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

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ForwardArrow

Smash Ace
Joined
Aug 17, 2011
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503
Cofagrigus



Cofagrigus is the coffin Pokemon, introduced in Pokemon Black and White. The pokemon has a tendancy to trap people within it's coffin like body, suffocating them and turning them into a mummy. It's basically the equivalent of being buried alive, which is rather terrifying.

Stats

Traction: 10
Weight: 7
Size: 6
Movement: 5
Aerial Movement: 4
Jump Height: 4
Fall Speed: 2

Cofagrigus is slightly taller than Marth, and considerably heavier. The hands coming out of his body are not hurtboxes, due to their ghostly nature. He’s also rather floaty for his weight, which is somewhat unfortunate considering he has trouble moving through the air. On the ground he floats a short distance up, which not entirely for show as some low pokes cannot hit him unless he crouches. He also doesn’t trip, because who trips when floating?

Specials

Neutral Special -- Shadow Ball


Cofagrigus puts his hands together and begins charging up an attack rather similar to Mewtwo’s Shadow Ball/Lucario’s Aura Sphere. You can charge the move for a maximum of 3 seconds, it dealing between 5%-24% and low knockback to knockback that KOs at 80%. Regardless of charge, the sphere moves at a Captain Falcon’s dash speed. In addition, you can fire the sphere in whatever direction you chooseby pressing that direction on the control stick, making this attack somewhat easier to hit with. This makes up for the fact that unlike the previously mentioned moves, you cannot hold the charge on this attack.

In addition, if you press A while charging, Cofagrigus will split the shadow ball into 2 smaller Shadow Balls(or two of the same size at minimum charge). The attack now charges considerably slower, but after you fire it Cofagrigus will take the second Shadow Ball, which you can now aim. Both Shadow Balls are equally charged, so if you take the time you can create two fully charged Shadow Balls. Not that any competent opponent would let you do that however. This makes the attack considerably harder to avoid entirely though, as they have to prepare for a second hit that can be aimed differently.​

Side Special -- Snatch​
Cofagrigus makes a grabbing motion with his arms forwards, this attack having approximately the range of Marth’s twice Bowser’s length and a fair amount of lag on both ends. If you connect, you will grab them and they have to escape with normal grab difficulty. You can then hold A to drag the foe towards you(very slowly I might add, it takes a full 1.3 seconds for them to come into contact with you), or press B to throw them for 9% and moderate fixed knockback.​

Up Special -- Ominous Wind

This attack functions somewhat differently depending on whether you are on the ground or in the air. In the air, Cofagrigus rotates downwards and creates a wind beneath him. The wind weakly pushes the opponent down while also pushing Cofagrigas upwards. You can hold this imput for about 2 seconds, at which point you can recover approximately at the rate of Zelda’s recovery. It’s also significantly easier to interrupt, making it a rather lame recovery.

Using this attack on the ground produces somewhat different results. Cofagrigus instead creates a whirlwind the size of Marth in front of him, which weakly sucks in nearby opponents and deals 12% and upwards knockback that KOs at 160%. The whirlwind lasts for 1 second before disappearing. A somewhat slow attack, but it has other uses that will be mentioned later.​

Down Special -- Mummy​
Cofagrigus extends a hand, as strings fly out of the coffin and form into the shape of a mummy. The mummy is hollow, and you can actually see between it’s bandages. It is slightly smaller than Cofagrigus, and will stand in place until an opponent comes within half a stage builder block of it. At that point, the Mummy will unravel and attempt to surround the foe in bandages. This attempt can be stopped by any attack that deals 8% or more, which will destroy the Mummy. However, the opponent cannot destroy a Mummy that is not attempting to attack them. You can have up to 3 Mummies out at a time.

The real meat of this attack occurs if the Mummy manages to surround the foe, though the Mummy will be used up when it does this. The opponent will now be surrounded by bandages, which causes a slight decrease in their movement and attack speeds. It also slightly reduces the damage and knockback on all their attacks. The big problem comes from the fact that a mummified opponent is unable to use their specials. This is bad to begin with, but the fact that their recovery is likely horribly nerfed makes it much easier for Cofagrigus to kill them. Not to mention the other things one can do to a Muffified opponent using your moveset. Mummification lasts for 12 seconds before the opponent returns to normal. If a Mummy succeeds while the opponent are already Mummified, then the timer is reset.

That’s not all you can do with your Mummies however. If you hit a Mummy with Shadow Ball, it gains intelligence and begins floating towards the opponent. The speed it floats depends on the charge, it only moves at Ganondorf’s walk if the Shadow Ball was uncharged. If the attack was fully charged, the Mummy now moves at Mario’s dash speed, making it incredibly hard to escape. If a Shadow Ball-charged Mummy is hit during it’s attack, it will return to a still state and will not attack for 4 seconds. You can thankfully recharge them during this time, creating an ever present threat.

In addition, the whirlwinds in the Up Special are also helpful in Mummifying the opponent. If Cofagrigus manages to catch a Mummy in the whirlwind, the opponent will be mummified if they are also captured. This makes ominous wind considerably more dangerous when you’re near a Mummy. In addition, if the Mummy is Shadow Ball infused, the tornado will deal additional damage equal to the total damage all the Shadow Balls fueling the Mummies would deal. This means if you catch 3 fully charged Mummies, this deals a whopping 84% and since the knockback occurs after the damage it becomes an incredibly potent KO move as well.​

Grab Game

Grab -- Open the Coffin​

Cofagrigas swings himself open with a fair bit of lag, taking nearly a Falcon Punch worth of time to open up. This does nothing on it’s own, but if your opponent attacks your hollow inside, they deal you double damage and knockback, making this a rather dangerous manuever. The good news is that Cofagrigas’ recovery is improved with this attack, as he can produce a far more powerful ominous wind that lets him recover fairly easily if uninterrupted.

Now it’s nice that we get a couple recovery buffs, but that’s not an actual grab is it? The real benefits come if you press the imput a second time if the opponent is fairly close to you. Cofagrigas will slam shut his coffin on the foe, trapping them inside for twice as long as a normal grab. This move is slightly slower than a normal grab and requires the opening to set up, but the results are quite worth it.​

Pummel -- Mummify​
Letting a Mummy attack your opponent is not the only way to mummify your opponent. When you hold A with a grabbed opponent, they will be mummified over the course of 1.8 seconds. In addition, if the grabbed opponent is already mummified, ever additional second of pummeling adds 5 more to their time being mummified. To sweaten the deal even more, this also deals 3% per second.​

Forward Throw -- Impale​

Cofagrigas vibrates for a brief period of time, before he opens up with swords sticking out of him, launching the foe forwards. Ouch, that really has to hurt. This attack deals a whopping 20% with knockback that KOs at 90%. This is a very nice way to KO the opponent if you’re ever able to land your grab, especially if the opponent is mummified. If they can’t recover, it doesn’t matter if you launch them off the blast zone or not.

Back Throw -- Teleport​
A ghostly looking cursor appears on top of Cofagrigas, which you can move around at a rate similar to Lucario’s dash speed. The movement of this cursor counts as grab time, so be careful when using this. When you release, you won’t move an inch, but the opponent will be teleported to the chosen location. If that location happens to be inside the stage, they will instead be pitfalled into the stage right above where you positioned the cursor, taking 5%-17% based on how deep they were into the stage. You can also teleport them far of the edge so they can’t recover at higher percents, or into a group of your mummies at lower percents. Unfortunately, the cursor will not go underneath a stage, so no ridiculously early gimps for you.​

Up Throw -- Crush Alive
Cofagrigus dumps the opponent out in front of him, closing his front before body slamming them. This deals a whopping 26% and upwards knockback that KOs at 70%. This might seem like a better KO move than the Forward Throw, but keep in mind that an opponent with no recovery may die even before 70% out of the Forward Throw. He also has a fair bit of lag getting up out of this attack, making it slightly riskier in multiplayer.

Down Throw -- Imprison​
A large red X appears over Cofagrigas, before he dumps his opponent out for 14% and no knockback. This doesn’t appear to do much while the opponent is on the ground, but the moment they go into the air they will immediately go into helpless. This completely ruins their aerial game if that was how they were fighting you, and can allow for some really early gimps if used to your advantage. This effect only lasts for 6 seconds, but those can truly be a terrible 6 seconds.

Standards

Neutral A -- Unravel​

If your opponent is not mummified, this attack does a grand total of nothing. I mean, what were you trying to unravel with this anyway? If the opponent is mummified however, the string attached to their body comes loose and starts moving towards Cofagrigas. The string moves at Pikachu’s dash speed, so it’s pretty darn fast. The string stops when it reaches Cofagrigas if he’s closed. This uses up 2 seconds worth of time the opponent was Mummified for each second you hold this imput.

If Cofagrigas is open however, the string will start going into the Coffin and dragging the foe with it at the same speed. The opponent enters prone if they were pulled out of the air by this move, and as well when the string starts pulling them. This is a rather nice way to set up a grab if you can get it to work. However, if the opponent is not fairly close to you when the string starts pulling them in, they can still just punish you for this.

There is one other major benefit to this attack. After Cofagrigas stops using it, the opponent is left with a string hanging off of them. This string may not seem like anything important, but if you use Ominous Wind at any point on the string, it will still manage to suck the opponent in, making it incredibly easy to hit with the attack. Maybe if you keep a few well charged Mummies nearby you can set up a KO this way. There are also more tricks with the string, which will be detailed later.

Forward Tilt -- Torment​
Cofagrigas reaches forwards with all four arms about the length of Bowser in a grab with below average startup but surprisingly bad end lag. If this successfully hits the opponent, Cofagrigas will stretch them in a cartoonish fashion, dealing them multiple hits that add up to 13%. Since he holds onto them for a little bit, if you have animated mummies out they can potentially close in on the opponent and wrap them up.

Now, if the opponent left a string dangling, this is also good news. You can grab the string, which Cofagrigas shakes to trip the opponent, dealing 10%. Unfortunately, the string will probably be moved out of reach once the opponent gets up, but it serves a nice annoyance to your opponent.​

Up Tilt -- Drop Off​

Cofagrigas uses one of his hands to grab the opponent’s head with similar lag to the Forward Tilt. He then drags them up into the air over the course of a second, before dropping them back to the ground for 12% and leaving them in prone. This also serves as a nice method of getting the foe mummified, because your animated mummies happen to float.

Like the Forward Tilt, this attack has other benefits if you happen to grab a string. He will instead drag the string upwards, tripping the foe for 8% and draggin them right in front of Cofagrigas. From here, you can actually use a Forward Tilt or Up Tilt to further prolong your opponent’s misery. And the longer you’re grabbing them, the more likely they are to get their timer reset…

Down Tilt -- Will O Wisp

Cofagrigas snaps his fingers with one of his hands, creating a small flame the size of a pokeball close to the ground. This deals only 8% and low knockback, and has a fair bit of lag attached on both ends. It serves as a lame poke, and we are looking for something more than that here. You will find that benefit when you use it on a Mummified opponent, who is lit on fire and is dealt 18% and knockback that KOs at 100%. The downside is that it’s still short ranged and laggy, and removes the Mummification effect. Still, at least it’s easier to land than your grab.

Once again though, having a string disattached from the foe makes this attack significantly better. If you light the opponent’s string on fire, then it will travel up to them like a fuse before lighting the foe up over the course of a second. This turns the attack into a wonderful way to light the opponent up and KO them that while requiring more damage is far more reliable that trying to grab the foe.​

Smashes

Forward Smash -- Violent Toss

Cofagrigas cackles before grabbing the opponent in a rather laggy move. After grabbing his opponent however, Cofagrigas skips screwing around with them and slams them behind him, dealing 18%-25% and knockback that KOs at 120%-70%. This move is highly punishable, but it does have quite a bit of range and can be a useful KO move on opponents where string burning or your grab is not an option.

As you might expect, this attack can also grab the string if the foe leaves it dangling for you. He then whips the foe behind him using the string, dealing 14%-20% and knockback that KOs at 160%-105%. It also repositions the foe a good distance behind him before launching them, so if you set up right a last minute re-mummifying is possible.

Up Smash -- Hex

Cofagrigas raises all 4 hands over his head and fire erupts from them, dealing 10%-16% and knockback that KOs at 180%-140%. This has some pretty huge range and is a nice anti-air move, but suffers from a continuing trend of having a fair amount of lag on both ends. The good news is that like in the games, Hex works better when the opponent has a status condition. That means if they are mummified, they instead take 20%-32% and knocback that KOs at 100%-65%. Either way, this won’t hit opponents to your sides unless they are really tall, so it’s mostly just yet another way to protect yourself from air loving foes.​

Down Smash -- Pound into Dust​

Cofagrigas slams downwards with one of his fists, dealing 13%-18% and knockback that KOs at 155%-125%. This as usual has some lag attached, but not quite as much as most of your other attacks, and has some pretty nice range. In addition, if you have any mummies floating around with shadowballs animating them, you can press A during this attack to destroy the mummy furthest and have it release the Shadow Ball it contained. The shadow ball will be aimed at the opponent and deals exactly as much damage as it did when it was placed within the mummy. This is a nice way to use your mummies if you have no interest in mummifying the foe over again.

Aerials

Nair -- Vibrate


With a little bit of starting lag, Cofagrigas vibrates wildly for a half a second, dealing 12% and knockback that KOs at 200%. This has little range and a ton of cooldown lag, making it unreliable, but it works as a GTFO move. Another thing this attack does is if you are within a stage builder block of one of your mummies, it increases the power of their shadow balls, slightly increasing their speed. This actually allows them to go above the maximum and move up to the speed of Sheik’s dash, as well as deal up to 30% and knockback that KOs at 60% from the Shadow Balls. That said, you still ultimately don’t really want to be in the air.​

Fair -- Reel In​

Cofagrigas reaches down with one of his hands 1.5x Ganondorf’s Height, attempting to grab a foe. If he does, he slowly brings them in before tossing them away for 12% and average fixed knockback. While it has good range, this attack is a bit laggier than his tilt grabs, which were never that fast in the first place. Fortunately, however, this is another one of those attacks that grab strings. If he does, he will reel the opponent in like a fish before throwing them away in the same manner. This serves as an effective way to get rid of a foe before you start draggin them back in by the string, if you so please.​

Bair -- Grudge​

Cofagrigas quickly spins around, smacking the opponent with one hand while doing so. This deals 11% and below average knockback, with little lag starting up but a fair bit on the end. This move is mostly just another way to defend yourself in the air, especially in situations where you have opened up for a grab.

Uair -- Painful Twist

Cofagrigas points upwards, dealing 5% and low knockback with great range. For an attack of such little power, it still isn’t really all that fast. Fortunately though, it has a pretty nice perk when used on mummified enemies. In the case your opponent is wrapped in bandages, they will constrict around the foe, dealing an extra 8% and preventing them from using aerials for the remainder of the time they are in the air. This helps you escape your aerial foes, and also puts them in line to get a fresh coat of bandages from your mummies.

Dair -- Escape Route

Cofagrigas faces downwards, before plummeting at an incredibly fast rate towards the ground. On the way down, he deals 15% and a harsh spike to the opponent, and you have super armor during the entirety of this attack. Unfortunately, you suffer a whopping whole second of lag when you land on the ground, making this extremely punishable. But hey, at least your out of the air. That’s not really your favorite place to fight, particularly against an opponent who has not been mummified.

Final Smash -- Coffins of Despair

Cofagrigas cackles as it floats towards the center of the screen, and 4 coffins appear around him. These coffins can be moved around by pressing A, B, X, or Y while tilting the control stick. Each button controls one of the coffins, and holding multiple buttons makes those coffins perform the same action. The coffins fly around at Sonic’s dash speed, and deal 15% and above average knockback when they hit a foe. However, you can also press Z to open one of the coffins. In this case, the coffin opens up, and if the front of it hits a foe in this state, the coffin closes around them. Then you can press any direction to perform that respective throw from Cofagrigas’ arsenal on them. Basically, this attack lets you land multiple easy grabs on the opponent, which is pretty scary considering the sheer power of your grab game.

Playstyle

When you start off the match, the first thing you want to do is make a mummy or two. They make the opponent more uncomfortable attacking you, and you are perfectly content to camp with shadow balls. Of course this is only going to last so long, but the temporary defense is nice. If this somehow screws up and the opponent gets up in your face, you certainly aren't bad at punishing them and making them go away with your air game. As a matter of fact, you have several ways to discourage aerial opponents, to make sure you don't get put in the horrible situation of fighting an unmummified opponent in the air.

Your game gets rolling though, once you get a mummy or two active with shadow balls. Now you're opponent will have to be constantly on the move if they want to avoid being mummified. Which they certainly do, considering all the benefits of a mummified opponent and the fact that they will likely never successfully return to normal. You have many ways to refresh the timer on their status and ultimately keep them a mummy as long as neccesary.

At this stage of the game, take note of all those grabs you have throughout the moveset. Those come in handy considering a mummy can perfectly well wrap an opponent up with them trying to break out of your grip. This doesn't mean you want to stop creating mummies though, although you can focus a little less on it since it's much easier to trap the foe this way.

From the point the opponent is a mummy, you have a fork in the road. You can go for the more risky grab strategy, or try to instead use the string to torture them. We will talk about grabs first. If you want to get agressive and use grabs, you'll want to open yourself up early on, though preferably after the opponent is a mummy. The opponent is most likely not going to let you near enough to them to land a grab at this point, but fortunately you have other methods. You can use the temptation of an easy kill to bait your opponent towards you weak point. Then you avoid it and use your Forward Special to put them right were you want them. You'll rely on punishing your opponent to get this to work, but the rewards of a grab are massive and likely mean a KO.

Alternatively, you can torture the opponent with the string. Using your Neutral A to unravel it, you have now significantly increased the size of your opponent's hurtbox. This means you can torture them from far away while they struggle to fight back. When they do get in close, just threaten them away with your down tilt and shadow balls. When they reach the neccesary percent, light up their new "tail" and watch the fireworks. You could also KO via the Forward Smash or Neutral Special, but this is somewhat less likely.

Ultimately Cofagrigus is a somewhat defensive character who becomes very scary when he sees an opening. He has ways to protect himself from things that would leave him in bad positions, as well plenty of ways to expose an opponent and force them down a slippery slope. A frightening opponent indeed.​
 

gcubedude

Smash Apprentice
Joined
Aug 15, 2009
Messages
83
Holy ice cream sandwich, that’s a lotta Pokesets you got there, Joe. Let’s see if I can make a comment for each one, then I’ll make a comment on all of them as a whole:

Emboar/Bacon
Bacon fits well as the team’s Heavyweight Male Antagonist Female Protagonist. She literally throws her weight around, and she does it well, especially with moves like Heavy Slam, Double Edge, and Hammer Arm. She also makes good use of her Fire-typing, with Blast Burn and Flame Charge. Heat Crash is a cool switch-in attack, both fitting to her character and the playstyle. It’s also very fitting that the only move she has that supports the team is Scald, as generally IMO the team should support the heavyweight, not vice versa.

The only move I see that didn’t fit is Smog; although the idea of sending some smoke upward, then lighting them with Incinerate sounds good, to me, it doesn’t fit Bacon’s playstyle very well, instead acting as a defensive move meant to protect her from aerial attacks. Other than that, the whole moveset works well, both on its own and as the powerhouse of the team.

Overall, an awesome read.

Simisage/Ace
I’ll come out quick and say that I’m not a fan of randomness in a character’s moves, so I didn’t like the random chance of getting a Work-up/Leech Seed, especially when you easily could’ve given Ace control over what seed he uses. To me, when you make something have a random chance of getting a better result, it encourages spamming until you get that better result. Something like “Tap B for Bomb, press and hold for Work-up” and “Smashing Side B gets you a single Leech Seed instead of the Bullet Seed stream” could have worked just as well while removing the random factor.

Other than that, I feel the set is pretty good. Like Bacon, Ace has his role, and he does that role well. He’s not meant for combat, but has enough moves to stall and set up so that he can support the team upon switching out. Magical Leaf and Grass Knot seem like his best trap moves, and of course Work-up Seed and Leech Seed are his support moves that he can leave behind to help his incoming teammate. His switch-out move, Leaf Storm, also provides his partners with a good way to come in, either sneaking in under the cover of the leaves, or combining Leaf Storm with an offensive ally’s switch-in attack to really hurt the enemy.

Overall, a great read.

Krookodile/Rampage
So far, each Pokemon seems very fitting to its designated role in the team, and Rampage is no exception. He does seem similar to Bacon, yet he has more control in his moveset, whereas Bacon was simply a powerhouse. His powerful mid-range moves, like Earthquake and Dragon Tail, give him options for attacking from a safe distance, while Shadow Claw and Crunch make him scary at close-range as well. Dig gives him a stealthy method of approach/attack, which mixes well with his playstyle. His switch-in attack is both fitting to the Pokemon and the playstyle, and works well with his Moxie, which is a very fitting ability that’s well thought-out.

Overall, an excellent read.

Archeops/Arrow
The glass cannon of the team, Arrow is pretty strong, and like Moxie on Rampage, Defeatist is both fitting and well thought-out. His moves are all powerful, and the way most of his ground moves leave him in the air, ready to swoop forward with his aerials, works well. Acrobatics is powerful, but isn’t overwhelmingly so, as it has some weakness, which in a way embodies Arrow himself; super powerful, but with a hidden weakness. Other noteworthy moves are Thrash and Head Smash. Thrash’s ability to be angled like that makes it a good mix-up option, as your opponent won’t be sure if you’ll end up in the air, or stay on the ground. Head Smash is a good move, and like Thrash, the option to use the high-power version at the risk of falling fits the overall playstyle. U-Turn also makes for a good switch out move; it shows that even on the retreat, Arrow will be hitting the opponent hard and fast. Also, I enjoyed how in the playstyle section, you mentioned the option to use him as a suicide lead, which is something I would actually do.

Overall, a great read.

Eelektross/Havok
The ranged specialist of the team, Havok makes me think of a long-range Bacon, with a little less power, but more status abilities than just Burn. Acid Spray gives him a great way to both improve his offense and support his team, and Charge Beam can further compliment his offense by increasing the range and power of most of his moves. Similar to Rampage, he has some good range in his normal attacks, such as Crush Claw and Shockwave. Zap Cannon is one of his cooler normals, and one of his more fitting moves. The only little bit that seemed a little out -of-character was Giga Drain, as it doesn’t make much sense for a ranged character to have a close-range absorption move IMO.

There is one other problem that caught my eye: in the description for Magnet Rise, the Up B, you mention how it can work with his Nair, waaaay before the Nair.

Overall, an awesome read

Reuniclus/Cell
My favorite of them all, Cell fits the “Controller” bill very well. She has invisible timed traps (Future Sight), barriers (Light Screen and, to an extent, Reflect), healing moves (Recover and Pain Split), and two stationary projectiles with a lock-on feature (Psyshock and Shadow Ball). Outside of that, she even has some pretty unique control methods. She can prevent an opponent’s setup with Snatch, set up a unique assist-type move with Secret Power, or just make her enemy lose control with moves like Dizzy Punch, Confuse Ray, and Imprison. IMO, Cell could’ve had her own moveset outside of the team, and it would’ve been really good (of course, you’d have to change Secret Power). Speaking of, Secret Power is also one of the coolest moves I’ve seen, as it allows each other member of the team to support her in their own unique way, while she can support them with her traps, barriers, and status moves. Well thought-out and finely executed set

Overall, a fantastic read

Pokemon Trainer JOE!
Yes, it’s a long read. And yes, a good portion of the overall set is generic (IMO, Ace is the worst offender, while Cell is the one who’s the least generic). However, when you look at the team as a whole, you can see that each teammate, no matter how similar to another, serves a different role than the others. Some pull their role off better than others, but then, with 6 full movesets for each Pokemon, you’re bound to have a difference in quality. Still, they’re all good movesets individually, and they’re even better when you consider the team interactions. 120 different teams makes for a lot of different team playstyles, as you touched upon in your examples ( I loved how you names each one after an MYMer, nice touch!). Although it took me a whole day to read the entire set (I obviously took breaks), it was well worth it.

Also, I did read the extras, and I thought they were very cool. I like how the dragons have many similarities, yet are different in a few aspects that distinguish them from one another. Also, I absolutely adored the way you made your playthrough into a story, with the descriptions of your battles and your travels throughout the whole set, but the story in the extras was the best part. Kudos for actually putting so much thought into the extras.

Overall, a wonderful read.

(Also, in case you're wondering, my order of liking them is Cell > Rampage > Bacon > Havok > Arrow > Ace)
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Just letting you all know I'll be out of town until Wednesday afternoon...not really a big deal, but if your sets don't appear advertised in the OP, now you know why.
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
I am a tree. I won't budge.


Hostile Elder Oak

Hostile Elder Oak is a random enemy from the MOTHER series found exclusively in the Deep Darkness area of EarthBound and is an upgraded (Read As: Palette swapped) version of the Territorial Oak enemy encountered earlier in the game. Hostile Elder Oak is capable of attacking via PSI abilities and physical attacks. It also has a strange habit of, like its lesser versions, randomly bursting into flames upon dying causing MASSIVE damage to the party unless they skip through the EXP screens very quickly. In case you're wondering why Hostile Elder Oak is getting a moveset...it's because I randomly wanted to make a moveset in a short period of time like Junahu and n88 did. Thus, random page on the EarthBound Wiki (after surprisingly giving me Ultimate Chimera -AGAIN-) gave me this guy. Strange, no? So yeah, one day moveset for a tree...ohhhhhhhhhhh boy...


Stats

Size<15
Weight<15
Fall Speed<10
Traction<10
Ground Speed<1
Jump Height<0
Air Speed<0
Air Control<0


As mentioned before, he is a tree. He won't budge. Hostile Elder Oak (from here on out called simply "Oak") is a massive character with a massive amount of weight to him. Standing two Ganondorf's tall, Oak is quite the imposing character. Like Item Tree before him, Oak acts as a solid wall and a platform for people to stand upon although attacks that strike his foliage do no knockback or flinch. Unlike Item Tree, Oak cannot jump. At all. He also falls like...well...a tree if he happens to be knocked off stage. With that said, he's a fair bit larger than Item Tree and a fair bit heavier...so he shouldn't have any problems fighting foes, even without silly jumps!


>Special Attacks<

Neutral Special<Brainshock α

In-game, Brainshock is an ability that Poo can learn to "make enemies feel funny." Poo isn't the only one to learn this move however; Hostile Elder Oak also knows it! When Oak activates this attack, an eerie yellow glow will shine from his eyes, affecting any enemy a Battlefield platform before him that is facing him (regardless of whether they're on the ground or in the air). So how does one translate "feeling funny" into Smash? Well...when hit by this move, opponents will act as if they're under the affects of Luigi's Negative Zone but obviously not to such an extreme. Characters will either fall asleep, enter a broken dizzy animation or begin taunting uncontrollably for the next second and a half.

Regardless of the outcome of this move, all three results end up giving Oak time to do whatever he needs to do or leaves the foe vulnerable to attacks. Again, regardless of the outcome, Brainshock α does no damage at all to the opponent.


Down Special<PSI Magnet α

The only other PSI ability Hostile Elder Oak gets is only similar in name to Lucas'/Ness' Down Special...it should be considering it's the same base move! Unlike their PSI Magnet however, Oak's magnet takes the form of mobile points of glowing blue energy that...wait...they look like acorns?! Well yes, oak trees typically make acorns, so it makes sense that an acorn would act as his PSI Magnet, no? Regardless, pressing this input causes Oak to shake as a bumper sized glowing blue acorn drops from his leaves and lands directly beside him. Once again unlike the psychic kids' PSI Magnet, Oak's PSI Magnet saps life out any foe who stands over it at the rate of 5% per full second. Needless to say that's a pretty nasty amount...so you'll want to avoid contact with them at all costs. Hostile Elder Oak can have up to four of these PSI Magnets on stage at once...so things may get a bit cluttered...


Side Special<Autumn's Curse

Shuddering for...whatever reason, Hostile Elder Oak sheds a bunch of leaves to both sides of him, causing him to thin out a bit up top. Contact with these leaves deals a very weak series of 2% hits...but because a ton of leaves are falling down, you're likely to get hit a bunch if you happen to be too close (and will get hit a -TON- if you're actually standing on top of him!). Hostile Elder Oak can only use this move four times before all of his leaves fall out...after which he'll have to wait a whopping thirteen seconds before his leaves regrow. Needless to say, without lofty leaves on his branches, opponents will be unable to stand upon Hostile Elder Oak, instead bouncing off his prickly branches, taking minor knockback and 5% damage. In addition to this, any foes standing on Hostile Elder Oak will be shaken out of his foliage if they're standing on him while he uses this move.

Leaves that fall to the ground land in a pile roughly the size of a bumper on its side and will last for approximately fifteen seconds meaning that more than four piles won't stack for long. So what do piles of leaves do? Seems rather silly...no? Well they slow down opponents who wade through them ever so slightly...but because they're so small, it's somewhat pointless...hmm...maybe this isn't going anywhere....


Up Special<Combust

Oh right! Hostile Elder Oak has the ability to randomly and spontaneously combust! When you press this input, Hostile Elder Oak will let out a depressing cry as he instantly bursts into flames! Anyone standing nearby will take massive damage (about 23%!) and high knockback! Anyone foolish enough to be standing in Hostile Elder Oak's foliage will be trapped in the flames taking even -MORE- damage than normal (roughly 28%) and eventual high knockback! An -INCREDIBLY- powerful move that can easily be used for scoring ko's.

...but...you're a tree. Igniting yourself. That's...not so bright. Yes, Hostile Elder Oak usually does this upon dying...but in Smash, he ain't dead yet! Of course, he will be very quickly if you screw around with this move too much. Upon using this move, all of Oak's foliage will burn away rapidly (as mentioned above) leaving him unable to use his Side Special for a whole thirteen seconds! Not only this...but Hostile Elder Oak will take a massive 3% per half second he's on fire! This adds up very quickly so make sure you hit with this move!

Of course...there's more than one way to hit with this move. If used within a Kirby width of a pile of leaves, the fire will spread to them! This can cause the fire to quickly spread across the stage, dealing decent damage (7%) and minor knockback to anyone who makes contact with them! Unfortunately...you're still a tree in a sea of flames...so make sure you leave some room to breathe before you cause a forest fire...wait a second...room to breathe...?


>Smash Attacks<

Side Smash<Gust of Wind

Inhaling deeply, Hostile Elder Oak takes in a deep breath of air into his...lungs? Maybe? Either way, once the Smash is released, Oak exhales the air directly before him, pushing enemies forcefully away with a strong gust of wind! This does no real damage at all but does push them a considerable ways, even more so if fully charged (being more powerful than even FLUDD at full charge). Of course, pushing and shoving your opponent isn't going to get you very far...but blowing other things may get you some very nice benefits.

For example, if Oak blows his leaf piles around, he can easily spread his fire fuel across the stage. Or even better, if Oak blows on burning leaves...he can blow burning debris across the stage! Getting hit by these burning leaves deals the same amount of damage as stepping on a burning pile making it an incredibly deadly attack.

As one final use if Hostile Elder Oak uses this move three times while ablaze, he'll manage to put himself out! Considering how laggy this move can be however...you'll still be ignited for quite a while, so even though you can save yourself with this move, you'll still take a massive chunk of damage from bursting into flames at random.


Up Smash<Viper Rain

Shimmying slightly from side to side, Hostile Elder Oak shakes loose two highly venomous snakes from his upper branches that fall to the stage at either side of Oak. These snakes are roughly the size of a Super Scope and will travel about the stage at Mario's walk speed, following enemies along the ground while trying to bite at them. If a snake bites an opponent, they'll deal 5% right off the bat and 8% over the next eight seconds. Each snake has between 10-30% stamina (depending on charge) making them rather easily swatted away at minimum charge. To make matters worse, Hostile Elder Oak cannot summon more vipers until the original two die, so you'll want to be a bit strategic about just throwing this move out there.

If Hostile Elder Oak has no foliage, he'll simply open his mouth wide and cough out a single viper instead of the two this move would normally summon. This is a pretty fair exchange though for the benefits that can occur during your foliage-less time. What this means is, if a viper is exposed to flames created by Hostile Elder Oak's Up Special, it will, obviously, catch fire as well! A flaming snake running around the stage is quite the nasty distraction though! Like the Oak himself, the viper will take damage while on fire (1% per second) but will also become a high priority hitbox that deals 9% damage and medium knockback if an opponent touches it. Of course...a clever opponent may simply make your own viper reignite you once you're out...so don't be afraid to blow them away with your Side Smash!


Down Smash<Root Ripper

Shuddering once again, Hostile Elder Oak seems to sink into the ground a slight bit, actually lowering his height ever so slightly as he does so. Once this Smash attack is released, Oak will make his incredibly sharp, Kirby-height, roots jut out of the ground in an attempt to stab a foe! The amount of time this move is charged actually determines just how far out the roots go to either side. At minimum charge, the roots appear about a Kirby width away...while at full charge, the roots shoot out a full Battlefield platform away!

Regardless of the charge, getting stabbed by these roots will deal 14-21% damage (yes, charge also affects damage for this Smash too!) and will knock the foe into prone. If Hostile Elder Oak's roots happen to make contact with a flame from any source (most likely your own), Oak will let out a cry of pain as his roots start jutting out very rapidly, dealing three solid hits of 8% each with flinching knockback except on the third hit which deals a nasty bit of knockback. Of course, this will also ignite the Oak if he wasn't already, leaving him burning during this rather lengthy attack animation....use as your own risk...


>Standard Attacks<

Neutral Combo<Fanning The Flames

A fairly basic attack when used normally, Hostile Elder Oak arches forward slightly as his branches start swinging towards the foe. Typically, he takes two swipes before righting himself. Each swipe deals 5% damage and slightly backwards knockback...but it's a fairly laggy jab that is really of questionable use...

Unless of course there are flames before you. If this move is used under that circumstance, Hostile Elder Oak will fan the flames while attacking causing them to roar up to a Ganondorf in height! Of course, you'll want to use this from a same distance so you don't engulf yourself in flames again...but if used properly, it's an effective anti-air wall of flaming death.


Dash Attack<He's A Goddamn Tree; Why Is He Dashing?!

Flying into orbit, Hostile Elder Oak circles the globe about four to five times before crashing back down onto the stage. This, obviously, causes the bodies of several dead air pandas to fall from the sky causing high death to anyone who touches them as well as 153531%. He's a tree. Trees don't dash.


Up Tilt<Foliage Thrash

A very simple Up Tilt but one that is of the utmost importance to Oak. You see, the air is a scary place for a tree...and enemies attacking him from the air are quite scary as well. And because...ya know...? Trees can't jump...Oak needs some form of aerial protection. Fortunately, this move provides a damn fine anti-air for those pesky foes. Rearing back a slight ways, Hostile Elder Oak lurches forward, attempting to swat the foe away with his upper branches and foliage; essentially, he's smashing you with his head. Getting hit by this massive hitbox will deal 11% damage and medium downward knockback, usually swatting enemies out of the air with ease.

If used while ablaze, Hostile Elder Oak sends a Kirby sized ball of flame and leaves launching in a forward arc as he lurches forward. Hitting this will deal a solid 8% damage and light horizontal knockback. A pretty dangerous addition to this move that can also be used to ignite leaves just out of reach of your initial burst..


Side Tilt<Bark Barrier

Pressing this input will cause Hostile Elder Oak to shudder as a wall of roots as tall as Ganondorf appears directly before him after a moment of delay. Any opponent hit by this wall will take a small 5% damage and slight horizontal knockback...but that's hardly the point of this move. As you probably are able to tell, Hostile Elder Oak is an incredibly large target and, due to his incredibly limited mobility, is very vulnerable to projectile keepaway.

This is where the prime use for this move comes into play. Bark Barrier will essentially protect Oak from any projectile or physical attack that isn't fire based. Lasers, arrows, eggs, anything but explosives and fire attacks will be blocked. Of course, fire attacks will burn right through the wall, limiting its usage sadly. If this wall is ignited by any attack, it remains in place for about twelve seconds until it burns to the ground. Until it does, it acts as a wall of fire that deals 6% and small horizontal knockback to those who touch it.


Down Tilt<Deep Rooted

A purely non attacking tilt, upon pressing this move, Hostile Elder Oak's roots will shoot out of the ground before shooting back in and locking him firmly in place. This is a fairly laggy visual hint for what the move is doing...and it makes him an even more effective tank character by rooting him in place! Yes, using this move will give Hostile Elder Oak 50% worth of super armor! You read that right, 50% worth.

Essentially, Hostile Elder Oak will be even -LESS- moveable for 50% worth of damage...but do note, this move doesn't exactly make you invincible. Once you take 50% worth of damage, Hostile Elder Oak will be forcibly uprooted! At this point, he's very, very vulnerable to being ko'd during his two seconds of stun! To make matters even worse, his weight is ever so slightly decreased making it much easier to uproot him! You're probably best off using this move during any set up period of time you may have...as using it while on fire is a death wish....


>Aerial Attacks<

Aerial<Oh God Flying Trees

What on God's green earth is a tree doing -OFF- God's green earth?! Either way, you goofed up big time and -SOMEHOW- you're in the air! So what does a tree do in the air? Fall. And freakin' fast. Hostile Elder Oak has -NO- real attacks in the air...but he still keeps his attributes! He's a solid goddamn wall of tree and, if he lands on an opponent while falling, he'll deal 25% damage to them and high upward knockback! It's pretty goddamn powerful...but what're the odds of falling on a foe who just smashed you away? Of course...a crazy Hostile Elder Oak player could simply walk off the stage and try and take the foe beneath him as they fall.


>Grab Game<

Grab<Snag

An incredibly simple grab but an incredibly useful one none the less...one of Hostile Elder Oak's more flexible branches reaches down and pokes into the foe's clothing (if they have it) or their eye if they don't (that'll teach 'em not to wear pants). This has surprisingly good range (about that of Yoshi's grab) but can be ducked quite easily because of Oak's height. Once snagged, Hostile Elder Oak can direct his branch around at Ganondorf's walk speed, hauling the opponent with him! This does 1% per half second the foe thrashes about trying to loosen themselves...but has a much better use...

What do humans do with stuff on a stick? Freakin' roast it! That's what! Holding an opponent over an open flame will deal crazy rapid damage 4% per half second and, because this grab is twice as difficult to break out of than a normal one, this damage can -REALLY- add up! Of course, if Hostile Elder Oak is on fire while he uses this, he'll be dealing 3% per half second simply by holding them! It's a pretty powerful grab if used properly...but using it properly is the tricky part...


>Final Smash<
>Forest Of Flames<

Hostile Elder Oak got the Smash Ball! The hell did that happen?! Anyway! Once you press the Special button, Hostile Elder Oak lets out a creaky groan while the camera zooms in on him. Once the camera zooms out...oh God! A swarm of -FIVE- Territorial Oaks (also known as Big Woodoh in Japan) have appeared on stage! These guys are roughly half Hostile Elder Oak's height...but just as deadly! They'll slowly wander about the stage as the action continues as usual, acting as annoying solid walls that will force your opponents to leap over them (and probably get up tilt'd out of the air!). But that's hardly the main catch...after six seconds, all of the Territorial Oak's will burst into flames much like Hostile Elder Oak himself! This does crazy knockback to anyone nearby and engulfs pretty much the entire stage in flame (Hostile Elder Oak included!). It's a sacrifice but it essentially makes the ground unusable for other players. Why? Because the Territorial Oaks fall over on the stage, remaining for the next fifteen seconds as hazardous flaming obstacles of death! Of course, Hostile Elder Oak's going to be taking a massive amount of damage due to the fire...but hey, it's a give and take Final Smash, ya know?


>Playstyle<

So! How do you play this seemingly random as hell tree? Well, that's up to you really. It's truly a pick and choose kind of thing. The first option is set up. Hostile Elder Oak probably wants to set up as many of his abilities as he can at one time. Using his Side Special and Down Special to throw out his leaves and PSI Magnet acorns is probably something you'll want to do...but make sure you're not just throwing out leaves willy-nilly or you'll easily screw up your own plans. Vipers are another annoying pest that you'll certainly want to toss out before you lose your leaves, otherwise you're instantly putting yourself at a disadvantage. Once your stuff is out, position them properly via Side Smash. You'll have to control your charges to determine how far your tools will blow as Oak chasing them down and moving them to exact places is not Oak's strength at all. Hostile Elder Oak will -PROBABLY- want to root himself during this time so the foe isn't constantly flinching him out of his attacks. You may be heavy enough to survive them with ease...but getting hit during attacks will still be very annoying.

Once you've placed your stuff...you'll probably want to ignite. Igniting is a massive gamble for Hostile Elder Oak that is somewhat balanced out by his incredible weight. While you'll be taking massive damage, it won't outright ko you...so you can survive if you keep your opponent under your green thumb. When you ignite, most of your traps will probably ignite with you. Fanning the flames of burning leaf piles or blowing them into the foe via Side Smash is probably your best bet when it comes to putting the pressure on the foe with flaming debris. Of course, flaming vipers chasing them down will also do a solid bit of pressure of their own. Opponents foolish enough to try and rush through the flames will be stopped dead by either a well timed grab, side tilt, up tilt or a Neutral Special. Any of these options (Neutral Special or Up Tilt especially) are useful for keeping the foe where you want them as they both act as effective anti-airs. Down Smash also works to control where your foe is as it's hard to notice he's even using it before it's too late!

In short on damage racking...Down Special, Side Special, igniting, grab game, vipers, Down Smash or your flaming traps in general will all do a nice job of causing chaos for your opponent and damaging them like crazy! When it comes to ko'ing...Hostile Elder Oak has a few options here too. Obviously igniting yourself will do massive knockback to your foe, making it a prime ko move. If you manage to knock a foe off stage, unless they have a godlike recovery, they'll be dead for sure. Since Hostile Elder Oak is a solid wall, he's essentially the ultimate gimper...especially if you're ballsy enough to simply walk off the edge and fall on top of them!

It's not exactly the most glorious of gameplans...but it's a tree. You can't really expect him to be some super mastermind of the fight. He does what he can and tries his best. Remember, he's just a tree...

>Alternate Costume For Geto<
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
1908-0105-4965
Needs to be more rock-ish^^^




Edit: I love you
:phone:
 

MarthTrinity

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

"My, my. All those hands just for me? Go ahead and wrap me up tight..."

Now I admittedly haven't read Hoppip yet but I've heard some very good things about it. Instead of commenting the set with all the comments though, I'll write up one that hasn't gotten any yet (sorry JOE, will get to your sets eventually!). One blatant complaint that's somewhat annoying to me is how often the set itself is spelled incorrectly. I apologize for complaining about such a random thing...but constantly through the set you spell it "Cofagrigas" instead of "Cofagrigus" as it's spelled even at the top of the set (and is spelled that way in the set until the grab game). Not a major problem or anything like I said before...it's just a consistency thing really. Ideally we'd all call it Desukan because its American name is just plain stupid (seriously, when it was first revealed was going to make a set for it too but stopped when I discovered its American name).

Onto the set itself, you've got some expect concepts for the chosen Pokemon, namely turning the foes into mummies via his signature ability. While I personally don't have that big of a problem with it, I could see some of the others having problems with the fact that he can mummify the opponent via multiple inputs. Personally, I like the multiple options for different situations myself, but others have had problems with similar things in the past. I find Shadow Ball actually giving the mummies "life" a tad bit weird seeing as it's just a ball of shadows....I personally feel that Ominous Wind would've been more appropriate doing what Shadow Ball does...but I also like the interactions Ominous Wind has as is so I'm not sure if I'd like it better changed or not. Snatch admittedly also seems somewhat bland for a Special...seems like something better suited for his Grab or perhaps even a Smash or a tilt.

I'm also very uncertain as to why anyone would want to use any throw other than his Up Throw. While you -MAY- be getting ko's slightly earlier with his Forward Throw...Cofagrigus does some pretty insane damage anyway...and having a kill method that takes care of foes at 70% minimum leaves little reason for the foe to do any gimping or anything like that. The whole "string" deal felt a bit gimmicky for my taste. Cofagrigus' whole deal is swallowing people up so he can mummify them, why does he want to unwrap them?

Regardless of how I may appear in comments (I tend to play devil's advocate, even for sets I very much enjoy), I did enjoy Cofagrigus' core mummy concepts as well as his interactions with Ominous Wind and the unique grab game. Part of me wishes there was a bit more in the set about controlling his multiple arms to snare enemies instead of grabbing random strings of fabric but that's very probably just my own bias considering I had my own ideas for how he could play and it was rather different than this take. Of course, I don't want to let my own concepts get in the way of yours. While I may not really enjoy certain aspects of the set, others I enjoy quite a bit. Overall, I can see why the others praised you for your previous set. I find it a tad strange that you've lurked since -MYM2- and have -JUST- made a SWF account all the way in MYM10...but regardless, your quality is quite nice so I certainly encourage you to keep it up. Good work here.



Colors Sonic

"The fastest thing alive? How sad. Speed only matters so much if you don't have endurance..."

First of all, let me thank you for actually bothering to explain what happens if Sonic just so happens to use a move when he lacks an appropriate Wisp. I have no idea why I appreciate this as much as I do...but I do. It's a nice little "Oh hey, I know I've got a lot of stuff here but this is what happens when X isn't possible." It's something so many people skip on random stuff (myself very easily included there) and it's nice to see people thinking about how their sets work down to every little detail. Speaking of little details, the fact that Sonic pretty much uses his old Brawl moveset if he doesn't have an appropriate Wisp equiped when he uses it. It makes the moveset feel like much more of an added concept to Sonic's existing set than a total dismissal of his original ideas. The main plus Colors Sonic gets is the fact that all these abilities sound very fun simply to play around with. Now, I haven't played Sonic Colors myself...but I've heard good things...and I assume that a lot of these Wisps are direct translations of their in-game abilities? Either way, there's a lot of variety here that makes this Sonic just sound -FUN- to play. Whether it be traveling around walls as a spikey pink ball or floating about the stage as a purple black hole (wait, what?), it all sounds actually amusing.

I also very much appreciate that you went through the trouble of listing out possible combinations the players colors can create instead of just implying they could be used together or something like that. The Specials and their interactions are certainly the highpoint of this set and seem very fun to just toy around with. With that said, I have a feeling that I could never really -MAIN- Colors Sonic. He personally feels rather unfocused to me, what with his playstyle essentially being "he can play any way." While this is certainly acceptable for messing around with, people who actually wanted to use Colors Sonic seriously are essentially screwed by his "jack-of-all-trades-master-of-none" playstyle. Sure he -CAN- play all kinds of playstyles...but how well does he and is it really worth the effort. Something I -REALLY- wish you hadn't given up after the Specials was color coding stuff. In the Specials, you color coded the different Wisps in the moves...elsewhere, it's just mentioned. Not a major complaint...but when you have nine colors to go between and must remember what they do while only loosely remembering their effect on the move I'm using (let alone wondering if the move even changes the move you're using) makes Colors Sonic sound a bit...well...random.

Again though, devil's advocate. Colors Sonic is a fun spindash on the actual Sonic the Hedgehog while trying to retain his "base" within the set as well. It certainly feels a lot more ambitious than your previous sets, what with making essentially three inputs for each move and a switching mechanic to shuffle them up...yeah, certainly seems far more risky than your previous movesets. Overall, Colors Sonic certainly seems worthy of the praise it's already gotten simply because it'd be fun to toy around with if it were actually real. The playstyle is admittedly nothing to write home about (saying you can do pretty much do anything), feels sort of like a cop-out to me but oh well. It's a fun read with some fun sounding abilities. I haven't read Sora yet but I'm hoping that one's even better (which I assume it should be).



Anti-Venom

"Yawn...Eddie was much bigger than you; he didn't need big guns to make up for a small one..."

Character bias aside (as I personally think Black Ops Venom is rubbish compared to Eddie Brock Venom), I'll try and comment this set without considering that. With that said, Venom has some major problems going right into it. The most glaring of which is his Special Mechanic which is, essentially, tripping+. I absolutely hate the idea of having to fight the computer for control over the character I picked regardless of how in character it may be. The mechanic really needs to go in my honest opinion. Fifty seconds per stock of free will then having to fight the CPU to even do basic attacks is horribly awkward and encourages your opponent to simply avoid you until you're incapable of doing what you want to do at will. As for turning into the real legit totally badass awesome Venom...does it just have GW's moveset or something or is it just generic brute force smashing attacks? I know it's not controlled by the player but it'd still be something nice to include so that other players know what to avoid.

Moving past Venom's mechanic...Web Swing and Zip Line both sound fun to play around with...but with the constant 50 second timer looming over your head constantly, it doesn't seem like you'd have much time to enjoy them. If nothing else the mechanic balances out their ability to webswing forever. Really, the Specials, sans Spidey Sense, all sound quite fun to toy around with...but you're hardly given the time to do so. Moving on, a lot of Venom's attacks seem...well...quite bland really, heck, you even have the obligatory flip kick up aerial. The whole webbing them to the ground and then ripping that chunk of ground out via Down Smash was also somewhat weird...one would think Venom would use that time they're stuck to beat them down as his playstyle essentially seems to get up in their face and take them out quick with heavy hits before the mechanic ruins your day forever.

Overall...I can't say I'm a fan of this set. Even though I wasn't a huge fan of Spiderman earlier in the contest, it had similar concepts with more freedom to them (IE: No crippling mechanic) which would ultimately make it more fun to play as. Venom's playstyle seems rather basic (which isn't bad really) but ultimately it boils down to him not being very fun to play. As I said before, I don't want to fight the computer when it comes to actually playing the character -I- picked.


Will post some more comments here as they come. Unlike Rool I'm not as polite as to post my comments all in one place. Plus nobody will go back for -MY- comments. ='(
:013:
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
MEGA YANMEGA

The balance complaints I had in the recap were amplified upon fully reading this set, if anything. One true projectile is all he needs to have unstoppable camping with his infinite flight and movement, and aside from that he can do lots of melee camping with his ranged disjointed/semi projectile hitboxes anyway. If the foe ever manages to get to him, a random uproar hitbox will defend him or he will laglessly escape with a side aerial. He’s also perfectly capable of just fanning over dsmash particles over for further camping, or just using them to overlap himself with a hitbox to 100% cover his hurtbox with hitboxes in the rare instance Uproar doesn’t defend him. Yes, these defense mechanics give him more than enough to defend him for the whole 2 seconds he lands with no chance whatsoever of being interrupted, much less when he can charge up to go aerial for 20 seconds. Hell, he could win pretty easy by bloody stalling.

The intended playstyle is somewhat interesting with the unique hit and run, but Roonahu want me to come to my own conclusions on the moveset, remember? There just isn’t enough incentive to play the way you intended with all of these exploits in the set, and even ignoring that the main concept of Pursuit is rather flawed – Pursuit is inevitably going to take you directly into the foe’s face in an instant with Yanmega’s obscene movement speed, and Yanmega is best at pestering the foe from a slight distance and would get obliterated in the foe’s face. Sure, he’s like Doppelori in the sense he wants to damage the foe as he approaches in your ideal vision, but he’s just far too fast to have any time to do that before he just gets an fsmash to the face. The Side Aerial is hardly enough to save him when he’d probably reach the foe during said move’s ending lag.

STILL HAS MORE INPUTS THAN SONIC AND TAILS

Zigzagoon’s concepts of chucking throwing items at the foe is decent if only for having to steal them from the foe before the enemy throws them rather than bouncing them back after the enemy does so, as it gets the enemy player far more involved in Zigzagoon’s game as an active participant and makes Zigzagoon’s playstyle that much more legitimate. The zigzagging is of course another good aspect of the set, managing to give Zigzagoon an advantage in the usual game of catch simply by having better dodges – these dodges also enable Zigzagoon to have any degree of unpredictability at all which he desperately needs with so few inputs, considering the likes of Sonic and Tails are as predictable as a Pikachu spamming Down B. Obviously, though, it feels rather random for such a character to not have a full set, with the excuse being a cop-out on the author’s part due to the set being rushed. Of course, a full Zigzagoon set would probably be worse than this, considering lord knows what you’d do with all the extra moves on such a boring character. But that was the point of the challenge you took, wasn’t it?

MUK

Goomba’s no aerials feels worse than Zigzagoon’s lack of inputs in general, seeing it’s on the fence and can’t decide which approach to take. At that point, you were pretty obligated to go all the way. Considering how (intentionally) generic most of the set is anyway, there’s hardly much point to not include aerials. You do a good job of catching the underpowered feel and coming up with an actual unique concept in the set with the idea of pity Final Smashes, but the rest of (Read: The entirety of the set outside one move) the set doesn’t really do the job all that well when the underpowered aspect of the moveset is just number crunching – there’s hardly much of a feel of the defeatist attitude you were going for in the moves themselves, and there is definitely playstyle potential in an underpowered moveset. In the least, you could’ve played off of getting squashed more.
 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
Chen:
I can't decide whether to classify this as a serious set or a joke set. Obviously there's plenty of problems with it between generic attacks and no real play style, but the individual moves don't really seem crazy enough for a robo-link style joke set. I suppose as a joke set it goes a bit meta (random interactions that make little sense, particularly the 1-hit KO with the bike, completely OOC and even more random props in the grab game, generic attacks, and lots and LOTS of random creativity) in poking fun at the common problems in sets, but in the end, it doesn't feel like there was much payoff for reading it.
 

Chaos Swordsman

Smash Apprentice
Joined
Sep 15, 2008
Messages
174
Location
In your closet.
Thanks for the comment, MT. Glad you enjoyed it.

I'll warn you, Sora's set is not very good, because I had very little time to make it. Sadly, it'll be my last one for this contest (and apparently it won't even count, since I can't add a picture from my Wii. Blargh...)

However, come next MYM, I'll have 4 more sets, (two of which will be remixes of Ashley and Geno, so please feel free to make better movesets of the ones I practically stole from you), and after that, I'm done. Seriously, MYM's like a drug. I gotta quit after I get the last of these ideas out of my head...
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
503
Cofagrigus

"My, my. All those hands just for me? Go ahead and wrap me up tight..."

Now I admittedly haven't read Hoppip yet but I've heard some very good things about it. Instead of commenting the set with all the comments though, I'll write up one that hasn't gotten any yet (sorry JOE, will get to your sets eventually!). One blatant complaint that's somewhat annoying to me is how often the set itself is spelled incorrectly. I apologize for complaining about such a random thing...but constantly through the set you spell it "Cofagrigas" instead of "Cofagrigus" as it's spelled even at the top of the set (and is spelled that way in the set until the grab game). Not a major problem or anything like I said before...it's just a consistency thing really. Ideally we'd all call it Desukan because its American name is just plain stupid (seriously, when it was first revealed was going to make a set for it too but stopped when I discovered its American name).

Onto the set itself, you've got some expect concepts for the chosen Pokemon, namely turning the foes into mummies via his signature ability. While I personally don't have that big of a problem with it, I could see some of the others having problems with the fact that he can mummify the opponent via multiple inputs. Personally, I like the multiple options for different situations myself, but others have had problems with similar things in the past. I find Shadow Ball actually giving the mummies "life" a tad bit weird seeing as it's just a ball of shadows....I personally feel that Ominous Wind would've been more appropriate doing what Shadow Ball does...but I also like the interactions Ominous Wind has as is so I'm not sure if I'd like it better changed or not. Snatch admittedly also seems somewhat bland for a Special...seems like something better suited for his Grab or perhaps even a Smash or a tilt.

I'm also very uncertain as to why anyone would want to use any throw other than his Up Throw. While you -MAY- be getting ko's slightly earlier with his Forward Throw...Cofagrigus does some pretty insane damage anyway...and having a kill method that takes care of foes at 70% minimum leaves little reason for the foe to do any gimping or anything like that. The whole "string" deal felt a bit gimmicky for my taste. Cofagrigus' whole deal is swallowing people up so he can mummify them, why does he want to unwrap them?

Regardless of how I may appear in comments (I tend to play devil's advocate, even for sets I very much enjoy), I did enjoy Cofagrigus' core mummy concepts as well as his interactions with Ominous Wind and the unique grab game. Part of me wishes there was a bit more in the set about controlling his multiple arms to snare enemies instead of grabbing random strings of fabric but that's very probably just my own bias considering I had my own ideas for how he could play and it was rather different than this take. Of course, I don't want to let my own concepts get in the way of yours. While I may not really enjoy certain aspects of the set, others I enjoy quite a bit. Overall, I can see why the others praised you for your previous set. I find it a tad strange that you've lurked since -MYM2- and have -JUST- made a SWF account all the way in MYM10...but regardless, your quality is quite nice so I certainly encourage you to keep it up. Good work here.
Glad to see you at least sort of liked the set. I've honestly been waiting for a decent critique since I joined, since I'm pretty sure that's how you improve. The spelling I can fix, and as for the string, it was just a clever idea that came to mind and I thought would work as an alternate use for the Neutral A. It is a bit out of character I suppose, but I thought it was a clever idea when I was making the set and ran with it. It's mostly just for when the grab game is too risky to pull off anyway. Anyways, thanks for the comment.

Also, Warlord why aren't you commenting. Do you want me to admit I'm DM or something?

Hostile Elder Oak
I would say this is a bit better than the other "character who seems impossible to put into Smash Bros" sets, though since I'm not a fan of either of those that's not saying much. That said, the old Oak here has quite a bit of playstyle and flow, even if it's not the most advanced playstyle in the world. As you said, he's a tree. What are you expecting? It's a little bit of a generic trap/minion character too, I suppose, but the interactions are still unique and interesting in their own right. I find it kind of bizarre how much he seems to enjoy being on fire, but that's just me nitpicking. Good work here.
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
503
I'm actually not DM, but it's alright if you guys believe I am. But no that is not me admitting.
 

StreamOverlord

Smash Rookie
Joined
Aug 25, 2011
Messages
2
Evil Naruto

Evil Naruto:


Description:
Evil Naruto was created by the Curse Jutsu Master in the game Naruto Shippudien: Ultimate Ninja Storm 2 as the Ultimate Ninja from all the chakras of the 37 Curse Dolls that were recollected and used Naruto,s chakra because of what the Curse Jutsu Master sayed when he was found beaten by his greatest creation that off all the chakras,the one from Naruto was the strongest one and that gived him the form of Naruto in Sage Mode and wanted to use him for destroy all the Elemental Nations but he went berseck and beated his creator and had a fight with Naruto Uzumaki and his friends and after a long rough fight he was defeated and dissaspeared in a poof of smoke giving the sensation of that he might return someday.

Alternate Costumes:
1.Red Rage Costume:In this form his colors change:His trench coat turns dark red like sage naruto,s and his jumpsuit turns red as his eyes and his hair turns light red giving the impression of him staying angry .http://www.smashboards.com/images/smilies/mad.gif
-Used in Red Team.
2.Blue Calm Costume:In this form his colors change:His trench coat turns dark blue and his jumpsuit turns sky blue as his eyes and his hair turns light blue giving him the impression of staying calm.http://www.smashboards.com/images/smilies/glare.png
-Used for Blue Team.
3.Green Sad Costume:In this form his colors change:His trench coat turns dark green and his jumpsuit turns lime green as his eyes and his hair turns light green giving him the impression of staying sad because of seeing he wasn,t normal. http://www.smashboards.com/images/smilies/scared.png
-Used on Grren Team.
4.Yellow Orange Costume:In this form his colors change:His trench coat turns neon orange and his jumpsuit turns yellow as his eyes turns bronze and his hair turns orange giving him the impression of happy because he acts like Naruto. http://www.smashboards.com/images/smilies/bee.png
5.White Hebi Costume:In this form his colors change:His trench coat turns white and his jupsuit turns purple as his eyes turns yellow and his skin is brown as his hair turn dark gray giving him the impression of using the Curse Seal and this works just like Wario,s 2nd costume A.K.A. the old one.
http://www.smashboards.com/images/smilies/reverse.png
Stats:
Heigth:5/5-Because he adopted the form that Naruto have in Shippuden and by that they are the same weight,but in his White Hebi Costume he is slightly tall and in his Yellow Orange Costume he is slightly down.
Weight:3/5-Because he adopted Naruto,s form that make him the same weight as his but he is slightly faster as Fox and/or Falco but ironically his weight affect him to fall down more fast as Bowser.
Movement Speed:4/5-Because he is permanentely in Sage Mode he is fast as Naruto in that form giving him the ability of having his speed like Fox and/or Falco and nearly as Captain Falcon and/or Sonic.
Jump:4/5-Evil Naruto can jump at high speed.His 1st jump is rolling on the air like samus but slightly down but his 2nd jump is rolling more higher on the air like sonic.
Fall Speed:4/5-Because after going up he fall down to the ground like Bowser but slightly weaker but still hard if the player don,t recover him before landing on the ground.

Entrance:Evil Naruto appear and rises up from a purple smokescreen as he get his arms folded ready for fight.
Walking:Evil Naruto does not walk but "run" slowly across the stage.
Running:Evil Naruto rum more faster in the stage like a flash.He is beaten in speed by Sonic and/or Captain Falcon.
Waiting Movements:Evil Naruto just stood there with his arms folded or just take them off and looks around before folding his arms again.
Sleeping:Evil Naruto just put his head down as he down his hands and stood there asleep.
Stunned:Evil Naruto jumps back stunned with purple sparks around his body as he stuns around left and right.
Smashed Off-Screen:Evil Naruto is smashed off-screen and "screams" as he goes.

Moveset:
A:Evil Naruto gives a punch with his fist. 5% damage,no knockback.

A,A,A:Evil Naruto punchs twice and then gives a roundhouse kick. 17% damage,low knockback.

Dash Attack:Evil Naruto runs to the opponent then go down and do a up kick.(Like Naruto and/or Lee when they do their barrages combos.)
13% damage,medium knockback.

Side A:Evil Naruto jump and do a somersault kick to the opponent.
9% damage,low knockback.

Up A:Evil Naruto go to his knees and do an up kick.
12% damage,low knockback.

Down A:Evil Naruto put his leg to the air then bring it down damaging who is close to him.
11% damage,low knockback.

Side Smash:Evil Naruto will stay quiet unlit the A button is off,and then he jump slightly high and attack with both legs doing more damage to the opponent.
16% damage,medium knockback.

Up Smash:Evil Naruto will stay on his knees unlit the release of A button,in the release he make a stronger up kick that do more damage.
21% damage,high knockback.

Down Smash:Evil Naruto will stay in quiet unlit the button A is off,then he will give a downward punch that have high damage.
18% damage,medium knockback.

Aerial Attack:Evil Naruto jump in the air and then he make a high kick that will do much damage.
15% damage,medium knockback.

Side Aerial:Evil Naruto in the air will give a crushing punch that do much damage.(Like Naruto when he punched Gaara during the invasion).
20% damage,high knockback.

Back Aerial:Evil Naruto suddently shifts and dellivers a downward punch to the opponent knocking him/her back.
24% damage,high knockback.

Up Aerial:Evil Naruto jumps high and then he deliver a double axe strike to the opponent.
22% damage,high knockback.

Down Aerial:Evil Naruto jump in the air then he will do a axe kick to the opponent,s head,stunning him/her.
32% damage,very high knockback.

Grab Attack:Evil Naruto trap and hold an opponent by the troath,then he procceds to puching his victim with a poisoned fist unlit he let go of his victim.
4% damage for each one,no knockback.

Forward Throw:Evil Naruto will drop for a second his victim before he gives a crushing punch that will make the opponent go back.(Like Naruto when he punches Gaara at the end of the Invassion Arc).
20% damage,high knockback.

Backward Throw:Evil Naruto will drop on his back his victim before he do a crushing throw that sends his opponent knocked back.
18% damage,medium knockback.

Upward Throw:Evil Naruto will drop up his victim before he make a rising punch that sends his opponent upwards.
22% damage,high knockback.

Downward Throw:Evil Naruto will jump as he trows his victim downward before he strike his opponent with a Rasengan sending his opponent more down.
16% damage,low knockback.

B:Rasengan Barrage
Evil Naruto will do 2 Kage Bushins and each one will charge 1 rasengan on each hand and then he will walk forward and strike his opponent with the rasengans that will expand to a extent and then explode sending the enemy to fly,but this attack can be avoided by doing a double jump,getting away from his range,using the shield and/or evade.
12% damage if is incomplete,26% damage if is complete,high knockback.

B+Side:Whirlwind Shuriken
Evil Naruto will throw a big whirlwind shuriken like Naruto in the game Naruto Shippuden:Ultimate Ninja Storm 1,but this one he throws it in vertical mode unlike the horizontal mode doind that the enemy get more damage like the normal one.
13% damage,medium knockback.

B+Up:Kamawari no Jutsu
Evil Naruto will subtitude himself with a-out of nowhere-log and get higher on the air saving himself from defeat and the he will do a reverse roundhouse kick to the opponent that will damage him/her.
11% damage for the reverse roundhouse kick,low knockback.

B+Down:Underground Kage Bushin Strike
Evil Naruto will do a Kage Bushin that will go underground and a few seconds later the bushin will re-appear a few meters away emerging from the ground as he deliver to the opponent a rising upperpunch that will send his opponent up away.
14% damage,medium knockback.

Final Smash:Fuuton:Rasen Shuriken
Evil Naruto will make 2 Kage Bushins that are going to help him in getting the natural chakra and adding the forming of the rasengan to the final where the attack will look like a green-blue orb with a 8-pointed shuriken surrounding and rolling over it making it look feral and then after a few moments he will put it up his head and then he,ll launch the Rasen Shuriken foward the opponent and in contact it will explode in a devasting blast that wil send his opponent flying away stunned with a high change of not recovering on time.
124% damage,very high knockback.

Shield:Evil Naruto will protect himself in a dark purple shieldfield.

Taunts:
Taunt 1(Up):Evil Naruto will raise his right fist into the air.
Taunt 2(Side):Evil Naruto will put 1 of his arms behind in a dark way.
Taunt 3(Down):Evil Naruto will do a dark roar before gettin normal.

Victory Poses:
Pose 1:Evil Naruto will put his arm in his chest before put it down.
Pose 2:Evil Naruto will put his fist on his hand,later he sign to him.
Pose 3:Evil Naruto will put his arms on his head and do a dark smile.
Losing Pose:Evil Naruto will stay on his back with his head down and arms folded.
But he don,t care about who,s the winner since he respects everyone who can give him a good fight like the original Naruto.

Kirby Hat:Kirby will have a hat lile naruto,s hair but white and his skin turn black.
Symbol:Evil Naruto,s symbol is the Leaf village symbol.
Wii Remote Chime:Evil Naruto,s chime is a kunai clashing on another.

Snake Codec:
Snake:Hey Colonel,¿what hapenned to Naruto and why he is acting like this?.
Colonel:Huh,¿what are you talking about sna-WHAAAAAAAAA,NOT HIM,¡EVERYTHING EXCEPT HIM!.
Snake:¿Eh?,Colonel,¿why are you screaming like that?,he couldn,t be that bad,¿could he?.
Colonel:No Snake,your right,he can,t be bad,¡HE CAN BE WORSE THAN THAT BAD,SNAKE!.¡HE IS THE ULTIMATE EVIL NINJA WEAPON!.
Snake:¿What the devil are you talking about,Colonel?.Just tell me who is this guy and why are you scared of him.
Colonel:Alright,alright Snake,i,ll tell you why I,m afraid of this guy and why you should be scared of him too:He is Evil Naruto,a Curse Doll that taked the form of Naruto when he is in his Sage Mode and was created by the Curse Jutsu Master,a ninja who wandet to create the "Ultimate Ninja" and use him to destroy all nations and countries,still the reason behind that is unknown but back to the history he managed to get all the Curse Dolls he dispersed around all the zone of the Land Of Fire and used all the recolected chakras to create this one in front of you called Evil Naruto who he denominated as the "Ultimate Ninja" but he went berseck as he attacked his creator and was going to complete his function of destroying all the Ninja World,but he was defeated by the true Naruto Uzumaki and his friends after a hardly rough and difficult battle,then he dissapeared in a smoke protector giving the impression of him being permanentely defeated...¡BUT HE,S HERE BY NOW SHOWING THAT HE,S STILL INDESTRUCTIBLE!,¡OH GOD,OH GOD!.
Snake:...Whoa...oh my,if what you tolded is true then maybe all of us are on great troubles;but still im gonna beat him no matter what happens because if Uzumaki and his allies we,re able to beat him then maybe I have a chance of defeating him now.
Colonel:¿¡WHAT?!,¡OH GOD,SNAKE ARE YOU INSANE!...but still...alright Snake,I,m counting on you and good luck...you will really need it,Snake,you,ll really do.
Snake:Oh god,why me...oh well then let,s go you dawn doll.

Unlockable Music:
*Somewhere I Belong-Linkin Park
*Heavy Violence-Toshiro Masuda,Naruto Soundtrack
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
An Experiment

This concerns you.

As a result of a discussion in the chat, I've decided to try a little social experiment. It's of no surprise to long-time members of MYM that the leadership is a far thing from a democracy. But what if it were? What if the people had a say in who their elected officials were, who ultimately decided how well movesets placed? Let's find out, shall we? Up until Sunday, I'll be accepting applications for leadership candidacy, which really just consist of a private message saying that yes, you would be interested in taking part in this mock voting session. I'll even be including people who don't PM me, so think of it as more of insurance that I don't forget you for whatever reason. Likewise, if you think you'd be on the list but do NOT want to be voted on, send me a message to that extent.

This Sunday, the 28th, is when the mock voting for leadership will start. There will be a Polldaddy on the Sunday Recap and I will also be accepting ballots via PM. For now, though, only send your own applications or requests to be opted out. Thanks for going along with this, and I'll keep you updated with further developments.​
 

DiamondFox

Banned via Warnings
Joined
Jun 4, 2010
Messages
35
So can anyone apply for a position in this poll and vote in it? I totally want to vote!
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
SID’S TOYS​



Playlist

Sid is that random kid on the block you knew as a brat who tortured ants with magnifying glasses, his younger sibling, and, due to lack of anything else to torture, his toys. In other words, Sid probably closely resembles your older brother. He serves as the primary antagonist from the original Toy Story film, but this isn’t a moveset for Sid. See, one of Sid’s favorite methods of torturing his toys is to rip them apart and combine them together to form monstrosities, and this moveset has you play as five of the more "iconic" toys Sid created – Hand in the Box, Roller Bob, Babyface, Ducky, and Legs. All at once. While the mutant toys eventually turned on Sid in the film, they are generally quite hostile to any regular toys who come into their realm – presumably out of envy of their far more practical bodies.

Considering you control all five at once, they obviously don’t all get full movesets, each of them only getting separate sections of a regular character’s moveset, and you don’t control all of their movement with the control stick – we will get to how each of the individual toys move in their individual sections. The toys have their own separate percentages, with only the most recently attacked one displaying on the counter, foes having to kill every last one of the toys for them to lose a stock. While the toys do indeed have their own individual methods of movement, due to how annoying it is to move all of the toys about in this manner they are also adept at moving each other around. The most obvious toy who does this is none other than. . .

ROLLER BOB​



Roller Bob is hands down the largest of the mutant toys, being 1.5 platforms long, though the majority of the skateboard only reaches up Mario’s height. Roller Bob’s action figure half is the exception, making that part of him tall as marth. Roller Bob is Meta Knight’s weight, making him among the heavier toys (They’re all overly light for balance purposes), but he takes no hitstun unless his action figure half is hit. His action figure half is also the only part of him that can be grabbed. Furthermore, Roller Bob actually takes advantage of his size by having his skateboard half completely solid, enabling him to act as a transport for the other toys. As a matter of fact, the starting position for the toys at the beginning of a match has them all mounted on Roller Bob to simplify things.

Forward/Back Tilt – Skateboard Scamper

Bob reaches down to the ground in front of himself and pulls himself forward. This is a very fast motion, but only takes him forward half a platform and has no hitbox. If the move is used in rapid succession, though, Bob is able to build up momentum to easily travel across the stage, his humanoid half and the front of his skateboard half becoming a more powerful hitbox in the process. 4 uses of the move in quick succession will have him traveling at Captain Falcon dash speed dealing 20% and knockback that kills at 120%. He can of course go faster, but it’s already a stretch to make sure he doesn’t suicide.

Inputting the move as a back tilt causes Bob to slowly push himself back with his hands at Ganon’s speed for as long as you hold the button, making the back of his skateboard half a very weak hitbox that does 5% and set knockback. If you input a btilt while Bob already has forwards momentum, he will hold his hands to the ground, digging them in, slowing his momentum down until he runs out. If he was going Captain Falcon’s speed, it’d only take him .35 seconds to slow down to a complete stop. This has the usual property of such momentum stopping moves of kicking up dirt in front of Bob as he grinds to a halt, but seeing Bob –must- come to a stop when using the btilt he can’t use it to just distract foes with other hitboxes so he can casually hit with all his momentum for free.

Neutral A – Drift

If Roller Bob has no momentum, he simply reaches his hands down to the ground and lifts the back of his wheels just barely off the ground, then ever so slowly shuffles around with his hands to move his skateboard half through the background so that he’s facing in the opposite direction when the move is over. This has no hitbox and is quite laggy, though if nothing else it can hide a damaged toy in the background for a bit, seeing the toys have no actual dodges. Just keep in mind if a foe was also on Roller Bob they’ll be able to hit any toys they were on him as well.

If Bob –does- have momentum, he uses it to forcefully swing the rear of his skateboard half in front of himself. This does 1.5x the damage and knockback Bob would deal by simply colliding into the foe with his momentum normally, but is quite a laggy motion at .6 seconds, requiring Bob to have a lot of track to use it on, much less if he wants to not slide off-stage before this move finally stops his momentum.

Most stages are too small for you to get enough momentum for this to be practical, but anybody who is standing on Bob as he swings like this takes half the knockback they would if Bob just generically collided with them, but no damage. The other toys are not immune to this, but when foes/toys fly forwards like this they are hitboxes that deal just as much knockback as they took, along with half the damage a generic collision would’ve done. If they are using an attack as they fly forwards, this damage/knockback is added to said attack so long as they keep the momentum in-tact.

Up Tilt – Handstand

Bob puts his hands onto the ground, propelling the rear end of his skateboard half up into the air, turning Roller Bob into a diagonal slope. As Bob first makes the slope, anybody who wasn’t already standing there takes 12% and vertical knockback that KOs at 155%. As for people who were standing on Bob, he’s at too much of a angle now to be walkable terrain, but is still solid none the less, causing foes to slide down his skateboard body to be in front of him. Bob will hold this stance until you input any of his moves again, enabling him to act as a decent wall. Upon exiting the stance, anybody unlucky enough to be under him as he falls down will take 14% and horizontal knockback to get out from under Bob that KOs at 130%.

Down Tilt – 180 Flip

Roller Bob pushes against the ground before springing up with his actual skateboard half, then flips in mid-air, becoming a hitbox briefly that does 8% and knockback that KOs at 175%, before landing upside down. The underside of Bob will now be have a Mario tall 1.5 battlefield platform due to Bob retaining his solid status, with foes having to knock Bob off of themselves to get out. If the foe is taller than Mario and aren’t crouching, they are knocked into prone when Bob comes crashing down, and upon “getting up” are forced to stay crouched for their idle position. Seeing most dtilts won’t hit the skateboard above them, they –can- use other attacks, rising as they do so in an uppercut-like fashion, but will immediately go back into the crouching stance afterwards if Bob hasn’t risen enough for them to be able to move. Bob will exit this stance upon any move for him being input, albeit very, very laggily.

HAND IN THE BOX​



Hand in the Box keeps his hand inside said box for his idle position, being the size of a more square-ish Bowser in this stance, weighing as much as Luigi to make him the heaviest toy. He is completely solid just like Roller Bob and, unsurprisingly, claims control of the grab-game in the moveset. Hand in the Box starts with the opening for his hand to come out face-up, but is able to change that as he wills. . .

Side Z - Topple

Hand in the Box simply topples over to whichever direction you input, moving a Bowser in that direction and changing the direction the top of his box faces. As he falls over, he deals 7% and knockback that KOs at 190%. You can hold this input for Hand in the Box to repeat this process, building up enough momentum to move at Ganon’s dash after half a second, but this momentum does not actually power up the power of the toppling and just lets you move more conveniently.

It should be noted that when Hand in the Box takes knockback, he never actually leaves the ground and simply topples in the direction he was sent flying. He can use this move to attempt to topple in the opposite direction to counteract it, but this will only slow him down ever so slightly. If he so wishes, though, he can boost his momentum if he was, say, flung off of a drifting Roller Bob, by toppling in the direction of the momentum. Hand in the Box never takes hitstun of any kind, though he can still be grabbed.

Up Z – Shuffle

Hand in the Box jumps slightly and turns forward in place. If you input the move diagonally upwards and backwards, he will instead turn backwards in place. This move simply enables you to control which direction the top of Hand in the Box’s box is facing without moving, though he still does become a hitbox that deals 7% and knockback that KOs at 190% as he lands.

Neutral Z – Pop Goes the Weasel

The top of Hand in the Box’s box flings open as the giant hand comes out of the box in whatever direction at Captain Falcon’s dashing speed. The hand will continue to travel up to its’ maximum distance of 5 platforms or until you release Z, at which point it will –instantly- grab anybody overlapping with it, friend or foe and retracting back to the box at double speed, where foes must escape with regular grab difficulty. Inside the box foes take a constant 1.5% per second, and Hand in the Box is still perfectly capable of using all his moves during this time to move around. The foe can counteract this movement from inside the box, able to use Hand in the Box’s Side Z and Up Z. The character with the lower damage has more control as you’d expect, but even if Hand in the Box has more he can get the other toys to help him out, most obviously Legs or Roller Bob.

Upon inputting Neutral Z again to actually throw the foe, they will take 10% and knockback based off how far you were able to extend your spring. If fully extended, the knockback KOs at 120%, which while not immediately great, is amazing when combined with the length Hand in the Box extends out already goes towards getting the foe to a blast zone. The foe can still escape as Hand in the Box extends out, though, taking no damage or knockback at all, so it can be quite a gamble. If you use this to throw an ally, they will be given momentum that boosts their power much like when Roller Bob flings a foe off of his back by drifting. With a fully extended throw, the boost is 30% and knockback that KOs at 80%, stacking with any attack they do while they fly through the air, but good luck finding a stage that long for such an absurdly powerful boost unless you just intend to throw a toy off-stage for a gimp.

If you input down and Z when you press the input for Hand in the Box to actually use his hand to grab something as it’s being shot out, he will grab the ground and pull himself over to that point, moving at Meta Knight’s dash speed to do so and his box a hitbox that deals 7% and tripping as it moves.

If you use this move when Hand in the Box’s top is facing the ground, then Hand in the Box will push against the ground and extend out his spring to push his box into the air. Considering Hand in the Box is solid, this can be useful to take the other toys/foes up into the air, especially considering that if you do this Hand in the Box can angle his spring left or right. If you do indeed angle the spring, when Hand in the Box retracts his spring his box will stay at its’ horizontal position before it falls, giving Hand in the Box an actual method of vertical recovery/climbing up awkward stages. If you use this version of the move as a “throw”, it deals 17% and puts the foe into prone.

Down Z – Crank

Hand in the Box’s crank starts cranking as the stereotypical music those Jack in the Boxes starts playing. This is lagless to input and does not interrupt any of Hand in the Box’s other attacks. If you input the move as diagonal down/right or just completely down, the faster the song will play. If you input diagonal down/left, the song will play slower. Once the song reaches its’ end, Hand in the Box will automatically use his Neutral Z if he isn’t already, except the spring will extend out at twice Sonic’s dash speed, Hand in the Box’s hand automatically grabbing any foes (Not allies) it comes into contact with. If Hand in the Box already had someone grabbed, then he will automatically throw the foe when his spring is fully extended.

This can obviously make it much easier to throw somebody for the full length, but considering the foe has control over the box while they’re inside, you’ll have to mindgame them significantly with the tempo of the tune. As far as using this to actually grab foes, one of the best mindgames is to work the tune ever so slowly towards the end, then using the grab just before it finishes, ignoring the speed boost in order to catch them off guard.

LEGS​



Legs is the size of Ganondorf if there were a diagonally upward half of a platform sticking out of his face – the upper half of Legs’ fishing rod sticks up to increase her hurtbox significantly. Legs is the weight of Game & Watch and has access to the B Moves in the set. While her movement is not as seamlessly integrated into her attacks as the other toys, she is excellent at moving the other toys.

Side B/Up B/Down B – Catch and Release

Legs reels in the opposite direction you tilted the control stick before throwing out her line. The cast can be charged for up to a second to increase the range from the default Battlefield Platform to 1.5x the distance of Final Destination, and the line travels at the speed of Ganon’s dash. The hook on the end is a constant grab hitbox as the line goes out. While “grabbed” foes are still perfectly capable of attacking, they cannot move more than a Bowser width away from where the hook is keeping them, and have no control over their movement at all if they have any form of momentum from being swung about by Legs.

Surprisingly, Legs –does not- reel the line back in after the ending lag. In order to do so, you must input the direction opposite you cast out the line to reel it in. If you use a different move with the line already out, Legs will just thrust in the desired direction to influence the line. Of course, she can’t send the line as far up as she could if it was all reeled in, but the benefits of leaving the line out include not having to reel it in every time and turning wherever the hook is laying into a trap waiting to be sprung. In addition, if you charged up the move so that the line has a ways to go, Legs will come out of the lag before the hook reaches its’ destination and can use another move to influence its’ path as it goes.

Aside from firing the line downwards with Down B through platforms, slamming the foe against the ground with it if they were in the air will deal varying damage to the foe based off charge on contact with the ground – at max charge it deals 25%, and even at so much as 20% charge foes will be put into prone by being slammed. Foes cannot be slammed if the line was already on the ground. The Down B also has obvious applications when used next to the edge.

If you input the direction the foe is already being swung in, regardless of whether or not Legs is in lag, she will unhook the victim and cause them to go flying with all of their momentum in-tact. If Legs swings whatever she’s holding back and forth, she can slowly build up momentum on it regardless of whether or not she charges the swings. This naturally becomes far easier for Legs if she has some sort of perch to stand on so she doesn’t constantly swing the foe past her hurtbox, though if they knock Legs away and she already has some momentum up on the foe it’s quite easy to just swing the foe along with you for a suicide KO.

Obviously Legs can hook the ledge to recover and other toys to build up momentum on them or to save them from certain death – Legs is the main thing that will be saving any toys knocked off-stage, so she’s pretty crucial. Legs doesn’t even have to necessarily release the toy – they can still have momentum while being swung about without the threat of being thrown off-stage. A particularly evil idea is to catch a foe inside Hand in the Box and swing them off the stage to make it so the foe’s fighting back against him is irrelevant. If Legs herself should ever be in trouble and the foe is competent enough to edge-hog her tether recovery, Hand in the Box is capable of saving her specifically by grabbing her hook, in which case he’ll pull her in as if he grabbed her normally. Rather than actually pulling her inside the box, though, he simply pulls her against the box and proceeds to rapidly swing her around him at however far out her line currently was, her body a hitbox that deals 15% and knockback that kills at 110%. While she will probably go off the stage to her death upon whenever Hand in the Box releases her with all that momentum, using the solid nature of the other toys can save her, as well as any other toys that would otherwise fly off-stage to their doom.

Neutral B – Kicking Dance

Legs simply starts doing the stereotypical Russian kicking dance, using her actual legs. This stance can be entered and exited with minimal lag, and while in this stance Legs is capable of actual movement, fully responding to the control stick (Babyface won’t respond while the move is in effect), able to move forward at Mario’s dash speed but backward only at Ganon’s. Contact with her legs deals 5% and weak set knockback forward, but if she has the foe she’s kicking hooked they’ll get knocked backwards before the hook swings them right back into her legs. Due to the fact the hook brings the foe slightly off the ground, they –can- jump over her kicking legs to get to her and knock her out of the stance, but if she predicts it properly she can just move backward to block her upper half with her kicking legs. It’s an excellent way to stall the foe and potentially drag them across the stage for other toys to hit.

DUCKY​



Ducky’s upper half is about the size of Wario. Ducky’s upper half is the heaviest of the toys at Samus’ weight, but his lower half has the weight of Jigglypuff if struck. In exchange for this, attacks that hit Ducky’s spring deal no damage or hitstun to him whatsoever.

Ducky constantly hops in place, going a Mario height up with each jump before coming down. Some of his attacks vary based off whether he’s currently in contact with the ground or not when his attack is input. In order to actually issue inputs to Ducky, you must use the shield button instead of the A button, as that’s assigned to Roller Bob.

Down Shield – Suction Cup

Ducky does a stall then fall with no stall as per standard protocol on Down Shields, dealing 15%. Ducky’s momentum and power can be boosted even further if swung downwards by Legs as he uses the move.

Rather than spiking foes directly, any foes Ducky hits get grabbed by his suction cup bottom half, having to escape at regular grab difficulty. The damage isn’t actually dealt on contact with Ducky, but once Ducky smashes the foe into the ground. Ducky will continue to stick to foes for the remaining duration of the grab after he and the foe hit the ground, but they will still be able to move around with Ducky stuck to their heads, unable to remove him outside escaping the “grab”. Foes can still attack Ducky while grabbed like this, him taking normal knockback (And damage if they can somehow hit his upper half), but they will be dragged along with Ducky.

If Ducky slams down onto the ground or an allied toy, he will stick to his target in the same manner, able to tag along with other toys for the ride potentially – most immediately useful so Ducky doesn’t bounce off of Roller Bob. In order to release from whatever you’re sticking to, just input Down Shield again.

Forward Shield – Right Hook

Ducky does a gigantic sweeping punch to generate a hitbox as wide as Bowser in front of himself, dealing 13% and knockback that kills at 115%. Aside from being a nice powerful attack to invest momentum in for quick kills, Ducky bends the hook downwards a bit more if he’s latched onto a character in order to smack them with it. If used on an allied toy, they will take the damage and knockback of the attack but no hitstun, enabling Ducky to smack around the other toys to build their momentum very easily, but not without a cost.

Back Shield – Suplex

Ducky bends over backwards and attempts to grab anybody behind him. After grabbing someone, he stops straining himself by bending and just lets gravity do the work for him as he gets shot forwards a bit, releasing the foe from the grab and dealing 11% and knockback that KOs at 130% to them. Ducky does the whole animation regardless of whether or not he grabs someone, so it’s fast but punishable in the air. Ducky can also chuck allied toys with this move and deal no damage to them whatsoever to give them a bit of momentum.

If Ducky uses this while close to the ground, he will grab onto it as his bottom half falls onto the ground in front of him, able to stay in the position until you press the input again. Upon release, Ducky catapults himself forwards half of Final Destination at Meta Knight’s dash speed, his body dealing 15% and knockback that KOs at 95%. If Ducky uses this move while his lower half is stuck to the stage, then he can let go with his lower half instead of his upper half by inputting Down Shield again to catapult himself backwards instead of forwards. If Ducky lets go with his upper half while stuck with both halves, then Ducky’s upper half will repeatedely swing back and forth on either side of his lower half rapidly, dealing 10% and knockback that KOs at 160% for the 2 second duration before entering horrible end lag. If Ducky does this while his lower half is stuck to a foe, they’ll find it impossible to move from their horizontal position outside rolling due to Ducky rapidly slamming down on either side of them, leaving the foe very vulnerable to being punished. If they take to the air, their only lag free means of movement, they lose said ability to roll.

Neutral Shield – Chain Grab

Ducky lunges going in any direction you select, forward by default. Ducky’s lunge takes him into the foreground, preventing him from being hit, then he swoops into the background as he attempts to go back to his idle position. A piece of his chain is the only thing that goes through the main fighting plane, and it’s a hitbox that deals 6% and knockback that KOs at 180%. After Ducky fails to return to his idle position, his spring snaps him back into place. Until he does so, that part of his spring in the main fighting plane is a lingering hitbox the entire time, and during that time most of Ducky’s hurtbox is safe in the background/foreground, with only his suction cup remaining and being hittable.

The spring has awkward priority in that you can still attack Ducky as normal during the move, but because Ducky’s spring takes no hitstun it won’t interrupt the move in any way. Your goal with this move is to surround the foe in such a way that if they attack the spring they’ll knock it into themselves, causing them to get dragged along with the lingering spring hitbox and take many, many hits. If you angle the move in downward directions, you can even use this on a foe you’re sticking to with your Suction Cup Down Shield.

Up Shield – Coil Up

Ducky scrunches up his spring, getting his upper half right up against the top of his suction cup, before springing upwards into the air. It takes a Warlock Punch’s worth of lag to fully charge the move, but it can be released at any time. In the air this only takes Ducky up .5-2 Ganondorfs and deals 6-13% and knockback that KOs at 190-140%, and it won’t give him height in the air twice. If Ducky coils up on the ground, though, the distance he travels and the power of the move doubles. If used while latched onto a foe with your suction cup, they will take the damage of the move and take the knockback Ducky normally deals, but dwownwards. Obviously this causes Ducky to release his grip on the foe early. While a very powerful spike if you can get a different toy to knock the victim off-stage, the foe requires massive damage racking for Ducky to fully charge the move.

BABYFACE​



Babyface is the one character who actually responds to the control stick for regular movement, though he doesn’t move if you’re just inputting an attack for somebody else. He has a decent regular jump and everything, but his movement only goes as fast as Ganon’s. Babyface’s head is almost the size of Wario alone, while all of his legs are a Ganondorf long each, causing Babyface’s head to constantly be a Ganondorf off the ground. While his head is rathe heavy, it unfortunately takes triple hitstun. While Babyface’s legs are normally safely tucked away in the background/foreground, the tips of Babyface’s legs occasionally come into the main fighting plane during his movement animation, though no more than 2 ever come out at once during the animation. If you attempt to attack Babyface’s legs, you’ll deal no damage or hitstun to Babyface and you’ll find that the legs have 5x the weight of Babyface’s head. The knockback is also only dealt to the attacked leg and the attacked leg only. What is the purpose of attacking the legs, then? If all of the legs on one of Babyface’s sides gets 1.5 platforms away from all the legs on the other side of Babyface’s body, he will trip, becoming incapable of doing anything whatsoever for 2 seconds as he gets up. While attacks that would trip Babyface do not automatically cause him to enter this stance, they deal 1.25 platforms worth of “knockback” to any leg they hit in the direction said leg was attempting to move.

The entirety of Babyface’s body outside his two claws is completely solid. If you want to take advantage of the solid nature of the legs, then you can just have Babyface stop in place the moment one of them comes into the main fighting plane during his movement animation – while only the lower halves of his legs ever come into it, it’s enough to block off a foe on the ground. The solid nature of Babyface’s legs is still beneficial when they’re in the background as well, as they prevent foes from using their spot dodges. If they intend to roll, just block off said roll with a leg barely in the main fighting plane to prevent them from getting away. Last but not least, Babyface’s constantly elevated head makes an obvious perch for Legs to stand upon to give her more height to slam foes into the ground with a Down B.

Up Smash - Impale

Babyface leaps up into the air a Ganon height, turning to face the screen in mid-jump. When he comes down, all of his legs turn into grab hitboxes that deal 14-24%. Babyface has aerial DI on par with Dedede as he falls (The worst in Brawl), but his momentum can still be manipulated by other attacks to move him around as he falls to impale foes. While foes cannot button mash out of the grab once they’re hit, they will be impaled more deeply based off the charge of the move, going up further on the leg that Babyface used to impale the foe with. What this means is it will take longer for the foe to slide off the leg to the ground and be released from the grab into prone, taking .5% every .1 seconds they’re impaled. The actual time it takes for foes to slide off varies from 2-4 seconds, and during this time Babyface is free to move. While foes cannot button mash off, they can use any aerials/specials they’re physically capable of using, albeit with tripled lag. Conversely, they can attempt to “fastfall” off Babyface’s leg, doubling the speed they go down it, but causing the damage they take every .1 seconds to boost from .5% to 1.3%. Impaled foes are obviously immune to all forms of knockback, hitstun, grabs, what have you.

If Ducky uses his Neutral Shield in such a way that he surrounds one of Babyface’s legs, he’ll hold onto the leg at the end of his arc, not letting go until you input any move at all for him. If his spring gets in the way of the foe sliding down, they’ll take a full second to slide through it and the damage they take as they do so will be boosted to 1.3% every .1 seconds, with them losing the ability to “fast fall”. If Ducky overlaps the impaled foe as he surrounds Babyface’s leg, then he’ll grab them and force them to button mash out at grab difficulty before they can resume sliding down Babyface’s leg at all, taking .8% every .1 seconds until they do. Babyface cannot move while Ducky is surrounding one of his legs, though he can turn around and walk in place to move the position of his legs, his movement animation varying based off which leg Ducky has grabbed.

The last thing of note about this move is the fact that when Babyface turns to face the screen in mid-air, he doesn’t just casually turn back to his normal position – he keeps facing the camera. This causes Babyface to crabwalk left and right at half his already slow speed, but has his legs constantly in the main fighting plane, enabling them to act as constant walls. Of course, this makes Babyface lose a lot of his pressure game as now only parts of his legs occasionally going into the background/foreground, but he can go back to his normal stance by just using the move again, and also makes it far easier to make Babyface trip.

If Ducky grabs more than one of Babyface’s legs with his Neutral Shield, he’ll bind all the legs he grabbed together with his spring into either the main plane if Babyface is in his default stance, or into the background/foreground (You choose by inputting down/up, respectively) if he’s in his crabwalking stance. Aside from transferring the position of Babyface’s solid legs while he’s performing other attacks, Ducky will need to do this on occasion when Babyface is busy being plagued by his triple hitstun. If Ducky is sticking to the floor with his Down Shield, grabbing Babyface’s legs multiplies the weight of Babyface’s head times the amount of legs Ducky has grabbed and combines the weight of the grabbed legs together until Ducky lets go, foes having to attack Ducky’s suction cup if he doesn’t let go willingly.

Forward Smash – Big Meaty Claws

Babyface clacks his claws twice, one very fast and weak pinch, and one slow and mighty clamp. While the pinch deals 2-5% and stuns foes long enough to be hit by the clamp, foes who would get hit by the pinch are inevitably in the air due to the elevated position of Babyface’s claws (Though the pinch homes very slightly on foes), meaning they can use DI to get away from the giant clamp regardless of being stunned. After Babyface inputs the move, though, he can input any direction. If he input nothing, the clamp will take place in the same position as the pinch. Otherwise, it will take place a Wario width in the input direction away from the pinch. The clamp does a meaty 26-36% with knockback that KOs at 100-60% to those who are dedicated enough to land it.

This move is much more practical when Babyface is in his crabwalking stance, as rather than doing it in front of his position he’ll be doing it underneath himself, attacking foes trapped between his legs. Even if Babyface doesn’t predict correctly with the clamp, the stun from the pinch brings foes back to the ground, preventing them from jumping over Babyface’s legs. Babyface can also predict that the foe will avoid the pinch and position the clamp to block off the foe from escaping from between Babyface’s legs. If Babyface is in his default stance, the move’s main function is as fodder to be powered up by momentum. While if Babyface is flung past the foe it’s largely impossible for both the pinch –and- the clamp to connect, only the pinch connecting is fine because the momentum will boost the hitstun the pinch deals rather than the knockback. If you want to hit with a momentum boosted pinch –and- clamp, it’s still possible, but you’re going to have to Legs or Hand in the Box swing/throw you out and hit with the pinch, then hit with the clamp on the return trip.

Down Smash – Imprison

Babyface scrunches all of his legs together and lowers his head in an attempt to give the foe barely any breathing room at all, surrounding them with solid objects at all sides. This move has no hitbox, with charging simply increasing how fast Babyface does the attack, Babyface able to enter the stance instantly at full charge. If Babyface is in his default stance, foes can spot dodge to dodge through the cracks in Babyface’s legs as he scrunches together to avoid getting trapped – Ducky’s Neutral Shield obviously comes very much in handy to prevent foes from doing so here. As far as the cracks in Babyface’s legs when he’s in his crabwalking stance, foes simply have to run through the legs at a specific time, but in this variant it’s far easier for the other toys to assist in preventing the foe’s escape.

Once Babyface enters the stance, foes can either knock Babyface’s legs far enough to make cracks to escape through or attack Babyface’s head to try to knock Babyface into the air, enabling foes to run under Babyface’s legs. Inputting usmash or moving will cause Babyface to exit this stance, while inputting dsmash will have him scrunch up any unscrunched parts of himself again. Fsmash cannot hit foes imprisoned by Babyface at all when he is fully scrunched, but if Babyface predicts the foe’s going to attack a specific side of his legs it’s easy to catch them in it. With so little space the clamp is guaranteed to hit if the pinch does.

Using Ducky’s Neutral Shield obviously comes immensely in handy to drag legs back into place during this move as well as to weigh them down. Ducky will inevitably plant his suction cup outside the prison so the foe can’t uproot him from the position, meaning that a good portion of Babyface’s legs and his head will be far too heavy to even hope of budging. Seeing the foe’s options are then limited to attacking Babyface’s other side if they want to get out in a remotely timely fashion, they’re not only easy fodder for fsmash, you can start setting things up for them for when they inevitably come out that side.

FINAL SMASH – ROCKET LAUNCH​



Sid comes in from the background as a giant so large that only his upper torso is visible at all once he gets right up behind the stage, the rest of his body going off the bottom blast zone. As he comes he yells out “It came. . .It finally came!”, swinging around a toy rocket in his hand as he makes his way to the stage. Once he arrives at the stage, all characters lay limp – not just Sid’s Toys. All the other characters are toys too, remember? Didn’t the Smash 64 intro teach you anything? The only way a character won’t go limp is if they’re off-stage and thus out of Sid’s vision, meaning there will generally be a massive edge hogging war. Considering you have 5 toys to assault edge hogging characters with, though, you should generally be good, and you have more than enough ways to contain characters on-stage before you even activate the Final Smash.

Sid picks the foe with the highest damage who has fallen limp to grab once he arrives to the stage, calling them a “wimpy doll” as he does so. Once he does so, he straps them to the rocket with some duct tape before doing a 3 second countdown and lighting the fuse of the rocket. It takes an additional 1.5 seconds for the rocket to go off the top blast zone and explode, instantly killing the foe as some of their body parts rain down onto the stage from the top blast zone as throwing items. Characters can escape from the rocket during this time at 10x grab difficulty. If they do indeed escape, they’ll spring into action as they rip themselves off of the rocket, causing Sid to scream and run back off into the background as the “toy” randomly comes to life.

Sure, the Final Smash is largely useless against foes with low damage, but if you want more damage on the foe you can just defend the specific toy that broke the Smash Ball until you have enough damage on the foe for escape to be impossible – if you want to be really cheap, you can just contain it inside Hand in the Box.

PLAYSTYLE​

While there’s a large amount of ways to play the toys, it’s generally a bad idea to have them all constantly be building momentum together or constantly pressuring the foe. In the case of the former, foes will easily interrupt the toys, and in the case of the later it’s overly difficult to apply mass pressure with the control scheme and you’re wasting time the foe is distracted without building momentum of some kind. It’s also generally good to split the toys up into at least 2 groups just so that the foe can’t hit tons of toys at the same time.

In order to properly distract the foe, the easiest way is to outright disable them with one of your many grabs. Every single toy has some method of doing so – once Ducky has the foe grabbed, he can just slam on either side of them rapidly, and even Roller Bob can trap a foe underneath him by flipping over. Ducky can even pressure a foe underneath a trapped Roller Bob if he used his suction cup on Roller Bob before he flipped. If outright disabling the foe proves too difficult, one of the easiest ways to delay them is to simply abuse the solid nature of Babyface, Hand in the Box, and Roller Bob. Roller Bob’s utilt is among the most obvious ways to block off part of the stage, but considering Hand in the Box and Babyface can so passively do it just by moving around they are much better at actually pressuring the foe as they do so.

Legs is undoubtedly one of the best methods of building momentum considering she can build the momentum of another toy without overly large amounts of stage and potentially stop them from going over the edge, but you have the solid nature of half the toys for that anyway. Considering Legs prefers to have a perch to stand upon, you may want to reserve Babyface from pressuring duty to function as it, but if you’re ballsy you can assault the foe with Ducky as you’re swinging him around and building up momentum, using him to form additional pressure. This can all be done on top of Roller Bob so that he can bring you to the edge as you’re doing all of this so Ducky can get the momentum boosted KO more easily, or Roller Bob can rampage in from the side shortly after Ducky to give the foe no hope of dodging them both. While Legs can’t save them both from certain death, that’s what Hand in the Box is for. Hand in the Box doesn’t even necessarily have to grab him to pull him back to the stage – he can just plop himself on the side of the stage to make Bob come to a halt when he rams him, better using his time to attempt to grab the foe on their way back to the stage if they survived.

When a toy starts to become significantly damaged, there’s plenty of room to play as liberally or conservatively as you want. You can do your best to defend the toy and get the most milage out if you can if you think you’ll need it later, but their uses for the most part will be limited to being momentum fodder to be manipulated by Legs. If Babyface is the one that’s damaged, Ducky can make him nigh invulnerable while Babyface is still able to function for the most part, though this prevents Ducky from doing much of anything. If you want to play liberally, on the other hand, you can just not bother with blocking them off from suicide missions as they use all their momentum to sweep the foe off-stage. Other than that, you have far more literal suicide KO methods at your disposal, and losing a single toy can be a small price to pay for stealing a foe’s stock, much less if that toy was damaged anyway. All of the toys save Roller Bob can pull off true suicide KOs by grabbing a foe then going off-stage, and even Roller Bob can just make a run for it with a foe on his back. Hand in the Box is best at this, and Ducky and Legs are generally preferred to not be sacrificed in most cases.

Hand in the Box can even potentially survive the suicide KOs if he can get Legs to save him afterwards, just taking the foe as far off-stage as possible for a gimp, intending for them to break out. Of course, Hand in the Box has to time his hand coming out of his box when the box is facing downwards, though, which can be quite difficult with no others on-stage. If the foe is breaking out of Hand in the Box too quickly due to Hand in the Box being too damaged, Ducky can use his suction cup to stick to Hand in the Box and help him out by repeatedely smacking him towards the blast zone, then jumping off at last second for Legs to save him while Hand in the Box is sacrificed.

If you’re willing to sacrifice multiple toys in a suicide mission, you can make things significantly harder for the foe to escape. Remember that simplistic little use of imprisoning foes with Babyface’s dsmash to stall them? Try it on Roller Bob’s back and go off-stage while they’re stuck, with Ducky along for the ride to prevent them from escaping. You’ll probably be able to save Ducky anyway if Legs is still on-stage, and this can be an easy way to get the final KO on the foe when you have no need to stay so conservative.

This obviously only begins to touch on the possible strategies the toys have, but most of the best ways have been presented. Your playbook can go in many different directions depending on which toys you find the most valuable and are willing to sacrifice, and how willing you are to sacrifice the toys in general like the sadistic 10 year old boy you are.

BOSS MODE​

The collection of toys hardly need that many changes to function as a 3v1 boss character, and they’re pretty much the only boss that can get away with no hitstun/grab resistances outside what they already have due to their nature. While Hugo’s mechanic focused on gangbanging a single foe with little room for outside interference, Sid’s Toys are more than capable enough to handle multiple enemies at once. . .The list of changes are as follows.

  • Roller Bob weighs as much as Bowser.
  • Hand in the Box weighs 1.25X as much as Bowser.
  • Legs weighs as much as Ganondorf.
  • Ducky’s upper half weighs as much as Bowser and his chain weighs as much as Samus.
  • Babyface weighs as much as Dedede.
  • The toys gain anti-grab armor if they have any form of momentum, and superarmor if they have enough momentum to increase the power of their attacks by 1.5X.
  • Roller Bob is able to stop his momentum 3x as fast, meaning he is able to sweep across the stage en mass with minimal risk to himself.
  • Foes are treated as if they had 50% more damage on them than they do when they are inside Hand in the Box’s box alongside him, giving Hand in the Box more control over where he takes the victim.
  • The max length of Legs’ line is multipled by 1.5X.
  • If a foe intends to uproot Ducky when he’s stuck to something with his suction cup, the hit they deal to knock him off must deal at least 15%.
  • Babyface’s head takes only 1.75x hitstun instead of triple hitstun. The real buff to Babyface comes automatically in 3v1, though, as Babyface has 6 legs he can use to impale his three foes with in his usmash all at once.

The Toys can indeed go with the standard boss protocol of just attempting to disable as many foes as possible while unleashing all of their momentum on one, but it’s rather a waste when you take into account how much trouble you have to go through to get it done. Besides, the ability to hit multiple foes at once with your momentum can be motivation enough to keep them out. If you want to lure them together for a big strike from, say, Roller Bob, try imprisoning one or two under Babyface’s legs in order to make the third come over and help, seeing foes can actually do something about that. Foes will also tend to be together a lot on their own naturally without any help from you, as the two main options they have are to try to attack all of your toys to keep them all pressured, or preferably to gang up a single one of your toys to eliminate it ASAP, in which case you can hit all three enemies at once with ease. Even if things take a turn for the worse on the toy that’s being ganged up on, with all 3 enemies pressuring it the toy will probably easily be able to pull off a suicide KO on one of them before it goes down. If they do indeed stick together a lot, whether or not it’s by your hand, have Ducky latch onto one of them so he can constantly attack all three of them – using his Back Shield to make him slam back and forth rapidly on either side of the foe is ideal.

The toys do indeed prefer to fight only one foe at a time regardless, but they have better ways of going about this then just disabling the individual foes temporarily. . .They can go for mass cheap suicide KOs on one foe in particular to take them out of the match. Even with 3 enemies, they can only die 9 times while you can die 15 times. With so many deaths to waste, you can afford to invest multiple toys in the suicide missions to ensure that the enemy dies. Sure, you may technically end up losing more in the numbers, but if you can manage to take out a specific foe, probably one that gives you a problem in the match-up, early on, everything becomes much simpler with you not even having to bother to disable them at all. Just be aware that this isn’t a foolproof strategy – with multiple foes attacking you, it’s far harder to remain a competent force when you get down to 3, much less 2 or 1, toys. Any suicides should probably involve as many toys as possible, or quickly be followed up by an additional suicide attempt on another character immediately after.

You don’t even really need to disable foes in the traditional boss manner in order to build up momentum – Hand in the Box can just grab a toy and shoot it out immediately with little the foe can do to stop him other than try to make him unable to launch the toy forwards. While foes can interrupt Legs herself from swinging a toy around, if the toy has any real degree of momentum the foe won’t be able to interrupt the toy Legs is swinging around directly. Roller Bob is a similar case, but he doesn’t even have to worry about suiciding off the side of the stage with his buffed stopping. If you do want to disable foes anyway, both Babyface and Roller Bob’s prisons are more than large enough to imprison multiple foes at once to make it quick and easy.

SID’S TOYS VS. ANDY’S TOYS​

VS. MR. POTATO HEAD – 60/40, SID’S FAVOR

Mr. Potato Head can use his spare parts to gimp enemy toys he throws off the stage while still staying on the stage himself personally in order to prevent Legs/Hand in the Box from reaching out and helping the knocked off toy recover. Spare parts lying around the stage in general help Potato Head to be able to multitask far more efficiently, able to assault toys building momentum even when he’s far away from them and being pressured by other toys.

While that’s all well and good, Potato Head’s Up Special is a –tether recovery-, and the mutant toys have more than enough characters to edge hog poor Potato Head from it. Sure, Potato Head has some incredibly mediocre recovery options in his aerials, but they’re still not going to take him that far. Sid’s Toys don’t even have to terribly bother building up momentum – you can just knock him onto Roller Bob, pressure him enough so he can’t get off, move him over to the edge, then poke him off and hump the ledge, blocking the actual stage itself off with Roller Bob’s utilt. Of Course, if Potato Head has strategically placed shoes on-stage he can avoid this by being able to assault the toys blocking the edge, but it’s difficult for Potato Head to take this momentum and capitalize on it if he succeeds. This is because Potato Head can’t get that much stage control, as the solid nature of all the toys prevents two arms throwing a bowler hat back and forth to fail as they block the hat. Granted, Babyface can’t very well do it, seeing the hat has a 50% chance of tripping what it hits, leaving that task very specifically to Hand in the Box.

VS. REX – 50/50

Rex’s ability to absorb single powerful hits is truly a horror for the mutant toys in this match-up, as they rely on smacking foes with many potential KO moves for damage racking and have little to their game to function as traditional damage racking. For the most part the toys are going to have to abuse grabs to get past Rex’s superarmor, and if they’re looking for damage specifically impaling Rex on Babyface’s legs is probably the best answer. All of Rex’s awkward lag makes it easy for Babyface to charge up the usmash to impale Rex deeply, giving him plenty of free damage Rex can’t absorb. Of course, the toys will eventually have to go for the KO, but they can try to hit him immediately after he comes out of a grab so he can’t Down Special – this is largely a test of reflexes though and is ill advised. If Rex gets enough damage built up, his dsmash can slaughter multiple toys at once as he spins around using his tail as a gigantic hitbox, knocking so many toys off-stage that there’s none left on-stage to help them recover – much less time for the Sid’s Toys player to actually input for all of the toys to recover in a timely fashion. That said, an alternative method of killing Rex while giving him no chance to build damage on his smashes is to just go exclusively for grab suicide KOs. The purpose of damage racking Rex is to ensure that he will be unable to escape these grabs. Unfortunately, Rex actually has a surprisingly decent recovery, meaning if you don’t take him all the way down to his death he might be able to make it back – especially if the toy who dragged him down was solid (Highly likely), enabling him to start his way back up with his first jump.

Considering Rex is so terrible at damage racking, he will struggle to do much in this match-up if the toys are intelligent enough to not give him damage to absorb, but the Sid’s Toys player generally struggles to rack damage outside strong individual hits he will struggle to suicide KO Rex all that well, oftentimes just killing the toy that attempted to pull it off. Rex will get in his boosted power, but it only lasts for one attack, and one good attack isn’t going to –kill- Sid’s Toys the vast majority of the time. Granted, he will get it multiple times seeing how much the toys will want to damage rack Rex.

VS. HAMM – 30/70, ANDY’S FAVOR

The fact there are so many toys to knock over Hamm’s blocks means that Hamm will find it almost impossible to actually use the blocks to his advantage, as there will inevitably always be another toy on the opposite side to knock it down before Hamm can use it how he wants. Hamm has to forget the possibility of knocking them down almost entirely until only 2, maybe 3, other toys are left, just using them as generic walls until that point by making use of tape. Granted, generic walls are surprisingly useful against Sid’s Toys, as they will have to go out of their way to climb over them. While it wouldn’t be a huge deal, Hamm can capitalize on it by just rapidly hopping to either side of the wall, forcing them to go over it en mass. Roller Bob in particular struggles to get past it, as well as any toys with built up momentum. Sure, they can be launched over the wall, but they will find it incredibly awkward getting low enough to actually hit Hamm afterwards. Your best bet is probably to have Legs stand on top of the wall and swing the toy back and forth before suddenly slamming them down on Hamm.

Hamm is able to get damage on foes very easily thanks to his Side Special, enabling him to damage rack them all at once en mass with his coins. Considering Hamm is mainly using the wall to prevent all the toys from gang banging him at once, their primary goal will be to all get to one side, and once that happens they’re just fodder for said Side Special. Granted, it’s not all rainbows and lollipops. The toy soldiers are useless due to the solid nature of Bob, Babyface, and Hand in the Box constantly bringing their movement to an abrupt halt, and Hamm struggles to KO significantly due to being unable to actually topple his blocks down himself. Granted, Hamm has another KO method in his fsmash, but if he loses the cork he won’t be able to use it again, requiring him to separate the toys so that they can’t steal it from him. If he loses the cork, things become complicated for him, as while his Side Special damage racking is great it has a cap so he can’t get the other toys to percents to mindlessly kill them with his other attacks. . .Or at least all of them, anyway. The lighter ones will go down, and then the other ones will be helpless without them.

VS. SLINKY – 60/40, SID’S FAVOR

Slinky is able to grab multiple characters at once in his gigantic interior, making life exceedingly complicated for Sid’s Toys as they are aware they absolutely cannot let him expand out to cover that much of the stage. Furthermore, their solid nature does absolutely nothing to Slinky’s sling – it only affects his hindquarters and front, the actual dog parts of his body, meaning that anybody who intends to block Slinky will have to stay right in front of him to keep him from expanding. Considering Slinky has no grab hitbox on his dog half, Hand in the Box is excellent for this as he is immune to hitstun outside of grabs. Hand in the Box is pretty easy to jump over, though, so Babyface may be preferred. When Slinky takes to the air, follow him with usmash and bring him right back down. If Sid’s Toys can keep him from expanding out that far, which isn’t that hard of a task, they also have the massively added benefit of having two distant hurtboxes on Slinky to assault – you can build up momentum, then flank Slinky from the rear as you have a couple toys to distract him from the front and keep him stunned. Slinky is in danger of being infinite’d with his two distant hurtboxes – if he can’t extend out all the way, extending can actually be a massive burden for him. If he ever succeeds, though, don’t expect the mutant toys to put up much of a fight, no matter how many stocks they have left.

VS. MR. POTATO HEAD, REX, HAMM – 40/60, ANDY’S FAVOR

Hamm’s walls prove as effective as they did in the solo match-up, and with Rex and Potato Head around a competent stage control is far more likely to get properly set-up with Andy’s Toys being able to properly pressure Sid’s, or at least be aggressive enough to resist pressure from them so they can control the stage. Sid’s Toys will be too busy fighting to dedicate themselves to such menial tasks as blocking off a bowling hat being thrown back or forth or Hamm’s toy soldiers. Hell, with Hamm having two assistants, he can even afford to have the tower not be taped down, as Potato Head or Rex can knock down the tower for him.

If Sid’s Toys intend to fight Rex while all of Andy’s are alive, it will be too chaotic for them to not hit Rex with big hits, powering up his smashes and enabling him to get easy kills. Sid’s Toys will be going out of their way to avoid Rex to save him for last, wanting Hamm’s head in order to rid the stage of block towers, easy damage racking coins, and the army men as a nice bonus. Unfortunately, this isn’t as easy as it looks, as cheap suicide KOs are difficult when Hamm’s recovery is as good and ungimpable as it is, meaning Potato Head is the ideal target to go for due to how quickly he goes down, along with the fact he contributes to Hamm’s stage control. You’ll have to go out of your way to contain Rex during this, as he’ll be trying his best to act as a meat shield for Potato Head and absorbing damage to destroy all of Sid’s Toys – he must be kept out of the fight at all costs. If you can manage to get a more elaborate KO on Hamm with multiple toys to take him farther down than he can recover, go for it. Just don’t expect Potato Head and Rex to let Legs casually reel back up one of the toys knocked off the side. . .This is the primary reason Potato Head indeed needs to be killed, as if you can keep Rex contained (And he’s by far the easiest –to- contain), you can fight Hamm largely solo for extended periods of time with nobody to stop Legs from saving the toys, meaning Sid’s Toys become far harder to finish off.
 

phatcat203

Smash Apprentice
Joined
Dec 12, 2008
Messages
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I've been everywhere, man.
Woo, Hugo -3.0-

--Team Pedestal--
(If you're wondering why I'm using Guilty Gear music, it's because nothing from Pokemon really fits these guys, and it'd be worse to use it. This stuff sorta fits them, at least.)

--BACKSTORY--


Team Pedestal is, as you may've guessed, the team of the main character of Pedestal, a Pokemon fanfiction. Now before you go yelling at me and excising me from the chat, Pedestal's not the average, Mary-Sue style fanfiction. This team has been through hell together, quite nearly literally in some cases. Relationships are...awkward at best. Some like each other, some hate each other, but they're all(usually) willing to work together for the "greater good."

Some relationships you may need to know in order to not think I'm just pulling interactions out of my hat: Alice(Altaria) raised Zarek(Krabby) from an egg, and thus is highly protective of him. Ike (Luxray)...hates just about everyone, especially Konstantin(Duskull). Carlita(Breloom) is on good terms with everyone except Ike, whom she loathes. Finally, Des(Camerupt) gets along with everyone rather well, partly because he's the strongest member of the team and can keep Ike in check.

There is no "stats" section to this due to the sheer amount of effort that would require; I'll just list the characters' Sizes and Weights. Note: These Pokemon have Stamina(as in HP, nothing to do with Pokemon Trainer). This is unique for each Pokemon, and will be listed with their statistics. Enemies get KOs either by KOing Konstantin or KOing 3 other Pokemon; Pokemon do not respawn until 3 are KO'd(so if Konstantin is KO'd before two others are, he does not respawn), and the living keep their damage. Anywho, here are the Sizes:

Des: 10/10/200; Des is a good bit taller than Bowser, and a tiny bit wider. He's also quite heavy and very sturdy.
Alice: 5/5/130; Alice is an easy target-she's about the height of Luigi, but rather wider thanks to her cloud. She's middleweight and has about average Stamina.
Ike: 5/5/100; Ike stays low to the ground at all times, putting him around the same size as Ivysaur. He's the same weight as Alice, but has a bit less Stamina.
Carlita: 4/4/80; Carlita, thanks partly to a lack of any real arms, comes out to be the same width AND height as Luigi. Carlita is one of the less sturdy teammates, but can still hold her own.
Konstantin: 2/3/70; Konstantin is basically floating Kirby. He might be small and light, but his defensive prowess helps him stay alive for a deceptively long time.
Zarek: 1/1/35; Zarek is on par with Olimar overall, but is a bit shorter and a bit wider. He's also very light and very weak, so watch out for him! Or not...

--SPECIALS--
--KONSTANTIN--



--CHARACTER FORWARD--


Specials have a reason for being first this time: they are Konstantin's area of expertise, and he is who you control in this set. Just in case you couldn't tell already. Anyways, I should explain Konstantin's "Stats" here. Konstantin flies, and as such he has no jumps, has perfect "traction," and his "aerial movement" is more like most characters' ground movement. There is a limit to how high Konstantin can go - after all, he's not a true Flying-type. 5 BFPs off the main stage area is his limit, so keep that in mind. His overall speed is roughly equal to Mario's. Konstantin also does not have a Shield, just like every other member of the team.​

--Down Special: Shadow Sneak--

Onto the move: When activated, Konstantin sinks into his shadow(it's a small, rather dark circle on the ground), which you can then move around in at normal dash speed, up to two BFPs in either direction. The higher up you are when you activate this attack, the more your shadow diffuses, and thus the more start lag this attack has(minimum is 1/4th of a second, max is 1 second, at 4 BFPs above the ground). Konstantin will stay in his shadow while you hold the B button, for up to 1.5 seconds. If you pop out from under another player, you'll grab their legs(or just them, if they're too small) and hold them in place for an amount of time equal to the start lag you suffered on this attack. An attack must deal knockback that would move the foe at least 4 BFPs to knock the opponent out of Konstantin's grip; the knockback will suffer no penalty. Grabs override Konstantin's grip.

However, if Konstantin is touching anyone (including other members of Team Pedestal)when he activates Shadow Sneak, he'll take them with him into his shadow! Konstantin suffers no penalty to his movement area, but the shadow's speed is halved. If you take someone with you, you cannot grab an opponent when you leave the shadow; instead, they will be pushed upwards a small distance and take 2% damage. This offers some control over the other members of the party, and can be very useful. You can also move opponents nearer to an attack, if you like.

Whether or not you choose to take someone with you, Konstantin suffers extremely bad ending lag equal to his startup lag. If you brought an ally with you, they do not suffer any lag, but opponents sit through exactly half of what Konstantin does.

--Neutral Special: Future Sight--

Konstantin laughs for a short time, and then...nothing happens. You have control of Konstantin again and, seemingly, no effect comes into place. However, you all are not idiots and thus know that something DID happen here. If Konstantin is attacked before he uses any other move, he will "dodge" the move by phasing out. This only works against physical moves; energy shots, magically-assisted attacks(ala Gallade), fire, and the like will still hit.

If a member of Team Pedestal was within 1 BFP of Konstantin when he used Future Sight, and never left that range(either from Konstantin following them or them simply not moving), the Future Sight will activate for them as well, with Konstantin phasing both parties out. The ally still cannot have used an attack before getting hit, of course.

Either way, all protected parties suffer bad ending lag when Future Sight's protection ends, and Konstantin cannot use Future Sight again for twice as many seconds as times he has used Future Sight that stock.

You can use this move to protect your allies from attacks while simultaneously attacking with other members of Team Pedestal - the Pokemon cannot be given commands while Konstantin is using a move, but it's fair game while he's Phasing via Future Sight.

--Side Special: Astonish--

Konstantin rears back, vanishes from sight and...does nothing. Woo. But seriously, if an opponent uses an attack and is within 3 BFPs of Konstantin, he will immediately pop back into sight right in their face. This will freeze them in their tracks - they flinched - and cause them to stop whatever move they were using.

Furthermore, the opponent cannot use the Astonished move again until they have used at least 3 other moves. These moves MUST be different from each other; Fox, for instance, could use his Nair, Fsmash, and Dair to end the effect, but not just spam his blaster. Only one move per character can be Astonished at a time.

Konstantin will stay phased for exactly half a second, and will suffer moderate ending lag if no opponent uses an attack. Otherwise, the lag is minimal on both ends. Just to clear things up, Konstantin will not use Astonish on other members of Team Pedestal. Konstantin can be hit out of Astonish's effect by any move that can hit him while he's phasing- so long as it wasn't activated within 3 BFPs of him(since he would obviously stop it then).

--Up Special: Mean Look--

Konstantin...gives the foe a very Mean Look. After a good 1/3 second of lag, anyhow. Anyone facing Konstantin within a BFP of him will freeze. When Konstantin has his entire Stamina gauge left, this will simply hold the opponent in place for a third of a second. However, the guy can still attack, shield, and can even roll to actually move around. As Konstantin's health falls, the range, duration, and strength of Mean Look increases proportionately, scaling to the point that when he has 5 or less Stamina, Mean Look renders any foe within 3 BFPs entirely unable to move, jump, roll, dodge, shield, DI, crouch, dodge, taunt, or attack for a good three seconds.

Whether you miss or not, Konstantin cannot move for a good half a second after using Mean Look. Also, Mean Look cannot stack, nor can it affect a foe more than four times a stock; after that, they become immune to the fright.

A foe under the effects of Mean Look can still take damage/knockback, but it is all halved. The poor guy is just literally too scared to feel that much pain. Course, you can use this time to move the characters of Team Pedestal around easily, or you could just attack...

Now, abusing however-odd seconds of frightened, totally helpless combo fodder is nice, but the absolute best way for a player to abuse Mean Look's effect is to end any and all combos with a grab, since grabs do not magically free a foe of Mean Look's effect. In fact, opponents still take full knockback from throws, so that particular set of moves is undoubtedly the best way to go.

--STANDARDS--
--CARLITA--



--CHARACTER FORWARD--

Carlita is a fairly active Breloom, but even still, she recognizes that she's meant for moving in bursts, not wandering around. As such, she tends to stay in one place, but takes short hops back and forth to throw off opponents' movements... Because of the erratic nature of the hops(and their length), Carlita actually can move across the stage, albeit in a random and unorthodox manner. This doesn't mean she's entirely dependent on Konstantin to get around, though. Rather, her attacks themselves can propel her across the stage, much like Hugo's Muk, only not as slow.

--Standard: Mach Punch--

Carlita simply punches outward, extending one of her rather stretchy arms to its maximum length of 1.5 BFPs. After this, the arm pulls back to Carlita, and the move is finished. This extension happens in an instant - there is no startup lag on this attack at all. However, the retraction of the arm takes about 1/2 of a second...so while Mach Punch is quick on the draw, it's still pretty a pretty tough move to time well. The punch deals 8% damage and weak, mostly horizontal knockback.

Of course, Mach Punch IS a "priority" move....and while that doesn't mean the same thing here as it does in Pokemon... oh well, now it does. However, Mach Punch does NOT have Transcendent Priority; it has far, far better. Mach Punch cannot be canceled out or clashed with...rather, it ALWAYS cancels out any attack or projectile it comes into contact with, with absolutely no damage to Carlita. After canceling a move, Mach Punch continues on its way as if nothing happened, and can still cancel more moves and/or hit opponents.

Of course, Mach Punch's priority is entirely useless if the opponent attacks quickly from the backside...but hey, you've got 5 other Pokemon helping you; use 'em. Also, watch out for the end lag, as it's rather punishable.

--Forward Tilt: Seed Bomb--

Carlita's "Seed Bomb" makes use of her tail; she doesn't randomly toss seeds about. No, when you activate this move, Carlita's tail glows green for a short 1/4th of a second, after which the Breloom does a sort of somersaulting leap forward and slams her entire tail into the ground!

Carlita travels forward 2 whole BFPs with this attack, so make sure to take placement into account. Why, you ask? Because if you hit with Carlita's body(while traveling forward), the opponent only takes 5% damage and very weak vertical knockback; hitting with the tail deals 14% and high horizontal knockback, killing at 120%(don't bet on comboing into the tail by hitting with Carlita's body; it's possible, but only if you hit them at the very end of the leap, and is tough to pull off).

Now, of course, with this being Seed Bomb and all, the very tip of Carlita's tail acts as a sweetspot that dishes out a whopping 19% damage and very high horizontal knockback killing at 90%.

--Up Tilt: Sky Uppercut--

Carlita hunches down for about 1/5th of a second, and then.... well what do YOU think she does? It's a damned Shoryuken! Though it looks a bit more like a Shoryureppa without the flame... oh well. You can turn around while in the crouching animation to change the direction you jump, much like Mario's Up B. The attack deals 5 hits of 3% each, with the last giving out vertical knockback that KOs at 130%....not bad. If Sky Uppercut catches a character in mid-air(which is extremely likely), it will not do any more damage, but the knockback will increase, and will now kill at ~110%.

Now, Sky Uppercut itself has no more effects....but if you manage to get near Alice with it, Carlita will grab the bird's legs, pull herself on up...and proceed to ride on the Dragon's back! She can use all of her moves while riding Alice, but F/Utilt will cause Carlita to jump off of Alice. Seed Bomb will deal 4% more damage if used from on top of Alice, but is obviously much more difficult to aim. You're entirely dependent on Alice for movement unless you jump off...so see her section for that. It's next. Woo.

--Down Tilt: Focus Punch--

Yes, one of Breloom's signature competitive moves. However, I think it's pretty safe to assume that Carlita already knows how to hit things really really hard, and that this isn't that much of a stretch. So... Carlita scrunches up her eyes and, well, focuses really hard, whilst still hopping back and forth as per usual. This is the charging animation for Focus Punch, and Carlita will be in it for a good 1.25 seconds. After the start lag is all over and done with, Carlita launches Focus Punch...which as it turns out, hits really really hard. Getting hit by this behemoth of a blow deals a massive 35% damage and can KO light opponents at as little as 20%!

A major downside to this(besides the massive start lag) is that Focus Punch itself is the same size as Mach Punch, so it is rather difficult to hit any opponents that are crouching or jumping. However, the main thing to watch out for is getting attacked while charging Focus Punch. If you do, Carlita will be stunned for twice as long as she had been charging Focus Punch!

So, the main way to hit with this move is to use Konstantin and Shadow Sneak an opponent into range just as Carlita is firing off the Punch - too soon, and they may be able to attack her out of it; too late, she might miss altogether. You can also use it while on Alice - it's very hard to tell that Carlita is charging due to Alice's clouds - in order to try and hit aerial-based opponents.

--AERIALS--
--ALICE--



--CHARACTER FORWARD--


Alice acts as a sort of aerial cover for the other Pokemon, protecting them from up high in the sky (about 5 BFPs off the ground)and all. But first off, we need to get to the fact that, to even use Aerials, you have to hold whatever button you'd normally use for Shielding, then hit the buttons. Not that complicated, I'd hope. Now, Alice is a bit awkward when it comes to controls - if Zarek is still alive, Alice will follow him, and attack people who get near him or attack him... Couple of things to note about this: during this time, you cannot control Alice. Essentially, if Zarek is alive, Alice is 100% AI. Next; what she actually does: Alice will use Fury Attack on whomever attacked Zarek, even if it was an ally. Fury Attack is a fast flurry of pecks that can deal up to 10 hits of 3% damage... meaning you'd damn well better DI or dodge some of these if you want to live. Or just not attack Zarek in the first place, idiot.

If Zarek is KO'd, Alice will follow whoever knocked him out...but she won't attack automatically. You now have direct control over her attacks. All of Alice's attacks will directly target the person who KOd Zarek, even if it was an ally. You can change the direction of the attacks...but only by about 20 degrees on each side of the target. This can actually work in your favor, forcing you to cover an ally, and can also keep Carlita near Alice for a team-up attack.

--Neutral Aerial: Dragonbreath--

Right, as you remember, Alice always aims for whoever KO'd Zarek. In this case, she's shooting a stream of blueish-white "fire" at the person, or at least she is after the 1/5th second of start lag. Dragonbreath behaves like Bowser's fire breath, but isn't nearly as wide, and has much longer reach(about 5 BFPs, meaning you can just reach the ground with it). This move deals many very rapid hits of 1%, and is so fast and hard to DI out of that you are likely to deal about 15% or more damage if you catch the opponent well enough.

Dragonbreath dies down rather slowly over six seconds, and takes the same amount of time to "charge" back up, which it does automatically, like Bowser's fire breath. Now, when you're done breathing down everyone's neck, Alice will suffer end lag equal to 1/3rd the amount of time she held Dragonbreath out. For short bursts, this won't be much, but hold it till it dies and that's 2 full seconds of uselessness, so keep that in mind.

Of course, this WILL hit any and all members of Team Pedestal....so long as they were the one to KO Zarek that stock. Innocent Pokemon are immune. This is still deadly unless you hit Konstantin or Ike, as your other team members cannot escape Dragonbreath...you'll have to end the move, or else wait until it recedes enough to free the Pokemon, if you're really that much of an ass.

This move is honestly meant more for aerial-based combat than ground-based, seeing as Dragonbreath -just- reaches the actual stage from Alice's positioning. While the move may peter out rather slowly, it is still difficult to land a good hit on characters that are firmly planted on the ground, and even moreso for smaller guys like Kirby or Meta Knight.

--Forward Aerial: Hyper Voice--

Hyper Voice may be an Egg Move for Altaria, but this is not a set for just any Altaria, this is a set for Alice, and I would certainly say Hyper Voice fits her rather well... In any case, Alice has such tight control over her voice that she can literally concentrate and aim it, as a sort of sound wave. This manifests itself in the form of three little "rings" that are shot out at Alice's target. The rings are separated by a good BFP each, and each one deals 4% damage and flinching...and by that I mean the opponent flinches for a fourth of a second, which is stackable if you hit with multiple rings.

This is harder to do than it sounds, however, since Hyper Voice is so concentrated that it no longer even approaches the speed of sound, and instead travels slowly enough to JUST give the opponent enough time to dodge or roll away. Of course, the rings still reach opponents in just over 1/4th of a second, so it isn't like they're really SLOW. And yes, the rings do adjust their speed accordingly with how far the opponent is, but since Alice tracks them, they generally won't be too far.

--Up Aerial: Perish Song--

After a quick 1/5th of a second, Alice tilts her head back and begins to chant out a very eerie, spine-tingling tune for about 1.5 seconds, though you can hold it for as long as you want. The song can reach characters up to 4 BFPs on all sides of Alice, and what it does is act as a sort of "Super Flower," meaning that it is a very strong passive damage effect(about 5% a second). Perish Song's effect lasts for twice the amount of time that the opponent was in range of the singing, and this can be stacked to be never-ending.

The downside? Alice is also affected by Perish Song, as are any Team members in range. Perish Song's effect is especially deadly to Team Pedestal since they have set Stamina, so be very careful of when you Sing. A saving grace is that you can move Konstantin around while Alice is singing, so use him to get Shadow Sneak teammates out of range. Unfortunately...there's nothing you can do for Alice herself; she will always suffer from her own Perish Song.

--Back Aerial: Refresh--

Alice begins to sing out a soft, relaxing song, indicated by little sound waves emanating from her body which peter out about 1.5 BFPS from her body. Refresh is a bit changed from its in-game self - instead of just clearing any and all status ailments from Alice, Refresh gets rid of any negative effects that the members of Team Pedestal, Alice included, have inflicted upon themselves or other teammates. This goes for things like Carlita's lag from Focus Punch, burns from Des, the effects of Ike's Roar, and even the effects of Perish Song. There's a good 1/2 of a second of startup lag, but sadly, even with that lag, Refresh needs to be held to take effect; the more extreme the effect, the longer Alice needs to sing to get rid of it. Carlita's lag takes half a second to clear, Roar takes 1/6th of a second, and Perish Song takes a full second, to give you an estimate of times.

That may not seem like much, but Refresh has an entirely different purpose on top of this! You see, while Refresh's soothing tone cannot actually heal teammates, it can rejuvenate them and put them in top shape!

Refresh will:

Cause Carlita to hop back and forth more quickly and erratically, making her harder to hit, and cause her to immediately fire off Focus Punch with increased range and decreased lag if she was charging it;

Increase Ike's overall ground speed and power up his Grab strength, thus making him harder to dodge and escape;

Increase all of Des' attacks' range by 25%, and cause his lava to stick to players/the ground for twice as long;

Increase Konstantin's move speed by 50% and decrease lag on all of his attacks by 50%;

Decrease the lag on Alice's moves by 50%.

Zarek will be semi-revived if he is in range; he will not move around, nor will Alice follow him, but he can once again pinch players who pick him up. Refresh's effects last for three times the amount of time you held Refresh.

--Down Aerial: Pluck--

Alice swoops down in the general direction of her target with her long neck and "beak" outstretched, obviously going in for some kind of attack. Depending on who she gets near first, this can do one of two things. If Alice meets up with an allied member of Team Pedestal first, even if it's her target, she will (somewhat grudgingly) pick them up in her beak and flip them over her shoulder, so that they are riding on her back. If it's an enemy, Alice will simply do a sort of quick peck at them that inflicts 7% damage and knocks the foe on their ass.

Obviously, this has some conditions... For starters, you cannot pick up Des at all. Hope you weren't EXPECTING to in the first place, but still, needs to be said. You CAN pick up Ike....but he won't like that at all, and will shock Alice for 4% damage every half a second she carries him. The others have no objections to being carted around, and can use their moves as they wish. If they were holding Zarek, Alice will totally ignore everything else and simply snatch up the little Krabby.

If Alice hits an enemy with Pluck, she will steal anything they are holding. Now, I'm only talking things like actual items that can be picked up... so Link's Bombs count, but not his Sword or Boomerang. With that cleared up, Alice can pick up just about any item that isn't a Crate or something similar, but...can't use it. Unless she somehow picks up something like a Super Mushroom in the very frame before it actually activates, Alice won't be able to do anything with her stolen item. She'll just carry it around for half a second before dropping it. Trying to throw it will just activate whatever Aerial that happens to be.

Of course, this is because Alice isn't SUPPOSED to pick up regular items with Pluck...she's supposed to pick up Zarek. Whether she does this by snatching him from the ground or from a character's hands doesn't matter. While holding Zarek, Alice loses the ability to use Pluck, but her other attacks get a boost of 4% damage(or quicker hits in Dragonbreath's case) due to her being so protective of him.

One last thing to note here: If Alice Plucks up Konstantin, you will gain full control over Alice and her attacks, as well as retaining use of Konstantin's moves. While Alice is a bit faster than Konstantin, she is obviously a larger target for the enemy. Oh, and one more thing: Alice can release whatever she's holding or carrying by just inputting Pluck again or getting hit. However, if you want to get rid of Zarek(presumably so you can carry someone else around), you'll have to get hit, as Alice won't willingly let him go.

--GRAB GAME--
--IKE--



--CHARACTER FORWARD--

Ike does not grab in the conventional way, obviously. Rather, he is entirely reactionary. He will always stalk an opponent best he can, trying to keep exactly one and a half Battlefield Platforms from them at all times. If the foe makes(or, if affected by Mean Look, tries to make) any sudden movements, Ike will pounce on them, biting them and holding them to the ground, where he can then perform his Throws(you just press a direction without any other input, as usual).​

--Grab: Stalk--

Ike's lunge can be dodged, but it is exceedingly difficult, as he has the longest-lasting Grab hitbox in the game. Of course, if you can stay more than 1.5 BFPs from Ike, he cannot pounce on you. If you do get Grabbed, don't worry too much - it's difficult for Ike to hold on to you, so he's much easier to throw off than most. Ike lurks around at Ganon's dash speed, so even the slowest can keep away from him, if no one intervenes...

Sudden movements count as, well, anything sudden. A high jump from a standstill, a roll, dashing from a standstill, spot dodging, turning around or crouching suddenly, a very quick attack...All of these will cause Ike to lunge at an opponent, and it doesn't matter one bit whether you're in the air; he can grab you right out of it. Ike will not attack other members of Team Pedestal....at least not with the grab. To execute Throws, simply hold the "Shield" button while Ike has someone in his grasp, and hit a direction.

--Pummel: Roar--

Roar is a rather unique Pummel - instead of dealing damage before a Throw, Roar forces the opponent to get the holy hell away from Ike as fast as they can. As soon as the move is done, Ike releases the opponent, and the poor sap(and all other opponents within 2.5 BFPS of Ike) will automatically scramble up from the ground and bolt forward at 1.5x his normal Dash speed. The foe'll run until they are 4 BFPs from Ike, and their now-AI-controlled self will jump over obstacles or anything in the way in order to escape Ike. If they're hit, they'll snap out of it. This shouldn't need to be said, but Ike won't track the opponent until they're done fleeing... he likes to watch.

Now, the other members of Team Pedestal are used to Ike, but still...it's not like this won't do anything to them. Des, Konstantin, and Zarek will all freeze in place(this doesn't count as an attack, so Alice won't go after Ike) for 1/3rd of a second, if they were within range of Roar. Alice don't give a fuck; she's 100% unaffected by Roar. Carlita though.... Carlita shrieks and leaps into the air, then, behaving just like any enemy, bolts away from Ike at the speed of Pikachu's Dash. Once she's traveled the 4 BFPs, Carlita sort of scrunches down and shakes her head, clearing herself of the effects...this takes a solid half a second though. Honestly, just make sure the team members aren't in range.

--Down Throw: Electrocute--

No Shock and Awe puns here...at least not yet. This move is pretty simple: Ike uses Discharge while he has the foe pinned to the ground, releasing electricity from just about everywhere...and it hits the opponent. Not much else to say. Course, the electricity goes out about 1 BFP on all sides of Ike...and he's not too picky about who electrifies. Other members of Team Pedestal CAN be hit by the shock, so keep them away from Ike!

Anyone and everyone who is hit by the attack will take a good 14% damage and set, medium knockback. The foe on the ground takes upward knockback, while all others are sent off in whatever direction they were from Ike when hit(if they were to the left, they get sent to the left. Above him, they fly upwards, and so forth). They will also be slightly slowed from the electricity, with all moves and movement taking a 10% decrease in overall speed(for moves, the actual attack is not slowed; rather, there is a 5% increase in lag on both sides of the move).

--Up Throw: Not Worth It--

Ike, after a moment's consideration, laughs at the absolutely pathetic pile of ass he has pinned down, and decides that they're simply not worth mutilating any further. And so he casually tosses them three BFPs into the air. How kind of him.

The little "toss" in and of itself does nothing other than throw the opponent up a bit; rather, this move depends entirely on another party member for damage; namely, Alice. If she's nowhere near the opponent, nothing happens. But if Alice is within 2 BFPs of the opponent at any time after they were thrown, she will dive towards them and, well, attack them. She does this via Fury Attack, which is basically a ton of very quick, but weak, pecks to the face/abdomen/unmentionables. There is an infinite number of jabs, and the move acts much like a, well, an infinite jab, only much harder to DI out of. Each jab deals 1% damage, and you're likely to get in about 15-17 hits. Once the opponent breaks out of the flurry, Alice huffs and flies back up into the air.

--Forward Throw: Playing With Food--

At first, this seems to be the Up Throw, but forward, as Ike casually tosses the opponent out in front of him. Of course, it's quickly obvious that it's not anything of the sort, as Ike dashes right up to the foe as they fly and smacks them back to the ground with his paw, following up with a Thunder Fang to...the closest accessible body part; Ike's not picky. This doesn't inflict any knockback, but it leaves the still-downed foe dazed and immobile for about 1/5th of a second.

The pitch forward deals 3% damage, the smack and impact with the ground deal 4% each, and the Thunder Fang deals 6%, meaning this attack does 17% damage all in all. While rather strong, the move can't interact with any other party members; in fact, if one gets in the way, Ike barreling into them will deal 6% damage along with some weak knockback, so watch out.

--Back Throw: To The Wolves--

Ike once again tosses the foe like a sack of potatoes, though behind him this time, then wallops the foe with his tail so that they fly faster and further. They'll go about 4 BFPs in total, before they hit the ground and skid to a stop. After that...they try to get up, of course! This is automatic; the opponent is not in control of their character at this stage. Once the foe gets about halfway up, any and all party members that were within 1 BFP of the thrown character at any time during the flight pile onto the poor sap! This is known as "Beat Up," and it calculates each party member's attack power separately. Konstantin's attack deals 2% damage, Zarek's 3%, Alice's 5%, Des' 6%, and Carlita's 8%. This means that, all in all, you could potentially deal up to 24% damage with a single throw!

Knockback depends entirely upon who hit the foe last(the attacks go in order; whichever Pokemon the opponent came near first attacks first, and so on). Konstantin kills at 150%, Zarek at 140%, Alice at 130%, Des at 120%, and Carlita at 105%. Oh, and I never explained it, but the move looks like that cliche little tussle animation from all the cartoons, what with the dust and the big flashes and the whatnot.

--SMASH ATTACKS--
--DES--



--CHARACTER FORWARD--

Pedestal, or Des for short, acts as the sort of "middle man" of the team, as well as the de facto leader(mainly because he can take Ike) when the Main Character is not around... and at times even when he is. He's the strongest of the team going by levels, and was the main character's Starter Pokemon.

In-game, Des does not move on his own at all. His moves don't move him around, he doesn't follow anyone...he's totally static. Konstantin can still move him around just fine, though. Basically, Des just sits there and fires whatever he can off. Des has flinch resistance at all times, but not Super Armor. This helps him to sit more effectively. Now, just cause he's the leader doesn't mean Alice won't target him or Ike won't barrel into him; he still suffers the same as anyone else.

--Forward Smash: Fire Blast--

Warlord may rage at me for not making this Flamethrower, but Alice basically already has that and I'd rather not rip off Bowser TWICE in one set. So, Des hunkers down and builds up fire in his mouth for about half a second(unless you charge it), then fires it off in that anime-style Daimonji(a sort of Japanese symbol similar to a 5-point star) pattern. Course, since that's not what faces the screen, it just kinda looks like a weird vertical line about a BFP tall to players. Still, it hits dodging players, so it does have some effect.

The blast travels for a good 4 BFPs(or until it hits an opponent) before fizzing out, and dishes out a solid 14-23% damage. It also leaves the opponent with a burn, which deals 2% a second for about 2-5 seconds, depending on charge. Fire Blast also has relatively hefty knockback, KO'ing at around 110% on lighter characters. Fire Blast can hit other members of Team Pedestal though, so be sure to watch out for them, namely Ike and Carlita.


--Down Smash: Earthquake--

Yeah, you saw this coming. Or at least I hope you did. Des lifts one side of himself up off the ground all sumo-style, and holds that position for as long as you charge the attack. Afterwards of course, he slams down and causes a massive tremor with a range of 2 BFPs all around himself, causing 16-26% damage and vertical knockback KO'ing at 130-100% to anyone hit by it. Now, Earthquake can only hit opponents who are standing/lying directly on the ground, so...yeah. The move doesn't break the stage in half or anything to that degree, sorry Warlord.

Earthquake can obviously hit Team members... though it's a special case. Alice and Konstantin are already basically immune to it, but so is Ike, for the simple fact that he isn't ******** and realizes that getting hit by Earthquake would just about kill him. Thus, Ike leaps up into the air a good 2 BFPs if he's in range of Earthquake. He can't grab anyone during this time, nor can he do any damage at all. Zarek and Carlita are both fully susceptible to getting hit by Earthquake, though.

--Up Smash: Lava Plume--

This was a toss-up between Rock Slide or Lava Plume, and since Lava Plume is basically Camerupt's signature move... yeah. Des hunches down just a bit, and his volcanoes start spitting sparks and small flecks of lava. This is just the charging animation - it can't hurt anyone. What comes after, however, certainly can. Des pops back up to full size rather quickly, and launches out massive amounts of lava straight up into the air. The lava only goes up about 2 BFPs, but that's high enough. The lava itself deals between 12-20% damage, but engulfs the foe at a touch, and it deals 1% damage every half second until the foe button-mashes out(the lava is twice as hard to shake off as a typical Grab). Refresh can't get rid of this damage, since it's caused by something directly on the foe.

If Lava Plume doesn't hit anyone, the lava will fall back down to the stage and stay there for about 2 seconds. In this stage, it can no longer stick to characters, but damages any and all players who walk over it. Lava Plume cannot harm Des himself, but it can certainly hurt other members of Team Pedestal, both when first shot out and while on the ground. Alice WILL go after Des if the lava harms or KO's Zarek, even if it's the passive grounded damage that does it.

--WANDERING--
--ZAREK--



--CHARACTER FORWARD--


Zarek is mentioned quite a bit in the other character's moves, but I didn't feel it pertinent to mention him sooner in the set, as that would be very complicated to word correctly, with you not knowing who anyone else was. Now, Zarek himself doesn't do much - he just wanders about aimlessly, and will pinch anyone who stands next to him for a short time, dealing 3% damage and light flinch. However, he can be picked up and carried about like any typical item(even if he is KO'd), though he will still pinch you every second you hold onto him(unless he is KO'd). Konstantin CAN pick up Zarek, by the way.

Why would you ever want to do this? Well...Alice? She will track anyone who is holding Zarek. She won't attack them unless they harm Zarek, but she'll follow them about. You can pick up Zarek yourself to lure Alice near opponents(and then presumably throw him in the way of an attack if he is not KO'd yet), or let an enemy pick him up(for whatever reason) so that they take damage from him. This will override Alice's following of whomever KO'd Zarek, as she wants to make damn well sure that nobody causes any FURTHER harm to her "baby."

--FINAL SMASH: THEORY OF EVOLUTION--

That's right; Konstantin and Zarek evolve for this Final Smash. And they stay that way until they're KO'd! Sadly...it doesn't really do much. The Final Smash brings both of the Pokemon up to full HP(actually, 150% of their normal HP), and increases their movement speed by a bit. Konstantin still floats, but he's a much bigger target now, so watch out... Zarek's easier to hit as well, damn... He can't be picked up anymore, either!

There are a FEW actual changes, though. Zarek will now shoot Ice Beams at any opponent that approaches him from the air. These deal 8% damage and extremely effective Freeze status. Konstantin's lag is reduced by 25% on all his moves, and Shadow Sneak is now much faster and more efficient, even at heights.

--PLAYSTYLE--
--GRUDGING TEAMWORK--


The members of Team Pedestal don't always get along(never in Ike's case), but they're willing to work together for the greater good; typically this means beating the tar out of someone they like even less than each other. And this is a good thing, because despite their disputes, they can actually function pretty well as a team.

Now, to effectively play as Team Pedestal, you're going to need to be able to multitask, even moreso than for Hugo. With Hugo, you had a central character to focus on...here, you need to be able to pay attention to everyone equally. Sure, Konstantin may take priority, but the others members of Team Pedestal can be KO'd, too.

With that out of the way... let's get onto how you can play the set, right? Well, there are two ways, like most sets; defensively, or offensively.

To play defensively, you're going to focus on Shadow Sneaking Team members out of harm's way, or Sneaking opponents away from allies. You'll probably want to KO Zarek yourself, so that Alice can protect whomever does so with Dragonbreath and cure them with Refresh. Perish Song may see more use than you'd think; she CAN stop it, after all, and opponents will be wary to approach whoever she's following if they know you will use it. Ike will be an asset to your team moreso than if you were playing offensively, since he makes opponents nervous and cautious of standing in one place for too long, lest he catch up and grab them as they try to attack. Carlita's main moves here will be Mach Punch and Sky Uppercut(to get her on Alice), with Focus Punch rarely seeing any use at all. You won't(or shouldn't) use Des too much, since he has a high chance of inadvertently harming other Team members, which is obviously bad if you're being defensive. Of course, since you're KOing Zarek yourself, that takes off one of your three "hearts," meaning you'll have to be extra careful about EVERYONE.

Offensively, you'll be having Konstantin Shadow Sneak opponents into your Team Members' moves, of course. The main target for this is, obviously, Focus Punch, but nearly any attack works. You'll want to force the opponent into KO'ing Zarek(one strategy is to Shadow Sneak him INTO an attack), so that Alice can stalk the foe and lay waste to their...everything. When playing offensively, Refresh will mainly be used to buff your teammates, not cure them. Dragonbreath and other moves may end up hurting Konstantin a bit here from him Shadow Sneaking opponents into them to maximize damage output, but that's a price an offensive player needs to pay. The main perp here is Earthquake - Konstantin CAN be hit by the move if he is Shadow Sneaking, but so can opponents, and Konstantin won't take much knockback. Carlita is relegated to a much more Seed Bomb-spammy type here, wanting to close the gap between foes, and pin them between her and Ike/Des. Sky Uppercutting the foe into a lengthy Dragonbreath is also a nice combination.

Now, I made this set, but I don't believe even I know everything about how to play it. That's the player's job, not the designer's. My main goal was to make a multi-person set that involved real teamwork between its members, but still remained somewhat original and, above all, was fun to play and read. Tell me how I did on that, please?
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
GENGAR
This is obviously your best this contest, and it speaks a lot about your skills that you are able to create intentionally dumbed-down (not -bad-) sets and build up to a climax like this to mirror a Pokemon's evolution. As for Gengar himself, I find his ability to increase the size of what he can attack as a hurtbox slightly more fascinating than his mindgames (which is saying something, due to them being good). Being able to bounce his projectiles between wisps for a 'shadow zone' to do so is genius, while the concept is smart, as enemy shadows cannot attack Gengar, but he can take advantage of his traits to hit them anyway. This feeling of helplessness obviously helps his characterization as well. I do think two seconds of invisibility hinders Gengar's potential mindgames to a point, although this isn't that major, as once he has one illusion out, he has momentum to keep on disappearing and spawning more. Remember when I said it would take something special to impress me with another Dark Pokeset? This certainly meets and exceeds my hopes...well done!

YANMEGA
Yes, it's very in character for a predatory insect to attack from the air and rest on the ground, and I can appreciate that, considering you designed Yanmega quite intentionally this way. But two seconds of required rest is not nearly enough time to balance out his supreme aerial capabilities. Massive flying bug. Two seconds is about as long as it took me to write that sentence; most opponents would have difficulty doing much of anything against Yanmega before he could simply take off again. Yanmega's method of hitting opponents from different sides works well enough, aided by his excellent aerial speed (although, yes, he could pass as a horrific staller camper hybrid as well). While he could simply spam his faster attacks from one side, predictability always comes into play, and thus his extra options are important to his gameplay. At least conceptually, Yanmega is a pretty cool set, although his balance is questionable in several locations.
 

Haylstorm

Smash Rookie
Joined
Jun 28, 2010
Messages
7
Location
Arizona
Hey guys. As long as a couple other lurkers are making themselves known, I guess I might as well. I've been lurking around SmashBoards for about the last year, and really enjoy the Make Your Move threads. Anyway, I guess the real reason I'm bothering to make myself known is that I finally got up the guts to think about participating this time around. So I'm working on my first moveset, hopefully it won't take too much longer...
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
503
Sid's Toys

Hugo was definently unexplored territory what with playing as 5 different characters with mini-movesets. It's nice to see us come back to that again, what with all the things you can do with that. Not to mention I adore the concept here of sending the toys on suicide missions, considering they with 5 of them they are at least SOMEWHAT expendable. Not to mention they work pretty well together as a team, what with Ducky's ways of frustrating a foe that Babyface trapped. Or the various ways to build up momentum between attacks, which while not the main focus of the playstyle is still fun with in it's own right. For the most part I can't really find much to complain about here, other than that set may STILL be somewhat overpowered simply due to it's nature, but with no real fast damage racking moves I suppose most characters could still run circles around them. Good work Warlord.

Though I don't think the characters are toys anymore by Brawl, making the Final Smash seems somewhat bizarre. It's not a big deal, but it's still out of place.

Team Pedestal

I like the way the team works together here, with all of them having rather distinct personalities expressed in various ways, and the way they work together. The various interactions between characters were pretty cool, especially with Duskull's ability to transport them and the whole relationship between Altaria and Crabby. The main problem here is that the set really doesn't have any kind of flow. While I like leaving things up to the player, there's no real intended direction for the moveset. I guess you could say it lacks playstyle in some sense, with all the moves having no real goal. It's clever and clearly had a lot of effort put into it, but it's lacking in one of the areas MYM considers most crucial, so I can't exactly say it's a great set or anything. That said I can't bring myself to say I don't like it, and it's nice to see you come out of the chat to participate in the thread.
 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
Well, since I'm not quite ready to tackle JOE's wall of text, I figured I'd take out one of the other poke sets hanging around here...

Coffin thingy:
Yeah, I'd have to say I liked Hoppip better than this guy, as although the idea of mummifying the opponent and using the string is pretty interesting, in the end the buffs you get from that are either generic or ridiculously overpowered. For example, the mummy trap idea is decent, as is the idea of putting them in a whirlwind for a little extra range and damage. Being able to make your mummies animate with shadow balls is also neat. However, putting some fully charged shadow ball mummies into a whirlwind takes the move from decent to absolute MURDER as far as damage goes. The grab game is also horrendously overpowered. Yes, it requires some setup and the opponent will know when you're going for it, but once they're mummified, using an unravel whenever they're closely and the coffin is open will land the grab. Once the grab is landed, you can prevent them from jumping AT ALL, kill them as low as 70%, or teleport them onto a spot on the stage of your desire... perhaps pit falling them and setting them up for a shadow ball boosted whirlwind. The ideas here in the first half of the set are good, but the risk reward scale is too skewed, and the aerials and smashes aren't terribly interesting. (They have some interactions, but it feels like the interactions were more or less tossed in to make the moves non-generic.) However, this set was still worth the read, and perhaps a weak vote. To progress from here, I'd recommend getting your sets previewed by a vet (Smady's probably your best bet on that count), and taking more time on the individual moves. I know it's tempting to just get a set out there, but trust me, the extra effort is worth it.
 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075


Introduction:
Caterpie is a Gen 1 Bug type, known for being one of the main residents of Viridian Forest, and a mostly-useless pokemon. In it's unevolved form, the only moves it can learn are tackle and string shot, neither of which is... remotely impressive. On the plus side it eventually evolves into the much more useful Buterfree, who will regardless be discarded in favor of a better flying type later on. But at least that Confusion move helped beat Brock, right?

More to the point, Caterpie does not have a full moveset, simply because it's a caterpillar that learns two moves. Tackle and String Shot. Pity you can't evolve the thing, hm?

Stats:

Speed: 2
Power: 1
Range: 8
Weight: 0.5
Jumps: 3
Air movement: 2
Size: 1

Yeah... Caterpie is more or less bottom tier as far as stats go. With the exception of some pretty good range (Thanks to Caterpie's spider-like (or should I say Spidey-like?) ability to shoot web), just about everything about this pokemon is horrible. Of special note is the minuscule weight (Caterpie makes Jigglypuff look like Bowser as far as KO's go), and Caterpie's small size. Despite being a slow wimpy lightweight, Caterpie is actually pretty hard to hit.

Specials:

Side Special: String Shot
Caterpie's signature move, this causes the bug pokemon to shoot out a strand of web a BF platform in length. The strand travels at pika's run speed, is subject to gravity, and is aimable via the control stick. More interestingly, the web will stick to whatever it touches. Opponents struck by one blast of webbing will have their movement speed cut by a third and their attack speed by a quarter, if struck by two blasts their movement will be cut a third of it's original speed and their attacks to half speed, and if hit by three blasts of webbing they will be completely unable to move, and have 1/4 their original attack speed. Webbing that hits the stage will become a trap that makes any opponents that touch it stuck to that spot, however this is countered by their attack speed being unchanged. Finally, webbing can be destroyed by simply dealing it 10% worth of damage, however the webbing's HP is refreshed whenever you shoot new webbing onto an opponent/the same spot on the stage. Startup lag is low, end lag isn't too good, so you can't just spam this.

Up Special: Wall Crawl
As a caterpillar, Caterpie is completely capable of crawling up walls or across a ceiling. So, when you use this move Caterpie will stick to whatever part of the stage it touches, and you can crawl around and do ground attacks as per usual. (Yes, Caterpie does not have a full set of specials. Keep reading anyway.)

Standards:

Jab: Tackle
Caterpie's other signature move, with this you will lunge forward, dealing 5% damage with minor knockback to whatever you strike. Terrifying, right?

...

Alright, the point is that if you hit the opponent with this, you'll be on top of them even after the tackle. In this state you can do another tackle to detach (and get some extra damage), or do one of your other moves, as you literally can't miss at this range (you'd be inside their shield, and they'd carry you with them if they dodged.) Of course, they can't really miss you if they have an attack with their body as a hitbox. Lag is low.

Down Tilt: String Shot Take 2:
(I bet you're wondering how many times I'm going to use this idea, since it's the only remotely promising thing about Caterpie.) Anyway, when you use this, Caterpie will take a bit of string shot, and... attach it to the ground. (Or whatever it happens to be standing on/clinging to) The other end of the little "web line" (Cool Spider-Man plug there, huh?) will remain attached to Caterpie, and the length is determined by how far you move away from the attached point while holding down the button. (As per usual in my sets, the line follows realistic physics, it's subject to gravity, will take a straight line when stretched unless there's something in the way bending it, etc.) You can cause Caterpie to stop expanding the line by simply stop holding down the button, letting you use the web line as a tether (which believe me you'll need with Caterpie's minuscule weight.) Anyway, 10% damage will snap the line, so this doesn't make you into any sort of defensive powerhouse. One last thing, if you've already got a line and you use this move again, Caterpie will attach the other end of the line to whatever it's clinging to. Lag is low.

(One quick note about lines of webbing, you can pick one up at any point in the line like a normal item if you're not already holding one.)

Forwards Tilt: Bug Bite
Yes, Caterpie actually learns this move in Gen V. At level 15. Why anyone would have a level 15 unevolved Caterpie is beyond me... ANYWAY, when you use this Caterpie bites forwards, doing 10% (no stale move reduction on this) with minimal knockback and you will bite down and destroy the foe's item (or steal it if it's not something Caterpie can eat.) I can hear you already, "That's great, but WHO USES ITEMS?!?". Well, how about I mention that if there's webbing attached to the foe (or that the foe is holding) this would cut it right off of them? Or that you can use this to quickly cut any of your own webbing if it's inconveniently placed for you? Lag is really low as well, though the range is downright horrible.

Smashes:

Forwards Smash: Paralyzing Bite
What happens when you combine a Caterpie, a Weedle, and an overly bored MYM'er? You get this move! With absolutely pathetic range, Caterpie bites forwards (looking exactly like the forwards tilt's animation... lazy Sakurai), and if you connect with the opponent they take 5% and get paralyzed... kinda. As Caterpie is sorta (alright, VERY) wimpy, this only reduces the foe's attack and movement speed by a quarter (up to half charged). But at least this stacks (multiply the penalties) with string shot, so for example if you apply two things of string shot web to an opponent and hit them with the uncharged smash, they'll have 1/4th their normal movement speed, and 3/8ths their normal attack speed. Not bad, considering the pokemon. Lag isn't good though, this lasts for a good 10 seconds.

Up Smash: String Shot Take 3
Yes, it's another String Shot related move! If you don't have a webline (apologies for the cliched terminology, but after a certain other set you're stuck with it), Caterpie will shoot one out in the direction of the control stick like the Side Special... except instead of turning the opponent into a sticky mass, this behaves like your Down Tilt weblines. However, Caterpie will stop shooting when you release the button, and will hold onto the other end of it when the move is finished. If you DO have a web line already held, Caterpie tries to rip off Spidey AGAIN but fails spectacularly. You see, as it zips along the line, the bug pokemon becomes entangled in it, sorta like being caught in a massive snowball cartoon style. The string shot effectively becomes a webbing shield for the bug type, that takes 10% per BF of string shot before breaking. Of course, since Caterpie is Magikarp tier, this must have a pretty horrible downside (else it'd actually be cool), and that downside would be that you're trapped in that little ball of webbing, stuck to wherever the second endpoint of the line was. You can press the grab button to wriggle out of it at grab difficulty, but thankfully there is ONE move you can use in there. (No, it is not string shot, I'll reveal it in a bit.)

Grab Game:
Look at this picture of Bowser for a second.



Now visualize tiny Caterpie grabbing Bowser, pummeling him, and throwing him.

Yeah, I can't do it either. Let's move on.

Aerial:

Directional Aerial: Aerial Tackle
Man what a horrible move set, am I right? As you might have guessed this is an aerial version of tackle, with the one change that you can only do it once in midair and you get to pick your direction.














































Evolution - Down Special:
This is the entire point to Caterpie's game, as though you can stall with String Shot and such, Caterpie is absolutely horrible at any kind of offense. (This is the one move usable inside your little webbing cocoon, by the way.) When you use this, a cocoon will begin to form around Caterpie, and if not attacked for a full second...

Congratulations, your Caterpie evolved into Metapod!




Special Mechanic: Harden
Metapod's one and only move if caught via the wild, Metapod will automatically harden if you don't input any attacks and in this state is completely impervious to damage, though the foe can still deal knockback to you.

Stats:
Speed: 0
Power: 0
Range: 0
Weight: 4
Jumps: 0
Air movement: 0
Size: 1

That's right people, Metapod CANNOT ACTUALLY MOVE OR ATTACK. All it can do is harden. That's right, a pokemon WORSE than Caterpie (aside from Magikarp). (About the mechanic bit... Since Metapod doesn't have any attacks, it automatically hardens, I was just trying to trick you.)

Evolution - A slightly more important mechanic
Yeah, you won't spend much time as Metapod. After 4 seconds as this utterly fail Pokemon, your Metapod will evolve into Buterfree! The trick is actually managing to stay alive for those 4 seconds, as you'll just fall off the bottom blast zone if the opponent knocks you off the stage. I hope you made some nice defensive barriers while you were Caterpie, or this stock won't last long for you. (And if you get KO'd, you respawn as Caterpie. Yay...)




Stats:

Speed: 5
Power: 2
Range: 8
Weight: 2
Jumps: 10 (Buterfree has 5 jumps, much like Meta Knight)
Air movement: 9
Size: 3

Finally, something decent. You've made it this far, now it's time to shine. By the way, like all good pokemon (Metapod bucked this trend, but that's not a GOOD pokemon), Buterfree retains it's Caterpie moves, and adds some new (actually DECENT) ones. If there's a new move for an input that Caterpie already had, the old one is erased (and replaced with a better version, most likely). Alright, let's get down to business.

Specials:

Neutral Special: Confusion
Let's face it, this is the only reason anyone ever bothered to get Buterfree in the first place. Thankfully, it's a pretty good reason. You see, when you use this special, a circular area with a bowser width radius in front of Buterfree will glow in wavy lines. Buterfree can move that area around at Ganon's run speed via the control stick. Anyway, anything touching that area will be dragged along with it, (traps, minions, projectiles, opponents... you name it, if it's not nailed to the stage it'll be caught along with the confusion field), making for a great gimping tool. Of course the opponent isn't completely helpless, as they can DI through the field to get away, but this definitely makes it quite a bit tougher for them to recover. Lag is somewhat low as well.

Down Special: Sleep Powder
Buterfree flaps its wings, releasing a kirby-sized flurry of a small silver powder. This will slowly descend (like your fall speed on the air version of Pokemon Stadium 2), and can obviously be moved around via confusion. Contact with the powder causes the opponent to fall asleep, which means they cannot move or attack until they're hit or they shake it off at grab difficulty. Lag is ok, you can have as many of these out at a time as you want.

Aerials:

Forwards Aerial: Whirlwind
Buterfree flaps its wings, sending a small tornado forwards (slightly smaller than kirby). This moves at Ganon's run speed, and anything caught in it will be spun along as it travels further from the stage. The opponent is faced with a tricky choice, try to DI out the sides (it's quick, but you have a 50/50 chance of being shot out in the wrong direction due to all the spinning), or wait a little longer and DI out the top? Also, these whirlwinds can carry along your spores, making them even deadlier. Do this as much as you want, lag is a bit bad though.

Neutral Aerial: Poison Powder
Buterfree releases a bowser-sized of spores centered on the pokemon (similar in animation to sleep powder except the powder is purple). Contact with them (by an enemy) deals poison damage of 1% per second over 5 seconds for every second spent in the cloud, this is they come into contact with them again. As per usual they float down slowly, and can be carried around with confusion and whirlwinds and such, so knock yourself out. Lag is low, and if the opponent is hit by the spores as they just come out, they take 3% and minor knockback (thus fulfilling the role of generic close range spacer).

Down Aerial: Rage Powder
Buterfree releases yet another cloud of spores, this time a red cloud below you. Unlike the others, these fall at Mario's fall speed (you can still confusion/whirlwind them, but it's unlikely considering how fast they fall). Anyway, if the opponent inhales these, they suffer extreme RAGE. Until they manage to damage you 10% (in one hit), they take a hefty 5% per second from their frustration at their own incompetence. Since Buterfree is really floaty and has some good tools for keeping the opponent away, this really adds up. The downside is that once they hit you for that amount, they heal up ALL of the rage damage plus another 15%. So, if you use this you'd better make sure you can kill them, or you're just shooting yourself in the foot. Thankfully, the extreme (if temporary) damage racking abilities of this make your grab-stun style moves MUCH deadlier.

Back Aerial: Safeguard
Buterfree mytsteriously creates a bowser-sized circular protective shield around him (don't ask ME how, but he does learn this move naturally). Alas, it's a bit of a flop, as all it does is prevent status effects (and the attacks that cause them) from traveling through the barrier (which lasts for 5 turns and will NOT move with you.) But wait, perhaps you could use this for manipulating your powders, as the confusion field/whirlwind would keep moving along, but it would drop the status effect-causing spores where it met the barrier... Hm...

Up Aerial: Psybeam
Buterfree fires a thin beam of... something (Psychic energy? From a butterfly?) in the direction you aim the control stick for as long as you hold down the button, this does 5% per second the opponent is in it, but no knockback at all. Semi-generic, right? But wait, there's more!.... Actually, there isn't. This is basically Buterfree's main damage racker (aside from the risky rage powder gambit) when you've already done all you can to gimp the opponent or stall them elsewhere. (As for why Buterfree needs to damage rack when your KO method is GIMPING, remember how stuff like Sleep powder stuns for as long as a grab...) Lag is EXTREMELY small, you can pull this out whenever you want to for some quick damage.

Smashes:

Down Smash: Gust
Buterfree begins flapping its wings extremely quickly, creating a stage-wide air current in the direction you hold with the control stick during the startup. This lasts for as long as you hold down the button, and you can rotate the direction mid-move (the rate is slow though, it takes a full second to do a 180 change). Now, with opponents this doesn't actually do that much, as the push is only as strong as Mario's walk, however with the light weight of your various powders this is a bit faster, moving them around at Ganon's run speed. Yes, now you can gimp the opponent from the comfort of the stage! Lag is bad on both ends though, you won't surprised them with this.

Standards:

Up Tilt: Healing Powder
For those unfamiliar with the move, Healing Powder is a 6th gen bug type move that some lazy employee came up with while on break, instead of actually working on some decent pokemon designs. (This has been a running problem ever since Gen 4, obviously.) The move itself releases a bowser-sized cloud of white spores, which heal any status effects on whoever touches them. Useless outside of 2v2 play and situational match ups, you say? Not entirely, if the opponent has been rage powdered to an absurd percentage, go ahead and "heal" them with this. *evil laugh* You'll still eat a smash to the face, but they'll still be at 200% from all that rage damage. Lag is average.

Grab Game: Stun Spore
This can be used in midair as well. Caterpie releases a cloud of stun spores much like the poison powder N-air. Anyway, if the opponent is caught in this, they take 5% damage and are stuck in a grab stun state. Additionally, Buterfree hoists them onto its back (well, the backside of its wings more or less) and flies up a battlefield platform length before going into a glide. You can keep gliding as long as you want, and Buterfree will go into the glide even if you don't grab anything (for a better recovery than your up special). However beware, if the opponent recovers before you use your glide attack to "throw" them, you'll eat a D-air to the face.

Standard Glide Attack: Rapid Spin
Buterfree does a rapid spin (what did you expect?), causing anything touching buterfree to take 3% before being footstooled. This breaks the opponent out of any stun they're in, however.

Special Glide Attack: Flip
Buterfree does a simple flip. No damage, but the opponent is sent below you while still in stun (if you grabbed them).

Playstyle:
Right, so Caterpie's only point in life is to stall and evolve into Buterfree. However, since you have no less than FIVE seconds of evolution to get through (which you can be quite easily killed during if you mess up), that will be quite the challenge. In this matter your main point is to pretend you're a defensive version of Spider-Man. Use web lines to tether the opponent to the ground and force them to break them before continuing. Weblines are also good as makeshift defensive barriers, as the opponent will need multiple aerials to get through if you space them well. Use your up smash for quick retreats, quick web lines, or to make a shield in preparation for evolving. Cover the opponent with massive amounts of string shot via the side special, and use a paralyzing bite with your forwards smash to cause them no end of pain trying to break out of the massive amount of debuffs you've given them. When you've used every single possible stalling tactic you can, press the down special input, and pray the opponent can't kill you in time.


So congratulations! You evolved into Buterfree! (A quick note, after breaking out of a grab-stun from stun spore or sleep powder, the opponent gets a 1 second grace period before they can be grab stunned again) Like Caterpie, Buterfree wants to stack as many status effects on the opponent as possible, however unlike it's pre-evolved form, you can actually kill the opponent after doing so. The main thing is to keep dodging around and frustrating them with your various powders. Sleep powder stuns them and gives you some breathing room, stun spore gives you a chance to drop them offstage, and poison powder is good for some passive damage racking. Psybeam is also a good tool for whenever you're out of reach of the opponent. Additionally, using your confusion and gusts to move them around into the opponent is highly recommended. However, the main draw here is rage powder. Once the opponent gets hit by this, your stalling moves from an annoyance to a deadly threat, as a mere 10 seconds of stalling builds a nice 50% of rage damage on the opponent, plus any added damage you tack on during that time. This is also where some of the leftover cater pie moves come into play, as you can use them for some added stalling fun. However, there's a pretty harsh risk reward here. Do you hit the opponent with a healing powder to try to preserve all that nice damage you've built on the opponent (despite the fact they'll likely nail you with a smash), or do you go straight for the gimp, risking the opponent hitting you and undoing all that stalling (and then some). Gimping itself is fairly straightforward, just put the opponent into a grab stun with stun spore or sleep powder, then move them far offstage with confusion and the like. Don't forget to use string shot to restrict the opponent's movements and make it even harder for them to get back to the stage. So, Caterpie in the final analysis has a very hard early game, but once you get to Buterfree the worst is over, as you have all your previous tools for stalling, and the means to effectively capitalize on them. Now go humiliate your opponent by beating them with a caterpillar!
 

BKupa666

Barnacled Boss
Moderator
Joined
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Messages
7,788
Location
Toxic Tower
FINALLY, A PT JOE COMMENT
This comment will be more of an ongoing review, due to the length of this massive thing.

The trainer mechanics do a great job incorporating six Pokemon into one set. The removal of Pokemon from the match upon them being KOed fits the set's sense of strategic use of each Pokemon, although it is somewhat harsh to mains of a particular character (this was a problem in Brawl's PT as well, although for different reasons). This is far from a moveset breaker, of course...

Bacon doesn't strike me as attempting to be much more beyond the typical heavyweight, although she does have some nice defensive maneuevers thrown in there. I like how her aerial game, rather than being about getting out of the air for the sake of it, gives her benefits if she shorthops her aerials. Otherwise, she has a few defensive tools in Neutral Special and U-Tilt, but a lot of the attacks are fairly straightforward KO moves to be used after switching to Bacon from another Pokemon. I would have liked her to have more focus on the Blaze mechanic, as she could have regulated damage fairly well if she had more moves similar to Scald. But yeah, stock heavyweight is stock heavyweight.

Ace feels a bit less vital than Bacon, due to his damage-building appearing to be less of a commodity. His buffs are a nice touch, and when combined with his Gluttony, spamming away Seed Bomb with a foe you've D-Throwed until a Work-Up Seed appears, then throwing it up and catching it to stick around longer with your light weight. His aerials also showcase your knack for including untouched Brawl elements into Smash, in the form of bouncing off of shields with aerials to whittle them down. These Acrobatics are graet to see on Ace, as are his ability to actually keep traps like D-Throw out as he swaps, allowing the next in line a free hit with their swap-in attack.

It's great to see the strategy of the order of each Pokemon come into play with Rampage, who could easily come in after a damage-racker like Ace and KO an opponent, before continuing his antics with even more efficiency on the next stock. However, unless he's added to the roster for that explicit purpose, I think his Moxie mechanic could have been more useful if it was triggered once he dealt a certain amount of damage, or if you want to keep the eating theme alive, after he uses enough chomping attacks. For the most part, he is, as you say, a more dumbed-down Bacon, although burying into the stage to decrease his hurtbox with Side Special certainly adds some smart depth to playing him, which Bacon rather lacked.

Arrow is where I start to see preference come into the set, as it would seem to be more sensible having Rampage come over him because of Moxie. On the other hand, Arrow has his terrific mobility options over generic crocodile #1010, to the point where, if it weren't for Defeatist, he would become fairly broken. A lot of his moves are more combo-oriented (not saying generic) due to his style, which is somewhat forgiveable, not to mention your intentions with these sets. This is one Pokemon where the mechanic is more interesting than the moves itself...

Havok adds some nice variety to the other fairly melee-ranged Pokemon as a camper, but...yeah, he's a camper. His ability to float as a spacing mechanism rather than as a simple rushdown tactic gives him a slight new nuance. His shield-shrinking ability, combined with him camping to break them sound familiar, but seem to be less capitalized on here than in other places. Not that this is negative at all, considering Havok can always just switch out and have, say, Bacon come in and smack the dizzy victim.

Last but not least, Cell has a cool dual playstyle of controlling both the stage and opponents (and arguably, her health as well). Out of her variety of traps, I enjoy Future Sight foremost, due to its secretive state and shield function when Cell hides inside and uses Recover. Otherwise, her F-Tilt offers her some nice flexibility against campers, while her Side Special walls are helpful for closing in opponents, leading to a handy caged match to build damage before swapping out to another Pokemon.

In summary, a lot of the sets are generic, yes, but the supreme variety between them all, plus that between the strategies that can come from their various orderings, is mind-blowing. As is the time it must have taken you to make six bloody sets. Great job on these guys...I can definitely see them becoming a contender once people start actually reading them.
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629

Question to discuss:
What do you think of Warlord making Sid's Toys?

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|OBJECTION! THAT’S A ****ING STUPID QUESTION!|

Stranger 2: sudden infant death syndrome?

Stranger 1 has disconnected
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
Nick, by your logic, most of the characters in Brawl shouldn't be able to grab bowser. Don't cop out on inputs because of **** like this.
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
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Location
The Cosmos Beneath Rosalina's Skirt
Just another small group of comments. Slooooooooowly catching up. Next contest I'm commenting as they come, much easier. Rawr.

Vlad Plasmius

"All these duplicates? I only have so many openings...one of you will simply have to wait."

So we've got the legendary darth meanie/MasterWarlord joint that, in reality, is pretty much a DM set that Warlord finished together after DM got caught up in real life. Fair enough. Oh wow, this really is a DM moveset; I've already found out how it's incredibly broken. Make a clone, Up Special, jump off stage. You only use part of your power but...ya know? Your opponent is a lot more dead than you are. I mean, the simple fact that Vlad has EXCELLENT air speed -AND- can fly in every direction he pleases means that you're just outright BETTER at getting around in the air or ground than your opponent (unless they're like Sonic or something). Simply put, this strategy seems far, far too simple and far, far too overpowered. Maybe I'm blowing this majorly out of proportion but it does seem to be a pretty big flaw in the set's playstyle. Why would you bother "setting up the opponent where you want" when "hurling them off the stage" is a much more viable strategy. Vlad has a 100-0 match-up against anyone with a stall-then-fall (imagine this shit against Yoshi or Bowser!) as he literally leaps off the edge, Down Specials/down airs/whatever and instantly they lose a stock. It hardly matters that you're slightly weaker when you can ruin your foe with such ease.

It's the same problem Dark Mega had. You're going for a playstyle that isn't realistically there, trying to make it more than it is. Yes, it's a problem with balance, I won't try and hide that...but if the set is unbalanced to the point that its intended playstyle is just outright pointless...it feels a bit more than just balance. As it stands, the whole overlapping opponents to take over them and trapping the opponent between your mobs of clones does sound fun and appealing...but all I can really picture is splitting into clones and spamming Ghost Ray all day everyday then overlapping them (with invincibility mind you) when they're at high enough damage to simply throw them off the edge.

I don't know, maybe the set just doesn't appeal to me...maybe I'm being too harsh on it. But from all the praise I've heard it get, I'm shocked that he has such cheesy ways of handing battles and I'd be very surprised if you didn't see this while you were in the process that the set would be so overpowered to the point that the playstyle is rendered somewhat moot thanks to cheap tactics. Overall, I wasn't that impressed by Vlad personally. I can see why people -WOULD- enjoy it, mostly for its concepts and such...but I'm just not a fan.



Gastly

"Oh? Were you trying to scare me? I've seen scarier things on pregnancy tests bucko."

So I'm not sure if Gastly was "intentionally dumbed down" as our own King Kupa believes...but knowing you, I'd assume you'd be going for something less "spectacular" with a first stage common as trash Ghost type Pokemon. You did it with caterpie (still waiting on Butterfree mind you!) and it's possible you've done it again. Of course, this is purely speculation and judging a set based on what you maaaaay have been going for is a bit unfair. As it stands, Gastly fits into the "unspectacular common as trash Pokemon" archetype quite well. Unfortunately, that's not exactly a good thing.

Gastly is fairly...ho-hum about everything he does. His detail is rather minimal which puts him near the annoying territory of caterpie in terms of "Oh! You decide what this attack does based on context!" It annoyed me and some others in caterpie and it does the same here as well (although it's not as bad as caterpie in that aspect). Gastly's Specials...well, they generally don't feel very Special. Lick is something I'd expect out of a tilt while the others are fairly bland personally. The strongest weakness I see with this set however is that you seem to assume that people will be turned off of the idea of jumping around aimlessly to attack Gastly. The simple fact is, you're fighting a 100% invisible opponent. There aren't really hints at where he is UNTIL he attacks. You're not going to want to wait around for him to strike, you're going to want to get him before he gets you, face the boogeyman head on if you will. Even with his free-fall inducing moves and his ability to disable your moves...what other option do you have? Comparing this to a move, most every horror flick has that ONE guy who strongly suggests that they just stay inside and wait for help (that's what the opponent standing around and waiting is). What happens to him? Arrow through the head. Standing around is exactly what Gastly wants from the opponent and exactly what the opponent doesn't want to do. I assume you were going for something along the lines of this, going for a character who could be anywhere and forces the foe to play cautiously, afraid of a strike from any side...but in reality, I'd see playing against Gastly as leaping around spamming your best aerial in hopes of hitting the pest and finishing him off due to his low weight.

Overall, I can't say I'm a fan of Gastly. Warlord put it quite well when he said the set becomes a guessing game for both side. Of course, this is just the first of three and, with Gengar apparently being mind-implodingly good, I'm worried about Gastly seeing as it's obviously a ladder of sorts progressing in quality and completion. Besides, rarely do you ever disappoint when you go for a "non-experimental" set.



Admiral Bobbery

"Hey they sailor, don't get any smart ideas about blowing your load on me. What? Ugh, I meant your explosive loa-YOU KNOW WHAT I MEAN!"

Sew. We've got another getocoolaid set. Bobbery easily has lots more potential than Bad Girl so I guess we'll see how this moveset goes. Something that strikes me as rather strange is the fact that the Neutral Special is used to activate Bobbery's explosion. Considering the fact that he's a bomb and that his Jab (somewhat random) controls his explosive timer, it comes across a bit weird that he has a separate input for actually exploding instead of just, ya know? Exploding. With that said, it's a simple fix. In fact...from the looks of it, the "Jab" and the Neutral Special do more or less the same thing. I may be reading this wrong but both seem to wear the fuse down. Whatever though, that's just minor nitpicking stuff. The thing that isn't so much a nitpick is the fact that there are so many slots filled with fuse moves. Many moves light the fuse, stop the fuse, stop the other bombs' fuses...I can't help but think there'd be a way to combine these down into far fewer inputs to have less filler overall. Moves like the Down Smash even feel contradictory to the overall goal of carefully managing Bobbery's fuse by detonating him on command...it just seems to go against everything he's setting up to do.

With that said...I do very much like the concept of being a time bomb you can control as well as using the Side Special to "combo" via properly placing them in specific places and at specific times. I usually hate to compare sets to mine in comments...but it reminds me of my own Q moveset in MYM8 that revolved around keeping the opponent where you wanted them so you could grab them explode. Yes, there is quite a bit of filler in the set...but you're making a set for a character with no arms who does little more than explode. It's a bit strange that you don't include Hold Fast as a viable strategy here. You'd think an opponent would want to swat Bobbery away so he doesn't explode you would be a prime target for a move like Hold Fast that would probably have super armor and act as a sort of payback counter of sorts (like in game).

Overall, Bobbery's got some very nifty concepts to him and he's certainly a step up from Bad Girl in the creativity department. It's unfortunate that the set has quite a bit of filler to it that drags it down with redundant inputs. Despite this though, it's an enjoyable enough read that could've really used some fine tuning.



Caterpie and Friends

"A puny little worm spraying white fluids everywhere; like I haven't seen that from every other 'man' here..."

Welly, welly, welly. It takes a lot of balls to basically reuse a concept from Rool of all people...especially one of Rool's sets that wasn't particularly popular...and by not particularly popular...I mean Warlord probably hates Caterpie more than he hates Sandshrew and Sonic and Tails combined. With that said, you're making a moveset for a character who really has no potential...but I -DO- feel you could've used gone into the Pokemon's "source" a bit more. This set is...well...was this a one day moveset? That would really explain this one. As it stands right now, I'll break it down by character.

Caterpie: A lot of the moves remind me a lot of Spiderman, which you even hint at yourself. If I didn't know any better, I'd say you were plugging that set you mention it so much. Either way, Caterpie doesn't really have much interesting going for him and most of his "web" based moves feel like knockoffs of Spidey's gameplay. It -IS- just a Caterpie so I can't fault you much for making it less than thrilling...but Caterpie's fairly weak to me with what his overall goals are before he evolves. Lack of inputs is also quite crippling when the character's main gimmick is that they're SUPPOSED to be weak.

Metapod: Needless to say, Metapod is the joke part of this moveset. He can't do anything at all and for good reason; it'd be weird for a Pokemon designed to do nothing to do...something. Not much to say here.

Butterfree: And here's the part Rool's moveset was missing. Even though I still haven't read Hoppip (my bad!) Butterfree sounds a loooooot like Hoppip in the whole "using winds to blow spores around" deal and, if that really IS Hoppip's gameplay, it's a pretty bad knockoff really. Rage Powder is just goofy to me; why is a happy-go-lucky butterfly spreading randomly damaging rage around? The fact that they randomly heal from it makes it all the more silly...I guess you could write it off as "relieving" their anger or something...but really, it's just a strange move to me. I actually just discovered that it's an actual move...huh...go figure.

Overall...I really have to say that I didn't enjoy Caterpie and Co very much. The set feels very rushed (which for all I know it was) and I personally didn't enjoy the concept when Rool did it earlier. All in all, I'm sorry to say but this is easily your weakest entry this MYM of the ones that I've read. If nothing else though it's plugged the actual -FUN- concepts of Spidey. May have to go reread that...



Goomba

"Eww...I've got mushroom guts on the bottom of my boots...I only just bought these too..."

So. I must agree with Rool on this one that, for a character with literally zero potential at all...I'm amazed you came up with such a creative concept...especially since the concept revolves around something you generally greatly dislike. We've had Doppelori who focused on Final Smashes...but the fact that Goomba relies on PITY Final Smashes is certainly something else, especially since it's a concept generally forgotten by most MYMer's. I really appreciate the fact that Goomba's whole game literally revolves around him being flattened so that he can essentially be given pity and swarm the foe with his Goomba siblings. It's very suiting for the cannon fodder minion to literally revolve around giving his own life to actualy win.

I will say that the moves themselves aren't particularly much to write home about...but again, you're making a moveset for a character with no arms who can really do nothing more than slowly walk into the foe to end them with his apparently razor sharp body. This leads Goomba to feel rather stale in the actual moveset department. Again, not really your fault so much as it is the fault of the character; Goomba clearly has less potential than Zigzagoon, Caterpie and obviously Hostile Elder Oak simply because he does nothing but waltz forward, that's his one tool. Period.

With that said, I'm surprised you managed a moveset for a Goomba at all. It's nothing special really and the attacks themselves are rather bland but the core concept of basing a a moveset off of Pity Final Smashes is too good to pass up and too suiting to the character. That and it was a one day set so what else can I say really?



Evil Naruto

"I've got no interest in dorky wannabe ninjas. Believe it, shrimp."

First of all, hello and welcome to MYM! Glad you found us! I'm glad you've taken an interest in our humble little contest as it's always refreshing to see newcomers making sets for characters they like. It's also cool to see that you've seemingly got a grasp on the damage and knockback details for your moveset...but that's not to say they couldn't use some tweeking. For example, Evil Naruto's Down Aerial does 32% damage. For a comparison...King Dedede's incredibly slow moving Side Smash deals around 33% damage when sweetspotted. Needless to say, the damage %'s could use a nerf because as he stands right now, Evil Naruto has tons of attacks that do crazy amounts of damage and knockback. Without details such as attack speed and attack range, we also can't tell how fast these moves are; a move that deals 32% damage for example could be balanced out with extreme lag.

As another tip for any future sets you may want to make, try and treat the reader as if they were 100% uneducated on your character. For example, as someone who isn't a fan of Naruto, I'm completely unaware of what a "rasengan" is or what "Kage Bushin" is. While I could probably look it up, it would be much better if it was outright described for the reader as it leaves them totally unaware of what several of Evil Naruto's moves actually do.

So we've covered balance (which is an easy enough fix, it's mostly just number crunching after all) and we've covered the need to explain moves and concepts to those who aren't educated on the topic. Let's move onto one last suggestion; overall gameplan. Each character should have their overall gameplan or playstyle for what they want to do in their moveset. For example, a slower character with lots of projectiles would probably want to play defensively instead of rushing the foe down with an attack assault. From what I gathered of the set, Evil Naruto seems to be more of an aggressive rushdown style character. That's a start. Where does Evil Naruto excel? Is he better in the air or is he better staying grounded? Does he want to stay in his opponent's face or is he a character crafted around careful spacing and countering the foe's mistakes. It's questions like these that one wants to consider while making a moveset. -HOW- should x-character play? What are their canon strengths and what should I focus on? How can I make said character's abilities fun and unique while using them to their fullest? All of these should be considered when making a moveset. Another thing to strongly consider when making a moveset/playstyle is what's -FUN-. Of course fun plays a major point in set crafting and you should generally make a set around fun concepts. If you're making a set that doesn't sound appealing to you, odds are you won't have fun making the set.

In short, think about what you like and what you would like to see in a moveset for a character you enjoy. Once you've got the ideas down, you can go anywhere from there! I hope this comment was helpful for if/when you decide to make another moveset, we'd love to see you keep it up!



Classic Sonic and Tails

"Uguu! So kawaii and chibified! I mean uh...stupid goddamn rodents on crack...!"

Ooo...controversial set to comment here. How shall I go about it? Well admittedly I'm some sort of horrible middleground between Warlord's hatred of it and Junahu's liking it but feeling that it's flawed. On the one hand, I see what you were going for and feel that you probably did what you could without it being over the top...but on the other hand, it seems like one of those concepts that doesn't particularly need a moveset. The most blatantly awkward part of the moveset has to be the Specials and the "grab game." The shields feel rather tacked on personally, feeling like forced creativity to flesh out some inputs. As for the "grab"...the idea of switching to another character while leaving the actual one who matters vulnerable is quite annoying. Admittedly I always used Sonic and Tails but just had Tails follow as the idiot sidekick who always stole my air bubbles. I always felt as though Tails was accidentally helpful in certain situation but mostly depended on how Sonic playedto be actually useful.

I certainly agree with Junahu about Sonic and Tails being able to use the jump button for Spin Dash/Tails Carry to give it a more authentic feel to it. I'm not entirely sure what you'd do for a Final Smash short of Classic Super Sonic. I must disagree with his point that Tails should be controllable via second player however. Seeing as they're one character on the character select screen, only three players could then play in one fight seeing as two controller ports would be taken up by Sonic and Tails

I must agree with Junahu (once again) that the best approach for this moveset would've been to throw caution to the wind and go 100% classic instead of compromising yourself as Junahu said. I doubt even then would it have been particularly WELL received as a moveset...but your intentions would've been much clearer for what you were going for exactly. As it stands, you set out to make a moveset for Classic Sonic and Tails and you did. It just so happens though that Sonic and Tails in their Classic personas don't particularly make a super deep set with a super deep playstyle. Lack of inputs is the least of my problems here admittedly but I can at least appreciate what you attempted here. I sincerely believe the set would've been better received had you decided to go all the way with your base concept or ride the line between it.


:020:
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
Alright, here's the list I have right now. Pretty much everyone is on, and if you aren't, let me know TODAY or you won't make the cut. Once again, this is a MOCK VOTE. Don't expect anything to come of it. Please, don't tell me if there's someone you DON'T want on the list, unless that person is yourself.

BKupa666
Barbasol
BlackFox
Chaos Swordsman
Chris Lionheart
Dark Paladin X
Darkslash
Darth Meanie
Daviddreamcatcha
flyinfilipino
ForwardArrow
Gcubedude
Getocoolaid
half_silver28
Hyper_Ridley
JOE!
Junahu
Katapultar
KingK.Rool
kitsuneko345
KoJ
koolerkid
Koric
LegendofLink
LordVaati
majora_787
MarthTrinity
MasterWarlord
Monkey D. Awesome
n88_2004
Nicholas1024
phatcat203
Pikmin3000
Pizzamasta
Plorf
SirKibble
smashbot226
SmashDaddy
Sonic the Baron
TWILTHERO
Tanookie
Tirkaro
UserShadow7989
vVv Rapture
Zook​
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
1908-0105-4965
Alright, here's the list I have right now. Pretty much everyone is on, and if you aren't, let me know TODAY or you won't make the cut. Once again, this is a MOCK VOTE. Don't expect anything to come of it. Please, don't tell me if there's someone you DON'T want on the list, unless that person is yourself.

BKupa666
Barbasol
BlackFox
Chaos Swordsman
Chris Lionheart
Dark Paladin X
Darkslash
Darth Meanie
Daviddreamcatcha
flyinfilipino
ForwardArrow
Gcubedude
Getocoolaid
half_silver28
Hyper_Ridley
JOE!
Junahu
Katapultar
Kholdstare
KingK.Rool
kitsuneko345
KoJ
koolerkid
Koric
LegendofLink
LordVaati
majora_787
MarthTrinity
MasterWarlord
Monkey D. Awesome
n88_2004
Nicholas1024
phatcat203
Pikmin3000
Pizzamasta
Plorf
SirKibble
smashbot226
SmashDaddy
Sonic the Baron
TWILTHERO
Tanookie
Tirkaro
UserShadow7989
vVv Rapture
Zook​

What is this for?

:phone:
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
503
Agi posted on the last page that he's doing an experiment were we vote on the leadership. Everyone on there is an option and we'll be voting on Sunday.
 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
Sid's toys:
This is a pretty unique move set obviously, as the numerous toys work together as meat shields, projectiles, and support for momentum building purposes. The way the foe has to KO all the toys to take a stock off gives you the unique option of KO'ing mainly by suicide, which is quite interesting and my favorite thing about the set. Anyway, the positioning and grab/kinda comboish stunts you can pull off are also pretty cool, and my main complaint would have to be regarding the writing style. In some spots (Ducky is the main offender), it's not quite clear how various moves work, and the interactions aren't always intuitive. However, that nitpick aside, this is a really good move set and easily top 20 if not higher.
 

Chaos Swordsman

Smash Apprentice
Joined
Sep 15, 2008
Messages
174
Location
In your closet.
Alright, here's the list I have right now. Pretty much everyone is on, and if you aren't, let me know TODAY or you won't make the cut. Once again, this is a MOCK VOTE. Don't expect anything to come of it. Please, don't tell me if there's someone you DON'T want on the list, unless that person is yourself.

BKupa666
Barbasol
BlackFox
Chaos Swordsman
Chris Lionheart
Dark Paladin X
Darkslash
Darth Meanie
Daviddreamcatcha
flyinfilipino
ForwardArrow
Gcubedude
Getocoolaid
half_silver28
Hyper_Ridley
JOE!
Junahu
Katapultar
Kholdstare
KingK.Rool
kitsuneko345
KoJ
koolerkid
Koric
LegendofLink
LordVaati
majora_787
MarthTrinity
MasterWarlord
Monkey D. Awesome
n88_2004
Nicholas1024
phatcat203
Pikmin3000
Pizzamasta
Plorf
SirKibble
smashbot226
SmashDaddy
Sonic the Baron
TWILTHERO
Tanookie
Tirkaro
UserShadow7989
vVv Rapture
Zook​
Err, not that I'm complaining, but why the frick am I on that list? I take it it's some sort of trolling joke.

Also, I know it's a mock vote, but still...
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
Err, not that I'm complaining, but why the frick am I on that list? I take it it's some sort of trolling joke.

Also, I know it's a mock vote, but still...
Agi doesn't troll, he just wanted to include pretty much everybody who's been active within the past two or so MYM contests, thus why you're on there. You could PM him to have him remove you if you wish =)
 

HollowKnight

Smash Rookie
Joined
Aug 26, 2011
Messages
10
Location
Inside the Beast of Pirate's Bay
Another Pokemon Set


~/~\~/~\~/~μάγισσα| MISMAGIUSάγισσα~/~\~/~\~/~

Mismagius is a ghost type Pokemon that appeared first in the Sinnoh region as an evolution to Misdreavius. It and its pre-evolution are said to feed on fear and the cries of a Mismagius are likened to the sound of incantations, making it easy to imagine there is something about it much more frightening than its sugar coated appearance. Like many other ghosts types from the series, it is considered rare and odd in the world of Pokemon.

Its eerie chants and ethereal body are bringing fear and confusion into the fray, Mismagius is joining the Brawl.

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Stats:


Size: 3/10
Movement: 6/10
Weight: 4/10
Fall Speed: 2/10
Jumps: 6/10
Traction: 4/10


Mismagius is a little taller then Diddy Kong and about as wide. Its ghostly, skinny form make it a lighter character, and also very floaty. It has poor jumping, but can float and uses the help of its recovery moves to be able to get back on stage without much trouble. It would normally be considered a fairly underpowered character considering its stats don’t add up to anything impressive, but you know that such a deceptive looking Pokemon could not be just a weak little ghost…


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MOVESET:


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Specials:

UP SPECIAL: Smoke and Mirrors

The tricky Mismagius chants an incantation, causing two smoky hands that grab out in front of it, about the length of Kirby. If they connect, the opponent is snatched up and Mismagius’s form shakes about and is engulfed in smoke, quickly emerging as an exact copy of the unfortunate recipient. Mismagius’s standards and aerials also mimic the opponent (not smash attacks, when Mismagius uses its smash attacks while mimicking it returns to its normal state). When the move is used again, Mismagius will revert to its original form. It has average start-up lag, but very little cool-down and as such if it connects, Mismagius can easily escape away into a cloud of smoke with its new form. (Also note that costume, team color, and name are all mimicked)

Mismagius can not kill an opponent with their own moves. If they are KO’ed, the stock will not be lost and they will respawn with the same damage they were killed with. Also, when Mismagius returns to its original state the opponent will be healed of the damage down to them by their mimicked moves. After all, the incantation is simply an illusion, meant to confuse and befuddle a simple minded foe, so Mismagius’s isn’t really doing the damage with their moves, it is simply giving that impression to the opponent.


NEUTRAL SPECIAL Blackout
An eerie incantation is chanted by Mismagius, causing a cloud of black, opaque smoke to cloud the air around Mismagius. It creates a cloud about the size that a smoke ball makes, but other then size the smoke is very different from the smoke ball already in Brawl. It is as black as pitch and nothing can be seen through its murky clouds, and instead of shooting out of a central location it lingers and floats in the air. The move has above average start-up and cool-down lag (about that of Ike’s forward smash), but considering Mismagius is obscured after the move is used, it will at least have the protection of being hidden while it cools down. A maximum of 5 clouds can be on screen at once.

Normally these clouds would pose a problem for both players, causing them to fumble about in the darkness and fall off edges. This is not the case for Mismagius, however. When you use Mismagius’s taunts, its eyes and jewels glow (if you are mimicking a character, its eyes will still glow when you taunt) for a period of 0.5 seconds and become the only thing visible in the fog. Therefore Mismagius can be aware of its own position while the other player stumbles about blindly.


DOWN SPECIAL: Hex
Mismagius summons two ethereal hands of smoke that snatch out to the sides of Mismagius. If they grab an opponent, they will be pulled in to the ghostly witch. The Mismagius player can now press any two attack inputs (or directional, anything except jumps) and they will be swapped for the opponent for about 45 seconds. If they lose a stock the affects will be undone, and only 3 different pairs inputs can be switched at the same time. If you don’t tap any inputs, the opponent will escape with the same difficulty as escaping from a grab. The move has high cool down lag, so if the opponent does break away they can easily get in a hit on Mismagius. If the inputs are given however, the hands will throw the recipient about one Bowser length away, giving Mismagius time to recover.

You can easily just switch two moves to slightly confuse the foe, but once they figure out the pattern they can adapt to it quite easily. That's where the extra levels to this move come in. By pressing more then three inputs during the grab, you create a sort of circle of swapped moves. When you use the down special again, from any distance, you cycle the moves around. Say you switch Side Smash, Up Smash, and Down Special. The first time you use the move when the opponent uses their Side Smash, they will the Down Smash The second time through they will instead use the Up Smash, used again it will be back to normal, and used again and it will cycle back to the Down Smash. This keeps the opponent in a state of total confusion. Up to 5 moves can be in one wheel of moves at a time.

However, if you use your Down Special next to the opponent the hands will grab out as normal and you will be given the opportunity to set up another wheel of attacks. When you set up multiple cycles and use your Down Special again, all of the wheels will cycle at once. This way you can continually switch up directional inputs, attacks, and anything else you can think of at the worst times for the opponent. The only downside is that cycling the attacks from a distance has above average cool down lag, leaving you open to attack. You can hope that refreshing the opponents confusion or doing it while in a smoke cloud will be enough to allow you to recover and escape.



SIDE SPECIAL: Ominous Wind
A howling wind is summoned by another frightening incantation uttered by Mismagius. It sweeps across Mismagius and on for a total length that covers about ¾ of Battlefield and about the height of Bowser. On the ground, the gust blows out from Mismagius, but in the air Mismagius is in the center of the wind. Everything caught in the wind is pushed in the direction Mismagius summoned it at about the speed of Ganondorf’s dash, and the wind lasts a total of 1.5 seconds.

While normally it would seem like simply a move to cause annoyance, it is also one of Mismagius’s only recovery moves and a way to move your clouds of smoke into places most inconvenient for the opponent. When in the air, the wind will sweep Mismagius over about ½ of the distance of Metaknight’s glide, but leave Mismagius helpless. Ominous Wind also adds to the confusion of a smoky match by being able to blow the smoke around. Smoke travels at double the speed that it pushes players or items at, meaning it is easy to blow a cloud of smoke over an already confusing situation. This only adds to the confusion that Blackout already creates.




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Standards:

JAB: Astonish
Mismagius makes a quick, short shouting noise that startles the opponent if they are within fan distance. It does 3% per hit and is a little slower then most jabs, but it serves as a good way to get in a couple hits and rack up small amounts of damage.

FORWARD TILT: Scary Face
A terrifying Kirby-sized distortion of Mismagius’s face flashes in front of Mismagius. Any opponent caught in the flash will go into shock and will flinch 5 times at 1 second intervals after the attack, which does 3 separate hits of 3%. The opponent’s fearful state leaves them an easy target for being Hexed.

UP TILT: Will-o-Wisp
A small, bluish flame bobs out from Mismagius’s mouth and homes in on any opponent within a 1.5x Bowser size radius for about 3 seconds at the speed of Mario’s walk. If it connects, it will burn the foe and cause them to take 1% every second for 10 seconds. If used in smoke, its glow will be visible even in the opaque smoke and will act as a beacon that homes in on any players in the fog, allowing Mismagius to locate and attack them.

DOWN TILT: Trick
Mismagius chants a quick spell that creates a dummy Mismagius. It dissipates after being hit, and does no damage. This is seemingly useless, but if you use the move again it will have a similar effect to the taunt, the eyes and gems will glow, except afterwards the dummy dissipates. This can be used to throw off the opponent, setting off a dummy to flash in the darkness that will trick the foe into chasing after the wrong Mismagius.

DASH ATTACK: Confusion
While dashing, small waves of energy flash around Mismagius. If it collides with an opponent, they are sent into a dizzy state for one half second and dealt 6% with low knock back, which gives Mismagius the opportunity to escape into one of its smoke clouds.


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Smash Attacks:

SIDE SMASH: Flash
Mismagius creates a flash of light in front of it that causes any players it connects with to go into a dizzy state. The size of the flash increases with charge, as does the length of time the victim stays dizzy. It goes from the size of Kirby to the size of Bowser, and can stun the opponent for up to 3 whole seconds with a full charge. However, the move has large start up lag and is difficult to get in unless the opponent has no idea what they are doing. Once hit however, they are at the mercy of Mismagius.

DOWN SMASH: Dark Pulse
Mismagius hunkers down, uttering incantations, and explodes out with a smokey aura, with a visual effect similar to that of the Floow enemy from the Subspace Emissary . While it does 19% to 25% with good knock back, it has considerable start up lag and a range only slightly bigger then Mismagius itself. If you manage to connect with it, however, it can KO at 60% when fully charged. It would normally be nearly impossible to connect with, but if the opponent doesn’t know where or who they are, and you do, hitting with this isn’t out of the question.

UP SMASH: Sucker Punch
A ghastly hand conjured from smoke is summoned in front of Mismagius, that proceeds to throw a violent uppercut. It travels up around a Kirby height above Mismagius’s head before dissipating. It does above average knock back and between 16% and 23% damage to the foe. It has little start up lag, average cool down lag, and KO’s around 110%. When used in or below a cloud of smoke, the smoke cloud while separate where the ghastly hand cut through it. While it can be used to KO at higher percents, it is also useful for manipulating smoke clouds to make the most out of the smoke that can be on screen at a certain time.


~\~/~\~/~μαγικόάσμα~\~/~\~/~​


Aerials

NEUTRAL AERIAL: Thief
The tricky ghost strikes around it with a smoky hand. If it connects with an opponent, it steals one of their jumps until they hit the ground. Basically, if an opponent is in the air and you have no more jumps, you can hit them and change the balance of power. Now you have the jump they had and they are left without it. While not very effective on flying characters like Metaknight (who have many jumps), it still allows Mismagius the necessary hop that would have otherwise cost it a stock.

FORWARD AERIAL: Smoke Strike
A tendril of smoke is conjured next to Mismagius, and it swings around 180 degrees in front of Mismagius to strike any foe within range. It has above average start-up and cool-down lag and does 10%. Its only real function is to take a stab at the opponent to put some distance in between Mismagius and the foe.

BACK AERIAL: Sword Spitter
Mismagius flips backwards, and as it turns upside down it opens its mouth and a large sword emerges and slashes the opponent. After a full 360 degree rotation, the sword is swallowed back into ghost’s ethereal form. It does 13% and above average, backwards-down diagonal knock back.

UP AERIAL: Whirling Smoke
Mismagius cries and looks upward. If there is smoke around Mismagius, it will be funneled into a small tornado around it that engulfs Mismagius. If caught in the tornado, the opponent will take many small hits that add up to 12% with low upward knock back. The tornado also acts as a form of recovery, as it lifts Mismagius up similar to Metaknight’s neutral special.

DOWN AERIAL: Executioner
Mismagius conjures a guillotine blade out of smoke, attached to a string coming out of the bottom of Mismagius’s garment. It drops down until the string is tight, which is after it falls around 1.5x Kirby’s height, and then dissipates. The blade has very high downwards knock back and does 19% if it connects, but it leaves Mismagius helpless. If Mismagius is attacked while using this move, the blade will be cut lose and drop until it hits something, but when the string is cut loose Mismagius is not helpless. If the player pulls it off right, Mismagius could intercept a small attack to cut the string loose and drop a terrifying blade on those below.


~\~/~\~/~μαγικόάσμα~\~/~\~/~​


Grab Game:

GRAB: Imprison
Mismagius breaths out a shadowy cloud that lingers for a second, and then disappears if it touches nothing. However, if an opponent is touched by it, the smoke speedily makes a box that traps the opponent. The box of smoke shakes and hops in front of Mismagius, unable to do anything until they finally beat their way out and escape.

PUMMEL: Torment
Mismagius lifts the box up with its telekinetic powers, and then begins to stab it with ethereal knives conjured out of smoke. It is a terrifying spectacle, as the box leaps and shakes as Mismagius chants and stabs until the box is cut to ribbons and the foe is released. Each stab does 2%.

UP THROW: Impale
The box is raised into the air with telekinetic powers, then dropped onto an ethereal spear that impales the box, sending the opponent flying out of the box and into the sky with average upward knock back and 9%.


FORWARD THROW: Dream Eater
Mismagius raises the box up in front of its face and opens its mouth. The box stops moving entirely, and out of the box a series of glowing images flow into Mismagius’s mouth. As Mismagius consumes the dreams of the unconscious victim, it is healed slightly. The attack does 7% total to the opponent and heals 5% for Mismagius. After the attack is done, the box is dropped and the opponent is released.


BACK THROW: Magic Trick
The box drops on the ground in front of Mismagius and several swords appear out of thin air on the side of the box opposite Mismagius. The swords stab into the box, but unlike in magic shows the victim does not come out unharmed. The opponent goes flying out past Mismagius with above average knock back and 10%,


DOWN THROW: Roast
Mismagius conjures up a fire under the box with a powerful incantation, and floats the box over the fire. The opponent begins quickly taking damage in a similar fashion to Kirby’s Final Smash, ultimately adding up to 10% before the box burns up and the opponent flies into the air with low upwards knock back.


~\~/~\~/~μαγικόάσμα~\~/~\~/~​


Final Smash:

FINAL SMASH: Nightfall
The stage becomes very dark and Mismagius shouts a horrible incantation as a huge layer of thick smoke lies over an area around Mismagius that is around ¾ the length of Final Destination, creating utter darkness. This leaves Mismagius in almost complete control of the stage, as it can find other players and locate itself without any of them knowing where they are. The whole Final Smash lasts about 30 seconds, giving Mismagius ample time to seek and destroy all other players who aren’t clever enough to find their way in the blackness.

This plays right into Mismagius's wants. The whole stage is obscured and Mismagius can set off as many dummies, Will-o-Wisps, and surprised smash attacks as it wants in the time allotted. While the Final Smash is in duration, Mismagius is given complete control of its blind opponents, and it is up to the Mismagius player what to do to the helpless foes in the darkness... Preferably, kill them.



~\~/~\~/~μαγικόάσμα~\~/~\~/~​

Playstyle:

~\~/~\~/~μαγικόάσμα~\~/~\~/~​

As you can now see, there is more to Mismagius then an underpowered, floaty ghost. Mismagius thrives off the chaos it creates. Its goal in a match is to throw off the opponent as much as possible with its confusing moves. While Mismagius can fight without confusion, it is weak, slow, light, and all of its KO moves are laggy, so to be able to even out the playing field it uses tactics intended to create chaos while Mismagius remains in complete control.

Mismagius can go about creating chaos in a number of ways. Using his specials, it can scramble the controls of an opponent, mimic them, and make clouds of obscuring smoke. Mismagius’s main way of creating chaos is by confusing the other player about who is who. It does this through a combination of all the above stated tactics. Mismagius scrambles their controls after mimicking them so that when they attempt to use one attack to see who is who; their character will use a different attack, leaving them clueless as to who is doing what. A smart Mismagius player will remember what inputs were swapped and add to the chaos by using the move that they are trying to, making them even more greatly confused. You can make things incredibly confusing for the opponent by setting up several wheels of Hexes, constantly turning them as you hide leaving the opponent utterly confused as they struggle to see who is who.

This will already by confusing enough for the opponent if you play it right, but when you add smoke clouds to it, the brawl can get even worse. Mismagius can always check where it is (by taunting), or where the opponent is (Will-o-Wisp), but the opponent doesn’t know where they are, and so Mismagius has an obvious advantage that might allow a skilled Mismagius player to get in a couple of good hits before the foe gets their bearings. Using the Trick can also allow Mismagius to manipulate the opponent into chasing after a fake Mismagius. This way, you can taunt and check your position without the opponent knowing if the flash is real or not. You can also hide in a smoke cloud, set up a dummy, and strike at the opponent while the attack where the dummy used to be. It is also useful for moving the foe away from you while you shift their controls.

Once you are in control of the chaos, you can catch a confused opponent off guard with a side smash that allows you time to charge up one of your other smashes for the KO. Mismagius requires a lot of skill in being able to deceive the opponent; the clouds need to be strategically placed, the swapped inputs need to be selected intelligently, and you need to make good use of the opponents confusion before they get their mind wrapped around the match. Mismagius is a tricky character to play as and against. At first it may be overlooked, but the first person who gets slaughtered within the clouds of darkness will never make the mistake of underestimating it again.



~\~/~\~/~μαγικόάσμα~\~/~\~/~​

Extras:

~\~/~\~/~μαγικόάσμα~\~/~\~/~​


Taunts:


UP TAUNT:
Mismagius spins around in a circle and lets out a terrifying, inhuman laugh.

SIDE TAUNT:
Mismagius is surrounded by glowing pictures like those in Dream Eater, they cycle once around Mismagius before they all go into its open mouth.

DOWN TAUNT:
Mismagius mimics a sword swallower, shoving a sword much larger then itself down its tiny throat, and then licking its lips.



Victory Poses:


1: Mismagius hangs from a gallows, apparently dead, before looking up and laughing as it fades into nothing. The other contestants and the executioner who were hanging it for witchery, look at where it was in shock and run away screaming.

2: Mismagius spins and chants, with a dark lake in the background. The losing contestants are tied to boulders, and sinking into the murky depths to drown.

3: Mismagius is tied to a stake, burning, before all of the flames turn purple, rise up, and then go out, leaving the rest of the contestants in darkness. Mismagius is gone from the stake and the ropes that bound it are lying and burn dully on the ground.



Lose Pose:


Mismagius summons ghostly hands that clap, with one of the hands holding a noose.


~\~/~\~/~μαγικόάσμα~\~/~\~/~​

END

~\~/~\~/~μαγικόάσμα~\~/~\~/~​
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
Agi doesn't troll, he just wanted to include pretty much everybody who's been active within the past two or so MYM contests, thus why you're on there. You could PM him to have him remove you if you wish =)
Active? KoJ, Monkey, Zook.

You are a very funny man.
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
Active? KoJ, Monkey, Zook.

You are a very funny man.
All three of them have accumulated points in Smady's rankings. They have shown an (albeit small) interest in the contest as of late, and thus are perfectly eligible to be voted for. Ultimately, it's not who's eligible that matters, it's what the people decide, no?

Anyhow! Mismagius. *reads*
 

DiamondFox

Banned via Warnings
Joined
Jun 4, 2010
Messages
35
A moveset is simply anything that was declared as such when it was posted

Nitros Oxide



Oxide has a unique trait to differentiate him from all other characters - when you fight him, you specifically fight him on his home turf and his home turf only, with the stage selection screen being skipped.

The arena itself is quite large, around 1.25X the size of final destination, there being very small pits on either side of the arena to fall into. There is no roof to the arena, but there is a wall on the left side, meaning you can't be KOd off in that direction, the wall being a closed giant clear window off staring into space. The rest of the background is made up of various parts of the Oxide Station race track from Crash Team Racing.

Neutral B - TNT Crates

A crate of TNT around half the size of the crate item in Smash Bros falls from Oxide's UFO, a compartment opening up in the bottom of the UFO to drop it, closing after the crate's been dropped. Oxide will drop three of these in succession, one in the center of the arena and two in the center of both the right and left sides of the arena. The TNT crates will start counting down to explsosion as soon as they fall from Oxide's UFO, them having a 3 second countdown. As each second goes by, the usual "TNT" logo displayed on the crate will change to the number of seconds left to detonation, just like in the Crash games. When a TNT crate explodes, they'll have a explsosion hitbox the size of Bowser around themselves, doing 31-32% damage and very high knockback, though the attack is obviously highly predictable. If you attack a TNT crate before it's countdown ends with any attack, even a single shot of Fox's blaster, you'll blow it up early, so be cautious with these.

Once Oxide reaches 70% damage, he'll drop Nitro crates instead of TNT crates, which are green in color. These crates will never automatically explode on their own, instead exploding upon being touched. This is very annoying as you'll constantly have to keep avoiding these, or take the time to take them out with projectiles. They'll eventually be destroyed on their own by Oxide's Bomb Blast attack, which will cause the nitro crates to blow up for even bigger damage, or the machine gun fire from his turrets.

Side B -Brio Beakers

Oxide takes out a bubbling potion with green liquid inside it and throws it at you, and then proceeds to throw four more potions in rapid succession. The beakers go very fast at you once he throws them, meaning an air dodge/sidestep/roll is the best option instead of fleeing from them, although they're not much of a threat. The beakers only deal 8-9% damage and low knockback, being nothing more then damage rackers, being Oxide's weakest attack. The contents of the potions will spill out when they hit the ground, assuming you dodged it, covering that part of the floor with the liquid. The liquid is slippery like the terrain on The Summit stage of the Ice Climbers, and has a large chance to induce random tripping when you transverse over it (In this version of Brawl, there is no totally random tripping.).

Once Oxide reaches 70% any potions he throws will now be red instead of green. While the basic hit of the attack won't do any more damage or knockback, if you're hit by the potion a small invulnerable black cloud will spawn. The cloud will be thundering (which is just for graphical effect) and will follow you around, being decently slow. The cloud is constantly raining down, doing 2-3% damage per second you're in the rain, but doing no stun or knockback whatsoever. The cloud will vanish after 10 seconds, and multiple clouds can be in play at a time if you're hit by more then one of Oxide's potions. The liquid created from this potion isn't slippery, thus not causing tripping, but instead is very hot, causing 5-6% fire damage over 3 seconds if you go over it.

Jab/Nair - Titanic Turrets

Oxide fires machine gun fire out of the turrets on his UFO, firing directly at you with machine gun style bullets. The machine gun fire doesn't do any knockback or flinching at all, but deals heavy damage, 12-13% damage for every second you're in the stream of bullets, Oxide continuing to fire his guns for a total of 10 seconds. Oxide moves around his stream of fire decently slowly, meaning it's easy to dodge the majority of the attack, but it can be annoying to dodge every single shot. Oxide can blow up his own TNT crates early with this attack if he fires at them.

Down B - Boost Pads

Oxide presses a button on his UFO to cause boost pads from Crash Team Racing to come out at the far right and left side of the arenas, them being a bunch of green and black arrows lined up against each other on the terrain. The boost pads are pointed into the pits they're right next to on either side of the arena, and if you go over the pad you'll be zipped into the pit at a massive speed that's double that of Sonic's run speed. These boost pads will last for the entire duration of the fight. You can't roll up onto the arena or use your ledge attack to get up from the ledge anymore as you'll just get zipped back into the pit to your doom by the boost pad, and therefore must jump from the ledge if you're forced to grab the ledge.

Fsmash - Laser Cannon

The compartment below Oxide's UFO opens up and a laser cannon comes out of it, pointed downwards. Oxide will then proceed to fire a beam downwards, about as wide as Ganondorf and it being a constant stream between Oxide and the floor. Oxide will continue moving back and forth as he's firing the beam from the cannon, and if you get hit by it you'll get caught in it, being dragged along, it being hard but possible to use directional influence to get out of. Every second you're caught in the beam you'll be dealt 10-11% damage, and Oxide will keep firing the beam for 15 seconds. The beam will destroy any TNT crates or liquid created from potions scattered about on the ground. After Oxide is done firing his beam, he'll do a final large blast that -will- hit you if you're caught in the beam, dealing 22-23% damage and large knockback, although if you're not in the beam it's easy to dodge. This is a decent attack, but it interferes with Oxide's other attacks too much to be one of his best.

Ftilt - Bomb Blast

Oxide fires a bomb (Complete with a skull and crossbones painted on it) out of the bottom of his UFO in the same fashion as how he lets TNT Oxide fires a bomb (Complete with a skull and crossbones painted on them) out of the bottom of his UFO in the same fashion as how he lets TNT drop out of his UFO, although he'll let out four bombs as he goes accross the stage, one every fourth of the stage, instead of three like the TNT crates. The bombs are nearly the size of Bowser, so they're quite hard to avoid. If you get by the bomb as it's falling to the down, you'll be spiked to the ground by it and take 15% damage, then still be hit by the explsosion as the bomb lands on top of you. When the bombs hits the ground, it explodes, doing 27-28% damage and high knockback, the hitbox being slightly larger (1.25X) then Bowser. The explsosion from the blasts will disintigrate any green or red liquid over the floor from potions Oxide has failed to hit with you. This is easily one of Oxide's best attacks.

Dsmash - Space Suction

Oxide presses a button while hovering about in his UFO for the window that makes up the left wall to open up. The suction power of space will pull you towards it, Oxide hovering over to the far right side of the screen where he's out of it's range, hovering over the boost pad. The suction has the power around 1.5X that of Dedede's neutral B, and if you're sucked out the window you're instantly KOd. After 8 seconds of this, Oxide will press the button again, closing the window, resuming the battle as normal. To be out of the attack's range, you must be at the boost pad at the right side of the arena, meaning you get zipped off into the pit on the right side of the arena. If you just hang on the ledge, Oxide will drop down a nitro crate on you so you can't so easily escape the attack.

Final Smash - Station Evacuation

Oxide's ship blows up, you unable to damage him beyond 5% health, him falling out of his ship. He then gets an alarmed exspression and will try to flee from you, running on foot off the right side of the screen, the stage rolling along with him. Oxide's decently fast, having extra legs to carry him along, although he's still not hard to catch up to. Various random enemies from the Oxide Station levels will get in your way, but fighting them is a lost cause, as you must defeat Oxide before he escapes or restart the boss battle. If you don't defeat Oxide in 20 seconds, he'll get into an escape pod and you'll lose the boss battle. This isn't as easy as it sounds, as the enemies are large in quantity there will also be a few enviornmental hazards along the way, not having much potential to KO you, but doing their job in slowing you down quite well, distracting you and getting in your way as you try to take Oxide out.
 

kitsuneko345

Smash Ace
Joined
Dec 20, 2007
Messages
562
Location
*sending Sundance lots of apple pies on Pi Day, as
Toad


No, you are not really playing on a stage that looks like Toad from the Mario Franchise. What is this, Melee's trophy event matches? Rather, you control Toad driving around in the Mario Circuit Stage as one of the kart racers. However, you can only have complete true control him during the two parts that he appears in, one of which you can't do too much of anything except driving to the right of the stage and the other part making you only move left and right (relative to the camera) to possibly hit someone with the exact same amount of damage the Shy guys have. With that said, you really only have one move that you have full use of...

"Grab": Grind

This move can only be used during the portion in which you can drive left and right. If you just grind without moving in either direction you can move, Toad's cart will only slow down considerably and deal only half damage and knockback than a Shy Guys controlled Go-Kart. When you hold the grab button while moving in a certain direction, Toad will move the kart so that the side of the vechile is visible, sparks flying out from the back. The damage dealt is 3% more than usual when this occurs, but if you move in the opposite direction, you'll act as if you hit a banana peel and spin out of the stage like the other drivers when they are KO and have to wait 30 seconds. However, if you let go of your grind at the exact moment where you would hit the other players, then you will move in the direction you're facing (essentially driving where the players are brawling) and deal 6% more damage than usual, the cost being you acting like a KOed Shy Guy. Letting go of this move before you enter that part will do nothing, and once you are out of the player's fight zone, you stop your grind automatically.

Sucks how you have one move that doesn't have much use, right? Well, I should say that this is the only move that is consistant throughout this brawl. Yes, there is another move that you have in your arsenal, which is...

Jab/Neutral Special: Item throw/hold

Yes, there is a difference between the two attacks shown. Jab allows you to throw certain items in front of you. There are two places where you can use this, which you really should know by now. Use this near the ramp area, and the item will be thrown towards the right. Throw it at the open area, and the item will land where you are facing right where the brawlers are. Item hold lets you hold onto certain items while you can grab other items after a while for potential combos if you can manage holding the button for that long. If you use item hold first and then grab an item, you must use the "held" item first.

Toad will automaticaly grab an item box in two different points, which is before both of his appearances in the stage. The item's will appear on the screen that the stage utilizes on it's upper right corner and can be also be moved towards Here are some of the items Toad will use.

Green Shell: Functions similar to the Green Shell in Brawl. Can be held.

Banana: Functions similar to the Banana in Brawl; when thrown in the ramp area, it'll travel in an arc that will be about three Bowsers in diameter. Can be held.

Red Shell: Functions similar to the Red Shell in Melee, but disappears after 5 seconds. Can be held.

x3: Cannot be thrown or "held", so it's kept in Toad's Kart. The next item will always be one of the three items above, which will surround the cart with said item if item hold is used (item throw cannot be used first). Item can either be used as barrier (making the item disappear if Player is hit) or throw item.

Lightning: Makes all characters mini to the point that they are look like they they took a mini mushroom while in a Mini Special Brawl in Olimar's stage. Cannot be held. Lasts for 5 seconds. Only appears if players KO Toad two times.

Randox box: Functions differently than the other items. If A is pressed, items will appear when it's thrown. If B is pressed, the box is thrown and explodes upon contact with the ground (arc similar to banana). If A & B is pressed at the same time, all items in the box malfunction. Cannot be held, obviously. Only appears if players KO Toad two times.

_______________________________________


Yeah, I would get it if this was a late entry, but another for the mini that almost never was is nice as well... also, I will make the white space in the picture disappear without using photoshop! Just give me a few hours for that. I might add one more item if that's alright.
 
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