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You made a moveset for Wallachia Night Katapultar? I was actually planning on adding something like that for an eventual Homura moveset that I was planning, except it was going to be a stage with Waluigi Night as a stage hazard, and an optional boss event. The floating skyscrapers do make an interesting stage setting after all.
I'm not actually a huge fan of the decision to make it teenage girl only, as Homura proves, magic isn't the only way to fight witches. Still though, I appreciate the attempt to convey the themes of the series.
I do like the idea of the run to get to Warlord Night at the start of the boss fight; Homura didn't have to do that, but of course she was fighting primarily with bazookas, sea to air missile silos and the like, so I guess it makes sense, and it's an interesting way to start it. The fake death is a tad overplayed though.
I think a few of the attacks were a tad overpowered, especially the attacks that she doesn't actually have in the series. No need for these instant insane damage attacks. I think you did do an overall good job of staying consistent with the theme of the witch and avoiding anything too outlandish, except maybe the direct attack with the gears, they seemed more thematic than functional to me. Overall, I did like this boss fight.
Also, whatever happened to our Mami joint? I thought we were heading in the right direction with that. You didn't lose your head thinking about it, did you?
Yay you like it! You're absolutely right about the whole gear business since that's quite OOC for the boss (seeing as how they always rotate slowly). I was actually going to edit on a part to the boss fight that she would be fought in Classic Mode for characters from Puella Magi Madoka Magica.
With the whole use of Lightweight Female Protagonists you're able to use females that can't use magic. There's obviously some form of restriction to the boss fight with the fact that only females can be used...I'm sure it will displease somebody like MasterWarlord greatly...
Sorry about being lazy with the whole Mami business. To be honest with you I actually got re-inspired to do the moveset and continued working on some ideas for it (thought of the awesomest Final Smash ever lol), but there's one thing I'm hoping to finish before I get started on that with you again...
I've got some new fresh ideas for Mami too by the way. Not really sure what other ideas you have for the Final Smash though, source material seems to have the Final Smash more or less pre-written...
Also, I'm a bit surprised you didn't call me on my blatant intentional misspellings of Whatchamacallit Night.
Look at all these abominable movesets, full of ludicrous fantasy moves for "everyone's" favourite do-gooders. Bah! What ever happened to the golden age of MYM where an overlord couldn't even move without brushing shoulders with a moveset for some villainous scourge?
oh, there's one. "darthmeanie"? Well that's a pathetic name for a tyrant
Darkmega: What a delicious enemy we have here. An evil mirror of a loathsome hero. And he gains power just as his lame counterpart does the same? Brilliant! I want you in my dungeon, you can be my right hand demon. How does that sound? Overwhelming, yes? Tears of black joy welling up in your souless eyes?
The moveset itself has the countenance of a much early, much 'weaker' set. But that is quickly revealed to be a ruse, and I adore ruses, especially the kind that lead to people dieing
It's odd, by allowing Darkmega to both inflict and heal himself of ludicrous levels of damage, you somehow make the opponent's attacks irrelevent, which makes Darkmega come across as a "weather the storm until he runs himself ragged" enemy. He's not quite as reinterpretable in this regard than I would have preferred. Every good villain knows when to switch tact, and it's oh so easy for Darkmega to trap himself in a vicious cycle of healing and self damage.
Still, you have here, an expressive, clever, and perhaps most importantly, a deliberate moveset. It does an overlord like me proud to see you explore the boundaries of MYMing, hand in hand with an unspeakably evil creature
Marona: And here is a comment for some nasty hero that I want to kill; blah blah blah, makeitaboutabadguy
... Must I really comment? For real? *sigh* next chance I get, I'll conquer this silly contest, and make everyone work on evil movesets, 24/7
So, in between my (mostly successful) attempts at global domination, I do occasionally look at video games. Mostly the gorey ones that make pock faced teens kill everyone at their school. But I have 'played' Phantom Brave, so I understand this "marona" person well enough. Locking souls into common items is just such a dastardly pastime, that it almost makes me regret wanting to kill her (almost)
While you do have her signature CONFINE ability here, it sounds at least a little restrictive. I'd reccommend that one of her attacks throws a piece of junk at the foe, which can be then used to confine a phantom to it. Extending its use to permit the confining of solid projectiles, may also alleviate the problem.
And, again on the CONFINE ability, it would have been nice if the type of item you confine to, affects the status of the dastardly minion you summon. Perhaps I am getting to hung up on a single move, but then again, Marona has all the makings of a true tyranical monster, and I like tyrants.
And you'd probably not need that insane cooldown time for your healing spell, if you just let it heal nearby opponents too. But that's just semantics. Evil semantics, but semantics all the same.
Belome: Ah! And back to those lovely, lovely eldritch abominations. I sleep easy at night knowing one of these happy fellows is out snatching children from their beds.
Belome is very, very spell-centric, almost too much. It's important, as an overlord, to not over rely on just one strength. You need to spread the wealth, and take advantage of Belome's bulk once in a while.
Belome is generally enjoyable, others claim he is overly powerful, but that just means that Mario and his disgusting ilk die all the faster.
There's nothing alarming about the set, potential balancing issues aside, though the way the set reads gives one the impression that some of the moves do not thematically mesh together. And that's a "nice" (I do so loathe that word) way of saying that some of the attacks feel random when read back to back.
--------
I've noticed, with many movesets this MYM, that the regular attacks tend to not have any place or effect on the character's "flow". I know, I know, nobody likes normal attacks. But making them is a neccessary evil, so if you ARE making them, you may as well go the extra mile and explain what use each attack serves.
lol I had to keep copy/pasting the thing's name since it would have been a annoyance to keep spelling. With a name like that it's blatantly obvious it needs other names and stuff. Even the fans say so.
Though she is capable of creating infinite amounts of any dessert she desires, she is unable to make the cheese that she loves most.
One could easily catch her off-guard with a piece of cheese.
Charlotte
Don't you just want to take it home? Well you shouldn't; Charlotte is a Witch from Puella Magi Madoka Magica, the recent and incredibly popular 2011 anime. A Witch is a evil creature born from curses that brings despair by causing suicides and murders; it's the job of Magical Girls to hunt down these creatures as part of their contract. At first glance Charlotte may look harmless but she's anything but; letting your guard down is the easy way to die against her.
Though she was a typical Witch who only appeared in one Episode of the series Charlotte has a bit of a fan following.......gee I wonder why?
Charlotte points forward, materializing numerous desserts into existence; 1 is created every 0.1 seconds. If Charlotte is in the air when using this the dessert will be created on the closest ground. Where the dessert appears depends on the angling of the control stick:
Downwards: appears a SBB away from Charlotte
Default: appears directly in the middle of the space between Charlotte and the end of the platform she's on
Up: appears at the furtherest end of the ground Charlotte's on
A dessert acts as a food item that can be eaten. It heals 1% but after 3 seconds of consumption the eater's weight and fall speed is increased by 0.1X it's amount and slows their movement speed by a unnoticeable 1/50; these effects triple if the eater is at 0% when eating. While desserts can be tempting those who eat too much of them start to put on weight. Charlotte may want this because of her light frame so she becomes more difficult to KO.
Up Special - Sitting Out
Charlotte forces the materialization of a large chair beneath her that has it's legs stretch; the longer this attack is charged the higher the legs are, from 2-5 SBBs. The chair exists so that enemies can't reach Charlotte, but they can still knock the chair over to make her fall with a strong attack. Charlotte enters helpless when this happens; if she's knocked off the side of the screen it's basically a KO against her. Charlotte can get off her chair by jumping, which dematerializes if she leaves. She cannot make another one for 7 seconds afterwards.
Despite the filler-ish nature of the input, it's designed to allow Charlotte the opportunity to be in a high position. Is there perhaps some kind of benefit to it?
Down Special - Minions
The dessert witch's minion. His duty is to search for cheese. However, one shouldn't expect much from him.
The name says it all; Charlotte materializes 3 of her minions, Pytor. They're the size of a Waddle Dee and move about at the same speed. As their lore states you shouldn't expect much from them; a Pytor stays in the background safe from attacks and will attempt to move towards the nearest food item. The only way a Pytor can be harmed is when it moves onto the main stage for 1.2 seconds in order to pick up food; here it has a mere 5HP and can be killed easily. Once Pytor finds food it'll bring it back to Charlotte and place it in front of her before moving on to find the next food. There can only be 3 Pytors on the stage at once.
Pytor is completely harmless to enemies to the point where they shouldn't heed any attention to it. Pytor isn't something Charlotte should rely on at all, though they're not bad for scavenging food when you're keeping your opponent busy...
As a bonus, if there's any cheese on the stage, a Pytor will move twice as quickly to pick it up and return it to his master. Charlotte absolutely loves cheese; if she eats any variation of it she'll fully heal herself. Granted there aren't many opportunities when she'll be able to encounter one...
Neutral Special - Second Form
Charlotte opens her mouth and...
WHOA!! This is Charlotte's monstrous 2nd form, what is essentially the embodiment of Charlotte's tenaciousness. Anyone remember Hades' Grab? This is basically that in moveset form; particularly dangerous is that Charlotte can release her 2nd form even while she's being grabbed. The Dessert Witch is able to choose which direction she releases her 2nd form from, whether it be sideways or up.
Charlotte's 2nd form is essentially the same size as in the picture, being 1 SBB tall. She is able to move in any direction like Lucas' PK Thunder albeit at half the speed by "smashing" the control stick; tapping it tilts the Witch's head. As Charlotte's 2nd form moves her body gets longer and longer as it extends from the mouth of Charlotte. Interesting enough the body of Charlotte's 2nd form act as a wall that prevents anything from passing; it's possible for Charlotte's 2nd form to be obstructed by her own body.
Charlotte's 2nd form has constant Super Amour to all attacks and cannot be grabbed, though she does "flinch" slightly if she's attacked. Additionally no damage Charlotte's 2nd form takes is given to her main body. To defeat Charlotte's 2nd form a player has to inflict 80% total to any part of her body, which causes Charlotte's 2nd form to be completely destroyed in a spectacular blast. While Charlotte's 2nd form is out, Charlotte cannot use her other Specials; if her main body is attacked Charlotte's 2nd form will be destroyed immediately. When Charlotte's 2nd form is destroyed by a enemy Charlotte cannot summon another one with this move for 5 seconds.
As a note from here on, the rest of Charlotte's moves are used by her 2nd form; despite being an awkward serpentine creature Charlotte still has the regular attack inputs that every character has, though the direction the input has to be used is proportional to which way Charlotte's head is facing (which can be controlled by tapping the control stick). Charlotte refers to "Charlotte's 2nd form" with her 1st form being referred to as her main body, which has little importance here.
Standards
Shield Input - Mass Shift
When L/R is held when Charlotte moves, the space her body would cover from the distance she travels shifts into the background, allowing her to travel back and forth freely. While that part of the body can't be used to obstruct foes it can't be attacked and prevents enemies from entering that part of the background. For the duration that Charlotte moves her head cannot be attacked but her main body is still vulnerable.
This move has many strategic uses. For example, Charlotte can travel around and obstruct the background of the stage to prevent enemies from being able to roll or dodge. Another use is to shift certain sections of Charlotte's body into the background so they don't obstruct her path. Learning when and where to shift Charlotte's body parts is a vital part to mastering the Dessert Witch.
Of particular note, Pytor is still able to move through a part of Charlotte in the background that obstructs his path so Charlotte doesn't have to worry about hindering the work of her own minion.
Standard - Taste
Charlotte quickly opens her mouth and bites forth a little. Each bite inflicts 9% at a rate of 0.5 seconds with no stale, though it doesn't inflict any knockback or histun. This is by far Charlotte's quickest damaging attack, used to get pesky foes out of they way. It helps that it can be used while Charlotte's moving and during Mass Shift to hit dodging enemies.
F-tilt - Ram
Charlotte's eyes show frustration before she rams forward in the direction she's facing at 3X her usual travelling speed (approx 1.5X the speed of Lucas' PK Thunder) for as long as A is held. Anyone struck by the Desert Witch takes 12% with knockback 45 degrees away from the direction Charlotte's facing that KOs at 170%. Charlotte can use Mass Shift while she's ramming and can hit enemies in the background while she's doing so. Charlotte suffers above average lag before and after the attack and can only move in the direction she's facing.
U-tilt - Bite
Charlotte slowly opens her mouth before chomping down on whatever's in front of her. Victims of this attack take 18% that knocks the victim in the opposite direction, KOing at 110%. This attack has above average lag on both ends, making it far from usable unless the enemy's cornered.
D-tilt - Liquorice Twister
Charlotte twists her body sideways in a surreal fashion before unwinding it. Any enemy touching Charlotte's body during this time takes 10% and is forced to the other side of the part of Charlotte's body they were touching unless there's no space there. This move has high start-up lag but almost no end lag and can be used to position enemies if used correctly..
Smashes
F-Smash - Choco-Lick
Charlotte opens her drooling mouth, which reveals her tongue. The tongue extends 1-3 SBBs before Charlotte 'throws' it upwards, doing 12-28% that covers the foe in a drool of chocolate....Mmmmm. Chocolate-covered enemies have their speed cut down by 3/4s and are twice as likely to trip until the chocolate melts away after 15-38 seconds or if the victim is hit with a fire or water attack. If the enemy is desperate enough they can lick the chocolate off their bodies by standing for a total of 1.5 seconds; this has the bonus of healing them 20% but counts as consuming 20 deserts.
Charlotte can use this Smash to lick up any items in range; while bombs will hurt her for twice the amount they inflict food items will increase her speed by 0.1 for every 1% it would heal, making pursuing enemies a lot easier. Now, if only Charlotte had a way to swallow chocolate covered enemies...
This may seem like a great Smash to use, but it has high lag on both the start and end...this not only makes it more likely to miss, but it also makes Charlotte extremely prone to taking damage since the attack inflicts no knockback or hitstun. Best used when Charlotte has successfully cornered the enemy.
U-Smash - Elastic Candy
During charge Charlotte can stretch her body at 4X the normal speed. After charge Charlotte can move per usual, but after 5 seconds her body snaps back in place from it's position before charge. Charlotte cannot use this move for 8 seconds afterwards.
There's little to say about this move other than being a good positioning tool for Charlotte. To some degree it can be somewhat cheap as Charlotte can push at her enemies at the insane speed she moves, but it's made up for by her not being able to attack and defend during that time. Advice: a good move to use with Charlotte's D-Smash and Grab.
D-Smash - Chocolate Oozer
Charlotte's face becomes one of frustration as her body begins to melt for 15-5 seconds; when this occurs Charlotte's main body takes 12%-30% and it can only be used when connected with the main body. While Charlotte's body is melting she moves at 3/4 speed but can still attack; anything that touches the brown part of Charlotte's body becomes stuck to it; items, minions, traps can be stuck to the Dessert Witch's body, completely helpless. Players can become stuck too but can escape at 1/2 grab difficulty and can't be grabbed afterwards for 3 seconds.
Once Charlotte's body has finished melting she's completely destroyed, but not before leaving behind a massive amount of gooey delicious chocolate that falls from her body, covering the same amount of area as the width of Charlotte's body. This chocolate can be eaten like a dessert and constantly used to heal for the 30 seconds - 1 minute it lasts for unless it's destroyed by a fire or water attack beforehand. Charlotte can use her F-Smash to lick up chocolate on the floor and increase her speed by 10-20% worth of desserts...or she could simply use her main body to eat the chocolate.
This move basically acts as a self-destruct. It can be used to discourage enemies from attacking Charlotte's body or even trap them if they attempt to. From there Charlotte could wrap herself around her enemy or attack them with her offensive moves. After her 2nd form is destroyed Charlotte's main body can soak up the desert to heal herself and put on some more weight for her 'secondary' game. Enemies are unlikely to eat the chocolate but it's all the better for your grab if they decide to...
Grab-Devour
Following on from her standard inputs, Charlotte's grab applies solely to her second form...of course. For her grab Charlotte voraciously opens her mouth, which stays open for as long as Z is held in exchange for moving at half speed. Charlotte's open mouth is a grab hitbox that can grab just any kind of form; if she gets a character with this, she'll stay in place for you to beat down with the Pummel...
Pummel - Swallow
This is a typical grab-KO in the same vein as you-know-who, but it works in a entirely different way. Charlotte basically pushes the victim through her insides so they reach her main body; from then on they're fully digested and KO'ed. Mmmmmm...
The fact that Charlotte has to push her victim through to her main body means that this Pummel is obviously more effective the shorter her body width is. Now, unlike normal pummels where the victim struggles and has to escape through button mashing, the victim is free to attack the insides of Charlotte's body! If they manage to inflict 100% to Charlotte's insides they'll be released from her hellish bowels and completely destroy Charlotte's body in the process, giving the Desert Witch only her main body to use. Each tap of Z pushes the victim through Charlotte's insides every so slowly; the enemy is pulled in a SBB's distance within 1.2 seconds at average if you're a good button masher. But the heavier a victim is, the easier it is to swallow them...hmmmm.
If Charlotte disconnected her 2nd form from her main body (mentioned in the Specials), victims are still pushed through but they're not KO'ed if they reach the end, merely trapped until they escape. B can be used to switch control to Charlotte's main body or her other 2nd form if there's one onstage. While the opponent's trying to bash their way out of one Charlotte feel free to wall the area around them with the other Charlotte of set-up countless numbers of desserts for Charlotte to indulge herself with.
FUN FACTS: Enemies who eat desserts are more prone to being swallowed by Charlotte when her body is upwards due to their increased fall speed! Such irony...oh, and speaking of yums, Charlotte woofs down chocolate covered enemies twice as quickly. If Charlotte successfully KOs a chocolate-covered victim while attached to her main body she'll heal 20% worth of desserts, gaining weight in the process!
2ndFormSpecials
Down Special - Drop-off
Charlotte's main body viciously closes it's mouth in order to cut off the connection between herself and her 2nd form.
Disconnecting Charlotte from her main body keeps Charlotte's body at a set width; from here she's able to fly around the stage freely without being affected by gravity, moving at 1.2X her usual speed. Charlotte is no longer able to use Mass Shift to place parts of her body in the background; any body parts affected by said move remain in the background to obstruct it.
Neutral Special - Regurgitate
Charlotte's main body starts to swallow her 2nd form at twice the rate it comes out of her for as long as B is held. Need to make Charlotte's body shorter? Use this.
If Charlotte uses this when she's detached from her main body and her head's in contact with it she'll re-connect herself to it.
Up Special - Breed
Charlotte's mouth opens wide to reveal...another Charlotte!? Yes, you can create another Charlotte with this move. And no, you can't create an entire army, there can only be 2 Charlottes at any given time. When another Charlotte is created the new one is taken control of, with the old one merely staying in place waiting to be destroyed.
There are a number of obviously cool things about creating another Charlotte. For example, this new Charlotte has a fresh batch of HP for enemies to take down.
Side Special - Exorcise
If Charlotte's tail is connected to either her main body or another 2nd form, that part is quickly absorbed by the tail before re-appearing in Charlotte's open mouth. The result is different based on what came out of Charlotte's mouth:
Charlotte's main body: Control switches to Charlotte's main body. If Charlotte's entire body is airborne during this state it will slowly fall to the ground without changing it's shape. Enemies underneath the body when it falls are simply pushed out of the way.
Another 2nd form: Control switches to the other 2nd form, which starts off at the head. It can be extended as far as it's width was before using this move. If the 2nd form was connected to Charlotte's main body the latter will be connected to the 2nd form which was in control beforehand.
If the control stick is inputted in the opposite direction Charlotte's facing it allows the reverse to occur; Charlotte will reposition herself behind her main body or other 2nd form, whatever is at the end of the chain.
This move can be used to protect Charlotte's main body from enemies to relocate it. It can also be used to re-create walls with 2 existing 2nd forms to pursue enemies and continually block them off.
FinalSmash-LifeorDeathGame
Charlotte cackles before the screen darkens. From here she has 6 seconds of invincibility to use her Grab on a enemy or else the Final Smash is a miss...that said, once she does grab a enemy the screen turns black to reveal a new setting based on an Online Flash Game...
The victim appears on a platform amongst many others. From here on, they must jump towards the right side of the screen in a side-scrolling manner and land on one of many randomly assorted platforms.
While they're doing that, Charlotte's 2nd form is quickly gaining up to them, she being as large as she is in the image...I guess all those deserts really got to her. Anyway, Charlotte moves in the same way as she does in her 2nd form...but this time if she touches the victim with her mouth it's a instant KO. Charlotte usually moves at a speed victims won't be able to escape from if she travels in a straight line (unless they're REALLY FAST), though she'll generally have to turn in order to get her victim to touch her mouth, which slows her down. Most of the time this Final Smash is generally a OHKO except against fast characters.
Victims have to survive for 30 seconds before the game returns to it's normal settings. Even if they survive Charlotte's onslaught they're still struck by her grab and can be KO'ed so yeah.....
Playstyle
Charlotte's game is dependent on obstructing foes with the mass of her 2nd form and cornering them for the kill.
All but one of Charlotte's Specials are optional to use, but shouldn't be ignored. Charlotte's Side Special is the most important in order to ensure the Dessert Witch is able to survive being knocked back; don't worry if your foe eats the desserts, it greatly benefits Charlotte's KO Pummel. Charlotte's Up Special serves little purpose but to give Charlotte some height so she can dodge pesky projectiles and project her 2nd form at a distance. As for Charlotte's Down Special...use it if you want to deserts bought to Charlotte; by far Charlotte's most useless move seeing as how she can woof up desserts using her 2nd form...
Speaking of 2nd form, her entire game obviously revolves around this. You take control of a monstrous serpentine creature that excels at obstructing, pursuing and stalling all in one package. The terror can be stopped by attacking Charlotte's main body, but her 2nd form makes even that hard to reach. Don't worry about protecting the main body; the 2nd form is hellish to deal with, and if your enemy manages to dwindle it's HP down you can just make another! If you really want to be safe have Charlotte cover her entire mass in a rainbow arc over her main body so enemies have to destroy her 2nd form in order to reach her.
When it comes right down to it Charlotte is perfect for chasing down foes with her not needing to worry about being damaged. It's best to focus on attacking the enemy; Charlotte's Standard is perfect for rushing enemies down, with she being able to hit enemies who dodge. The nature of Charlotte's moves and her mass very much force enemies to hit and run, positioning them where the Dessert Witch wants them. Hell, with Charlotte's mass and mobility she has no need for approach or set-up moves!
When it's time to KO via devouring (which is pretty much almost anytime, Charlotte doesn't need to damage rack for her main KO move), Charlotte has a number of ways she can do this to ensure she is successful. First off she can just simply pursue her enemy until they're in her mouth...and maybe hope they've eaten some deserts to help digestion, though that can be unlikely. Though if Charlotte fails to fully swallow her enemy she won't be able to create another 2nd form for 5 seconds, leaving her main body at the foe's mercy unless they can't reach and attack her in time. This is when it helps to have a back-up 2nd form for when the first one is destroyed trying to swallow the victim. The new Charlotte can merge with the main body via 2nd form Neutral Special and continue the chase; all the better if the victim was close to Charlotte at that time, but not too close. If the new Charlotte doesn't succeed the cycle will very much continue.
A good strategy for Charlotte is to try and devour a victim while detached to the main body; from here you'll gain control over Charlotte's main body and can create another 2nd form to obstruct the stage while the foe's busy or create deserts. Alternatively control can be switched to another 2nd form.
If devouring the enemy doesn't work for you knocking them off the stage should. This is where Charlotte's aggression and obstruction ability can come in handy. She can use her Standards to KO the enemy, constantly forcing them to move about to prevent themselves from being attacked. Charlotte can also be deadly at gimping, especially if the victim has eaten desserts. Otherwise she can KO her victims by walling most of the floor they can walk on using one of her 2nd form, and then create another one to go after the enemy and kill them. A killer strategy involves Charlotte using her D-Smash to stick her victim to her and drag them offstage, something that obviously works better at higher percentages. Even if the victim manages to survive they still have to deal with another Charlotte!
Charlotte's game is a rather concentrated one; sometimes one can be too focused on their goal and forget about everything else. If Charlotte every leaves a weak spot open or doesn't pressure her opponents enough she risks leaving her main body open for enemies to attack. One clean shot on the main body and Charlotte's as good as dead.
In all the gluttonous Witch that is Charlotte will never, ever stop until victory is hers. She can keep going on forever, but can you?
BonusCodec
Snake: Otacon, there's some weird Final Fantasy creature out here. Otacon: That's not a Final Fantasy creature, that's Charlotte. Snake: Charlotte? Is she a little girl's doll. Otacon: Far from. Charlotte is a Witch, an evil creature that causes murder and suicide. Snake: Well that doesn't tell me much. Otacon: Sorry Snake. The rest is classified. Snake: What!? But you guys know absolutely everything about every enemy I fight. Wouldn't it be better to tell me now so I can win? Otacon: If I told you here and now it would spoil things for you. Snake: How? Surely it can't be as bad as not knowing how to defeat this doll. Otacon: Give up Snake. There is no hope. Snake: What!? Otacon: Very very bad. You will die. Snake:.... Mei Ling: You're all alone. There is no salvation. Snake: !? Colonel: OM NOM NOM NOM NOM NOM NOM NOM NOM NOM NOM NOM NOM NOM NOM NOM NOM NOM NOM NOM NOM... Snake: NOOOO!!!
An alter-ego to act as a foil to the hero...an interesting concept really. So often we see characters such as Dark Link created to parallel the hero by creating a mirror image of themselves and making their motives pure evil. More often than not, these characters serve little more purpose than to create an even rival or opponent for the hero; a character who knows them just as well as they know themselves.
But...what happens if the "dark" version of a character...happens to be the "dark" version of an already immoral, bitchy, insane and otherwise sinful character? Does that make them the "good" version? Or are they just the "evil" foil to stand in the way of our character's goals? Either way; this boss fight just so happens to be beyond the realm of good and evil being black and white choices and just so happens to be one of personal opinion. Is what you're doing "right"? Are you the "good guy"? Does it even matter when you're having this much fun? Didn't think so.
Behold! Your opponent for this boss fight...
-()-Dark M.Trinity-()-
Gone is the lovely M.Trinity's dictator cap! This is "Dark" M.Trinity (I did tell you it was a matter of perspective). Dark M.Trinity comes from a world not unlike our own, a world where people look identical to you but have goatees. Er, wrong world. Sorry.
Anyway, Dark M.Trinity is essentially the opposite of the one and only M.Trinity from our world. Replacing her dictator cap with a pair of angelic wings, Dark M.Trinity is a fair bit more...well...covered...than M.Trinity. Appearance wise, the two are near identical aside from the wing/cap swap and the fact that Dark M.Trinity's skirt is considerably longer and less revealing. Personality wise however...that's where things tend to fly to opposite ends of the spectrum.
While M.Trinity is hypersexualized, fairly lazy, a glutton for sweets, an insane jealous bitch and has a libido that would make a pornstar blush, Dark M.Trinity has none of this. Dark M.Trinity is rather a pure angel who would never dream of committing such vile acts of indecency; the very thought of it makes her rather ill in fact. However...once she found out about her "dark" self, Dark M.Trinity was absolutely horrified to discover what she was doing in another world.
Thus, Dark M.Trinity set out on an enchanted heavenly vessel named the Censor Ship to convert M.Trinity to the side of evil; aka, the side that's boooooooring.
For this boss fight, the player takes control of M.Trinity and must defeat Dark M.Trinity in a showdown of epic proportions! The M.Trinity player is given two stock in order to defeat her evil sadistic clone. The one with wings I mean, not the...yeah, you know what I'm saying.
As mentioned before, the Censor Ship is a vehicle from the heavens that Dark M.Trinity uses to spread her happiness and cheer around. With happiness and cheer however, there will be no horny old men that M.Trinity can trick into buying her booze! Needless to say, the Censor Ship should be your first target in this battle!
Which is fortunate considering Dark M.Trinity will stay on the Censor Ship no matter what for the first 50% of her health bar! The Censor Ship itself is slightly smaller than the ship on Rainbow Cruise and can float freely about the sky at the speed of Jigglypuff. As a side note, the Censor Ship can be attacked where ever you want in order to deal damage to it; also note that it acts as a solid platform that M.Trinity can stand on in order to cause some major damage to it!
-()-Kitten Cannon-()-
Oh God! This is just wrong! The Censor Ship has a pair of mounted cannons attached to the front of the ship that, periodically, will fire adorable kittens from them that fly at the speed of Lucario's Aura Sphere! If you happen to be struck by an adorable little kitten, M.Trinity will stare at the adorable little thing for a few moments, trying to fight its cuteness but ultimately failing as she picks it up and hugs it tight. This sickeningly cute display actually manages to deal some damage to M.Trinity (10% total) and will leave her open to follow up attacks. Avoid the kittens at all costs!
-()-Rainbow Beam-()-
Another deadly self-defense mechanism of the Censor Ship, the Rainbow Beam is mounted at the back of the ship and will (fortunately) only attack you if you happen to be standing on the deck of the ship attacking it. If you just so happen to be there, the Rainbow Beam will charge up and send a sweeping rainbow laser across the deck of the ship, sweeping it forward before sweeping it skyward. If you happen to get caught by this, you'll be dragged by the rainbow and probably won't be released until you're a good ways in the air. You'll also take a nasty 4% per second you're trapped in the Rainbow Beam, so make sure you dodge it fast; getting beneath the Censor Ship is the fastest way to be safe!
-()-Angel Halos-()-
Dark M.Trinity's alternative to M.Trinity's panties, Dark M.Trinity will reach up and grasp her halo before flinging it down onto the stage. These halos act identically to M.Trinity's panties; they'll make you slip, they'll deal nasty knockback and damage if you're holding on too long and they'll even do a nasty chunk (8%) of damage if they connect on the initial throw. All in all, watch out for these things; Dark M.Trinity will take advantage of your prone state if you're slipping around too much on these halos!
-()-Hug O' Doom-()-
Aww, what a sweet name for horrible, horrible death. You see, much like the Halberd, the Censor Ship has a hidden claw arm built into the deck. If you see the Censor Ship stop moving and a hatch opens up on the deck, stay away! Shortly after, a giant "hand" of sorts will pop out of it and attempt to grab you! In actuality, this "hand" is a giant teddy bear that attempts to hug you! If it does so, the teddy bear will rapidly retract with you still in its death grip as it pulls you inside! Once inside, M.Trinity will take rapid damage (ultimately dealing 20%) within a few seconds before being tossed out!
-()-Flower Bombs-()-
On occasion, large seeds will drop from the bottom of the Censor Ship! These are very hazardous if they hit you directly, dealing roughly 14% damage and medium knockback...but if they land on solid ground however...these seeds will grow into beautiful flowers! Annoying, sleep powder producing, beautiful flowers that is! Having roughly the range of Jigglypuff's Up Special, these flowers will put you to sleep if you get within range of them making them incredibly annoying in greater numbers! Fortunately, these flowers are pretty weak; 5% damage and they'll wilt and die.
-()-Attacks At 50% Health-()-
-()-Censorshipwreck'd-()-
Nothing much really changes in this battle until you reach the halfway point! At this point, the Censor Ship will begin to tremble slightly before its back engines start to sputter and die out! If you just so happen to be under the Censor Ship as it falls...well, you lose a stock instantly; it's like being crushed by the elevators in the SSE! Fortunately, this attack is blatantly telegraphed thanks to the big health bar at the bottom. Just keep an eye on how much damage you're doing and this attack should never hit you at all.
Once the Censor Ship hits the ground, it explodes (in a non-damaging explosion) as Dark M.Trinity jumps off it and onto the stage! Now the real fun begins!
-()-Healing Light-()-
Note that there is -NO- way to stop this attack and that it is a one time use only attack; Dark M.Trinity will not use this after the initial use. Anyway, as soon as Dark M.Trinity lands on the platform, she becomes enveloped in a bright ray of light which automatically heals her back up to 75% health! Don't worry about having to mess about with learning when certain moves come in; Dark M.Trinity has the same moveset until she reaches 25% health.
As a side note, Dark M.Trinity has your exact same stats movement wise and cannot be budged by knockback of any kind (although she does flinch sometimes). In addition to the moves listed below, Dark M.Trinity will continue to abuse her halo attack from above.
-()-Transformation-()-
No, Dark M.Trinity isn't transforming into anything...she's trying to transform you! Or convert maybe? Who knows, either way, Dark M.Trinity mutters some words to herself as she holds her hands before her. After a few seconds of this, a bright red orb will fly directly at your current position! If it misses, you're safe; it won't swing around again for another attempt...
If it hits you however...well, you're in for quite a shock. In a bright flash of light, M.Trinity will suddenly become...modest?! My God! What happened?! When hit with the red orb, M.Trinity will actually be transformed into a nun; yes, you read that correctly! As a nun, M.Trinity will lose access to a massive amount of her moveset for a certain length of time! What are the full effects of this....well...you lose:
Neutral Special, Down Special, your Reverse Throw, Up Throw, Down Throw, Back Throw, Down Smash, Dash Attack and Forward Aerial. Wowsers. This transformation will last a whopping 12 seconds if it connects...so try and make the best of your limited moveset while you're in this toned down state. Also note that certain attacks such as your Up Aerial and Side Smash will not produce panties during this period of time.
-()-The Belt-()-
Dark M.Trinity will telegraph this attack by reaching into her bag and digging around for a moment before lunging forward in an attempt to grab you! If Dark M.Trinity successfully grabs you...she holds something in the air...is that...oh no...
It's a chastity belt! Pinning down the helpless M.Trinity, a censoring effect will pop up to obscure your view as Dark M.Trinity forces the belt on our poor heroine. Moments later, the screen unblurs as Dark M.Trinity stands there smiling...M.Trinity herself however is sitting on the floor still, a look of sheer horror on her face. So what exactly does this do? Well, you're no longer allowed to use your Down Special or your Down Throw until you get that damn thing off! M.Trinity also takes a steady 1% per half second the belt is on her meaning you'll want to get it off ASAP.
Now...how do you go about doing this exactly? Crouching repeatedly of course! Once you've crouched enough, that accursed belt will fall right off and you'll be ready to screw once more! Yay!
-()-Force Feed-()-
Dark M.Trinity doesn't just have a problem with M.Trinity's sex antics however...she also has a problem with M.Trinity's insatiable cake lust! Digging in her bag once more, Dark M.Trinity will pull out an entire slew of vegetables and hurl them into the air! These vegetables are, unfortunately, brussel sprouts...which just so happen to be the most disgusting things in the world. Anyway! If M.Trinity is hit by these sprouts as they fall, she'll be forced to gulp it down, taking a nasty 6% and moderate stun as she reluctantly swallows it (zing).
Unfortunately, that fiend Dark M.Trinity really likes the damn things; if she's hit by them, she heals ever so slightly...but she still has the end lag making her very vulnerable to a retaliation beating!
-()-Attacks At 30% Health-()-
-()-The Corruption-()-
It's true that even the most noble at heart can be corrupted by a change of event. Seeing that the battle is not really going her way, Dark M.Trinity, oddly, begins to act more...well...like M.Trinity!
At this point, Dark M.Trinity's longer skirt is torn down to M.Trinity's size due to the rage of the battle. It seems she's also snapped slightly as her tactics are varying up a bit now...how so? Well...read on...
-()-Minions-()-
Remember M.Trinity's Minion summon? Yeah, it was a group of four generic high school anime boys. Well...they're not exactly choosy...and now they've got their eyes set on Dark M.Trinity! With a snap of her fingers, Dark M.Trinity summons four angelic high school boys to her side! These boys, like M.Trinity's minions, provide a constantly shifting hitbox around Dark M.Trinity that deals 5% damage and slight outward knockback if someone touches it. These boys will also violently attack you if you A.) Attack Dark M.Trinity or B.) Hang onto her halos for too long.
But that's not the worst part. The worst part is that Dark M.Trinity now tries to copy your Down Throw! If she uses her Down Throw within her minions, Dark M.Trinity will, well, you know the drill by now (which heals her for up to 10% of her health bar!)
Needless to say you don't want this to happen...but attacking the boys will only provoke an assault back. If only M.Trinity had some way to seduce them over to her side so she could use the benefits of Dark M.Trinity's angel boys against her. If only there was some kind of lusty downward special you could use...
-()-All Sides of the Field-()-
This move is exactly as amazing as it sounds. Dark M.Trinity will, more or less, perform your Down Throw...against you. In what may be the hottest lesbian scene you'll ever see in Super Smash Bros Brawl (probably the only one too...), Dark M.Trinity will force M.Trinity to the ground and straddle her. What's next is all up to your imagination; it's blurred out obviously. What does happen as an end result however is that M.Trinity heals 10% of her health bar and you take a whopping 25% damage.
-()-Copycat-()-
At this point in the battle, Dark M.Trinity seems awfully worried that she may lose this thing. Thus, Dark M.Trinity will start throwing out M.Trinity's own moves at random! This is, surprisingly, much more annoying than fighting the traditional AI version of M.Trinity as Dark M.Trinity can use these moves in combination with her boss moveset as well. Just keep your eyes peeled and watch out for your own attacks used against you! Keep it up though; you've almost beaten this sickeningly nice doppelganger!
-()-Attacks At 0% Health-()-
-()-Closing Kiss-()-
As Dark M.Trinity seemingly dies, she staggers forward to M.Trinity, grabs her and, well, she just kinda lets loose with a really sloppy dying lesbian kiss. Weird huh? Your reward for this hard fought victory, you get a surprisingly high quality image of this scene saved to your Snapshots section! Not bad eh? Dark M.Trinity collapses to the ground having been beaten. M.Trinity herself looks down at the poor alternate universe version of herself. Was she really that evil at all? I mean, all she wanted was what she thought was best for M.Trinity.
M.Trinity sighs slightly. And then instantly performs her Fatality on the dying Dark M.Trinity. I guess when you try and take away her wild nights and her confectioneries, you've gone too far. . .
Is it a bad sign when you look back at what you wrote and, even when you're hella tired, it just makes no sense? Oh well. Enjoy~<3
Thanks for the feedback on Marona. I know not a lot of you have heard of or at least played Phantom Brave. It's a great tactical RPG with a nice storyline in it. The game is made by the same guys who made Disgaea series, a more well-known tRPG. Unlike Disgaea, Phantom Brave has a more serious storyline and lacks any random slapstick and black comedy. Here's the Wikipedia page on this. I tried to match some of Marona's gameplay in Phantom Brave and incorporate it to Super Smash Bros gameplay. It was hard, but at least I've tried.
And now we have Ash, another main character from Phantom Brave.
Bio
Ash is Marona's guardian, revived as a phantom by Marona's father, Haze. Ever since he and Marona's parents were killed by Sulphur at the Island of Evil, Ash looked over and protected Marona. He disposes any insulting mails towards Marona. Due to the Ivoire's harsh treatment of Marona by the population, Ash tends to be very overprotective and does not want others to take advantage of Marona.
Compared to Marona, Ash is more durable and have slightly stronger attacks in exchange for a poorer recovery and faster falling speed. He is somewhat of a lighting bruiser. Many of his smash attacks and two of his special attacks uses his giant sword which can deliver a slow, which powerful damage and knockback. Across from that, most of his aerials and tilt attacks uses his own fists and kicks that deals very low damage and knockback that can useful for building up damage.
Also, in timed matches, should there be only one minute left in the match, Ash's "Solemn Vow" activates. In this scenario, Ash's damage and knockback in his attacks (as well as any items he is using) increases by 25% percent. For example, if an attacks normally does 12% damage, this same attack deals 15% damage when his "Solemn Vow" activates.
Specials
Up Special: Flame Slash
Ash takes out his sword and slashes his sword in a circle three times upwards. This recovery is roughly about the height of three small Stage Builder blocks. This attack will put Ash into his helpless state. The first slash does 4% damage, second slash 4% damage, and the final slash deals 9% damage which deals some knockback. This attack covers Ash above him and both in front and behind him.
If used on ground, this attack can be charged for more damage and knockback.
Side Special: Snake Beater
Ash takes out his sword and does an overhead slam to the ground in front of him with his sword. Bursts of water appear in front of his sword which travels about a fourth of the Final Destination stage. The initial attack in front of him deals the most damage and knockback, around 16%. The water splashes in front of the sword deals 4% damage each. Covers a good range.
This attack cannot be used on the ground.
Down Special: Dragon's Counter
Ash's counterattack. Ash pulls his right arm behind his back and places his left arm pointing downward. Should the opponent strike him within the second, Ash strikes the opponent in front of him with a quick palm strike from his right arm. This counterattack encases the opponent on ice and varies depending on how strong the attack is. For example, a weak attack will make the freezing of the counterattack last longer, while a strong attack keeps the opponent encased in ice shorter.
Standard Special: Water Punch
Ash takes his left arm upward into the air and slams his hand down to the ground. Sprouts of water blasts in front and behind him, roughly around the size of Ike's Eruption. This attack cannot be charged and deals 11% damage and some moderate knockback.
Attacks
Normal/tilt attacks:
Dash attack: Dahes and preforms a quick uppercut. 5% damage with a very small vertical knockback.
Normal attack: Punch opponent with his left arm (2%), then steps-forward with jabs the opponent with his right arm (2%), then finally lands a roundhouse kick (4%). The first two attacks locks the opponent in place while the third attack does a very small knockback. Not a good KO move, nor the range is that great, but is good with combos.
Side tilt: Does a quick palm strike, 8% damage. This attack pushes the opponent slightly backwards, but unable to do any knockback at any percentages and has a poor range.
Down tilt: Does a quick sweep with one leg on the ground that hits at the front and the back. The front side deals 2% damage while the back side deals 3% damage, which deals some moderate knockback. Any opponents in front of Ash will be dragged behind him from this attack. This attack covers a decent range.
Up tilt, Does an uppercut, then a quick upward kick on the opponent. First hit deals 2% damage and the second deals 4% damage with moderate low knockback.
Smash attacks:
Side Smash: Ash takes out his sword and does a strong horizontal slash similar to Ike. Deals a very large knockback and covers some range, but very slow and punishable. Capable of KOing some light weight characters at low perecentages when fully charged, but moderate to heavier characters can survive this. Deals 19%-25% damage.
Down smash: Ash slashes towards the ground on each side, starting from his behind, then the front. The first back slash deals 10-14% damage and deals some horizontal knockback. The second front slash deals 7-11% damage and does less horizontal knockback.
Up smash: Ash slashes his sword upward into the air from the ground. This smash attack only covers Ash's front and cannot hit opponents behind him. 16-23% damage. Like his side smash attack, it is capable to KOing lightweight characters and has a large ending lag.
Aerial:
Normal: A quick flying kick. 6% damage.
Up: Sticks both legs upward in the air that covers some good range and deals strong knockback, but has a large starting lag. 12% damage.
Back: Does three quick kicks behind him. First hit does 1% damage, second hit deals 2% damage, and the last hit deals 4% damage with very small knockback.
Down: The only aerial attack where Ash uses his sword. Ash slashes his sword downward where it delivers a powerful meteor smash below his opponent. Very powerful that is capable to one-hit KO meteor smash, but has a large startup lag and ending lag. 15% damage.
Forward: A quick punch in front of him. 5% damage.
Grab/Throws:
Pummel: Headbutt, 2% damage.
Back throw: Drags the opponent behind him and does a turn kick. 3% damage.
Up throw: Uppercuts the opponent, 4% damage.
Down throw: Picks his opponent above him, does a short hop, then slams the opponent downward. 5% damage. This is similar to the Flying Bomb attack in Phantom Brave, except Ash leaps into the air much shorter.
Forward throw: Twirls around the opponent several times around him then throws the opponent in front of him. This throw is very slow, yet the most damaging and powerful throw Ash has. 10% damage.
Final Smash: Rising Dragon
Ash picks up his opponent, then leaps upward very high into the high off the stage (unless if there is a ceiling blocking him, in that case, he will go upward to the ceiling's limit only). Once Ash is up into the maximum height, Ash throw his opponent downward at the center of the stage, dealing around 63% damage with a good amount of knockback. A large shockwave that covers most of Final Destination deals 13% damage that is capable of hitting other grounded opponents with small knockback once the opponent is slammed down to the ground. After a few seconds, Ash fast falling back to the ground at the center of the stage.
This Final Smash is capable to meteor smashing someone providing if there is a giant opening at the center of the stage. If that were to happen, then the followup shockwave will never happen. Similarly, Ash can KO himself since he fastfalls towards the center of the stage. What makes this unique is that the opponent he picks up falls downward first, then Ash fast-falls after the Final Smash. So in cases where there is a giant opening at the center of the stage, it is guarantee meteor smash KO win if Ash and his opponent have one stock left.
The sucky part of this is that Ash can only pick up one opponent in the Final Smash. So if there are more than one opponent in the stage, Ash will randomly grab the opponent closest to him. This is compensated by with the shockwave that hits other opponents on stage.
Taunts
Up: Facepalms
Side: Goes into a fighting stance where he places his right palm forward. Beams of blue light glows in his body where he yells, "You'll go no further! For her sake, I will not fail!"
Down: Crosses his arms and looks upward, a gust of wind blows around him and his scarf blows away. A second note that Ash may lose his scarf if he takes too much damage. In the case if his scarf isn't present, Ash will put his scarf back on in this taunt instead.
EDIT: Deadpool from Marvel is next in my list. His moveset is loosely based on his appearance in Marvel vs Capcom 3. However, he has three different "Hyper Combos" (which is almost the equivalent to SSBB's Final Smash). One of them involves shooting his pistols rapidly, the other involves slicing his oppoent in multiple directions, and the final one is counterattack where he breaks the fourth wall by using his own HUD. I'm not sure which of his "Hyper Combos" I want to use for his Final Smash, but I want it to involve breaking the fourth wall.
It takes guts to make a moveset for a witch from Madoka, I'll give you that. The number of themes and ideas and motifs they have that you have to express alongside a mostly limited, if interesting suite of abilities makes them hard to tackle.
I really feel that any Witch moveset should really revolve at least in part around the witch's barrier, her ability to slowly completely transform the stage into an arena of her suiting, even passively. This is only really covered in passing through the Up Special, which just lets her occasionally make one of those high chairs of hers. This also would have allowed you to really express her status as the Dessert Witch without having to introduce it through the somewhat out of character candy summoning move. It seems a bit jarring from the atmosphere of Madoka to have the witch's enemies stop to eat some of her candy, and doesn't really fit in with how she behaved in the battle.
Another problem is that outside of the desserts, Charlotte is basically useless in her first form. I think that making the minions non-combatants was a mistake, as there's essentially no threat . Yes, you can set up desserts on the stage, but the awkward negative side effect they have makes them feel like a weird hanging on point. More importantly, the fact that you can change to the second, actually useful form at any time means essentially once you've thrown a few desserts on the stage, you'll go into her true form immediately; I really felt it would have been best used as a counter transformation, being able to freely activate it takes some of the tension away.
Ultimately, there are a few interesting playstyle ideas in Charlotte, and they remind me a lot of Steelix in a few ways, but too many of them play fast and loose with awkward, disjointed interactions, like the chocolate slobber. She's also missing more than a few inputs, with no aerials or throws, although the two sets of Specials does alleviate that somewhat. It doesn't feel like Charlotte though as much as I wanted it to, as difficult as that may be, I admit.
My biggest problem with the set has to be the pummel though; if Charlotte has an instant kill move, it should be a headchomp, not swallowing them whole (apologies to BKupa). She should bite their heads off and THEN gorge herself on their flesh for healings afterwards.
I think ultimately, I'm just don't think that this set takes the right approach to making a moveset for a Madoka witch, but I think it's a good effort. If nothing else, criticizing it has given me ideas if I ever do one. Perhaps Elsa Maria... or Gertrud...
It takes guts to make a moveset for a witch from Madoka, I'll give you that. The number of themes and ideas and motifs they have that you have to express alongside a mostly limited, if interesting suite of abilities makes them hard to tackle.
I really feel that any Witch moveset should really revolve at least in part around the witch's barrier, her ability to slowly completely transform the stage into an arena of her suiting, even passively. This is only really covered in passing through the Up Special, which just lets her occasionally make one of those high chairs of hers. This also would have allowed you to really express her status as the Dessert Witch without having to introduce it through the somewhat out of character candy summoning move. It seems a bit jarring from the atmosphere of Madoka to have the witch's enemies stop to eat some of her candy, and doesn't really fit in with how she behaved in the battle.
Another problem is that outside of the desserts, Charlotte is basically useless in her first form. I think that making the minions non-combatants was a mistake, as there's essentially no threat . Yes, you can set up desserts on the stage, but the awkward negative side effect they have makes them feel like a weird hanging on point. More importantly, the fact that you can change to the second, actually useful form at any time means essentially once you've thrown a few desserts on the stage, you'll go into her true form immediately; I really felt it would have been best used as a counter transformation, being able to freely activate it takes some of the tension away.
Ultimately, there are a few interesting playstyle ideas in Charlotte, and they remind me a lot of Steelix in a few ways, but too many of them play fast and loose with awkward, disjointed interactions, like the chocolate slobber. She's also missing more than a few inputs, with no aerials or throws, although the two sets of Specials does alleviate that somewhat. It doesn't feel like Charlotte though as much as I wanted it to, as difficult as that may be, I admit.
My biggest problem with the set has to be the pummel though; if Charlotte has an instant kill move, it should be a headchomp, not swallowing them whole (apologies to BKupa). She should bite their heads off and THEN gorge herself on their flesh for healings afterwards.
I think ultimately, I'm just don't think that this set takes the right approach to making a moveset for a Madoka witch, but I think it's a good effort. If nothing else, criticizing it has given me ideas if I ever do one. Perhaps Elsa Maria... or Gertrud...
Thanks for the comment darth meanie! I knew that if anyone was going to comment on it first, it would be you (with you being the only one I know who knows about the series and can comment . The concept of the Witch Barrier wasn't something I ever thought about...I pretty much just pretended that players were inside a barrier to prevent any kind of awkwardness. I don't really have any kind of excuse to justify much good characterization reasoning in terms of letting enemies eat the candy...killing with kindness perhaps?
I made Charlotte useless in her first form because she essentially fights in her 2nd form, with her never doing so in her first...I think this characterizes her from a certain perspective.
I'll admit that I knew that it would have been better for Charlotte to have a headchomp rather than a swallow, though the best I would have been able to think of would have been a generic KO Pummel.
I guess it's up to interpretation to how one sees things. Definitely not saying you're wrong, and you do have some very good points. I do think this comment was wholly character-orientated with you being familiar with the series though I'll probably get a comment targeted at playstyle by another commenter.
Damm...your Barrier ideas is giving me ideas for another Witch......not that there are many other Witches who have as much potential as Charlotte had...
EDIT: Deadpool from Marvel is next in my list. His moveset is loosely based on his appearance in Marvel vs Capcom 3. However, he has three different "Hyper Combos" (which is almost the equivalent to SSBB's Final Smash). One of them involves shooting his pistols rapidly, the other involves slicing his oppoent in multiple directions, and the final one is counterattack where he breaks the fourth wall by using his own HUD. I'm not sure which of his "Hyper Combos" I want to use for his Final Smash, but I want it to involve breaking the fourth wall.
I'm taking a brief break from writing out Mr. Freeze to participate in this week's MYMini, "Dark Side". As such, I'll be contributing not a moveset, but a boss character- someone with enough scale befitting of Smash Bros.
Akuro- known in Japan as "Evil Wolf"- has come to spread his demonic influence to the world of Smash Brothers after the son of Okami Amaterasu foiled his plans for world domination. So how has he come back? I blame deus ex machina, but that's be cheating too so for now, his motives and his source of power is mysterious...
That's not your biggest concern when you fight him, however, so let's get down to the basics.
NAME: AKURO, THE SPIRIT OF DARKNESS
FORM: CORPOREAL (IT REQUIRES A BEING INFUSED WITH GOOD AND LIGHT)
HEALTH: 1000%
LOCATION: HIDDEN DOOR IN THE GREAT MAZE
FORMS: 2
ARENA: FINAL DESTINATION
CHARACTERS: 5
Wh-What?!? 1000% health?!? Two forms?!? ONLY FOUND IN THE GREAT MAZE?!? This guy is for real! But wait, if he is, effectively, evil incarnate, then how can he possibly count for this week's MYMini? Well that's because of his second form, but for the sake of sense, we'll start with the first form.
FORM 1: AKURO
The first phase of the fight involves the character on a distorted version of Final Destination- several clouds of darkness surround the arena and the usual shifting background is instead replaced by an empty darkness, a stark contrast to the supposed hardest boss in the game, Tabuu. Anyway, Akuro's head is in the middle of the arena while his two hands are at the sides. You can attack the hands to stun them momentarily and deal 1/4 of the damage you would to Akuro if you attacked his head, but I won't be the one to tell you how to fight. His attacks vary depending on how much health he has left.
1000%-751%
HANDS OF DESTRUCTION- Akuro raises his hand(s) up into the air and slams them down in two different places, crushing the player and bringing them into the ground. The hands shake a little and track the player- with one hand directly above and another adjacent to where the player is facing- before they descend, so a timed avoid can negate any chance of this attack hitting. However, it deals 25% damage, grounds the player, and really breaks down the shield. Luckily, he can really only use this effectively if both hands are active, since the remaining hand can easily be avoided.
HELL GRASP- One hand tracks the player's position, chasing after it until either Akuro's head or other hand is damaged or five seconds. If the hand grabs the player, they are both raised high into the air as the player is crushed under the clenched hand's palm, the momentum greatly knocking the foe back quite a distance and dealing 35% damage. This move, unlike Master/Crazy Hand's grabs, is inescapable, meaning once you're caught, you'll face the consequences of your lack of evasive maneuvers.
MAGNETIC FIELD- The letter "U" appears on each of Akuro's remaining hands, drawing the player towards them with a great amount of force. Slower characters will have no choice but be drawn into the magnetic grasp of the hands, as Akuro's head is free to do whatever he pleases. The player can still attack the hands, however, and negate the magnetic pull of said hand. He won't perform this attack unless both hands are up and running. The pull lasts for fifteen seconds, during which Akuro is still able to perform his elemental blasts. Speaking of which...
GLACIAL BLAST- Akuro's mouth briefly closes before making a charge-up motion, which takes about ten seconds in total, signaling it's about to shoot the player with a beam of ice- you can tell via the snowflakes surrounding Akuro-, dealing 20% damage and freezing the player for a nasty follow-up attack unless he/she can break out in time. Note that Akuro can still attack you with his hands during the charge. You can cancel out this attack if you keep battering Akuro's head enough times, stunning and briefly putting Akuro's head out of action for ten seconds, before it gets back into the game. This isn't Akuro's only elemental blast, however...
THUNDEROUS BLAST- Akuro makes the same animation as Glacial Blast's, except instead of charging up with freeze energy, he does so with electric energy. Once Akuro is at full capacity, his eye shoots out an array of lightning bolts all around the arena, shooting them in directions so that the player can be knocked into different bolts in a sort of "juggle", with the final bolt dealing a total of 30% damage from the "combo" as well as immense knockback. Like with Glacial Blast, you can attack Akuro's head with enough force to interrupt the animation and put Akuro's head out of commission for ten seconds.
INFERNAL BLAST- You probably guessed this by now, but Akuro's head closes and charges up once again with an aesthetic ember surrounding his middle form. Except this time, the eye fires a searing shot of fire toward the last tracked spot the player was in, dealing a whopping 40% damage with the initial blast. And yes, I say "initial" because once the blast hits the ground, secondary embers scatter around the arena, lasting for an extra three seconds before burning out. They can deal some small amounts of damage to the player and keep them in hitstun. Like with the others, you can interrupt Akuro during the charge-up.
750%-501%
SHATTER- When the player lands the strike that pushes Akuro's health past 751%, the screen temporarily goes into slow motion as Akuro's head briefly freezes for a moment before shaking, with the intensity of his shaking rising as his hands slowly move from the sides of Final Destination to above his head. This means you should get away from the center of the stage as quickly as possible. With a death knell that would bring the Devil to his knees, Akuro shatters the entire stage's center portion once his hands reach the top of his head. The shaking stops and the strike creates an aftershock that reverberates to each side of the remaining arena. The center portion of the stage is not only gone, but it will not appear for the remainder of the match. The strike itself instantly knocks out whoever it strikes, but the range is narrow and if you were smart and took the warning, the worst you'll have to worry about is the aftershock of the strike that deals much less damage (10%) and knockback. Luckily, Akuro only performs this move once and after he does, his positioning goes back to normal.
DARKNESS BLAST- This is a new blast that differs from the others in two horrific ways. First, the charge-up isn't initially telegraphed as openly as the others, meaning you'll need to keep an eye out. The only opening you'll have is when Akuro starts blinking at a more rapid pace and hard-to-see darkness envelopes his center form. You can still interrupt it, although it takes much more damage to do so. The second part is that if you do give him enough time to charge it, he releases a wide beam of pure darkness, consistently hitting the foe and keeping him/her in the beam radius. This move is pretty much inescapable, even with a timed avoid- that's how wide this beam hits. Worse yet, the damage (50%) and knockback are immense. And now for the worst part- if you're hit by this move, Akuro will recover 50% of his life gauge, although this won't bring back the center part of the stage and will not incur the wrath of Shatter. Neither will it cancel out any chance of Akuro performing this move. However, you do have two aspects on your side. First, if you do manage to knock Akuro out of this move, his head AND hands are stunned for ten seconds- not just out of action- meaning you can pile on the damage towards Akuro's stunned center form. Second, the odds of Akuro actually performing this move are proportionate to how much health he has left. Ergo, don't expect to see it too much in the higher percentages.
And now-
=-=-=-=-=-=-=-=-=-=-=
FORM CHANGE AT HALF HEALTH
=-=-=-=-=-=-=-=-=-=-=
FORM 2- DARK CHIBITERASU
THIS is what I was referring to by Dark Side. In the game Akuro is featured in, he uses an evil mirror to copy Chibiterasu's form, taking the form of a corrupted version of the son of the sun to further do battle while using a possessed Kuni to assist him. Luckily, Akuro neither has Chibiterasu nor Kuni to help him out... against their wills, anyway. But how does Akuro retain Dark Chibiterasu? Like I said: Deus. Ex. Machina. Maybe that's possessed by Akuro too. Oh well.
When Akuro reaches 500% health, the entire fight freezes as Akuro begins to maniacally cackle, crushing the stage- not the player- with his hands, causing the player to fall through the sky and onto a new battlefield: a circular platform a bit smaller than the original Final Destination. The player is given free roam until a shadowy ball of darkness lowers from the upper-left corner of the screen. This cloud cannot be hurt until the being behind it is revealed- Dark Chibiterasu! Without Kuni this time! So what can Akuro do to you now? Well for starters, he is limited to one form now- less to hit, you see. But now, this one form can move around the battlefield at will using levitation abilities. So he's harder to hit in terms of size and mobility, but do not fret- you have a whole arena this time, and no hands to worry about! So how could Dark Chibiterasu POSSIBLY threaten you?
500%-251%
SHADOWHOUND- Dark Chibiterasu swiftly drops to the ground before leaping from one end of the arena to the other, knocking back and damaging (15%) anyone who gets in his way. He usually won't use this unless you keep attacking him in the air, since he usually floats from one side of the screen to the other to switch it up. The attack leaves Dark Chibiterasu levitating above the edge of the arena who ended up at.
DARK CHERRY BOMB- While gliding through the air, calligraphy lines are formed in the shape of a circle with a line running vertically through it- up to three times. Three Bowser-sized Cherry Bombs are formed over where Dark Chibiterasu drew them, taking about four seconds to detonate- each explosion is enough to horizontally cover the entire arena. Luckily, they CAN be knocked off the arena by simple attacks, except fire attacks. For obvious reasons, I hope. Anyway, each explosion deals 20% damage, so be sure to take out at least one of them before detonation.
INFERNO TECHNIQUE- Dark Chibiterasu briefly rises into the air, covering itself in flames that knock back and damage (10%) anyone that touches it, before dive-bombing into the center of the stage, still coated in flames, creating an infinity-shaped inferno that rises into the sky. Dark Chibiterasu then quickly leaps into the direction he is facing skyward, before turning back to the stage and levitating once more, returning to his previous pattern. The inferno can and will carry any unfortunate player into the sky and to their doom. Luckily, the range is narrow and Dark Chibiterasu telegraphs the dive before it even happens. Still, be wary- the dive itself can seriously threaten whoever you are using with its high damage output (35%) and knockback.
BLIZZARD TECHNIQUE- Dark Chibiterasu disappears for a moment before appearing directly above the player and summoning a freezing cloud of mist to completely encase the player in ice, dealing more damage than the blast form of Akuro (25%). Thankfully, Dark Chibiterasu emits a dark howl before teleporting, letting you know that remaining on the move is a good idea.
GALESTORM TECHNIQUE- Dark Chibiterasu rises higher into the air before howling, summoning shrikes of wind to circle around the arena's edges, continuously moving closer toward the center of the arena as it circles around. If the player is hit by the razor winds, it is dragged along the path of the attack until it hits the ground, leaving the player in a grounded state until the galestorm reaches round again. If the player is dragged from one end of the arena to the other, the razor wind deals a maximum of 35% damage with no knockback. So the tactic to avoid THIS move is to stay in the center of the stage until the winds circle closer to the center, then move to the edges of the arena to avoid the rotations closer to the center.
250%-1%
DARK SUN- Dark Chibiterasu pauses the fight once he reaches 250% health, switching perspectives so that the levitating monster is in the sky, before howling and summoning a dark sun, rendering the entire stage invisible and Dark Chibiterasu himself cloaked in a cloud of evil energy. You can still see where he is and can still damage him, but other than sounds and movements, you won't be able to tell what Dark Chibiterasu will do next. The sun remains at the top of the screen for as long as you do not damage it. The sun is the source of this madness- once you deplete its 250%, the stage is visible and the demon no longer hidden by his magic. He can only perform this once he reaches 250%, although between avoiding Dark Chibiterasu and ensuring you know where you're standing, it can be a hassle.
DEATH DIVE- Dark Chibiterasu turns around and dashes off-screen, as the entire screen begins to shake. After three seconds of disappearance, Dark Chibiterasu dives from the bottom of the stage, appearing in the background, surrounded by two light-green discs. She then flies to the left side of the screen before circling around and soaring across the bottom of the stage before flying back a little higher up, then flies to the left side of the screen again. Rinse and repeat until he reaches the top of the stage, in which he then swoops down and lands in the center of the stage, with both discs shattering and knocking back anyone near the crash. Each flight deals 20% damage to the player and since the knockback warrants that the player is hit by each fly-by if even one of them lands, you'll be eating up a large amount of damage. The discs increase the vertical range of each fly-by by a character length of distance, and the destruction of the discs cause large-enough knockback to kill players at high percentages.
0%
You've beaten Akuro and Dark Chibiterasu! Once the latter reaches 0%, he howls and dissipates into the atmosphere, the darkness flowing in different directions as the sun rises over the arena in the background, scattering lots of stickers and trophies around the arena. You did it! You've defeated- or, I think so at least- the hardest boss in Brawl! Whoop Dee Doo! Now DO IT AGAIN.
At the end of Nanoha A's, the Book of Darkness's out of control self-defense program was flung into space by the combined forces of Nanoha, the Dimension Administration Bureau and the Wolkenritter, and completely annihilated by the Asura's Arc-en-Ciel. It was destroyed so completely that it's reincarnation program could not activate, sealing its evil away forever.
Or so they all thought.
Not long after the Book of Darkness incident was over, some lingering magical energy recreated its own copy of one of the individuals key to its destruction. Polite, cool, and utterly merciless, this new dark persona would become a harbinger of destruction. Known as Stern the Destroyer, Exterminator of Starlight, Wielder of Luciferion, she was...
Dark Nanoha. You are soooo screwed.
Material-S is a special boss that can only be fought if you set a CPU enemy to Level 9 and select Nanoha's Dark color scheme. Instead of receiving a warm befriending, you'll be treated to the fight of your life; Material-S has the combined ranged combat of Nanoha, melee combat of Vita, and defensive prowess of Zafira, all alongside her own hellfire attacks.
Material-S is more like a 3 vs 1 boss than a subspace boss; she's KO'd traditionally rather than through stamina, but still has boosted weight, although she can be KO'd as soon as 200% depending on your character. She can also freely float anywhere, though she never strays too far from the stage. Otherwise though, her stats are identical toNanoha's stats in Make Your Move (and if you haven't read that set, go ahead and give it a read)
Material-S' Attacks
Pyro Shooter
Material-S swings her staff, Luciferion, in a semicircle in front of her, and generates five spheres of dark pink fire in front of her. She can move through the air back and forth while performing this for about a third of a second. After the fireballs are charged up, she releases them, and they home in on opponents. Each fireball deals 6% damage and moderate knockback, and if you're hit by one of them, the others will almost always hit.
This is Material-S's midrange attack of choice, she'll generally try to maintain a distance of about half of Battlefield when performing this move, usually going to the air and using DI to float backwards.
Luciferion Strike
Material-S vanishes for barely a moment, using flash movement, a sudden burst of speed that surpasses Nanoha's mobility. She reappears in an instant, and strikes with Luciferion from above or from the ground, dealing 9% damage and decent knockback. She can repeat this up to three times, comboing hit into hit as long as the opponent remains in range, which lasts until they're around a KO percentage.
Alternatively, she'll flash move away sometimes, especially if either player is at a high damage percentage, and then rush forward with Luciferion for a dashing attack that deals 13% damage and knockback that kills at 90%.
If the opponent starts shielding or powershielding this attack, or does some very timely spotdodges, Material-S will cancel her strike, instead bursting in speed again to strike from a different angle a moment later.
Rubellite
Material-S does another flash move style repositioning, but this time comes in close, stretching out her hand in a grab. If she hits, the opponent is trapped in ruby colored binds, and must escape at twice grab difficulty. If she succeeds, she will immediately float away and transition into...
Blast Fire
Blast Fire is Material-S' answer to Divine Buster. With a simple movement, she points Luciferion straight forward, generating a sphere of pink-black fire. She quietly mutters the spell's name, and blasts a stream of dark fire forward that deals 22-36% damage and kills around 80%. She'll charge this attack up if the opponent is trapped in Rubellite or very far away. Otherwise, it only takes about half a second to perform.
This is Material-S' prefered killing move; she'll create distance between herself and the opponent, and fire it off with excellent accuracy.
Luciferion Breaker
Material-S only does this move when she's at at least 150% damage, and only ever to finish her opponents off. She flies up to the top of the screen, looks down on the stage with a menacing look, disgusted by this fight.
She is unreachably high, and if you have a character who can get that high anyways, she's invincible too. After a two second long animation, she generates a giant sphere of reddish-pink magical energy in front of her, and calmly declares, "Luciferion Breaker". The sphere is fired into a beam twice the size and of Samus's Zero Laser, dealing 40% damage and killing around 50%, but she won't use it until the opponent is at least around 80% damage. She then nonchalantly calls out, "Be Extinguished." She descends to the stage, exhausted, but the chances of you still being there are slim.
If she is defeated, she'll fade away, returning to the darkness she was made of. Is that... a faint smile?
Goodbye Material-S, at least until Magical Girl Lyrical Nanoha A's Portable: Battle of the Aces: The Gears of Destiny comes out. (who comes up with these names?)
Welcome to the User Rankings! Every Monday, I'll be compiling the entire of the last week's activity in the thread and showing off, just who is the most active member? The point of this exercise is to recognise the most dedicated among us – those make your movers who are currently pushing the boundaries, as well as highlighting all movesets made by them.
To get on this list, you need to have made a moveset in this or a previous Make Your Move, as well as having posted in the Make Your Move 10 thread. The cut-off point for tallying is 5PM on Monday EST, 3PM PMT or 10PM GMT; other removals or changes are at my own discretion. The breakdown of points is as follows:
30points for a Moveset 5 points for a Comment 4 points for a Secondary Submission 2 points for a Secondary Submission Comment 1 point for a Regular Post +Regular Posts do not stack
+Secondary Submissions are MYminis, Joke Movesets and other miscellaneous submissions
Entering the fourth week of MYM, the third seems positively stock full of promising newcomers, alongside the continuing progress of one Make Your Move 9 newcomer in particular. While the veteran userbase remains rather placid in behaviour, we are getting a lot of activity from users who really are performing far beyond what we expect of them. I represent everyone when I say thanks to the continuing support of new members like Chaos Swordsman, Smashbot, Paladin, KK and Vaati in providing much of the activity in the opening month of Make Your Move 10.
We got a good amount of sets for third week, perhaps. Smashbot made his triumphant return this week, providing us with two sets - Genesect and Mike Haggar. Both of these sets got a positive reception considering Smashbot has been out of the game for so long, and is apparently even working on a Mr. Freeze set to boot. However, much of the rankings is filled by people making some rather interesting comments too. None more so than MT, who was able to produce a whopping six great, heaving comments that put the rest of the commenting base to shame in their detail and quality. It'll certainly be a highlight of the contest if he keeps that up, and got him a solid second placing. In a rare joint third were Nick and Katapultar, making a set each. Galaxy Man and Charlotte unfortunately only got limited commentary: the former given a thumbs up by both DM and Warlord. Charlotte, it seems, is the usual bizarre adventure we're all used to by now from Kat, being worth a read for the kookiness alone.
Remember to check out the stadium to find all of the sets mentioned.
One of Dr. Robotnik's finest creations, E-102 Gamma was the second of the E-100 series featured in Sonic Adventure. As the first playable villain in the Sonic universe, Gamma started as a henchman under Dr. Robotnik but eventually grew to accept its conscience and rebelled. After becoming free from Robotnik's evil commands, Gamma began a mission to free the animals trapped as living batteries inside his brother E-series units. After a final showdown with Beta, both were destroyed, freeing the machines inside.
That wasn't the end of Gamma however, as he was soon after built by Robotnik to once again serve as a loyal enforcer in the hunt for the android known as Emerl in Sonic Battle. Gamma is awaiting a proper reintroduction to the Sonic franchise.
Playstyle
Gamma is a heavy-weight harasser. He excels in keeping the enemy at bay while unleashing mid-long range attacks. With a long grab range, mid range specials, and slow normal attacks, it's best to swoop in, do some damage, and use Wheelie mode or the Beta Blinker to perform hit-and-runs. Can also handle approaching enemies by using the Badnik Blaster to slow them down.
Special Moves
Up Special - Jet Booster: Gamma's Jet Booster makes a return! Pressing Special Up activates Gammas Jet Booster pack, which in turn keeps him afloat for a long period of time. However, he gains no height with this move, as well as slowly loses altitude. But once activated, Gamma can still use other moves while afloat, even the other specials.
Neutral Special - Badnik Blaster: Hold special to activate Gamma's targeting laser, once activated, it shines directly ahead (or at a downward angle if using Jet Booster). If an enemy crosses the laser, a reticule appears over them, signifying they are targeted. Once B is released, shots are fired at every targeted enemy. These shot will home in but only to an extent.
Side Special - Wheelie Mode: Gamma quickly transforms into Wheelie mode. In Wheelie mode, Gamma is about Kirby sized. When transforming, Gamma rushes ahead, plowing through any enemies in the way. Gamma will stay in Wheelie Mode (where he has fast speed and low traction). Until hit or Jumps. Gamma drives around with his gun fixed ahead. Attacks in any direction are a short ranged blast from his Gun-arm.
Down Special - Beta Blinker: Gamma launches his Blinker Grenade Launcher at his feet. It has an impact radius on both sides. Once in the air, Gamma can still double jump as if he hasn't left the ground yet. The aerial boost from Beta Blinker is not much, but it helps compensate for his lack of jumping ability.
Final Smash - Final Egg
Gamma summons the awesome power of the Egg Carrier, which looms into the background ominously. Gamma then has the ability to use his targeting laser to designate an enemy, after a two second charge of the lock-on, the Egg Carrier fires a massive beam towards the screen with deadly accuracy. The targeted played is killed. Note that there's a few seconds delay between the targeting and being shot, so players can accept their fate and charge other players who can be killed as well.
Smash Attacks
Forward Smash- Buster Drill: Gamma punches forward and a rapidly spinning drill bursts out of the barrel.
Down Smash- Zeta Spinner: Gamma drops like he would if he were going into Wheelie mode, except he spins his long legs around like a top.
Up Smash- Delta Flares: Gamma launches a series of flares overhead, they don't cause any flinching, but do cause damage.
Grab Game
Grab- Gamma snatches the enemy with his hand, lifting them slightly off the ground. Grab Attack- Gamma swings his gun-arm in a full rotation, smacking the enemy in the process.
Up Throw- Epsilauncher: Gamma fires a missile into the enemies chest, propelling them high into the air where it detonates. Depending on the enemies weight, they may not rise as far.
Down Throw- Wheelie Burnout; Gamma hurls the enemy onto the ground and drives on top of them, squealing his wheels in the process.
Forward Throw- Laser Blaster; Gamma tosses the enemy into the air, shooting them several times. This is akin to Mewtwos forward throw from Melee.
Aerials
Neutral Aerial- Rotory Kick; Gamma uses his long pronged feet to do a Bicycle Kick, which is actually a series of small weak kicks. The last kick is a meteor smash.
Forward Aerial- Shock Daggers; Gamma's arms turn into a pair of electrifying prongs (as seen in Sonic Battle), he lunges ahead and falls forward, any enemy hit by the electricity is stunned momentarily and caught up in the falling action. Does slight damage, but good stunning move.
Down Aerial- Booster Burn; Gamma grabs his jet booster and holds it below him, blasting it at full power. Any enemy below is severely burned and.
Taunts and Victory Poses
Taunt 1: Gamma looks through his range finder and scans the area around him while clutching his gun-arm. "Aye Aye Dr. Robotnik, I will comply.
Taunt 2: Gamma holds up his hand gently, and a Blue and Grey Flicky land on it, looking at him briefly before flying away.
Victory 1: Gamma fires his gun into the air and says "Rescue Mission Complete." This is is stage winning pose from Sonic Adventure.
Victory 2: Two Flickies land on Gamma's normal arm and chirp happily. Gamma aims his gun towards the screen. "Targets Eliminated, Remaining E-Series units: Gamma."
If you thought plain old Ronald McDonald was bad, wait until you get a load of this loony. Dark Ronald McDonald is the epitome of nightmares; where there is supposed to be a creepy old man watching you from your window typing up your movesets, it's Dark Donald. Where there is a dead body laying in a ditch face-down, it's Dark Donald. You get the point.
You are given 2 characters each with a Stock to take down the fierceness that is Dark Donald. If any of the selected characters have Boss Movesets such as Valozarg, Dark Bowser, Unlimited Hazama, Nappa, Dormmamu, Shuma Gorath, Material-S posted beforehand by dm (you use those special moves with certain buttons such as taunts) or any other characters that may be posted in the far future of MYM or even tomorrow, they are automatically initiated for this battle because you're GOING TO NEED THEM (you can even use Ultimate Chimera is you wish!). The battle takes place in a pitch-black walk-off area that expands infinitely, though the camera is always angled where you are like in SSE, meaning that Dark Donald is capable of going offscreen though he'll never attack...if you decide to use this to your advantage and stall Dark Donald will teleport 2 SBBs away from your character within 5 seconds and resume battle. There is no way to be traditionally KOed here; rather, each of your characters have 999HP and once it's all gone they die. Dark Donald himself has 999HP as well.
Dark Donald himself is like any playable character; he has the stats of Pennywise but he can only Walk like a zombie, not run or dash...not that something so trivial even matters to him...unlike most bosses Dark Donald can be knocked back like a regular character, making for the most hardcore boss battle of all time!!
But enough rambling, Dark Donald has a surprise for you!!!
M ---=---=--- Part 1
At the start of the battle THIS music plays...yes there was in fact a McDonalds game where you got to play as Ronald McDonald...it had surprisingly good music. This music symbolizes Dark Donald's "automatic" fighting style which you first encounter in the first part of the fight. It has a somewhat optimistic feel to some degree which is good because Dark Donald won't be slaughtering you just yet...even a monkey can get part the first stage with his first character.
Hambagas from Hell
You remember that attack from Dark Donald's fight video where he throws a ton of hambagas at his enemies? Well here Dark Donald utilizes it; albeit at a slower pace for your benefit.
Dark Donald enters a maniacal position as a massive clump of flaming hambagas appear in his hand; he then throws these at you. Having a clump of hambagas thrown at you is the equivalent of having 40 or so item capsules thrown at you, except each baga only inflicts 0.5% for a total of 20%, but don't except ALL of them to hit you. A baga never inflicts knockback or hitstun because your characters are so pro.
Dark Donald will ALWAYS use this attack on you whenever you're in item-throwing range of him; he can chuck a horde of bagas at you within 0.5 seconds, making this a somewhat quick damage racker if you don't react to it.
Floor'd YA!
Ok so maybe this attack isn't that hardcore...I mean Dark Donald isn't trying to kill you JUST YET.
This attack works when you're within grab range of Dark Donald and he isn't doing anything; like a regular character, Dark Donald will try to grab you...BE SURE TO BE USING YOUR COOL BOYS RIGHT NOW or else it'll hurt! If you're uncool enough to be hit, Dark Donald grabs your face before slamming it onto the ground, doing 15% that puts you in your downed state..ok so it's not that bad, but still. After the attack Dark Donald laughs at you before teleporting a SBB away from you, where he'll resume bagaring your face.
Teaching you a mother****ing lesson!
Dark Donald will sometimes use this attack if you're at least 3 SBBs away from him; from here he'll proceed to magically create a yellow line in front of your character.....ooooooooooooooooooooooooohhhhhhhhhhhhhh nnnnnnnnnnnnnnnnnoooooooooooooooooooooo....you had enough of these in kindergarden didn't you? Well TOO BAD! From here Dark Donald says "Stop here at the curve!" while raising his hand; from here you must not go across the yellow line for 5 seconds (though you can still attack with ranged attacks from your position). After that Dark Donald says "Look all around for cars!" before teleporting behind your character while uncomfortably holding their shoulders with his hands; he'll do this for 3 seconds while moving his head back and forth every second. You must turn around approximately the same time he does in order for him to use the Final Phase of the attack. Here Dark Donald holds your character's hand/appendage whatever and makes you walk with him to the area where he made the yellow line, him saying "Keep looking and listening while you cross the road and always try and cross with an adult! STOP!". From here the attack ends as you're pushed a SBB away from Dark Donald and the yellow line vanishes.
Now, this attack doesn't actually do anything except waste time, which may be good or bad depending on the character you choose. You can actually completely avoid this attack by ignoring Dark Donald's commands, which can include the option to push him away when he enters the second phase....BUT, if you ignore ANY of Dark Donald's commands whatsoever A CAR INSTANTLY APPEARS FROM THE BACKGROUND AND RUNS YOUR CHARACTER OVER, IGNORING WHETHER YOU WERE IN THE AIR OR HAD INVINCIBILITY. Your character then takes a fatal 150% and lies on the floor bleeding for 7 seconds, where they can be attacked by Dark Donald during that time...don't ignore the road safety rules kids!
Zeta Magus
The screen gets all weird with giygassy symbols, with Dark Donald having Super Amour. After 2 seconds, he'll stop as a red circle appears underneath him. Any player who stands on it takes 10% per 0.5 seconds they stand on it, with there being no way to destroy it unless your character is pro and has a move that can destroy traps. This is Dark Donald's weaker move that you can hit him when he's doing it.
Kick Some Ice-Cream
Dark Donald appears in a lunging position before dashing forth with ice-skating gear! He travels at Super Sonic speed past the screen before returning to the position he was in beforehand. Getting hit by the skating Donald inflicts 12% and freezes your character for 2X the duration! If you're somehow frozen when Dark Donald decides to use this attack again he will LITERALLY KICK THE ICE YOU'RE IN! This does 30% with knockback upwards that KOs at 80%, though that doesn't matter seeing as how you can only die by losing all your HP.
Want Some!?
You know how you can be knocked in the air from the fact that traditional KOs are impossible, and that Dark Donald will teleport to your position within 5 seconds if he's offscreen? Well he'll use this move on you if you're in teh air from being knocked away...
Dark Donald inflates himself so he's the fatso you see in the image, being about the size of a Ticken from SSE now. He'll fall at the same rate your character does as well. When Dark Donald prepares to attack, he stretches out as if he was a star before...flying through your character at the speed of Fox Illusion!? Getting hit even once does 35% and sends you plummeting to the ground before you're pitfall'd. This move is basically a kind of test....at first the attack is extremely easy to predict, but like higher difficulties it becomes more difficult to predict until it's absolutely impossible to dodge. Basically the longer you spend in the air the more likely Dark Donald will hit you.
M ---=---=--- Part 2
Omega Dragon
WTF!? Dark Donald has decided that enough is enough! He braces his arms side to side in a dynamic manner before GOING SUPER SAYIAN 3 AS SHOWN ABOVE!! Now Dark Donald has access to a brand new awesome moveset of death where he has constant Super Amour and Anti-Grab Amour, which you must fight for the final showdown! Dark Donald will use this move when his HP whittles down to 300, where this more dynamic music plays. Prepare yourself...
Dynamic Magic Finger Lazre
Dark Donald spins his hands in circles around each other before firing a lazre from his fingers! This moves at the speed of Fox's Blaster and all, but there's plenty of time to dodge so you don't get hit...which you won't want to be, since your character blows up when they're hit, them taking 55% with MASSIVE HITSTUN....oh crap, Dark Donald's taking this seriously now. It doesn't help that he likes to spam this and will do it 3 times when he's under 100%.
Come Get Me B*tch!
Dark Donald's mouth opens with a evil smile before he gestures to you in a taunt manner, laughing at the same time. If you do ANYTHING within that time Dark Donald will use one of his attacks at half the usual start-up lag, making it more difficult to avoid...it doesn't help that Dark Donald can pull this out with no lag and follow with something you probably won't be able to avoid.
God of Forks
Dark Donald produces 2 knives before teleporting to your character's position and slashing away at them like a maniac. Anyone who's caught in this mad combo takes 100 hits of 2% for 5 seconds before Donald slashes at their chest for 30%, knocking the victim cold for 15 seconds. Unlike that other attack, this one leaves the victim out of play for that amount of time with you having to use your next character for the 15 seconds until your next one gets up; if you don't have another character, you get a game over instantly. This attack is patriotically dangerous because it's SO FAST.
Whoa! Kung-FU!
Dark Donald leaps into the air 4 SBBs above your character before diving down on them with a RED HOT KICK! The Attack is basically a straight-down Falcon Kick, except it's way more powerful in that it does 150% and teleports your character 3 SBBs away in a random direction.....
MAC and Me
Dark Donald will use this as his closing attack as a congratulations for beating him when he's at 0%. Your character(s) are suddenly paralyzed as the screen shows Dark Donald presenting some kind of movie as creepy music plays. He'll proceed to speak to you; "Hi kids it's me, Ronald McDonald and I'm on the set of my very first motion picture ever! It's a movie called MAC and Me, and I want to introduce you to em." - note that you can just watch this on the link in the image above; stop at 0:13.
Yeah it's pretty much based off a TERRIBLE Film that I've never seen....but instead of being treated to crap, you're treated to scenes from THE crap. You have to sit there and watch the terrifying hauler of a thing that the rest of the video is made of...for those who can't be bothered or don't want to watch youtube it's basically aliens and stuff. After sitting through nearly 1 minute of horror, Dark Donald re-appears on the screen and laughs evily at you for 10 seconds.
This attack does absolutely nothing but waste 1.5 minutes of your life which you probably thought you could use getting ready for school because you thought this boss battle was short...WRONG! It's a long one, which you are probably aware of. And now, while MAC and Me does pretty much nothing on it's own, it does have one.....nasty effect. If you press any button on your controller or even TOUCH your controller for the duration of MAC and Me, your character is killed. Be sure to put your controller down and sit back if you don't want a Game Over after all your hard work.
Also when you beat Dark Donald he explodes to death! Yay you beat him!
Geno:
Well, the first problem I've noticed is that there's a bit of underdetail on some of your moves. For example, what's the charge time for the neutral special? You didn't really mention how the charging works at all. Also, with the "1 of each item" on his item hat... is that per stock, or per match? However, I quite enjoy the interactions between your geno beam and the geno whirl, and despite being a generic booster, the geno boost interactions with the above two isn't bad either. Unfortunately, it seems that you still suffer from the curse of generic attacks, which drags the set down quite a bit. Additionally, you could have used some proofreading. For example, the down tilt reaches all the way from the top barrier to... the top barrier? Although I got your intended meaning there, (and the move itself is one of your better ones) it's good to check for and fix those sorts of errors pre-posting.
That said, I like some of the hidden playstyle in this. Send your geno whirls ricocheting around being manipulated via the down tilt and neutral special. A little more focus on that, and this could have been a really fun set.
Only Junahu seems to understand what a Alter-Ego is...
Disclaimer: This MYmini is in no way a shallow attempt to get you to read my old movesets... or look at this derp artwork.
Anne N ElmtodVigilant For the uninitiated, I used to create movesets for my own made up characters, and Anne is one such character. Her moveset can be readily seen in MYM6.
Assist Trophy: Vigilant With a little fanfare, and from out of an obscuring puff of smoke, Anne leaps into the fray as her alter ego; Vigilant. If Anne herself is already in the match beforehand, Vigilant will not appear (some other Assist will instead). Though there is a bit of an exception here; If Anne herself is the one who grabbed the Assist trophy, she will actually transform into Vigilant, remaining fully playable in her new form.
Where Anne is an intelligent, occasionally sadistic camerawoman, Vigilant is Spiderman a ruthless vigilante "hero". (By-the-by, Vigilant does typically wear a helmet which obscures her hair and eyes)
Disenfranchised with the corrupt media, Anne commits various beats of espionage and cyber terrorism, under the guise of Vigilant. Whether that's right or wrong, people are inevitably killed as a result of her actions, and Anne frequently laments the weight of these consequences.
But in Brawl, Vigilant just wants to get her hands dirty. Vigilant shares much the same moveset and stats as Anne, albeit with a slew of minor buffs and a copious share of invulnerability. She'll go out and cause some havoc for a generous 12 second, before slinking back, turning back into Anne if she was the summoner.
General buff-ness//
Invulnerability: All the cool Assists have it so Vigilant should too.
Dash Speed up: Now you can streak around the stage like nobody's business
Darkness element: Having little aesthetic inky clouds spew from your attacks is a "buff"... right?
Individual move benefits//
Taking a picture of someone with Vigilant's camera no longer has the finicky Action/HD mode stuff to bother with. Just point and shoot. The camera's flash also stuns the foe, leaving them in a bit of a daze. Follow up with a generic combo!
If Vigilant takes a photo of a foe who is not attacking, the photo will somehow depict whichever of the foe's moves has the least amount of stale accumulated. The reason? Magic. (Also because opponents try to keep their KO moves fresh)
When Vigilant uses Down+B while holding a photo of a foe's attack, she will learn to counter that specific attack. For the next 12 seconds (and yes, this effect can carry over past the end of the Final Smash itself) if Vigilant is struck by that move, she will block the strike, then hit back at the foe with all the damage, and 1.4x the knockback of that attack.
When Vigilant uses Up+B while holding a photo of a foe's attack, she will take the knockback from that attack, but can angle it in any direction she wishes. This allows, for example, a meteor smash to be used to recover. The foe will also (magically) suffer a little staling on the move in question.
When Vigilant uses Side+B while holding a photo of a foe's attack, she will throw the photo at them. If it hits, the foe will lose the ability to use any other attack for 5 whole seconds. I guess the opponent is so impressed by that pic, that they cannot think of anything else? Or maybe it's magic, again
Landing the Forward Smash as Vigilant, makes it so that the foe suffers the knockback of the next attack that her summoner performs. Still not sure how that works.
Vigilant's grab works as both a regular grab, and as a grab counter. I have no idea what use a grab counter is when you also do a normal grab..but whatever.
After sitting on the foe's shoulders with Down-Air, Vigilant stabs down through her victim's throat, dealing 13% damage and rendering them incapable of acting for 1.3 seconds. Usually this leads to suiciding with the foe, which is notoriously stupid, given that Vigilant is Invulnerable anyway.
Vigilant really, really enjoys performing her pummel. Also, unlike Anne's, Vigilant's pummel doesn't suddenly start healing the foe for no reason.
I've been, well, less than as active as I should be as of late. I plan to catch up on comments when I'm done reading these great sets, but I also have a set nearly ready to be posted (hint: Rank 2). Its finals week here and last week I had other big tests that I was studying for, so if you want a crappy excuse there you go. I'll also be updating my Rankings, and possibly star something I've been dying to do since Mid-MYM9. Anyway, keep up the good work and I'll be back shortly to make up for my lateness.
Anti-Form is a Drive Form of Sora's from in Kingdom Hearts II. It represents the darkness that still dwells within Sora's heart after he became a Heartless. It randomly occurs when you try to enter a Drive Form. For the most part, the Anti-Form is terrible in all aspects, as it consumes Sora's drive bars and has no magical abilities. However, it makes up for that in speed and combo power, and its erratic movements make Sora act much like a Heartless.
Anti-Form is, of course, a fiend. And a dangerous fiend at that. He has the following attacks:
Scratch: On the ground, Anti-Sora scratches, rolls forwards and attacks with both hands clasped together. Does a total of 5%, but combos into other attacks.
Kick: On the ground, when the foe is at long range, Anti-Sora scratches and repels the enemy with a kick. Does 7%, and decent knockback, usually as a combo finisher.
Dark Dance: On the ground, when numerous foes are nearby, Anti-Sora spin kicks repeatedly. Does 2% per hit, and can deal up to 16%.
Chaos Finale: During a combo on the ground, Anti-Sora blazes in a circle around the foe, slashing with claws and dark magic. Deals a good 15% damage and knockback. Combo finisher.
Wild Dance: Combo finish on the ground: Anti-Sora moves around the foe and scratches repeatedly. Does 13%, good knockback.
Flash: Combo finish on the ground when numerous foes are nearby - Anti-Sora scratches and repels the enemies to finish the move. 14%, good knockback as well.
Dark Arts: Moving from a ground combo, Anti-Sora seems to burst into darkness which rips at the foe, carrying them into the air, diving down at the end. Does an astounding 17% and can knock the foe into the air.
Air Dance: In the air: uppercut, three kicks, forward moving punch at the end. 16%.
Air Wheel: During a combo in the air: knee, 8x kicks, somersault kick, scratch. A heavy 22%. Watch out for this move.
Anti Strike: Combo finish in the air: Anti-Sora kicks at high speeds and dives down to the ground at the end, blowing away foes caught in the combo. 25% and massive knockback.
Dark Void: Combo finish in the air when numerous foes are nearby. Dark element magic blasts all around. 20%, great knockback.
Not only all this, but Anti-Form is fast and small, the ultimate speedster. You'll have a hard time dealing with this fiend, so be prepared to team up on him! Anti-Sora has 150% HP.
To save some time (and catch up a bit faster), I’ve decided to comment all of the minis separately, that way I can comment on them before commenting on them becomes largely irrelevant. Everyone likes feedback though, no?
Mulch Diggums
I must say, it’s really no wonder why this MYmini won for this week. It pretty much takes the theme of a sneaky thief and fits it perfectly into an Assist Trophy while giving it a fairly powerful ability…countered by the fact that it the player can “fight back” against it. Sure it’s a little bias against certain characters and it’s uncertain exactly what Mulch will steal when he pops up…but that’s part of the fun about it I guess; it fits the thief persona of the victim not seeing it coming until it’s too late quite well. Couple that with the fact that you made him able to be countered (IE: You’re not instantly screwed if he steals your stuff) and that you even included an alternative use if you just so happen to be playing Coin matches and you’ve got a very well written and fun MYmini. Great work here Khold!
Kay Faraday
Alrighty, Kay confuses me a tad bit. So she -ONLY- works and appears if the person who summoned her has been KO’d once already? That’s what I’m gathering from it at least. I dunno, for whatever reason I’m having a hard time wrapping my head around Kay’s effects. So she “takes you back in time” before you were KO’d so that you can beat up on your “opponent of the past” but they can’t do anything for the 15 second time period? And unless I’m reading this wrong, all KO’s scored against the person who summoned her are nullified? If that’s the case then….wow is this Assist Trophy broken. You pretty much get 15 seconds to wreck your opponent and all KO’s against you are reset? I hope I’m just not understanding it, otherwise that’s crazy overpowered.
The Grinch
When I started reading The Grinch, I was admittedly a smidge worried that he was going to end up being a lot like Mulch Diggums in the sense that he pretty much sneaks about the stage stealing important stuff from characters and such. Fortunately, you managed to put a nice little twist on this by having The Grinch not only be a holiday themed Assist Trophy but one that ultimately has a massive build up to one final event; a Christmas Day extravaganza. It’s pretty suiting to the character and it fits the theme just fine. It’s easy to see why it was a close race between this and Mulch. Keep up the good work on the minis David; I know you enjoy ‘em.
Kasumi Goto
Kasumi’s a pretty basic Assist Trophy who kind of reminds me of Lyn in her simplicity. Like Kay she doesn’t really do much thief-wise other than be a thief herself (although her attack makes a bit more sense for a thief than Kay’s, then again I’m unfamiliar with both characters) but rather uses her stealth to launch a straight up attack. I do like that you gave her an “alternate attack” in case she misses with the first one as it furthers the whole “she’s a thief and needs to escape if she has to” deal. It’s nothing that special but it’s practical.
T.A.C.
The now infamous fiend of fiends T.A.C. returns to MYM but this time in Assist Trophy form. Curse you T.A.C. Anyway…once again we have a very in-character thief here as you play off pretty much the only thing T.A.C. does in game (punch crap and steal crap). It’s pretty much also the only thing he did in his moveset too. Regardless, I find it a bit weird that you can’t attack T.A.C. to get your specials back. I mean, that’s how you got your stuff back in the Kirby games; smack him before he could escape. Even Air Ride had it where you had to run him over to get power ups. It’s nothing huge or anything but it seems a bit weird that he auto-hides whenever you attack him and that you need to outlast him instead of chasing him down and beating your specials out of him.
Yuffie
Jesus Christ on a Christmas tree Silver. You really went above and beyond on this one huh? I mean, this is hardly an Assist Trophy as much as it is…well, it’s more like on the border of a boss or something. I mean jeez, how long did you spend on this man? I’m pretty sure this is way beyond what anyone would think of for an Assist Trophy. That being said, the moves are all pretty good and are a good representation of the character, most notably the move in which Yuffie steals their “Materia” and affects a random attribute of the character. It’s a good way to do “stealing” without it physically taking something away an object like most of the other entries this week were. That said, I’m surprised this didn’t get more votes…I assume a lot of people tl;dr’d it…sad to say. I will say that this is a great example of what MYminis really can be; some people seem to view them as low effort things which is disappointing. Minis deserve comments too!
Swiper
So first and foremost I’d like to praise the actual set up for this MYmini. It’s kinda clever that you got the reader into the whole thing by saying the thief in question actual stole the moveset you were going to post. That coupled with the fact that it’s a well known thief to probably everyone in MYM makes it an attention grabbing little AT that properly draws the reader in. Onto the AT itself, the writing style is also quite humorous here, kind of speaking about the whole situation in a tongue-in-cheek kind of way. As far as the effect itself goes, it’s pretty standard fare really; Swiper steals something, throws it away like the jerk that he is and scrams. I never really understood why he stole stuff if he wasn’t actually, ya know? Gonna -STEAL- it? But whatever, I guess he’s just really bored.
Popple and Rookie
Who is that mysterious Bowser-esque character with Popple? Zounds and/or gadzooks. Either way, this AT is a more aggressive/straight forward than some of our other crafty thieves this time around. That’s not a bad thing though; you captured the feel of these two working together as a sort of strange rag-tag group pretty well. Basically you’ve got the dumb brawn in Rookie who attacks everyone and the crafty little bugger in Popple who runs about grabbing items and taking potshots at opponents. It’s pretty clever in its simplicity if that makes sense and I can certainly appreciate it having played Superstar Saga. Short, sweet, straight to the point; I like it.
Raine/Aika
Hmm…I’m not really getting how Raine fit the theme of this MYmini but I’m not complaining; any ToS bits and bobs in MYM is perfectly fine by me. With that said, I’ll go on to talking about Aika. Aika’s kinda similar to how The Grinch was earlier; she steals stuff that spawns about the stage and retaliates against anyone who gets in her way or attacks her. The main thing I appreciated with this mini was the fact that you had that little super secret bonus thing at the end. It’s that kinda little fanservice (nods to the original series and such, not kissing) that makes me love the MYminis as you can get away with nods to stuff that would make little no sense in an actual set. People would b’aaaaaaawww for hours if you made a Raine set that couldn’t swim, but as an Assist Trophy? It’s a nice little nod that shows you know what you’re talking about and I love it. Good work here, sexy~<3 (tipsy)
Bigfoot
Oh my God would this be the most annoying little extra ever, haha. That said, the humor is definitely here for sure and that truly is the high point of this MYmini. Whether it be the hilariously over-extended waiting period between “sightings”, the possible fake outcomes of the picture or ultimately being sat upon by the morbidly obese head of the Bigfoot fanclub, this mini is a joy to read for sure. It’s such a silly spin on what the theme for this mini was about I can’t help but enjoy it.
Dog Eat Dog? (Kits Edition)
First off, I have to praise you for something Kits. I dunno if I mentioned this before or anything but…when Kits cast his votes for this MYmini, he included with them commentary on every single mini that came out that week (including a reflection on his own mini!). So yeah, kudos to you big time for that Kits; it’s not everyday someone explains why they’re voting for something in the minis. That being said, your MYmini is a fun little Event based mostly around your painfully under-received stage from last contest. Basically you want to heal yourself as fast as possible by navigating your way to a room filled with hot dogs while avoiding hazards and a dangerous -REAL- dog. It sounds pretty intense in all honesty and reminds me somewhat of the “Run the Big Blue track under super speed” Event from Melee (which was pretty awesome). The fact that you included a fun little concept here as well to encourage playing through the Event Match (with rewards of course) gives it some fun replayability too which Brawl’s Events really, really needed. It seems that once again though your effort went kind of unnoticed. Still though, a very fun idea here and again, you’re awesome for giving feedback on this MYminis too (may I suggest posting the comments in the thread so you can get points for the User Rankings if you’d like?).
Who’s Afraid of the Big Bad Wolf
Alrighty, first off…where the hell did you come up with the concept for this? I mean really, it’s so delightfully off the wall and silly that I can’t help but smile at the very concept alone. That all said, the execution ain’t too shabby either. It’s done in a humorous way that plays off the classic story of the Three Little Pigs while basing it not only around Smash but loosely around Animal Crossing as well. That greedy jerk Tom Nook. Anyway, the various ways you have to go about destroying the houses without them pigs getting too suspicious is also appreciated and adds an extra layer of depth to the Event outside of just “hit crap until it breaks.” It’s clever, it’s well executed, it’s fun. Good job here DM.
Pictures of SPIDERMAN
That darn Spider-menace! Taking the winning spot away from minis that actually have to do with animals! Joking aside, yeah, this Event doesn’t really (or at least really loosely) fit the theme of this MYmini but whatever; it’s creative and fun none the less. It’s a clever use of two characters who fit the situation (Donna and Anne) as well as Spidey and Venom who are pretty much the real highlight of the Event. These are the kinds of clever Events that Brawl needed however. The fact that you have to protect people (IE: By beating Venom) will avoiding situations that will make Spidey look like the bad guy (IE: Getting your picture taken by JJJ’s photographers) is a very suiting situation for Spiderman to be in and one that makes for an interesting Event. It really limits what you can and cannot do but not in a bad way; it just means you have to be smarter about how you play. And really, isn’t that what Event Matches are all about? Playing in different ways because the game’s switching stuff up on you? It may not fit the theme but it’s a very well thought out Event. Great job here Warlord.
Duck Hunt
Pretty darn simple Event you’ve got here but that’s not exactly a bad thing. If you’ve ever played MUGEN, it reminds me an awful lot of the Duck Hunt “character” which basically sets up a round of Duck Hung where your character has to attack the ducks before they fly off. It’s pretty much exactly what you describe here too (so I like the concept automatically). Yeah, it’s a bit basic but that’s what minis are; they’re however big or however small you want them to be. I think this one would be pretty fun…I mean hell, if people paid for Duck Hunt back then, why wouldn’t it be fun to attack those ducks with whoever you want?
That's all for right now. I'm slowly catching up :3~<3
I should mention that the post's title was just a bit of poking fun at Smady's phrasing of the mini. If I had somehow implied that only my mini was "valid", then I apologise
Though "Link and Dark Link are seperate entities" is up for interpretation in at least 2 of the games he appears in. 'The Adventure of Link' in particular.
Hmm…I’m not really getting how Raine fit the theme of this MYmini but I’m not complaining
"Make us an Assist Trophy about a thief, an Assist Trophy about the act of thieving, or an Assist Trophy that encourages stealing from others!"
Raine's mini encourages stealing, both as a king-of-the-hill style "take control of that particular area", and as a more literal "steal the health from the foe by snatching the orbs of health that fly out of the opponent when struck".
It's important for everyone to be more open to alternative interpretations of a mini's description. In fact, I really liked how Warlord twisted the second mini's description in order to make an event for "spider"man.
I think it would be alright to do so, but I'll only do this to the ones that I voted for while the others get what bugged me about the set in general (or a small quip). I should note though that I will this time give each of them a bit of a grade based on these criteria: MYMini theme relation, use of the theme, concept, difficulty, detail/visualization, and enjoyability. Also these aren't the exact reviews I gave to MT as I feel they hold some bias towards others.
Regular Votes
<3~Surprise!~<3 by MarthTrinity - I will note that that between the two regular votes I've chosen, this one is the weaker of them. I'll start out with the first two of my criteria: MT's description of the Giant Octopus and how it works with this event is what really sells the mini in this case (I mean, Octopus + Anime girls = Can't unsee is probably an accepted formula in the stereotypical crowd). The concept is simple enough to understand MT's barely noticeable paragraph after the description (though I wish there was more besides seeing naughty bits here and there), and the difficulty is thankfully just a bit above average, unlike some others I can think of. As for visualization and enjoyability... you know what I'll probably say about that and I can accept that.
Who’s afraid of the big bad wolf? by darthmeanie - I will admit that this set is not the best in the latter half of my standards, but I think that the execution of the theme in general should have a great impact. With that said, Meanie takes the classic tale of destruction of one's property and Smashifies it. The three different species of animals all balance out in terms of their relation and use, and the story behind this is just as much fun as The True Story of the Three Little Pigs by A. Wolf. There are some downsides to this set: mainly, difficulty is at best average and the enjoyability deteriorates in time. Still, this would have been a possible macro vote if not for...
Heffalumps and Woozles by MarthTrinity - Another MT set! Praise be given to this man! Now with that aside, the entry would be very similar to Meanie's review. Heck, just chance "classic tale of destruction of one's property" with "a book that Disney got rights to" as well as "The True Story of the Three Little Pigs by A. Wolf" with "Pooh's Grand Adventure: The Search for Christopher Robin" and you have two sentences completed with this review. Difficulty is not very bad, detail is just as good as the other MT entry, and enjoyability is as great as it can be. My only real complaint is the lack of Woozles compared to Heffalumps and no Sepoohroth. Otherwise, this deserved its placing in the contest if we extend the term of animal very loosely.
Bigfoot by n88_2004 - Although concept was nice, nothing else is really of note and the event was barely there.
Dog eat Dog? by Kitsuneko345 - Very challenging, the second part detracts from the main set, add balanced to name to make BUMS... wait this is mine!
Pictures! Pictures of Spiderman! by MasterWarlord - If only this was Marvel VS Capcom week, the only problem would be the enjoyability from the restrictions for winning.
Duck Hunt by Chaos Swordsman - Easy, could use more creativity and no replay value at all!
Adios MAFIA! by Davidreamcatcha - Hamsters? Jafar? Evil Spidey? Tents? Boss battle? I think this is taking a joke so far that it makes no sense. That's the point? Huh? Captain America?
Test of Sight/Hamsterz! Dood! by Junahu - This is one i wish I would vote for, but due to some complication from the last MYMini, I didn't take the risk of voting one in fear the other will get the same vote.
Dog eat Dog by katapultar - I see my robot cloned cyborg pirate has been doing very well so far. But seriously, using a unfinished set for this? Get back to canceling my sets for _________ and _________ now!
Cow Tipping Jack by half_silver28 - Why Jack? Why not jack in more characters? That sounded more worse in my head.
Pierrot is a character that appears on Puyo puyo 4. One beautiful day, she set a circus for the entire land to see. While the circus was entertaining to many inhabitances with Pierrot as the host, only a few had discovered that this wasn’t normal. Within deep inside the circus, there are several areas not known to this dimension from underwater temples to molten terrains…and since when there been a skyscraper. Just what the mystery behind this circus and what is Pierrot’s planning for everyone.
She somehow makes her way into brawl with her height between Mario and Peach.
Weight - 6/10
Walk - 6/10
Run - 8/10
Jump – 7.5/10
Second jump - 8/10
Air movement speed - 3/10
Fall speed - 8/10
Traction - 9/10
Pierrot's deck
Pierrot use of her deck of tarot cards in her arsenal. Each one has a different effect depending on how its used. Just how it's use and its power depends on the user.
Card name - Reaper
Description -A figure of death with a large crescent moon blade
Color - blue
Appearance - at start
Neutral B effect - Pierrot will hold an invisible blade in her left hand and is ready to swing it at any time on the ground. When swung, a green wave will appear 2.5 stage builder blocks in front of her. The blade alone can kill at 176%, but its knockback power can slightly increase as she gains more damage.
Side special effect - A green slash will strike the opponent for additional damage.
Card name - Claw
Description - A shadow fiend hiding in the shadows of a little boy
Color - blue
Appearance - 60%
Neutral B effect - creates a hand using Pierrot’s own shadow. It will move towards the opponent on its own to grab the opponent. (it will only travel on a solid floor or platform.) When it overlaps the opponent shadow, it will attempt to grab the character and will hold them and squeeze them for damage or until Pierrot attacks. If it missed the opponent or if there nothing solid to travel forward, it will vanished.
Side special effect - A hand will quickly grab the opponent and damaging them for 1% damage every 0.6 seconds.
Card name - Galaxy
description - A card that has a planet in space
color - green
Appearance - 60%
Neutral B effect - Stars will randomly fall doing 1% to everyone…including Pierrot. The knockback of the stars is very light, but it will sure to trip the opponent if a star hits. These stars will last for 7 seconds plus 1 more second per 40% damage.
Side special effect -The background and stage will become transparent and the background of space will overlap the area around the enemy in a 2 stage block radius making it impossible to see the stage with mortal eyes unless they know the stage by mind. The space background will last for 7 seconds plus 1 for every 40% damage Pierrot has taken in a single stock.
Card name - Hand
Description - A picture of a hand that looks like Master Hand
color - blue
Appearance - at start
Neutral B effect - Pierrot hands vanish when this card is in effect. The hands do reappear above the enemy in a punching position as its ready to slam the enemy one after another up to 5 times. The first punch can burry the foe on the ground while the remaining punches will provide little knockback upward. This attack can be canceled by pressing the L/R button. However when using this card, Pierrot cannot use any other attack.
Side special effect - A fist will appear 4 stage builder blocks in front of the enemy and quickly flies pass the opponent for decent damage. It might kill at 155%
Card name -Hourglass
Description - A picture of a bright star as shiny like the sun
color - yellow
Appearance - 120%
Neutral B effect - Pierrot will channel her magic power around her circling herself with several masks of her image. The faces will continue to surround her for 9 seconds until a giant foot that covers the entire space covered by the masks appears out of nowhere above Pierrot and stomps the entire area and killing foes at 133% with upward knockback. Pierrot will then emerge using a black hole as she was hiding there at the moment of impact.
Side special effect - Pierrot will quickly teleport to above her opponent and heavily stomp on the opponent for 4% damage knocking the opponent downward with great power. If the opponent is on the ground, then the stomp might bury them in the ground. After the stomp either on the air or ground, she will jump from the opponent very high than her usual jump. (more like she’s using the opponent like Sonic’s spring.)
Card name - Darkness
description - A picture of an Angel with dark wings.
color - yellow
Appearance - 60%
Neutral B effect - An angel with black wings will appear on a random place on the map and cast a field of magic on that point. Anyone who stumbled on that area will have their will take 20% more damage and knockback from attacks as long they remain in the field. The Angel will last for 15 seconds.
Side special effect - The opponent can take more damage from attacks for 20 seconds.
Card name - Void
Description - A picture of a moon with a meteor shower behind it
color - blue
Appearance - 120%
Neutral B effect - Pierrot will leave a black hole in front of her. When the enemy overlaps the black hole, the opponent will fall into the hole and pop back out after 1.5 seconds in a helpless state with a set knockback…enough to get a free hit if timed right.
Side special effect - A black hole appears from under the foe and spits them out directly above Pierrot.
Card name - Angel
Description - A picture of an Angel with a pink heart in front of her chest
color - green
appearance - 120%
Neutral B effect - An angel will come on the random area of the stage and create items and food will pop out from her. Be warned though, traps such as anvils, swords, barbells, and bombs will appear more than the food. Also, unique items like diddy’s bananas, ZZS’s armor pieces, and peach’s turnips may also appear. More items appear the more damage Pierrot takes increases by 40% each…but when using this card, she will be with the Angel until the angel flies off when surely all of the food vanished before she gets to it.
(note)
The anvils can crush the opponents before they land capable of killing upward at 126% and the blades that fall can damage as much as the anvils before they land on the ground. The trap bombs are as deadly as the bob-omb and would sometimes have the disguise of a food…usually under the disguise of apples and peaches. The food won’t last long, but other items and traps would remain longer than the food.
Side special effect - The angel will appear above the enemy and heals 50%. However it will lower their knockback power they deliver to others for 35 seconds.
Card name - Fire
Description - A picture of a burning creature surrounded in fire
color - yellow
Appearance - 180%
Neutral B effect - A fire creature that looks like a snake emerges from Pierrot’s hand and surrounds her making a makeshift shield. At any time by pressing B, it will quickly launch itself into a nearby foe in a straight line as if it was a solid projectile. This attack can kill at 92%
Side special effect - A fire snake appears from above the opponent. It will circle the opponent for 9 seconds before it dives in a straight line downward capable of doing 26% damage with the chance to kill at 154%. Unlike the other card secondary effect, it can be dodged easily.
Card name - Judgment
Description - An Angel whom is showed its light and dark side in half
color - green
Appearance - 180%
Neutral B effect - Everyone who is on the arena will now be very fragile that a single light punch from any character can pose a threat to kill her. (In others words, everyone is as weak as an alloy in a 10 man melee). However, every character’s set knockback/kill potential of all of her attacks is increased by 100% making most to all attacks an instant kill. This effect last until she dies or if someone dies by her hands or vice versa.
Side special effect - The damage of Pierrot and the opponent is swapped for 5 seconds.
Card name - Explode
description - A clown with a bomb held to the level of his face
color - blue
Appearance - at start
Neutral B effect - Pierrot can throw several explosive cards to the opponent. When these cards overlap the opponent, they will stop for 0.3 seconds before they explode. Each card can do 4% damage can slight knock the opponent back. She won’t be able to move when using this effect. You can cancel the attack by pressing the A button
Side special effect - A large explosion is triggered just after the card is showed striking the opponent with moderate knockback capable of killing at 197%. It can do 13% damage
Card name - Meteor
description - A picture of a Meteor shower
color - green
Appearance - at start
Neutral B effect -Pierrot can summon a mini meteor shower from above aimed to the opponent doing 8% with very little knockback. Big meteors may appear random when she has high damage which may kill at 163%. Also the more damage Pierrot takes, the more meteors appear.
Side special effect - A meteorite will appear in front of the enemy and can be treated as an item. The meteorite item has the same properties as ZZS’s armor piece.
At the start of her stock, Pierrot would only have 4 cards (3 blue and 1 green) in her hand. At 60%, her limit increases to 7 (4 blue, 2, green, 1 yellow). At 120%, her hand limit increases to 10 ( 5 blue, 3 green, 2 yellow). Ultimately at 180%, she would have every 12 cards at her disposal after including a very powerful yellow and green card she been holding as a desperation.
Several of Pierrot’s non-special attacks are based on what card type she currently using. Depending on the color of the card will determine how much the attack range, damage, knockback, and priority will increase or decrease by half and/or 20%.
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Blue – high melee range, normal magic range, normal knockback, normal damage, low magic damage, normal priority, low shield drain
Green – normal melee range, high magic range, low knockback, low damage, normal magic damage, high priority, high shield drain.
Yellow – low melee range, low magic range, high knockback, high damage, high magic damage, low priority, normal shield drain.
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If you want to know what cards she will use next, use her left taunt button to keep track or shuffle the cards with right taunt.
Special attack
Other than her magical cards, Pierrot has some bizarre specials at her disposal.
Special B - spell card
Pierrot will chuck a card towards the screen depending on its current order. The card will stop covering her own damage hub showing the players what the card is before the card very slowly disappear back into her deck. That card's primary effect of the card will now activate.
Side special – card toss
Pierrot throws a card at the opponent like a solid projectile. If it does touch the opponent, then the card image will appear above the opponent before it slowly fades away. Its second effect become effective just at the moment the card image is showed.
(note)
Keep in mind that when one card effect activates, no other card effect either by B or side B will take place until the previous is completely used.
Up special – Cannon
Pierrot will summon a cannon directly under her and will be inside it ready to be fired. The cannon can rotate to the angle the controller stick is facing and when the special button is fired, will launch Pierrot 5 stage builder blocks in that direction. During her launch, she would curl herself like a ball for 0.4 seconds. At that time, her whole body will become a hitbox as if she became the cannonball. Anyone whom is hit by the impact will take 20% damage and may die at 124%. After she’s launched from the cannon, any attack she performs afterwards will send her into a helpless state at the end of that attack.
If done in the air, the cannon will magically appear below her for access. Instead for the cannon to be controlled by the user, the cannon will spin like the rocket barrel in the Donkey Kong country/land games. When the special button is pressed, she will be launched in the current direction of the cannon. However, she will be launched 6 stage builder blocks than the usual 5 and her launch can be canceled if she grabs to a ledge. Also if the cannon used in the air, she won’t be in a helpless state
Down B – Smokescreen
Pierrot will slightly tilt her mask and a heavy cloud of smoke will emerge from the mask. The cloud is so thick that the moment it comes out, it will hide her in almost an instant even in the air. The cloud will cover the area around her until it covers 4 stage builder block radius.
The smoke that comes out of Pierrot will last for 1.3 seconds. After that, the smoke will slowly travel to the point where it was started where it will remain for 7 seconds until it disappear.
Also during first few frames when smokescreen is executed while on the ground, if a taunt button she would be able to not take damage and transform into someone else.
Smash attacks
Pierrot smashes are moderate when it comes to power, but it seems that it shows her agility more.
Smash attack forward – boom (magic card type)
Pierrot will throw a card one stage block forward that card will explode almost instantly. Originally this attack can do 15-22% damage capable of killing foes at 115%. Be warned though, if there is no solid terrain in front of her when she uses this attack, it will continue traveling diagonally towards the bottom area of the screen in front of Pierrot. She won’t use that attack again for a while until its completely off the field. The attack is executed fast, but its recovery time is moderate.
Down smash – Twirling kicks
Pierrot will quickly perform a handstand with both of her legs extended to execute a perfect split. Then she spin around four times kicking anyone who is near her. There are two different hitboxs of this attack. One appears around Pierrot and will remain until she begins to recover from the attack. The set knockback is moderate, but its kill power isn’t very strong. It can do 5-7% damage. The second hitbox appears during the four points where the kicks would make contact on each side. On contact, it can do 9-13% damage capable of killing at 155%. The attack recovery and startup is quite fast, but the time between the second hitboxs during the spins is lacking, so she may get hit during the attack.
Smash UP – backflip
Pierrot can perform a well executed backflip with precision that she can apply pressure to her legs during the flip. The range can cover generally above her position dealing 10%-14% damage. The hitbox can cover the front area. While performing this attack, she also move 7/10 stage builder blocks behind her position during the animation, so the range in front of her is actually small.
This attack can kill at 145%.
Standard attacks
Neutral A - Fury kick
Pierrot first execute a rather strong kick covering 7/10 range doing 4% damage. After she execute that kick, by pressing the attack button again she will begin to rapidly kick in front of her with great speed doing 1% damage each to keep her foes away from her.
Her first attack is executed quickly, but its recovery time is slower than moderate considering it’s a neutral attack.
Tilt forward – swift kick
Pierrot takes a step 3/10 stage builder blocks forward and execute a side kick. This attack has moderate priority and has a range for up to 6/10 stage builder blocks.
The hitboxes appears almost around that area as well as a portion of her body as the attack executes. The first hitbox appears when Pierrot takes the step forward to slightly push the opponent in front her for a set knockback with 1% damage. The second hitbox appears instantly after the first doing 6%-10% damage. The kick is capable of killing at 168% and has a moderate attack and recovery speed.
None of the two hitboxes have a sour spot.
Tilt down – sweep kick
While in a crouching position, Pierrot spins her body once as she focus on striking the opponent with her left leg. (in a way, the animation is similar to sheik’s tilt down attack)
The attack has low priority and can reach at least 7/10 of a stage builder block with a single frame hitbox. At its sweep spot (at the edge of the hitbox in her direction) Its knockback is moderate as it capable of killing at 173% as it usually launches the foe forward towards the upper corner of the screen.
Tilt up – card swipe (melee card type)
Pierrot takes a card and swing it upward like a knife, and leaves behind a small wave of wind capable of damage. After the attacking animation, the wave will remain above her for 8 frames. It will take Pierrot 11 frames to recover from the attack completely. The hitbox of this attack covers above her while slightly covering a small portion in front and behind her. The attack startup is moderate however…
Originally this attack can do 6%-8% damage capable of killing at 185%. It has low priority and covers half of a stage builder block.
Dash attack – magical mirage
Pierrot accelerates her running speed above normal in an attempt to run pass the opponent. From behind her, flurries of fireworks explode from behind her causing 6% damage to those she has passed. Normally she would travel 1.6 stage builder blocks and can be DACUS. (it may be possible to get a hit before the up smash attack.)
Z air – card link ( magic card type)
Using the cards, she can project a energy like rope that she can use to grab ledges and to use as an extension attack doing 3% damage. The range of the link varies with the card color.
Ledge attack
Pierrot attack with as side kick as the gets up with much vigor for 2% damage. The knockback power is rather low.
100% ledge attack
Pierrot struggles to get back on the field and attacks with a small foot sweep as soon she gets back on the field for 3% damage.
Aerial attacks
Aerial Neutral - Slash away
Pierrot attempts to make a slash like attack using a special card she has for this occasion. The range of this attack can cover 8/10 of a stage builder with good priority. It can do 7% to 9% damage and can kill at 194%. It doesn’t use the card mechanic for this attack.
Though this attack has a hitbox that only comes out in one frame, if the opponent is hit near the middle of this attack, the knockback of this attack will increase making it possible to kill at 148%
Aerial back – reverse kick
With precision, Pierrot executes a high kick behind her position.
This attack can normally do 5%-7% damage overall from a hitbox that can last for 0.3 seconds. If the first frame of that hitbox hit the opponent, the damage is increased up to 11% and may kill the opponent at 138%.
Aerial forward – card slash (melee card type)
Pierrot slashes a card forward with adequate range. Originally it can do 9%-13% damage capable of killing at 149% with moderate priority.
Aerial up – skyward kick
Pierrot can execute a kick by rotating her body to make it seems like she is performing a flip at a sideward angle.
This attack can normally do 8%-12% damage and can kill at 140%. For a non-card attack, this attack has a high priority against other hand to hand attacks.
(The kick animation is similar to fox’s air+up attack)
Aerial down – card throw (magic card type)
Pierrot throws a card down at least 6/10 stage builder blocks below her and explode at that target position.
This attack has two types of hitboxes. The main hitbox mostly dominates the entire explosives area besides below the explosion. The first can do 8-13% damage and launches the foe upward towards the corner in front of her. The attack could kill at 152% The second hitbox covers the bottom area and upon impact, it can do 5-7% damage with launching the opponent downward with moderate to heavy knockback…it maybe capable of killing 54% this way. The first hitbox can remain for 2 frames while the second is only there for 1 frame.
Throws
Pierrot doesn't like to get her hands too dirty, so she uses a tool she has to throw her opponents for her. Don't ask how she fit that in her pocket.
Grab attack - card slap
Pierrot takes her hand of cards and slaps the opponent with them for 2% damage. This throw has moderate attack speed and recovery.
Throw forward – cannon shot
Pierrot takes one card from under her hat and a cannon appears instantly in midair spinning in a fast circle. It then fires the foe forward to the sky capable of killing at 136%
By pressing the A button after the cannon stop spinning will have Pierrot to throw a special explosive card in front of the cannon direction. If successful, it will increase the kill power by 30% and does 15% more damage. This kind of attack can only hit if the opponent damage is low however.
Throw back – cannon drag
Pierrot takes one card from under her hat and a cannon magically appears instantly in midair spinning in a fast circle. It then fires the foe slightly behind Pierrot towards the ground launching and dragging the foe downward on the ground. (Similar knockback of jigglypuff’s down smash attack.) It may kill at 123% depending on the character.
By pressing the A button just after the cannon launches the foe to the ground behind her, she can kick on the direction. If it hits, it can switch the launch direction to forward as she deals 6% more damage. It will most likely hit if the launch opponent has moderate damage.
Throw up – Cannon rise
Pierrot takes one card from under her hat and a cannon appears instantly spinning in a fast circle in midair. It then fires sending the foe upward after 0.4 seconds and can kill at 131%.
By pressing the A button during the short moment the cannon is spinning, you can have Pierrot jump in the cannon just when the enemy is fired from it. The cannon will almost instantly fire her with a set launch and attack with a rising punch at the peak of her launch, so it might be wise to chain using this when the opponent has a moderate amount of damage. If Pierrot is able to hit the opponent like this, she may be able to kill at 103% and do 3% more damage.
Throw down – Cannon slam
Pierrot takes one card from under her hat and a cannon appears instantly in midair spinning in a fast circle. It then fires slamming the foe downward to the floor for 12%-17% damage. This type of throw cannot kill, but good for damage.
By pressing the A button during the short moment the cannon is spinning, you can have Pierrot jump in the cannon just when the enemy is fired from it. The cannon will almost instantly fire her in an attempt to severely damage while they are still on the ground. If she lands on the opponent while they still on the ground, they will take 15% more damage.
Final smash – Perfect Segiru
Pierrot takes her hands and press them together. She then chants a spell that creates a light orb from above her. Then the light orb will start shine in different colors as it continues to grow bigger. Anyone who touches this stationary orb will be launched greatly risking death at 83% while taking 29% damage.
As the orb reaches its full size, she will then launch the orb forward at a moderate speed. This destructive light orb can be controlled by Pierrot for 10 seconds. When it overlaps a character, the orb will explode into 24 shards of light…leaving the character in heavy shock that lasts for 3 seconds. After the shards are created, they will scatter to find their targets on the field. (If there 3 enemies on the field, then 8 shards of light will target each. If 2 enemies, then 12 shards will target them, and if there only one, all 24 will target solo opponent.) Each shard can do 18%% damage capable of killing at 117%
The one thing that odd about her final smash is that this is the only attack which she is actually chanting the spell incantation. For an attack that totally not her style feels very mysterious…
Taunts and others
Side taunt
Pierrot reveals her current card hand and fan herself with them as she politely giggles at the foe.
It may seem like a normal taunt, but the average mortal playing her should use this often. When this taunt is used, she will expose the cards she currently have in her sleeve. Depending on the direction of the taunt will vary what she do with it before the taunt is finished. Using the left side taunt her to only reveal her current cards while the right taunt will shuffle the cards she currently has.
Up taunt
Pierrot hold her arms behind her back and leans forward. She may playfully say “its showtime”.
Down taunt
She will politely bow in place.
During first few frames when smokescreen is executed while on the ground, if a taunt button she would be able to not take damage. The negative side is that she won’t be able to move or attack. 5 seconds later she would emerge from the smoke screen with great speed on the direction depending on which taunt button is pressed. She would have a very difference appearance with a turban similar to what Pierrot was wearing equipped to her as an item. Just who is this mystery character…
Doppelganger Arle is a counterpart of Arle Nadja who appeared as a boss a few times in the Madou Matatori 3 series and as the boss on Puyo Puyo 4. Little is known about Doppelganger Arle and her origin is a complete mystery. When Satan was searching an old library recently rediscovered, he accidently opens a sealed black box which released Doppelganger Arle…and easily defeated him before taking over his mind. Under the disguise of Pierrot, she starts a circus to travel the world in search for her original and to also enhance hew own abilities. She shows her true self when she confronts Arle in a different dimension, but was defeated after an intense battle and haven’t be heard of since…until now.
If there one thing about Doppelganger Arle is that she appears to have a thing with dimensional voids and uses this to her advantage…even boosting its capabilities at most. In brawl, she mostly use semi-projectile attacks and overall appears to be a formidable opponent. Her height is pretty much between the height of Mario and Peach.
Weight - 4.5/10
Walk - 4/10
Run - 7/10
Jump – 6.5/10
Second jump - 5/10
Air movement speed - 5/10
Fall speed - 4/10
Traction - 7/10
Special Attacks
Neutral special- Spell Bomb
Doppelganger Arle will throw a magical projectile in her direction like an arc. The ball will vary in type as the bomb she fires will be at random and each will have an equal chance of emerging. It will explode upon contact with an object or character. Doppelganger Arle will also chant the name of the type of bomb. The number of hits will always be one hit after it explodes when it collided with an object. When it overlaps the opponent, the spell bomb explodes and cause damage depending on the type of bomb is used.
Ice storm – (2-8%)
This ice attack that can knock the opponent slight forward if hit. It can hit two times, each hit doing 1-4% damage each with little knockback capable of freezing at moderate damage. Without the opponent doing anything, the opponent can be frozen for a half second.
Thunder – 1%-8%
Can hit up to 8 times for 1% damage – the first hit can stun for half of a second
Water - no damage, but it has moderate/high knockback power capable of killing at 132%. The opponent is launched depending on the side the water explosion hits.
Fire – 14%-18%
Can do good damage as it slightly knocks the enemy upward…but it can’t kill.
Flower – No damage or knockback, but it place a flower on targets - this effect lasts for 7 seconds at most. If the opponent was hit by this attack and on the ground, they may be put to sleep instead of having a flower.
Seigaru -10%-15%
A light attack that can hit the foe up to 9 times. The first 8 hits has a set knockback that pushes the foe towards the center of the attack. The last hit launches the opponent with a high growth and set knockback capable of killing at 123%
Down special – Daicute shield
This move also doppelganger Arle to casts a protective shield that can absorb energy projectiles aimed at her as well as deflect solid projectiles as long the special button is held. When she successfully absorbs an energy projectile, four times its damage will be stored to her Daicute counter. For every ten percent damage she absorbs, A Daicute will appear surrounding Doppelganger Arle. She can have up to 12 circling around her at once. After 2:30 minutes after a Daicute is around Doppelganger Arle, the color will change from blue to white.
While she remains in a shield, by pressing the A button will allow her to fire one daicute towards the opponent as if it was a projectile. The direction can be slightly altered depending on the direction of the controller stick may it be up or down. (You will return to your fighting stance after this attack.) The projectile goes as fast a fox's blaster and has a moderate kill power and damage. It explodes on impact to a character and it can stick into a surface or wall. During the time it sticks, anyone who touches the sphere will take the explosion. After 5 seconds sticking to the surface, it will cool down and it color will change from white to blue and (if it clings to the ceiling or wall) it will fall to the ground as it will be treated as a item that has the properties of a bob-omb, but won't explode unless it hits someone and can stick to the ground upon landing if thrown by someone. If this hard orb remains after 48 seconds, then it will explode. If she attempts to throw a Daicute while in the air, she will release one directly below her, but will make an extra jump not affecting her jump count. This kind of Daicute projectile can knockback an enemy downward as if they were spiked if it connects before it touches the ground or goes off screen. She can also use this to make continuous jumps as long she has orbs. This has the same lag as that of shooting a sphere while on the ground
When Doppelganger Arle has 2 or more Daicute around her and if the L/R button is pressed while in this state, she will attempt to dash grab the opponent with increased range, duration, and speed. Unlike her original throw, she can reach out using a magnetic light that stretches for 6/10 of a stage builder block and her throws are much more powerful than her normal throw versions. Its more like the enhanced versions of her throw.
(She can’t use this attack if she doesn’t have 2 or more Daicute and will lose 2 Daicute even if the attack missed.)
When a taunt is used during her Daicute shield, she will take out her turban and place it over her head. A red and black glow will then quickly covers Doppelganger Arle completely for at least 3 seconds. (She cannot be damaged in any way in this form) When the light fades away, Doppelganger Arle will have transformed to Pierrot.
Side Special - Icy trail
7-13%
Doppelganger Arle will stop in position and will approach in her direction with a frost trail around her wrist. She can travel up to 4 stage builder blocks this attack. Similar to Falcon and Ike When the attack connects with a character's image, she strikes regardless if it’s a hit or miss. She attacks by waving her arm upward and leaps back rendering her into a helpless state. The knockback can be weak and sends the foe slightly downward against Arle's direction. If the attack hits very close to Doppelganger Arle, the enemy will freeze for a little more than a second
The attack cannot allow the user to go off the edge while touching the ground and will have very little recovery frames if it doesn't hit anyone. This attack can go slightly upward or downward depending if the controller stick is tilted in that direction. Also this attack can be canceled when it touches a ledge allowing her to grab hold to it. This can be used as a way to recover or run around the field.
Up Special – Dark void
Doppelganger Arle creates a black void below her and enters into it. Another void pops from 1.5 stage builder blocks above her and launch her in the direction of where the controller stick was. When launched from her void, she can travel up to 2 stage builder blocks in any direction. (If the controller stick was tilted down, it will increase her fall speed to 10)
If used in the air, it will act as her recovery option. When she uses this attack, the void will appear 3 stage builder blocks above and she can travel close to 7 stage builder blocks. However using Dark void in the air will render her in a helpless state.
If Doppelganger Arle has one or more Daicute sphere around her, by holding the special button throughout the attack phase will allow her to attack with mostly hard hitting attacks. On the ground as she comes out with side tilt applied, she attacks with a random spell bomb as she comes out. The up tilt version of the attack allows her to rise up from the void with her palm streaming with light as she “dragon uppercut” anyone whom is above that can do 12%-18% damage capable of killing at 120%, and the down tilt version allows her to fall from above with her body as a hitbox. She will attempt to step and crush the foe that may launch tem downward doing 25%-28% damage. (Doppelganger Arle does 10% to herself if it missed the opponent.) This version killing power that rivals ganondorf’s down air attack.
The boosted up and down tilt versions of dark void have a disjointed hitbox that can cover Doppelganger Arle as well as the target range of the attack.
Standard attacks
Standing attack – Element burst
(1-2%)
Doppelganger Arle can attack by channeling her arm forward sending a solar pulse forward near her position for 1-2 damage as it very lightly launches the foe forward. After that attack, she will use her other arm to cast a wind pulse that will push the opponent for the same damage, but with better knockback equal to falcon knee during his neutral attack. After the second hit, Doppelganger Arle crosses her arms around her and repeatedly casts light shards that instantly explode around in front of her position. They do only 1% damage and can slightly push the foe back like Kirby's rapid punches.
Side Tilt – Fire wave
(2-6%)
Doppelganger Arle can wave her arm in front of her with good knockback leaving a trail of fire as a result of the attack to damage anyone who tries to get past it. Both the attack and fire wave has the same hitbox that can kill at 178%. Its angle can be altered depending if the controller stick is tilted up, down, or neutral.
Down tilt – Ice wave
no damage
Doppelganger Arle can shoot ice to the ground in front of her. If the blast connect to the foe, their feet will become frozen and will be unable to move for a second and a half. Either after the enemy is hit while trapped or when the time frozen expired, they will be released from this position. (If the opponent is attacked, their launch distance will decrease by half.
If the attack missed the enemy completely, the ground that she blast in front of her will become a frozen pool of ice. The area from her position to two stage builder blocks in front of her will be treated as an ice surface for two and a half seconds. Despite its short duration, the trip ratio around the area is 95% when trying to dash in any way. However she won’t be able to use this attack again until the ice evaporates.
Up tilt – water grenade
(no damage)
Doppelganger Arle cast a violent explosion of water directly above with decent knockback capable of killing at 154%. Its pretty normal regarding her attack speed, but good recovery speed and range.
Also the move has a reverse decay effect. The more the enemy is hit by this attack, the farther they will be launched each time.
Dash attack – ice cross
(4-9%)
Doppelganger Arle will quickly swing her arm with a twirl as if she was slashing a sword with decent knockback capable of killing at 184%. If timed properly, She will end up launching the foe upward.
(Doppelganger Arle can use DACUS)
Ledge attack
Doppelganger Arle attacks with a light wave just after getting up rather quickly for 1% damage with moderate knockback.
Ledge attack 100%
Doppelganger Arle cast an electrical shield around herself to get anyone away from her as she struggles to get up. (The knockback is pretty low, but it can do 2% damage per shock.)
Smash attacks
Her smash attacks are similar to Arle Nadja, as they both share the same blood of magic. Other than this and her Spell bomb, nothing else is the same.
Smash Down - Dancing wind
(5-20%)
Doppelganger Arle will extend her arms and quickly twirl around 4 times as she controls the wind around her. As she spins around once, a wave of wind can be seen emerging from her arms as she continues to twirl. Each hit can do 4 to 5 percent damage and light knockback except for the last hit which has a strong knockback capable of killing at 157% doing 15 to 20 percent damage. Even if it missed, the wind will still slightly push the foe towards her and the last wind will push the foe away from her.
Up Smash - Raigasiku
10-18%
Doppelganger Arle quickly levitates above the ground and creates a thunderstorm twice as high. Each series of thunderbolts are scattered separated equally from her
The first bolts appear the farthest from her striking within 16/10 range on both sides. It does 2-5 damage and has little knockback that draws the foe near her.
The second bolts are the most powerful that appears very close to Doppelganger Arle’s position which does 5-14 damage and has a good knockback rating as its knockback draws the foe against the attack
The third bolt appears slightly farther than the second bolts, it does 3-8 damage and can knock the enemy upward with decent knockback.
The third thunderbolt has little to no priority so if the second bolt was a major hit, the third thunderbolt won’t stop the foe if they are heavily launched
Side Smash – Blinding light
8-20% damage
Doppelganger Arle will purge her hands forward and a powerful shine of light will emerge from 18/10 from her position in front of her doing 13% to 16% damage capable of killing at 143%. Her attack speed and recovery lag is pretty heavy.
This attack has the same properties as Zelda’s lightning kick. Within the center of the huge light attack, there is a hitbox that can increase the kill power by 50% if it connects at that point.
Aerial attacks
Aerial Neutral – water ballet
(1-2%)
Arle twirls around in the air 5 times as she surrounds herself with water and ice magic covering all sides. During the first 4 spins, this attack has a set knockback that only pushes the foe away from her doing 1 to 2 percent damage. The final spin can launch them with power that might kill the foe slightly over 200%.
Ariel down – Wind slice
1%-6%
With quick speed, Doppelganger Arle can create a mini tornado under her position in an attempt to trap the opponent in it for a second doing 1% percent damage each. This attack can only flinch the opponent at low damage, but it can send the opponent downward just slightly.
Aerial forward – Light wave
(5-22%)
Doppelganger Arle can cast a wave of light by a wave of her hand. Unlike most of her light magic, she focus a lot of energy on the center area of making it capable of killing at 122% while doing 19 to 22 percent damage. Any other area that the light wave hit may be able to kill at 185% while doing 8 percent damage at most.
Aerial up – fire burst
(12-14%)
Arle can cast a small explosion from above her with good range covering a stage builder block, but has a slow attack startup and recovery. This attack however has a strong upward knockback capable of killing at 132%. Its priority is pretty high considering.
Aerial back – solar slash
6-11%
Doppelganger Arle twirls around once with her arms brimming with a pink aura and swings her arm backwards during her twirl casting a pink like wave. Similar to her light wave attack, if the attack hits the center, it can do extra damage, but instead of a heavy knockback, it places a flower on the opponent.
Throws
As mentioned, Doppelganger Arle's has a thing for Dimensional voids and tends to use them for most of her throw attacks. They are rather decent regarding to damage and knockback and her grab and attack recovery is average. Similar to Arle using her Daicute to boost her smash and special attack, Doppelganger uses two of her Daicute to boost her throw attacks. However, she can only use these boosted attacks by grabbing from her Daicute shield.
Grab Attack - shock
(1-2%)
After Doppelganger Arle grabs her enemy using her magical energy, she quickly attacks them with a burst of light. The speed is rather slow for the average grab attack.
Grab Forward – gentle push
(no damage)
Doppelganger Arle grabs the foe and push them lightly for a set knockback and no damage. The enemy will be using a ground grab release recovery animation, but it will be 2 times slower than its normal speed…enough time for Doppelganger Arle to make a following attack
If boosted, she will follow up with an electrical spell that can stun the opponent for a second.
Grab up – Void boost
(3-7%)
Doppelganger Arle conjures up a void from the ground behind the enemy. She then pushes the foe for them to fall down into the dark void. Shortly after, the void spits out the foe pretty high capable of killing at 164%
If boosted, the void will stay for 0.4 seconds longer than usual and the killing power is increased to 121%
Grab Back – Void blast
(2-5%)
Doppelganger Arle creates a void above her and behind the enemy. She throws the enemy into the void behind them and the enemy is launched from the other void above her. This attack can kill at 153%
If boosted, she will create one more void in front of the void above Doppelganger Arle. That void will send the enemy into the void above Doppelganger Arle thus creating a loop. The enemy will be trapped in that void loop for 3 times for 2% damage each. After the amount of times looping around the voids, Doppelganger Arle will become bored and release the newly created void and reverse the other void. The enemy will then be spat out from the void above Doppelganger Arle on the opposite direction. The kill power is increased to 119% and the damage is increased to 6%-10%
Grab Down – Void slam
(15%-19%)
Doppelganger Arle begins to grasp her arm around her enemy as she creates a dark void behind her to fall into with her opponent. A void appears three stage builders blocks above the void they entered and they will fall together with Doppelganger Arle on top of the opponent with both of her feet pressed against the enemy stomping on the foe as they both crash to the ground for high damage. There is no set/growth knockback as a result and the opponent will be laying down after the attack.
If boosted, they will fall through the same hole two more times until both of them slam to the ground very hard. The damage is doubled, but Doppelganger Arle takes 5% damage. Her legs isn’t as strong as the normal fighter.
Taunts and transformation effects
Up taunt
Doppelganger Arle will laugh playfully and says “All right”
Side taunt
Doppelganger Arle will levitate a Daicute in her left hand and change it to an element for a second before she puts it away.
Down taunt
Doppelganger Arle looks around her clothes for any dust…and occasionally wipe off some dust on her skirt.
As Pierrot, the total damage she deals in total in a single stock can accumulate to add to Doppelganger Arle’s diacute. For 40% damage she dealt in one life, a diacute will instantly be around her after she transforms from Pierrot to Doppelganger Arle. Like if Pierrot did a total of 117% before she transformed, she will instantly have two diacute as Doppelganger Arle.
Likewise as Doppelganger Arle when she wants to transform back to Pierrot, she can use the white Daicute that was around her to heal 20% of her health. To create a white Daicute, have a Daicute hovering around her for 150 seconds.
The best trolling strategy is by switch between Pierrot and Doppelganger Arle. As Pierrot, damage the opponent as much as possible until you in a state you might get KO’d. Then use her smokescreen taunt to transform into Doppelganger Arle. As Doppelganger Arle, play a camping game and avoid all close combat for 2:30 minutes when the Daicute she gotten after transform will become white. Transform back to Pierrot using the Daicute shield taunt to heal using the white diacute and repeat. (camping is bound to be hard.)
Wario is an all-powerful business tycoon who runs a video game company, making it rich by sitting back on his greedy ass all day while he employs others to do his work for him. Some of his female employees even seem to be into him – money will buy anything these days, won’t it? Because farting for your signature attack is so very manly. . .
Remember back when Wario wasn’t just a mascot for a generic casual mini game collection? When he used his manly muscles instead of farting to be rid of his enemies? When he didn’t trust other people with his hard earned fortune? This is a moveset for Wario the treasure hunter, based off the games he’s actually known and loved for – and it’s about damn time. Click on the picture at the start to begin the playlist and read on as Wario redeems himself. . .
Wario’s movement as a whole takes a hit, as his animations are actually a good deal different than they are in Brawl – he doesn’t have that retarded Game & Watch style 2 frame movement anymore. While his aerial movement isn’t as utterly godly as it was before, it’s still fairly good, and if nothing else Wario gets his weight upgraded.
[font=“impact”]HATS[/font]
The three hats from the original Wario Land game, the dragon hat, the bull hat, and the jet hat, occupy a large majority of the moves throughout the moveset. The standards use the dragon hat, the smashes and throws use the bull hat, and the aerials use the jet hat. Whenever you use a move requiring a hat you’re not wearing, it will phase onto Wario’s head as he freezes in place briefly and his momentum halts temporarily over .05 seconds – it’s the same animation as when he gains one of the hats in Wario Land.
[font=“impact”]SPECIALS[/font]
NEUTRAL SPECIAL – TREASURE HUNT
Wario turns to face the screen and starts repeatedly digging for treasure, taking a bit longer to do so then it takes Snake to plant a dsmash mine. Half the time, Wario will fail to find anything, but his digging will create a pitfall trap at the location he dug. The other half of the time, Wario will dig up some form of treasure, most commonly a single gold coin. Wario will proceed to kiss his money and stash it away, not creating a pitfall trap, but if he is attacked at any point during the move when he is successfully digging for treasure he’ll angrily lash out at the foe with his fists to deal 15% and knockback that KOs at 140% before stashing away his loot. Unlike traditional counters, this actually –does- counter grabs.
Running and hiding to use this as a standard generic trap isn’t going to get you anywhere all that fast, as it’s a fairly laggy move that’s made even more laggy when there’s a 50% chance that it does nothing when the move goes uninterrupted. The time to pull this move out is in the foe’s smug face, as there it’s essentially a win-win situation no matter the outcome.
DOWN SPECIAL– MONEY BAG
Wario turns to face the screen and takes out a gigantic empty sack with a dollar sign on it, then lets the open end of it fall down in front of himself, causing anybody who was overlapping with him to get enveloped. If he fails to grab someone with the bag, he grabs the back of it before it falls out of his grasp and hoists it over his shoulder to stash it away. If Wario catches a foe in the bag, they become unable to dash and their aerial movement becomes halved as they must knock the bag off of them with an attack that does vertical knockback, the bag weighing as much as Mario at 40%. If they have no attacks strong enough to knock it off, they can jump into the air then fast fall out of the bag, the bag falling as quickly as Mario does normally. Foes inside the bag can still be hit by characters outside the bag and visa versa, though the range of the character inside the bag is quite limited as it gets in their way, limiting the range of all attacks to a Kirby width away from the bag if they’re up against the edge of it. This is a surprisingly very fast move, but is incredibly awkward to land while on-stage, requiring Wario to get the drop on foes from above to land it. Only one money bag can be out at a time.
UP SPECIAL – PUFFY WARIO
Wario starts the move with his coin suction from Wario World, opening his mouth agape as a suction effect as powerful as Dedede’s inhale occurs in front of his mouth. Should anyone come in contact with his mouth, they’ll get grabbed as Wario chomps on them like his Brawl Neutral Special.
If Wario inhales for .15 seconds without interruption, his cheeks puff up significantly and cause him to float upwards as slowly as Jigglypuff falls, though he’s able to move horizontally at his normal air speed. Wario will continue to float upwards until he hits something, meaning if using this to recover you’ll only want to use this when attempting to recover vertically and can cancel out of the move by hitting the stage. If you’re above the stage, you’re going to have to rely on the courtesy of the foe to knock you out of this, otherwise you’ll suicide off the top blast zone.
If Wario is hit by an attack while in this state, he doesn’t take the knockback of the attack. Whenever Wario comes into contact with a foe whether or not they’re attacking, he takes a Battlefield Platform’s worth of set knockback away from the foe as his cheeks deflate, the foe also getting blown a platform’s worth in the other direction. This unfortunately makes the move rather pathetically easy to gimp. . .
You can reactivate the Puffy Wario phase of the move up to 5 times before touching ground, so no, Wario cannot stall forever under the stage.
SIDE SPECIAL – SHOULDER CHARGE
Wario’s signature move, the shoulder charge – while it just barely managed to make it into Sakurai’s moveset, there was hardly much actual movement involved, which is restored in this faithful rendition. Wario charges forward 1.5 platforms at Captain Falcon’s dashing speed over the course of the move with very little starting lag but some notable ending lag. Wario’s shoulder deals 16% and knockback that KOs at 130%. While charging, Wario can make a single jump and can use all of his standards – even if Wario is in the air, he’ll still perform his standard attacks upon a press of A.
[font=“impact”]STANDARDS[/font]
NEUTRAL ATTACK – SNORT
Wario’s dragon hat inhales for up to a third of a second based off how long you hold A, then snorts out all the air forwards. The wind hitbox is as tall as Wario and reaches out a platform in front of him, and pushes foes away at the speed of anywhere from Ganon’s dash to Captain Falcon’s based off the initial charge, the wind hitbox lasting a third of a second. This has obvious uses while charging of pushing a foe along with you as you move, most probably into a pitfall trap, but it becomes more notable when you take into account the wind hitbox hits foes regardless of whether they dodge or not, much like Whispy Woods on Green Greens. This makes the move useful with even little to no charge, as you can snort a foe attempting to dodge your shoulder charge to be right in front of it when they come out of their invulnerability frames.
FORWARD TILT – MIGHTY FLAME
Wario hastily smacks the ground in front of himself, doing so with his arm not held out in front of himself if charging. This punch deals 5% and weak knockback towards the ground, with a Bowser sized chunk of ground becoming a hitbox briefly that does 5% and weak set vertical knockback. Wario then shoots out a stream of flame from his dragon hat that’s only half as tall a Pokeball, but as wide as half a platform. Wario will continue to shoot flame from his hat for .7 seconds, the flame dealing 1.25% and flinching every .1 seconds. The flame actually has a teensy bit of knockback to boost foes upwards, meaning you can only DI out of it to the left or right in most cases. If you’re using your shoulder charge during this move, foes will only really have the option of DIing in the opposite direction you’re moving, making it a great way to catch somebody and drop them off on a trap. If you’re not relying on your enemy being willing to go into the trap rather than taking a few extra hits from the flame, you can time it so Wario stops charging nearby a trap. The punch at the beginning also has some surprising use if Wario is in the air, making him able to knock a foe downwards into a trap.
UP TILT – FIRE RING
Wario shoots fire from his dragon hat over his head in a half circle, starting the half circle a Charizard in front of himself and ending it a Charizard behind him. The move has some lag, but the flame lingers long enough to cover Wario completely from above for around half a second. Contact with the flame deals 6% and weak knockback – weak enough for the move to combo into itself at low percentages. Used while charging, this move makes for some excellent hit and run due to hitting in front of Wario as he presumably approaches, then hitting behind Wario once he’s passed by the foe.
DOWN TILT – DRACONIAN PREJUDICE
Wario shoots flame from his dragon hat down at his feet in front of him repeatedely over a full second. A hitbox is at Wario’s feet after the first .1 seconds of lag, though it only deals 1% and flinching, and the damage improves by 1% for each further .1 seconds Wario shoots fire down.
Once Wario is finished and the flame in front of him deals 10%, it gains a notable new effect rather than flinching foes – it causes them to catch their buttocks on fire and run around like an idiot, being forced to constantly dash with no action available outside their dashing attack and their first jump. They take 1% per second in this state and the effect lasts 5 seconds, though they have a third action available in dropping down to prone (Done by pressing B) after which a get-up attack or a roll (-Not- standing up regularly) will get rid of the effect. One might think that people would always opt for this option, but characters are intelligent enough to turn around at edges and sometimes Wario will want you to go into prone – most notably, Wario’s pitfall traps will hit prone foes who attempt to roll past it. Foes also have some extra incentive to stay in this state for a while, as if they hit with their dashing attack the victim will catch on fire as well. The flame trap that causes this all lasts 10 seconds.
While this may sound like a very appealing move, it’s not all gumdrops and rainbows, though, as Wario himself can be hit by it, taking the full effect of the move – most notably is how a foe caught on fire can spread the effect to Wario. . .This applies both ways, though, so if Wario is struggling to get a foe into the trap he can just leap into the fire himself and try to hit with his dashing attack. A decent time to consider going headfirst into the flame is when a foe is hot on your tail and you’re charging, as it will bypass the charge’s regular ending lag. If you want to take advantage of a foe on fire feeling ballsy, use your Shoulder Charge to ram into them head on and force them into prone.
One final way to catch the foe on fire is to set a money bag they’re inside of on fire, it taking .4 seconds for it to spread throughout the whole bag and catch any foe inside of it on fire for sure. More importantly, if they get caught with the money bag over their head, they’ll essentially immediately catch fire again after the fire effect they have on them already wears off. Burning money bags take 10 seconds to be disintegrated.
If this is used while charging Wario will create a trail of the tiny 1% and flinching fire behind himself as he runs, good for poking the foe with a fire hitbox to renew their flaming status. These small flames only lasts 3 seconds.
DASHING ATTACK – SUMMER SALT
Wario leaps into the air, taking advantage of the momentum from his dash. While in the air he grabs his feet with his hands, curling himself up into a ball of fat. If you do nothing, Wario will crash onto the ground into his prone state a platform ahead of where he started the move, dealing 10% and knockback that kills at 150%.
Where the dragon hat comes in is if you press A while Wario is somersaulting through the air, he will shoot flame out of the hat, dealing 3% and flinching. As Wario shoots out fire, he gets propelled in the opposite direction he shoots the flame in at the rate of Ganon’s walk if it’s being propelled against gravity, and doubles Wario’s falling speed (And the damage his body deals) if he propels himself towards the ground. Wario can start and stop shooting the fire laglessly as he somersaults around, and if he stays in the air long enough from this he’ll stop somersaulting, coming out of the move and being considered as in the air with no ending lag. Needless to say, this gives Wario much greater control over his movement while he has his pants on fire.
[font=“impact”]SMASHES[/font]
UP SMASH – IMPALE
The size of the horns on Wario’s bull hat get exaggerated very slightly as he does a small headbutt, though the move still has minimal range in exchange for its’ speed. Still, it only does 15-25% and vertical knockback that kills at 180-150%, so it’s rather weak anti-air.
The move gains significantly more relevance when you take into account if a foe is coming downwards at an accelerated speed, whether it be by fast falling, a stall then fall dair (Even if it has superarmor) or other movement based attack, or getting knocked downwards by an attack, they’ll get impaled on the bull hat’s horns, not taking any knockback but taking double the normal damage. Foes can escape this twice as easy as a regular grab, having super/grab armor as they do so, but Wario is able to move about during this time. Once they “escape”, they’ll flop off in front of Wario and into prone, making this a great way to dump a foe onto a pitfall trap.
FORWARD SMASH – BATTERING RAM
Wario rears down his head to face horizontally as he starts kicking his legs behind himself and snorting for the charging animation, then does a battering charge forwards headfirst. . .Or rather, Bull Hat first. This deals 18% with knockback that kills at 120% to whoever it hits, with the charge determining how far/fast Wario runs, anywhere from 1-3 platforms at Mario-Meta Knight’s dash speeds.
If Wario comes into contact with a foe who is dashing (Even if they’re on fire) or is moving at an accelerated pace in any fashion (most commonly from taking knockback) during this move, he will impale them on his horns. Impaled foes take double the normal damage of the move, but rather than taking knockback get dragged along with Wario for the entire length of the move. Their buttocks get scraped along the ground as Wario charges forward, meaning they will get hit by any fire hitboxes, and if they come across a pitfall trap along the way they will indeed get caught in it as Wario continues along on his way.
DOWN SMASH – GROUND POUND
Wario leaps up into the air before letting gravity do the rest of the work for him as he comes back down onto the stage, buttocks first in a laggy move that rivals Dedede’s fsmash. Anybody unlucky enough to be under Wario’s buttocks gets pitfalled and takes 35-44%, while anybody standing on the same platform as Wario will get hit by a earthquake hitbox that deals 20-30% and vertical knockback that KOs at 120-90%.
Any of Wario’s dtilt fire that was on the stage will get knocked up into the air – the main fire trap will go up 3 Ganondorfs before slowly floating down over 4 seconds, while any tiny flames will go up off the top blast zone then come back down over a mere 2 seconds.
[font=“impact”]GRAB-GAME[/font]
GRAB - LIFT
Wario has one of the quicker grabs in the game, but the range on it is rather poor as he crouches and goes to scoop up characters from the ground. The grab will still hit floating characters as Wario’s hand scoops up above his head, though they will have a longer period to dodge because of it.
When Wario successfully scoops somebody up, if they’re heavier than a 3/10 (Pikachu and such is pretty much the limit) he will hastily go use his other arm to help lift them over his head. If Wario has to use both his hands, the grab functions normally, but if Wario only has to casually use one hand, he is allowed to walk as he holds the victim over his head (He executes his throws from this stance by pressing Z + a direction). In exchange for not putting much strain on him, though, the featherweight foe is able to escape the grab twice as quickly as a regular grab. This makes lightweights easier to position to dump into a trap, but makes it more annoying to pummel them.
PUMMEL - SHAKE
Wario shakes the foe violentely, doing so for as long as you hold the pummel button. Wario deals 1% to the foe and shakes out 10 coins from them every .2 seconds he shakes them, 5 coins going to either side of the foe and sliding along the ground. What relevance are the coins outside gimmicky use in coin mode? Well, if 15 coins make their way into a pitfall trap, then the pitfall will get filled up. If Wario uses his Neutral Special to dig into this area with the coins, then he’ll find treasure and dig up all the coins, the counter being twice as powerful as usual if he gets interrupted.
It’s not mandatory to bury the coins, Wario able to go pick them up manually, but they will disappear 3 seconds after they spawn if they don’t get buried. Furthermore, the foe is perfectly capable of picking them up. Wario can use the suction part of his Up Special to collect coins up to 3 Ganondorfs away, and his movement based attacks in his Side Special and fsmash can be a great help. Just be aware this makes you exceedingly predictable. As a final note, yes, digging up a random coin with your Neutral Special –will- add to your coin count, but 1 coin isn’t exactly all that helpful.
Once Wario gets these coins his Down Special gets a significant upgrade – the coins he’s collected will be inside the bag, causing the falling speed, weight, and the amount it reduces the foe’s movement by to greatly increase – with 15 coins it becomes doubled, 20 coins being the cap. The bag now provides a godly gimping tool as you weigh a foe down to prevent them from recovering. . .Of course, Wario has no intention of throwing his fortune into the abyss – the sucking phase of his Up Special will enable him to suck up the coins from the bag, so be sure to save your loot so you can use it again. The sucking phase of your Up Special will be largely extended if you’re sucking up coins, so don’t worry about accidentally becoming Puffy Wario
BACK THROW – HARD CASH
Wario kicks the foe to the ground, dealing a paltry 2%, then does a small jump to get in front of the foe. As he jumps, Wario turns around and takes out his moneybag, swinging it as he turns around before smacking the foe with it, the power varying based off how many coins are in the bag. With 15 coins inside the bag, it deals 18% and knockback that KOs at 130%, while with 20 coins it deals 23% and knockback that KOs at 100%. If Wario has less than 5 coins in his bag, he won’t bother swinging the bag and will instead just envelop the foe in his bag like in his Down Special.
DOWN THROW - PILEDRIVER
Wario turns the foe in his grasp upside down as he leaps up into the air with them and spins around repeatedly, a hitbox that deals 10% and knockback that KOs at 160% to outside foes, then smashes the foe into the ground head first, dealing 12% and pitfalling the foe upside down. The upside down aspect may seem insignificant until you try your dsmash on the pitfalled foe, at which point you’ll discover that the foe remains upside down at they take the vertical knockback. In order to get out of this awkward position, foes have to hit the ground, at which point they’ll go into prone. Once the foe is in this state, you can repeatedly juggle them with your Up Special to prevent them from touching the ground and influence where they land – most preferably right back where they started. An empty money bag also combines well with foes in this state, as if the foe has a stall then fall dair they’ll have to fast fall out of the bag in order to get out.
This move leaves a pitfall trap where the foe was pile drived into the ground – if the nature of the Neutral Special didn’t convince you being on the offensive also let you set up more traps, let this move. Furthermore, if Wario performs this throw over a pitfall trap, he’ll pile drive them so far into the ground that their lower body won’t be visible and their upper body will stick out the bottom of the platform, at which point a dsmash will force the foe to fall through the bottom of the platform! Unfortunately the knockback is drastically reduced, but that’s where Wario’s gimping game comes in.
UP THROW - LEAP
This throw has a similar animation to piledriver, but Wario doesn’t bother flipping the foe upside down and leaps up a bit higher, twice Ganondorf’s height. He simply crashes down with the foe, dealing 13% and meh-worthy vertical knockback that KOs at 170%. What makes this throw worth using is the fact that while in the air, the throw controls like Bowser’s Side Special – the character with less damage has significantly more directional influence. Unlike Bowser’s Side Special, it’s not as blatantly favored towards the person with less damage, which can be a good or bad thing. What you can almost always take to your advantage, though, is the speed you both travel at is significantly higher if you both DI in the same direction. If you predict the foe, correctly, though, you can DI in the same direction as them to send them much farther than they originally intended.
The goal is to get them into a trap or off-stage – if you go off-stage the foe will have to escape with grab difficulty. Considering you have perfect recovery if it goes ungimped, particularly evil foes won’t button mash if they’re doomed to take you down with them. In order for this to go off without a hitch, you may have to mindgame them into thinking you’re going to take them into a trap to make them DI away from it, only to join your DI with theirs as they DI away from it to take them off-stage. It –is- still possible to button mash out of the move before you hit the ground, mind you.
FORWARD THROW – WILD SWING DING
Wario seems to perform his Brawl fthrow – which is actually a move from Wario World and not a rip-off of Mario’s bthrow, surprisingly. Wario swings the foe around a good bit longer than he does in brawl before letting them fly, dealing knockback that is almost entirely horizontal with a tiny bit of downward knockback, the knockback killing at 150%. The move only does 6% guaranteed, but if the foe hits the ground (Or a wall) they’ll take an extra 10% and continue to slide as they take the rest of their knockback there and enter prone, taking an additional 3% for every second they slide as well. As usual, if they slide past a pitfall trap they’ll stop right there as they get pitfalled, but you’ll generally need a bit of a “runway” in front of you for this to work properly. Otherwise, this is Wario’s best throw for direct KOs due to the angle of the knockback if he has no coins in his bag.
Wario wasn’t spinning the foe around so long for no reason, though – when they get up they’ll find themselves with a dizzy status effect. This causes them to stagger backwards a platform over a second before staggering forwards the same distance, and proceeds to repeat in a loop. Foes can still attack while staggering and are entirely unaffected by this status effect in the air. Any attacks involving the foe’s feet can still be used as they stagger, which will temporairily bring them to a halt, but they have doubled starting leg – the same applies to jumping, save for the rare few characters who don’t need legs to jump. This makes the foe much easier to bait into traps – while they inevitably will be jumping around a lot to avoid staggering, they have to land at some point, and you can take full advantage of their forced movement when they do. While you might question why you wouldn’t want to just pitfall the foe immediately with dthrow, this status effect can last up to 30 seconds. It only lasts 10 seconds by default, but hitting the foe with a move that does 8% or more in one hit renews the timer, with 30 seconds being the maximum duration.
[font=“impact”]AERIALS[/font]
NEUTRAL AERIAL – ENCIRCLE
Wario flies in and out of the background and foreground as he flies in a circle 6 times over 1.5 seconds with minimal start lag and no ending lag. There’s enough room for Bowser to fit in the middle, and contact with Wario does 3% and weak knockback away from him, meaning if you’re inside the circle you’ll be dealt inward knockback, with hitstun long enough to keep you inside for the move’s whole duration. Wario still falls during the long duration of this attack, but he can still DI and come in/out of fast fall, just like the foe can. This enables you to move around with the foe trapped inside – most notably you’ll have to change your fallspeed to match theirs. If you play this game enough, it’s quite easy to convince the foe to fastfall on demand, which will inevitably bring them closer to their doom off-stage. While you’ll inevitably be going down with them, the foe won’t be around to gimp your recovery so you should be able to easily make it back to the stage with your Up Special. This move also works spectacularly on foes above the stage, enabling you to make them land on top of a pitfall trap – the fact the move cancels almost laglessly upon hitting the ground helps.
FORWARD AERIAL – MEATY UPPERCUT
Wario’s jet hat takes him forward a battlefield platform. As he jets forwards, Wario rolls up his sleeve before doing a gigantic uppercut after having traveled half a platform, the hitbox largely in front of himself rather than above him. The punch does an impressive 14% and vertical knockback that KOs at 130%. It takes Wario a minimal amount of time to complete the move, with the awkward spacing requiring for the uppercut to hit significantly telegraphing it. The move also has some large ending lag, but considering you continue to fly forwards for another half a platform after the uppercut the move is fairly safe regardless. This can obviously be used to juggle on-stage so you can further try to push the foe where you want them to land, but is an excellent gimping tool under the stage – smack them upwards into said stage to spike them against it.
BACK AERIAL – ARM LOCK
Wario reaches out with his arms behind himself in an attempt to grab a foe. The grab is rather quick, but with very poor range. Upon grabbing the foe, Wario is then given free flight with his jet hat at Luigi’s dashing speed until the foe can escape the grab. . .However; if Wario grabs the foe from the front, the grab will be twice as easy to escape as a regular grab, while if Wario grabs the foe from behind, the grab will have 1.5x the normal grab duration. Wario wants to be back to back with the foe for this move to properly work, making the move require significant spacing. . .To acquire the spacing, you’ll want to use the threat of another move to bulldoze past the foe as they cower with a dodge. The fair works best seeing the foe can’t roll in the air, but to compensate for it you get several more moves which can also work to help you get the spacing on the ground – your Side Special, dashing attack, and even your fsmash can potentially work.
UP AERIAL – DOWNDRAFT
Wario turns to face the screen, then looks upwards as his Jet Hat charges for a brief bit of lag, then zooms upwards at an extremely accelerated pace. He goes upwards 4 Ganondorfs at Captain Falcon’s dash speed, his body a hitbox that deals 13% and vertical knockback that kills at 160%, but can kill much earlier closer to the top of the screen. After reaching the top of his arc, Wario’s Jet Hat starts chugging comically as it runs out of fuel before it explodes. The explosion leaves Wario covered in soot as he flops forwards a Bowser width and comically falls like a rock to the ground at 1.5x Sonic’s dashing speed, his body a hitbox dealing 22% and Ganon dair level knockback. The move can be used as a purely vertical recovery that is largely ungimpable, so long as you’re within a Bowser width of the stage.
Hitting with Wario’s body, especially in the later half of the move, is exceedingly difficult due to the move’s telegraphed nature. The real threat of the move is the wind hitbox created behind Wario as wide as he is as he jets upwards and sticks around for 2 seconds afterwards. Anybody who is in this downdraft of wind will get pushed downwards as quickly as Captain Falcon’s dashing speed. Considering this has no gimping potential outside of right up against the edge (Where the magnetic ledge will save the foe most of the time anyway) unless you want to suicide KO, you’ll largely be using this on-stage to bring foes to the ground. Obviously you can force them down onto traps, but the important aspect of the move is that Wario will make it to the ground much faster than the foe, enabling him to impale the quickly falling foe on his bull horns with usmash. If you –do- have a trap around, this becomes significantly more potent as they run out of safe places to land – and it’s not like they have a whole lot of time to be picky where they land as they’re propelled towards the ground at such a fast pace.
DOWN AERIAL – DIVE BOMB
Wario flails slightly in the air to face the ground as his jet hat charges up, then rockets downwards at Sonic’s dash speed with his arm held out in front of him like in his shoulder charge. Anyone who dares get in Wario’s way during his rapid plummet will take 19% and a spike only slightly less powerful than a Ganon dair. While this has obvious consequences off-stage, Wario’s landing lag is surprisingly forgiving. . .Instead, he’ll go into prone.
What makes this move at all notably useful is that if Wario dive bombs a pitfall trap, he’ll go through the stage and pop out the bottom with no landing lag, making the move un-punishable. If the knockback from this move causes a foe to go into a pitfall trap, they’ll get spiked through the stage. Unfortunately, the pitfall will be mostly used up by the time Wario gets there and cause him to get pitfalled, but he’ll get pitfalled on the bottom half of the stage with his rear end sticking out of it, meaning if he can button mash out fast enough he’ll pop out the bottom and can proceed to gimp the foe.
[font=“impact”]FINAL SMASH – MAGIC LAMP[/font]
Wario takes out a magic lump and rubs it as he laughs greedily, causing an obese genie, Denpu, to come forth from the lamp. Wario then folds his arms as he goes into thought as two thought bubbles appear above his head, one of a golden castle, one of a pile of golden coins. You are then prompted to select from one of the two thought bubbles over 2 seconds, the coins being the default. After selecting his wish, Wario will jump towards that thought bubble and point towards it.
If Wario wished for coins, 100 coins will rain over the stage a size of battlefield at random over 5 seconds, the exact amount varying based off stage size. Each coin does 5% and flinching and fair shield damage, and no coins will spawn off-stage. Wario can collect these coins to fill up his money bag and power up his Down Special/bthrow.
If Wario wishes for a castle, the genie will levitate Wario’s money bag away from him and steal it, much to Wario’s infuration. Before Wario can do anything about it, though, the genie will levitate it off the top of the screen and vanish, causing a gigantic golden castle varying from the size of half to the stage to the whole stage based off how much gold was in Wario’s bag. Getting trapped underneath the golden castle as it falls will cause you to get spiked through the stage with a spike that is guaranteed kill unless the stage has a ton of air underneath it for whatever reason, and even then they’ll have an extra 45% tacked onto their counter. The choice to wish for a castle will not even show up unless Wario has at least 10 coisn in his bag.
The castle sticks around after it’s created for the remainder of Wario’s stock. At the center of it are a pair of double doors Wario can enter like an SSE door. If he goes in he can input up, up-left, or up-right to dump a mound of coins that deal 40 hits of 1% and flinching from a window located in that part of the castle. He can also choose to press down to come out immediately and max out his gold bag for free. There is some lag to entering and exiting the castle, and Wario cannot be idle in the castle for more than a second before being booted out. The castle will have only 1 window at minimum size.
[font=“impact”]PLAYSTYLE[/font]
SETTING UP
Wario obviously performs best with some set-up to get up some pitfall traps, but do you –really- want to just run away to try to find time to do it? Wario has no generic spacing moves or moves that buy him time that don’t require time, and besides, a good chunk of other MYM sets can make much better use of “peace time” than you can. Wario sets up in the middle of a fight, most obviously with his dthrow and the counter nature of his Neutral Special, but also by using his dtilt while charging. Charging will see a lot of use in this phase, and using a semi hit and run based playstyle can easily bait the foe into predictable relentless aggression, making them easy to counter with Neutral Special – if this succeeds, they’ll be more likely to back off. This causes the ground to be littered with fiery hitboxes you can use to defend yourself briefly with while setting up a regular dtilt/pitfall trap. . .Or you can just bait them into approaching from above and catch them with your usmash, which will easily lead into a grab and thus a dthrow.
PRESSURING
With a pitfall or fire trap up, your goal is far from difficult to understand – get them to fall for said trap. Wario isn’t some defensive camper who sits idly by waiting for foes to fall into traps, though – he brings the foe to the traps, no matter how much they’re kicking and screaming along the way. On the ground, Wario can use his jab and ftilt while charging, his fsmash, his grab on smaller characters, and every single one of his throws save for the bthrow. Setting the foe on fire or landing an fthrow can easily lead to them getting caught in another trap due to the foe’s constant forced movement, though catching the foe on fire is generally harder to do due to the time limit on that trap – hence why Wario has the option of bringing the fire directly to the foe by lighting himself on fire.
The foe in general will be taking to the air to go over your traps, but they’ll typically only be short-hopping over them to move about the battlefield. In order to keep them in the air for extended periods of time, try lighting the floor behind you on fire with a dtilt while charging, then juggling the foe higher and higher into the air with your fair/uair. It’s also very unsafe for the foe to ever be between Wario and the ground, what with his money bag and his dair. Getting the foe dizzy with an fthrow can make this easier to take advantage of, and if you dominate the skies properly the foe will have little place else to go save for some lonely corner of the stage. Of course, Wario is far more than competent enough to keep them away from one measly location. . .
FINISHING
Wario will probably be going for the KO as soon as possible through traditional means on lightweights and generally offensive characters. The fact that he can’t use his pummel to get much gold for his bag on the lightest of characters encourages it, but considering Wario is already quite strong rarely will much more be needed for them.
For those characters who just simply refuse to die, Wario has much more elaborate methods that will kill even heavyweights with everlasting floats from DBZ. Your ultimate goal is to get them under the stage – to do this you’ll need to either knock them through it with your dthrow over a pitfall, or use a dair to send them through it more directly. Other ways to get them there include using your uthrow next to the edge than DIing under the stage, or your bair. Your bair is much likelier to work if you knock the foe off the edge in the first place, as then you won’t have to take them nearly as far – you may even be able to pull it off by grabbing the foe from the front.
Once they’re under the stage, you can stay down there essentially –forever- thanks to your Up Special allowing you to recover over and over again while under the stage. Your tools to get the job done are mainly your nair and fair, though your bair certainly couldn’t hurt to bring them down as far as you possibly can. Knocking the foe down won’t hurt even if they can make it back up, as if you’re above them they’re an easy target for your meaty money bag – by this point they’ll almost certainly have to recover in a predictable fashion if they expect to get back to the stage alive, so they should be all but fodder to be finished off by your greed.
WEAKNESS
While Wario is capable of killing even the heaviest of super heavyweights and shreds through lightweights like butter, he is surprisingly frail for someone with such strong aerial prowess, having a good deal worse recovery than he does in Brawl. While has no shortage of recovery moves with his fair and Side Special making up his horizontal recovery while his Up Aerial and Up Special make up his vertical recovery, he is pathetically easy to gimp and will be sent back out the moment he lands back on the stage, most probably getting a fully charged fsmash to the face. Essentially, picture a character with a portal recovery times a thousand. Wario’s aerial prowess also largely relies on him being close to the stage – above it or under it -, as two of his aerials become completely unusable with no ground underneath him, with his only particularly relevant aerial being his fair, which knocks the foe upwards and makes it easier for them to recover. If Wario gets knocked a decent distance off-stage, he’ll regret it nearly as much as Ivysaur. Wario cannot let the foe surmount a competent offensive, and this is why Wario must use each instance he gets the foe into a trap to lead to another and another. Matches with Wario are incredibly fast paced and one sided, regardless of who wins.
[font=“impact”]MATCH-UPS[/font]
WARIO VS. DARKMEGA – 70/30, WARIO’S FAVOR
Wario will be aiming for a guaranteed KO on DarkMega by bringing the battle to him underneath the stage, preferably with a meaty bag of gold. While DarkMega’s recovery and weight are poor, DarkMega’s ability to heal himself means that whenever he gets to a reasonable kill range he’ll be at 0% again. Wario –could- just wait for the passive poison-esque damage to doom DarkMega, but Wario doesn’t have that sort of time, and he doesn’t want to give said time to a largely campy character. DarkMega requires a good deal more set-up than Wario with his tilts that rely on his portal, and without them he is largely reduced to using some simplistic pellets and his Side Special, which decreases the accuracy of all his other projectiles. Considering Wario’s pressuring prowess, DarkMega will more than likely fire off his Side Special in a panicky fashion somewhere down the line, and if Wario can manage to interrupt him it’s an excellent DarkChip for him to grab, as Wario has no other projectiles whatsoever (A rarity these days). The addition of such a powerful projectile to Wario’s arsenal will enable him to gimp DarkMega traditionally with little problem, considering DarkMega isn’t all that strong anyway. Even if DarkMega gets to use Wario’s Final Smash because of it, he’ll have to use the weaker version, and regardless of the coins hurting Wario they’ll still fill his bag to the brim with gold.
Of course, DarkMega isn’t just a defensive camper, though, and when pushed out of his comfort zone can mount his own offensive. . .But DarkMega isn’t all that competent at pressuring when he’s constantly moving forward with the traps on the stage he has to avoid. DarkMega –is- competent enough to not let Wario get back to the stage if he does knock him off, though, and at the very least will get some proper set up before he gets back.
WARIO VS. GARBODOR – 50/50
Garbodor’s recovery is pretty damn pathetic and he’s very easy to pressure, so one would think this match-up would be more favorable for Garbodor than it is. The main thing preventing this is Garbodor claiming a larger portion of the stage than Wario – not just with his trash, but with his disjointed hands once he’s properly exploded. One variant of the trash also prevents Wario from jumping or moving faster than a crawl, getting rid of the majority of Wario’s better options if he gets caught and leaving him highly vulnerable. If Garbodor does indeed explode to let his hands defend him, he’ll be insanely vulnerable as a head until he can roll up enough of his trash to get higher than a 3/10 in weight, as otherwise he’ll be at the mercy of Wario’s grab casually tossing him off the edge. Garbodor would be best off getting –some- trash up before he explodes, as this phase can cause for a death in the first 20 seconds if used carelessly – getting something to hide behind will greatly benefit Garbodor, as Wario’s motion based attacks will make it too difficult to pressure Garbodor as threateningly as he usually does. Garbodor isn’t entirely incompetent enough to not do –something- before he explodes.
Will Garbodor struggles to pull off a kill due to his explosion, which is his main KO move, meaning Wario’s gimpability/punishability once he gets back to the stage won’t come into play. However; Garbodor has an alternative KO method of swallowing Wario then shitting him out as a garbage block off the edge, which will indeed force Wario to use his Up Special/uair and start the chain of endless punishment for him. . .Well, that would be threatening, but Garbodor doesn’t really have that much to punish Wario with when he does get back, outside exploding right up against the edge and causing half of his garbage essence to go off-stage. On the other hand, if Wario gets Garbodor under the stage via any means or remotely far off-stage, he dies, end of story. . .Such an easy goal for Wario, seemingly, but Garbodor makes it awkwardly difficult.
WARIO VS. GALAXY MAN – 25/75, GALAXY MAN’S FAVOR
Galaxy Man has a superb recovery, meaning Galaxy Man doesn’t particularly fear Wario’s air game due to not having to come down to the ground to Wario’s traps for extended periods of time and thus making it significantly more difficult for Wario to pressure Galaxy Man properly. That said, Galaxy Man at least has to be on the same horizontal plane to really do much of anything to Wario, so Wario will be able to force Galaxy Man down to the ground with his nair, uair, and dair. If Galaxy Man insists on being as campy as possible, then Wario can just not play his game and god forbid, set-up traditionally and wait for Galaxy Man to –have- to come to the ground. While this is already bad, Wario will ultimately have to go for a guaranteed kill with his money bag under the stage to kill Galaxy Man, as it’s doubtful Galaxy Man will get KO’d 100% otherwise and will just get his 5 second recovery restored. . .Nevermind his portal recovery. Wario’s best bet is to force Galaxy Man to stay grounded by setting him on fire, and setting up a dtilt trap is easier to do than a pitfall in the cold war that is this match-up anyway. Galaxy Man’s portal recovery can potentially backfire here, as if he goes through a portal that leads off-stage while on fire he’s a dead man. Even this is hard, though, and Wario setting himself on fire won’t help all that much – when he inevitably turns around to run to the other side of the stage and back, he’ll get camped to hell.
While Wario puts up some decent resistance, the main thing that rigs this match-up is Galaxy Man’s ability to kill Wario, not an inability of Wario to kill Galaxy Man. Galaxy Man can start the gimping phase non chalantly by using his usmash to drag Wario off-stage and spam projectiles as he makes his way back, or, better yet, shift gravity to screw Wario over. The fact that Wario’s recovery options only go horizontal or vertical exclusively make Wario extremely vulnerable to this and very predictable – that and the fact that if his vertical recovery options don’t take him back to the stage, they kill him.
[font=“impact”]EXTRAS[/font]
Entrance – Wario Car
Wario drives in from the background with his Wario car before doing a massive drift in an attempt to make the car’s side face the screen. However; Wario overdoes it and causes the car to slide into the foreground and off the stage, a crash being heard as it goes up against the camera. Wario shrugs and smiles awkwardly, letting out a forced chuckle before going into his idle stance.
Up Taunt – Penny Pincher
Wario takes out his moneybag and turns it upside down, shaking it rapidly. If there is little to nothing in it, Wario will shake it furiously in annoyance, thinking that will somehow make more money come out. Otherwise, Wario will embrace his gold and kiss it before hastily stashing it back into the bag.
Side Taunt – Gloat
Wario folds his arms as he gets a smug expression on his face and laughs slightly.
Down Taunt – Frustration
Wario furiously takes off his hat and throws it to the ground, stomping on it repeatedly before it gets flattened to nothing. If Wario was wearing his bull hat, Wario will stomp on the horn of the hat, hopping on one foot in pain briefly before kicking the bull hat away in annoyance. Outside Wario’s uair which causes his hat to blow up, this is the only way to revert to Wario’s regular hat.
Win Pose 1 – Wario Car
Wario comes in from the right in his Wario Car with a gigantic bag of gold in the backseat. Wario turns to face the losers and calls them what they are before revving the car up massively and zooming off the left side of the screen, laughing maniacally.
Win Pose 2 – Shameless Ego
Wario turns around to the losers who are clapping for him and takes several over-dramatic bows. After 10 or so seconds of this, they get annoyed at Wario and stop clapping, entering their idle animations. Wario puts his hands on his hips and says “What?” in annoyance, then taps his foot for a couple of seconds before smacking a random loser off-screen. If there are any remaining losers, they will hastily resume their loss animation as Wario chuckles and says “That’s better. . .”, resuming his bows.
Win Pose 3 – Throne
Wario sits on a throne of gold, bored and uninterested. Occasionally he will pick his nose, and the snot that he gets on his finger he will flick off in the direction of one of the losers without a second thought.
Loss Pose – Allergies
Wario claps indirectly by repeatedly trying to smash a bee in front of him, which seems content just to dodge about for 15 seconds or so. If you stay on the results screen long enough, the bee will sting Wario in the cheek, causing them to inflate to massive proportions due to Wario’s allergies and carry him off the top of the screen. Wario waves his arms frantically and lets out muffled cries for help, but nobody seems to notice. . .
[font=“impact”]STAGE – SHERBET ISLAND[/font]
This stage has the same proportions as Battlefield as it takes place on a small icy island, but the bottom blast zones are raised up significantly, only 3.5 Ganons below the edge. The “bottom blast zone” is actually freezing cold water, and falling into it will cause your character to get frozen into a block of ice for an instant KO. These blocks of ice can be stood on as solid terrain, though they’re only as wide as the character that fell in and will eventually drift off the side blast zone at half Ganon’s walking speed. This makes gimping attempts that would normally otherwise be suicide missions possible. The walkable stage still –is- 3.5 Ganons above the water level – it’s attached to an icy cliffside in the background.
Every 45-70 seconds, one of two enemies will walk onto the main platform from the background. . .
Bucket Heads shows up 70% of the time and have a single of using ice breath against you, dealing 15 hits of 1% and flinching and freezing you like PK Freeze if all the hits connect. They are able to angle this ice breath and have a single jump to utilize. They only have 20 stamina and take knockback like a normal character (As light as Jigglypuff), making them incredibly easy to kill. . .If they –do- get knocked off-stage though, they will angle their ice-breath downward to freeze the water underneath them into a solid cube of ice to stand on. You can knock them off this platform to force them to create another, but there’s only so many hits they’ll take before the frail little things will keel over and die.
Penkoons show up the other 30% of the time have 60 stamina and weigh as much as Metal Mario, but are relatively harmless. They patrol the main platform at the speed of Ganon’s walk and will attempt to stab people who get too close with their stomach spike for 8% and slight knockback, their spike being a passive hitbox of 3% and weak knockback otherwise. If they are hit from behind by an attack that does 25% or more, though, the spiked ball they contain within their stomach will get shot out and take the knockback of the attack, being treated as heavy as Mario with 50%, being a hitbox that deals 20% and knockback that kills at 120%. After this occurs, the Penkoon will pursue the foe who did this at twice its’ normal rate, headbutting them with his helmet for 6% and slight knockback for up to 17 seconds before ignoring them. If their spiked ball is on the main stage, they’ll go retrieve it and load it back into their stomachs.
Wario:
Our first MW set of this contest, and it doesn't disappoint! I enjoy how wario manages to be completely aggressive AND a trap character at the same time, a combination rarely seen, but pulled off pretty nicely here. Additionally, move interactions pop up in the most unexpected locations, with stuff like your pummel interacting with your pitfall traps. Each move by itself manages to be fairly simple to understand, and yet has at least a couple different applications and interactions with the rest of the moveset. There aren't really any negatives I can mention about the set, as even afterthoughts like the final smash manage to be in character and help out with his playstyle! (As a side note, I particularly enjoyed the down tilt, as "fire wario" was a hilarious and useful tool in Wario Land, and I'm impressed you managed to keep it faithful to its source while maintaining its usefulness here.) Definitely one of the front-runners for this contest, and in my opinion, the best set so far.
Week 4's MYmini ends, as usual, at the stroke of midnight. Once that happens, it'll be time for people to vote on their favourite entries. You can find all of this week's entries, and the voting procedure, [HERE].
Be sure to send your votes in, before the end of Sunday. You have 3 votes (2 normal votes and 1 "Macro" vote), and you should PM your votes to MarthTrinity
And we'll let you have at your next MYmini challenge... right now;
It's time for E3, that wonderful little farce where the games industry tries to convince everyone that it isn't about to keel over and die just yet. This year will probably be no different. But, all the same, it has flashy lights and pretty trailers, and it also just so happens to be the subject of this week's mini!
So, keep a beedy eye on that game expo, because, this week we want you to design a funky item showcasing something you saw at E3. It could be something from a game shown at E3, something related to a new console debuting at E3, or it could even be some hilarious gaffe made by a Nintendo/sony/Microsoft representative at E3.
Holy F Bombs. Someone needs to make an X-men game with Smash Bros style gameplay. So many characters, so many different powers, so many stage ideas, so much spandex. This needs to happen NOW.
1. Holy hell MasterWarlord, that Wario moveset actually does him justice this time.
2. Mr. Freeze is almost finished but I'm running out of good- by which I mean bad- ice puns.
3. I've decided to forego redoing Wolf in favor of someone even crazier. Hint will be in spoilers.
4. I'm thinking of making a Story Mode write-up for this MYM using these characters. Feel free to contribute whoever you want- although for my sake, I'm limiting it dependent on how many sets you've made. Let's say 1/3. So if you made three movesets then you can only submit one. Any other sets, such as bosses or stages, are fair game.
5. Mr. Freeze really IS almost done, just need to get down smashes and aerials. On the other hand, feedback IS appreciated, so any comments on his current progress and my previous two sets- Genesect and Haggar- are just that, appreciated.
What the heck, a Wario moveset that *gasp* feels like a Wario moveset!
I'm surprised you made the hats such major parts of the moveset, though it worked out pretty well for the most part, apart from the Bull Hat not actually doing anything with the throws despite being summoned for them. I also loved how you incorporated some of the Wario Land status effects into the set without trying to force all of them, the 2 you used are arguably the most iconic ones anyways.
While his aggressive trap/rushdown mix fits Wario really well, I'm not sure how I feel about his air game. Wario was never really an aerialist in the games, he always had to use Shoulder Barge to get momentum for bigger jumps and such. I would have made it so he has normally low air control but if you cancel shoulder barge with a jump it increases his air control to a good amount until he hits the ground. Still, setting up traps right in the opponent's face and having to borderline suicide KO fits Wario perfectly, it's pretty much the closest you can get to encouraging greed in a fighting game. And it still works as a legit playstyle in its own right unlike some other "lol characterization playstyle" movesets
So after seeing that one guy apologize for the PSN Outage and nothing really flubbing as big as RIIIIIDGE RACER, I figured to do the next best thing for this week's MYMini.
This is the Playstation Network in item form. So what can it do? Well, it has an incredibly strange property if you pick it up and successfully land your toss on a victim. But when you do, something weird happens...
Considering PSN hasn't worked in several weeks, the malfunctioning network randomly switches the struck character from one combatant to another, except the texture of each character is buggy and checkered with black and white squares. Each change occurs over a short period of time, five seconds per change, and the victim experiences brief stun, but no damage, every change.
So hopefully, you know how each character works or you'll be hurting from this item more than you could be. Additionally, the item itself is about the size of a Poke Ball and functions as a regular thrown item, disappearing once the item hits. The item also releases any personal information on your Wii Console and spreads it to the Wi-Fi Network... HA. No, it just messes up your character of choice.
One of Marvel's antiheroes and wacky comic relief in Marvel's universe.
Wade Wilson is a Canadian who took part of the Weapon X program since he had numerous cancer tumors. The Weapon X program gave him the healing regeneration factor, but it horribly disfigured him physically (particularly around his face, which is why he always wears the mask) and mentally, which he was considered to be a failed experiment. After breaking out of one his containment in one of the laboratories, Wade starts his new life as a mercenary under the name Deadpool.
Despite his mental instability, he does have his own standards and avoids killing innocent civilians (at least he tries to). Deadpool is seen as a troll within the superhero and the villain community due to his mental instability, his talkative nature, his perverted fantasies, destructive behavior, and constantly breaking the fourth wall.
Home Stage: Oil Rig from Spider-man Shattered Dimensions
Overall
Deadpool is mostly a "glass cannon" character somewhat comparable to Lucario. He has very strong, quick attacks and a wide variety of projectiles. His durability, however, is not that great and have a tendency to be KO'ed easily at lowe percentages due to his low weight, somewhat bad recovery, and very fast falling speed. This is somewhat compensated with his natural healing factor, which every 60 seconds, he will recover a random amount of damage he has taken (roughly between 20-40%) Deadpool can wall jump, crawl, and wall cling.
Most of his movesets here is slightly based of his Marvel vs Capcom 3 appearance
Specials
Standard Special: Trigger Happy
Deadpool takes about hs Glock 18s and shoots several bullets towards his opponent for roughly 3-5%. Press the standard special button repeatedly to spam more bullets till he runs out of bullets for his guns for around 6-9% damage. His Glock 18s does not knockback whatsoever, but they do gives the opponent hitstun and pushes them slightly back and have a small chance of opponent tripping.
This attack can be used in the air. In this case, you can't spam the Glock 18s and deals around 5-7%, but it does gave some knockback in this case.
Up Special: Teleport
Deadpool uses his teleport device and one of his main recovery moves. As stated, the teleport device allows him to move from one place to another similar to Zelda's recovery move. He can teleport into any direction by using the D-stick/D-pad.
There is a drawback to that though, every third use, it will backfire, damaging himself for around 8% with a slightly upward knockback on himself (normally, this will not instantly KO unless you have taken more than 300% damage). However, the backfire can leave a small explosion around him, dealing about 10% damage to nearby opponents with slightly more knockback on them than on himself. There is a way to avoid the third-use backfire. If you wait for 30 seconds after your second use, the device will "recharge" itself, meaning the the teleport use will be reset back to zero.
Another thing to note that the teleport will normally put Deadpool into his helpless state, but if the backfire occurs, it will not put him into the helpless state and the player is allowed to use the teleport device again (or any other special attacks).
The recovery isn't really that great, as the highest he can go is about three and half small Stage Builder blocks. Add that to his high falling speed.
Side Special: Quick Work
Deadpool's horizontal recovery (which can be used in the air). Deadpool does a quick low dash forward while slashing his katana downward. If it hits an opponent, it deals 10% damage and can meteor smash if the opponent is up in the air. The distance Deadpool travel depends on how long you hold the special button. The longer you hold it, the further Deadpool will travel (maximum distance about half of Final Destination). This will not effect the damage and meteor smash however. Like his Teleport device, Quick Work is capable of putting Deadpool into helpless state.
Down Special: Ninja Gift
Deadpool's second projectile attack. The projectiles he throws is based on the downward angle you press on the D-pad/D-stick. They can also be used in the air as well, which in that case, you will throw them in a downward diagonal angle.
Standard downward: Deadpool throws 5 shurikens, dealing a total of 5% damage. Does no knockback, but pushes the opponent back a bit.
Forward downward: Deadpool throws 2 knives, dealing 2% damage. Like the shurikens, they don't deal any knockback, but they are capable of breaking shields if all three knives hit (including perfect shields).
Backward downward: Deadpool throws a pineapple grenade and leaves an explosion upon contact. These grenades are similar to Snake's Hand Grenades. However, Deadpool's grenades leave a slightly larger explosion, cannot be cooked (since it explodes on contact), and deals around 1-4% damage with a smaller knockback than Snake's grenades. Deadpool can hurt himself with this if he throws them too close.
Attacks
Note: Since Deadpool is "The Merc with a Mouth", he's very talkative when preforming his attacks.
Normal/Tilt attacks:
Dash attack: Deadpool does a low forward slash with his katana. Does 10% damage.
Standard atack: Punch, knnes, and a spinkick. Deals 2%, 3%, and 5% damage respectively where the last hit deals some knockback.
Up tilt: His "faux" Shoryuken where does an uppercut and spins at one place. Deals 7% damage and can be spammed easily for juggling.
Down tilt: Stabs forward with his katana while crouching. While the knockback and damage isn't really that powerful (6% damage), it does cover a very large range in front of him. Has a small chance of tripping the opponent. This can meteor smash oppoents who are grabbing the ledge
Forward Tilt: Performs a swift horizontal slash with his katana, then steps forward and does a downward slash with his other katana. It doesn't cover as much range as his down tilt, but it deals total of 11% damage.
Smash attacks:
Forward smash: basically, his Katana-Rama! and Chimichangas! moves in Marvel vs. Capcom 3 (he'll even say these words when preforming this smash attack). For those who didn't play Marvel vs Capcom 3, Deadpool does a very fast lean jerk slash in his Katana-Rama! move and his follow up Chimichangas! move is when Deadpool takes over both of his katanas, steps forward, and makes a quick X-slash. Obviously, the Chimichangas! move is followed by pressing the attack button again after the Katana-Rama! smash attack. The Katana-Rama! only covers around his small grab range and doesn't deal any knockback. His followup Chimichangas! attack in the forward smash, however, is pulled off much quicker than his Katana-Rama! move and covers a bit more range and deals a great amount of knockback, making it an effective killer move for most mid-weight opponents who took over 85% damage (providing if the first hit from Katana-Rama! connects). First attack deals 5-7% damage, while the followup attack deals 9-12%. A bit similar to Link's smash attack where you need to press the attack button again to preform a followup stronger attack, only Deadpool's forward is much stronger and pulled off more quickly without any starting lag.
Up smash: Deadpool does an overhead diagonal slash with his left katana. Press the attack button again, and Deadpool will take out his right katana and does another overhead diagonal slash. Thus, the attack will look like an visible X-slash above him when these two attacks are activated. The first attack deals 3-5% damage that drags the opponent in front or behind him upwards. The followup second attack deals 6-8% damage where it deals an upward knockback. This attack isn't really an effective killing move and it wouldn't even KO a lightweight character around 125%, but it is pulled off faster than his forward smash.
Down smash: Deadpool crouch sits on the grounds and takes both of his katanas outs, slashes both sides simultaneously. This down smash is very powerful and deals an upward knockback with damage around 9-15% damage on each side. It is capable of a guarantee KO for ilghtweight characters around 60% damage. However, this is one of his slowest smash attacks here with a very large starting lag.
Aerials:
Standard: A flying kick. 6% damage
Forward: Knees the opponent in a similar manner like Captain Falcon (he even yells out "Falcon Knee!"). However, there is no sweetspot nor sourspot, and the damage and the small knockback is the same no matter here he hits. 9% damage
Back: Does a quick horizontal slash behind him with his katana. A tiny spiky comic book speech bubble "Swoosh!" appears at the tip of his blade when he slashes his katana. This is the sweetspot where it deals around 18% damage where it deals a large amount of knockback. Otherwise, the sourspot deals around 9% damage with little to no knockback. Obviously, the sweetspot is hard to land.
Down: Deadpool stomps with both of his feet similar to Captain Falcon and Ganondorf, but it is pulled off much quicker. During the attack, Deadpool will yell out "Stomp!", which at the same time, a spiky comic book speech bubble sweetspot with the words "Stomp!" appears. If the foe is hit directly beneath this sweetspot, this will meteor smash the opponent relatively quickly around 19% damage and is an effective meteor smash KO at any percentages. If his down aerial hits the opponent by the body, it will deal a weaker horizontal knockback with 9% damage.
Up: Does a front flip kick with both of his legs. Covers a large range above him and in both sides. If this attack strikes the opponent at the front, it will meteor smash the opponent with 11% damage, although not as strong as his down aerial. Other areas of his flip kick deals 7% damage with an upward knockback.
Grabs:
Range: His grab isn't really that good, but better than Marona's.
Pummel: Headbutts the opponent. Deadpool yells out "Headbutt!" everytime he does this. 2% damage.
Back Throw: Throws the opponent behind him, then slashes the opponent with his katana. 11% damage
Forward Throw: Throws the opponent forward, then takes out his Glock 18s and shoots the opponent. 7% damage.
Down throw: Slams the opponent down and shoots the opponent with his pistol. 6% damage
Up throw: Uppercuts the opponent and stabs upward with his katana. 9% damage
Final Smash: Fourth Wall Crisis
This is one of Deadpool's Hyper Combos in Marvel vs Capcom 3 where he uses the game HUD to attack the opponent. In that game, it's a counterattack where Deadpool does a random sexy pose and walks up to his opponent. If the opponent attacks him at that time, Deadpool will throw a flash grenade where it stuns the opponent. Deadpool does an overhead swing attack with his own health bar. He then picks up the hyper meter bar where bludgeons the opponent again and finally strike the opponent away using that same hyper meter bar as a baseball bat. Here's a clip of this.
The SSBB version is a little different:
He will still do the walk up to his opponent thing, but the attack will initiate when he comes in contact with an opponent rather than just a counterattack (since not a lot Final Smashes are counterattacks).
Instead of grabbing the health bar, he will grab the game's timer. If the timer isn't present or isn't a timed game, He will use his own damage meter to attack the opponent.
Instead of using the hyper meter bar, he will use the opponent's damage meter to bludgeon him/her.
The game will force zoom into Deadpool and the victim during the attack.
This Final Smash deals about a total of 95% damage that can instantly KO anyone who has taken over 50% damage. However, this Final Smash only targets one person, but luckily Deadpool gets invincibility frames while his opponent get super armor frames until Deadpool preforms the last hit of the attack where knockback is given.
Taunts:
Side: Faces the opposite direction and does random kung-fu poses and making random kung-fu yells at the same time. He realizes he's facing the wrong way and says, "Oh. Wrong way."
Up: Faces the player and says "Taunt button!" A comic book speech bubble appears in the direction he was facing at with the said same words. This speech bubble deals 9% damage and is capable of KOing someone around 176% no matter the weight.
Down: Same as his up taunt, Except he says "This is my taunt." This bubble deals around 11% damage and if it hits airborne oppoents, it will meteor smash them that can KO in any percent. Foes on the ground will be forced down into the ground for a few seconds.
On a fun note, if he is crawling and happens to be directly behind Marona (Phantom Brave), Etna, or Flonne (both from Disgaea series). He will look slightly upwards as if he were looking at their panties and quietly yell out "Chimichangas." It's a little personal joke that I think that Deadpool may be a sexual pervert. Of course, he may be a secret lolicon.
I probably will be creating Flonne's, Etna's, and Laharl's movesets next. IIRC. I think someone did Etna's and Laharl's movesets in one of the earlier MYM contests. I might do Asagi and Castile movesets later one (another character from Phantom Brave, but her Makai Kingdom appearance).
Wario's Hats: [If you are MasterWarlord, you may want to read the blue lines only, ]
I'll have to say, I'm awestruck by the irony presented by this "more faithful" Wario. His attack animations, general strategy and the whole hat business, are all so schizophrenic, that you may as well have just called him Warioware Wario. While I appreciate your efforts as much as the next guy, I find it utterly perplexing how the set is being hailed as being so perfectly suited to Wario.
A good moveset on its own merits? Yes. An enjoyable read with plenty of retro nods and a playstyle that winds around itself while still maintaining a good level of accessibility? Yes, definitely. But, in character? I would have to say, no.
This Wario is waaaaay too complex, and waaaaay too layered to really be Wario Land Wario. Having him set traps, force/trick foes into his traps, and gimp, it flies in the face of his brute strength approach to solving problems. Wario is the implacable man, who can survive being immolated, and yet somehow turn that pain into an advantage. He improvises a win from the tools that the ENEMY has, as his own repertoire is nothing but various shows of strength. Letting him create his own traps, letting him set himself on fire, letting him summon a jet plane hat, these things give Wario far too much credit.
And speaking of hats.... there's the hats, which end up robbing Wario of his own damn ability to punch a guy in the face. And that alone makes me wretch. It would have been a wierd thing to have just as a special, but as the centerpiece of the whole moveset?
I hope you understand where I'm coming from here. Wario is a simple man whose abilities stem from a simple series of interactions with the world around him.There's a certain level of extrospection to Wario, where he simply cannot win without the "aid" of his enemies. So I wasn't very pleased at all to see you recast Wario as someone who could summon these abilities at will.
Please bear in mind that my only complaints for this set are the characterisation and the hats. It's still a cool, brave moveset, and I can understand why you felt this particular interpretation of Wario's character would work better for expressing Wario's ideals.
Wario's Hats: [If you are MasterWarlord, you may want to read the blue lines only, ]
I'll have to say, I'm awestruck by the irony presented by this "more faithful" Wario. His attack animations, general strategy and the whole hat business, are all so schizophrenic, that you may as well have just called him Warioware Wario. While I appreciate your efforts as much as the next guy, I find it utterly perplexing how the set is being hailed as being so perfectly suited to Wario.
A good moveset on its own merits? Yes. An enjoyable read with plenty of retro nods and a playstyle that winds around itself while still maintaining a good level of accessibility? Yes, definitely. But, in character? I would have to say, no.
This Wario is waaaaay too complex, and waaaaay too layered to really be Wario Land Wario. Having him set traps, force/trick foes into his traps, and gimp, it flies in the face of his brute strength approach to solving problems. Wario is the implacable man, who can survive being immolated, and yet somehow turn that pain into an advantage. He improvises a win from the tools that the ENEMY has, as his own repertoire is nothing but various shows of strength. Letting him create his own traps, letting him set himself on fire, letting him summon a jet plane hat, these things give Wario far too much credit.
And speaking of hats.... there's the hats, which end up robbing Wario of his own damn ability to punch a guy in the face. And that alone makes me wretch. It would have been a wierd thing to have just as a special, but as the centerpiece of the whole moveset?
I hope you understand where I'm coming from here. Wario is a simple man whose abilities stem from a simple series of interactions with the world around him.There's a certain level of extrospection to Wario, where he simply cannot win without the "aid" of his enemies. So I wasn't very pleased at all to see you recast Wario as someone who could summon these abilities at will.
Please bear in mind that my only complaints for this set are the characterisation and the hats. It's still a cool, brave moveset, and I can understand why you felt this particular interpretation of Wario's character would work better for expressing Wario's ideals.
The hats were so specifically focused on because those are actual abilities that he -can- summon at will without interaction with his environment - the way this comment is worded you seem to be implying that I have crap like Vampire Wario in the moveset at random. Fire Wario is only there because of a logical cause being present for it, though you could argue I took liberties with Puffy Wario.
But, y'know, Wario Land Wario is largely known for these transformations as much so as his generic strength, and there are no enemies for him to interact with in Brawl to give him all of his various random powers from the Wario Land games, unless being bitten by Pikachu turns people into vampires now. Because of them being the main memorable thing about the games, I felt that a moveset that didn't care about them would be a disgrace and would be leaving the main 4 Wario Land games behind. You claim that there is some sort of degree of randomness in Wario using these powers, but the reason I featured the hats so heavily was so that they weren't random - the definition of a generic prop is being immediately put away after one move.
As far as his brute strength, there's plenty of that in the set too - Wario doesn't actually do all that much generic punching and prefers to spam his shoulder charge and throw things to actually do damage to stuff. As well as, y'know, use his power ups.
So that just leaves the set being overly complicated for Wario's playstyle, in which case I will point out that Wario is not some mindless silent protagonist like Mario and has functioning brain cells. If that's not enough for you, Wario is also a co asshole who massively underestimates his enemies and is perfectly willing to go grab more gold. I also thought I did the character a massive service by making him so offensive and making him very rarely actively set up traps.