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Make Your Move 9: [Now Defunct]

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Thrice

Smash Cadet
Joined
Apr 1, 2010
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Washington
--( ERUFUUN )--



Background: Erufuun is the Whirlwind Pokemon, and a Grass-Type Pokemon introduced with the advent of the fifth generation. Its Pokedex entries state that it can slip through even the tiniest of cracks, and often rides on whirlwinds. Other than that, it's a fairly mediocre Pokemon stat-wise, with its only notable stat being in Speed...which shows in this moveset.

--( STATS )--


Aerial Mobility: 10-While it's plenty swift on the ground, this is where Erufuun really shines. Its top air speed outdoes Yoshi, and acceleration is better than Wario. Erufuun travels a lot faster in the air than on the ground, so really, the high Ground Speed is pretty redundant. But even all THAT isn't why this gets a ten...that lies in Erufuun's signature move, Whirlwind, which we'll get into later.

Recovery: 10- Yes indeedy...to make up for its extremely light weight, Erufuun has a stellar recovery, which can be buffed to make it even more insane.

Ground Speed: 9- Erufuun lives up to its speedy nature here, rivaling Captain Falcon in top speed.

Attack Speed: 8- Yes, Erufuun's attacks come off pretty quickly for the most part...though calling most of these “attacks” is a bit of a stretch.

First Jump: 7-Again, Erufuun is an all-out aerial character, so you'd expect it to have moderately good jumps.

2nd-5th Jumps: 5-1- That's right! Erufuun has 4 jumps...though each one takes Erufuun up about 2 marks lower than the last, with the last jump being akin to Metal Charizard; only serving to keep Erufuun in the air for another split second. For each midair jump, a small whirlwind surrounds Erufuun's lower half, but it's just an aesthetic touch.

Traction: 4- Erufuun tends to slip around a bit on the ground, so again, it functions best in the air.

Size: 3- Erufuun is small; in fact just a bit taller than Pikachu, and a little skinnier. So it's not that easy a target.

Falling Speed: 3- Erufuun, being so light and small(and made partly of cotton), is naturally a very floaty character. A bonus is that this helps aerial movement somewhat, so it loses no points for it.

Power: 3-
As expected from such a fluffball, Erufuun lacks quite a bit in power. This is not to say that it can't rack on the damage, but rather this is a measure of Erufuun's average KO percent.

Weight: 2- Unfortunately, Erufuun's small stature makes it a very lightweight contender in Smash, so while Erufuun is tough to hit, if it IS hit, it goes flying.

--( SPECIAL MOVES )--

Neutral Special --( Whirlwind )--

Being Erufuun's signature move and all, you'd think this would be an integral part of its playstyle...and you'd be right. The entire moveset hinges on knowing when, where, and how to use this attack.

Before anything else, I must say this: Whirlwind is NOT an attack, and as such has no priority or actual hitbox, meaning that attacks cannot cancel it out...but rather hit right through it. Be very careful how you use this move. It of course also does no damage or knockback.

When used, Erufuun simply whips up a Whirlwind around itself. Once the Whirlwind is complete, Erufuun, Whirlwind still surrounding it, will whisk itself away at the speed of Sonic's run in the general direction it was facing when the move was activated, but with some downward direction in as well.

Without pressing any buttons, Erufuun will travel about three Stage Builder blocks in that direction. However, after the move starts, you can somewhat control Erufuun's movement; up, down, backwards, forwards; you can angle the move any way you want to go. You don't get much time in the Whirlwind, though, only around a second, so you have to know what you want to do and where you want to go before you use it.

Whirlwind is a VERY quick attack, with no discernible beginning lag and below average end lag as the Whirlwind fades. Most Standards and Specials can be used during the Whirlwind, and doing so cancels the move's end lag, though not its starting lag(even those that do not mention the Whirlwind can be used in it and will have reduced end lag; this is why they do less damage).

You can use Whirlwind three times before hitting the ground, so you can't stall forever with it, but it's still useful as recovery. And good thing, too, as it's all you get for recovery.

Whirlwind cannot be shielded, though it can be dodged. Not much comes of this, really, since it knocks the opponent on the ground and you'd be off the ground due to Whirlwind, so you can't really hit them. All this does is buy you time...which is a pretty big thing in this set. As a final note, Erufuun has no "get-up attack." Instead, you can simply use Whirlwind in this state.

Side Special --( Cotton Spore )--

When you input this command, Erufuun will shake its head back and forth with about 4 frames of initial lag, causing white spores to be shaken out in an area of around one stage builder block around Erufuun's head...and that's about it. The spores don't move at all, and stay wherever you released them for 7 seconds or until they cling onto a foe. Erufuun can move again the instant the spores are released, giving this little beginning AND ending lag.

Spores will cling to any opponent that comes into contact with the cloud, slowing them down and limiting their aerial mobility and jumps, as well as increasing their fall speed. For an estimate, for every second an opponent spends in contact with the spores, their abilities will be reduced by 1/5, for a maximum of 3/5.

Any knockback at all will knock a third of the spores off of an opponent and destroy them, so be careful how you treat your spore-riddled foes. However, should you manage to knock the opponent offstage while they are covered in a decent amount of spores, they'll be pretty much helpless; they'll fall very quickly and will have their movement hindered severely(including their recovery). For people like the Spacies, this is just a death sentence. Though of course you have to get them off in one fell swoop or risk not having enough spores on them.

As with the Neutral Special, these spores do no damage or knockback of any kind, and just serve as a hindrance to the opponent, buying you time.

Here's where Whirlwind comes in. If you fly into the spores via Whirlwind(or summon one around you when you're near the spores), they'll be sucked into the Whirlwind and will travel along with you. Hitting an opponent with this enhanced Whirlwind will stick enough spores on the foe to lower their abilities by 1/5. The spores will also rest wherever your Whirlwind ends, meaning you can time it so that you hit the opponent, leave spores on them, and leave the rest of the spores right on top of them.

Time in the Whirlwind does not count against the spores.


Down Special --( Leech Seed )--

When this command is issued, Erufuun reaches into its cotton...hair and within a tenth of a second pulls out a small, green seed, which it proceeds to carry around like any other item. Just like any normal item, the seed can be thrown around, and while it flies far, it does not travel very quickly. Only two seeds can be on any one opponent at any given time. Any others will simply bounce off and disappear.

While Erufuun can have two seeds on a foe at a time, each Erufuun can only THROW one at each opponent. If you try to throw another one at someone who you've already seeded, it'll just bounce right off and disappear. No, it never works that way here. You must use the Whirlwind to latch this second seed on.

All you have to do is run into the opponent with the Whirlwind while you're holding a seed, and the seed will automatically transfer to the opponent. Of course, you can use this method with the first seed as well, but there's no need to hit the opponent then; you can throw the seed directly from the Whirlwind, and this will double its traveling speed.

If a seed hits an enemy, it will latch on, dealing no damage or knockback and only a small amount of hitstun and, like its name implies, begin to leech off their health much like the Flower status, but at a rate of 2% a second. The second seed is a bit smaller and as such only adds 1% every two seconds, for a total of 5% damage every two seconds. The seeds are twice as hard to shake off as the normal Flower condition, but this is further increased by bogging the opponent down with Cotton Spores, since that limits their movement.

Unlike in Pokemon, Leech Seed will not normally heal Erufuun. The only time Erufuun will heal is if it is in direct contact with a foe, either by being grabbed or simply by standing next to them while they're bogged down with spores. While Erufuun normally likes to keep its distance, if you're so inclined to risk it, while in contact with a seeded foe, Erufuun will recover 2% of its damage per second.

The tricky thing about the seed is that it can be thrown at any time, including during knockback and hitstun, and even while executing a special(as attempting any standard would just throw the seed), though not while Grabbed without interrupting it. This of course makes it much harder to combo Erufuun, as it can simply throw the seed and interrupt the combo. Of course, this can also serve to protect Erufuun while it's performing a setup move.


Down Special --( Bullet Seed )--


Yes, this has a second purpose. Initiating a Down Special while you are holding a Leech Seed will cause Erufuun to pop it in its mouth and...hold it there. Eating a seed only takes two frames, making this one of, if not the, quickest actions in Brawl, but you can only eat a seed while you are standing still.

Erufuun can take out and eat four more seeds while it has one in its mouth, but they will be subsequently smaller. You can throw these seeds as well, but since they are smaller than the original, they would deal only 1% every three seconds, so you really don't want to do that.

At any time when you have a seed in your mouth, you can SMASH the control stick downwards and hit the Special button at the same time to cause Erufuun to spit out all the seeds it has in its mouth, taking an eighth of a second.

With all five seeds, the first seed spat out(AKA the smallest) will deal 1% damage, the next 2%, and so on, for a total of 15% with all five seeds or 5% with just one. Only the last seed spat out will deal any knockback. The seed will generally KO around 140% with nearly perfect horizontal knockback, which is fairly high for Erufuun. Most times, you'll opt to simply use one or two seeds instead of taking the time to get all five out, but even then it can still be a successful damage racker, with 9% for just over four frames of setup.

Using Bullet Seed in the Whirlwind will still take off 3% damage per seed, making anything past the second seed useless beyond a little hitstun, so if you plan to use it in the Whirlwind, then only stock up one or two seeds. You'll only want to do this once the opponent is already in kill range, or maybe to retreat.

If you eat the second seed you have out(with the first being on the opponent), it will act the same as normal and will suffer no damage or knockback debuffs. Using all five seeds may seem rather redundant since the last two do so little damage, but the hitstun they offer is rather nice, so they combine well with two Leech Seeds. Outside of using two seeds, this is probably the second most useful application of this move.

Up Special --( Tailwind )--

When this attack is executed, Erufuun does the little dance shown in its B/W animation, but sped up a bit so that it takes up a half a second to complete. This obviously whips up a tailwind behind it. All dances do, donchaknow? Anyways, this does nothing to the opponent or Erufuun immediately. After all, it's essentially just a light breeze. The only real indication that it's there are the many small leaves that float in from the left side and do nothing. The Tailwind lasts for seven seconds, after which the leaves will stall and then disappear, signaling that the Tailwind has ended.

What Tailwind actually DOES is blow spores around, among a few other things. While the Tailwind is active, spores will travel in the direction Erufuun is facing at the speed of Ganon's walk. The spore clouds are slow, but any faster and they wouldn't leave any spores on the foe, right?

In addition, the Tailwind affects thrown items and other projectiles, such as Link's arrows and even things like Samus' Charge Shot. If fired against the wind, the projectiles will be slowed by half, and with it, they will speed up by the same amount. However, this does nothing to the damage or knockback of the item.

Of course, this generally means anything thrown/shot at Erufuun will be slowed down, and anything thrown by it will be sped up. This includes its Leech Seeds...so using a combination of this and the Whirlwind, you can make the Leech Seed travel at 3x its usual speed, making it very difficult to dodge or even see.

And speaking of the Whirlwind, if you use it while the Tailwind is up, it will travel 1.2x faster, and for 1.5 seconds instead of just the usual 1. It still does no damage or knockback, but now it can recover very well, and is of course better for spacing. The direction you use it in doesn't matter; you'll always get the boost since Erufuun turns around when it redirects the Whirlwind, thus always having the Tailwind at its back. Or some **** like that. This is Smash, IRL physics don't matter.

Now, Whirlwind can interact even MORE with the Tailwind, via the leaves floating around. While they initially do nothing, holding the Special button while whipping up a Whirlwind will cause the leaves near it to be sucked into it, initiating what is known as Razor Wind.

This "Razor Wind" acts much the same as a normal Whirlwind, except you can't use any moves from it and now it has an actual hitbox, making it akin to Mach Tornado. Razor Wind deals 1% a hit, but the hits come out very quickly, at a rate of 10 a second, meaning that the maximum damage a Razor Wind can do is 15%, and since it is rather difficult to DI out of, you MAY just be able to get that. A more realistic average, though, would be 10%.

Being just a leaf-coated Whirlwind, Razor Wind doesn't have much Priority. Most disjointed attacks will reach right through the leaves and hit Erufuun, though Projectiles will just be overridden and disappear as normal, and jointed attacks will end in the attacker being sucked into Razor Wind.


--( STANDARD MOVES )--

--( AERIALS )--

Neutral Aerial --( Whirlwind )--

This one is a bit different, though. For one, NONE of the interactions from the first Whirlwind will work in this, despite it being essentially the exact same attack. In this Whirlwind, Aerials can be used, but no Standards or Specials can, though you can still throw items. There is also no lag or power reduction.

The only real advantage this offers besides allowing you to use your aerials is that you can increase the speed of this Whirlwind by tilting the control stick in the direction you're traveling(obviously tilting it the other way will slow it down, but the normal Whirlwind acts this way as well due to the change of direction).

This still counts towards the "three Whirlwinds" rule, so you do not have infinite recovery. This Whirlwind is still boosted by Tailwind, so really, this is the better recovery option at all times, even though it limits your moves.


Forward Aerial --( Slip Through )--

When this is used, Erufuun will dance for four frames in mid-air, then immediately dive forwards and slightly downwards, dealing 6% damage and horizontal knockback KOing around 160%. Erufuun will fall this way until it hits the ground, where it will suffer a tiny amount of end lag as it gets back on its feet. You may also use either Whirlwind while falling to cancel it out, useful if you use this offstage.

This move will ignore priority and bypass any shield or attack and some small character-made walls, though it can still be air- or spot-dodged. Slip Through will not fully break shields, only skip them and hit the character, though it does quite a bit of Shield Damage.

In the Whirlwind, it has the same effect, though Erufuun dives slightly faster and only deals 3% damage on contact. However, it seems Erufuun Slipped Through the Whirlwind! That's right, Erufuun leaves the Whirlwind behind with this attack, and it will stay there for five seconds. The Whirlwind automatically sucks up spores and the leaves from the Tailwind, taking on their effects.

The Whirlwind will do nothing if it does not suck anything up, and you cannot normally jump back into it. While it's onscreen, it counts as a Whirlwind, meaning you can only use two in the air, and also meaning you can have a maximum of three of these onscreen at once.

The best and most obvious use of this is gimping; set up spores near the ledge while a Tailwind is up, then use your Aerial Whirlwind. Dive to the ledge with Slip Through and watch as the Whirlwind sucks up the hazards and becomes a deadly wall! Since the leaves help trap the foe, many Cotton Spores will stick to them, and the Decoy Spores assure that they will not be able to attack through the Whirlwind. A very handy technique indeed.


Down Aerial --( Quincy )--

Had to do it. Anyways, this move causes Erufuun to Slip back into the closest stationary Whirlwind within two Bowser's widths of Erufuun. If there are none, this does nothing.

Getting back into the Whirlwind takes 2 frames per Bowser's width, so it's very quick. There's no lag once you get in there either, making this a fairly safe move. Once inside it, you can again control it like you had just used it, with all the properties of whatever it had picked up. It behaves much the same as the normal Whirlwind when it has absorbed all these things.0

The reason you'd want to do this is that you can use moves (AKA your aerials) while in this, even if it is encased with leaves, which you can't normally do.

You can use this to move the Whirlwind and then dive out of it again, refreshing its timer, or you could simply attack with Uair while the opponent is being held in by the leaves.


Up Aerial --( Windstorm )--

Using this outside of a Whirlwind causes Erufuun to stall in midair for 3 frames and then emit a large gust of wind outward, which acts a lot like its Forward Smash in that it pushes away any Spores and slows down projectiles. The wind extends out one medium-sized Stage Builder Block in all directions, and will push Cotton Spores that far. The wind slows projectiles and decreases their damage by a third. There are 3 frames of end lag on this move. If you use this move more than once at a time in midair, only the first time will cause any stall, and you'll have to land to be able to stall any more.

Inside the Whirlwind, Windstorm acts completely differently. Instead of a gust of wind, the move causes the Whirlwind to essentially IMPLODE on itself, dealing damage and knockback to anyone within a Kirby's width of the Whirlwind dependent on what all is in the Whirlwind. This will of course destroy the Whirlwind and everything inside of it, but will not harm Erufuun. With nothing in the Whirlwind, Windstorm will deal 4% damage and knockback that kills at 200%. Lemme give ya a list here, huh?

Each Cotton or Decoy Spore patch sucked up will increase the damage by 3% and knock off 12% from the kill %. The leaves from the Tailwind will increase the damage by 8% and take off 58% from the kill %.

So, with the absolute maximum of 3 Cotton Spore patches, 3 Decoy Spore patches, and the leaves from the Tailwind, Windstorm will deal 30% damage and knockback that kills at 70%. The more likely figure of 3 patches and the leaves would deal 21% and kill at around 106%, still pretty powerful.


Back Aerial --( Cotton Guard )--

Outside of the Whirlwind, this simply expands or condenses any spore clouds within a Bowser's width of Erufuun. This has an eigth of a second of beginning lag and no end lag.

Inside a Whirlwind, it will cause any spore clouds within a Bowser width of the Whirlwind to be sucked into the Whirlwind, handy for moving the clouds around or building up for a Windstorm.

However, when these clouds enter the Whirlwind, Erufuun adds more spores to them, making them even denser. This does nothing to the actual Whirlwind at first, and it does not increase the damage or knockback of the Windstorm any further. What it DOES is give Erufuun "heavy armor" of 10%, meaning no attacks that deal 10% or less will cause Erufuun to flinch, take knockback or hitstun, or be knocked out of the Whirlwind. This lasts as long as Erufuun keeps that Whirlwind around, or until Erufuun is hit four times inside the Whirlwind.

--( SMASHES )--

Forward Smash --( Gust )--

This is sort of like a focused Tailwind. While charging this attack, Erufuun will stand arched backwards and inhale. When the charge is released, Erufuun will blow out any air it has accumulated during the charge. This has low beginning lag as Erufuun enters the pose and low end lag as it puts itself back into Idle.

Uncharged, this extends half a stage builder block outward from Erufuun, and fully charged it extends
two.

An uncharged Fsmash will create a very small Gust which will slow all projectiles in the range of the air by 15%, decreasing their damage and knockback by the same amount. Fully charged, speed decreases by 60% and power by 40%.

Gust stacks with Tailwind, meaning that starting from just before a full charge, Gust is capable of completely stopping projectiles during a Tailwind. Projectiles stopped this way disappear after half a second, though the hitbox is still active during that time.


Down Smash –( Decoy Spores )--

Oh, what is this? A nice little useless spore patch to screw with the opponent? Nope, despite their name, these puppies actually do something.

Erufuun does the same animation as Cotton Spore, and spores come out in the same way. The Decoy Spores look quite a bit like their Side Special counterparts, but are a few shades lighter. Tapping the A button results in the spores being scattered in the exact same fashion as the others, while holding it causes them to spread out to cover an area of 1 large stage builder block, taking just slightly longer to complete. Up to 2 of these spore clouds can be on the field at a time, and they stay out for 8 seconds.

The spores don't do anything to the opponent directly; instead, they impede movement, much like their Side Special counterparts. However, these stay in place and act as a sort of wall rather than cling to anything. Of course, the dense clouds are more potent, but the larger ones are..larger. Dense clouds impede movement by 30%, and scattered ones by 10%.

The spores are still blown around by Tailwind, and otherwise act much like the normal spores in that they can be carried around the Whirlwind, making you a sort of moving wall if you want. A good tactic is to try to push the opponent offstage while covered in these, as you ARE heavier with them attached, so you'll take less knockback proportional to how many spores you have on you if you happen to get hit. Less pain, more gain.

As stated, the spores are very useful in gimping and running away, two of Erufuun's main priorities in matches. Another possible strategy would be to deploy a batch of both Cotton Spores and Decoy Spores near a ledge after you knock an adversary off the stage, so that when the opponent attempts to recover, they get walled and covered in spores, and fall straight to their doom, helpless to do anything but curse your annoying bull****.

This move cannot be used in the Whirlwind.


Up Smash –( Cotton Spreader )--

When you input this attack, Erufuun will arch back and inhale for a short period of time like in its Forward Smash, and then exhale harshly upwards, causing all spore clouds above or directly beside it to spread outwards to cover the same area as a charged Down-Special, and to have the same general effect.

If the spores are already spread out, this will condense them instead...somehow.

The spreading/condensing takes roughly a fourth of a second, during which Erufuun is completely vulnerable, but it can move the instant the clouds are fully spread out with no further end lag.

If used in the Whirlwind, the clouds will spread/condense quicker, but it can be difficult to aim due to the high speed, plus you could accidentally pick up the clouds with the Whirlwind, though if this happens they will still spread out once they reach their new resting place.

--( TILTS )--

Neutral A --( Puff Out )--

Erufuun crouches slightly, then springs back to its normal position and puffs its hair out, all in an eighth of a second. This creates a hitbox that surrounds it and sticks out ¾ of Pikachu's width all around Erufuun. Mashing the A button will cause this attack to be repeated, though Erufuun will not crouch for these.

This hitbox acts similar to the fan in that it is very difficult to escape the consecutive hits, but each hit deals no knockback and only 1% every other hit. However, after the 20th hit, the foe will be blown away by some force of wind created by the constant flapping of Erufuun's cotton hair. This has no actual knockback, and is a set distance of 2 stage builder blocks.

You might think this would have the properties of a disjointed move, but it's COTTON. Any move will go straight through and hit Erufuun.

This is a useful damage-racking move, but keep in mind that you must be standing right next to the opponent to use it, so this is only viable when your opponent is loaded with spores. Also, since this inflicts no knockback, it will not knock spores off. Handy.

The best use of this move is of course when the opponent is Seeded and bogged down with spores, not because of the extra 10%, but because, combined with the hitstun, the seeds will do massive damage here. However, it's not nearly as difficult to DI out of as the fan, so it won't be often that you manage to get more than ten or twelve hits in. Still, it's rather useful.

If used in the Whirlwind, the time between each hit is lessened, and the move will drag the opponent along with Erufuun, making it rather useful for stalling or simply moving the opponent offstage while they have spores on them...which is a very good tactic. However, it will no longer do damage due to Whirlwind's decrease.


Forward Tilt --( Cotton Shredder )--

When a player uses Cotton Shredder, Erufuun does its little dance once more, taking a fourth of a second. After this, any spore clouds within a Battlefied Platform in front of Erufuun will start spinning rapidly, dishing out 1% a hit for eleven hits, and ever-so-slight backwards stun; just enough to put a player JUST out of the cloud on the 11th hit if they were standing at the edge of it when Cotton Shredder was activated. String many spore clouds close together, and you can cause quite a bit of damage.

Beware though; this destroys any spore cloud affected by it.

In the Whirlwind, this affects any clouds a Battlefield Platform away on any side, and prevents the Whirlwind from sucking up the affected clouds.


Down Tilt --( Cotton Guard Deux )--

This acts much the same as the original Cotton Guard, except it doesn't need to be used in the Whirlwind. When used, any spore patches within a Bowser's width of Erufuun in any direction will be sucked onto it and stick to it. This will increase Erufuun's weight a gigantic amount, halving its speed, jump height, and essentially everything else good about it...but decreasing any knockback it would take by 1/2, which will stack with more spore patches. This doesn't decrease damage, and the spores will be knocked off and destroyed with one hit. You also cannot use this in the Whirlwind, nor can you use the Whirlwind while you're covered in spores.

This has NO beginning lag, and only 2 frames of end lag, meaning that as long as your reaction time is good enough, you can always get this off before your opponent's attack lands. However, this will always destroy your spore patch, since you can't get rid of the cotton any other way.


Up Tilt --( Dance Of Variety (and death) )--

Seriously, how does this little dance do so much? Aaaanyways, Erufuun dances its little dance for a third of a second, causing any spore patches within two Bowser's widths in front of Erufuun to explode, dealing
6% damage and knockback that kills at 125%. This is one of Erufuun's laggier attacks(not saying much, but hey), but this can be offset by combining this move with the Forward Tilt; this has a larger area of effect, and so can affect clouds just outside the range of the Ftilt. This means you can chain the Ftilt into this a bit more easily that you would be able to otherwise, and this is a pretty good tactic. Just remember that this will not affect spore patches being affected by anything else, like the Ftilt.

In the Whirlwind, this move does nearly the same thing, but affects all sides, only inflicts 3% damage, and kills at 115%.

Dash --( Cotton Carry )--

Erufuun's Dash Attack does no damage or knockback and doesn't even have a hitbox to speak of. What it does is, immediately after you press the input, Erufuun will hunch down a bit and fluff out its cotton "hair," and start to run a little slower. The "hair" covers an area a bit bigger than Kirby above and in front of Erufuun.

Running through spore patches with the hair puffed out will drag them along with you, however far you want. Simply stop dashing and they will rest there, side by side.

This move makes it a lot easier to set up for an Ftilt or move the clouds near the edge, or back to the middle of the stage from the edge.


--( SITUATIONALS )--

Get-Up Attack

Didn't I already say this? Erufuun has no Get-Up Attack; you can just use the Whirlwind while knocked down.


Ledge Attack Under 100%

Under 100%, Erufuun's Ledge Attack is very quick, taking only 2 frames to execute. Unfortunately, it isn't actually an attack; it does no damage. What it does is cause Erufuun to jump into the nearest Whirlwind within a Bowser's width of the ledge in any direction. This is really the only reason you'd WANT to grab the ledge, as normally you'd just fly over it with the Whirlwinds.


Ledge Attack Over 100%


Erufuun does the same thing as the first ledge attack, but with a fourth of a second of startup lag. In addition, this causes the Whirlwind to implode as in the Up Aerial, but this only does a set 5% damage and set horizontal knockback of a Battlefield Platform.


--( GRAB )--

When you execute Erufuun's "grab," it will simply start dancing like it has many other times in this set. This will somehow cause all of its spores on the screen to gravitate towards the nearest opponent at the pace of Ganondorf's dash until you release the Grab button. Erufuun cannot move or execute any attack while dancing, but it is able to do this in the Whirlwind, so it doesn't need to be totally helpless. This has 2 frames of beginning lag, and 4 frames of end lag.


FINAL SMASH --( Cotton, Cotton Everywhere )--


Erufuun's Final Smash summons up a gigantic Tailwind, which increases the speed of the Whirlwind by 40% and the time allowed in it by 50%. It also causes Cotton and Decoy Spore patches to rain down and land at random places on the stage. Razor Wind's damage and knockback is also boosted by .3x. In addition, it allows one to use unlimited amounts of Whirlwinds in the air. This all lasts for 20 seconds.


--( PLAYSTLE )--

Yes yes, the playstyle section. Because you're all too goddamn stupid to read the ****ing set and figure it out yourselves, apparently. Wait, this isn't Hazama.

Erufuun's real playstyle mainly consists of two things: damage racking and gimping. Erufuun doesn't have many KO moves, and most of the ones that do involve either setup, sacrificing a spore cloud, or both. If you do manage to hit the opponent offstage, you have to make sure you damn well use that opportunity, either by setting up spore clouds near the edge to weigh them down, leaving a Whirlwind near it to injure them, or just following them offstage, trapping them with Neutral A, and dragging them backwards.

You can of course move the patches to and fro with the Whirlwind, but that can prove to be a bit unwieldy, so the Dash is also there, as well as the Grab.

For damage racking, you mainly have Leech Seed, Razor Wind, and the Neutral A, though you can also effectively use the Ftilt if you don't mind having to set up again. Kills would usually be done through gimping, or maybe a set-up Windstorm.

You may've been wondering why exactly there aren't any moves that interact with a seeded or cotton-covered foe. The reason for this is that you aren't SUPPOSED to interact with them. That would defeat the entire purpose of the set; weigh them down, seed them, and then go set up.


--( EXTRAS )--

Taunts

Up Taunt --( Do A Little Dance )--


Yep, Erufuun even dances in the taunts. Same old same old. Erufuun does the dance seen a hundred times already for half a second, then just shifts back into idle.


Down Taunt --( REALLY Puff Out )--

Erufuun tries to do its Neutral A, but just screws everything up. Erufuun's hair puffs out enough to completely cover it, and it then shakes it off, causing the cotton to simply disappear.


Side Taunt --( Shiny! )--

Erufuun dances just a TINY bit... and changes its color to that of its shiny form! No matter what color you picked, the shiny color will always be the same. It doesn't actually do anything, and is just for show. The same dark/light rules apply as normal if more than one Erufuun uses this taunt.


Victory Poses

Victory Pose 1 --( Do Another Little Dance )--

Contrary to its name, this is in fact the same exact dance as every other one...just held out a lot longer since it IS a victory pose.


Victory Pose 2 --( Twister )--

Erufuun whips up a Whirlwind and whisks itself away...but not before flying around the screen and taunting its enemies a bit.


Victory Pose 3 --( Cloud Nine )--


Erufuun summons up a cloud of Cotton Spores and sits on top of it, happily rocking back and forth for as long as the victory screen is up.


Loss Pose --( So Ashamed... )--


If it loses, Erufuun puffs out its cotton hair and hides in the resulting ball of fluff, periodically poking its head out to look around.



BTW mission accomplished. Took me a whole what, twenty minutes to fill a page instead of the ten days it woulda been? Thanks for the support, guys! Aww come on guys, you just nova at my mad thread-boosting skills. Come on, unban me. Please? I'M DYIN HERE!
 

LegendofLink

Smash Apprentice
Joined
Feb 17, 2008
Messages
164
Location
Pennsylvania
Mr. Minecraft

Welcome to Make Your Move!

Mr. Minecraft is a decent first moveset, but he's rather simplistic at his core. Most of his basic moves are grabbing tools from the game and attackingw ith them, and his Specials certainly are more interesting, but they don't pull the whole set together.

I think you limited yourself too much with what you could do in the set. Minecraft is all about building gigantic fortresses and huge tunnels, but Mr. Minecraft doesn't really bring that sort of feeling into the moveset, and doesn't have any building ability beyond pulling out a single dirt clod.

There are some good ideas in here, but I hope you can improve with your next sets.
This bring up an interesting point, and something that I should probably lean to deal with for the next set I make: what the "limits" of certain types of moves should be. I look at sets like Bowser Jr. on the first set, and I'm bugged by the fact a large majority of his basic moves involve mechanics and effects that are reserved almost entirely for special moves in the Smash Bros. series proper. Even his jab could pass for a neutral or side special and not be considered underpowered. I guess that I that on my mind when I typed up Mr. Minecraft. I made his basic moves just that: basic. They showcased the tools and items available in the game and served the purpose of covering a wide area with a hitbox to take advantage of the forced reactions his specials create. I thought of balance with the cast of the real game, but it appears that I need to push the system to its limits and make use of a more "out of the box" approach.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Erufuun

First of all, that's a stunning organization there you've got. I like it very much, and your use of highlighting is a nice touch, without too much or too little.

Second of all, you don't need me to tell you that this is a VAST improvement from Childre, in terms of... pretty much everything. It's easier to read, has a much more definitive, and well-executed, playstyle, and is just in general a much more solid set. You're starting to actually participate in Make Your Move.

You do a very good job of being completely committed to the playstyle; everything ends up building towards what Erufuun is built for. Pretty much every offensive move requires spore clouds, increasing his fundamental requirement for those spore clouds.

Erufuun does seem to have a horrifying difficulty curve though; he'd require near-mastery just to be able to play competently. Considering how prediction based he is in the actual game though, and how skilled you have to be to use him best, that may have some value.

The biggest problem Erufuun has though is writing style. One huge mistake you've made is that oftentimes moves will refer to other moves later in the set as if the reader would have any idea what you're talking about. It practically takes two read-throughs to understand it all, and with the heavy wording and detail, it's a tad impenetrable.

Erufuun is certainly a complex, multi-faceted, but well designed moveset though Thrice, and it makes me excited to see what you'll do with Hazama. Well done.



And to reply to LegendofLink, the first thing I would say is that just because a move is or isn't a special doesn't define how powerful it should be. King Dedede revolves around his Down Throw for example. And in general, while Make Your Move movesets have more complicated moves, they aren't more powerful than movesets already in Super Smash Bros. Brawl. Look at Snake, who not only has a number of complicated smashes, his tilts have such ridiculous range and strength that he can just bully through fights. We try to never make movesets that are dominated by single moves like SSBB sets can be. But I realize that that's not your main point.

Generally in Make Your Move, we try to keep every move contributing to the main goal of the moveset and expand options and playstyle. Oftentimes this is achieved through versatile, effective moves that have multiple potential uses.

This doesn't mean that a moveset can't have any moves that are basic; while we want to build as interesting a playstyle as we can, having moves be as simple as we can is another important goal to improve the moveset. What's important is that even if a single move is simple, that it still builds their style.

One thing with Mr. Minecraft is that the move descriptions were so barebones that it wasn't apparent that you'd thought through exactly how you wanted the move to contribute to his playstyle. And to hear you defend it does reassure me that it was premeditated.

Don't feel that there is an arbitrary expectation on how creative and complicated each and every move is. But when you have an idea for a playstyle, go all out to build it up as best you can, and be as interesting as you can make it.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
Because opening week sets are mandatory now. . .

VICTREEBEL


Victreebel is a Grass/Poison type from the first generation of Pokemon – the only one that doesn’t suck horribly, besides perhaps the 3rd. Victreebels apparently live in dense jungles, but nobody is sure, as nobody has lived to tell the tale. Victreebel lures in victims with its acid, which smell like delicious honey, then devours them whole and dissolves them with the acid the victim was attracted to in the first place, bones and all.

Victreebel is probably best known for its appearance under James of Team Rocket in the Anime, whom repeatedly tried to devour James as a “sign of affection” whenever it was let free, as one of the anime’s brilliant “running gags”. More likely, Victreebel only wanted to be free of its damn Pokeball and get revenge on him. Victreebel was also one of the signature Pokemon of Erika, the “Nature Loving Princess”, alongside other such “elegant” Pokemon as Tangela and another dual Grass/Poison Pokemon. Yeah, I think she’s well aware of that button behind the poster in the Game Corner. . .

STATS

Traction: 8
Size: 8
Weight: 7
Aerial Movement: 6.5
Falling Speed: 6
Jumps: 6
Movement: 3

ACID

If you ever come into contact with Victreebel’s mouth, probably by approaching Victreebel from above, you’ll fall into his body – Victreebel is completely solid from the inside, meaning the only way to get out is by jumping back out. While the foe is even partially inside Victreebel, they take 5% per second while Victreebel heals the same amount. Victreebel –can- be hit from the inside, but will take only knockback and no damage or hitstun from said attacks. Victreebel is also immune to grabs and any other various effects from the inside. In FFAs, the foe will take no damage from attacks that hit Victreebel while inside him, and the weight of the victim is added to Victreebel’s. Victreebel cannot devour characters larger than himself, which only includes Bowser, DK, Dedede, and Charizard out of the Brawl cast.

A second mechanic Victreebel has is the aroma of his acid – it tastes like sweet honey and lures victims in for the kill. This has no effect on foes for the most part, but if they are completely unoccupied and simply standing still they will automatically walk towards Victreebel. If the foe is asleep, they will levitate up off the ground in a very cartoony fashion and float towards Victreebel’s mouth until they awaken, at which point they instantly fall into the floor and enter their prone state. If there is no stage below the foe, they won’t fall once they come out of this, and the fact sleep lasts for such brief periods means this is hard, though possible, to abuse for gimping.

SPECIALS

NETURAL SPECIAL – SLEEP POWDER

A fair sized amount of blue sleep powder is emitted from Victreebel’s soft body directly in front of him. The sleep powder is in a colum as tall as Victreebel but only half as wide, meaning he can only use it to cover half of his body, preventing him from casually hiding in it. None the less, it blocks off one of the areas it’s possible to approach Victreebel from, making countering such approaches predictable. If a foe –does- go into the sleep powder and falls asleep, it’s BETTER than if you’d eaten them if you’re right up next to them. If you’re not next to the sleep powder, it gives you a way to eat foes at a range for free as foes follow the scent of your acid into your stomach, assuming they have a bit of damage and aren’t –that- far away. Victreebel can only have one cloud of sleep powder out at a time and they last 10 seconds.

SIDE SPECIAL – MAGICAL LEAF

Victreebel fires a magical leaf that flashes various colors out of his mouth that deals 10% and flinching, which pursues the nearest foe endlessly – it never misses after all. The leaf moves at Ganon’s dashing speed, doesn’t vanish on contact with walls/the ground, and deals 50% damage to shields, so simply powershielding the projectiles is only a temporary solution. Sadly this is a somewhat laggy attack, and Victreebel can only have as many Magical Leaves out as there are enemies. The leaves also lose their momentum briefly as they turn around, slowing down to half their regular speed before regaining their speed over half a second.

The only way to get rid of Magical Leaves is to send them back to their source – inside of Victreebel from whence they came. Obviously foes aren’t just going to stupidly go inside of you as then they’d just get hit anyways, but if they just barely jump over you and the leaf goes inside of you it works. If the foe succeeds at this, Victreebel takes the effects of the leaf normally and can’t use this attack for 20 seconds. . .But what’s keeping him from doing something as simple as a shorthop to catch the foe coming so dangerously close to his mouth?

UP SPECIAL – VINE WHIP

Victreebel has the standard tether recovery – all of the properties of the move are similar to Ivysaur’s, with the exception of half the range. The catch is that Victreebel can ignore any foes on the ledge and grab it anyway so long as they’re no in their invulnerability frames, and once he pulls himself up he’ll trap a foe in his mouth for free. Foes can still use their invulnerability frames to edge-hog Victreebel like anyone else, but the fact Victreebel has such a good air game means it’s possible to pressure foes enough to not make it predictable when you’re going to try to grab the ledge. That said, recovery is still
without a doubt Victreebel’s greatest weakness.

DOWN SPECIAL – GROWTH

Green energy appears around Victreebel as he increases in size by roughly 1% of his regular size for every .03 seconds you hold down the button, doubling size in 3 seconds. You can continue to hold down the input for longer than 3 seconds if you choose, though there’s no –visible- effect. Once you release the input, you will slowly shrink down to your regular size over double the amount of time you held down the button. The most obvious benefit of this is making it easier for foes to fall inside of Victreebel and harder to escape from inside of him, though the main time you’ll have to do this is when foes are already inside of Victreebel. If Victreebel becomes large enough, characters normally larger than him can be devoured, though once Victreebel deflates to a size smaller than the victim and they’re still inside of him, he will take 2% per second as their bodies bulge at his sides, Victreebel struggling to contain them. None the less, Victreebel gets a 8% net gain in damage.

STANDARDS

NEUTRAL ATTACK – TRIP VINE

Victreebel extends out a vine through the background for as long as you hold the input until it reaches a max distance of a 1.5 Battlefield Platforms away, then stabs it towards the camera. The initial stab does a paltry 5% and flinching, but once the vine is set up anybody who dashes past it will automatically trip and slide ever so slightly forwards. Magical Leaf is an obvious method to get people to constantly dash. Victreebel can move around freely after the trip vine is set up, though the vine will automatically retract if Victreebel moves more than 1.5 Battlefield Platforms away or it takes a single hit that does 10% or more. That said, the trip vine isn’t defenseless – inputting jab with a trip vine already out has the vine recoil into the background, potentially dodging any attacks sent at it, then immediately stab out again like it did at the start of the attack to counter foes.

FORWARD TILT – BITE

Victreebel leans over so that his mouth is facing forwards then bites with his teeth, dealing a paltry 4% and flinching. In order for this to hit, you’re going to have to already be overlapping with Victreebel’s mouth what with how small his teeth are. While this doesn’t “technically” do any knockback, anybody attempting to jump out of Victreebel or passing Victreebel from overhead (Probably attempting to get a magical leaf in his mouth) will be stunned long enough to fall into his body. This can be angled at a diagonal upward angle to hit foes going over Victreebel. This is nearly lagless, but if Victreebel’s teeth are hit during this attack (Even by somebody from the inside) he won’t be able to use it again for 5 seconds.

UP TILT – CAMOFLAUGE



You know the pose Victreebel is in all of his official art with the large leaf on the end of his vine covering up his mouth? That’s not a default pose for him in Smash Bros., and is instead activated and deactivated by this move. There’s a slight hitbox on the leaf that does 3% as he does this, but that’s hardly notable when Victreebel has god-like anti-air anyway.

What this does is prevent foes from entering Victreebel from the outside, but also prevents foes from exiting Victreebel from the inside. Of course, there’s a way around it by attacking the leaf blocking off Victreebel’s mouth, which will cause it to be knocked backwards during which time the foe can escape. . .They’d best hurry, though, as the leaf will snap back into place and smack the foe back down inside Victreebel if they don’t, dealing 25% of the damage of their attack. The attack also has to be strong enough to send the leaf back enough forcefully to give the foe enough time to get out, though if they’re stupid enough to get hit anyway they’ll just punish themselves worse. Of course, they could just use their recovery to move upwards and knock the leaf away at the same time, but then they’ll fall into their helpless state as they come up out of Victreebel, easily re-devoured. Victreebel can still vomit normally with his leaf up, his attacks just sending the leaf reeling back as they pass through as if they were hit by a foe from the inside. Unfortunately, he can’t bite, though, as he’ll just bite down onto his leaf, though he –can- bite at foes while his leaf is reeling.

DOWN TILT – GASTRO ACID

Victreebel hops into the background briefly for this attack, then pukes some gastro acid out of his mouth onto the floor where he was. As the acid falls it deals a simple 5% and enough hitstun for foes to get hit by the acid trap that gets laid on the floor, tripping foes. If nobody gets hit by the acid, Victreebel himself will trip when he comes back onto the stage. Either way, the trap gets used up instantly. If somebody is inside Victreebel, however, they will automatically be hit by the whole move and enter their downed state automatically before the trap even shows up, not using it up. If a foe chooses to use a get up attack or simply stand up from this position, tough they’ll trigger the trap and instantly re-trip. If they don’t do so, the trap will stick around as yet another standard tripping trap for the next 10 seconds. Pick your poison. . .

DASHING ATTACK – SLAM

Victreebel does a dashing attack not unlike King Dedede’s, doing a full body clumsy slam forwards. This causes foes to be knocked into their prone states rather than doing knockback, though, as well as dealing 8%. Foes inside Victreebel will also be knocked into their prone states by this, which means while they can easily escape, if you slammed in front of some Sleep Powder they have little choice but to wait for you to get back up or fall asleep. Sure, they can just get up normally, but by then Victreebel will be standing up anyway.

SMASHES

FORWARD SMASH – SLUDGE BOMB

Victreebel bends over so that his mouth is facing forwards and opens it wide the moment he begins charging the smash attack – anybody who was mindlessly dashing towards Victreebel will instantly be enveloped. A good way to make foes constantly run about to and fro is to use Magical Leaf. In any case, once the charge is released, Victreebel laggily fire forward a massive party ball sized sludge bomb in an arc, with it landing 1-4 Battlefield Platforms away, though it will never go off-stage. Once the bomb comes in contact with anything but another projectile (Which it will absorb), it explodes, dealing 25% and knockback that kills at 125%. Unfortunately, this attack is as laggy as Ike’s fsmash. . .On the other hand, anybody inside Victreebel when the attack is fired will be trapped inside the Sludge Bomb fired and automatically get hit by it. When you use Sleep Powder to cover Victreebel’s back, you only need to alternate between this move and your idle pose to stop all possible approaches.

UP SMASH – ACID

Victreebel shoots acid up out of himself. The acid is generated at the top of Victreebel’s mouth, so this doesn’t instantly hit foes inside of him. The acid goes upwards 2-4 Ganondorfs before falling back downwards, constantly a hitbox that deals 10% and covers the foe in acid. Victreebel is free to move once the acid reaches the peak of its height, but he has little reason to if there’s a foe inside him as the acid will rain back down on said foe. This can also be used to block off your mouth when a foe comes back to hit you with your own Magical Leaf.

The acid effect from this move lasts for a good 13 seconds by default, and while it only deals 1% every other second it significantly decreases the foe’s first jump to the point it’s like they had a metal box equipped – they can’t get off the ground. Thankfully for them, this status effect can be removed early by dashing around – once they’ve traveled Final Destination’s worth of ground, it wears off. Obviously they don’t want to be trapped inside you with this effect stuck on them, as escape becomes essentially impossible until it wears off, with them having no other option than to knock Victreebel off-stage from the inside for a suicide KO or wait out the Acid’s effects (Foes are immune to Acid for 3 seconds after they come out of it, no easy infinites).

Thus, if you hit foes with Acid while they’re outside Victreebel, they’ll be dashing around like crazy even without the use of Magical Leaf. The fact their jump is next to non existent also makes it all the easier for them to run into your mouth as you use fsmash. . .If you add Sleep Powder into the mix, rolling past everything becomes borderline impossible if Victreebel positions himself correctly and the foe will have little choice but to run back and forth in the area Victreebel doesn’t “own”. While they’re doing that, Victreebel will be closing in and leaving the foe with little to no stage to hide. . .

DOWN SMASH – GIGA DRAIN

Victreebel quickly turns to face the screen, then bends over so his mouth is facing the screen as a green energy effect 1-2X the size of a Smart Bomb Blast with the bottom half cut off appears around him. This sucks foes towards Victreebel at the speed of Dedede’s inhale, and deals 4 hits of 5% and flinching during its everlasting 2 second duration. These hits also heal Victreebel for the same amount, as one would expect from Giga Drain. The ending lag is horrible on this attack if whiffed, so if you stay out of Giga Drain’s range you can still punish it. Well. . .If nothing else, this is a way to get free damage on foes inside of you, as if they try to get out during this time they’ll instantly be sucked back in. . .But they’ll more than make up for it with a fully charged fsmash anyway due to being in your face during your horrible ending lag.

Obviously this encourages foes to dash away hastily, meaning Trip Vines work with this move tremendously, much less Acid to prevent foes from jumping over said Trip Vines. Walking away from Giga Drain won’t work – dashing is mandatory. If they trip, they’re as good as devoured.

AERIALS

NEUTRAL AERIAL – BELLS TOLL

Victreebel spins his entire body around over .6 seconds, his body a hitbox that deals a paltry 3% and mediocre knockback. This is a laggy attack, but every time you press the A button it speeds up slightly ever so briefly. Why wouldn’t you want to be spinning around as fast as possible? Because you’re not aiming to hit foes with your soft body, but rather angle your mouth correctly to get a foe to fall inside of you or envelop somebody from above, coming down mouth first to devour them. Furthermore, spinning around in the air changes the way the foe has to move to try to escape from Victreebel if they’re already inside – just make sure you mash A when Victreebel is facing directly downwards to move on past that phase so foes don’t fall out for free. Then again, maybe you want them to fall out of Victreebel and into the abyss? Of course, foes can still knock Victreebel towards the stage if they’re inside, but that’s wasting valuable time they could be using to try to get out as the damage percentage climbs all the further in Victreebel’s favor.

Should Victreebel land mouth first onto the ground, he’ll stay in the position for as long as you’d like until you press a button, with horrible end lag. If you catch somebody inside of you, though, they’ll be entirely trapped – the only way for them to escape is to attack you from the inside and deal vertical knockback to knock you off, but considering Victreebel takes no damage from the inside this can be impossible for a lot of characters if Victreebel’s damage percentage is low enough, which it oftentimes will be due to all his passive healing. In these cases, characters need to knock Victreebel across the stage and off of it so they can fast fall out of him and recover back to the stage in a long painstaking process. Of course, this is very high risk high reward on Victreebel’s part, what with the horrible ending lag if he whiffs. In order to actually hit with this attack, it’s recommended to try to tech chase somebody who you’ve either tripped with your jab or who’s fallen into their prone state after having been awakened from their slumber. If you do this consistently, it’s recommended to try to mix in an fsmash or two to try to get people to roll into your mouth.

This attack also has a bit of extra use in FFAs, as if a foe is inside of Victreebel when he uses this attack the damage is buffed considerably to 14% against other foes.

DOWN AERIAL – BODY SLAM

Victreebel spasms in mid-air and turns horizontal, then drops downwards like a rock, not unlike his death animation in Pokemon Stadium. What’s a heavyweight without the usual stall-then-fall? This does a meager 8% due to Victreebel’s soft body with some awkward landing lag, though if a foe is inside Victreebel the damage doubles and it pitfalls foes on the ground.

Any foes inside Victreebel when he lands will ricochet off of Victreebel’s insides. The amount of time they do this and the damage they take from is based off how far Victreebel falls – falling 1 Ganondorf foes will be stuck for .2 seconds and take only 6%, but falling the max of 6 Ganons will keep them stunned for 1.2 seconds and deal 25% to foes. Of course, foes can run out of the side of Victreebel’s body before he hits the ground, but Victreebel’s spasming at the start of the attack can disorient foes a bit, much less considering Victreebel turns to face a random position after said spasming. If you do this with Sleep Powder and a Trip Vine on either side of you, you have a 50% chance of them being re-devoured by the Sleep Powder and a 50% chance of having your end lag covered by the vine. Of course, getting all of that positioning and set-up done perfectly is difficult with a foe constantly trying to escape inside of you. The suicide kill potential of this move is obvious, but Victreebel has better methods of this than something so guaranteed to kill him but not the foe.

UP AERIAL – LEAF STORM

Victreebel shoots out a storm of leaves upwards for as long as you hold the button, or until he hits the ground and has bad landing lag. The leaves keep getting propelled upwards until they go off the top blast zone as fast as Jigglypuff falls, with anybody who gets caught in the stream of leaves being unable to escape until they reach the top of the pillar of leaves, them traveling upwards as Mario’s dashing speed. Foes take 7 hits of 1% and flinching every second they are in the leaf storm.

Foes inside of Victreebel get pushed out of him by the wind effect and into the leaf storm, but before they do so they can choose to either crouch and be immune to the wind effect or smack Victreebel to the side. Why wouldn’t they ever crouch? Well, if Victreebel is close to the ground when he uses this move, it’s better to take a bit of damage to get out of Victreebel. If Victreebel is off-stage, he may be intending to use this to go for a suicide KO – if they inside they obviously die with Victreebel, if they go to the outside they’ll be pushed upwards by the massive amount of leaves created due to Victreebel creating them until he dies off the bottom blast zone. The solution? Knock Victreebel back towards the stage.

Obviously both this move and to a lesser extent Victreebel’s down air can have large benefits from Victreebel getting high into the air. If you use your nair to turn Victreebel upside down and catch somebody against the stage and your damage percentage –isn’t- low enough for them to knock you off with vertical knockback, then they’ll just be helping you gain height for this move.

FORWARD AERIAL – STOMACH BULGE



Victreebel extends out his lower body, dealing 5% and meager knockback to anybody on the outside. With a foe inside him, this hit deals 14% and knockback that kills at 150%, though. While this is out-prioritzed by any attack, if the foe is located at the point in Victreebel’s body he’s bulging out they’ll ricochet off of the walls of Victreebel’s body rapidly based off the strength of the attack, taking roughly 10% on average and preventing their escape for a while.

For 1v1, this is a very fast attack and is useful for attacking foes on the edge to try to successfully Vine Whip it. More importantly, any foes standing inside of you will slide down into this lower portion of you and enter their prone states, though foes can stand up more quickly than Victreebel can use this attack again. A particularly nice combo is using this in combination with up tilt to delay the foe just enough so that the leaf blocking the foe’s escape snaps back into place more quickly than they can jump out. This forces foes to use their Up Specials to escape if they don’t have a quick strong attack to send the leaf reeling for a long period of time, which leaves them very vulnerable as they come out of Victreebel – much less if Victreebel is off-stage. With Victreebel’s poor recovery, though, it’s doubtful he’ll be able to recover if the foe can’t. Suicide KOs are certainly very viable, though.

BACK AERIAL – LEAF BLADE

Victreebel turns horizontal in mid-air and swings his whole body around to face the opposite direction as one of his leaves enlarges, which he slices the air with. This deals 7% and decent knockback to foes coming in contact with it. This attack has very little start-up lag and is useful for hitting foes humping the ledge, but the ending lag is somewhat notable. . .But you can cancel the ending lag of this attack into another immediate use of this attack, and another and another after that. This makes things very disorienting for the foe inside to actually get out, though the landing lag on this attack is pretty terrible – hopefully the foe will be kind enough to help you get some height with this attack.

GRAB-GAME

GRAB – WRAP

Victreebel extends out four vines the length of Zero Suit Samus’ tether grab in the foreground and background. They’re only a grab hitbox once they reach the maximum length and they coil together to try to grab something, but you can press any button again any time during the animation for Victreebel to immediately coil together the vines. The end lag is larger based off how far you extended out the vines, being as long as Zamus’ horrible lag if you extend all the way. The actual grab hitbox is quite large, roughly the size of a Party Ball.

PUMMEL – SYNTHESIS

Victreebel stretches out his leaves and looks skyward, bending backwards slightly as he basks in the sun and photosynthesizes. Victreebel will do this for as long as you hold the button, healing 1% every half second. Victreebel can enter and exit this stance with little to no lag.

FORWARD THROW – SOLARBEAM

Victreebel releases the foe and charges up for 2 seconds, absorbing sunlight, then unleashes a massive Solarbeam as tall as Mario reaching 3 Battlefield Platforms away. The solarbeam does a massive 35 hits of 1% and flinching. . .But the foe is free to escape the moment the move starts, and even if they’re caught they can DI to the end of the beam. Only if Victreebel hits them point blank will they take all 35%. If nothing else, Victreebel is invulnerable during the start-up lag so he can’t be –punished- for this, and he’s also solid so foes can’t casually roll through him. They could jump over him, but hopefully they’re covered in acid and there’s a trip vine or Sleep Powder in front of you to block their escape, or at least slow them down.

Still not very viable? What if I told you that any time you spent photosynthesizing before the attack is removed from this attack’s start-up lag? Yes, that otherewise mediocre at best pummel serves a purpose, god forbid, though it’s doubtful you’ll get the foe damaged enough to fire off a lagless Solarbeam – so set-up is still certainly quite helpful in pulling this throw off.

BACK THROW – PLOP

Victreebel moves the foe behind him as he lazily plops backwards on top of them, dealing 8% and knocking both himself and the foe into their prone state. The catch is that the foe can’t use a get-up attack so long as Victreebel is on top of them, and if Victreebel and the foe roll in unison so he’s still on top of them the foe will take another 4%. More of a gimmick throw at first, but when you take into account you can ban certain areas from being rolled into with Sleep Powder or at the edge of the stage it’s more threatening. Better yet, if you’re larger from Growth the foe will have to roll up to 3 times to get out from under you at max size, taking 4% every time they roll.

UP THROW – POWER WHIP

Victreebel flings the foe upwards, dealing 10% with insanely good vertical base knockback of 4 Ganondorfs minimum, but horrible knockback growth that won’t kill until 160%. This puts the foe into helpless, meaning they have to DI away from Victreebel to avoid being caught in his mouth, or Victreebel can just use the time for some free set-up. It’s a fairly 50/50 if Victreebel and the foe have similar aerial movement, but if the foe has worse aerial movement they’ll probably want to aim for the ledge, forcing Victreebel to go for a suicide KO if he wants to try to catch the foe anyway, which usually isn’t in his favor what with all of his healing.

DOWN THROW – GRASS KNOT

Victreebel moves about so that his body is blocking the foe from view, then ties the foe up in a mess of vine-esque knots and moves away to show the result. The foe is dealt 2% a second while in this state and must escape it like with double the normal grab difficulty, but they are capable of performing dodges while in this stance and don’t take any form of knockback until they escape. This means Magical Leaves are the obvious way to go. . .Aside from turning around in mid-air with your nair and going for a grab, but when the foe escapes the grass knot a slight explosion occurs as the vines fly every which way, which will knock Victreebel up and off the foe but keep the foe where they are. This is more of a throw to buy time for various set-up like Growth – particularly useful if the foe is too big to be devoured by default, as your main other method of buying time for Growth is to just devour them to make –future- devourings easier.

FINAL SMASH



Victreebel lets out a cry, summoning forth 10 Weepinbells with 30 stamina each from the background. These Weepinbells are a bit smaller than Metroids and patrol the stage back and forth, floating a Ganondorf high in the air, periodically spitting acid downwards that does 10% as it comes down and functions as a standard tripping trap. That might sound underwhelming, but with 10 of the things the whole stage will be soon be covered with the traps, leaving the foe no chance but to use a predictable get-up attack when they get tripped less they just roll into another pool of acid. Any gaps the Weepinbels make can of course easily be filled in by Sleep Powder or what have you. To further add to the chaos, Weepinbells will chase any foes who attack them and latch onto their heads, needing to be knocked off like Pikmin, during which time they deal 2% per second to the foe and reverse their controls. Because that wasn’t enough, if the Weepinbells fire acid into Victreebel he will instantly be healed by 5%. The Weepinbell army lasts 20 seconds, after which they and all acid they’ve spit out expire.

PLAYSTYLE

Victreebel prefers a bit of time to set-up, but he doesn’t mind foes being in his face in the least – Victreebel prefers playing at close range, trying to use his arsenal of attacks to position his mouth so that foe’s attacks hit it rather than his soft body, after which he can proceed to bite them and drag them in. While a foe is inside of him, Victreebel can go about setting up Sleep Powder, Trip Vines, and Growth, or just use his dthrow if necessary to buy the time if devouring a foe otherwise is too troublesome.

With some set-up, Victreebel will want to be relying on giving the foe nowhere to run – this can be greatly aided by Victreebel playing at the edge of the stage to further advance his tech chasing game, instantly eliminating one option for the foe and leaving them with few others if Victreebel properly blocks them off with other traps, and of course, his main body, his ultimate goal. While the edge –can- be a very favorable position for Victreebel to play, it’s high risk high reward due to how horrible Victreebel’s recovery is. Victreebel will want to keep his percentage as low as possible and go for Giga Drains when possible, which when combined with his passive healing can keep him at 0% no problem. If you want more damage racking, just turn to face the edge and go for a Solarbeam instead.

While foes are inside of Victreebel, he’ll mostly be relying on his utilt, fair, and ftilt to keep them in for as long as possible for that instance, but he can also set things up with moves like his dair or dashing attack for them to immediately re-enter Victreebel once they get out if he has the proper set-up and spacing. If you want to go for the biggest reward, aim for some Usmash Acid – if you want it to actually hit, try to time it so that it goes in and out as your utilt leaf is reeling. It’s difficult, but possible with the correct prediction, after which tech chasing the foe becomes laughably easy.

Your main actual KO move of choice is Sludge Bomb, which doesn’t require you to change things up from your usual strategy that much so long as you can get some set-up. That said, it’s the hardest move Victreebel has to pull off if you want to do it with a foe already inside you – you may be best off timing it so a foe stupidly runs into you as you launch the Sludge Bomb. In any case, while it’s difficult for Victreebel to pull ahead, once he does that’s essentially all he needs to do. Considering it’s rare he’ll ever get that high of a percentage (Which can be used to his advantage with uair anyway), the only obvious time to go for suicide KOs is while you’re in the lead. If you’re even with the foe, they’re a bad idea, as it gives you less stocks to obtain said lead. Once you –do- manage to get it, though, your options are only limited to your creativity for suicide KOs. If you want a more conservative suicide KO you can put them to sleep first, but the foe won’t actually be stunned by that for any noteworthy period of time unless you damage rack them up anyway, taking away the entire point of suicide KOs. Victreebel can play conservatively, certainly, but all of it will go to waste if he gets knocked a good distance off-stage.

In doubles, Victreebel has a good bit more potential by temporarily eliminating one character from the fight by devouring them. While doubles are typically too chaotic to have time to set-up and Growth is more of a burden then anything in such an environment, your ally can substitute for traps for foes to roll into in your tech chasing game. When your ally is close to the end of their stock, just sacrifice them to get some more free healing for yourself – they can also cover you as you launch out a Sludge Bomb from the front, then you can launch them as a living projectile. There are some more out there strategies combining Victreebel with allies who like taking damage such as Lucario or Von Kaiser – Victreebel gets free infinite healing while the foe doesn’t mind being covered in acid at all. When all of this is combined with the fact that many of Victreebel's moves are stronger when he has some extra weight inside his stomach to throw around, Victreebel is certainly one of the better characters for doubles.
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
810
3DS FC
1908-0105-4965
I'll get to these as I read them...But first a comment on the troll war between Charizard, Nick, and Thrice a page or so back:
DB was a good moveset for many reasons. I enjoyed it, Its not my favorite set of last contest, but its good. While it is true the set it pretty hyped, its for good reason: ITS ****ING GOOD. However, everyone can haz an oppinion, and we must each respect that. And of course this happens the day I'm away from a Computer for 12 hours. Go figure.

Ulgamoth
We have a Kat set! It's nice to know you aren't discouraged after the bull**** that happened in MYM8.
Besides what everyone else said, I can't say much. Besides the moves needing toned down, its a good set. Its good to see that your still movesetting, Kat. Keep up the good work!

Mr. Minecraft
Sorry for the low comments, you just posted during our first of probably MANY troll wars.
All in all, is a fun read. While it is simplistic at the core, its a first moveset, and a damn good one at that. The moves are creative, and your writing style is fantastic, both very good qualities. Now the big thing you have to improve on is filler moves. Try to be creative with every move, or at least have it be relevent to the set. I know that it can be a bit difficult to do, and I have problems with that myself. Good effort, I hope to see you improve in the future!

Erufuun
Erufuun was a fun read, Thrice. I like the whole thing. I especially like how, while everything has a purpose and can be varied up, comes down to a simple yet effective method of playing a match. I also like the way you've made it a legitimate threat, even though its a lightweight. Lord knows I love my lightweights.
Keep em coming, Thrice!
(or just keep trollin'. Whatever makes you Happy.)

Victreebell
First dibs on a Warlord set? It must be my lucky day.
Simply put: Victreebell is awesome. I love trap-type characters, and this is no exception. Victreebells whole game depends on whether or not your able to set up the traps in the right place and use them at the right time, which I find extremely cool. I also love the eating mechanic, as it really not only works well with the playstyle, it also captures the character's personality really well.
Aside from me missing your great match-ups for him I have no complaints. I can't wait to see what you've got next.
 

gcubedude

Smash Apprentice
Joined
Aug 15, 2009
Messages
83
Ulgamoth
Our third 5th Gen Pokeset, and it's a pretty cool set. Ulgamoth has some nice interactions between its moves, and I love the idea behind Gale where even though it pushes everything into the air, they're still counted as being on the ground. This would definitely confuse a lot of people in their first match against Ulgamoth.

The specials are all neat, and although the idea of your recovery simply giving you some jumps back is cool, Butterfly Dance seems overpowered. If Ulgamoth gets a single kill on the enemy in a 1 on 1 with a timer, all it has to do is Dance under the stage to stall out, and it'll win, as most characters don't have the ability to attack underneath the stage without SDing.

I hate to say this. but there's a few problems with this set that may need to be fixed. Under the Ftilt and Utilt, they both mention Endure. I read through the set twice, but could never find a move called Endure. Maybe you forgot to type it up, Idk, but it's rather confusing.

Another thing is that Ulgamoth seems to be really overpowered, and not just with his Butterfly Dance. Nitro Charge and Double-Edge deal insane damage and knockback for aerials, and even though Ulgamoth's grab range is horrible, Leech Life recovers so much health that grabbing an opponent sets them back by a lot.

Other than those things, I thoroughly enjoyed this moveset, and I loved some of the ideas put into it, especially Gale.


Mr. Minecraft
Looking at him, I can tell he's a real blockhead!

...Lame puns aside, I like this moveset. The bucket of water is a really interesting form of controlling your enemies. But like it's been said before me, it's a rather simple moveset. That's not always a bad thing, but not every standard, smash, and aerial should be super-simple. There should be something interesting about a few of them, something that brings the set together as a whole.

Still, this was a very nice set. I'm interested in seeing what else you can do.
 

Thrice

Smash Cadet
Joined
Apr 1, 2010
Messages
45
Location
Washington
So, catching up on comments to make up for the trolling a bit, hope it helps.

ULGAMOTH

Well, getting right into this set, I will say that I do not like the colors at all...The black is sort of difficult to see, the red IS a bit glaring, and the rest of the set being plain white also kind of hurts the eyes. The red might be worse for me than other people, as red colors stand out a lot more for me, but it still seems like it could definitely be improved.The blue is nice, but the small font is a bit hard to read. On organization, I do like what you did with the parentheses to make the section names stick out more.

Looking at some of the moves, it seems like you might not have really thought them out that far. Gale for one is gigantic, far far too large. It also lasts for 1-3 minutes, which..wow. That's about half as long as most matches go on for. The fact that you can have as many as you want doesn't help. The rest of the smashes have similar problems, with Flamethrower being far too powerful, and Psychic lasting a little too long.

The Specials share the overpowered problem. Fire Dance isn't as much of an offender as many things, so it walks free. Whirlwind however seemingly makes it impossible to be approached at all...you may want to expand on that that a bit. Butterfly Dance giving you potentially unlimited recovery and stall is also not a good thing at all...Powder Rage is just..awkward. It damages them then heals them? Yes it forces approach but it doesn't seem to play in very well with anything.

I won't comment on the rest of the moves in particular, but suffice to say most are extremely overpowered and IMO need to be nerfed quite a bit. I won't ask you to change Ulgamoth or anything like that, but even if you were going to overpowered(as I am for my next set) you blew all that out of the water with Ulgamoth. Tone down the moves a bit and it could work pretty well though.


GODZILLA

So yeah. It's ****ing Godzilla. He/she doesn't really have much room for creativity as far as attacks go, but I still felt that the set came off as a little bland, you know? Not much really goes on in the set besides Atomic Breath and just generally bland OHKO moves. There's not really any playstyle to speak of, not even a forced or attempted one, at least to me. Besides that, the organization is just pretty terrible. Centering it might seem like it would make a set easier to read, but it really just does the opposite. Our eyes are used to going back to the left when we finish a line, and not being able to do that puts a bit of strain on them(this also applies to you, Junahu). The GIANT text at the start is also very awkward, and the blue(I think)coloring you use for the stats and move names grates at the eyes.

Final word is that Godzilla is pretty bland and generic, grating on the eyes, and overpowered as ****...but it isn't terrible for what it is. I understand that you really had no choice on what to do with most of the moves since it is, well, Godzilla, and he/she doesn't really do all that much. For your next set though, you need to work on a lot of stuff, namely the organization and colors in general and the creativity of the moves.



THE PRINCE

So. This is most likely the most enjoyable set to read ever. The way The King describes the moves is amazing and nearly every sentence makes the reader laugh, and the organization itself isn't bad either. I love the way this little boy rolls his balls all over his opponent in such a ferocious manner, you know? But really, it's a great set. Some of the moves are sort of generic filler, sure, but the writing style makes it all the better. At some points the moves feel a bit awkward and out-of-place, like the Up Tilt or the Dash Attack...I say Dash because TRIIIPS. Also, a good deal of the moves seem to undermine the Katamari a bit, with it just being used for generic attacks or rolling away instead of actually picking anything up.

In short, The Prince holds his own as a moveset, and his writing style is quite possibly the best(or at least most enjoyable) of any moveset, but uninspired attacks and some rather awkward moves and such tend to hold him back from what he could be. It's still a great set and an amazing read though, so kudos to you for that, mister Marble Table.

 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,251
Location
Australia
When I posted Ulgamoth I did realize that the set had a lot of flaws in it. I thought about the idea of Gale for a long time...so technically it probably wasn't the kind of idea that wrote for itself. Guess it's just that if you're writing a set for a certain species of Pokemon in general there aren't really any kind of restrictions to set you ahead. The truth is that I rushed Ulgamoth near the end, so there's obviously a good deal of stuff that might hurt Ulgamoth's game. Really I just wanted to post Ulgamoth to get him out of the way since it was annoying me (and for MYM9 since it's going SO well), and besides, he is one of my favorite Pokemon ever so I thought why not make a set for Ulgamoth to show people that I like him as I think of others who have made 5th Gen Pokesets.
 

Thrice

Smash Cadet
Joined
Apr 1, 2010
Messages
45
Location
Washington
I don't mean to fault you for rushing Ulgamoth or making the set at all, I'm just trying to say that it is pretty apparent you rushed it out, and I feel kinda bad that you didn't work on it more. I really do think you could've made it quite a bit better than you did, really.

I can understand getting annoyed by a set and just wanting it over with, I really felt that way about Childre by the end of it all, and just kinda rushed the rest of it. But yeah, to be honest I don't want you to stop making movesets or anything like that, I just think you might want to go back and read over stuff to make sure it fits the character and its playstyle as best it can. Though really, most of Ulgamoth's moves fit it pretty well, it's just the playstyle that needs work.

If you're not into all that, it's fine, that's just how I've kinda learned to do things, and thus it's how I look at sets when I read them.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Victory Bell

Ah yes, the first MasterWarlord set of the season. I can taste the anticipation. Victreebel's got a pretty neato mechanic going on, and one that's both entirely unique and perfectly in-character. It's oodles more interesting than Dark Bowser's cages, as it adds all sorts of new elements of how to lure the foe in, keep them in, and build up damage all the way.

I especially like how catching an enemy changes his game in free-for-all and team matches, increasing his weight and making moves like his Fair work stronger. It's the icing on the cake.

It does seem a tad awkward though that for the most part he's just trying to get the opponent to fall in to him to eat them. This is massively increased by that awful, broken attack you call a Side Special. Just throw it out from the start of the match and the opponent is completely pressured and partially shut down unless they manage to pass right over Victreebel's head without getting hit by a myriad of attacks, or eaten, which simply isn't bloody likely. And if they don't get right into range, you can still blast away at them with Sludge Bomb. Also, I presume when you say he can only have as many leaves out as there are players, you mean enemies, as otherwise he can have two of these monstrosities out in a one-on-one battle.

My utter loathing about Magical Leaf aside, Victreebel is a very sweet set. Sleep Powder is a nice twist on the usual move, and the fact that he has a unique incentive not to just attack them while they're asleep is a bonus.

All in all though, what with gimping, prone, sleep powder, damage building, and all those add ons, the eating mechanic, and the core of the set, is easily the best part and has a surprising amount of depth to it. A splendid job overall, especially considering the time spent on it. And just in time for the recap!
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
http://chiefmendez.wordpress.com/2010/12/12/mts-sunday-recap-x1/

First Recap of the new contest guys! Sorry that it's (admittedly) missing a few sets. I tried to read as many sets as I could so far but not everyone can be so perfect as those who already have. I decided I'd rather not comment on things I hadn't read and left those as they were. I apologize for this but I hope you understand. Regardless, make sure you give this a read, at the very least for the MYmini listed at the end of it.

You can also find the first MYmini for MYM9 right beneath the OP post. As I said before, I'll be constantly updating it with the newest entries and MYmini's as they come in!

And now I'm going to sleep. Bleck.
 

LegendofLink

Smash Apprentice
Joined
Feb 17, 2008
Messages
164
Location
Pennsylvania
Well, I think I'm starting to figure out this whole MYM thing. After reading around the Stadium for a bit, I learned that what I tried to with Mr. Minecraft, make his set conform to the design standards of the characters actually in the game, is entirely the wrong thing to do.

Now I have good news and bad new. The good news is that I'm making good progress on another set. The bad news is that it is the obligatory newcomer Pokéset. Hopefully I'll be able to avoid "Pokemon Syndrome" a phrase that I keep seeing thrown around alot, but never actually defined anywhere. Could anybody shed some light on that for me?
 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
Wow, I'm impressed that you managed to read all those sets by yourself (well, at least most of them.)

By the by, I did consider trying to work a program advance into Megaman.EXE, but decided against it, because I couldn't think of a good mechanic for it. (The best I could come up with was having to chain several different moves without missing for a superpowered attack, but that didn't fit into the playstyle at all.)

@Legend of link
Pokemon syndrome is tossing an attack into a set just because the character learns it somewhere. For example, my Megaman.EXE set had Ice seed for its side special. Now, Megaman.EXE CAN use Ice seed as a battlechip, but is Ice seed really a move that "fits" Megaman? Not in the slightest.
 

Smady

Smash Master
Joined
Apr 29, 2007
Messages
3,306
Location
K Rool Avenue
Well, I think I'm starting to figure out this whole MYM thing. After reading around the Stadium for a bit, I learned that what I tried to with Mr. Minecraft, make his set conform to the design standards of the characters actually in the game, is entirely the wrong thing to do.

Now I have good news and bad new. The good news is that I'm making good progress on another set. The bad news is that it is the obligatory newcomer Pokéset. Hopefully I'll be able to avoid "Pokemon Syndrome" a phrase that I keep seeing thrown around alot, but never actually defined anywhere. Could anybody shed some light on that for me?
It's great news to hear you're working on another set. :bee:

Pokémon syndrome is a term used with some debate. On the whole, it's used to describe a move which is placed into a moveset purely because it makes sense for the character to have it, but is not incorporated into the playstyle at all. So, for example, if Charizard could learn dig, and I made a Charizard Remix where his down special was dig, but the rest of his moveset was made up of fire and flying-type moves. I hope that was helpful.

Nick has a perfectly good explanation for it as well.
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
810
3DS FC
1908-0105-4965
Just to keep active thread active:

Pokemon syndrome is what happens when you put a move in a moveset just because a character can learn it, but it has no effect as to how it plays. En example:

Megaman.EXE was made. It has good playstyle, but all the moves just dont really fit. Is it a bad set? No, it just has random attacks that aren't favored in MYM.

As another example, Weezing from MYM8, has very in-character moves that fit well and have prevelence to playstyle, you could see him doing it in smash. At the same time, not all of his attacks are Pokemon moves, but are still very in-character.

As a general rule: Even if a character CAN learn it, if it doesn't fit:Dont use it. Even if its a Pokeset, not all moves HAVE to be Poke'mon moves. As long as its in-character, you can make moves up to fit your playstyle.

Hope this helped :D
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
As always, when Pokemon Syndrome is mentioned, I feel obligated to talk about my own interpretation of the term.

In almost all cases I believe Pokemon learn their moves because it says something of their character. Pokemon Syndrome comes in when the author doesn't take into account "WHY" a Pokemon learns such and such a move, or "HOW" that Pokemon would use that attack.
For example, Astonish, in my Diglett moveset. On a ghost type pokemon, you might expect something more supernatural, but on Diglett, the move clearly explores the way Diglett can pop up out of nowhere and surprise the foe. There are all kinds of other moves that explore the 'surprise' element of Diglett's character, such as Sucker Punch, Double Team, and Headbutt, and such moves might have completely different interpretations on other Pokemon.
As another example, while other pokemon might have thrown rocks for "Rock Tomb" I felt Diglett would be the kind to drag the foe underground into a literal rock tomb.

It's all in how you interpret the attacks. And sometimes, the attacks a Pokemon CAN'T learn speak volumes for their character as well. Imagine a Pokemon who could learn Frustration, but NOT Return...
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
No, Smady. The whole point of Pokemon Syndrome is that while the Pokemon –can- learn them, that it’s OUT of character for them. The posterboy for Pokemon Syndrome is Nidoking – Flamethrower, Ice Beam, Thunderbolt, Surf? Because a ground type using an electric attack is clearly perfectly in-character, much less surfing on top of a wave of water he’s weak to.

ELEFUUN

Erufuun is easy enough to read through if one doesn’t intend to actually walk away from the set understanding all of its concepts, after all, you’ve got a good organization with the bolding and all. . .But if you do intend to actually understand the set it’s a hellish nightmare that’s nearly as bad as switching in on Leech Seed against Erufuun in competitive Pogeymans. The order the moves are presented is just so completely and utterly random (Jab and Dash separated from tilts? Tilts after the whole set? Really?), and the moves reference other moves that we haven’t seen yet passively as if we’ve already read them on a very regular basis. As DM said, you really have to read the set twice if you want to fully grasp that, and going through this thing once was painful enough for me.

As for the main set, -that- is where you have a large step up from Childre. Bogging the foe down with cotton and running away with Whirlwinds, setting up Cotton Spores everywhere, then exploiting them with a variety of moves to attack foes. The fact Erufuun mixes a lot of hit and run tactics into his constant fleeing makes the set feel a good bit more fresh, as well as those moves designed for gimping like his jab to help him drag the foe off-stage.

For flaws in the actual main set, you already know how much I dread him randomly being able to use Leech Seeds in stun to be completely immune to grabs, as well as the brokenness that is his dtilt invalidating any attack with any lag whatsoever. This isn’t Melee, thank God, so stop trying to turn it into it on a character that’s not even remotely offensive. While that –is- just a balance problem with 2 moves, other awkward things in the set include you a bunch of more awkward interactions with no logical basis, as well as just generally awkward moves with no explanation like the nair or dair. Clearly the nair whirlwind enables him to use aerials instead of standards while in it, despite being identical in almost all other properties.

KILLER MOTH

This actually isn’t that bad of a set if you ignore the balance problems, which is essentially just number tweaking. That said, the balance problems are very severe, what with Ulgamoth able to poison a foe and stall under the stage forever where he’ll never be hit, thus the foe will never be healed. Nevermind the raw power of the nair and Double Edge, or Ulgamoth’s ability to become immune to knockback for free.

Ulgamoth’s core concepts are decent, though, in setting traps up to be used by a Whirlwind and absorbing fire hitboxes with his nair. It’s essentially Skarmory meets Houndoom. The problem is that the traps are all painfully generic and really only serve the purpose of going into the whirlwind.

Aside from its balance problems, the set shows how rushed it is with things like the bair and uair sharing the same note, Psychic randomly functioning like Poisonpowder, and you not even knowing that much about Ulgamoth’s character. If you’re making this set to try to show that you like him, I’d say you failed at that considering you didn’t even bother to do the slightest amount of research on him.

***

Also, might I link both of you to a certain moveset? The first one in line. . .
 

Smady

Smash Master
Joined
Apr 29, 2007
Messages
3,306
Location
K Rool Avenue
I would like to now announce the weekly user rankings - an effort on my part to acknowledge the most active members of our community. This is through a points system, where posts, comments and movesets are worth an actual value - the most active members naturally will have the most points every week. I will post the first in what will be a weekly event, tomorrow, with the cut-off point being 12AM of the next Monday - meaning our first is ending in round about five hours. However, expect the user ranking to be posted sometime later in the day than that.

I will be keeping an accumulated score somewhere and a referring link in my signature will pop up once the first one goes out; the overall winner by the end of the contest will receive a prize, though I'm not quite sure of what it will be yet.
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
810
3DS FC
1908-0105-4965
@SmashDaddy
The winner should get a cookie :D
 

Thrice

Smash Cadet
Joined
Apr 1, 2010
Messages
45
Location
Washington
ERUFUUN

Erufuun is easy enough to read through if one doesn’t intend to actually walk away from the set understanding all of its concepts, after all, you’ve got a good organization with the bolding and all. . .But if you do intend to actually understand the set it’s a hellish nightmare that’s nearly as bad as switching in on Leech Seed against Erufuun in competitive Pogeymans. The order the moves are presented is just so completely and utterly random (Jab and Dash separated from tilts? Tilts after the whole set? Really?, and the moves reference other moves that we haven’t seen yet passively as if we’ve already read them on a very regular basis. As DM said, you really have to read the set twice if you want to fully grasp that, and going through this thing once was painful enough for me.

As for the main set, -that- is where you have a large step up from Childre. Bogging the foe down with cotton and running away with Whirlwinds, setting up Cotton Spores everywhere, then exploiting them with a variety of moves to attack foes. The fact Erufuun mixes a lot of hit and run tactics into his constant fleeing makes the set feel a good bit more fresh, as well as those moves designed for gimping like his jab to help him drag the foe off-stage.

For flaws in the actual main set, you already know how much I dread him randomly being able to use Leech Seeds in stun to be completely immune to grabs, as well as the brokenness that is his dtilt invalidating any attack with any lag whatsoever. This isn’t Melee, thank God, so stop trying to turn it into it on a character that’s not even remotely offensive. While that –is- just a balance problem with 2 moves, other awkward things in the set include you a bunch of more awkward interactions with no logical basis, as well as just generally awkward moves with no explanation like the nair or dair. Clearly the nair whirlwind enables him to use aerials instead of standards while in it, despite being identical in almost all other properties.
Yeah, I can see where you're coming from on organization and writing style; truth be told I wasn't quite sure where to put the moves. I wrote all of the moves in a random order as they came to me, which I assume is why moves early in the set mention moves which are after them. I wrote the tilts last, so I thought they'd mention other moves the most, which is why they're way down there. I did rearrange it a bit last night, so the Jab and Dash are at least down there with the Tilts.

As for the random logic issues...well. Neutral Aerial I can explain; Erufuun is an aerial-based character, and I figured that its main move(Whirlwind) not interacting with its aerials was just awkward, so I made another Whirlwind that ONLY interacted with Aerials. You have to do special things to get it to work like the original, though, so I felt it was a nice change of pace of sorts. I'm honestly not sure where you're coming from on the Down Aerial...I guess just the fact that it can go back into Whirlwinds? I mainly did that to further use Slip Through, and you have to do it if you want to use Windstorm effectively. As for the name, that's just my thing.

For Leech Seeds....I actually meant them to do nothing if thrown when the foe has two, but I guess I forgot that... I'll make sure I check over my moves more in my next set. As for the Down Tilt, I mainly wanted the Tilts to all do something different with the cotton; Forward racks damage, Up kills, and Down protects Erufuun. I just overdid the protection a bit. I actually went back and lowered that to 1/2 after you told me about it in the Xat last night. Also, I made Leech Seed still usable in hitstun, but not during Grabs, so hopefully that helps balance it out a little more.

But yeah, thanks for the comment; I'll keep this stuff in mind when I'm writing Hazama...and I'll try to order the moves and all correctly. Also, for someone who didn't like organization/colors and such at the start, I am apparently not terrible at it...
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
More Comments Than He Should Legally Be Allowed To

Aianto

Aianto is a very interesting concept. The use of an entire swarm cooperating to attack is entirely unique as far as I'm aware, although it doesn't feel too terribly in-character for a Pokemon to be calling for back-up in the middle of battle.

Aianto's also missing a few moves. While the lack of throws is 'somewhat' understandable, especially since you've already got Strength to sort of stand in as the capacity of ants to throw enemies, the use of a 'directional aerial' is not a legitimate excuse for not finishing a moveset, and Smady, if you're reading this comment, you should be ashamed of enabling this.

My first and primary concern is just how breakable swarm is. There's no limit on it, and with his weight, it wouldn't be hard at all to keep switching around ants to make a single stock last forever for the opponent. And if they KO one that isn't you, you can use a new one now! It's in Aianto's interest to kill off high-percentage ants actually so he can keep switching control and never actually lose a stock.

There certainly is cool stuff here, what with Insect Opposition and swarming and all that, but with the incredibly broken Befriend and missing several key moves, it just doesn't fly with me. It's rushed, but there have been worse sets, don't get me wrong.
 

Darkslash

Smash Master
Joined
Feb 1, 2008
Messages
4,076
Location
Strangereal Equestria
Oh look comments about pokesyndrome.

So N88 pumped out another Pokeset (3 in a row, amazing!), this time the zerg like Aianto. Great concept you got with the holes, and the tunnel network you can create with said holes. Kinda reminds me of Grey Knight's bush mechanic. Of course you try and spice things up a bit with the fact that you can have a swarm at your finger tips.

Though I have some questions about the balance of Dig and Swarm. Theoretically (if I read the set correctly) with a good player Antio can never lose a stock as an Aianto coming out of the hole gets 0 damage, and you didn't clarify if you lose a stock if the Aianto you WERE controlling (I know you did say that Aiantio can only be K.O'd if the player is controlling it) falls of the stage. Does it drop back onto the stage, or does it get lost forever and you have to summon a new Antio?

And another question. Can you attack holes and cause them to collapse? I know they collapse when it exceeds more than 3 tunnels , and when he dies, but you never did clarify if someone can ruin Aianto's day and just attack it.

So yea crappy comment is crappy (Y).
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move


“Personally, I prefer the air.”




A riddler, a sage, and a lover of sweets, Zephyr sadly is known in these times simply as a warrior of the winds. Though he chose not to participate in the Beast Horde's war with the humans, he has joined battle against the Hellbourne, and the powerful winds and aerial attacks he calls down upon the daemons are a welcome addition to the new Legion.




[Medium]
[Extremely Light]
[Fast]
[Combo]
[Gimper]
[Aerial]
[Extreme Recovery]
[Glide]
[Camper]
[Anti-Camper]
[Wall Kick]
[Floaty]
[Many Jumper]




~ Neutral Special – Gust ~

Upon pressing B, a mouse cursor in the shape of a feather pops up after a small delay (allowing you to start from a location other than Zephyr’s body, though not particularly far from it). “Paint” in any direction and then release B to create a gust in that direction. This gust of wind pushes enemies (and allies) along its path, but does not damage them, sort of like a more powerful version of Mario’s FLUDD. This gust of wind is very fast (especially if the player is good at quickly “painting”), but has a bit of a cooldown, only being usable once every five seconds. Does not leave Zeph helpless.

This move has nearly countless uses:
Recovering
Gimping
Finishing
Pulling campers to you
Camping for cyclone charges
Starting and continuing combos (or just getting foes in range of your attacks)
Knocking foes airborne
Chasing
Escaping
(Just to name a few)

~ Side Special – Cyclones ~

Zephyr demonstrates his mastery of the wind quite literally by making it his pet. Using this input consumes 1 charge (one charge gained each time Zephyr inflicts 10% damage or every 5 seconds Zephyr does not take damage). This charge is used to create a small cyclone that patrols around Zephyr, inflicting 1% damage per second (no flinch) to foes near him. Any number of cyclones may be maintained, but they are all lost on death. Hold this input for one second to consume a cyclone, healing Zeph for 3% health.

Note that damage done by cyclones does not count towards gaining charges.
[1% per cyclone per second]

~ Down Special – Air Prison ~

After releasing the charge on this move, Zephyr creates a prison of air around himself, it being roughly 1/3rd the circumference of Luigi’s final smash. This anomaly in air pressure acts very strangely. Foreign objects near it are prone to being pulled inside, but objects inside act as if there was no gravity, freely flying around and using aerial attacks, though still being affected by knockback, though the knockback will not send them flying outside the prison. Note that this move is based on its own charges (having nothing to do with cyclone charges). One is gained every 5 seconds, each being worth 10% health. Alternatively, you can actually hold the input to charge the move at a great conversion rate (1 second = 1 charge).

The shell is, in fact, made of several pieces, each being made of very thin, semi-transparent bits of atmosphere, and each being roughly equivalent to half a BF platform in size. Each of these pieces has about 10…30% health, depending on charge, being breakable with attacks, or by characters being knocked into them. When the latter happens, the piece of the shell takes the same damage as that of the attack that caused the knockback. Once any one piece is broken, the entire shell breaks from outside air pressure leaking in.

Note that this prison is invulnerable from the outside but quite vulnerable from within. This is effectively Zephyr’s way of forcing you to attack him on his terms (or spam projectiles at him, if available). This is especially dangerous if he already has stacked cyclones.

Due to the strange nature of this anomaly, Zephyr cannot gain charges while inside of it, but existing tornados will continue to exist.

~ Up Special – Typhoon ~

Zephyr flies around in circles, rising in elevation as he does so. Within the 3 second duration of this move (which can be cancelled early), Zephyr rises about 3/4th of the height of the Pokemon Stadium windmill and creates a large hurricane. Enemies trapped inside of it are treated similarly to Metaknight’s *****nado and driven towards the top of the typhoon. Cancelling this move early results in a smaller typhoon and less recovery, but no lag. Does not leave Zeph helpless but cannot be used more than once without landing.

This special is used for:
Recovering
Comboing




~ Neutral Attack – Melee Attacks ~

Zephyr’s standard melee attack is a 3-hit combo. Press once to swipe your left wing for 2%, twice to swipe your right wing for 2%, and a third time to clamp the foe with both of your wings for 6%. The first two hits are swift and short-reached, great for racking up damage if you repeatedly cancel the third hit. The third strike has a bit of a windup, but has a better reach, superb priority, and decent forwards knockback (killing as low as 120% from centerstage.) This neutral combo does exactly enough damage to grant a cyclone charge, and is thus one favored way of obtaining them.
[2%,2%,6%]

~ Dash Attack – Spin2Win ~

Zephyr’s dash instantaneously picks up tremendous speed as he spins around, continuing to travel for a distance comparable to Ganondorf’s dash. Striking foes with this results in 7% damage and a bit of upwards knockback.
[7%]




~ Side Tilt – Peck ~

I shouldn’t really have to explain this one. This is a fairly straightforward pecking attack with a short hitbox, very little lag, and plenty of repeatability. Deals a mere 1% per strike (at several strikes per second) and stacks quickly. The interesting thing about this move is that it can be aimed up or down slightly to make poking through shields a breeze.
[1%x}

~ Up Tilt – Feather Duster ~

Zephyr swings his left wing upwards for a quick strike of 6% and decent upwards knockback. The reach is nothing special, but the priority is very nice. This move is meant for knocking opponents into the air, where Zephyr is more at home and more fun to play.
[6%]

~ Down Tilt – Talon Kick ~

Zephyr does a light forwards kick with his right leg, it having very little lag and a fairly nice disjointed hitbox. It does a rather mediocre amount of damage (4%), but causes the foe to trip if they were using a move.
[4%]




~ Side Smash – Mighty Scissor ~

In a rather exaggerated version of the third strike of his A combo, Zeph clamps foes with his wings, making for a powerful move indeed. This move may have high starting lag, but it makes up for it with numerous properties. Firstly, it has a high initial starting hitstun, during which time Zephyr can quickly chain several smaller hits before the foe finally gets dealt the high forwards knockback of this move (killing as low as 90%, with damage done during the hitstun not counting towards this knockback). It is also his most effective means of killing a foe while on the ground. Its difficulty to land means you may be required to use on a foe trapped in a cancelled Up Special.
[15…22%]

~ Up Smash – Updraft ~

Zephyr quickly faces the players and starts flapping his wings with great power, releasing mighty winds that deal damage and drag foes (and himself) upwards. This is quick to start and difficult to escape, a great way to bring both your foe and yourself into the air. (Though ineffective against aerial assaults from foes, as it ironically does not hit above you). There is no charging for this smash, it actually being a channel that acts while you “charge” it.
[3%x with a max of 5 hits per target]

~ Down Smash – Wind Shield ~

This rather unfortunately pun-named move is another one with many purposes. While channeling, Zephyr gains a barrier made out of wind. Any projectiles that would strike Zeph during this short duration are reflected to auto-seek the source. Upon breaking the channel, Zeph can quickly smash the control stick in another direction to swiftly dash in that direction, passing through and pushing away enemies in his path for good damage and downwards knockback. This move combos very strangely, as it acts like a shorthop but pushes the foe towards the ground, effectively working well with fast, downwards hitting aerials.
[9…16%]




~ Neutral Aerial – Orbital Wobble ~

Zephyr pushes any cyclones he current has outwards, extending the distance they orbit him from, up to a maximum of the circumference of his down special. Holding this input (including once Zephyr lands on the ground while using it), causes the cyclones to move closer to him once more.

~ Forward Aerial – Feather Storm ~

Zephyr swings both wings forwards, much like Falco’s Forward Smash in terms of animation, lag, and reach, releasing a burst of feathers forward a short distance. This move has 3 hitboxes- 1) His wings. 2) His projectile feathers. 3) The tips of his wings, connecting with the thrown feathers. Hitbox 1 is easy to land for decent results, giving a suitable 8% and decent horizontal knockback (ko’ing as low as 125%). Hitbox 2 feels like a mediocre range extension, it only dealing 3% and some flinching. Hitbox 3, however, is an incredibly small sweetspot that works much like Falcon’s knee of justice, dealing a rather impressive 17% and great forwards knockback, KO’ing as low as 80%.
[3%/8%/17%]

~ Back Aerial – Aerial Ace ~

Using his mighty talon’d legs, Zephyr does…. What else… a spinning backwards roundhouse that serves as one of his primary killing options with okay reach, great speed (though bad ending lag), and high knockback, ko’ing as low as 95%. Damage is not that impressive, at 8%. What would Brawl be without killing Bairs, aye? The thing that makes this move interesting however, is that the true hit doesn’t happen until moments after the attack is launched, an anime-style wind line appearing after the kick is made to serve as the real hitbox. This makes this rather mediocre compared to other killing back airs, though the priority of this can’t be beat.
[8%]

~ Up Aerial – Triple Flip ~

Zephyr does a flipping animation similar to Wolf’s neutral aerial while rising up about half of his body height. This is repeatable two more times, though the ending lag of the move is multiplied by the usages, it being very small at one time and a bit considerable at three. Damage is low, doing 4% per spin, but it is pretty much inescapable, and the upwards knockback is also increased by the number of spins the foe was struck by (ko’ing as low as 160% at one spin and 120% at three).
[4% x 3)

~ Down Aerial – Spiking Sweep ~

Zephyr sweeps his right wing downwards as he slightly turns toward the players. This strikes enemies directly below him and diagonally below him (in the direction he is facing). The latter hitbox is a spike that rockets foes in that direction and dealing 10%. The former hitbox does more damage, but less and different knockback, dealing 13% and rather average backwards knockback. Reach and speed are quite comparable to Marth’s Dair.
[10%/13%]




~ Grab – Talons of Justice ~

This rather short ranged grab using Zephyr’s talons to clamp the foe is very fast and without much lag if whiffed. The real defining trait of this grab is that it can be used in the air as well (Oh, no… not another one of those!] When used as an aerial grab, the set of throws is entirely different and more generic, meant solely as a combo set up or continual (and of course to work with your cyclones).

~ Grab Attack – Zephy Foepecker ~

Zephyr fiercely pecks the foe with his beak. Dealing very quick but weak strikes of 1%. It doesn’t rack up quite as quickly as his F-tilt, but it is much safer, given the fact that it works on grabbed foes.
[1%x]

~ Aerial Throw – Cardinal Toss ~

Zephyr spins several times with the caught foe and then releases them a very short distance in the direction of the throw, dealing a mere 4% damage. This throw may be shared between the inputs, boring, and generic, but it certainly does set up all of his aerials very nicely.
[4%]

~ Forward Throw – Slap ~

What’s more humiliating than being ***** slapped? Simple… being ***** slapped by a big bird, especially when this slap sends you flying with enough forwards knockback to kill a lightweight at center stage from 120%, while dealing 7% damage.
[7%]

~ Back Throw – Multi-kick ~

Zephyr releases the foe just behind him and (while flying a short distance off the ground), proceeds to unleash a flurry of lightning fast kicks, followed by one stronger kick. This entire combo does 10% damage, but can be broken out of easily by low health foes. Still, if it all lands, you gain a cyclone charge while dealing enough knockback to put some distance between you and the grabbed foe.
[1% x7 + 3% = 10%]

~ Up Throw – High Flying ~

Zephyr sends the foe flying upwards with a gust of wind that deals knockback that ironically decreases as their damage increases, making this a superb early game throw but a mediocre late-in-the-stock throw. (It will never be strong enough to kill them). Deals 5% damage.
[5%]

~ Down Throw – Pin ~

Zephyr pins the caught foe to the stage, allowing his cyclones to continue shredding the caught foe for even longer. This deals no real damage of its own, just making the grab take longer to escape. For this reason, it is the opposite of his up throw, being used later in the stock to deal crazy damage with Zephyr’s hopefully numerous tornados.





///Master of Winds\\\

In a truly stunning combination of his powers, Zephyr shoes that he is the master of the wind. First he goes into the background and starts violently flapping his wings… then he unleashes Hell. A giant tornado roughly the size of the Ice Climber’s mountain is spawned on the stage. Most of this area, however, is the safe eye of the storm. If a foe were to get caught in the winds of the tornado, they would be violently pulled upwards for a potential death on the upper blastline. Oh, but just avoid the edges, right? Wrong. Zephyr’s gusts can be “painted” at any point of the screen during this final smash, allowing him to forcefully knock you into the tornado. Best learn to dodge! This final smash lasts 20 seconds.




Zephyr’s first playstyle is a very defensive one meant to stall for cyclone charges while keeping the foe as far away as possible. He will then become aggressive once he has gained a frightening number of cyclones.

This playstyle uses surprisingly few of his moves. His Neutral Special will be his bread and butter, while his down tilt, down smash, neutral air, up special, and down special will also see use. Of course, shield, sidestep, air dodge, and roll are invaluable to this style.

Very little damage is inflicted by Dove Zephyr outside of his cyclones (particularly using Nair to turn them into “projectiles”), but he does tend to be safer than his cousin.
This style is best used against characters with limited/no projectiles or approaching options, as well as other campers.




Zephyr’s second playstyle is the exact opposite of his first, but equally complimented by his moveset. This style tends to be used by more advanced players to decimate foes quickly and efficiently. This Zephyr remains aggressive all match, using only enough defenses to preserve his life and his cyclones. If Zephyr dies, afterall, he loses all of his charges, a loss that tends to spiral into a defeat. He is the type of character that is likely to either dominate you or be dominated. He is EXTREMELY light, and relies on killing you before you can kill him.

This Zephyr style has a tendency to make use of his entire moveset for insane and inventive combos. Neutral Special is often used aggressively to prevent camping or to get the upper hand in the start of a conflict, as well as the occasional combo setup or aid. Up Special is often used to keep foes afloat for additional hits. Down Special is used as an aggressive option to literally force opponents into an aerial situation.

Simple combos such as these are common:
Aerial Grab -> Throw -> Aerial
Down Smash -> Dair
Up Tilt -> Uair
And more- remember that skilled Zephyr’s tend to VERY inventive and hard to predict.




Playing against Zephyr is often about simply outplaying him and starts right from character selection. Do … not…. EVER choose a character based around a strong ground game. A decent Zephyr will ensure that the ground is nearly a non-factor. He is made to shut ground-based characters down. To beat him, one should beat him at his own game. While he is an aerial specialist, he is not as strong in the air as many other aerial specialists. His advantage over similar options is his ability to force you to fight on his terms in nearly any situation. The problem with this is that if these are also your terms, then he is at a disadvantage and must seriously outplay you to achieve victory.





]​


Zephyr is one of my favorite characters from the online game, Heroes of Newerth... and this is saying something, as this game has an abundance of ingeniously inventive and likable characters with creative and fun concepts. Truly, to represent the series to its fullest, I would have to make many more movesets for its characters.

Zephyr to me marks a return to this contest and a hopeful success in taking my own style and turning it into something great, combining very simple concepts with a few very complex ones to make what should be a surprisingly coherent moveset. This is designed with the goal of making synergy between moves fairly obvious, but still often pointing it out just in case, as I have no desire to alienate any reader.

I will conclude by saying that I do not care about placement, but do care about reception. I hope you appreciate the work, but I will not ask you to hype it. That's your own choice. Expect more movesets in the near future.


Special thanks to Smash Daddy for the headers.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Zephyr

Chris returns! What a wonderful Make Your Move this is! Allow me to be the first to comment Zephyr.

Zephyr definitely has an airy, light feel to him, and the organization, spacing, and word use all seem to exert that less is more. And that is certainly what you do with the individual moves; no moves are complicated or overly long, but in general somewhat versatile.

One complaint I do have is with the 'charging' mechanic. Without context, him getting charges for getting damage in / avoiding attacks seems rather awkward, a very inelegant way of imposing a limit on the use of an attack. There must have been a simpler way than just capping your use of the move unless you fulfill hidden requirements.

The moves were also in general extremely simplistic, especially the ground moves. That's somewhat understandable, seeing as he clearly is an aerialist character, but they could have stood to have a little more playstyle relevance and be built more into how he plays.

That said though, Zephy certainly does have a decent playstyle, if certainly not an intricate one, and the use of wind as part of a combo character is always a cool idea; what Link's Gale Boomerang could have succeeded at. It's wonderful to have you back and making sets regardless mate.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
First moveset, and now first MYMini Entry. . .

GRISWOLD HOUSE

Hailing straight from National Lampoon's Christmas Vacation, it's the Griswold House, and it's here just in time for you to have the hap-hap-happiest old-fashioned Christmas brawl in history! To expand the Christmas cheer of the stage, Clark Griswold and his family have even prepared a nice little stage for you inside their home! To select the outside version of the house, hold X or Y as the stage is loading. Holding L or R takes you inside the house for a whole new Christmas sensation.


Outside, characters fight primarily on the snowy lawn of the property, which stretches a Final Destination and a half across the screen. The house sits in the middle of the stage in the background, containing three additional platforms to play on. Two and a half Ganondorfs into the air, the roof of the smaller portion of the house serves as a platform the length of Battlefield; to the left of this platform, there is a slanted platform overtop the porch the length of two Battlefield platforms. This platform is dangerous to stand on, for if you are not moving against the slant on either side of the platform, you will slide off of the roof, entering a prone position on the lawn below. Finally, two Ganondorfs up from these platforms is another Battlefield-sized platform on the main house's roof; this one is home to an old-fashioned brick chimney. These three platforms are all drop-through.

To the far left of the main lawn, there is a massive pine tree, reaching up as high as the tallest roof platform. It stretches far enough offstage that it blocks grounded characters from the walk-off boundary. Characters can still be hit into the tree, from where they must mash out with grab difficulty, taking 1% per second from the spiky nettles. In addition, there is a 12.5% chance of them coming out with a furry friend attached to their back. This loathsome rodent attaches to characters with double the strength of a Pikmin, biting them and dealing 5% per second. Once it is shaken off, it runs around randomly onstage for ten seconds before retreating to the tree; it latches onto characters it touches, and causes all characters standing still to dash in the opposite direction. One of these little guys can be onstage at a time.

This stage also alternates between day and night at the speed of Battlefield. The stage changes somewhat day to night...during the daytime, at the crack of dawn, Cousin Eddie walks out of the house in his bathrobe, opens up his RV, and begins emptying his chemical toilet out of a pipe into a sewer conveniently located in the center of the stage. Naturally, he isn't the tidiest of folks, and quite a bit of sewage is released onto the lawn, rather than into the sewer; due to Eddie emptying in the nasty stuff from the background, he cannot be attacked at all. His waste covers a Battlefield worth of space in the center of the stage over a period of ten seconds, and lasts for thirty seconds before vanishing into the ground. Characters who step on the stuff slip, while if a character uses a move involving fire on top of it, the enter area of polluted ground explodes, dealing 31-32% and godly knockback. Characters who use fire gain access to a nice new trap; they can pressure characters toward the waste before detonating it and sending them flying...just don't get hit yourself!

At nighttime, Clark comes out of the house and plugs in the cornucopia of Christmas lights on the roof over a period of five seconds. Any characters standing on any of the three drop-through roof platforms at the instant the lights are lit suffer a full three seconds of stun from the blinding glare of the lights. The lights stay on for approximately thirty seconds before going out ; if a character remains on a platform for more than three seconds at a time, they suffer this stun as well. They can use their grab to pick up a strand of lights and pummel it; if they deal 10% to the strand before the three second rule comes into play, all the lights on the platform go out, eliminating the effect. However, not all characters will jump at the chance to put out the lights (characters with weak or slow pummels come to mind). And plus, what's the fun without some luminous decorations to brighten up your match?



Inside the house is quite a bit smaller, as you can imagine. The stage only covers the area of Final Destination, as opposed to the roomier outside environment. Although the room's ceiling is visible, it is not a literal ceiling; vertical KOs are still possible. There is a Christmas tree, decorated in ornaments, to the far right of the stage; it acts identically to the outside pine tree. Although there are no wild critters in this tree, it is filled with sap, due to being cut down from the great outdoors. Characters covered in sap lose the ability to throw items (they stick to their hands), as well as hold on to grabbed victims for twice the regular time before they can mash out. Grab-based characters may want to intentionally get hit into the tree, in order to gain this helpful effect.



To the left, a Mario off the ground, there is a long, wooden banquet table, extending half of Battlefield off of the left blast zone. The table serves as an additional platform, with various holiday goodies on it. All but one of these are in the background; a seemingly-normal turkey rests in the foreground on the table. If this turkey is attacked, it explodes violently in a cloud of smoke, revealing nothing inside but bones. Cousin Eddie must have overcooked the bloody thing. . .A character who attacks the turkey suffers 15%, but gains the benefit of the entire left half of the stage being engulfed in smoke for fifteen seconds, over the period of three seconds. They may lay traps during this time, hidden dangerously in the turkey smoke for unsuspecting victims to stumble across.

Oh yes, and did I mention the relatives are staying over for Christmas? Although the vast majority of them do not interfere, and merely spectate from the background, occasionally Aunt Bethany will mix things up a little. You see, Aunt Bethany has just celebrated her 70th birthday, and gets confused easily. Whenever an item spawns onstage, she'll totter up to the background and take the item laglessly, wrapping it and placing it under the tree in the background (out of the game). You want to play with your precious toys? Wait until Christmas morning, impatient imbecile. Aunt Bethany's other gifts sit alongside the items she has wrapped; one of them leaks green jello, while another meows loudly. The family sure is in for a surprise on Christmas morning. . .

All in all, despite the stage having various elements that can play a role in matches, none of them shut out the stage entirely, and some even contribute to the playstyles of certain characters (such as Eddie's waste, the tree sap, and the turkey smoke). Have a very merry old-fashioned, fun family Christmas brawl!


Stage Music:
Christmas Vacation
Carol of the Bells
Wonderful Christmas Time
White Christmas
Sirent Night
 

gcubedude

Smash Apprentice
Joined
Aug 15, 2009
Messages
83
Erufuun
Omigosh, it's so adorable! I wanna hug it!

Ahem, anyway, I thought the moveset was very well done. The interactions between all of the spores and the wind attacks are well thought out, and they work toward Erufuun's gimp-and-run playstyle. I like that Leech Seed only actually recovers health if Erufuun is near the opponent.

My only problem with this set is the way certain moves say things like "acts a lot like his Forward Smash" when the reader hasn't even read the FSmash yet. Other than that, it's a very good moveset.


Victreebel
What an interesting special mechanic! Getting foes in your belly is both cool and in-character for Victreebel. The way most of the rest of the moves work toward either eating a foe or messing with the foe in your belly is awesome. I particularly liked the Synthesis-Solarbeam combo.

I'm only worried that a few of the moves might be too powerful, as it seems like Victreebel would have too easy of a time staying at low percentages, and Magical Leaf is a little crazy. Other than that, it was a great set.


Aianto
Wow, three Pokesets in a row. Gotta make em' all...into movesets!

So Aianto's a summons fighter, and a darn interesting one at that. Dig as a teleport move is pretty cool, and the requirement for Swarm. Swarm is awesome, but almost seems broken, as you can Swarm 5 Aianto's on the field, and when the one you control is sent off stage, Swarm another one before you die. This, of course, won't work if you get spiked, or sent off stage so fast you can't Swarm, but there's no need to let it get that far, as when your main Aianto gets past, say, 80%, you could just jump off course, use Swarm as you fall to switch, and let the newly-CPU-controlled Aianto die off. This makes it seem like Aianto would be almost impossible to kill, unless the opponent had an insane pressure game.

That said, I love some of the ideas in here. Being able to switch with the other Aianto's, using Agility to boost each other skyward, using the break in the line to pulverize opponents hit by Strength, they're all great ideas, and they fit Aianto and his ANTics (sorry, couldn't resist). This was a great moveset.

1 more thing: if this Pokemon actually was in Smash Bros, they could make an Aianto Attack mode. It's be like Endless Brawl, but with Aianto instead of Alloys, and they'd come out of holes instead of appearing from midair.


Falco Zephyr
I have to say that I enjoyed your writing style, especially the lists under some moves stating some of that move's uses. It's given me an idea for my own moveset (Don't worry, it's not an exact copy of what you did)

This was a fun read. After reading 3 Pokesets, each of which had some complex interactions between their moves and their playstyle, it's nice to see a set with relatively simple interactions. The set flowed well, and I'm pleased that everything seemed to fit a master-of-wind bird character. Cyclone in particular is very cool, and seems to be a big part of Zephyr's game. I enjoyed how you put two separate playstyle sections, each one describing a different way of using Zephyr. Overall, this was a very nice set


Griswold House
Idk if we're supposed to comment on MYmini things or not, but I'm going to anyway. Although I've never seen National Lampoon's Christmas Vacation (or many Christmas movies, for that matter), the images definitely helped me imagine this stage. Combined with your writing style, I could easily picture an actual Brawl occurring on this stage. The tree is a neat trap that can be abused with a good throw, and the chemicals give fire characters an awesome new attack. I also like the night-and-day thing you thought up.

The inside of the house is pretty cool too. Like the pine tree, the Christmas tree can be used as a trap, but also doubles as a pump for grab-based characters. The turkey is a very funny idea (and a good warning; don't eat Cousin Eddie's cooking!). This was fun to read and imagine.
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
810
3DS FC
1908-0105-4965
Aianto
Aianto is a cool Idea: Controlling an army of Ants to wear down your opponents, especially with dig and the tunnels you can make with them. While its a cool concept, I can't say it was pulled off very well. The whole thing seems...very rushed. I know it WAS, but...It shows and is very easy to tell it was. Its not BAD, its just not as good as your last. I hope that you continue on!

Zephyr
Zephyr is cool, because Owls are cool. I really liked his whole aerial control thing he's got going on, Its cool. Just like Owls. The playstyle is a bit bare-bones but it doesn't matter. Because its cool. Just like Owls. Good to see you coming back, Chris Lionheart!

And of course, I'd like to leave you with some news: Harvey Moisewitsch Volodarskii will be up within the next 3 days!
 

Z1GMA

Smash Hero
Joined
Sep 10, 2008
Messages
5,523
Location
Sweden
Are U guys hoping for an actual SSB4 Developer to stumble in here, or is this just4fun, tehe?
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Are U guys hoping for an actual SSB4 Developer to stumble in here, or is this just4fun, tehe?
More than one member is interested in game development as a career if I recall correctly. Regardless, this is mostly a fun competition. It's nice to dream about characters that could be in Brawl.

We don't have any expectations of this in the next Super Smash game; besides the fact that fan influence probably has basically nil effect on the development of this series in particular, we don't even limit it to characters who have a shot at it.

Which is for the better. If we're not taking this seriously, we're free to put whatever characters you want in. We've got characters from manga, webcomics, cartoons, third party video games, and even real life people occasionally entering Make Your Move. The competition is a blast really.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
ANT

While I don’t think Aianto in general has much to imply he should fight with fellow comrades, he doesn’t really have much of any character anyway, so capitalizing on his ant-like qualities really helped to give him some character, which he really does feel like with the marching, his allies, the holes, and Strength. While him being so small is a bit awkward in same vein as Torkoal, the fact you’re trying to emphasize his status as an ant helps it work.

As for the actual set, it’s quite intriguing – I’m loving how despite your allies being mostly computer controlled, the marching system enables them to act predictably and you can switch between them at will when one of them is in lag, essentially. There really are a surprising amount of options while you’re in the line, and you manage to make multiple characters gang banging one foe work without it just being a bunch of grabs. . .Well, they still are grabs, but the foe can just knock them off for the most part anyway, so they’re not “true” grabs. The ants just have such great ways of supporting each other, and the line system combined with Baton Pass and the reducibility of the AI just gives you such a great degree of control over them all at once. It’s truly brilliant.

The flaw comes in with the lack of inputs. Yes, I actually –like- your system for jumps if only for the fact it enables the ants to use aerials while still in the line formation, but it’s no excuse to cheat your way through the aerials section. The lack of throws is valid to an extent, but when combined with the lack of aerials gives one a very sick feel in their stomach. As for balance, I’m personally not that worried about it, as you can just damage rack the ants and kill them all at once to prevent their respawning and the ant player can’t Baton Pass unless he’s on the ground. Yes, there’s always Up Special, but characters like Dedede can just wall of pain him and not give him a chance to. Besides, when he starts out so vulnerable, he deserves to be somewhat broken once he’s set up. Granted, I wish he was more viable at start-up and less broken in the end, but it’s still not that much of a problem. The lack of inputs certainly tarnishes this otherwise fantastic set, though.

OLCADAN

You certainly did a great job with the specials, my favorite being Air Prison. I wish his moves elaborated a bit more with the Air Prison and he was a bit better in the air, considering the fact he’s not essentially just makes him a counterpick against ground based characters. The moves he has on the ground that link into his air game are good, but I think you should’ve come up with –something- for him to do on the ground to fill up some of those other more irrelevant inputs – perhaps some combo fodder for his offensive playstyle and some more stallish moves to help his defensive one? Granted, I don’t think Zephyr really has that much combo potential going for him beyond Neutral Special, regardless of how cool it is, as it wasn’t really touched on that much in the set. That said, Neutral Special and Air Prison single handedly help the set be a lot better than it would otherwise. I think one of the two playstyle options probably should’ve been cut to dedicate more moves to one of the two playstyles, though, as it overall feels too scattered.

HAUNTED HOUSE

So first set of MYM 9, and the first mini. Nice job on that, Kupa. I like how the day and night thing is actually relevant in telegraphing when the hazards are going to appear on the outside of the stage, as well as how you made some stage specific hazards that some characters can find beneficial, making the stage an interesting counterpick. Obviously the explosion waiting to be set-off by a fire attack is the highlight. I wish you’d come up with some way to get rid of the dreaded walk-offs, but ah well. At least you didn’t make the ceiling a literal one in the indoors part of the stage.
 

Smady

Smash Master
Joined
Apr 29, 2007
Messages
3,306
Location
K Rool Avenue
User Rankings Week #1

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 9 thread. The cut-off point for tallying is 12AM on Monday; other removals or changes are at my own discretion. The breakdown of points is as follows:


25 points for a Moveset
5 points for a MYMini
4 points for a Comment
2 points for a MYMini Comment
1 point for a Regular Post
+Regular Posts do not stack

This week it was pretty obvious who the winner was, before I had even begun tallying. Big congratulations to darth meanie on bigging our first week's winner with an amazing 133 points! This includes commenting on every single moveset since last Sunday – not an easy feat – and posting two movesets: Nattorei and Electivire. Getocoolaid also deserves a big pat on the back for getting second, being one of only two people to score over a hundred points; check out his Tetris set, if you want to see what he's all about. Another congratulations has to go out to our third most active member, Gcube, who landed a place well above fourth and beyond. Check out his moveset, Micaiah, and keep an eye out for Sanaki, his next planned set. Remember to check out the stadium to find all of the sets mentioned.


Points: 133, Movesets: Nattorei, Electivire

Points: 95, Movesets: Micaiah

Points: 87, Movesets: Tetris

Points: 66, Movesets: Goruugu, Aianto

Points: 61, Movesets: Victreebel

Points: 55, Movesets: The Prince

Points: 53, Movesets: Dark Samus, MegaMan.EXE

Points: 51, Movesets: Mawile, Aradia

Points: 49, Movesets: Erufuun

Points: 46, Movesets: Muk

Points: 43, Movesets: Diglett

Points: 36, Movesets: Thanos

Points: 34, Movesets: Gray Knight

Points: 34, Movesets: Bowser Jr.

Points: 27, Movesets: Ulgamoth

Points: 27, Movesets: Mr. Minecraft

Points: 27, Movesets: John Marston

Points: 26, Movesets: Zephyr

Points: 26, Movesets: Dante

Points: 26, Movesets: Arle Nadja

Points: 25, Movesets: Godzilla

Points: 11

Points: 7

Points: 7

Points: 5

Points: 5

Points: 5​
 

gcubedude

Smash Apprentice
Joined
Aug 15, 2009
Messages
83
Another congratulations has to go out to our second most active member, Gcube, who barely missed out. Check out his moveset, Micaiah, and keep an eye out for Sanaki, his next planned set.
Wow, second most active member? Hold on...


Points: 107, Movesets: Tetris

Points: 95, Movesets: Micaiah
Wait, what? Shouldn't it say "third most active member?"
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
810
3DS FC
1908-0105-4965
Gr, Darth Meanie and his fancy two movesets. I must hatch an evil plot to win this new-fangled competition...
 

Smady

Smash Master
Joined
Apr 29, 2007
Messages
3,306
Location
K Rool Avenue
I did look for sets by you, Charizard, but I couldn't find them. Post them up [links] and I'll put you on the list. Edit: And done.

I'll also take this opportunity to again thank to everyone who has contributed so far; it has been a really fun contest, even for just a single week of it. Shine on, MYM.
 

Zook

Perpetual Lazy Bum
Joined
Jul 30, 2005
Messages
5,178
Location
Stamping your library books.
I did look for sets by you, Charizard, but I couldn't find them. Post them up [links] and I'll put you on the list.

I'll also take this opportunity to again thank to everyone who has contributed so far; it has been a really fun contest, even for just a single week of it. Shine on, MYM.
Sure thing.

Sableye (MYM7) (Odd, it seems that my pictures on that set have vanshied.)

Slime (MYM3) (Jeez, that one hasn't aged well.)
 
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