack the creature mindlessly, saving Sakurai the trouble of building their damage.

Upward Strong Attack - Bumper
Could it be? It is! It's the Bumper item from the original Super Smash Bros.! Sakurai places it directly above his head with minimal lag, with it lasting for nine seconds before vanishing. The item isn't toned down at all from Brawl; opponents who hit it point blank are in some pretty deep trouble, taking 1% but great horizontal knockback. Aerial opponents are still affected, but with less knockback (it's still pretty dangerous, though). Unlike Wobbuffets or smoke, Bumpers don't slide down slopes due to being airborne. Slopes still greatly benefit Sakurai's chances of landing this major KO move, as opponents attempting to jump off the sliding stage may have his menace to deal with. Just to increase your enjoyment of the set, I'll leave it up to you guys to figure out the dynamic combination the Bumper and smoke provide...oops *laughs*.

Coming to America February 10th...Fuck You, PALS Regions Smashes

Side Smash Attack - Thanks for Waiting...I Hope You Understand
Sakurai extracts Dedede's massive hammer, instead of Kirby's regular one he uses for tilting the stage, slamming it to the ground in front of him as fast as the penguin king's F-Smash. This slam also creates a small star in front of the hammer as it lands, like in Dedede's boss fights. The hammer itself deals 13-21% and knockback KOing from 110-95%, while the star does 3-7% and trips opponents. Any character hit by Sakurai quickly finds out his hammer is not just any hammer...it's a BAN HAMMER. With this devastating weapon, he has the power to ban you from playing Brawl until he's finished adding Dixie Kong, Toon Zelda and two Pichus to the character roster.

In actual matches, however, opponents hit by his hammer or star suffer the effect of a timer for two to six seconds, depending on charge time. Their lack of effective ways to intervene in their slow state allows Sakurai more time to balance the stage. See, delays for balance purposes are -good- for Sakurai! While most often, characters won't come anywhere close to being hit by this (unless you read their rolling and react...so unique!), Sakurai can occasionally sneak up and land a hit on a laughing opponent, or pull the move off inside his smoke. On a sloped stage, Sakurai can wait in front of a sliding character charging the Smash, baiting them to jump into a bumper or falling Wobbuffet. If they refuse? Dashing up a slope at the speed of molasses definitely won't make matters any better for victims.


Downward Smash Attack - I Apologize for Any Early Japanese Leaks...
Once again, Sakurai faces away from the screen while the move charges...you don't see what actually happens, but upon release, a strange yellow-liquid is emitted onto the stage. Rather than simply tripping opponents, this liquid releases fumes a Marth above it, dealing continuous 1-3% to opponents as they are pushed upward at Ganondorf's walk speed (having the ability to DI along the fumes as they rise to escape). The liquid spreads on either side of Sakurai, ranging from one to two Battlefield platforms on either side of Sakurai. While this can come in handy to get opponents into the air on a regular stage, the liquid forms a raging current on a tilted one, rushing downhill at a decently fast pace to sweep along opponents it catches. The fume effect is still in play here, pushing opponents up into Sakurai's bouncing traps for extra damage. "Releasing yellow liquid" on balance...er, the balanced stage will surely infuriate serious players, but it works out just fine for Sakurai as a strategy regardless.

If used on the very edge of a stage, Sakurai's liquid flows over onto recovering opponents, pushing them downward with a bit of force.


Upward Smash Attack - We're Still Adding New Features to the Online Mode
Sakurai reaches into his pocket and begins searching for online materials to add into Smash, but it appears he's not satisfied with any of them. Sakurai begins rapidly tossing what he finds in an arc over his head into the background...some of the items you may see include voice chat headsets, packages of DLC, video chat peripherals and small ranking boards. Occasionally, Sakurai may even toss away a miniature character trophy in the mix, specifically those of Ridley, K. Rool, Little Mac, what have you. Upon finishing the move, Sakurai finds what he's looking for, extracting a list of friend codes, a Timer (to play Time Brawls with), or a trophy of R.O.B. He holds his treasured item with a grin, causing moderate ending lag.

This spray of junk lasts for half a second to a second and a half, depending on charge time; while Sakurai usually tosses his findings up a Ganondorf, then into the background, he can angle the move to either side as he throws, tossing the materials in an arc to the ground a Battlefield platform away, where they vanish. Characters caught in the debris take multiple hits of 3-4% and are dragged along with the trash, being brought down to the stage in most cases. The best use of the move is to drag opponents down onto a slanted stage, although the move can obviously drag opponents into other stage elements as well, or even offstage for a potential KO.


Broadening the Target Audience Aerials

Standard Aerial Attack - Increasing Accessibility
Sakurai stretches his arms out a short distance, beckoning all opponents to join him for a fun-packed day of family gaming. His warm welcome lasts for half a second, and has little lag on either end. Opponents within a Ganondorf of Sakurai are drawn to him at said heavyweight's dash speed; if they touch Sakurai, he hugs them closely, cuddling into them and laughing. Aside from taking 3% per second they are squeezed, opponents are held right in the path of any traps falling around them on a slanted stage. Sakurai can also simply express the joy he feels by allowing a new player a second to play with him, before they get bored and escape. By hugging a Kirby Alloy, Sakurai takes the hits for it, keeping it safe from harm and able to continue battling aerial opponents.

Forward Aerial Attack - Shake Shake Shake!
Sakurai extracts a Wii Mote and begins shaking it like a maraca for half a second, dealing multiple lights hits of 2-3% and laughing crazily in Japanese. Aside from simply annoying opponents with decent damage-racking abilities, the Wii Mote launches opponents in a completely random direction. Sakurai is likely to benefit from this no matter what, due to Kirby Alloys being able to follow opponents launched up, while his traps can take care of opponents thrown to the stage. You want the Wii Mote to be consistent? Just keep on shaking it, it will happen eventually. Infinite Monkey Theorem, remember?

Backward Aerial Attack - I Wanna Hold Your Hand
Sakurai grabs a short distance behind him, holding the hands of characters he comes in contact with. While holding hands, Sakurai deals no damage, but simply falls with his victim. At any time while falling, he can tap A, causing a glove to appear over his hand, similarly to that worn by Master Hand. He shoots a pair of orange bullets into the held character after .45 second, dealing 12% and launching them back with knockback that KOs around 190%. Instead of letting them do so themself, lead your opponent right around in the game, right into a sense of false security if you must, then blast them onto the stage at an opportune moment. Just make sure they don't mash free (with double grab difficulty) before you're ready.

Upward Aerial Attack - We're Having a Blast!
Sakurai yells, "Incoming!" in Japanese, as a Bob-Omb drops from the sky above his head, Sudden Death style. Opponents hit by the bomb take 10% and are spiked downward toward the stage with decent force...who said random explosions weren't fun for new gamers? They get to land in Sakurai's traps and enjoy themselves, whether they win or lose! Plus, those old fogeys from 1985 can have just as much fun being sent down to land on a sloped stage...maybe sliding down the slide-like structure will bring back playground memories. If Sakurai hits the bomb, he catches it and stows it harmlessly, although Kirby Alloys hit take its damage. Try not to kill your own babies! One Bob-Omb can be onstage at a time.

Downward Aerial Attack - Take Thi...Nevermind
Sakurai reaches down a short distance, hoping to catch opponents beneath him for half a second. Should he grab an opponent, he'll sit on top of them, pounding away with his fists and plummeting at Falcon's fall speed. Sakurai can mash A while falling to pummel his victim, dealing 3% per pummel; he can also control the duo's DI, side to side. However, he only pounds a character for .25 second before getting bored of this game and casually releasing his victim, likely never picking them up again...sound familiar? When he does use D-Air, Sakurai can bring a victim closer to his slanted stage, releasing them to the ground but staying in the air himself, ready to fling them around with F-Air or drop a bomb with U-Air.

Single-Player Focus Grab-Game

Grab - Character Banner
Sakurai points forward, causing a rectangular Luigi-sized black banner to travel forward at Ganondorf's dash speed. The banner can be angled in the four cardinal directions during the (brief) startup period, traveling half of Final Destination before vanishing. Sakurai can move around while his banner is out to try and coax characters into the barrier, although he still does have some ending lag. Only one banner may be onstage at a time.

Opponents struck by the banner are stunned in place for a second, as THEIR NAME flashes across the banner in bold white letters, just like in the Subspace Emissary. During this time, if Sakurai comes into contact with the victim, he grabs them...or, merely sits into a spinning computer chair, holding the character comfortably on his lap. If he so wishes, Sakurai can simply use this move as a generic stunner, with opponents not being knocked away until the stun wears off, although unlike others, this move freezes characters in place, even on a sloped stage (not that this is bad, if you want to build damage...).


Pummel - Classic Nintendo Enemy
Sakurai extracts a baby spoon full of Shadow Bugs and begins gently force-feeding it to his victim, dealing 1% per spoonful. Each individual pummel covers the character in a purple aura for half a second upon release, handing their control over to a Level 1 CPU. During this time, the character is essentially controlled like a zombie...or Primid, moving around aimlessly unless Sakurai is within a platform's distance, in which case they automatically run toward him to attack. However, in this case, Sakurai can merely lead his mind-controlled opponent around, anywhere he wants on stage. Lead them into traps, down a slope, or right back into another grab. The pummel isn't -that- fast, however, giving Sakurai minimal time to do much of anything until high damage levels.


Forward Throw Attack - Trophy Gun
Sakurai laughs in Japanese, pulling out a trophy gun and firing it at his victim over .35 second (during which they can escape). The opponent takes no damage, but is cemented to the ground in trophy form (having no base) for a second and a half (longer, if they have more damage). They still take damage from attacks, but no real knockback...until they are released, either automatically, by button-mashing, or by another character coming into contact with them. This allows Sakurai to dump a bunch of traps onto the character, as they are cemented to the tilted stage, forcing them to take a whole lot of knockback upon escaping. During this throw, Sakurai can tap A to release his opponent, before aiming the trophy gun in a separate direction. He can turn any of his traps or Alloys into trophies as well, gluing them to the ground as the others fall into the blast zone to give himself a slight headstart setting up on his next stock.


Backward Throw Attack - Repetition
Sakurai tosses his opponent backward to the ground, dealing a light 3%. However, when they get there, the opponent is forced to repeat the last attack they performed before being grabbed by Sakurai. Repetition can contribute a whole lot of awesomeness to a game, especially when used on the enemies, yes? While this is obviously a crappy throw to use after an opponent has starting jabbing, Sakurai can interrupt a character trying to Smash him around and force them to repeat their laggy move, grabbing them out of it. However, after the second grab, Sakurai is forced to use a different throw. If he tries to B-Throw an opponent he just used B-Throw on, they'll rage and punch him into prone state, dealing 15%...seems they're not too happy about the repetition Sakurai is trying to implement. Still a nice mini-combo move, nonetheless.


Downward Throw Attack - Deus Ex Machina
A flashing line randomly appears through the character, as a Bowser-sized explosion appears on either side of them. It looks as though Kirby appeared just in time to save the day with his Dragoon! Each explosion deals 14% and knockback KOing around 120%, but opponents are not automatically hit by the throw at all. Instead, they are simply stuck in place between the blasts, while Sakurai is free to run off and tilt the stage or set up traps. With practice, opponents can jump over the explosions (or wait until they vanish after a second and a half), but no matter what, Sakurai is given at least some time to get his stage set up to his liking. Sakurai can pass through explosions to attack characters, but said explosions vanish if he attacks them, and he cannot use D-Throw again for five seconds after one use.


Upward Throw Attack - Enemy Encounter
The purple flash from the SSE enemy encounters occurs, causing Sakurai to scream in Japanese and toss his victim upward, dealing 3% and weak set knockback. He's under attack! However, if any Kirby Alloys are within half of Battlefield of Sakurai as he screams, they'll rush over to help him fight off his perceived threat, becoming slightly more aggressive for three seconds (effect does not stack). Aside from hugging them to move them down in the air, this is a great method for positioning Alloys onstage, which indirectly keeps opponents busy for a short time.


I'm Putting All My Hard Work into This Game Final Smash

Final Smash - First Person Shooting
The screen begins spinning oddly for a few seconds, as Sakurai begins laughing madly. When it stops, the stage is revealed to have turned three-dimensional...well, for the most part. Sakurai's opponents are stuck in the 2-D plane, meaning they can only move back and forth in a straight line during this move's ten seconds, while Sakurai is free to move about all around them, attacking them from different angles. If you're reading into this, you can probably guess that this eliminates their ability to roll and dodge safely, due to Sakurai being able to hit them in the background. If opponents are launched into what would regularly be the foreground or background, they cannot grab any edges, due to there being none in the background; this makes Sakurai's FPS vision even more deadly while it lasts.

Sakurai himself moves around with the control stick, attacking in the direction he's facing. Although he receives no physical buffs, he can now perform a Special Smash to laglessly extract Pit's bow and shoot a generic beam of light at victims, traveling infinitely at Bowser's dash speed. The light deals 15% and knocks opponents in random directions, which, if you think about it, is better than simply horizontal knockback, as it increases Sakurai's chances of hitting characters into a position from which they cannot recover, even though he says they must.


Going Gold Playstyle

Sakurai is all about controlling the game his way...more specifically, controlling the stage by filling it with traps and tilting it around. In fact, you could say Sakurai is a 'land master'...yeah. However, if he fails to develop the stage to his liking in time, Sakurai may find himself becoming 'entertainer' for his opponents, as they Smash him every which way against his will.

Before he can get anywhere close to balancing the game, Sakurai must fight off any possibly rabid fanboys looking to interrupt him. Fortunately, he is packed to the brim with methods for distracting his audience. For starters, he can simply spread some happiness in the form of his laughter, or satisfy them temporarily with a Kirby Alloy. He can also simply slow them down by putting their hopes on hold with F-Smash, or toying with them through D-Smash and U-Smash. If need be, he can even introduce them to a brand-new single player mode with Grab, saving their day with D-Throw as he finishes his preparations. One trap he can set up to increase his development time is Wobbuffet...more particularly, two Wobbuffets and some laughter, essentially blocking off an area of the stage from opponents. Use these stalling techniques wisely to create a plethora of other items to play with onstage before completely balancing the game.

Once Sakurai has balanced the stage, it's time to watch all those carefully-laid items go cascading down the slope into the abyss, hopefully hitting opponents along the way to rack up their damage. Sakurai himself is unaffected by the slanted terrain, meaning he can turn 'hopefully hitting opponents' into 'probably hitting opponents' by taking advantage of opponents dashing up the stage to stay on it. Falling Wobbuffets are a major tool for Sakurai here, considering they damage opponents both by falling and by being hit into them by Sakurai (they can also be locked down for later with F-Throw). Bumpers are especially useful against slow opponents attempting to jump up the incline (as are aerial Alloys).

Simple explosives like jab and U-Air, and even slower moves like F-Smash become much more difficult to dodge as well, as the opponent becomes preoccupied with avoiding Sakurai's traps and balanced stage, and even the great man himself. To top it all off, releasing smoke onstage can mask all this chaos, confusing foes on what they actually need to dodge. During the slant phase, Sakurai can either attempt to finish his victim early, possibly leading them into the madness himself with pummel or remaining airborne to take opponents back down to the stage with a hug or a mad rushing pummel. If he's feeling ambitious, on the other hand, he can get to work and balance the stage even more, increasing his chances of a gimp.

When it comes time to KO, Sakurai's balanced stage can almost do the job on its own, although Sakurai can still ensure the opponent slides into the bottom blast zone. By using his various stunners, such as laughter and Warp Star stars, Sakurai can keep opponents on the stage all the way down to the blast zone. Once he's there, he can finish them off by releasing yellow liquid onto the edge...right onto their grave. To knock them further down the stage, Sakurai can simply turn them into a trophy or use a character banner to stun them in place, racking up damage and knockback to send them flying a whole lot further. Once the opponent is out of his way, Sakurai can get busy setting up more traps to greet them on their way down from above.

This crazy man has a lot of tricks up his sleeves, and can really provide an enjoyable Smash experience through his balance, but if you press him too much with your demands for a sequel (or just want to pummel him senseless for some -strange- reason), he might as well trip himself off Fourside and leave the business.


Super Awesome Totally Legit DOJO!! Strategies Match-Ups

Against All Characters - 50/50
"I personally believe that no matter which character you choose, there is the possibility that you can win your matches. And there is no character that will guarantee that you will win."

- Masahiro Sakurai


These Moves Were So Rad, I Used Them Again! Extras

Up Taunt - Trip
Sakurai slips onto his behind and making a funny noise before getting to his feet.

Side Taunt - Hammer Spin
Sakurai extracts his BAN HAMMER and twirls it, laughing with Dedede's voice (he -was- his voice actor...).

Down Taunt - Come
Sakurai says, "Come!" in Japanese, flapping the sides of his coat as if they were wings. Come on, man, wasn't D-Smash enough for your liquid-based needs?!

Entrance - Landmaster
Sakurai rides in on top of Fox's landmaster, falling off of it like Wario and brushing himself off. Don't you dare say this is a cloned entrance...he didn't ride a bike in, therefore it's completely legitimate.

Victory Pose #1 - *laughs*
Sakurai tumbles onto his back, laughing madly in Japanese.

Victory Pose #2 - Random Cool Japanese Pose
Sakurai twirls Ganondorf's sword around, before striking a pose and saying whatever Marth says in Japanese when he wins.

Victory Pose #3 - Sakurai Dance
Sakurai performs the standard Kirby dance, but the pose is unique because two Kirby Alloys perform the dance alongside him.

Victory Theme - Rock-Your-Eye
This plays whenever Sakurai wins. No one else has a hard rock theme as cool and fitting as Sakurai does.

Loss Pose - Clap
Sakurai claps for his opponent. But he does it Japanese-style! Who saw -that- coming?
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
Well, it all depends on what you're going for.

People have been known to do it in anywhere from 1 day to several weeks depending on the project, have anything in mind? :)
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
Just checking in to tell you all that I'm in North Carolina right now with my brother. I can't access the chat due to being on a damn mountain, but I can get on regular web pages and play games on Steam for some reason. I'll be back in the chat in a couple of weeks, maybe.
 
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