Professor Lexicovermis
Smash Journeyman
Springtime for Werner
Werner was a fun set. He takes the Clown Car gimmick, fittingly, and it feels perfectly natural. His specials are fairly interesting, with the Cat being a major highlight. I really like how you adapted it, almost making it an allied boss Werner is working to summon. The Cat interacts with Werner's myriad projectiles in some interesting ways, and it has a fitting KO Grab that has a pretty nice bit of fluff in that it makes the foe part of the chain gang of rat ghosts. Charge! is a pretty fun move as well, with its momentum mechanics giving the set a pretty hectic play style where Werner is going to be wheeling around like a madman. Up Special is straightforward enough, with the spring offering more fun stuff with his projectiles. The catapult is pretty fun too, filling the air with tons of junk and potentially launching the foe with good timing.
His Smashes and other moves are all pretty fun, with his oddball Jab and D-Tilt being strange but oddly fitting. His F-Smash and U-Smash are great adaptations of some of his more memorable attacks, with F-Smash in particular absolutely flooding the stage with projectiles with repeated use. I only recommend making it a bit more obvious that the can itself dissipates during U-Smash. There was an odd bit on B-Air that referenced D-Smash lighting things on fire, but I believe you deleted it. The standards are pretty nice additions to his general kit, with F-Tilt's projectile halving being a really fun effect that I rather like. The Aerials are rather fun as well, though F-Air's effect is really bizarre. Not necessarily bad, just strange. It's nice that they generally work with his Charge! momentum. Grab Game is pretty fun as well, playing off the fact that Werner can keep rolling while holding and throwing foes. I liked U-Throw a good deal, with the cannon flavor being really fitting to the character.
I appreciate the flavoring to his moves; the set does a good job of adapting the idea of Werner using everything at his disposal to fight. He even uses nuts and bolts shed by his tank incidentally! All in all, Werner has a very interesting "consistently wonky" feel to him, which meshes well with his homemade tank and surprising competence with tech. His moves seem awkward and tricky to use, but their more awkward intricacies are consistent, and thus learnable. Werner feels like he'd be the sort of character that needs a good deal of practice, but he's not impenetrable. It also feels like he'd lend himself to a lot of "I meant to do that" moments, also pretty fitting to his character. It's really fun that you managed to translate the inherent clunkiness of the tin can tank without making it unusably wonky. It's a very nice translation of the character, in my opinion.
Watch The Birdie!
In contrast to Werner, I don't have as much to say about Wally. Not to say he's at all a bad set, he's rather solid after all, he's just not quite as interesting to me as Werner. Wally has an interesting mechanic right off the bat in the form of his house. Granting him more defense while it's structurally sound, then allowing him to gain some maneuverability when it breaks is a rather neat way to translate that particular element of the fight. Beyond that, Wally's fairly straightforward in terms of statistics, being a very large bird. Which, to be fair, is about the extent of the character's design. Wally's got a fairly solid set of specials, with his Side Special being a personal highlight of mine. The feathers on Up Special are also pretty interesting; I especially like the Katamari effect they have going on. Down Special seems like it has a ludicrously huge hitbox, but I suppose that makes sense considering Wally's huge self.
Wally's Smashes are fairly interesting as well. The Forward Smash is a particularly neat move, consolidating his hurtbox into a smaller form while simultaneously allowing him to convert his now-inert body into a massive hitbox. Up Smash's bullets are also neat in that Wally can use them to rig practically anything with explosives, a tactic I'm certain his son came up with, as it seems a bit brainy for Wally himself. Down Smash's mounds seem a bit torn as to if they are stalagmites or not, but for the sake of clarity, I'll assume they are.
Wally's Grab Game is a bit odd, but not in a negative sense. Though I will say Forward Throw is rather too complex for a throw. I know it was a Special at some point in development, and it kind of shows to be honest. Up Throw and Down Throw are both fairly simple, which isn't a bad thing considering how complex Wally can get at times. It's interesting to have a move similar to Koopa Klaw on a grab, I'll say. I rather like Back Throw's "difference in weight" gimmick, though it doesn't touch on the possibility of the foe being heavier than Wally himself.
Wally's Aerials and Standards wrap up a solid package. Neutral Air feels a bit... fuzzy in the logic of its projectile shuffling mechanic. Though I suppose items teleporting into Wally's eggs can be handwaved as cartoon magic. I will say that, in an actual game, I feel that this would be a rather nonintuitive mechanic; I personally wouldn't think to tap B during this attack without intimate knowledge of the set and its mechanics. Forward Air and Back Air are fairly straightforward moves, being simple, reliable attacks with rather light gimmicks like Back Air's tilting mechanic. Up Air has a fun animation, using the cuckoo clock Wally wears, and Down Air continues the proud tradition of the heavyweight antagonist stall-and-fall. Wally's Jab states that it's strong for an infinite Jab, but doesn't actually list the damage on the repeating portion of it. Dash Attack's wall gimmick seems a bit... situational. Though it does interact with his setup, so I think it's fine. Forward Tilt's ability to convert any of Wally's objects to a projectile is pretty fun. Finally, Up and Down Tilt are simply reliable moves you'd expect on their respective inputs.
All in all, Wally is a respectable set, though at the time of writing I personally prefer Werner of your Cupsets so far.
Good Shot, John- Djimmi!
Well, what do you know, ANOTHER Smady project! Djimmi is one of the more memorable bosses in Cuphead, and you've done a fine job of encapsulating the spectacle and pizzazz of his fight. Right off the bat, Djimmi comes out swinging with a very meaty NSpec. This NSpec is the crux of his main gimmick: brewing a custom projectile that can quickly become a threat of nightmarish proportions. Beyond this, the sheer volume of projectiles a normal chest can fire is frankly absurd in a wonderful way. After this NSpec, SSpec is almost comically short. However, it's an interesting move in its own right, and the reflection mechanic makes it a fairly important part of his desired gameplan. USpec is extremely straightforward for this set, which isn't a bad thing for a recovery move. DSpec goes right back to the complex stuff, introducing another way to use Djimmi's hard-earned riches in the form of Cuppethead. Even without the chest mechanic, Cuppethead is an interesting pseudo-turret minion.
Djimmi's Smashes are fairly involved moves as well, and they mesh well with the chest mechanic. FSmash has a mean, MEAN projectile in the form of Djimmi's own skull; imbuing it with treasures you've borrowed from foes can make it a horrifying visage of death! DSmash is interesting in that it actually has a separate "Pocket" mechanic than the chests. It kinda serves to discourage the foe from getting too projectile happy, lest they exacerbate Djimmi's bullet hell playstyle. USmash is crazy in all the right ways, with the pyramid shuffle being exactly the kind of spectacle a character like Djimmi should have.
For his Grab Game, Djimmi starts off with a rather involved Cargo Throw variant with some Cuppethead flavoring. It's a very versatile move, and seems like a good fit for his tendency to spam projectiles. UThrow has a great animation, and it actively speeding up with Rage is interesting. BThrow is a bit strange, but not at all in a negative sense. DThrow is another nice spectacle move, and it gives Djimmi a handy custom projectile ripe for imbuement with his chest.
While the Standards and Aerials generally mark the end of new mechanics for a set, this genie isn't done yet. Sure, Jab's a straightforward move (barring an interaction with Cuppethead), but from there, the standards get interesting. FTilt's power drain is a very abstract mechanic, and it seems rather fun to play around with. DTilt shares a mechanic with FAir, and that is the creation of a gravity well. This well is a powerful construct if used wisely, and it's nice to have a few different methods of creating one. UTilt is another rather involved move, though I find it odd to describe one element of it being "basically an Easter Egg" immediately before explaining its tactical advantages. Dash Attack swirling projectiles around is a very neat concept. NAir is an interesting projectile move that reminds me of the quad cutter seen in Kirby's Marx bossfight, and it can even make a turret construct of sorts. UAir is frankly bizarre in such a way that it's rather charming. BAir has a fun, fitting animation for the character and a neat projectile repositioning mechanic. Finally, DAir interacts with Cuppethead in a satisfyingly visceral way, with it even letting Djimmi outright vaporize his minion for an explosive reward.
All in all, Djimmi is another solid set from you. I preferred him to Wally, and I'd say he's about on par with Werner.
Werner was a fun set. He takes the Clown Car gimmick, fittingly, and it feels perfectly natural. His specials are fairly interesting, with the Cat being a major highlight. I really like how you adapted it, almost making it an allied boss Werner is working to summon. The Cat interacts with Werner's myriad projectiles in some interesting ways, and it has a fitting KO Grab that has a pretty nice bit of fluff in that it makes the foe part of the chain gang of rat ghosts. Charge! is a pretty fun move as well, with its momentum mechanics giving the set a pretty hectic play style where Werner is going to be wheeling around like a madman. Up Special is straightforward enough, with the spring offering more fun stuff with his projectiles. The catapult is pretty fun too, filling the air with tons of junk and potentially launching the foe with good timing.
His Smashes and other moves are all pretty fun, with his oddball Jab and D-Tilt being strange but oddly fitting. His F-Smash and U-Smash are great adaptations of some of his more memorable attacks, with F-Smash in particular absolutely flooding the stage with projectiles with repeated use. I only recommend making it a bit more obvious that the can itself dissipates during U-Smash. There was an odd bit on B-Air that referenced D-Smash lighting things on fire, but I believe you deleted it. The standards are pretty nice additions to his general kit, with F-Tilt's projectile halving being a really fun effect that I rather like. The Aerials are rather fun as well, though F-Air's effect is really bizarre. Not necessarily bad, just strange. It's nice that they generally work with his Charge! momentum. Grab Game is pretty fun as well, playing off the fact that Werner can keep rolling while holding and throwing foes. I liked U-Throw a good deal, with the cannon flavor being really fitting to the character.
I appreciate the flavoring to his moves; the set does a good job of adapting the idea of Werner using everything at his disposal to fight. He even uses nuts and bolts shed by his tank incidentally! All in all, Werner has a very interesting "consistently wonky" feel to him, which meshes well with his homemade tank and surprising competence with tech. His moves seem awkward and tricky to use, but their more awkward intricacies are consistent, and thus learnable. Werner feels like he'd be the sort of character that needs a good deal of practice, but he's not impenetrable. It also feels like he'd lend himself to a lot of "I meant to do that" moments, also pretty fitting to his character. It's really fun that you managed to translate the inherent clunkiness of the tin can tank without making it unusably wonky. It's a very nice translation of the character, in my opinion.
Watch The Birdie!
In contrast to Werner, I don't have as much to say about Wally. Not to say he's at all a bad set, he's rather solid after all, he's just not quite as interesting to me as Werner. Wally has an interesting mechanic right off the bat in the form of his house. Granting him more defense while it's structurally sound, then allowing him to gain some maneuverability when it breaks is a rather neat way to translate that particular element of the fight. Beyond that, Wally's fairly straightforward in terms of statistics, being a very large bird. Which, to be fair, is about the extent of the character's design. Wally's got a fairly solid set of specials, with his Side Special being a personal highlight of mine. The feathers on Up Special are also pretty interesting; I especially like the Katamari effect they have going on. Down Special seems like it has a ludicrously huge hitbox, but I suppose that makes sense considering Wally's huge self.
Wally's Smashes are fairly interesting as well. The Forward Smash is a particularly neat move, consolidating his hurtbox into a smaller form while simultaneously allowing him to convert his now-inert body into a massive hitbox. Up Smash's bullets are also neat in that Wally can use them to rig practically anything with explosives, a tactic I'm certain his son came up with, as it seems a bit brainy for Wally himself. Down Smash's mounds seem a bit torn as to if they are stalagmites or not, but for the sake of clarity, I'll assume they are.
Wally's Grab Game is a bit odd, but not in a negative sense. Though I will say Forward Throw is rather too complex for a throw. I know it was a Special at some point in development, and it kind of shows to be honest. Up Throw and Down Throw are both fairly simple, which isn't a bad thing considering how complex Wally can get at times. It's interesting to have a move similar to Koopa Klaw on a grab, I'll say. I rather like Back Throw's "difference in weight" gimmick, though it doesn't touch on the possibility of the foe being heavier than Wally himself.
Wally's Aerials and Standards wrap up a solid package. Neutral Air feels a bit... fuzzy in the logic of its projectile shuffling mechanic. Though I suppose items teleporting into Wally's eggs can be handwaved as cartoon magic. I will say that, in an actual game, I feel that this would be a rather nonintuitive mechanic; I personally wouldn't think to tap B during this attack without intimate knowledge of the set and its mechanics. Forward Air and Back Air are fairly straightforward moves, being simple, reliable attacks with rather light gimmicks like Back Air's tilting mechanic. Up Air has a fun animation, using the cuckoo clock Wally wears, and Down Air continues the proud tradition of the heavyweight antagonist stall-and-fall. Wally's Jab states that it's strong for an infinite Jab, but doesn't actually list the damage on the repeating portion of it. Dash Attack's wall gimmick seems a bit... situational. Though it does interact with his setup, so I think it's fine. Forward Tilt's ability to convert any of Wally's objects to a projectile is pretty fun. Finally, Up and Down Tilt are simply reliable moves you'd expect on their respective inputs.
All in all, Wally is a respectable set, though at the time of writing I personally prefer Werner of your Cupsets so far.
Good Shot, John- Djimmi!
Well, what do you know, ANOTHER Smady project! Djimmi is one of the more memorable bosses in Cuphead, and you've done a fine job of encapsulating the spectacle and pizzazz of his fight. Right off the bat, Djimmi comes out swinging with a very meaty NSpec. This NSpec is the crux of his main gimmick: brewing a custom projectile that can quickly become a threat of nightmarish proportions. Beyond this, the sheer volume of projectiles a normal chest can fire is frankly absurd in a wonderful way. After this NSpec, SSpec is almost comically short. However, it's an interesting move in its own right, and the reflection mechanic makes it a fairly important part of his desired gameplan. USpec is extremely straightforward for this set, which isn't a bad thing for a recovery move. DSpec goes right back to the complex stuff, introducing another way to use Djimmi's hard-earned riches in the form of Cuppethead. Even without the chest mechanic, Cuppethead is an interesting pseudo-turret minion.
Djimmi's Smashes are fairly involved moves as well, and they mesh well with the chest mechanic. FSmash has a mean, MEAN projectile in the form of Djimmi's own skull; imbuing it with treasures you've borrowed from foes can make it a horrifying visage of death! DSmash is interesting in that it actually has a separate "Pocket" mechanic than the chests. It kinda serves to discourage the foe from getting too projectile happy, lest they exacerbate Djimmi's bullet hell playstyle. USmash is crazy in all the right ways, with the pyramid shuffle being exactly the kind of spectacle a character like Djimmi should have.
For his Grab Game, Djimmi starts off with a rather involved Cargo Throw variant with some Cuppethead flavoring. It's a very versatile move, and seems like a good fit for his tendency to spam projectiles. UThrow has a great animation, and it actively speeding up with Rage is interesting. BThrow is a bit strange, but not at all in a negative sense. DThrow is another nice spectacle move, and it gives Djimmi a handy custom projectile ripe for imbuement with his chest.
While the Standards and Aerials generally mark the end of new mechanics for a set, this genie isn't done yet. Sure, Jab's a straightforward move (barring an interaction with Cuppethead), but from there, the standards get interesting. FTilt's power drain is a very abstract mechanic, and it seems rather fun to play around with. DTilt shares a mechanic with FAir, and that is the creation of a gravity well. This well is a powerful construct if used wisely, and it's nice to have a few different methods of creating one. UTilt is another rather involved move, though I find it odd to describe one element of it being "basically an Easter Egg" immediately before explaining its tactical advantages. Dash Attack swirling projectiles around is a very neat concept. NAir is an interesting projectile move that reminds me of the quad cutter seen in Kirby's Marx bossfight, and it can even make a turret construct of sorts. UAir is frankly bizarre in such a way that it's rather charming. BAir has a fun, fitting animation for the character and a neat projectile repositioning mechanic. Finally, DAir interacts with Cuppethead in a satisfyingly visceral way, with it even letting Djimmi outright vaporize his minion for an explosive reward.
All in all, Djimmi is another solid set from you. I preferred him to Wally, and I'd say he's about on par with Werner.
Last edited: