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Make Your Move 9: [Now Defunct]

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crash826

Smash Rookie
Joined
May 6, 2010
Messages
6
Hey, can someone work with me on a set?
I have this cool idea, but no idea how to implement it.
 

Smady

Smash Master
Joined
Apr 29, 2007
Messages
3,306
Location
K Rool Avenue
Ah, newcomer, a brave traveller would venture inside the mysterious chatroom of old. There are lots of oldies in there willing to give advice and perhaps if you show a keen interest or some bravado, you'll find a person willing to joint with you.
 

gcubedude

Smash Apprentice
Joined
Aug 15, 2009
Messages
83
I could work with you, Crash, although I can't guarantee the best of results, as I've only posted one moveset (thought that's about to change, Sanaki is almost finished.)
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
It's TURBO Time!

MYmini Entry


Festive Floats



Unlock requirements: Put the cookie down, NOW!

As one of the worst scripted action sequences of any Christmas movie ever, the TurboMan Parade is something no Brawl can go without. Sadly, Arnold himself doesn't turn up in this stage. But that's because he totally deserves a moveset of his own. I refuse to take that awesome right from him.
Instead, we have... Festive Floats, a bunch of parade floats driving down an endless street.

This stage, theoretically, is a slower paced version of Big Blue, with massive parade floats in place of cars. Falling off a float, and onto the road, is nowhere near as fatal as in Big Blue, and almost anyone can simply run to keep up with the screen. Also like Big Blue, players can jump onto the road, and run under the floats.
Above the floats, are giant balloons shaped like various random Brawl characters. Touching these from any angle will bounce the player away with some force, so be careful how high you jump.





Merry Christmas, Jamie

 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
You'll Shoot Your Eye Out Kid!


We go from a Christmas catastrophe like Jingle All The Way to a Christmas classic; A Christmas Story. I mean, c'mon. Who -HASN'T- seen this movie? At the top of a multitude of "Best Christmas Movie" lists, a movie that gets played for TWENTY-FOUR hours straight around Christmas time...this movie really needs no introduction. It's a Christmas classic that pretty much everyone remembers for one reason or another. Whether it be Ralphie's constant desire for "an official Red Ryder carbine-action 200-shot range model air rifle with a compass in the stock, and this thing which tells time", the tongue stuck to the lightpost or even the dramatic f-word...yeah, people reference this movie all the time.

So what stage do we have from this classic? Why, none other than the Mall Santa's Workshop! Here's a link to the scene if it may have slipped your memory somehow. Using my expert Photoshoop techniques, I'll whip up a quick sketch of the stage!

Mall Santa's Workshop


Holy Christ what the hell is that?! Well, it's the stage! As anything underlined with black means you can't jump through the bottom. Anything with black on top means you can't drop down through it. That gray blob on the right side is actually a staircase (where all the kids wait to see Santa of course!). Yes, it is a walk off...but hopefully due to the weird structure of that side, you won't be having too much camping there...there are other reasons to avoid that staircase anyway. On the left side of the stage you have a magical slide of wonder! Sliding down the slide (for on reason or another) will cause you to fall into the pit of snow beneath the stage! As you can see, you can't jump through the stage/the stairs to get back into the fight...so your only way back up is to climb the slide! The slide is as slippery going up as it is going down however; your trip rate will dramatically increase leaving you slipping and sliding down into the snow pit again!

Hazard 1: The Elves
Those pesky elves are just trying to help Santa out...but they're a really annoyance too! If you're standing on the staircase, the elf on the right will run towards you in an attempt to grab you! If successful, they'll pull you towards Santa with surprising strength (double the normal grab strength). If you reach Santa well...that's a different story. Note that the elf will only actively go for you if you're standing on the stairs (or directly before them).

Hazard 2: Santa
Jolly old Saint Nick wouldn't hurt a soul...even if he is just some guy in a Santa suit. If the elves drag you over to Santa, you'll be forced to sit on his lap! He'll then ask you what you want for Christmas! Now...you surprisingly have a choice here...kind of. Four objects will appear around Santa; up, down, left, right. These items are as follows; Beam Sword, Ray Gun, Super Scope and Star Rod. You then have to press in the direction of the item you want to "ask Santa for it." Because the order in which these items are presented is randomized and because you only have half a second to pick a direction...it may be best just to pick a random direction before you see the results. If you happen to pick the Ray Gun or the Super Scope, Santa will simply stare at you for a moment before saying "You'll shoot your eye out, kid." The other elf will then grab you off Santa's lap and force you down the slide. If you picked the Beam Sword or the Star Rod, said item will be waiting in the snow pit for you...although any foes down there already may be waiting for you as well!

Hazard 3: Snow Pit
The snow pit is a pretty basic hazard really. Standing in it deals 2% per second to you for as long as you stand in it. Simple as that really. I suggest you climb out of the pit ASAP...which should be easy except for...

Hazard 4: Santa's Boot
Santa's putting down the law; nobody's going to hold up his line when the mall is this close to closing! If you try climbing up the slide (which can be done by simply running against it, you'll slowly climb up it even though it's hard to tell by my picture), Santa won't take very kindly to this and will attempt to kick you down when you reach the top! If you make it to the top and then don't jump immediately after, you'll be booted back down with an additional 20% added to you! Yikes! Does Santa have steel-toed boots?!

__________________________

Yay, my first MYmini complete! Also, as an important announcement...the leaders have decided to change this MYmini slightly. We will now accept stages from -ALL- Christmas themed things, not just movies/TV shows/specials. Still though, this MYmini is about a CHRISTMAS THEMED STAGE...so make sure your mini makes sense ;P
 

TWILTHERO

Smash Lord
Joined
Aug 19, 2007
Messages
1,880
Location
Canada
Behold, a stage that was made in half an hour! (h)


Christmas Town (Present Factory)


This stage is from the game Kingdom Hearts 2, where you fight the boss, Oogie Boogie. Here's a video for reference.

Now, look at the (horribly, horribly drawn) diagram below:

Yeah, last time I'm ever going to use Paint again. Click on image for larger size.

For measurements, the stage is about 8 stage builder blocks in height, and about 12 in width.

Now, if you're inside the glass container, you can press A to control a gigantic fist that'll fly downwards to the conveyor belt. Move it by using the control stick while holding A, and release it to send it down for 13-14% damage, with knockback KOing at 130%. There's very little ending lag, though above average ending lag, so use that to your advantage. That's the main advantage of the glass container control. One important thing to note is that there are no pits, so this stage is bad for gimp based opponents.

Now, see those presents? They'll move at a slow pace of 1 stage builder block per second. If you just tap on it with your jab, it'll open up. Now, if the present looks like a plain old one, it has something useful inside. If you have items on, it'll contain "toys", and any item (excluding stuff like bombs, or any other item that would cause self harm to the user) will be inside it. If the present look like it has a skull on it though, it'll usually contain some pretty nasty stuff, like a small explosion, that'll cause about 14-15% damage, with knockback KOing at 130%.

However, if you do an attack that'll deal off flying knockback to the presents, it'll automatically fly to the glass carrier on top of the carrier belt. If an ordinary present flies to it, it'll do pretty much nothing to it, except automatically opening the present, and it'll be in the glass carrier. If you manage to knock 5 explosive presents though, it'll break the glass carrier, and anyone on it will be knocked down to the carrier belt (which will stop moving by the way) and they'll be dizzy for 3 seconds.

While you may choose not to move the presents, they might get in your way, as they'll block your path, forcing you to jump, or suffer 10% damage from the spikes. Yeah, so knock those presents away as fast as you can, or enter the present hole, and escape the conveyor belt. This is great for team matches, as one person can hold the opponent inside the glass container, and the other person can knock the presents to it. And that's the stage in a nutshell.

Random cameos include seeing Jack Skellington, Sora, Donald and Goofy fighting Oogie Boogie on the other side of the stage. Your character will also be wearing a Christmas themed clothing, and yeah. Have fun guys!​
 

gcubedude

Smash Apprentice
Joined
Aug 15, 2009
Messages
83
Festive Floats
But..but I don't wanna put the cookie down!

Uh oh...

I like the balloons the most, cuz they force players to really watch their jumps. They also make awesome traps to knock opponents into.

Mall Santa's Workshop
I like the layout of this stage a lot. Whoever controls the area over the slide would have an easy time winning the match. The elves and Santa traps are also cool.

Smady's stage
O_O....

Present Factory
I like how you made the glass container powerful, but beatable by using what the stage gives you. It's a pretty cool stage overall.

----

Also, I'll probably post Sanaki today, for anyone who's interested.
 

kitsuneko345

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

Ah, what a nice flat stage with no hazards. At what appears to be a whole Final Destination long, it looks a bit crowded in there for fighting, and the walk-off would encourage players to play Dedede, but it appears balanced enough to be a counterpick. Look, the picture even shows people there, probably to represent Captain Falcons and Snakes or to play in the background, right? Wrong!

Straight No Chaser

Yeah, the stage isn't the stage we are playing in, the people are. Each of the ten members of this men's a capella group is about 2 stage builder blocks wide from shoulder to shoulder (the head extends an stage builer block between the shoulders) and 20 blocks tall (the drop zone is where their feet would be). KO zones to the left and right are about one Final Destination away and the knockout zone upwards is like FD's own. Becuase each member is tightly packed with the others, the only initial drop zones are the extreme sides of the stage. Any instance of them turning to look at their fellow members in the videos are not present unles noted later on.

Why them? Well, this group has gotten 12 million views on Youtube by singing their own rendition of "12 Days of Christmas". Although they have also done other songs from sitcom medolies to old pop hits, the songs they enjoy the most would be from Christmas, which garnish at least 100,000 viewers. What? That's not enough to warrant the conditions for MYMini's first contest? Well then... They'll wear Christmas sweaters and the background will be from this song! That's should be good enough, right?

Not much that makes the stage unique right (besides the useless yet cool background)? Wrong! Here are some of the attacks that this group can do to the stage. (Songs not mentioned at all are found in the the first three titles of the stage hazards)



Present in: All songs


Each member will emit a tune very similar to the possible songs that you can choose. That's because they perform the songs themselves (wow [/sarcasm]). The range of this attack, which acts similarly to DK's Final Smash, is dependant on how intense the player is singing. For example, if one member sings loudly, then the range will reach past the person by them, but if that person sings just as loud, any character caught between those two will land between their shoulders. However, no damage is given with these attacks, so there is no real danger unless you are close to the edge.



One or more members of the group will come to closer to the camera to sing their all on their own (usually this would be the second guy from the left, although some of the others would join in with him in the latter song). Due to this, that performer would not be part of the stage until he comes back. Anyone on that person will be dealt 5% and upwards knockback. Anyone caught in his spot when he comes back will be dealt no damage but spikeworthy downwards knockback.



Present in: Christmas Can-Can, Hey Santa


In these songs, all the singers crowd up at certain moments of the song, which makes the stage very short (duh!). To compensate for this, each member in that song wears reindeer hats which act similar to pass-through platforms and the stage would consist on where the biggest straight line of line is (so in the beginning of , the four people in the front is where each fighter is at that time).

Can-Can Dance:


Present in: 12 Days of Christmas (2008), Christmas Can-Can


Every player that does this ridiculous dance would go to the background and kick their legs up. The legs would deal 10% and high upwards knockback, which is good considering that . In the latter song, there is one moment where a group of six would do this; this marks the only instance in that song where no person is used as the stage except to deal damage. Funny, huh?

Random Body Movements:


Present in: 12 Days of Christmas (2008), Christmas Can-Can, Hey Santa, Who Spiked the Eggnog?


Remember doing that weird dance move that involves hooking your arm to someone else's arm and running around in a circle? Yeah, I don't either, but it's in the first song, so there it is acting like that "Recognition" move I mentioned a while ago. Can-Can includes three people random moving up and down (propbably one stage builder block), so that's there as well as one person just being a slow moving dreidel which would probably translate to a combination of "Recognition" and Mario's cape attack. Hey Santa features the idea of snapping fingers, which deals 2% with small knockback and much annoyance. Last but not least, Who Spiked the Eggnog has all of the characters just swinging back and forth in a drunken gaze. It still doesn't affect their singing though, which is... strange.

HEARD THIS SAME SONG TWENTY TIMES,
AND IT'S ONLY HALLOWEEN!

__________________________________________________​

So... yeah. Consider this a chance for me to get back my MYM groove. I do have a moveset in the works, but that will finish after I get my own laptop for Halloween. Again, so...yeah.
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
810
3DS FC
1908-0105-4965
Jingle Floats:
I've never Seen LAH(thank whatever God you worship), but this stage seems like alot of fun. The Baloons are certainly a nice Hazard, And I especially like the main stage.

Mall Workshop: OMMFSOBGBBQ EYE LUV THIZ MOOVY SEW MUCH!!!!!!!!!!!!!!!!!!
Ehem...the stage is cool, you've really captured the "Christmas Story" feel of it. Its so cool.
By the way, I live 15 minutes away from that house it took place in and have visited it. :D


Smadys Usual Christmas Eve
...0.o
Huhuhu it rhymed.
Seriously, though. THAT was ****ing hilarious. Sounds like a stage I'd like to play on...

Present Factory:
Ya know, I love the Nightmare Before Christmas. However, I haven't played KH, so I can't say I know of this place. It does seem like alot of fun, though.

Carol Singers:
Seriously, that was a good read. I would have never thought to make the player fight on top of a person, let alone many. Its a good addition, and I can't wait until you make an actual moveset!
 

gcubedude

Smash Apprentice
Joined
Aug 15, 2009
Messages
83
Here we go: my second moveset!

A new challenger approaches!
From Fire Emblem, it’s Sanaki!


Intro
Sanaki Kirsch Altina first appeared in Fire Emblem: Path of Radiance, the same game Ike also came from. She is the Empress of Begnion, the largest nation on the continent of Tellius. She is also Begnion’s Apostle, the vessel of the goddess Ashera; however, near the end of Radiant Dawn, it’s revealed that Micaiah is her older sister and the true Apostle. Sanaki is 10 years old in Path of Radiance, and 13 in Radiant Dawn.

Although she is not a usable character in Path of Radiance, she joins Micaiah’s group near the end of Radiant Dawn. In game, she can use four types of magic: Fire, Thunder, Wind, and Light. She is of the Empress class, a class unique to Sanaki. Like all magic users, she has low HP and Defense, but with her insane Magic and ability to use four out of five magic types (the fifth being Dark), she is easily one of your best offensive magic units.


Stats
Weight: 4/10
Sanaki is very light, about the same weight as Kirby.

Jump: 4/10
Sanaki can’t get too far off the ground…

Air Jump: 7/10
…but her midair jump is pretty good.

Walk Speed: 5/10
Sanaki walks very casually, in no hurry at all.

Run Speed: 5/10
Sanaki doesn’t run often, and as such cannot run as fast as most light characters. She has around Mario’s run speed

Midair Mobility: 6/10
About average, nothing special.

Float: 8/10
Sanaki falls very slowly, at about the same rate as Samus.

Size: Short and thin
She’s about the same size as Mario, but just a bit shorter.


Special Mechanic: Magic Mastery

Being the magic master that she is, Sanaki has control over four elements: Fire, Thunder, Wind, and Light,. Most of the moves in Sanaki’s moveset have an element, represented by the color of the move’s name. Although she can control each element evenly, she can momentarily perfect her skill in a certain element by using one of her specials.

After using a special move, Sanaki will glow the color that represents the move’s element (red for Fire, yellow for Thunder, green for Wind, and Plum for Light). While glowing, all of her moves with the same element as her glow deal an additional 5%, and kill about 7% earlier than normal. Also, certain attacks may change if Sanaki is glowing a certain color. However, this does come with a drawback. If Sanaki attempts to use the special that matches her currently perfected element, she’ll get arrogant and overexert herself, causing the spell to fail and taking 7%. She’ll also suffer lag equal to the startup time of Warlock Punch.

Sanaki will lose her glow if any of the following things occur:
• Sanaki does not use a perfected element move for 5 seconds.
• Sanaki uses a move whose element is not her currently mastered element*
• Sanaki takes flinching damage/dies.
• Sanaki trips
• Sanaki fails a spell.

*A note on the coloring of this set: If a move is colored white, that means it has one of two properties:
1) It takes on the properties of Sanaki’s mastered element, which means it won’t gain the damage and knockback boosts, but it will reset the 5-second timer
2) It has some element in it, but it doesn’t count toward or against Sanaki’s perfected element. This means that these moves won’t gain the damage and knockback boosts, nor will they reset the 5-second timer, but they also won’t cancel Sanaki’s glow if the element doesn’t match the glow.

Specials

Neutral B: Bolganone

Sanaki holds her hand out, and the ground in front of her begins to glow red as a crooked line creeps forward away from Sanaki. The longer B is held, the farther the line goes, up to a maximum distance of 1 Battlefield platform length. When B is released, the ground that is glowing will explode in a fiery eruption, dealing 21% with okay knockback that KO’s at 168%. The explosion covers the entire length of the glowing line, and goes up level with Sanaki’s head. If B is held until the full length is reached (which takes about 2 seconds), then the explosion will deal 28%, KO at 156%, and reach a bit above Sanaki’s head. This will also instantly break any shield. This move has a bit of start lag, even if you just tap B, and has horrible end lag, with Sanaki staying still until the explosion is gone. This move also cannot be used in midair



Side B: Valaura

Sanaki holds her hand out, palm toward her opponent, as a ball of light builds up in her hand. By pressing B, Sanaki will focus more and more light energy into the sphere. When a direction is pressed, Sanaki will launch the light in the indicated direction, turning around to shoot it behind her if necessary. She can shoot it left, up-left, up, up-right, or right.

The number of times B is pressed determines the speed, power, and size of this move, with more charges increasing the power, but decreasing its movement speed. Without any additional charge, the light will form a tiny ball that moves as fast as Falco’s run, and deals 7% with minimal, almost unnoticeable knockback and stun. It travels a total of 2.5 Battlefield platforms before disappearing, unless it comes in contact with a foe/wall. For every charge (up to a maximum of 5), the sphere will grow slightly and deal an additional hit of 3%, while losing a bit of speed and traveling about .3 Battlefield platforms less. It will also KO slightly easier. At full charge, the sphere is as big as Kirby, and has good knockback that kills at 158%. It also poisons the opponent, giving them a flower on their head, like the Lip’s Stick. However, it moves at half of Ganon’s walk speed, and only travels up to one Battlefield platform. Overall, this move has a bit of startup lag, but has little end lag, except at full charge, which causes Sanaki to reel back from the force of the shot.



Up B: Tornado

This move acts slightly different depending on whether it’s used in the air or on the ground. On the ground, this move envelops Sanaki in a tornado that reaches about .3 stage builder blocks to the sides, and reaches a small bit above Sanaki’s head. This move can hit up to 10 times, each hit dealing either 1% or 2% randomly, and has slight suction, making it somewhat difficult to escape. The final hit has good knockback that KO’s around 142%. This move has very little startup lag, but above average end lag as Sanaki gets dizzy from spinning around.

In the air, this move acts as Sanaki’s recovery special. Sanaki uses her wind magic to summon a mini-tornado that she can move around in. It has startup lag similar to Farore’s Wind, and sends Sanaki into freefall afterward. While moving in the tornado, Sanaki can curve and turn in any direction. Controlling this is just like controlling Lucario’s Extremespeed, except that this moves slightly slower. This move can travel a total distance of 2.75 Battlefield platforms. If caught in this move, the opponent will take 6% and can get KO’d at 256%. This move doesn’t have any suction, unlike the ground version.



Down B: Thoron

Sanaki raises her hand above her head, palm toward the sky. A black cloud, about Mr. Saturn’s size, appears 1 stage builder block above her head. Sanaki holds this stance as long as B is held. During this time, you can use the Control Stick to move the cloud left or right. It moves at Pit’s run speed and deals 1% with no knockback if it touches an enemy. It cannot move farther than 1.3 Battlefield platforms to the left or right of Sanaki. When B is released, Sanaki will bring her hand down, causing a thunderbolt to strike down from the cloud. This isn’t like Pikachu’s Thunder, though; the bolt strikes down as soon as B is released, like real lightning. If struck by the lightning, the foe takes 13% with good knockback that kills at 158%. If it hits an opponent in midair, it will spike them down, making this effective at gimping.

This move can be charged, but not like most chargeable moves. While the thundercloud is out, pressing up on the Control Stick will charge the cloud, increasing its size by a small amount. Charging the thundercloud takes about .6 seconds, and is accompanied by a low thunderclap. The cloud can hold up to 3 charges, at which point it’ll be about the same size as a Crate. Each charge changes the move in the following ways:
• 1 charge: Two bolts strike, dealing 8% each with high stun and killing at 158% (16% total damage).
• 2 charges: Three bolts strike, dealing 7% each with high stun and killing at 151% (21% total damage).
• 3 charges: Three bolts strike, the first two dealing 6% with massive stun and no knockback, and the third dealing 13% (24% total damage) with high stun and killing at 138%. The final bolt also has a slightly larger hitbox than other bolts, and breaks shields instantly.



Standards

Jab: Elemental Shot
Sanaki holds her hand out and focuses her magic energy outward. This attack varies greatly depending on Sanaki’s perfected element:
Fire: A small explosion occurs, dealing 7% and minor knockback. This version deals the most damage.
Thunder: A crackle of electricity that deals 3 hits of 2% and little knockback, but has good stun. This version deals the most stun, shielded or not.
Wind: A small gust of wind that buffets enemies, dealing 4% with set knockback of 1 stage builder block, or .5 blocks if shielded. This version has the most knockback, but least damage.
Light: A flash of light that deals 5% and little knockback but reaches a total length of .6 stage builder blocks. This version has the longest range.
• None: A tiny spark of magical energy that does 3% with almost no knockback. This is the weakest version
All elements, except for Light, have a hitbox in front of Sanaki that’s about the size of a Pokeball. Because this move takes on the properties of Sanaki’s mastered element, this move can be used to quickly reset the 5-second timer if you want to stay with a certain perfected element.


Forward Tilt: Fire
Sanaki jabs her hand out quickly, pauses for a brief moment, then makes a fireball materialize from her hand and launches it forward. The jab has very little range, almost the same as a grab, and only deals 2%. However, if it strikes an unguarded opponent, it stuns them long enough to guarantee that the fireball will hit them. The fireball itself does 9% and travels up to one Battlefield platform length before disappearing. It has way below average knockback that only KO’s even the lightest character after 300%. The ball travels at about Captain Falcon’s walk speed and is the size of a Pokeball. The move has some startup lag and very little end lag.


Forward Tilt (Wind): Big Fire
If this move is used while Wind is Sanaki’s perfected element, then the fireball will travel twice the distance as usual, moving at about Pit’s run speed. It will also increase in size, taking up about the same space as a Bumper, and deal 2% more damage. The knockback is also increased to killing around 235%



Up Tilt: Thunder
Pointing at an upward angle with two fingers, Sanaki summons a thundercloud above and in front of her. The cloud floats about .2 stage builder blocks above and to the side of Sanaki’s head and stays there for .3 seconds before launching a thunderbolt straight down. Contact with the cloud deals 1% and knockback that puts the opponent in the way of the bolt, with stun to guarantee that they can’t shield/dodge it. The bolt does 7% with below average knockback that sends up and away from Sanaki, killing around 254%. It does an above average amount of stun, whether it’s shielded or not. This move has little bit of startup lag, but very little end lag, allowing Sanaki to combo this into an aerial.


Up Tilt (Wind): Tempest
While her perfected element is Wind, this move will start with a tiny tornado appearing on the ground, lifting opponents into the air and dealing 4% with minor stun. Sanaki will then summon the thundercloud, which will launch the bolt instantly and do only 5% damage, but the same stun as before. This spikes the opponent back into the ground, with a small chance (about 10%) of pitfalling them. There is no lag between the tornado and cloud summoning, so if the wind hits the opponent, the thunder is a guaranteed hit. The lag on this move is slightly higher than the normal version, so your opponent will have enough time to roll away and avoid getting hit by this again.



Down Tilt: Wind
Kneeling down, Sanaki sweeps her arms forward, sending a blast of wind low to the ground. The wind is hard to see, making it difficult for your opponent to dodge/shield. It deals only 6%, but it has high horizontal knockback for a tilt, potentially KOing at 167%. Even if shielded, this move will push the opponent back about 1.25 stage builder blocks. The wind travels low, so it is easily jumped, but it reaches .5 Battlefield platforms away from Sanaki. This move has some startup lag and a small amount of end lag.

It’s minor, but it’s worth mentioning that if the Wind hits any item or trap (C4, sludge, etc.), they’ll get blown away a certain distance. Light items/traps, like Gooey Bombs and Capsules, will be sent up to 2 stage builder blocks away. Heavier things, like Crates and sludge, will only get blown back about 1 stage builder block.


Down Tilt (Fire): Burning Wind
Additionally, if Sanaki’s uses this move while her perfected element is Fire, the attack becomes a 2-hit gust of fire. Although easier to see, the move does consecutive hits of 5% and 4%, with the first hit pushing the opponent back .3 stage builder blocks, and the second hit dealing poor knockback that kills at 194%. The hitbox also extends a small amount upward, which makes it harder to dodge this attack by jumping.



Dash Attack: Light
If A is pressed while dashing, Sanaki holds one hand out in front of her, palm out, and continues to run as long as A is held. While her hand is out, a small speck of light will appear one stage builder block in front of Sanaki. It moves at the same speed as Sanaki, maintaining the same distance from her as long as she continues to run, and deals no damage if it touches an opponent. When A is released, Sanaki swipes her hand to her side, and the light explodes in a flash. She’ll also detonate the light if she runs over an edge, or if she stops running. There’s a little bit of lag as she puts her hand up, but almost no lag as she swipes her hand and returns to her standing position. The explosion does 7% and sends opponents straight up, potentially KOing around 215%.


Dash Attack (Thunder): Blinding Light
If Thunder is Sanaki’s mastered element, she’ll summon a thundercloud in front of the light when A is pressed. When A is released, the cloud will crackle with electricity, shocking everyone in a Bumper-sized area around it and dealing 5% with good stun. Right afterward, the light will move to where the cloud was and explode, dealing the same damage and knockback as before. There is very little time between the shock and explosion, so opponents hit by the cloud will also be hit by the light, unless they DI out of the way.


Dash Attack (Wind): Heavenly Gust
If Sanaki has mastered Wind, then this move will start with a small gust of wind, similar to her Dtilt, when A is released. The wind hits the entire area between Sanaki and the light, and pushes the opponent toward the light, dealing them 3% in the process. The light detonates as the enemy comes in contact with it, and deals the same knockback and damage as the normal version. The knockback of the wind is set, and will always push the opponent into the light, even if they try to DI out of it.



Situational Attacks

Get-up Attack: Magic Spin
As she gets up to her feet, Sanaki spins around, causing magical energy to spiral around her. This hits on both sides of here at the same time, dealing 5% with minor knockback and stun. The hitbox for this move is very close to Sanaki, but lasts until she’s on her feet, making it difficult for an opponent to shieldgrab you.

Since this is Sanaki’s wake-up attack, it cannot gain an elemental affinity, as the only way to get in a position to use this move is to take flinching damage or to trip, which both remove Sanaki’s glow.


Ledge Attack: Flame Swipe
Sanaki pulls herself up onto the stage and swipes her hand upward, trialing fire behind it. The flame deals 6% with very low knockback. This move’s hitbox goes from the top of Sanaki’s head to the ground, but doesn’t reach far away from her.


Ledge Attack (high damage): Wind Tackle
Sanaki tries to pull herself up, but quickly discovers that she’s too weak to do so. She summons a gust of wind to help push her up, but accidently gets sent flying back on stage. The wind itself does no damage, although it momentarily puts a wall that will push opponents backwards, like Mario’s FLUDD, if they come in contact with it. Sanaki herself does 8% to any opponent she rams into as she travels about .7 stage builder blocks from the ledge. This move has poor knockback that kill around 259%, and has horrible startup and end lag.


Smashes

Forward Smash: Elfire
Sanaki focuses fire into her hands, holding them to her side as this move charges. As this move is charged, the fire in Sanaki’s palms grows bigger. When released, Sanaki holds her hands in front of her and releases the flame forward. The fire move straight forward quickly, reaching a maximum distance of .7 Battlefield platforms. The fire moves straight away from Sanaki, forming a perfectly horizontal line. The flame deals up to 7 hits; six hits of 3%, followed by a final hit of 5% (23% total). At full charge, the first six hits deal 4% and the final hit deals 6% (30% total). The final hit has good knockback that kills around 180%, or 168% at full charge. This move has a fair amount of startup and end lag, and leaves Sanaki vulnerable from behind during the whole move. It’s also easy to jump over due to it closeness to the ground.


Forward Smash (Thunder): Static Flames
Sanaki releases electrical energy from her body at the same time that she shoots the fire. The electricity crackles around her, protecting her and damaging enemies who get too close to her. The thunder surrounds Sanaki, dealing 9% to any enemy that comes in contact with her. The stun is high, and the knockback sends the enemy into the flamethrower. The static lasts during Sanaki’s end lag, up until she’s able to move again, making this the safest version of her Forward Smash.


Forward Smash (Wind): Elflamethrower
Sanaki pours Wind magic into the flamethrower to fan the fire, increasing its knockback and range. The fire now deals 6 hits of 3-4% (18-24% total) depending on charge. However, the knockback is increased, and can now kill enemies at 165-157%. The range also increases significantly upward and downward, forming a triangle shape. This makes it more difficult to jump over this attack, and makes this move better at edge-guarding.


Forward Smash (Light): Purging Fire
Combining Light magic with her fire, Sanaki creates a white-hot fire. The fire is thinner than the original version, and can now be dodged by low-crouching characters. It also becomes easier to jump over. However, the fire now deals a single hit of 20%, or 26% at full charge. This move also KO’s at 178-169%. Its horizontal range also increases to 1.2 Battlefield platforms. The hitbox no longer stays out like before, so it’s now possible to airdodge/spotdodge this attack.



Up Smash: Elwind
Sanaki looks upward as her hands glow green with wind energy. She holds this position while charging this move. When the charge is released, she puts her hands above her head and releases a tornado. The tornado is as thin as Sanaki, but reaches a whole stage builder block above her head. Enemies caught in the tornado take 5 hits, each one dealing 3% (15% total). At full charge, the first four hits do 4%, and the final hit does 5% (21% total). With no charge, this move sends opponents upward and kills at 134%; with full charge, 121%. Of her 3 smashes (and their alternate versions), this move does the least total damage, yet has the highest knockback of all of her smashes. This move also has the shortest startup and end lag, although there’s still enough to make this move unsafe if shielded.


Up Smash (Fire): Flame Spiral
Sanaki mixes Fire into the tornado, increasing the power of the winds. The fire tornado does 6 hits, dealing damage in this order: 5, 3, 4, 6, 2, 7 (27% total). The final hit has decent knockback that KO’s at 192%. At full charge, the damage increases to 6, 4, 4, 7, 3, 10 (34% total) and kills at 184%. The startup and end lag are the same as the normal version.


Up Smash (Thunder): Thunderstorm
Sanaki summons a black cloud above the tornado. Contact with the cloud will deal 2% to an enemy, and send them downward into the tornado. After the tornado deals its final hit, the cloud explodes, hitting the opponent with Thunder magic. The burst of magic does 3-5%, depending on charge, and KO’s between 174-167%. It also deals a massive amount of stun, paralyzing opponents in midair in a manner similar to Zamus’s DSmash. This has more end lag than the normal version, but the same startup lag.



Down Smash: Elthunder
Two black clouds form, one on either side of and above Sanaki. She holds her hands straight up as this move is charged. While charging, the clouds, which are the size of a Bumper, can deal 2% if an enemy touches them. When the charge is released, Sanaki brings her hands down to her sides, causing lightning to strike down from the clouds. When the bolts strike the ground, they travel away from Sanaki, staying very close to the ground. Both bolts travel 1 stage builder block, or 1.5 blocks at full charge.

The first set of bolts does 10-13%, while the second set does 11-15%. The first bolts deal diagonal knockback upward and away from Sanaki, and the second ones have perfectly horizontal knockback away from Sanaki. This usually prevents opponents from getting hit by both bolts. However, both bolt pairs deal a lot of stun, so if the opponent is in range of both bolts when they get hit by the first one, the second one will almost always hit them as well. The hitbox for this is very small and close to Sanaki, so it probably won’t happen much. Both bolts have a KO potential of around 162-153%. This move has bad startup lag as Sanaki raises her arms slowly, but the end lag isn’t as bad; she returns to normal right as the second pair of bolts disappear.


Down Smash (Fire): Burning Lightning
As the first thunderbolts come down, Sanaki raises her hands, palms pointing outward. Fire and thunder mix together as she launches both from her hands, one right after the other. The thunder shoots first, reaching the same distance as the normal version: 1 block at no charge, and 1.5 blocks at full charge. These bolts deal 5-8% and a lot of stun. Sanaki then spins around and launches twin fireballs from her hands. They travel at about Falco’s run speed, so opponents stunned by the thunderbolts will always be hit by this. Each fireball does 8-10% with poor knockback, similar to Sanaki’s Fire Ftilt, and travel a maximum of 2 stage builder blocks before disappearing. In total, this move can do 23-31%. This move is easier to counter by shieldgrabbing then the Thunder version, since the fireballs don’t deal nearly as much stun as the bolts. There’s also a brief moment of opportunity between bolts where a fast opponent can shieldgrab Sanaki right before she launches the second bolts.


Down Smash (Light): Flashbang
When the first pair of bolts hit the ground, instead of launching away from Sanaki, they explode with a bright light. At low charge, this slightly brightens the screen, but not by much. However, as the charge of this move is increased, the flashbang will become brighter, until at full charge, it causes the whole screen to turn white, then fade back to normal over 2 seconds. The sound also goes out momentarily, fading back in over the course of 5 seconds.

So why does the screen brighten like that? Why, to blind the opponent so that they won’t be able to see Sanaki shoot them with light energy! At the same time that the flashbang happens, two beams of light shoot out from the explosion: one close to the ground, and one at a 45° angle to the ground (A total of four beams are shot). The beams travel at the same speed as Falco’s Blaster, are a bit thicker than a Blaster shot, and are a Battlefield platform long. They travel through walls and enemies, but disappear when they strike a shield/reflector (they do NOT get reflected). Each beam does 8-12% with knockback that can KO at 205-195%. This move has bad startup lag, like the other versions, but it also suffers from horrendous end lag, as even Sanaki is not immune to extremely bright lights and loud sounds.



Aerials

Neutral Air: Magic Shield
Sanaki glows with magical energy as her perfected element surrounds her body. Like her jab, this move takes on the properties of Sanaki’s currently mastered element:
Fire: Fire swirls around her, going up her body like a snake. The hitbox for this move starts low, and quickly goes upward. Contact with Sanaki deals 10% and minor flinching knockback.
Thunder: Lightning crackles around Sanaki. This move protects Sanaki from all sides, and lasts longer than any other version (about a full second). This move can deal up to 4 hits, each dealing 2% (8% total).
Wind: A twister twirls around Sanaki, traveling up her body. Foes struck by the wind take 5%, but get blown back a whole stage builder block away from Sanaki.
Light: Light glows from Sanaki as she curls inward, almost getting into a fetal position, before releasing the light energy outward. The light hits up to .3 stage builder blocks away from Sanaki on all sides, which makes this her longest-range Nair version. However, the hitbox lasts an incredibly short amount of time, so it’s not easy to hit with. It deals 6% with decent knockback.
• No element: Sanaki performs her Fire version, but it only does 7%


Forward Air: Meteor
Sanaki holds both of her hands in front of her, pauses, and launches a giant fireball from her hands. The meteor is about the size of Kirby, and travels in the direction shot at Ganon’s run speed. When the meteor comes into contact with anything, be it a wall, a player, a shield, or Mr. Saturn, it will cause a fiery explosion that’s only slightly larger than the meteor itself.

The meteor deals 4%, and the explosion deals 15% (19% total). The explosion looks powerful, but only has enough knockback to kill around 188%. There’s a small amount of startup and end lag to this move as well. The force of the shot also stops all of Sanaki’s forward momentum.

On a side note, this move can be angled either diagonally upward or downward like a tilt or Smash.



Back Air: Blizzard
Sanaki turns and launches three ice shards from her hand, each with a mini-tornado behind it to propel them forward. One shard travels perfectly horizontal, while the other two branch off at a 45° angle, one above and one below. Each shard will deal 4%. Additionally, any shard that touches an enemy or solid surface will shatter, causing the tornado behind it to increase in size. The tornado will last for about .8 seconds, during which time it’ll act like a Bumper, reflecting foes backwards. These tornadoes can KO at 150%. This move has a bit of startup and end lag, with a good chunk of landing lag.



Up Air: Purge
Sanaki looks upward and points with two fingers. A beam of light shoots upward, travelling at ROB’s run speed. It travels indefinitely, and passes through ceilings and enemies. The light deals 8% with so-so knockback that kills at 163%. This moves executes quickly, but has some end lag, especially if you land while using this move.



Down Air: Bolting
Sanaki holds both hands downwards, with her palms facing the ground. A wicked bolt launches from her hands, striking the ground instantly. Getting hit by the bolt deals 10% and can kill at 170%. Like all Thunder moves, this move deals a high amount of stun. Using this move will bounce Sanaki in midair, canceling most of her downward momentum. There’s not much startup lag, but there’s a pretty big amount of end lag to this move, and a lot of landing lag as well.



Grabs and Throws

Grab: Empress’s Might
Sanaki makes a motion with her hand. In front of her, Thunder energy crackles upward from the ground, stunning opponents as if they were grabbed. If grabbed, the opponent becomes paralyzed, unable to move, as if they were in a regular grab. Sanaki crosses her arms while the opponent is grabbed, and simply unfolds them if they escape. The range of this grab is anywhere from .3-1.3 stage builder blocks away from Sanaki, meaning Sanaki can’t grab enemies that are right in her face. This grab has lag similar to Samus’s dashing grab if it misses. It also takes longer than most grabs to happen.

Normally this grab has the usual grab escape difficulty, but if Sanaki has mastered Thunder, then the escape difficulty doubles.

Pummel: Burn Up
Making no discernable motion, Sanaki summons fire at the opponent’s feet, dealing them 1% per second that they remain in the fire. The fire stays on the field for 4 seconds, and will remain even if the opponent is thrown or escapes the grab. Opponents do not flinch when they walk through fire, but it deals damage even if they’re shielding. Pressing A repeatedly will summon more fires on top of the original, increasing the damage per second. Sanaki can summon fires at a rate of one every .6 seconds, so even at low percentages, you can use this to summon at least two fires before the opponent escapes

If Fire is Sanaki’s mastered element, the flames will deal 2% per second instead of one.

Forward Throw: Blown Away
Sanaki sweeps both arms toward the opponent, summoning a gust of wind to blow the opponent away. This deals a meager 3%, but will knock the opponent a minimum of 2 stage builder blocks, instantly putting some distance between Sanaki and her enemy. The distance the opponent is sent increases about one block per 50%, up to a maximum distance of 5 blocks.

If Wind is Sanaki’s perfected element, opponents are sent back an additional block per 25%. Additionally, the base distance becomes three blocks instead of two.


Backward Throw: Shining Wrath
Sanaki raises a hand and focuses Light magic behind her opponent, then causes it to detonate. The explosion sends the opponent flying toward Sanaki, who deftly sidesteps the enemy. The enemy takes 6% from this throw and ends up on the ground, in their prone position, behind Sanaki. How far behind Sanaki depends on their weight; heavier characters obviously won’t fly as far, and will stop right behind Sanaki, in range for a possible techchase. Lighter enemies, or heavy enemies with a lot of damage, will be sent too far to attempt the techchase.


Up Throw: SHORYUKEN!
No, Sanaki does not uppercut the opponent. Why would she, when she can simply summon a burst of fire to do it without laying a finger on the opponent?

Real Up Throw: Burning Sky
Sanaki waves a hand upward, causing fire to erupt from the ground below the opponent. The fire strikes the foe and sends them upward, doing 12% with horrendous knockback. Unfortunately, it’s just enough to send opponent’s too far to chaingrab. Don’t even think of KOing someone with this move; this is Sanaki’s worst KO option, even worse than her No Element Jab.

If Sanaki has perfected Fire, this move will absorb any fire from below the opponent to deal an additional 2% per fire. This will obviously remove the fire instantly, but the damage boost is a nice trade-off.


Down Throw: Thunderbolt
Sanaki looks above the opponent as a small black cloud appears over their head. She lowers her head, and a thunderbolt comes down on the opponent, dealing 8% with very poor knockback.

If Sanaki is glowing yellow, the first use of this move will deal the opponent a high amount of stun, similar to Zelda’s sweetspotted Fair. This will allow for another grab, but the stun only occurs on the first grab. After the first stun, this grab will never stun until Sanaki loses her glow, then gets it back, resetting the stun property of this move.



Final Smash:
Magic Show

Sanaki has the Smash Ball! Time to show these fools the true might of the Empress of Begnion! When B is pressed, the camera gets a close up on Sanaki, who begins to glow red, yellow, lime, and plum all at the same time. The camera backs out and returns to normal as she begins to float into the air. This takes about 2 seconds, and she stops when she’s about 1.5 Ganondorf heights above the ground (if this is used in midair, Sanaki simply stops and floats). When she stops rising, she begins to focus.

During this time, the play must input up to three Special commands (B, Up-B, Down-B, or Side-B). These commands are saved into an invisible log where, after about 3 seconds of focusing, Sanaki unleashes the spells corresponding to the inputs in the same that they were entered. Of course, these aren’t the same spells as her regular Specials; that would be boring! With the Smash Ball’s power, Sanaki has gained the ability to use the SS-Rank magic tomes, the most powerful magic in Tellius!

Sanaki uses each of the spells with two seconds in between activating each one. Of course, since all of these spells last for more than two seconds, opponents will be dodging multiple spells at once.

Final Neutral B: Rexflame
Sanaki holds both of her hands out. Molten lava starts pouring out from her hands, flowing downward like a waterfall. When lava hits the ground, it begins to flow in the direction away from Sanaki, unless it falls on a slant. Lava moves at Ike’s walk speed, and continues to pour for the whole two seconds between spell castings. This makes Rexflame the longest-lasting spell out of Sanaki’s SS-Rank spells.

Contact with the lava deals 20% with vertical knockback that can kill around 168%. It also removes any traps on the ground it passes over, be it a landmine, C4, or goop from Bowser Jr. or Muk.


Final Side B: Rexaura
Sanaki raises her hands above her head as a giant ball of light forms above her head. This quickly grows to about ¾ the size of a Negative Zone before Sanaki throws it downward, aimed toward the ground. The light deals 5% hits as it travels toward the ground, with such little knockback that opponents will have a hard time DI’ing out of the way. It also moves at a speed equal to Ganon’s walk, so it will take a while before it hits the ground. When the sphere does hit the ground, it will explode, dealing 43% with knockback that KO’s around 149%


Final Up B: Rexcalibur
Sanaki looks downward as three giant chunks of ice, about 1½ Bowser’s size, come from out of nowhere and stick themselves into the ground. Enemies struck by one will be frozen instantly, taking 17% at the same time. Half a second after the third one hits, Sanaki spins violently, whipping up a great tornado, which stretches from the ground below Sanaki to the upper blast line. The tornado deals 5 hits of 6% each and knocks opponents upward, killing them at 125%. This is Sanaki’s best killing spell by far.


Final Down B: Rexbolt
Sanaki holds her hands out in front of her. A line of black clouds stream out from her hands, reaching a total distance of 2 Battlefield platforms lengths before stopping. Sanaki then brings her arms down forcefully, which causes the clouds to rain thunderbolts down on her enemies. The bolts come down in 3 quarter-second intervals The entire area underneath the line of clouds becomes one big hitbox, and with multiple bolts striking down in the same area, it’s impossible to fully dodge this move.
Each bolt does 25%, and stuns the opponent for a full two seconds, making it almost impossible to dodge the remainder of the Final Smash. This is Sanaki’s best set-up spell thanks to the tremendous stun.


After Sanaki’s third spell finishes, she slowly returns to the ground below her, returning to normal. If this move was used when there was no ground beneath Sanaki, she’ll float to the closest edge. She has super armor during this whole time.


Playstyle

General Information
Sanaki doesn’t have the best close range game. With her light weight and abundance of long range moves, you can see how she’s meant to attack from afar. She does have a few close range options, but most of them are predictable and easily punishable if whiffed. She has to control the space between her and her opponents well, or she’ll fall quickly.

Each element specializes in something different. Fire does the most damage, Thunder deals high stun, Wind has the best knockback, and Light has great range. This allows players to always be able to mix up their style of play. Pure offensive players will want to play with Fire and Wind, as Fire provides the damage and Wind provides the KO potential. More defensive players will use Thunder and Light, whose high stun (Thunder) and large range (Light) will allow them to keep enemies at a distance, which is where Sanaki wants them to be.

The best Sanaki players will learn to constantly change their mastered element to adapt to the situation. If the opponent is a close range maniac, Wind and Thunder are good elements to use. Wind’s high knockback will keep your opponent at bay, preventing them from getting too close, while Thunder can stun them, allowing you the opportunity to put some distance between you two. Against long range campers, Light is the best bet. The range it has allows you to have a chance against them. Fire isn’t really super effective against any particular opponent, but if you see your opponent leaving themselves open often, use Fire’s high damage to punish them.

Of course, if you really want to mess with your opponent, you can continually switch style every so often. This will make you very unpredictable, and may make your opponent mess up. Also, don’t forget that just because Sanaki’s glowing red doesn’t mean you can’t use Elthunder. Doing so will remove the glow, but your opponent probably won’t be expecting the mix-up, allowing you to get an easy hit on them. Of course, Sanaki will lose her glow, but that’s easily recovered by using another Special.

Burning Away your Enemy’s Victory (or How to Play: Fire Style)
[COLLAPSE=A list of all Fire moves]
-Neutral B: Bolganone (21/28%, KO @ 168/156%)
- Jab: Elemental Shot (7%, KO @ 999%
-*Forward Tilt: Fire (2%, then 9%, KO @ 300%
-Down Tilt: Burning Wind (5%, then 4%, KO @ 194%)
-*Forward Smash: Elfire (3-4%(x6), then 5-6%, KO @ 180-168%)
-Up Smash: Flame Spiral (multihit 27-34%, KO @ 192-184%)
-Down Smash: Burning Lightning (10-13%, then 5-8%, then 8-10%, KO @ 300%)
-Neutral Air: Magic Shield (10%, KO @ 999%)
-*Forward Air: Meteor (4%, then 15%, KO @ 188%)
-*Up Throw: Burning Sky (12%, KO @ 999%)
*=original element; receives mastery pumps.

[/COLLAPSE]
Sanaki’s Fire spells all deal the most damage of her spells, but they also have the worst knockback and stun. Because of this, you’ll have to deal plenty of damage before you can actually finish off your opponent. Her best Fire KO option is her FSmash, although even at full charge, that only kills at 168%. USmash is also a good KO option, as well as her most damaging Fire attack (provided all of the hits connect). Neither one is very safe, though, so don’t use them too often.

Ftilt is Sanaki’s longest horizontal range move, and deals some pretty good damage for a tilt. Dtilt also does some good damage, and is a slightly safer option. However, neither of these do anything to stop an opponent from attacking from the air. This is where Sanaki’s USmash is the best, as it’s multiple hits and high damage makes it an amazing anti-air move.

In the air, Sanaki will only have two moves (unless you’re willing to lose your glow). Nair is best used for damaging enemies who get too close, but beware: the knockback is absolutely horrible. Meteor (Fair) is a decent long range aerial, but it has some startup lag, so don’t use it at close range. It’s good to mix up Ftilt with Short Hop>Meteor to keep opponents at bay. You can also use Meteor to attack an enemy below or above you, as it can be angled slightly.

If you grab an enemy, make sure to summon a few flames at their feet (Pummel). The flames stay for a few seconds even after your opponent is out of your grab, so it makes it difficult for your opponent to approach from the ground.


Shocking your Opponents into Next Week (or How to Play: Thunder Style)
[COLLAPSE=A list of all Thunder moves]
-Down B: Thoron (13-24%, KO @ 158-138%)
- Jab: Elemental Shot (3 hits of 2%, KO @ 999%)
-*Up Tilt: Thunder (7%, KO @ 254%)
-Dash Attack: Blinding Light (5%, then 7%, KO @ 215%)
-Forward Smash: Static Flames (static deals 9%, fire deals 3-4%(x6), then 5-6%, KO @ 180-168%)
-Up Smash: Thunderstorm (3-4(x5), then 3-5%, then 3-5%, KO @ 174-167%)
-*Down Smash: Elthunder (10-13%, then 11-15%, KO @ 162-153%)
-Neutral Air: Magic Shield (2%(x4), KO @ 999%)
-*Down Air: Bolting (10%, KO @ 170%)
-*Down Throw: Thunderbolt (8%, KO @ 999%)
*=original element; receives mastery pumps.

[/COLLAPSE]
Thunder is the best combo element, as the high stun on most moves allows you to follow up with another quick attack. Utilt is a good move to protect your front, as even if your opponent strikes you, as long as the cloud is summoned, the lightning will strike down, potentially saving you. FSmash is also a very safe option, as only disjointed attacks can actually get through the static shield. USmash does high stun, so it’s possible to follow this with a short hop Purge (Uair) or a Tornado (USpecial), although doing so will remove your glow.

Bolting (Dair) is a great option if an opponent gets below you, but it’s rather laggy, so be careful. Nair is still the best close range aerial option, although it’s even better with Thunder, as the stun can allow you to combo with another Jump>Nair.

Sanaki’s grab game is tremendously improved with Thunder mastery. The increased grab release difficulty guarantees that you can summon at least 3 fires, even at 0%. Using DThrow after a few pummels can really rack up the damage.


Blowing your Foe’s Away (or How to Play: Wind Style)
[COLLAPSE=A list of all Wind moves]
-Up B: Tornado (Ground: 10-20%, KO @142; Air: 6%, KO @ 256%)
- Jab: Elemental Shot (4%, set knockback of 1 block, or .5 blocks shielded)
-Forward Tilt: Big Fire (2%, then 11%, KO @ 235%
-Up Tilt: Tempest (4%, then 7%, never KO's, but may pitfall)
-*Down Tilt: Wind (6%, KO @ 167%, pushes 1.25 blocks if shielded)
-Dash Attack: Heavenly Gust (3%, then 7%, KO @ 215%)
-Forward Smash: Elflamethrower (3-4%(x6), KO @ 165-157%)
-*Up Smash: Elwind (3-4(x5), then 3-5%, KO @ 134-121%)
-Neutral Air: Magic Shield (5%, set knockback of 1 block)
-*Back Air: Blizzard (4%, KO @ 150%)
-*Forward Throw: Blown Away (3%, knockback between 2-5 blocks)
*=original element; receives mastery pumps.

[/COLLAPSE]
Wind has the highest knockback, so it’s not as easy to combo with this element as it is with the other elements. However, what you lack in offense, you make up for in defense. Wind’s knockback keeps opponents far away, where Sanaki wants them. Big Fire (Ftilt) has amazing range and speed, and deals damage on par with a Fire move. Utilt is useful, as the mini-tornado makes it execute quicker than the normal version. It also has a small chance of pitfalling the foe, making them easy bait for an FSmash or Tornado (USpecial).

FSmash is a very safe way to make forward approaches difficult, as the increased range makes it hard to jump over, and impossible to crouch under. Most heavy characters, like Bowser, will need to use both jumps just to get above the fire. Up Smash is an awesome anti-air, but it has some lag, and doesn’t even touch an enemy who’s on the ground near Sanaki.

As usual, Nair is best used if the opponent gets too close in midair. Bair is a good projectile attack, so it obviously shouldn’t be used at close range. Using this mixed with Ftilt can really mess with your opponent.

Sanaki’s Fthrow, although weak, sends opponent back a very far distance, providing Sanaki with some breathing room. Use it if an opponent gets too close, but remember that Sanaki’s grab won’t grab someone who’s right in Sanaki’s face.


Blinding your Rivals with your Might (or How to Play: Light Style)
[COLLAPSE=A list of all Light moves]
-Side B: Valaura (7-22%, KO @ 999-158%)
- Jab: Elemental Shot (5%, KO @ 999%)
-Dash Attack: Light (7%, KO @ 215%)
-Forward Smash: Purging Fire (20-26%, KO @178-169%)
-Down Smash: Flashbang (10-13%, then 8-12%, KO @ 205-195%)
-Neutral Air: Magic Shield (6%, KO @ 300%
-Up Air: Purge (8%, KO @ 163%)
-Backward Throw: Shining Wrath (6%, puts them in prone)
*=original element; receives mastery pumps.

[/COLLAPSE]
Light has fewer options than most elements, but they all have better range than most of her other attacks. Her Jab reaches farther with Light than any other element, making it a good close range option. FSmash deals a lot of damage, and is Sanaki’s best Light KO option, but it’s easily punished if shielded. DSmash, when fully charged, is an amazing move, as the temporary blindness can really confuse opponents. Use it as their recovering to possibly score a gimp KO.

Purge (Uair) is Sanaki’s fastest aerial, and has an amazing vertical range. Use it if an opponent tries to approach you from directly above. Once again, Nair should be used at close range in midair. Sanaki’s Bthrow leads to a tech-chase, but that’s not necessarily the best thing, as Sanaki’s close range options aren’t that good. If you do use the throw, try to go in the opposite direction as your opponent.


Mastering all of the Elements
It is possible to stay with one or two elements for a whole match, or to ignore the magic mastery and go with whatever you feel like. However, a smart Sanaki player will know when to stay with a certain element, and when to switch to a different one. Sanaki’s moveset varies greatly depending on her perfected element. Use this variation to always keep your opponent guessing. Mastering a single element makes you predictable, which is something Sanaki definitely doesn’t want. If too many of her moves are properly predicted and countered, she’ll get knocked out easily, so make sure to use as many elements as you feel comfortable with.

Sanaki’s multiple options allow her a wide range of abilities, but no matter what, she should not try to fight at close range. Keeping enemies at bay with your magic is absolutely vital to victory.

Defeating the Empress of Begnion
Sanaki can control the tide of battle if you allow her to. Getting up close and personal with her is your best choice. Almost all of Sanaki’s spells are easily countered if they’re properly predicted, but you’ll have to predict very well, as good Sanaki’s players will constantly switch masteries, so pay close attention to the color of her glow.

Fire and Thunder style are her most damaging elements, so you’ll have to be very careful while she’s glowing red or yellow. All of her Fire moves have poor knockback, and are easily shielded. Use your shield often as you approach a red Sanaki, but not a yellow one. Most of Sanaki’s Thunder moves deals a lot of shieldstun, but these are easily sidestepped/airdodged.

Wind is very annoying to fight at close range, as a single hit can put enough distance to allow Sanaki to resume her long-range game. Like Thunder, a lot of Wind moves will push you back even when shielded, so you’ll definitely need to jump and spotdodge/airdodge well as you approach her. Light is easy to counter, as it’s only real strength is its range. Up close, that range means nothing. Light is the easiest to approach, as both shielding and dodging will work equally well. Just be careful of a charged DSmash; that can really mess you up if you aren’t paying attention.

Extras

Animations

Entrance: Sanaki teleports onto the stage. As she lands, she casually brushes her hair back with one hand.
Standing: Sanaki stand proud and straight, barely wavering, her arms at her side.
Idle 1: Sanaki holds her hand in front of her and summons a small fireball. She examines it for a second before returning to her standing position as the flame disappears.
Idle 2: Sanaki crosses her arms in front of her chest for a moment, then returns them to her side.
Walk: Sanaki walks slowly and gracefully. Why would the Empress be in any hurry?
Run: Sanaki runs forward rather awkwardly; she’s not accustomed to running very much.
Crouch: Sanaki kneels down on both knees, resting on her calves.
Sleep: Sanaki sits down with her head lowered and her legs crossed. She almost looks like she’s meditating.

Taunts

Up Taunt: Sanaki holds her hands to her side, palms facing up. She summons fire in her hands for a brief moment, before returning to normal.
Side Taunt: "Pathetic," Sanaki mutters as she crosses her arms and laugh a little.
Down Taunt: Sanaki crosses her arms as she looks arrogantly at her opponents, muttering a "Hmph."

Victory Poses

Victory 1: As the announcer says her name, Sanaki unfolds her arms and holds her hands, palms facing up, away from her. Elemental magic comes from her hands, alternating in this order: A small fireball, a crackle of electricity, a small tornado, a sparkle of light, back to the fireball.
Victory 2: "Don’t feel bad. You never stood a chance." Sanaki says this as she looks at the player with her arms crossed and a smug look on her face.
Victory 3: "Too easy," Sanaki says as she walks off screen.
Victory vs. Micaiah: "Looks like I win this one, sister," Sanaki says as she does the animation from Victory 2.
Victory vs. Ike: "Now will you show me a little respect?" Sanaki asks Ike as she does the animation from Victory 2.
Loss: Sanaki slowly claps for the winner with a sour look on her face. She REALLY doesn’t like to lose.

Videos

--Magic Show

Final Comments
I started on Sanaki in the middle of my Micaiah moveset, as I wanted to make another magic user before I moved on to weapon-users. I chose Sanaki because she’s one of the few characters in Fire Emblem that can use multiple types of magic, so I figured that would make it relatively easy to think up her moveset.

After assigning a different element to each of her specials, I thought about making it possible to reward players who used one element over the rest. Thus, the Magic Mastery mechanic was born. Originally, it was only meant to provide a minor pump, but the more I thought about it, the more I thought that it’s be cool if Sanaki’s attacks could change if she had mastered a certain element. Plus, I had so many ideas for each input. So I decided to give her alternate moves that change depending on her perfected element. I then went on to make each element specialize in different aspects. Fire is the most destructive, so that became the high-damage element. Thunder attacks usually cause paralysis, so that become high-stun. Wind pushes things back, so it became high-knockback. I wanted Light to be the safest element, so I gave it great range.

For those who aren’t familiar with Fire Emblem, all of Sanaki’s directional aerials are named after the super-long-range spells from Radiant Dawn. Most spells in Fire Emblem have a range of 1-2, but those four have a range of 3-10, making them exceptionally powerful for that fact alone.

Coming up…
He grew up as an orphan, learning to steal in order to survive. Now, this green-haired rogue is going to show his enemies just how strong he is!
 

MasterWarlord

Smash Champion
Joined
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Messages
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Location
Not wasting countless hours on a 10 man community
SOMBER TOWN


Somber Town is from the 1970 stopmotion classic known as “Santa Claus is Coming to Town”, something you’ve probably seen regardless of whether you remember if you actually have or not. The stage is dark and pale, with the only real signs of anything Christmasy being the large snowy mountain off in the background beyond the houses, as well as the light snow constantly coming down onto the stage.

The layout of the stage is fairly plain – it’s around 1.5x as wide as Final Destination with a fairly low top blast zone, but rather than be a walk off-stage there are two houses at either side of the arena. They’re roughly 1.5x as tall as Ganon’s height and you –can- go on the roofs, but the stage actually extends out far enough to the left so that there’s an actual pit to fall down instead of a walk off, and the edges of either side of the houses –are- grabbable.

There are chimneys on the top of the roofs that you can fall down, but these aren’t blast zones – if you fall down, you’ll take 10% before running out the front door of the house half a second later with a superspicy curry effect that lasts for the same amount of time as the item. . .Except you obviously aren’t shooting out actual flames, and take 2% per second while you have it.

While the snow falling down is mostly aesthetic, it actually piles up on top of the roofs. Should anybody be knocked into the houses by an attack, the snow on the roofs will slide down and fall on top of them very quickly, dealing no damage but “snowfalling” them, being a recolored pitfall effect. The grab escape difficulty is based off how much snow was on the roof, though it takes 45 seconds to reach the max of double grab escape difficulty. Even with just the slightest bit of snow, though, it’ll still fall down and “snowfall” characters nearby, though, preventing anybody from abusing the solid walls of the houses for chain-grabs or what have you.

The stage has a day and night cycle like Battlefield, but this has some actual relevance, as in the middle of the night a young Santa Claus will come from the right or left blast zone at random and come onto one of the houses before going down the chimney. After going down the chimney, he exits the house he entered after 5 seconds and goes off into the background before repeating the process with the other house. This doesn’t interfere with gameplay, but before he goes down the chimneys he can be attacked to stop what will come during the day. . .

Once day arrives, any houses Santa went down will have children come out and play with the new toys Santa has given them. They’re for the most part weak battering items, and you can steal them from the children if you’re the heavyweight male antagonistic type who likes taking candy from babies, causing the children to run off back into their houses crying when you do so. Are you proud of yourself? Be careful, though, as the guards which otherwise just patrol the background come into play here and go out of their way to obtain the items, attacking whoever is in possession with them with their spears until they drop them, after which point they take them off into the background. The guards deal a decent 15% with knockback that kills at 150%, but their attacks are very swift and they’re invulnerable, though their movement speed makes Ganondorf’s look decent as they march about. It should be noted that the guards will chase after players who posses –any- items, not just these toys. The guards are incapable of picking up banana peels and repeatedly trip over them as they try to pick them up (Diddy Kong is quite thankful for this), and will chase somebody stuck with a Gooey Bomb as if they were “holding” the item, making them particularly potent on this stage. The guards are not active during the night, so feel free to continue the chaos then.



Towards the end of the day, the guards will come back out from the background and bring together all of the items they’ve gathered, putting them in a large pile that can’t be interacted with by players. As they do this, the Burgermeister of Somber Town hobbles out, holding a lit torch. He yells out “Children of Somber Town, you shall never play again!” as he lights the pile of “toys” on fire, creating a gigantic pile of flame, the power and size being based off how many toys are in the pile. With the average of 8 items from the 2 houses, it’s the size of Bowser and deals 17% and vertical knockback that kills at 130% on contact. The fire lasts until halfway through the night when Santa shows up.

While most of the toys Santa brings are generic battering items, there’s an exceptionally rare Yo-Yo that replaces the user’s usmash and dsmash with those of Ness. While this is useless to players, the Burgermeister will pick this item up out of the toy pile when he comes to burn it, having a blast of nostalgia as he remembers how he loved yo-yos as a child. He plays with the yo-yo for a brief bit, it stretching out a Battlefield Platform off to whichever side he aims it in. After a brief bit of playing with the yo-yo, one of the guards comments to the Burgermeister that he’s breaking his own law, after which the Burgermeister hastily throws the yo-yo into the pile of toys and lights it on fire as normal. The Burgermeister’s yo-yo deals dragging knockback and very good hitstun to foes, and while it does no damage, the dragging aspect of the knockback brings victims close to the pile of toys, ready to be burned alongside it. . .
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
810
3DS FC
1908-0105-4965
Obligatory Playlist is Now Obligatory to me: http://www.youtube.com/watch?v=rkgy_TmUJpo&feature=&p=0D9CCF0EE21B3661&index=0&playnext=1
Harvey Moisewitsch Volodarskii

Harvey Volodarskii is the 4th ranked assassin in the game No More Heroes, hailing from Russia. Like many of the assassins in the game, not much is known about him, but Jesus is he cool. He's bringing all of his signature attacks, and more, to the Brawl!

Statistics (out of 10)
Size: 7
Weight: 7
Walk Speed: 3
Dash Speed: 6
Jumps: .5
Air Movement: 2
Range: 10
Power: 6
Attack Speed: 7
Traction: 5
Crouch: 6


So, Harvey has some good ones, and some bad ones. Being in the humanoid class of characters, he's bigger than average, about the size of Snake, and a bit heavier. He doesn't move very fast, having a very slow walk speed and just above average dash speed. He's got bad jumps, with only one good recovery move. Being a magician of sorts, he's got quite a bit of range and power, and he's pretty fast at attacking.


GRABGAME: MAGIC BOX​

With a snap of his fingers, Harvey conjures up a cloud of Blue Smoke , about the size of 4 SBB's in a square, in the very center of the stage or platform closest to the center of the stage. Anyone caught in this Blue Cloud within 5 seconds will immediately disappear. About .5 seconds later a Ganondorf-sized red and gold Box (from His one-hit kill in the game) will appear in the center of where the cloud was, as the cloud disappears from sight. Once trapped inside the box, the opponent must button-mash out, just like a regular grab, with 2x the resistance. Opponents are dealt 1% damage for every .5 seconds in the Box.
The Box itself has 20% stamina...From the outside. Harvey (or any opponent not trapped in the box for that matter) is free to attack the box, as any damage dealt on the box is also dealt on the opponent trapped inside. While the box suffers no knockback, once the box is broken, the opponent is dealt the knockback of the last move used on the ox. Since the box itself is separate from Harvey, he suffers no end lag when it is broken.

SPECIALS​


Up Special: Up in Smoke
With .2 seconds of Starting lag, Harvey disappears in a cloud of Blue Smoke . For 2 seconds, Harvey may guide a smoke trail from the cloud to wherever he wants. In order for this to work, however, Harvey's trail must be within an SBB of the ground. It also cannot pass through solid objects, including characters' so it’s quite easily gimp able.
If Harvey lands successfully, he will reappear wherever the smoke trail ended in a flash of Blue fire, dealing 10% damage to anyone within an SBB of him.
So, what’s the use? There's a very important detail that I forgot to mention: anyone Harvey is near will be grabbed and dragged alongside Harvey in the smoke cloud, meaning you can drag opponents with you to wherever you want.

Neutral Special: Pigeons!
Harvey waves his wands up in the air for .5 seconds, and in a puff of blue smoke, 5 pigeons appear above his head. For 5 seconds, Harvey has control over the FRONT pigeon, with the other 4 following. They fly at Sonics Dash speed, and when they connect with opponents, they do 5% damage each and flinching knockback. If the special button is pressed while the pigeons are in mid flight, Harvey loses control of them, and they just fly in a straight line. Same thing happens after 5 seconds.
Harvey uses this to give him an opening to approach. As Harvey can aim them and let go, he can approach while the pigeons are hitting.

Side Special: Harvey Tornado
Harvey strikes a pose as if he's going to pirouette for .5 seconds...and does just that. Harvey Stands on one foot, holds his arms out with his wands in each, and begins spinning extremely fast. While not dealing too much knockback(K.O's at 190%), it deals 15% damage, and, depending on how long the special button is held, can be continuous for 5 seconds. This has the BEST priority of any move in the whole game, beating even the Mach Tornado. It does have one MAJOR weakness: It has almost no priority at the top, meaning a well-placed down aerial will out-prioritize this move.

Down Special: Screen Flip
Harvey strikes a pose for .5 seconds, and then the screen fades to black. It pops back on quickly...but whats this? The screen has now flipped upside-down! And, as you may have guessed, so have the controlls! Harvey, however, is no exception to that.
So whats the use? Well, for starters, it can help play with the opponents head, putting you at a distinct advantage. It can be used to disorient the opponent into walking into something they don't want to, such as your grab. They could try to run away, but remember, controlls are tampered. Harvey cannot use this for 20 seconds afterwards.


SMASHES

Side Smash: Wand Breaker
Harvey rears back for a heartbreaking 1.5 seconds, ready to strike, and unleashes a massive stab with his wands, dealing an equally heartbreaking 25% damage and knockback that kills at 130%. Horrible end lag.
So, whats the point? This is NOT a spam move by any means, as you may have guessed by the horrible lag on both ends. You will be punished for using this wrong. No, you use this when you've got someone all trapped up inside your box, and finish them. It not only breaks the box, but sends the opponents flying.
Do NOT try to spam this.

Down Smash: Forcefield
Harvey slams his wands down into the ground, and after 1 second, Harvey is encased in a near-opaque forcefield with a radius of 1 Ganondorf. The forcefield has 10% stamina, which Harvey must break to escape, too.
So...Why the forcefield? Harvey needs some extra protection every once in a while, so as to set up his grab and such. It gives you a few precious extra seconds...


Up Smash: Now you see him...
With a snap of his fingers, Harvey disappears in a puff of Blue smoke. He then reappears on the nearest platform above him. If he's on the top platform, he'll appear on the bottom. If the stage has no platforms, he'll appear on the opposite side of where he is.
So, the point? Simply to give Harvey some breathing room. Harveys moves usually have some pretty ugly lag, so using this can get Harvey away from the fight, and allow him to set up some other moves. However, since its a Smash, it cant be used as a recovery. You didn't think it would be THAT easy, did you?

Aerial Game

Aerial: Red Smoke Portal
Harvey spins around in the air, creating a small colud of RED Smoke, doing...absolutely nothing. The first time it's used, anyway. In order for it to have any effect, it must be used twice. Once two smoke portals are out, they act just as a portal should, transporting anything that comes into contact between them. Red smoke cannot come into contact with blue smoke. ANY contact between the two colored smokes will make the red smoke disappear.
Whats the point?Well, most obviously to transport an opponent into your grab. You can't have the grab up right away, because the red smoke will disappear, but you can get them in range.
Pressing directional buttons will cause the smoke to have a different effect:
Left/Right Aerial: The cloud of red smoke follows Harvey around the stage.
Up/Down Aerial: The cloud becomes completely invisable. While this is bad for opponents, keep in mind YOU can't see it either.

STANDARDS​

Jab: Wand Combo
Almost laglessly, Harvey performs 3 quick strikes with his wands, the first two doing 2%, and the last one doing 5% and knockback killing at 210%

[Side Tilt: Weapon Clash/SIZE]
If an opponent is within an SBB of Harvey, they'll clash with each other, with Harvey winning a short contest of strength. This causes the opponents weapon (or causes this to appear as a weapon in the opponents hand) turns int a flowery pink baton, which it stays for the next three attacks(any input). Whats more, it actually HEALS anyone it hits.

Up Tilt: Smoke Transport
Harvey points up, causing a Blue smoke cloud to appear above his head for .5 seconds. If anyone comes into contact with it, they are transported right in fron of him.

Down Tilt: Magic Powder
Harvey crouches down and released a sand-like powder on each side of him. This does 3% damage.

Dash Attack: Quick Wand Slash
Harvey lunges forward, and delivers a quick slash with his wand that does 5% damage and enough knockback to kill at 220%


FINAL SMASH: BUZZ SAW​
Harvey locks on to the nearest opponent and appears right next to them. He conjures up his Magic Box, places them inside, and covers the box with a red blanket. He then procedes to run a Buzz saw straight through the box, with blood flying everywher. The opponent flies off screen, and Harvey takes a bow.


PLAYSTYLE TO COME​
 

gcubedude

Smash Apprentice
Joined
Aug 15, 2009
Messages
83
Let's post some comments before I go to bed

The singers
So actually fighting on their shoulders, huh. Imagine Ike using something like Eruption on their head. Lol too many funnies to be made.

Anyway, I like this stage. I thought it was interesting that the stage changes according to the music.


Somber Town
I like the simple design of this, but with an interesting twist as the fight goes on. The way the police guy plays with the Yo-yo is pretty funny too.


Harvey
He's an interesting character. I like how different his grab is from most grabs. He also has a cool projectile and a very strange DSpecial, although I like the idea behind it.

I know he's a magician of sorts, but having 5 of his regular attacks doing something besides damage kinda limits his actual attack options. It's kinda awkward, but I won't pass any final judgment until I see the playstyle section. This character seems to have a very unique playstyle.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
This thread needs more... CHAOS!

Nrvnqsr Chaos




Nrvnqsr (pronounced Nero) Chaos is a powerful vampire from the Visual Novel and Manga Tsukihime. The tenth of twenty seven Dead Apostle Ancestors, Nrvnqsr Chaos is a powerful assassin sent to hunt down and kill the princess of the True Ancestors, Arcueid Brunested.

Along with the natural strength of a Dead Apostle, Nrvnqsr has converted his entire existence into six hundred and sixty six different creatures. His collective consciousness gives him increased power and strength, and makes him nearly immortal; he can completely reform himself from any physical damage. However, as a side effect his appetite is abnormally great, and he eats his victims whole rather than simply draining their blood. The strain of having so many minds is also slowly turning him insane, making him the very living embodiment of 'chaos'.

(music in headers)


Stats


Nrvnqsr's size, shape, and speed are in many ways comparable to Ganondorf. He's just a tad shorter and heavier than the King of Evil, and just as slow moving. Nero makes up for his limited mobility with absolutely incredible range and faster attacks, although his attacks generally have very punishable ending lag.

Like Ganondorf himself, Nrvnqsr must play a careful defensive game and capitalize on openings in order to succeed. The difference between the two is that Nrvnqsr is much more likely to succeed.




Neutral Special -- Chaos Beasts



Nrvnqsr starts this attack by opening up his cloak, revealing the seething black chaos beneath. This is how Nrvnqsr activates all of his 'summons'. By simply tapping the special button, a single crow flies out, flying up for a second before dive bombing about one and a half battlefield platforms again. Rapidly tapping the button increases the duration of the attack, but allows multiple birds to strike at once. Each bird deals 3% damage and flinching knockback.

If you hold down the button though, Nrvnqsr slowly charges up to release a more powerful beast to attack. Nrvnqsr gains Super Armor while charging, but at the same time takes 15% damage a second as he releases a beast. He can hold this out for up to three seconds.

When released, a beast leaps out of Nrvnqsr's body, with a 50% chance for either a wolf or a deer. These beasts have stamina equal to the damage Nrvnqsr took while charging the move.

Wolves are the more aggressive of the two summons. They charge around the field at Pit's dash speed and jump to attack any enemies they see. They have a leaping claw attack that deals two hits of 6% damage and mild knockback, and a biting attack that deals 11% damage.

Deer are more defensive, and generally don't stray more than a battlefield platform and a half from Nrvnqsr. They are also heavier, and have heavy armor against attacks that deal less than 7% damage. They have two attacks as well. One attack is a rising headbutt that deals 8% damage and launches foes upwards, while the other is a slow attack where they gore the opponent with their horns, dealing 15% damage and knocking foes down.

If an enemy is ever knocked to the ground prone, all summoned wolves and deer will swarm them, tearing and biting for 10% damage a second each and forcing the player to button mash at grab difficulty to knock them all away before standing up.

If a familiar is destroyed, they don't just disappear though. They leave behind the material essence that made them, a thick gray fluid that covers the stage where they were destroyed. The more stamina that was invested into creating the familiar, the more goop they leave behind.

Standing in the goop causes an opponent to become 'stuck' like they fell into a pitfall trap. The more goop there is, the harder it is to escape; with 25% stamina worth of goop, it becomes around grab difficulty to escape. Unlike in a pitfall trap, enemies can still attack while stuck, but they cannot jump, dodge, or shield, and there is increased starting lag on all of their attacks.

Side Special -- Absorb Life

Nrvnqsr reaches out with his hand for a grab attack, like a faster version of Ganondorf's Side Special but without the movement. If he grabs someone, his arm suddenly grows huge as he throws them to the ground, dealing 10% damage and knocking them prone. Nrvnqsr's familiars, knowing what's good for them, will head towards him once he hits someone with this attack to try to feast.

This move is very short-ranged for Nrvnqsr, but you won't primarily be using it to attack. If a familiar or a familiar's remains are within a Mario height's radius from him, they'll be sucked into his hand, and Nrvnqsr recovers all the stamina he used up creating them.

Damaging a familiar means nothing to Nrvnqsr, as he can easily recover all the damage he took making it back. Destroying them can even be beneficial, as after death they become a trap to hinder enemies.

Down Special -- Slime Snakes

A snake slithers out of Nrvnqsr's cloak, gliding along the ground at the speed of Luigi's run. If it hits an opponent it will turn into a mouth made out of the same black goop that familiars leave behind, dealing 8% damage and great vertical knockback, but with little knockback growth, making it difficult to KO with until very high percentages.

By holding down the button, all of the slime from familiars currently on the field turn into snakes as well. These coils of snakes will trap anybody who's caught inside the goop already so that they can't attack either, and all other snakes will head towards the one that caught the enemy.


If enough snakes gather to make up 40% stamina spent by Nrvnqsr Chaos, they turn into a single gigantic mouth reminiscent of the Sarlaac from Star Wars, which bites down, dealing 22% damage and vertical knockback that kills at 80%.

Snakes alone are good for little more than poking and discouraging players from staying on the ground, but combined together they can make one of Nrvnqsr's most dangerous kill moves.

Up Special -- Step Through the Mists

Nrvnqsr covers his entire body in dark mist, chuckling darkly. He holds still as long as you hold this down, up to a second and a half. When released, he becomes invulnerable, and teleports in the direction you point the control stick, going about the distance of Falco's Up Special at minimum charge, and the distance of his Side Special at full charge.

It has a bit of cooldown after you use it, making it only safe to approach with if the opponent can't immediately react to you, like say if they're stuck in a pile of your goop. Mix up exactly where you land; in front, behind, or even above. It takes some getting used to, but it can be a very powerful option in Nrvnqsr's arsenal. It also has a moderate push effect, helping him to get into his comfortable spacing. You can even use this to mini spike a foe into a familiar's attack or a pile of goop, but Nero is helpless after performing it, making gimping with it out of the question.




Jab -- Horned Claw Flurry

Nrvnqsr grows two large horns out of his hands, and rapidly slashes the area in front of him. While it's certainly on the slower end of jabs for start up, each slash deals 7% damage and has above average range. It's generally a safe move to use, and has the least ending lag of all of Nrvnqsr's moves.

Forward Tilt -- Bear Slash

Nrvnqsr's trenchcoat blows open as a bear rips out of his chest, which reaches out and slashes with a claw for 13% damage. This attack is surprisingly quick, given what all it entails, and has the best range of any forward tilt, even King Dedede's. The weaknesses of this attack is that it does have considerable end lag and hits very high. Short or crouching characters at the edge of its hitbox can avoid the attack completely.

This attack also commands any familiars in the area to attack as well. Wolf familiars will perform their claw attack and deer familiars will perform their headbutt attack, both attempting to hit foes back at Nrvnqsr after getting hit by the bear claw.

Up Tilt -- Scorpion Stinger

A scorpion tail grows out from Nrvnqsr's back, rising up. It then stabs viciously in the air above and in front of him for 8%, a fantastic anti-air move, but will only hit the tallest foes on the ground. It's pretty fast, only having about a fifth of a second start up time. Better yet though, once you've started one, you can cancel out part of the end lag and start lag of a second one to immediately strike with a second whip of his tail, making it very dangerous to juggle with.

While Nrvnqsr doesn't have too much in the area of launching attacks, his deer does. Teleport over towards the foe (it's faster than his pitiful run speed) and punish them with your stinger, or make life difficult for your enemies. The deer will even perform the attack immediately during the start-up lag of this move while it's near you, aiming to move them into range. This attack also makes wolves turn around and jump towards Nero with their slashing attacks.

Down Tilt -- Snakebite

Nrvnqsr gets down on one knee for his crouch, effectively cutting his size in half. Snakes crawl out of his shoulders when you press this tilt, and after a few moments, they lash out with frightening speed, biting for 9% damage. The snakes by default attack after about waiting two fifths of a second, but you can get them to attack earlier by tapping the down tilt again, baiting foes into thinking it'll come out earlier or later, which is good for chipping shields. This attack also has a 20% trip chance; which can be useful sometimes.

Like all of Nrvnqsr's moves, it has excessive range, hitting opponents a little more than a Kirby away. Along with his other poison moves, this is good for playing defensively while you have some familiars out to fight. The familiars deal tend to stay closer while you use this attack too. Try to lure opponents in, or take a quick shot at them while they're distracted by a deer or wolf.

Dash Attack -- Rib Slam

Nrvnqsr just sort of skids to a halt as his ribcage juts out of his chest. While his ribcage is out, Nrvnqsr takes no flinch from attacks, and opponents who touch his ribs take 9% damage and are knocked away with set knockback of a battlefield platform.

It's essentially a good way to get in closer to perform an attack without worrying about being stopped for your next attack.



Forward Smash -- Shark Attack



Oh yes. We're doing this. We're making this happen.

Nrvnqsr's shadow crawls forward as he charges. When released, a giant great white shark will burst out of his lower body, extending to the edge of his shadow with a vicious bite attack doing 28-39% damage, grabbing the foe and shaking them about before tossing them away with strong knockback. It has a bunch of starting lag, but a massive hitbox, moving from a battlefield platform to a third of Battlefield. The attack's range ends when it reaches the ledge though, making this ineffective against foes near the edge. You're better off attacking with this in the center of the stage to get foes away, but it's still a rather effective KO option.

Up Smash -- The Claw



Nrvnqsr is not someone you want to mess around with. Throwing half of his mass into his chest, he sprouts a grotesquely, inhumanly large clawed arm. He also grows a face on his chest for good measure.

With just over half a second of charge up even without charging the attack, it's among the slowest attacks in the game. The range of the attack is simply surreal though, able to hit foes from halfway across the entire length of Battlefield, and whacking everything above him and near him as he slams his clawed arm down.

Damage ranges from 25-38%, but has surprisingly low average knockback, usually only killing around 105%.

Down Smash -- Sea of Chaos

Nrvnqsr crouches down, and his shadow spreads in the total area of a battlefield platform around him. Release the charge, and a splash of darkness fills the area around him, dealing 16-23% damage with moderate knockback and great hitstun.

If Nrvnqsr is attacked while charging this though, he will take full damage but no knockback. Instead, the attack cuts off part of Nrvnqsr's body, dividing him in two.



For Nrvnqsr, even such damage is trivial. The portion of his body that was shaved off will be splattered on the ground as the same ooze that his familiars leave behind, ready to trap the enemy that just struck him. This comes at a cost though, as until Nrvnqsr regains health from his Side Special equal to the amount of damage he took from the attack, Nrvnqsr takes double knockback from all attacks.

It's a risky move to use, but if you use it just right, the opponent will be stuck, and potentially in the perfect spot for a KO from your Down Special.

Oh, and if you perform this attack while inside sludge from Nrvnqsr's familiars, all the sludge he's in contact with becomes part of the hitbox as well.




Grab -- Crocodile Smash



Nrvnqsr opens his cape to reveal an interior crocodile alligator. This is a rather slow grab, with a fair bit of starting lag and even more ending lag than most tethers, but it has obscene range, snatching foes nearly a battlefield platform away. His pummel chews up enemies, dealing 5% each hit, the strongest pummel in the game.

Up Throw -- Cerberus Gorge

The crocodile mouth disappears back into Nrvnqsr's stomach, but is replaced with three ferocious dog heads, which begin to fight over the victim, biting and snarling and dealing 12% damage. The foe is then released, knocked upwards for fairly good knockback, KOing around 130%. It's hardly your KO move of choice, but it's certainly available if you let your opponent get to a damage level that high.

Down Throw -- Consume

Nrvnqsr swallows the enemy whole. While inside Nrvnqsr, the opponent must button mash at twice grab difficulty, taking 5% damage every second they are inside. When released, the enemy is spat out, tossing them on the ground a battlefield platform away prone. Familiars nearby will come near Nrvnqsr to gorge on the opponent once they're tossed out.

Nrvnqsr can summon crows with his Neutral Special to attack the foe when they come out too. With high damage and the right set up, you can achieve ridiculous damage out of this throw.

Forward Throw -- Croc Roar

Can a crocodile roar? If it can, it'd sound something like this. Nrvnqsr's crocodile pet slams its jaw down, then tosses the foe away with its mouth, roaring loudly. This deals 11% damage, and a good bit of horizontal knockback, including a push effect.

The roar also causes all familiars to leap out of Nrvnqsr's way, chasing after the opponent.

Back Throw -- Scorpion Tail Slam

Nrvnqsr tosses the foe above him slightly as he grows the same tail from his Up Tilt. The scorpion stinger then catches the foe in midair, and plants them into the ground, knocking them away with 12% damage and good horizontal and vertical knockback.

If they do land on the stage, they tumble and fall prone as well.




Neutral Aerial -- Ribcage Wall

Nrvnqsr grunts as an oversized ribcage forces its way out of his chest, creating a solid hitbox that acts as a sex kick. Not only does it last a while and have good range, it also protects him from attacks, effectively letting him shield in midair. Foes who touch this wall take 12% damage and are spiked away from him. This attack doesn't have much starting lag, but a good bit of ending lag as he retracts it into his chest, so it's better served as a 'stay away' attack in midair than as an approaching tool.

Forward Aerial -- Biohazard



Nrvnqsr throws several of his familiars into his arm at once, thrusting it forward for a brutish attack. While slow to start, this is the only way Nrvnqsr can effectively approach without preparing the foe already with some combination of familiars or goop to hold them down. While slightly slow, taking a little over a fifth of a second to start and stop, enemies struck in the hodgepodge of horns and teeth take anywhere from 9-15% damage, with a fair amount of knockback to boot. It's difficult to land with a shorthop, but possible, and it's the best way to start attacking aggressively if Nrvnqsr is struggling. Keep in mind his Aerial DI still sucks though, so don't try to approach from afar with this. This is best for attacking foes who are in mid range already.

Down
Aerial -- Big Grapple Punch

This punch is rather big. Nrvnqsr starts this attack off by reaching out in front of him at close range, his arm growing to twice its size as he pumps it with mass. He'll try to grab someone if he can, but whether or not he does, he throws his arm down, tossing enemies beneath him away and into the ground.

If he does catch someone, he can somewhat DI the direction of this air throw, tossing foes into the attacks of familiars, their remains, or offstage. It's certainly not the most exciting attack, but it sure can be useful. Oh, and it deals 11% damage.

Back Aerial -- Spine Arm

Nrvnqsr holds his arm backwards, which turns into an scaled, armored tentacle. He whips it back and forth, hitting foes behind and below him for 12% damage. It's his slowest aerial, but has the same horizontal range as his Forward Aerial and even better vertical range.

Up
Aerial -- Snake Arm

Nrvnqsr's arms turn into snake, and bite at anything above him. If he hits, he deals 9% damage and pulls the opponent beneath him, kicking them below him. Nrvnqsr really doesn't like aerial battles, so anything that gets the opponent back to the ground where traps and familiars wait is good by him.




True Form
-- 999th Beast



Nrvnqsr reveals his true form. Coalescing all his beasts, all his forms into one perfect creature, he becomes the 999th beast. The 999th beast is about half the size of Giga Bowser, but has an entirely unique moveset at his disposal. While in the 999th beast form, Nrvnqsr is completely invulnerable; even a nuclear warhead wouldn't scratch him, as he has the same sturdiness as an entire continent.

Nrvnqsr only maintains the state of the 999th beast for about fifteen seconds, but oh, what seconds they are. Make them count.

Neutral Special -- Beast Laser

You think I'm joking don't you? Nrvnqsr's chest opens up to reveal a single eye, which fires a beam of the same strength and range of the Landmaster's attack at enemies. You don't want to be struck by this.

Side Special -- Beast Charge

Nrvnqsr charges forward, claw extended, slashing at anyone as he sprints forward at the speed of Captain Falcon's run. His slash deals 15% damage and massive horizontal knockback, and moves him around the stage quickly.

Down Special -- Beast Tremor

Pesky enemies not standing still to be slaughtered? Stomp to shake the entire screen, dealing 12% damage and pitfalling anyone touching the stage. That ought to even the odds.

Up Special -- Beast Pounce

Nrvnqsr leaps into the air, up through the top boundary, and falls back down in the direction you point, slamming down for 16% damage and a good deal of knockback. Approach suddenly from above, or execute the perfect recovery if you somehow managed to knock yourself offstage.

Normal Attack -- Beast Claws

Nrvnqsr begins slashing with his claws incessantly quickly, hitting everything at close and medium range with several attacks for 8% damage a second, an excellent damage racker. It’s not easy to DI out of, but it’s not impossible either.

Smash Attack -- Beast Smash

Nero leans back, and then slashes overhead with his claws, dealing 28-44% damage in a single, fairly fast blow, hitting in a massive arc that can hit an area about the size of Battlefield itself.




So you want to master the carnal fury that is Chaos, huh? Alright then, let's start.

Familiars are obviously the key to Nrvnqsr's playstyle. They're his summons, his traps, and his best killing move, all rolled into one convenient package. Even though they cost health to create, you can feel free swarming the stage with them, as in the worst case scenario, you can always return them to your body later to regain your health.

Familiars can fight effectively on their own, but fighting with them can be just as important. Nrvnqsr's tilts all give his familiars limited commands to control their behavior, but if you want to get the most damage out, you'll have to go out of your way to gang up on the opponent with them and not just let them lure your wolves out for the slaughter. Protect them and cover them with your Up and Forward Smashes, and moves like the Forward Aerial and Forward Tilt can be effective too, if more offensive than Nrvnqsr naturally plays.

The goop they leave back is just as important too. Nrvnqsr's many attacks are all laggy on average, but have excellent range. By locking the foe into a single spot, you can guarantee a hit without fear of retribution until they escape. With Nrvnqsr's Up Special, you can move around the stage in short bursts quickly to punish foes caught in your essence.

Nrvnqsr has to play defensively to win, as he simply doesn't have the resources to approach effectively. Fortunately with his familiars, he doesn't have to approach with his main body, as the rest of his body can attack head-on, and be reabsorbed into his body without trouble. Nrvnqsr has a very sold ground-to-air game, with his Forward Tilt and Up Tilt reaching far forward and up to smack at foes approaching, while his Dash attack and Forward Smash can handle ground assaults.

If an opponent does get close, he still has faster, closer ranged attacks like his Down Tilt and jab to poke at them, and his grab is great at putting them back where they belong. His throws are good at repositioning enemies and getting familiars into position, especially if you're set up to use his Down Throw.

Nrvnqsr doesn't like being in the air himself though. While his aerials are generally strong, he can't shorthop most of them due to a combination of duration, lag, jump height, and fallspeed, and his best tricks to gain the advantage; his familiars and their goop, are all limited to the ground. His aerials are designed therefore to best force enemies back to the ground, and even knock them prone once they land there.

Prone is a great effect for Nrvnqsr to abuse, as his familiars will eagerly tear apart any enemy lying there for them to devour, and it gives Nrvnqsr more time to land his stronger attacks. Beware though, Nrvnqsr has no notable techchase game, so he can't follow enemies out of rolls.

When it comes to the kill, there comes to be a matter of choice. Generally, when the opponent is at a high percentage, especially early game, Nrvnqsr will tend to be too. You can either return your familiars to your body to try to gain more time, or you can keep them out to go for your best kill option through your Down Special.

You've got to have the stage covered with familiar remains to properly perform it though, as it requires 40% stamina worth of familiars to use. The Down Smash is the best choice in this scenario, an all-or-nothing way to get that last bit of damage in and go for the kill. It's extremely risky, but performed effectively, can be the path to victory.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Olololololol, Moving My Own Set Down

I'll just be commenting movesets for now, but I will comment stages later, once I've got my own stage to add to the pile.

Sanaki

I'll admit, I was a bit hyped for this set. Your first set showed a lot of promise, and you definitely hinted towards good things to come with this set.

Sanaki strikes me honestly as very much a second moveset. You've increased your detail level and creativity, and have made some changes, some good and some bad. Make no mistake, Sanaki is a definite improvement, but still has some issues to resolve.

Sanaki has a lot more detail and creativity in the individual moves, which is a good starting point, but the detail is actually a little overbearing. Highly specific ranges and knockback percentages, along with a lot of other details becomes a little much to swallow, especially since Sanaki has almost twice as many moves as a normal character thanks to her mechanic. Describing moves more briefly can help make it easier to sit through.

Mechanics where certain specific moves are boosted under circumstantial situations are normally rather boring, as they can lock out what moves you can do. The fact that she's encouraged to switch around styles, can do so easily, and can't use the move that changes styles while in the same style makes it much more dynamic, which is a definite plus. Plus, beyond that, she's not actually limited in what moves she can effectively use, as many moves gain added cross-magic class benefits.

It feels kind of weird though that moves that are used with a different magical mastery gain several unique benefits, while using the spell in its own class has a relatively paltry boost to damage and knockback. For example, in wind mastery fireball gains a huge bonus to knockback, speed, range, and size, and has a relatively small drop in damage, since it gets its own boost to damage regardless.

In general though, mechanics based around changing move effects like this don't have as many interesting playstyle options as you'd like. Essentially, Sanaki boils down to using the most effective style to beat her enemy, using whichever style is best for the opponent and then finishing them off in wind. There certainly is potential in mix-ups and stuff, but it's not the most compelling style.

I'm glad to see your second set though, and have good hopes for your next one. I can definitely see you pulling out a breakout moveset sometime soon, and will be happy to see when it comes out.

Harvey

I'm not a huge fan of the grab actually, because the grab is actually an attack that's used out of a shield, and the Z button is really just a 'shortcut' to it. Having a grab that hits only the center of the stage is a bit awkward, and it defeats part of the purpose of having a grab in the first place.

That said, the concept certainly is interesting, and has lots of stuff that you can play around with it. Forcing the foe into a specific area to trap them has potential, I just wish this had been a special rather than a grab; making it a grab also conveniently lets you get away with no throws.

Which is Harvey's other main problem, missing inputs. The lone aerial is inexcusable in a character who doesn't have any clear reason to be stuck to the ground, and although the portal system has potential, it too would have been better suited as a special.

With no throws and only one aerial, and some horribly short tilts to boot, Harvey feels very much like an incomplete set. There are certainly good ideas here. Forcing the opponent through portals into a magic box to wail on them has potential. There's just so much empty space in the moveset it comes off as only half-finished, as if there are big pieces of playstyle missing.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,251
Location
Australia


You may be wondering now,
why the **** and scorn,
around the time when wow,
our saviour Jesus Christ was born.

The truth is this stage presents,
a stage and a way,
to escape the rapist Santa,
on every other day.



At first I thought it was a simple rhyme, but then I realized that it was a stage...that said, I thought that the poem in conjunction with the Christmas-Time humor was very well-done. It's definitely a way to get attention.

I think I might do my own stage as well. I DEFINITELY know that I won't win or anything, but hey, it might be worthwhile if all the entries are shown on the MYmini page or something.​
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
Nrvnqsr Chaos

I rather enjoyed Nero here, he is an interesting character with how he kind of "generates" new parts of himself to do a myriad of things with (but mostly maim and destroy), as well as make up with his Ganon-esque weaknesses by havign the range and allies to back himself up, which seems far at a glance, but could be overwhelming as the Familiars can just damage rack for you as you charge up U/Fsmash and just kill the foe easily without having to set-up the Snakes.

I mean, his moves do enough damage that only 8 or so hits gets them past 100%, so building up the snakes seems a bit counter-productive when you could juts pressure with familiars and then strike from range, no?

As for another gripe, the Up B seems kind of confusing to me, in that 1) Falco's Up and Side Specials both cover about the same distance, so the charge is kinda akward for like a 1% boost, but thats it.

Other than that he seems to work fairly well given what he's got, but he works a tad too well in some aspects which really just overshadow a few other parts of his gameplay.

(Y)
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Mawile:
I'll admit that I was a little hesitant with this set at first, but it won me over in the end. I enjoyed the distinction of fighting from both ends, refusing to turn yet still changing where its hitboxes come out, and the dash attack works as a very acceptable workaround for the obvious problem that system presents. All in all, it's a very clever concept, executed better than I was expecting.

However, a few of the attacks seem too... supernatural for Mawile to be using the way it does. I don't believe for a second that Mawile can literally teleport, for example, and I suspect such moves were originally intended to imply Mawile was physically deceiving the opponent with its appearance.



Nrvnqsr:
Thought I'd try to get a run of comments going in both directions, so I'll get through the sets somewhat quicker.
This is a stupendously solid summon character. The simplicity of a lot of the attacks works well in making a character that only works well when you combine all the aspects of playing with summons. Nice to see a summon user that doesn't force camaraderie down our throats with move interactions.
And a major thumbs up for not using your summons (or snakes) to grab the foe. I'm getting sick and tired of that kind of grab
:glare:

It's a bit unfair that absorbing remains restores ALL the health expended to make the summon, as it renders the idea of absorbing summons directly worse than pointless. I'm also surprised that his throws don't involve the summons you have out more. I mean, those inputs are pretty much perfect for giving your wolves an order or two.


Sanaki:
I'm always impressed with how many (good) attacks you manage to make for your movesets. The special mechanic works extremely well in seperating them out, essentially allowing Sanaki to 'change forms' while still attacking. The way the attacks 'branch out' without becoming unrecognizable in their mutations is very admirable, though it does end up weighing down on the reader when they have to read three muchly similar attacks in a row.
On the whole, I feel Sanaki just 'works'. The playstyle is exceedingly versatile, yet also crystal clear. I sincerely love the clear segregation of various elements being best for certain jobs.
I'd certainly say I enjoyed this set more than Micaiah, so I'm definitely looking forward to your next set,
Sothe
 

LegendofLink

Smash Apprentice
Joined
Feb 17, 2008
Messages
164
Location
Pennsylvania
Well, here goes nothing with my second set!

Pokémon Breeder

The Pokémon Breeder is a loving caring trainer, always trying to have their young pokemon grow up to be as strong as possible. They will always be cheering their pokemon on from the background like any other trainer, and their pokemon are well taken care of, so they have more than enough stamina to fight without ever tiring out. You can select your team's starter the same way as Pokemon Trainer, but you can also change the order that your pokemon cycle in by clicking a second pokemon at the character select screen. That pokemon will come out second.

Without further adieu, here's the team!






Pichu, Igglybuff, and Riolu!

Pichu

This Pichu is incredibly energetic and loves to play pranks and tricks, incorporating that into his battling style. He behaves much differently that his Melee counterpart.

Size: 1/10
Pichu is one of the smallest Brawlers, being about as tall as Olimar.

Speed: 8/10
Pichu is up there with Fox and Captain Falcon in terms of speed, but not as fast as Sonic (of course).

Jump: 5/10
Pichu is pretty average in the jump department.

Weight: 2/10
Pichu is a lightweight.

Fall Speed: 6/10
Pichu falls decently fast.




Specials:​

Neutral Special: Thunder Wave
A staple of electric type pokémon everywhere, this attack is weak enough that Pichu can even use it without damaging itself! Pichu creates a brief field of static electricity around its body, about three character widths in diameter, dealing a minimal 2-3% damage but stunning those caught in it for 3/4 of a second. Stunned enemies are put exactly where Pichu wants them, in position to be easily grabbed. Thunder Wave is not to be spammed, however. It may not damage itself with the move, but Pichu needs to take half of a second to recover after using it. This leaves you with a brief moment to attack a stunned opponent after recovery, and leaves you wide open if you missed entirely.


Side Special: Substitute
Substitute is a unique move, the user creates a fake copy of itself from its own life force to act as a decoy and absorb the opponents attacks. Pichu, however, subscribes to a more offensive usage of the technique. Depending on whether you smash or tilt the side-b input, the substitute Pichu (easily distinguishable from the original by a slight glow and a faded color scheme) will come out either walking or sprinting. The substitute is always moving in the direction you used the attack and never jumps, shields, or dodges, but otherwise copies your button inputs exactly. This means that a walking substitute will, for example, use a forward smash or tilt regardless of whether you are in the air doing a forward aerial, on the ground doing the same move, or in the middle of a dodge or roll. The substitute can even grab, allowing Pichu to have some tag team combos with itself and abuse its great grab game even more. The final feature of the substitutes is that they also function as Pichu's recovery, because a substitute created in the air is positioned perfectly to allow Pichu to footstool jump off of it. Because they are made out of Pichu's life force, Pichu takes 7% damage from creating each substitute, and each substitute can only take 7% damage before fading. Substitutes last 10 seconds before fading automatically and only one can be created at a time.

Up Special: Agility
Agility greatly increases the user's speed. In Melee this was represented by a quick burst of movement identical to Pikachu's Quick Attack. This move set takes a more literal interpretation. By pressing and holding up-B, Pichu begins charging energy. The charge can be stopped any time by releasing the b button or shielding. When the charge is stopped, Pichu's movement speed, both in the air and on the ground (but not its fall speed) is doubled for 5 seconds for each second spent charging, up to a maximum of 15 seconds of speed. Pichu must charge for at least one second to gain the speed boost. This move is perfect for punishing those who would try to keep their distance from Pichu, and great for baiting attacks on Pichu's shield for easy grab set-ups. Overall, the temporary increase in mobility is enough to allow Pichu to break through most defenses and land an easy grab. But the opponent has to sit there and let it happen first, forcing the opponent to change their tactics one way or another.


Down Special: Volt Change
For those unfamiliar with new moves introduced with the 5th generation of pokemon, Volt Change is an attack that allows the user to get in one last hit before immediately switching out for another pokemon. Pichu uses this move to add an attack to the act of switching. Pichu sparks with electricity as it leaps forward with a trajectory similar to Diddy Kong's Forward Special, but moving a good bit faster, dealing 9-12% damage to any opponent hit by the attack, knocking them up into the air, then immediately switching to the next pokemon. The goal of this move is to put space between you and your opponent before switching pokemon. The attack can be used in the air and the pokemon will still switch afterward.

Grab:
Pichu does a forward somersault, moving about 2 character widths forward grabbing any opponent that he runs into. A running grab will cause Pichu to somersault twice as far, but with twice as much ending lag.

Pummel:
Pichu zaps the opponent for a meager 1-2% damage.

Forward throw: Quick Attack
Pichu Dashes forward, dealing 3-6% damage and causing the opponent to filch instead of actually being thrown anywhere. Pichu comes out of the quick attack about one character width behind the opponent. If Pichu has the speed boost form agility, he will be able to attack or re-grab the opponent before they are done flinching, allowing for a short chain of back and forth Quick Attacks.

Up throw: Thunder
Pichu knows that this attack is bad for his health, bit only if he gets hit by it! Pichu calls down a very familiar thunder bolt from the sky and lets go at the last second to have it hit the opponent instead. The bolt does 12-15% damage and launches the opponent up into the air, K.O.-ing around 140%. The bolt will not hit the opponent if they are under a platform, but Pichu will still release them.

Down throw: Tail Whip
Pichu spins and trips the opponent with his tail, leaving them prone on the ground afterwards. Does 2-4% damage.

Back throw: Fling
Pichu musters up the strength to toss the opponent behind him a short distance, dealing 6-8% damage.

Grab Extra:
I had mentioned earlier that Pichu has a really good grab game, but these throws are only slightly above average, if at all. The real meat of Pichu's grab comes from this special trait: Pichu can use his specials during a grab! Thunder Wave can stun anyone who would try to interrupt your throws. Charging agility during a grab will allow you to use the time you have he opponent grabbed to charge safely. Using Substitute leave your copy grabbing the opponent instead of you, heaving you free to follow up on the opponent after a throw (Pichu will still take 7% damage form creating a substitute though). Using Volt Change gets you a free switch and a decent amount of damage.

Smashes:​

Forward smash: Sweet Kiss
Pichu blows an incredibly cute kiss forward. opponents within 3 character widths in front of Pichu are dealt 10-12% damage and become confused and disoriented, causing them to move slower and trip frequently (or randomly start tumbling if they try to jump). The longer the smash is charged, the longer the opponent is confused, with a minimum of 3 seconds and a maximum of 6 seconds. In addition, confused opponents have have a much more difficult time escaping from a grab, giving Pichu more time to charge Agility or set up a substitute combo.

Up smash: Head Smash
Generic, copy-pasted move is generic and copy-pasted, but it gets the job done. Just like in Melee, Pichu slams his head foreward, knocking the opponent upward and dealing 14-18% damage uncharged, and 17-22% damage charged. KO-ing at 120%, this is Pichu's go-to finisher.

Down smash: Shock Wave
Pichu sends small waves of electricity through the ground on either side of it, the distance and time that they stay there depending on how much the smash is charged. A minimum of 5 seconds and 1 character width on either side, and a maximum of 10 seconds and 3 character widths on either side. The attack does no damage, instead it magnetizes that portion of the stage, rendering any opponents that walk through it unable to jump or dash, due to being stuck to the floor. Dodge rolls also move a quarter of their normal distance in the field. This severely limits the options of opponents caught in the attack, allowing Pichu to have a much easier time at outguessing the opponent and landing a grab. It also provides some measure of stage control.

Basic attacks:

Neutral: Charm
Pichu quickly strikes an obscenely cute pose for a moment, and any opponent within one character width of Pichu can't help but stop whatever attack they are performing at the time. There is very little lag to this attack, but the timing is strict and its range is pitiful. If Pichu manager to pull it off successfully, he can take the opportunity to get out of the way, using charm as a kind of faster shield. Charm is also one of the best moves for a substitute to use because the real Pichu's independent movement allows it to more easily take advantage of the interruption in the opponent's movement.

Forward tilt: Fake Out
Pichu feints dashing backwards before lunging forward with a quick tackle, dealing 5-7% damage and and decent horizontal knockback. Great for literally faking out the opponent, and you could even use it away from the opponent to fake dashing towards them and bait an attack thanks to the moves low ending lag.

Up tilt: Tickle
Pichu lightly swipes his tail above him, dealing 2-3% damage and causing airborne opponents to lose control and immediately enter a tumble. Grounded opponents simply flinch. A decent anti-air option to get your opponents to stop approaching from the air.

Down tilt: Tail sweep
Pretty basic filler, but entirely necessary as a quick GTFO move. Pichu sweeps the ground in front of him with his tail, knocking the opponent forward at a 30˚ angle and dealing 5-7% damage.

Dash Attack: Tackle
Yep, just a tackle. Does 5-7% damage with forward knockback.

Aerials:

Neutal air: Spinning Slam
Another copy paste move, but sometimes you can't beat the classics. Pichu spins around rapidly knocking away anyone he hits for 8-11% damage. This is Pichu's bread and butter attack/GTFO move in the air.

Forward air: Iron Tail
Pichu's tail glows brightly as he swings it forward, delivering a powerful blow that deals 10-13% damage and knockouts the opponent forward at a 10˚ angle. this move has considerable start up, but can KO around 130%.

Back air: Quick Attack
Yes, the same move as down air, but backwards instead of down! Why? You'll see in a bit.

Down air: Quick Attack (again)
Pichu shoots downward similarly to your typical stall 'n fall, but stops after moving about 3 character widths, dealing 4-7% and light upward knockback to anyone hit by him. Great for a mix up or reaching the ground faster, but has a decent amount of end lag.

Up air: Electra Ball
Pichu creates a small ball of static electricity above his head, dealing 5 hits of 1-3% damage each with the last hit having decent vertical knockback.

Aerial Extra:​
What? Another extra! Of course! For those of you who were wondering why Pichu's down and back airs were identical except for direction, it it because Pichu can cancel any of his other aerials into a Quick Attack at any time! This means that Pichu can use them to trick the opponent, get out of harms way, or simply mix up his air game. Pichu cannot cancel a Quick Attack into another Quick Attack, however.

Playstyle:​
Pichu is a playful trickster, and this moveset attempts to emulate that. Pichu has so many options in any given scenario that It will be very hard for anyone to predict him. You play around with your opponent until they trip up and you manage to land a grab, then the damage racking truly begins. Pichu lacks KO moves, having to rely on up Smash, up throw, forward air, or gimping with neutral air, but thats what your teammates are for! Pichu is the best out of the pokemon against fellow speedsters due to his many disruption moves keeping them off of their game.

Igglybuff

From Igglybuff's Pokedex entry: "Once it starts bouncing, it becomes impossible to stop." Igglybuff is a little puffball wih some tricks up it sleeve, so don't let your guard down just because its cute!

Size: 1/10
Igglybuff is about the same size as Pichu.

Speed: 6/10 (3/10 inflated)
Igglybuff is actually rather agile thanks to its size and weight, but gets a good bit slower after inflating with one of her special moves.

Jump: 7/10
Igglybuff has 2 jumps normally, and being very bouncy, they are quite high, around the level of Luigi's.

Weight: .5/10
You thought that Jigglypuff was light? Well, Igglybuff is even lighter than that!

Fall Speed: 7/10 (3/10 while inflated)
Igglybuffs small, aerodynamic body actually allows it to fall fairly fast, but when inflated, it becomes very floaty, about equal with Samus.

Specials:​

Neutral Special: Inflate/Deflate
Igglybuff quickly sucks in air and inflates to roughly twice her size, drastically changing how it moves. While inflated, Igglybuff is much slower on the ground and is a bigger target. On the other hand, she becomes much floatier, retains her aerial mobility, her single double jump turns into 3 smaller jumps, and many of her moves act differently depending on whether she is inflated or not. Pressing B while inflated will cause Igglybuff to quickly deflate and return to normal size. This move is central to Igglybuff's playstyle, allowing her to be able to switch between two movement styles on the fly.

Side Special: Gyro Ball
A spinning attack that does more damage the slower the user is. While deflated, Igglybuff spins like a top and shoots forward a distance of about 2 battlefield platforms at a speed similar to the Luigi Cyclone, dealing a light 3-5% damage and merely causes flinching until really high percents. The move has next to no end lag, but Igglybuff can't use the attack again for another second. This attack is perfect for mobility and supprise attacks. If used in the air, Igglybuff is still affected by gravity while moving forward, causing the attack to move in a downward arc.

When inflated, Igglybuff only lazily moves forward when using the attack, practically staying still while spinning, but the attack becomes monstrously powerful, serving as Igglybuff's primary K.O. move. It deals 19-24% damage and K.O.'s around 90%.

Up Special: Bounce
Pressing up-B causes Igglybuff to leap into the air and crash down to the ground before bouncing back up much higher, about the height of Falco's first jump. If airborne, Igglybuff simply moves to the falling portion of the attack. The falling portion of the attack does 8-10% and spikes the opponent downward. Igglybuff also bounces off of any opponents hit by the attack, allowing it to get more height by bouncing off of airborne opponents. If Igglybuff is inflated, the attack instead deals 14-16% damage, but is much slower and Igglybuff only bounces back to about her short hop height, making it possible to be counterattacked.

Down Special:Wish
Igglybuff makes a wish for her teammates and immediately returns to her pokeball, a small star flying away in the process. After 10 seconds a shooting star passes over and heals your current pokemon of 25% damage. This move allows Igglybuff to contribute to the team even when switching out. This move can be used in the air.

Smashes:​

Forward smash: Return
Channeling the POWER OF HAPPINESS (or something, god that attack is so vague) Igglybuff charges forward about two character widths to ram the opponent. If Igglybuff is deflated, the attack is rather quick and does 10-14% damage uncharged, and 15-18% charged with decent horizontal knockback, but not killing until high %'s. Igglybuff then bounces off of the opponent at a 30˚, regardless of if she hit their shields or not (or even if she hits a wall/other solid object). The bounce leaves her out of range of any counterattacks/shield grab attempts. While inflated, the attack does 17-20% damage uncharged and 22-26% charged, KO-ing around 100%, but is a good bit slower and doesn't bounce Igglybuff back at all.

Down smash: Puff Up
While deflated, Igglybuff over-inflates for a second and hits anyone around her with her rapidly expanding body, dealing 12-15% damage uncharged and 16-19% fully charged, with knockback being in the opposed direction that the opponent was touching Igglybuff from. Igglybuff is automatically inflated afater using this move. While inflated though, Igglybuff instead forcefully releases all of its air forward, rocketing backwards a distance of 2 battlefield platforms. Any opponent hit by the burst of air are pushed backwards as if they had been hit by Mario's fully charged FLUUD. Opponents hit by Igglybuff moving backwards are dealt 13-16% damage with upward knockback. Igglybuff is deflated afterward.

Up smash: Breakout
Uninflated, Igglybuff scrunches down before bouncing upward, reaching a height equal to that of her first jump. If an opponent is hit by Igglybuff moving upwards, they are dealt 5-7% damage with flinching knockback and Iggltbuff bounces back down and up again for another hit. The speed of the move decreases with each hit, Iggly buff gets more bounces without slowing down the longer the move was charged. Uncharged, Iggly buff wll probably be able to bounce off the opponent 2 times before they escape, fully charged, 4-5 hits. A good move to hit opponents above you, but won't ever KO. Inflated, Igglybuff only goes about half as high, and will deal a single hit for 17-19% uncharged and 20-23% fully charged. Upward knockback, KO-ing around 130%.

Basic Attacks:​

Neutral A: Double Slap
A generic quick 2-hit jab, dealing 1-2% each hit, light knockback on the second hit.

Down tilt: Defense Curl
Igglybuff Curls up into a ball as long as you hold the A button. While curled, she takes half damage from attacks. If deflated, she also takes additional knockback for being so bouncy in that state. If she is inflated though, she instead has super armor, and the opponent bounces off of Igglybuff with force equal to the attack that hit Igglybuf, effectively creating a damageless counterattack. Igglybuff can still be grabbed in this state.

Forward Tilt: Rollout
Igglybuff somersaults forward about 3 character widths. If deflated, the attack does 5-8% damage and trips the opponent. If inflated, it does 12-14% damage with decently high knockback at 45˚. Also, true to the games, using rollout of Defense Curl powers up the move, making it move twice as far. This attack works nicely for abusing the super armor given to inflated defense curl, or as quick disruption for the deflated form.

Up tilt: Hyper Voice
Igglybuff attempts so sing, but she's pretty bad at it. Sound waves emanate from Igglybuff similar to Jigglypuff's Sing, but it instead creates a multi-hit attack that deals 6 hits of 1-2% damage each, with the last hit having upward knockback. A decent GTFO move but it offers no benefit for being inflated.

Dash Attack: Headbutt
Igglybuff leaps forward head first, dealing a quick 7-9% damage with light vertical knockback deflated, and 12-15% damage with decent forward knockback while inflated. Igglybuff also bounces off of players, shields and walls similarly to her forward smash while deflated.

Aerials:​

Neutral air: Defense Curl
The same move as down tilt, but in the air, allowing deflated Igglybuff to make use of the increased knockback to escape combos and allowing inflated Igglybuff to use the knockback to attempt to gimp recovering opponents (there is next to no hitstun on the inflated bounceback, so they will be able to attempt to recover again almost right away if they have good timing).

Down air: Body Slam
A stall 'n fall move that acts similarly to Bounce while deflated, only dealing 4-6% damage, but can be moved side to side. While inflated though, Igglybuff slams down onto the ground, burying opponents hit by the attack similarly to DK's side special. This attack deals 13-16% damage, and Igglybuff does not bounce back up afterward, leaving her in the perfect position to nail the now grounded opponent.

Forward air: Pound
Igglybuff simply punches forward, similarly to Jigglypuff's pound, but without the movement affecting properties. Deals 8-10% damage with completely horizontal knockback.

Back air: Double-edge
Igglybuff flings itself backwards to hit the opponent, dealing 8-11% damage and bouncing off deflated, and dealing 15-17% damage inflated and keeps going afterward. Inflated version KO's at 120%. Knockback at a 30˚ angle. A powerful move, but Igglybuff doesn't regain control of her movement for 2 seconds or until she hits the ground, making using this move anywhere near the edge a risky maneuver.

Up air: Flip kick
Generic filler up air flip kick. Does 7-10% damage with upward knockback. Good for juggling opponents.

Grab:
Igglybuff has pitiful grab range, but it sure does try hard, doesn't it?

Pummel:
A simple slap, 1-2% damage.

Up Throw:
Igglybuff inflates automatically if it wasn't already and bounces the opponent off its head. 10-13% damage and great vertical knockback.

Forward throw:
Igglybuff bounces into the opponent, dealing 5-8% damage with flinching knockback if it is deflated, bouncing away in the process, and 10-12% damage inflated with knockback at a 45˚ angle.

Down throw:
Igglybuff deflates automatically if she hasn't already, knocks the opponent over and rapidly bounces up and down on them 5 times dealing 2-3% damage with each hit. The last bounce leaves Igglybuff in the air at about her normal jump height, and the opponent on the ground prone.

Back throw:
Igglybuff does a generic suplex, similar to Jigglypuff's back throw, that changes depending on whether she is inflated or not. If inflated, the throw does 9-13% damage withknockback at a 60˚ angle. If deflated, the attack does 5-7% damage with knockback at a 30˚ angle that bounces Igglybuff into the air afterwards.

Playstyle:
Igglybuff focuses on changing up its game, switching between being a bouncy, small target and a power hitter as she needs to be, creating a sort of unpredictable hit and run syle. She can't take very many hits, so staying inflated for long is not a good idea. Instead, make use of her bouncing moves to keep moving and find an opening. Using inflate mid bounce is one of the best ways to catch the opponent off guard. She is the go to pokemon for KO's on the team, thanks to powerhouse moves like Gyro Ball and Return. Igglybuff is best out of the pokemon against opponents with longer range, because many of her moves move launch her forward with range to match and bounce her out of their range afterwards, or she can use Defense curl to get inside their range.

Riolu

Riolu is a fighter at heart. He may not have mastery of the Aura like its older cousin Lucario, but he has trained hard and is extremely skilled. Even the best of aim won't help you hit him.

Size 2.5/10
Riolu is a good bit taller than his teammates, but that's not saying much, he is about half as tall as Lucario.

Speed: 7/10
He's not as fast as Pichu, but he keeps up with the likes of Pikachu and Meta Knight.

Jump: 4/10
A below average jumper, about equal with Fox.
Note: Riolu can also Wall Jump.

Weight: 3/10
He is larger and sturdier than the other pokemon, but still rather light, being about as heavy as Meta Knight.

Fall Speed: 9/10
He's up there with Fox in terms of fall speed, making him rather swift in the air.


Specials:​

Neutral Special: Detect
Riolu enters a defensive stance and a small sparkle appears in from of it. If attacked in this stance, Riolu dodges with incredible speed and is immediately ready for a counterattack. By default, Riolu will dodge in place, but by holding a direction, you can dodge in that direction instead. This includes dodging upward to counter with an aerial and downward if you are already in the air. Similarly to other counters, you are vulnerable if you mistime the move.

Side Special: Bullet Punch
Dashing forward with awesome speed similar to Fox's Illusion, Riolu will deliver a powerful punch to the first opponent he comes into contact with, dealing 9-12% damage and knocking the opponent away horizontally. If Riolu doesn't hit an opponent during the dash, he travels about 1.5 battlefield platforms before stopping. This attack has a noticeable start up and there is a decent amount of end lag if Riolu performs the punch, but not as much if he doesn't hit anything. This makes the move dangerous to use against shields, but great to get around with. Riolu does not enter the helpless state if using this move in the air, but Riolu can't use the move again utll he its the ground. The dash can be aimed 30˚ up or down during the start up.

Up Special: Sky Uppercut
Riolu winds up and performs a very shoryuken-like uppercut that carries both him and his opponent into the air a distance similar to Captain Falcon's Falcon Dive. The move has 7 hits each dealing 1-2% damage each. The last hit does not knock the opponent very far away, though, it instead leaves them close to Riolu for a follow-up. Riolu does not enter the helpless state after using this move either, but he cannot use the move again until he touches the ground.

Down Special: Follow Me
Riolu does an attention getting taunt identical to one of his actual taunts chosen at random, baiting the opponent to come and get him. If the taunt finishes, Riolu will be called back and the next pokemon will be sent out. But why taunt at all then? Because otherwise you wouldn't get to mess with our opponent's head then! Riolu can shield, spot dodge, or roll during the taunt, canceling the taunt and making the opponent look very silly when they try to hit you and giving you a chance to either make some space or counterattack. Riolu can also use Detect during the taunt, and if he successfully dodges a move with it, he will switch out to the next pokemon during the dodge, having that pokemon appear where Riolu would have dodged to. A smart opponent may simply start keeping their distance from Riolu and then attack the pokemon that switches in, but if Riolu starts mixing it up with normal taunts, things can start getting very annoying for them. The possibilities for mindgames here are practically endless.

Special Extra:
Thanks to Riolu's nimbleness, he can use his specials during his rolls! This means that he can roll into his opponents attacks and use Detect, or roll to dodge an attack and Bullet Punch right away or even chain taunts and rolls with Follow Me.

Smashes:​

Forward smash: Close Combat
Riolu hops forward about 1.5 character widths and lets lose a flurry of 4 punches dealing 3% damage each following up with a roundhouse kick that deals 5-7% damage uncharged, and 9-13% charged. KO's around 120%. This is Riolu's primary KO move, being Quite fast coming out, but it has heavy lag at the end, so it should be used with caution.

Down smash: Ankle Sweep
Riolu sweeps its legs on the ground around it in a circle, knocking opponents up into the air and dealing 16-18% uncharged and 20-24% charged, KO-ing around 130%. This attack has a large amount of lag, so only use it when predicting some sort of dodge or roll.

Up Smash: Cross Chop
Riolu crosses his arms above his head and chops down on both sides, hitting both above and to the sides, Dealing 8-12% damage on the sides and 16-20% in the center uncharged, 13-15% and 22-26% charged. Has upwards knockback in the center that KO's around 130%. The sides have knockback at 45˚ and won't KO until very high %'s. A decently large amount of start up lag, but not too much end lag.


Basic Attacks:

Jab:
Well, its just that, a jab. Riolu jabs amazingly quick for 1-2% damage, and can fire them off fast enough for a rapid jab as fast as Captain Falcon's. A huge part of his up close game.

Forward tilt: Feint
Riolu hops forward exactly as if he were going to use Close Combat but doesn't do anything, allowing him to jab, grab, shield or whatever else to suprise the opponent. The move is practically lagless, meaning you could even double feint into Close Combat to close distance for a KO. Feinting backwards is also a great way to set up spacing or catch the opponent off guard.

Down tilt: Low Kick
A simple crouching kick that deals 5-7% damage and trips the foe. A decent follow up to a Feint to get you opponent on the ground, but not as fast as a jabbing.

Up tilt: Force Palm
Riolu strikes upwards with his paw, dealing 4-6% damage and popping the opponent up into the air a short ways. Great for starting a juggle.

Dash attack: Feint (again)
Similar to the normal Feint, except Riolu hops backwards instead of forward, baiting and dodging the opponents attacks to help get in close. A perfect move to see what the opponent plans to do when you approach them.

Aerials:

Neutral Air: Hi Jump Kick
Just a good old fashioned sex kick. Deals 7-9% damage when it first comes out and 3-5% damage later in the move. Very little landing lag.

Forward air: Brick Break
After a decent wind up, Riolu chops down on the opponent dealing 10-13% damage with horizontal knockback. This move also does massive damage to shields, capable of breaking them in 2 hits. Best used on opponents who are predictably shielding when you approach them. Has decently long landing lag

Down Air: Rapid Kicks
Riolu unleashes a flurry of 6 kicks below him, each doing 1-2% damage each, similar to other characters drill kicks, this is best used to combo opponents from the air to the ground. have very little ending lag.

Back Air: Metal Claw
Riolu spins and swipes behind him with his paw, dealing 8-10% damage with knockback at a 30˚ angle. Pretty simple move to cover you back with in the air. Moderate landing lag.

Up air: Vacuum Wave
Riolu does a flip kick with such speed that it creates a vacuum in its wake, greatly increasing he range of the attack. The vacuum extends about half a character width off of his foot and covers a 60˚ arc from directly in from of him to just behind him. This attack deals 8-10% damage with knockback at a 60˚ angle. This is Riolu's best anti-air option when used out of a short hop. Very little landing lag.

Grab:
Riolu's grab range is short, but not as short as Igglybuff's.

Pummel:
Riolu knees the opponent for 1-2% damage

Forward Throw: Focus Punch
Riolu focuses and punches with all of its might, dealing 12-15% damage and sending the opponent forward at 30˚. KO's around150%

Down Throw: Rock Smash
Riolu swipes the opponents feet out from under them then delivers a powerful blow to their midsection as they fall, dealing 10-12% damage and bouncing them off of the ground so that they pop up into the air a little bit.

Back Throw: Spinning Kick
Riolu spins and kicks the opponent away a good distance. Deals 8-10% damage and knocks the foe away at a 45˚ angle.

Up throw: Overhead Throw
Riolu heaves the opponent un into the air a good distance. Deals 9-11% damage with vertical knockback.

Playstyle:​
Riolu is quick on his feet and likes to fight up close and personal, constantly pressuring the opponent and dodging their counterattacks. His moves are simple, but have a quick and technical feel to them, as if you were playing an old school fighter. Riolu should mix up Feinting, Rolling, and using Detect to dodge moves to keep the opponent on their toes, only taking the battle to the air when absolutely necessary, or when facing an opponent weak in the air like Snake. Riolu is the best pokemon of the group against enemies with shorter ranged attacks or slow laggy ones. He has decent kill power, but it pales in comparison to an inflated Igglybuff, and his attack don't do much damage compared to Pichu's grab game, making Riolu the middleman in terms of abilities.

Taunts:​
Because taunts are actually important to Riolu's game, here they are:
Up: Riolu shuffles around, ducing ans weaving like a boxer.
Side: Riolu taunts the opponent with a "Bring It!" motion.
Down: Riolu jumps and waves to the opponent to get their attention.


Final Smash: Ultimate Teamwork
Your current pokemon attempt a lunging tackle, and if it connects, then the opponent is knocked into the air for a combination attack. Riolu launches into and almost Viewtiful Joe- like Close Combat attack as Pichu Charges Agility and Igglybuff inflates to a massive size. Riolu's final kick launches the opponent into Igglybuff get pushed into her before bouncing over to Pichu who has increased his speed to ludicrous levels. Pichu begins a massive chain of back and broth Quick Attacks before letting lose with an Iron Tail and launching the opponent into the sky. The camera then pulls in for a quick close up of the trio as they high five with the opponent twinkling in the background. This move is a guaranteed KO on whomever it hits, but it is difficult to initiate.

Playstyle as a Group:
Each of these pokemon are capable of standing on their own, but they complement eachother, covering weaknesses quite nicely. Each of their switching moves are also benificial to the team. Pichu's Volt Change guarantees a safe switch in out of a grab, Igglybuff heals the team, and Rioluu either keeps the team safe or positions them for a counterattack. Utilizing the correct pokemon for the opponent, stage, and situation is always important. Otherwise, play to each pokemon's strenghts and have fun with it!

Thanks for sitting through such a long read, and I hope that you enjoyed it!. Any questions, comments, and criticism are welcome.
 

Shy Guy 86

Smash Ace
Joined
May 8, 2008
Messages
848
This is my first go at this, I have nothing to do atm so I wanted to give this a go and well yeah... I know a large portion of the moveset looks like its rushed but at imo it explains it well and thats all that really matters

Ludwig Von Koopa

Overview
Ludwig Von Koopa is the eldest of Bowser's eight children, and was Bowser's Second-In-Command before Bowser Jr. came along, he has various of different strengths and abilities most notably causing earthquakes, flutter jumping, breathing fire and being skilled with his Magic Scepter.

In Smash Bros., Ludwig performs all these abilities in order to give himself an advantage during a fight, his Magic Scepter is his main weapon, he can fire a variety of different projectiles which help him gain control of the stage, his flutter jumping helps him recover in addition he can cause Earthquakes that can disrupt combos and stun the opponent, if fully charged, Ludwig's Earthquakes deal a great deal of knockback and damage that can KO even the heaviest of characters at fairly low percentages.

Special Abilities

One of the most obvious things Ludwig has are his 3 Mid-Air flutter jumps, these work in a similar fashion to Yoshi's(Along with the Super Armor) but are slower, and have shorter reach but can be used thrice mid-air. his initial jump is above average.

His Earthquake move(Down Special) has unique properties and can cause a lot of mind-games, at first glance it might seem as a broken move with no real drawbacks but this is largely false as most aerial opponents will be immune to it, making it a fairly tricky move to use and master.

Stats:
Size: 6/10 Which makes him pretty much slightly bigger and wider than Mario
Weight: 6.5/10 In between Wolf and Link
Range: 7/10 Ludwig has the Magic Scepter in his arsenal which gives him a good amount of ranged attacks
Grab Range: 3/10 Fairly bad but a lot better than Ice Climbers or such
Power: 8/10 Most of Ludwig's attacks deal a lot of damage and knockback
Jumps: 7/10 Ludwig has 3 Mid-Air Flutter Kick Jumps which helps him in Aerial Combat and Recovery
Aerial Movement: 5/10 Fairly Average
Recovery: 6/10 Multiple Jumps(Although small) and long-ranged Up Special help him there
Fall Speed: 4/10 He's slightly floatier than Mario
Walk Speed: 5/10 Average
Run Speed: 4/10 Ludwig is quite slow at running, being a tad slower than Luigi/Wario

Specials

Neutral: Fire Breath

The Neutral Special is a fairly simple move, basically Ludwig fires fire balls from his mouth that have a 30% chance of homing the opponent, otherwise they just go in a straight line with a range equal to Fox's blaster, they are fairly slow and can be charged in order to travel for a longer distance and deal more damage. Uncharged they deal about 10%, charged they do about 20% with slight knockback.

Side: Specter Blast

The Side Special involves Ludwig's Magic Specter, it is another projectile that is faster than the Fire Breath, here Ludwig fires magic blasts from his wand, up to 4 blasts(25% Chance for each) can be released at once, their direction can be slightly controlled by the player, the less blasts fired at once, the sharper and more precise it is. Each blast deals around 7%, if 2 or more hit consecutively they can stun the opponent for a short amount of time, similar to ZSS's laser gun.

Up: High Jump

This move is very similar to King Dedede's Up Special, Ludwig leaps in a similar fashion and then flutters back down after he reaches the Jump's apex, the angle of the jump can be aimed at whichever direction the player wishes it to go to. If it used while the Earthquake is charged, Ludwig will stomp right down after he finishes the jump which will boost the attack's power, It gives little damage when no Earthquake is charged, 25-35% damage and massive knockback if it is charged.

Down: Earthquake

This attack is arguably the most unique move in Ludwig's moveset, based on SMB3s earthquakes, Ludwig's earthquake move is a chargable move, and unlike any other charge move, it can be stored at any amount(Max is a tad shorter than Ike's Eruption) and then used afterwards, once used after a charge is stored Ludwig will jump and stomp the ground, causing the ground to shake for a few seconds(Depends on charge), it affects the entire stage and makes characters trip, or stunned if they are a bit closer, if they are in the same hitbox as DK's Down B, they will be damaged about 15% and knockback is variable on Earthquake's charge, a no charge Earthquake will just trip the opponents and send a weak shockwave that deals little damage.

When Fully Charged, this move becomes much more lethal, normal Jumping makes the ground shake(but will not damage opponents/similar to SMB3) and if the Down Special is pressed, Ludwig preforms a stomp that will stun any opponent on the ground, anyone in the attacking range will recieve around 40% and a large amount of Knockback, at the expense of gaining 15% damage yourself. Aerial opponents will be unaffected, but if they are close to the ground they will be slightly affected.


Standard

Neutral: Typical Jab Combo, Ludwig slashes the opponent twice and then smacks the opponent with the Scepter, first two hits make 2% each, while the Scepter does 6%. Small amount of Knockback

Up Tilt: Ludwig swings the Scepter upwards, similar to Falco's U-Tilt(Except being single hit, having a slight disjoint and being a tad slower), good for racking up damage, deals around 5% min and 9% max

Side Tilt: Exactly like Bowser's F-Tilt

Down Tilt: Ludwig does some kind of Ankle Sweep, fast and has a 70% chance of tripping, if the opponent is over 50% he receives completely horizontal knockback. Does about 10%

Aerials

N-Air: Ludwig performs a spin whilst attacking with his Scepter, disjoint and does around 15% if all hits connect.

F-Air: Ludwig swipes his Scepter to attack the opponent, Tip is the sweetspot. Fast and a good KO move. (10-20%)

B-Air: Ludwig pushes his legs backwards which kicks the opponent, similar to Wolf's B-Air but slower with more power.

U-Air: Ludwig does a backflip, kicks the opponent and deals around 12% with a small amount of knockback

D-Air Ludwig stomps, similar to Ness with nearly the same properties.

Smashes

F-Smash: Ludwig performs a headbutt that deals a good amount of damage and knockback(20% Uncharged, 35% Fully Charged), startup and lag time are around average for a smash attack

Up-Smash: Similar to King Dedede's Up-Tilt, except slower with more power.

Down-Smash: Ludwig spins attacking with the Scepter, disjoint hitbox and can also KO, fast startup but slightly slow lag time.

Grabs

Pummel: Just a basic headbutt that deals 1-2% each.

F-Throw: Ludwig slashes the opponent and throws him at an upward angle, around 10-14% damage with average knockback

B-Throw: Ludwig puts the opponent behind his shell and damages him with his spikes, good damage racker(Low Knockback, High Damage)

U-Throw: Ludwig headbutts the opponent upwards, average damage and knockback for a throw.

D-Throw: Ludwig puts the opponent down, and stabs him with the Scepter, average damage with a high amount of horizontal knockback

Conclusion

To finish this off, Ludwig's playstyle mostly consists of dealing high damage, killing early and having above average defenses(Good weight and recovery), but he has to overcome his overall slow speed and slightly large body size that make him prone to juggling, combos, etc. which balance out his superb bulk and power.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Keep the Moveset Train A Going!

Pokemon Breeder

Pokemon Breeder is actually pretty dang good. You managed to take a lot of stuff and create three very unique Pokemon to play as. Let's take them one by one.

First thing that impresses me about Pichu is the grab. The somersaulting grab not only fits the playful personality perfectly, it has a lot of cool stuff that you can do with it too. Charge up an agility to chase the opponent, get a free, unpunishable switch, send your substitute out to grab the foe and follow up after they throw them; it's a very unique and fun grab-game.

The rest of the moves don't impress quite as much, but they certainly all get the job done and leave the focus on what is the core of his gameplay. Substitute has a lot of potential, and with Sweet Kiss and Charm you've got enough trickery type attacks to get through. The aerial quick attack canceling feels a bit forced to me though, as if you put it in to try to improve the air game instead of designing the air game with it in mind.

Igglybuff is the second Pokemon, and has a lot of good stuff to it too. Inflate / Deflate along with moves like Bounce, Defense Curl, and Rollout give it a very bouncy, movement based play with a lot of sudden shifts in style. I especially like the interaction between Inflate and Gyro Ball.

Igglybuff has some more filler moves, but still has a lot of good stuff to her. I also like how some of the moves reference Jigglypuff's own attacks, while putting a completley unique spin on how Igglybuff performs them. That Igglybuff is the team powerhouse seems pretty weird at first, but in the end I liked the 'cute bruiser' feel that the moveset had. Igglybuff did have more filler though, what with the grab and the random flipkick being two of the biggest offenders. Does Igglybuff even have legs?

Riolu is probably the weakest of the three, but isn't all that terrible. The classic 2D fighter persona that you mention definitely works on him, and his constant feinting and dodging, combined with his relatively straightforward attacks gives him that sort of feel.

One complaint I have is that Feint doesn't seem all that much better than a standard spot-dodge or shield. Making it his key move isn't just a little boring, it feels fairly weak.

Overall though, they definitely all have very unique, and interesting feels to them, and it's actually one of my favorite multiple Pokemon movesets that I've seen recently. As for what to focus on, I'd recommend expanding your playstyle section so that you cover more detail, and making more moves fit into the concept, and how they fit in clearer.

Ludwig Von Koopa


Hey Shy Guy! Welcome to Make Your Move!

Ludwig is a fairly generic moveset. There's very little detail in many of his moves besides his Specials. Several moves are just altered versions of other character's attacks too.

In general, you want to try to get all of the attacks to fit into the playstyle better. For example, his Down Special is clearly important to his strategy. Maybe you could make his regular moves more focused into forcing foes into the ground so he could use it, for example.

Ludwig could also use some COLOR. Color makes it more approachable.

Regardless, welcome to Make Your Move. Try reading and commenting other sets, and make new sets of your own.
 

gcubedude

Smash Apprentice
Joined
Aug 15, 2009
Messages
83
Nrvnqsr Chaos
I like how he can actually use his summons even after they're gone, either to trap an opponent, or to regain some health. He seems like a pretty cool character, and I like the way his tilts attack and command his summons at the same time. His DSmash's secondary use is pretty cool as well. I really liked this moveset.
 

Crewx

Smash Rookie
Joined
Oct 9, 2010
Messages
21
Sorry I've been absent. Its the end of the semester and I've been studying for finals and finishing projects. Apologies.

I have read the comments about my set and have taken the advice. As long as people enjoy reading, as a few did, I'm happy. My next set, Kiryu, I plan to make better. There's more to work with as far as attacks go, and hes my favorite Kaiju! I'll have it in soon, i promise.

I've read a few of the sets people have made, and I can't comment on them specifically at the moment, but I will try to get some later on. I have some more things I hafta finish. But I'll have Kiryu in by next week!
 

MasterWarlord

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

Nero Chaos certainly has a very interesting way of playing with his summons, mainly the fact that once they die they turn into a goop that can either be reabsorbed, or be taken advantage of with snakes or your dsmash. The goop is really the highlight of the set, and while the interactions with said goop are very juicy, but they take up very little of the set and if you take away the goop Nero is a really bland summons set. The orders Nero can give to his summons through his tilts feel rather pointless and I don’t feel it’s made clear enough to the player they’re ordering the beasts around through these tilts. Beyond that, Nero just has a bunch of moves to cause foes to enter their prone states which his minions passively take advantage of. I think a very obvious extension of the moveset would be giving him more of a tech chasing game when a lot of moves are very generic but with a casual “This leaves the foe prone” tacked onto the end, much less when his summons are still beneficial to his “tech chasing game” when they’re dead. . .That, and the fact you showed me the character in his source material really made me feel that he has potential for something better than this. Most sets with amazing playstyle rely heavily on the potential of the character they’ve chosen, and this amazing character just has so much potential that just feels wasted to an extent.

Granted, writing this comment -has- made it grow on me a tad since I first ranked it. . .

VALOZARG’S HOME STAGE

Easily the most unique of the stages from a gameplay standpoint, n88. Ignoring the sheer size of the stage, I like that the majority of the fight takes place on a gigantic slope. While the randomness of the fire can be a tad annoying, this is obviously a blatantly casual stage anyway so it hardly matters. I just think it’d be annoying to have said fire interrupt your attacks – perhaps it could just do damage but no hitstun? I like what you did with the walls – an actual logical explanation to deny chain-grabs rather than casually throwing it in. The interactions between the characters in the background are also a nice touch, and I like how you managed to think out about how their times overlap and what-not.

ESCAPE SMADY STAGE

I have to say, this one gave me a really good laugh Smady. I have no idea what the hell you were on, but whatever it is I want some of it too. I particularly liked when the “real” santa showed up, and when the one in the background “created” rainbows. The fact the whole thing was in rhyme makes it all the better and more sick. My only real criticism was I think that the black lines separating the three parts of the stage in the image should’ve been more pronounced, as I only noticed them upon a re-read of the stage.

BOOGIE MAN’S CLOSET

THAT’S RIGHT AWAY YA GO

***

In other news, I've replaced the link in my signature for my MYM 8 rankings to some newly constructed ones for MYM 9.
 

MarthTrinity

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

Welp. I was gonna rhyme this comment but I got lazy, said screw it and decided to just give a normal comment. So yeah, right off the bat I give you props for rhyming the whole damn thing. It's a bit iffy in parts (not just because of the concept) but it's still readable and it works for what you were going for. I'm not even going to ask where you came up with the concept for it as frankly, I really, really don't want to know what reason someone would have to make this...yeah. Like Warlord, it was good for a laugh but those black lines need to be bolded; when I first read through this I thought you were talking about his suspender straps. Anyway, good job here man. Just never do this ever again.

Ever. *shudders*

Springfield Tire Fire

Good God could this stage be bigger? It's like you took New Pork City and turned it on its side. Yeah it's great and all that the fights are on a unique sloped area and everything but...what happens if you spawn one side and the opponent spawns on the other? What if you're -GANONDORF- trying to chase Meta Knight from one side to the other? Sure he runs the risk of tripping when he lands (as I'm not sure even Meta could make it over this in one bound, maybe ROB?) or getting burnt...but it's pretty much on part with say...New Pork City for keepaway potential. Actually looking at the image again...there's no way anyone could get over that without landing...

Rawr, negative stuff out of the way...the little background interactions made me laugh, especially the Gary Coleman bits ("I ordered the Galaxy of Prawns! Three prawns is hardly a galaxy!") and the interactions between the characters when they cross. Certainly a stage I wasn't expecting to see; if you halved the size of the stage it'd be much, much better in my opinion.

Somber Town

Well I can't say I was expecting this from Warlord (perhaps you meant to post a Grinch stage? He's probably more antagonistic...), it's a pretty darn good stage really. You've got a lot of nice little interactions going on here, what with the "toys" and Santa and the toy burnings...it's all very well done here and the stage seems like it'd be pretty fun. I especially like how you made it with items in mind as well, instead of just going and making a "tourney legal" no hazards, no fun stage. Okay, so I just find it weird that Warlord is embracing items here, not that that's a bad thing. I would like to have seen a picture image of it though if possible, even a crappy one like mine.

Harvey Birdman

Sew! Your follow up to Tetris is a No More Heroes set. Love me some No More Heroes...and I remember this guy being a total jerk wad. Anyway, the grab game is pretty much his signature attack...but it's pretty weird that you don't include the explosion that is the actual insta-kill in NMH. What would've been kinda cool is if you used this move to trap them then used another move (perhaps using the Wand Combo on the box?) to explode it? It'd encourage you to stay close-ish to where you want to trap them so you can follow up on it (instead of just beating on the box). But eh, that's your decision. My main complaint here is you have a lot of missing inputs. Missing the throws is one thing because, ya know? It's hard to throw when your grab is a box...but skimping out on the aerials is a bit much.

Unfortunately, aside rom the grabgame, Harvey doesn't really have a whole lot going for him. As mentioned before, his aerials are all identical (although cool in concept) which kind of feels like a bit too many missing inputs. The Down Smash is pretty cool for mindgames though but the other two smashes feel kind of bland. Also, what do any of these do when they're charged? I can't really remember his fight from the game but the specials seem kind of weird. Side Special is just Mach Tornado but without the ability to rise off the ground whereas the Neutral Special is a nifty projectile. Down Special switching controls is slightly "eh" but I'm a raging hypocrite for saying that.

So overall...Harvey has some nifty stuff here but he doesn't really seem to capitalize on it. The grab game and the aerial have some good stuff and he has some good mindgame potential...but the missing inputs and the generic inputs kind of hurt him in the long run, sorry!
 

Thrice

Smash Cadet
Joined
Apr 1, 2010
Messages
45
Location
Washington
So, more Thrice comments and such and what. Why not, right?

Straight No Chaser

So, I read through this stage/musical/panda, and while I can't really go too in-depth about due to it being a stage and me not being very good at commenting and all, it does warrant a bit more attention than it's really gotten. I believe it has the most variations of any stage so far, and the fact that you can choose what song will play is interesting. The part where changing the song that plays actually changes the STAGE as well is a pretty nice concept that's pulled off well in the stage. The only thing that really confused me there was whether one song played throughout the entirety or whether it would change songs during the battle, though what I got was that you just picked one song to play for as long as the match goes on. All of the different things that this stage can do are pretty fun and creative, and it seems like it would make the stage actually fun to play on no matter what song was chosen, which I could probably not do..I'd have one definite "best" song and one "worst" if I'd made the stage.

Pokémon Breeder

I kinda like this. Most people, when making a Pokemon Trainer set, pick some really big or tough guy and give him really big or tough Pokemon, or just give the trainer Pokemon they like. Instead, you took the Breeder and gave him a bunch of weak Baby Pokemon. Or so they would be, but you made them pretty strong. In fact, a few of the moves are borderline overpowered, such as Igglybuff's healing 25% damage, or Thunder Wave, which CAN be abused pretty easily. I also like how you make all of the swap moves do something besides just swap out.

Pichu seems a little odd..while I like the grab game, it seems a bit weird to have Pichu be grab based at all, but that's your decision really. It has a lot of moves that go well with its playstyle and tricky demeanor, such as Charm, Sweet Kiss, Volt Change, and Shock Wave. I like the use of its cutesy baby moves to mess with the opponent, and they do fit Pichu pretty well for what they are. However, one thing I don't like is it using things like Substitute and..well, Substitute is the only really big one. There's really no reason for Pichu to have Substitute, even if it does fit the playstyle pretty well. That's just something you might wanna think about for your next Pokeset or even set in general.


Igglybuff is probably my favourite of the three. I like the inflating/deflating mechanic of it, and the fact that this little puff is the powerhouse of the team. A "powerpuff" if you will. I already said I like the inflation, so the Neutral Special is nice. Side Special is a bit awkward for Igglybuff to have, and it seems like it would be really, really tough to pull off successfully while inflated, and while it IS strong to make up for that, it's sort of an odd trade-off. Bounce just completely DESTROYS Igglybuff if you use it in the air, making it very difficult to recover as Igglybuff and essentially forcing the player to switch out. Wish, as I mentioned before, is a tad overpowered, but workable still. Defense Curl is a pretty nice move, both helping and hurting Igglybuff depending on the condition it's in. However, I don't honestly see anything stopping one from just spamming Defense Curl and punishing those who try to approach or grab with a Rollout... Also, the flip kick aerial, recycled Defense Curl, and just a worse Pound hurt the Aerial department for me.


Riolu seems like the weakest of the three, mainly because it seems like a weakling to me. Detect doesn't seem to do much of anything different from a normal dodge, except maybe being quicker in terms of end lag. Bullet Punch is nice, deals good damage, and I like how it's not a bad thing even if you miss with it. Sky Uppercut is pretty generic, but it does give Riolu a nice recovery since neither it nor Bullet Punch put him into helpless. Follow me seems...a little bit useless to me beyond just plain mindgames. The simple fact that you'd HAVE to taunt consistently to keep the mindgames up is a pretty bad thing, since that leaves you open quite a bit. Being able to pull off specials while rolling is a pretty nice touch, but it doesn't really help to keep Riolu from seeming the weakest member of the team. In fact, the only things that seem to have any sort of power at all are the Smashes, and while they ARE pretty strong, the rest of the set being weak still brings Riolu down in terms of power. But then again, I guess he's not meant to really be the powerhouse of the set, right?


Another thing I could mention is about your use of "character widths." You might want to specify that you do mean the PLAYED character's width...a lot of people use different characters for this sort of thing, and it can be a little confusing at times.

Aaaanyways, that's all for now, mainly because the PB comment was pretty f
ucking long.
 

LegendofLink

Smash Apprentice
Joined
Feb 17, 2008
Messages
164
Location
Pennsylvania
Pokémon Breeder

I kinda like this. Most people, when making a Pokemon Trainer set, pick some really big or tough guy and give him really big or tough Pokemon, or just give the trainer Pokemon they like. Instead, you took the Breeder and gave him a bunch of weak Baby Pokemon. Or so they would be, but you made them pretty strong. In fact, a few of the moves are borderline overpowered, such as Igglybuff's healing 25% damage, or Thunder Wave, which CAN be abused pretty easily. I also like how you make all of the swap moves do something besides just swap out.

Pichu seems a little odd..while I like the grab game, it seems a bit weird to have Pichu be grab based at all, but that's your decision really. It has a lot of moves that go well with its playstyle and tricky demeanor, such as Charm, Sweet Kiss, Volt Change, and Shock Wave. I like the use of its cutesy baby moves to mess with the opponent, and they do fit Pichu pretty well for what they are. However, one thing I don't like is it using things like Substitute and..well, Substitute is the only really big one. There's really no reason for Pichu to have Substitute, even if it does fit the playstyle pretty well. That's just something you might wanna think about for your next Pokeset or even set in general.


Igglybuff is probably my favourite of the three. I like the inflating/deflating mechanic of it, and the fact that this little puff is the powerhouse of the team. A "powerpuff" if you will. I already said I like the inflation, so the Neutral Special is nice. Side Special is a bit awkward for Igglybuff to have, and it seems like it would be really, really tough to pull off successfully while inflated, and while it IS strong to make up for that, it's sort of an odd trade-off. Bounce just completely DESTROYS Igglybuff if you use it in the air, making it very difficult to recover as Igglybuff and essentially forcing the player to switch out. Wish, as I mentioned before, is a tad overpowered, but workable still. Defense Curl is a pretty nice move, both helping and hurting Igglybuff depending on the condition it's in. However, I don't honestly see anything stopping one from just spamming Defense Curl and punishing those who try to approach or grab with a Rollout... Also, the flip kick aerial, recycled Defense Curl, and just a worse Pound hurt the Aerial department for me.


Riolu seems like the weakest of the three, mainly because it seems like a weakling to me. Detect doesn't seem to do much of anything different from a normal dodge, except maybe being quicker in terms of end lag. Bullet Punch is nice, deals good damage, and I like how it's not a bad thing even if you miss with it. Sky Uppercut is pretty generic, but it does give Riolu a nice recovery since neither it nor Bullet Punch put him into helpless. Follow me seems...a little bit useless to me beyond just plain mindgames. The simple fact that you'd HAVE to taunt consistently to keep the mindgames up is a pretty bad thing, since that leaves you open quite a bit. Being able to pull off specials while rolling is a pretty nice touch, but it doesn't really help to keep Riolu from seeming the weakest member of the team. In fact, the only things that seem to have any sort of power at all are the Smashes, and while they ARE pretty strong, the rest of the set being weak still brings Riolu down in terms of power. But then again, I guess he's not meant to really be the powerhouse of the set, right?


Another thing I could mention is about your use of "character widths." You might want to specify that you do mean the PLAYED character's width...a lot of people use different characters for this sort of thing, and it can be a little confusing at times.

Aaaanyways, that's all for now, mainly because the PB comment was pretty f
ucking long.
Just some responses with my reasoning (or lack thereof) behind certain choices. Pichu might have a grab focus, but notice that it doesn't have a throw focus, because that wouldn't make any sense at all. As for substitute, its not at all out of character if you are familiar with the Pokémon Adventures (Pokémon Special in Japan) manga, in which Red's Pikachu gets quite a lot of mileage out of Substitute. Its kind of a mini homage to that. (The manga is a pretty enjoyable read if you're familiar with the games, it sticks a lot closer to them than the anime does and is a bit more mature.)

Igglybuff was the one that I thought was my weakest, personally. Mostly due to bad filler inputs that I'm still not that good at dealing with yet, as you pointed out. Wish may heal a lot, but it has a noticeable startup animation (probably should have been clearer on that in retrospect) and offers no protection for Igglybuff or the pokemon coming in. Inflated defense curl outright loses to projectiles, and even characters without them can still jump over and grab from behind or bait and punish the rollout. As far as recovery goes, Igglybuff can inflate and use the multiple floaty jumps given by it to cover horizontal distances easily, especially if you use Gyro Ball before hand, but vertical distances are a weakness, but its okay to have a weaker recovery is some areas.

Rilou's damage comes from attacking quickly and always being in your opponent's face. Detect works just about the same as any other counter except that you get to choose which move you counter with and where you counter from. Its a damage racker, so the individual attacks are weak by design, but with so many ways to get inside the opponent's defenses safely there shouldn't be too much of a problem dealing damage. Follow Me creates a guessing game for the opponent that discourages them from even trying to disrupt your switch. If they guess wrong, they could get punished hard by a roll into special or by detect into whatever pokemon you're switching to. You don't even have to taunt that much, its just an option if you're feeling tricky.

As far as "character widths" goes, I did mean the currently played character. I guess I should use Kirbies or something from now on to be clearer. Thanks for your comments.
 

gcubedude

Smash Apprentice
Joined
Aug 15, 2009
Messages
83
Pokemon Breeder
Alrighty, let's comment on each Pokemon in order.

Pichu really seems to fit the "trickster" playstyle with his Sweet Kiss and Charm moves. I also like how he can use Quick Attack in mid air to do a sort of fake-out, attacking then retreating. His method of changing is pretty cool as well.

Igglybuff's Inflate/Deflate mechanic is really cool and fitting for a balloon-like pokemon. I also like Igglybuff's bouncy attacks, like Breakout and Body Slam. It using Wish to recover damage and switch out is well done.

I really like Detect, as it gives Riolu an interesting way of countering in mid-air. Follow Me's fake-out and the ability to use specials during a roll are pretty cool as well. His other fake-outs are cool as well, and they almost make him as much of a trickster as Pichu

Overall, I like this set a lot. Can't wait to see more from you!


Ludwig Von Koopa
Howdy, fellow newcomer. You did exactly what I did with my first moveset: no color. Now your set isn't as bad as mine was because it's not so long, but that's also one of the problems. Most of the moves have a barebones description that gives little detail to the move.

Also, as darth meanie, this set is pretty generic. It has its interesting moves like Earthquake, but pretty much all of his standards are just basic melee moves. Although they're fitting for Ludwig, usually it's better if most, if not all, of the moves have some form of interaction with the character's playstyle. For example, if you wanted the set to revolve around charging and using Earthquake, some moves could knock opponents away, allowing you to charge up Earthquake a bit. Others could pitfall enemies, so that a follow-up Earthquake would land guaranteed.

Those are just some suggestions if you decide to keep making movesets. The set wasn't bad, but it also wasn't great.

Springfield Tire Fire
Holy cow, this stage is huge. I like it, what with the whole tripping on the tires and whatnot, but it's just such a big stage.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,439
Mr. Minecraft:
The minute I saw this, I creamed myself :awesome: I freaking love Minecraft, and am glad to finally see someone besides agi, UserShadow, and Plorf (supposedly) who plays the game in MYM. :awesome: Anyway, enough fangasming. This is a pretty basic set and could fit realistically into Smash. I saw your comment about how you wanted to keep it simple, and I respect that. However, I couldn't help but note the odd choices of items you use. I never would have thought of making the Snowball, Bucket of Water, and Dirt Block his specials. At least you put the TNT in there, and that made me happy. The only complaint I have is it's seriously lacking in the Creeper department. This is a good start for your MYM journey, and I hope I can play Minecraft with you sometime :awesome:

And I might make a MYMini. Trying hard to decide what.
 

Marioman19

Smash Rookie
Joined
Oct 18, 2007
Messages
19
THE MOST HORRIBLE XMAS EVER



Based off the Invader Zim episode of the same name, the layout of the Most Horrible Xmas Ever stage is fairly basic. This stage was made for King of the Hill-style Brawls, no one wants to be caught in the gnomes' path, the safest places to be are besides the edges and on Santa Zim's hill, before he's provoked. Therefore, most of your fighting is either gonna be in midair or on the hill.



The black lines indicate the blast lines, the red lines represent hazards,the green lines stand for ground. In terms of size, it's about 2 Final Destinations put together, with the top area being around the size of Battlefield. If it weren't for the hazards, this may very well have been tournament legal. Speaking of hazards...

The first hazard that you want to avoid are the Gnomes. See that large red line that covers most of the stage? That's them. These guys are Ness-sized and come out when you first select the stage, they start to dance around in the background and sing a song about how Santa will crush you. These guys won't do anything to harm you, until a certain part in the number comes. The Gnomes will join together, hold hands, and spin into the foreground for 3 seconds. It's quite similar to the Dr. Tornado; if you're caught in it, you will have been dealt 13% damage and be launched upwards with knockback that can kill at 120%.

The second hazard is Santa Zim.



This guy is the large red box on top of the hill. He's about the size of Bowser; somewhat like Resetti, you can walk right past him, but if you attack him, he'll attack back. If Zim is attacked, he'll yell and swat the area in front of him with lag of 1.5 seconds. This deals a mighty 18% damage, and knockback that can kill at 90%.

The third hazard is the cheering crowd of people at the lower blast zone. These guys are the large red box at the bottom of the stage. Falling into them will bring back memories of Jungle Japes and the road on Big Blue, when you fall into the crowd, you start to move towards the nearest blast zone at Captain Falcon's running speed! You have a slight chance to recover if you're quick enough, but you're most likely doomed.

Music Listing:
Jolly Boots of Doom

Xmas Santa Battle
Invader Zim Xmas Medley
Invader Zim Credits
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
cool stage, Marioman. Like how the crowd equates to the bottom of big blue or water, really tough crowd.

& this is actually my first post... I'll actually start commenting things after I get my set out ;)
 

Smady

Smash Master
Joined
Apr 29, 2007
Messages
3,306
Location
K Rool Avenue

Playlist of awesome music.

Originating in Final Fantasy X, Auron acts as a literal guardian to Yuna - the main protagonist besides Tidus - and is by far the maturest, most understandable character in the entire game. Standing tall with his massive katana, Auron's sphere grid, where you level up characters in the game, follows the natural route of increasing his health points, strength and defence above all, as well as teaching him the "break" line of spells, enabling him to de-buff opponents. In tandem with his high related statistics, Auron also learns a multitude of defensive skills: guard and sentinel, for example, allows for him to defend himself while guarding an ally.



Movement: 6
Size: 8
Weight: 7
Reach: 8
Aerial Movement: 4
Falling Speed: 7
Jumps: 4
Traction: 7

At thirty-five, Auron outranks other brawlers in age, but does so in combat experience as well. The massive katana that he carries over-shoulder keeps his mobility down, though it also extends his attack range. His weapon of choice likewise weighs him down in terms of falling speed, though it only marginally affects his traction; he is, of course, the best at handling it. At 6'0", Auron is taller than Link, although not particularly heavy in all regards but the blade. For a general idea of how Auron looks and feels, this video should suffice.



Grab & Pummel: Blind Man's Hold

Usually being his symbolism of abstinence as the rōnin who refused to commit hara kiri, Auron does a quick and basic grab with his "hanging" arm that has a rather short range. Anyone caught by it is brought a little shorter than face-to-face, kneeling if they are taller than Auron. The pummel is a simple choke to where the enemy's neck would be; damaging per second until the opponent forces a release. However, for each successful choke, they become dizzier; their first attack out of the grab is slowed to a rate of 0.9x its normal speed and this can stack.

[2%]

Down Throw: Release

Auron lets go of the opponent; this may not seem different from simply cancelling the grab, but the effects of the pummel carry over - if the opponent was mashing buttons, they will attack with the corresponding input and at the speed correlating to the amount of pummels inflicted upon them. This has no lag on Auron's part, allowing for him to counter the opponent immediately - or re-grab, if they decided to avoid escaping his grab altogether.

Forward Throw: Push

With little damage output, Auron shoves the opponent away from him at a set distance of two-and-a-half Bowsers. This move has awkward beginning lag that can be cancelled out of into the down throw by Auron, as he carefully pulls back his arm in order to thrust them that exact distance. They will be stopped at an edge, however, and will not fall to the ledge.

[10%]

Up Throw: Launch


If you haven't guessed by now, Auron's throw game is entirely to set up the rest of his moves, and this is no different. Again with not much damage, he throws his opponent upward at a set distance of three Bowsers; like the forward throw, this can be cancelled into your down throw.

[8%]

Back Throw: Monumental Strike


This is Auron's only "normal" throw to speak of - he turns around and drops his opponent, while readying his blade. Within a split moment, he hits the opponent with his katana, knocking them straight across the stage by four Bowsers, and onto the ledge if they slide into it. If used next to the ledge, foes are sent into a downward diagonal arc at a velocity that dooms foes with average recoveries at around seventy-five percent. Mostly what this is for is spacing, and also to set up what is Auron's edge-guarding game. In spite of its less useful set-up, this is actually the most highly damaging of Auron's throws.

[11%]



Neutral Special: Banishing Blade


This is actually a two-step move, the first simply being Auron sipping from his jug of "nog," which takes about half-a-second to accomplish, before holstering it again by his side. This isn't an attack, but can be interrupted by foes to prevent the second stage - and any attack by the foe will cause Auron to have to repeat the first stage over again.

If successful in using the input again, Auron raises his blade and spits the beverage over his blade in the spirit of the Japanese samurai: this causes three magical rings to surround his sword, circling it for around a second before causing it to resonate with power - the first second, where Auron is spitting on the blade, is when he is vulnerable to counter-attack, which will cancel the move. The next time the katana makes contact, four projectiles the size of a gooey bomb will be conjured just above the impact site in the shown formation, homing in on the foe at a rate of 1.5x Sonic's dash. If hit, even when airborne, a foe will be stunned in place for half-a-second and damaged per projectile.

Though hitting the foe works, you can also simply hit the ground by pressing this input again like in the animated image above. You can do this in the air, allowing for you to hit edge-hogging opponents, or opponents pushed to the edge: for example, by your back throw.

[5%]

Side Special: Shooting Star



Running to the edge or a point in front of him just under two Bowsers away, Auron swings his sword widely, hitting everything within half a Bowser for decent damage and knockback capable of dooming an opponent at around seventy-percent.

At first sight, this may seem like a very simple output for a special - but it has a unique property when sweetspotted. If hit at an exact point where the tip of Auron's katana is, roughly half a Bowser in front of him, the opponent will experience similar effects to what is seen in this video, being hit diagonally upward, towards the top right of the screen. This will never score you a stock, but being in that position makes you susceptible to several of Auron's other moves.

If used in the air, this simply translates into a move similar to Ike's side special - Auron lunges forward two Bowsers and swings his blade, hitting for the same damage and knockback that simply gets the opponent off your back, but also puts him into a free fall.

[12%]

Down Special: Guard


With no lag at all, Auron brings up his stationary hand and crouches ever so slightly, creating a momentary shield against enemy attack. If an enemy opponent attacks Auron within the next quarter-of-a-second, they are instead grabbed and thrown behind him with his guarding hand, being affectively tripped and unable to recovery for a whole second afterward, with slight damage upon impact. If performed when there is no ground below them, Auron will instead toss them in a descending arc that will force foes to the bottom blast zone at around fifty-percent. If the opponent is out of grabbing range when countered, Auron will simply miss the grab for some end lag.

[7%]

Up Special: Dragon Fang



Jumping a little over three Bowsers into the air with his sword held above his head, Auron attempts to rupture the opponent with his sword. With minimum starting lag, the apex of the jump allows for a sway of up to half a Bowser to the left or right of Auron's starting position, meaning he can hit foes making full use of directional influence. Foes hit by the tip of Auron's sword, the sweetspot - and likely those victim to his up throw -are spiked downward. Regardless, all foes hit by the katana are dealt the same damage, though anything but a sweet spot simply means medium knockback that turns into a spike at around seventy-percent. Auron falls at 2.0x his regular fall speed.

[10%]

If Auron doesn't hit an opponent in the air, he will instead fall down to the stage. If hitting the stage itself, this will cause a small explosion on the ground underneath any foe on the same platform, as seen above. The explosion hits for knockback similar to a hothead - throwing the opponent into the air with momentary free fall, for minor damage. It also has a hitbox big enough to hit foes just jumping as it activates, meaning it isn't easily predictable. Whether this part of the move works or not, there is a decent half-a-second of end lag attached to the end of this move.

[6%]



Up Smash: Tornado


Slightly squatting lower than his usual frame, an aura of wind picks up in a circular pattern around Auron. After a charge time of one-and-a-half to three seconds, the aura starts to travel across the stage - being stopped by the ledge if there is one. At a size of about one battlefield platform and with a height of around one Bowser, it has a vacuum effect that will pull opponents toward it at a rate of Ganondorf's walk who are close to it. If pulled in to the centre, it will drag you along with it, but this can be escaped through well-timed roll dodges. Dependant on how much this move was charged, it can potentially travel the entire distance of final destination, or just a third of it, in between two to six seconds.

After travelling its full distance, the aura will violently erupt into a tornado - anyone within it is immediately hoisted upward, travelling up by three Bowsers over a period of four seconds, potentially pushing players caught in the top of it over the top blast zone, as it ranges the entire verticality of the stage. The tornado lasts for four whole seconds, dealing constant damage per half-a-second to anyone caught within it, as well as taking full control away from them for as long as they're caught within it. Foes can be hit out of the tornado by Auron or a team mate.

[2½%]

The last part of the move can be achieved through an interaction with your jug of "nog" - if you throw your nog into the tornado, whatever part of it you hit, the entire tornado will erupt into a firestorm, which deals a single large amount of damage to any foes within the tornado. Due to the mushroom-shape of the explosion, foes at the top of the tornado are dealt different knockback to those lower down; on top, foes will be knocked out horizontally at around forty-percent, while those lower down will be knocked out vertically at around thirty-five percent. The lower portion here is the area from the bottom to four Bowsers up, with everything above that constituting the "top." This firestorm will last for as long as the tornado would normally.

[16%]

Forward Smash: Double-Edged Sword


Auron crouches and pulls his sword's handle back with both hands, toward his chest - for between one and two seconds, where the player can hold the input to charge. Upon release or the end of the two seconds, Auron lunges forward with his katana, stunning the foe in place for one second as he hits them with enough force to wrench their guts out - also dealing considerable damage, but with no knockback. If successful in hitting his opponent, Auron quickly retracts his blade and is able to move again with essentially zero end lag, but if missed, the move halts him in place for a good half-a-second.

[14-18%]

Down Smash: Armour Break



For anyone who has played Final Fantasy X, they will find the armour break skill synonymous with Auron - his first skill in the game, it allows for him to lower his enemy's defences once when used. In Smash, this translates rather bluntly - Auron pulls his katana by its hilt up to the back of his head, preparing to bring it crashing over as he would do with a regular attack in his game of origin. From here, the player can charge the attack for between three-quarters-of-a-second and one-and-a-half-seconds.

If hit, the opponent won't actually suffer knockback - great damage, yes, but the only visible change is half-a-second of flinch, and the yellow burst of energy shown in the image above as well as the encouraging sound effect you can hear in this link. This signifies you have successfully "broken" your opponent's "armour," as their shield now maintains a strength only seventy-five-percent its normal rate. This doesn't stack, so further successes simply gain you a large amount of damage - but your opponent will sustain this effect until their next stock.

[16-20%]




Neutral or Jab: Rising Sun

As with his forward smash, Auron recedes to a crouching position where he holds his katana double-handed, but this time quickly twisting it forward in hopes of catching the opponent off-guard, within only around half-a-second. If hit, they are dealt some damage; if sweet-spotted at the tip of Auron's blade, he will then proceed to thrust his sword upward into a diagonal position to his body - sending the foe three Bowsers above him and slightly further ahead than they were previous before allowing them control again, also dealing damage. There is minimum end lag.

[8%] [6%]

Dash Attack: Spinning Samurai


Auron spins similarly to how he does in his forward smash - hitting opponents around him as he travels at walking speed over a distance of one Bowser, dealing slight damage and knockback basically capable of hitting them back into a building tornado if they've rolled out of it. If performed within a tornado before it has fully formed, however, your dash attack has an adverse effect on it - speeding up by 1.4x if you use your dash attack in the same direction as it, or bringing it to a temporary halt for as long as you're performing this move in it.

[7%]

Forward Tilt: Jug Toss


As previously outlined in the up smash, Auron can actually use his jug of "nog" as a weapon - with this move, he grabs it from his side and tosses it underhand with a rising arc that raises to about two Ganondorfs, and starts descending after about three Bowsers. In all, the jug can travel about five Bowsers - only one can be thrown at a time, but is ready as soon as used. If it actually connects with an opponent... it will simply smash, dealing flinching knockback and very slight damage. What did you expect? As long as the jug hits the fully-formed tornado at any point, it will cause the firestorm explained in that move.

[5%]

Down Tilt: Heavy Falling Blade


With a bit of start lag, Auron holds his sword over his head, then swings it over his head, like an axe, and hits the ground in front of him. Anyone caught by the katana is hit for damage and knockback effective enough to simply push them away from Auron - becoming a doom-bringer around the seventy-percent mark. If you're able to use this on a downed opponent, your massive sword weighs them down - as Auron also attempts to hold them down. This operates with half the strength of a normal grab, with the opponent having to button mash out of it and surely giving them incentive not to be downed in the first place.

In this position, they won't be affected by the tornado for as long as they're down there - fortunately, Auron can raise his sword again and end the move with a press of the input again, or simply let the move end naturally after two-to-three seconds, depending on percentage. This allows for some manipulation of the opponent into being sucked into your tornado later than otherwise, or just generally sticking them in place.

[7%]

Up Tilt: Shoopuf Flip


Despite the name, this move doesn't involve the flipping or riding of shoopufs. Rather, Auron barges forward with his shoulder, hitting anyone within a Bowser in front of him - having super armour while doing so, though ending with around a half-a-second of lag. This causes damage, and actually pushes away the opponent by a Bowser in length at the speed of Sonic's dash, with flinching knockback that prevents them from influencing that until the latter half of their journey. This is another move primarily to move your opponent around, a key part of Auron's playstyle.

[7%]



Neutral Air: Overhead Swipe

With some minor upstart, Auron pulls his katana in an arc with one arm, symmetrically to the screen - hitting anyone directly or to the range of his sword above his head. This deals capable damage and the knockback is able to hit enemies off the top blast zone starting at sixty-percent; if used in tandem with your up throw, you can potentially keep your foe airborne with hitstun.

[8%]

Down Air: Plummeting Dragon

Auron kicks out a foot below him, as he pulls his sword overhead and slashes straight downward with his katana. If hit by the small hitbox of Auron's foot in the first stage of the move where he extends it, there's a high chance of footstooling the opponent. The sword attack itself deals fine damage and knockback becoming fatal at sixty-percent, but you will spike the enemy if you hit them with your foostool first - making this far more reliable as a spike than the up special, though it's more telegraphed.

[10%]

Forward Air: Honourable Beheading


At an unusual fast speed for Auron, he pulls his blade behind him, then swings it around his hips so that its wide side is facing the screen, with some minor end lag as he pulls it up and onto his shoulder again. This move has a wide range - able to hit opponents very close to his back, and enemies below or directly in front of Auron. It packs mild damage, but is mostly good for hitting opponents away from you in the air - with knockback that will, if the enemy is on the same horizontal plane as Auron, push them directly forward for a whole building block before falling.

[7%]

Back Air: Aerial Sweep


In a very general-purpose move, Auron turns and slashes with his katana at the same time, in a crescent shape that hits all within his sword's range behind him. This has basically no lag on either end, and though it provides very minor knockback only capable of knocking out at high percentages as well as pitiful damage compared to your other aerials, it is the most reliable move for spacing your opponent in the air. Not only is the range quite large, it's fast and can be easily positioned when your opponent is, say, trying to jump out of a forming tornado.

[6%]

Up Air: Piercing the Heavens


Auron pulls his katana out and vaults upward in the air with it stiffly held above him, with even its hilt held above his head - allowing for a hitbox of two Bowsers. If hit, opponents are caused medium damage for your aerials, but what's most important is the knockback - in the air normally, an opponent will be "bumped upward" - they'll be sent into a free fall in the air, but come back down naturally after a moment. If hit within the tornado, this simply speeds up their ascent - they will travel 1.3x as fast up the maelstrom, providing an excellent way to score a top blast zone knock out.

[7%]

Final Smash: Welcoming Jecht


Seeming to be toasting with his jug, Auron raises his jug ominously to whichever side of the screen he is facing - as the eternal protector of Zanarkand, Sin, appears to wreak havon on the stage! Slowly, this figure will appear out of the side of the stage, halting any stage hazards that would otherwise be going on - anyone who hits the mound-like shape of Sin is instantly knocked out, but the fact that he takes up well over a quarter of the whole screen, occupying the entire half of the bottom he comes from, means that Auron can force his opponents into his tornado far easier. There's no where to run anymore, as on stages such as final destination, Sin even occupies that side of the screen's edge!


After just existing there for five seconds, Sin will actually start to fire projectiles as seen in the above image - the height of Kirby and length of Ganondorf, these projectiles travel as twice the speed of Fox's blaster - creating smart bomb sized radius explosions if they hit an opponent, which Auron is completely immune to. If hit, an opponent is dealt high damage and knockback that will knock them out at a low percentage around fifty - this extends to any opponents also hit by the explosion following and opponents can potentially be hit by multiple projectiles. He fires these at a rate of three per seconds, homing in on opponents much like the Pokéball version of Staryu, mixed in with a little bit of the Arwings from the Lylat stage.

[20%]


After around seven seconds of that last stage, Sin stops firing projectiles out of his self and starts to build up a purple-coloured forcefield around himself - rather instantaneously, as seen in the image. This barrier instantly vaporises opponents who touch it, and after three seconds of expanding until doubling the size and range of Sin, he shoots it out - covering the entire stage in between two-to-five seconds [depending on stage size]. Anyone hit is again instantly vaporised, requiring a very precise spot or air dodge; much like Tabuu's wing attack.

After doing this, Sin makes a large groaning noise, as he turns and descends back into te depths of the stage, to haunt those who wander out into the sea further. It is not that Auron summons Sin, but simply that Auron acknowledges Sin's inevitability: there is nothing he can possibly do to stop the spiral of death.



Standing Your Ground


Auron is designed as a character well-equipped to stand his ground, even under the most difficult situations. Immediately, your opponent should be extremely wary of your grab game - potentially, you can pummel them up badly enough that they can't possibly mash out without leaving themselves open to you countering them with your down special, Guard. If they choose not to button mash and simply let you pummel them to death, you can always just release and try to re-grab; even if they escape, their next attack is nerfed, making it easy to follow-up.

Foes will never want to be around you for long if you're competent with using your down smash, Armour Break, being able to permanently lower the advantage given by the shield, to the point that your tornado is a real threat to it, or most any of your smash attacks. If they are trying a poking game, you can easily be aggressive and attack them with moves like your Jab or Up Tilt, either taking them out fast or wearing some super armour as you bash them away, further toward the edge: where you ideally want them to be.

As it may have occurred, Auron really doesn't play best as a defensive character, though he can operate fine as one - his aerials allow for him to force his opponent away, mainly, which is to be followed up on by other parts of his playstyle. If your foe is really so gutsy to constantly get in Auron's face to prevent his more advanced technique, you can always pull something out like your forward smash, Double-Edged Sword - potentially then following up on far more damaging combinations.

Something that entirely should deter the opponent from getting so close to Auron is his grab to forward throw to side special, Shooting Star - this will get your opponent up to around twenty-five-percent, nearing the range in which you can knock out. Most of the time, Auron will want his opponents to be either as far away as possible, off-stage, or round about two Bowsers away - any closer, and he can easily manipulate them to be exactly where he wants them to be.

Setting Up Your Tornado


It is pivotal to Auron's playstyle that you are able to not only set up your up smash - Tornado, but also know how to utilise it to gain knock outs. However, that latter part is an entirely different ball game; simply setting it up, you have a lot of options open to you. It may seem to be, again, most logical to actually approach your opponent to do this - most strategies from simply standing your ground can easily apply to spacing your opponent away from you, where your own prowess as a player comes to fruition.

Your neutral special, Banishing Blade requires some set-up of its own, but this is more dynamic than Tornado - you can potentially perform the first stage, space away your opponent then activate the second, giving you plenty of time to use Tornado. Obviously, simply going to use your up smash in this way is a huge give-away, you could also simply follow up with your air game, or gimping if your opponent is a high enough percentage.

Speaking of your air game, Auron has plenty of potential to give himself time either recovering or fighting an opponent mid-air: moves like your forward air allow for you to entirely push away your enemy, making an uncomfortable landing as you can possibly lead into Shooting Star - a sure-fire way to guarantee you launch a Tornado. Your up special, hitting anyone on the ground, will force your opponents to the air once you recover, and obviously if you have enough time, you can always launch your neutral special from off-stage, easily following up with your Banishing Blade.

In terms of throws, you can also set up your opponent up for an airborne attack with your up throw - along with your neutral air, if your foe is pushing far beyond fifty-percent, you're going to put some scare into them with that and your other powerful killing moves specifically. As always, keep it varied up; don't be repetitive, or it will become obvious what you're trying to do.

Hitting With Your Tornado


While Auron is capable at setting up his Tornado and keeping opponents from simply stunning him constantly due to lack of any orthodox projectiles or extremely fast moves, where he excels is actually hitting with his up smash when it's out. First of all, remember how long you charged the move - you've basically set a timer for yourself in which to hit your opponent into it, and you have a couple of ways to offset it.

Your most obvious is your dash attack - an overly long charge time will be predicted by the opponent as the Tornado simply hitting the end of the stage, but you can potentially slow it down, given you can get in front of it. This isn't as difficult as it sounds, though - your opponent will learn that getting stuck in that forming whirlwind is not an attractive option, and it's easy to disguise approaching them to throw them into the Tornado with speeding it up or slowing it down. Feel free to speed it up, or down, or only partially of either to mess with any solid strategy by your opponent.

Once your Tornado is roaring, is when you have another time limit - this one being four seconds. Techniques in which to hit your opponent into the tornado at this stage work perfectly fine at a forming stage; likewise for stopping them from rolling out, which isn't as difficult. At this stage, you can manipulate them with your up air in order to send them higher up, in which case, if you know you wouldn't know them out at the bottom, you're free to punch them out at the top and gimp them. Obviously remember to use your up tilt to actually reliably knock them out.

If they're trying to escape the Tornado - either through jumping over it, dodging it or edge-hogging; use your aerials to deter jumping, as they are all useful here - notably forward air and back air. If they are dodging, remember that moves like your forward throw can specifically be used to hit them into a Tornado that goes the full length of the stage and also stops at the same point. You can always throw a Tornado out on a far away foe, then grab them at that point and keep them grabbed until your up smash meets you; the same results from a combination of your down throw to down special, Guard and down tilt - keeping your opponent on the floor, though this isn't as reliable as other throw set-ups.

Gimping Your Opponent


Sometimes, it may seem like Tornado is your only way to reliably knock out - but Auron is in possession of a pretty deep gimping game as well. Not only privy to multiple spikes and a whole aerial arsenal capable of hitting from a relatively long range off the stage, he also has a move capable of hitting the edge from safety - his up special - and can force his opponents to stay on the edge with Tornado rather handily.

Of course, this isn't even approaching the true usefulness of your Banishing Blade - used in a spot that allows it to hit your edge-hogging foe, they will be effectively stuck in place and forced to take the hit if there's a Tornado brewing on the stage above them. Of course, they could potentially just jump up and away, but this won't escape the neutral special projectiles entirely and you can always just follow them with some of your spacing aerials into the Tornado - your neutral air, back air and forward air all being versatile options.

Of course, there are some opponents who can easily escape your projectiles from Banishing Blade - but you have even more advanced choices from here. A foe like Pit fleeing the stage for a short while could possibly be hit with your up tilt - if you are careful not to hit your own Tornado. Hitting an opponent from off-stage with some of your smashes is also not a bad idea if you're capable of it - if they jump to escape your Banishing Blade, hitting them with some Armour Break or Double-Edged Sword will take advantage of the range of your katana.

Due to his high fall speed and mediocre jumps, Auron really isn't one to take to the skies, but on choice occasions; utilization of your throws in particular, what with an up throw followed by an up special being the most obvious. Spiking people is fairly easy with your down air, given you can nudge your opponent into abandoning the stage and actually ducking to avoid something like your Banishing Blade. Very choice occasions indeed, but there's still the opportunity for gimping.

Mindgames and General Summary


A perfect game for Auron is one that will need some buttering up for an opponent, before you can consider using your most reliable knock out strategies that will ultimately rely on gimping or use of Tornado. Perhaps in tandem, though the illusion of the other is beneficial - if your opponent thinks you're going for a Tornado and thus comes to hit you close up, don't be too cautious in simply changing tactics.

The connecting point on most ends of Auron's playstyle are his grabs - your flowchart is not linear, meaning you can potentially create a Tornado only as a diversion as you ultimately work toward using your Banishing Blade, hitting them off the stage and then gimping them through a spike. Throw out two Tornados if you need to - be adventurous! Shooting star can just hit your opponent right into a Tornado, or it can hit them right past one - forcing them to the edge, and giving you clear insight on their next actions.

In the end, it is not through one tactic that you'll become the best Auron player possible, but a combination of all of them. Your throws may seem overwhelmingly important at first, but if they're out of grab range, you're already at an advantage. There's no need to be afraid of approaching either - Auron has plenty of options that will keep your opponents wary. Above all, though, don't get weighed down into just one area as Auron, because you'll simply be far too easy to counter.



Auron versus Scarmiglione


Auron comes into this Final Fantasy destined battle with a massive advantage in that he can basically use Tornado whenever he wants as long as Scarmiglione is trying to reach his second form, considering Earthquake won't affect his charging and the Skullnants are just fodder without the ability to roll dodge. What stops this from being an absolute disaster is Scar's up special - Lit 1 - capable of hitting Auron whenever he tries that, but Auron also has the option of throwing him off-stage. This would also be more advisable given Scarmiglione's grab is another way for him to reliably interrupt Auron from afar.

It can't be often said that Auron outmatches someone in the air, but the first form of Scarmiglione definitely is this. He has a couple of half-decent recoveries, unlike Scarmiglione, and plenty of gimping options. If you can actually get Scar off the stage for any length at all, try to use your Banishing Blade to keep him there. Remember that with his poison gas, you can always barge through it with up tilt or, if he's playing keep away, hit him off stage for an advantageous sky fight with Shooting Star.

Of course, if thrown, it is going to be difficult for the Scarmiglione player to recover from that specifically; really, any character who has a "weaker" form like this, they're going to have problems with a character who wants to approach and aggrieve as much as Auron does. What really seals this match-up, though, is that Auron can potentially knock out at around forty-percent with Tornado, giving him plenty of time to do so while Scarmiglione damages himself up to one-hundred-and-twenty-five-percent.

Verdict: 60 : 40, Auron's Favour

Auron versus Diglett


Immediately, Auron is prevented with massive problems when dealing with Diglett's unique attributes - being that Auron cannot knock out Diglett with his Tornado, he can simply stun him in place. The top of the Tornado is where enemies are sent horizontally, so Diglett is basically invulnerable. It still provides for some decent damage, and seeing as Diglett can't jump over it, he is forced to dig under it. This isn't exactly an issue for the pocket monster: he excels in the digging moves he has. It's really a recurring theme in this match-up, that Diglett can simply escape most of Auron's attacks through digging.

In terms of a reaction to all this digging and things like Astonish or Growl, you can't really do that much. Auron does have some small advantages; as Diglett is always on the ground, hitting him at any point with your down tilt will suffice in stunning him in place. Considering the same fact, Dragon Fang, your up special, has a new appreciation, as it can hit Diglett pretty much anywhere at any time - being stuck to the stage does boast some disadvantages.

However, on the whole it is going to be a very unique and mostly difficult match. Auron is going to have to try mixing up his gimping game - though keep in mind, you're going to have problems with the irregular kind of character Diglett is, being that you can't use your up throw. Pretty much, it'll be natural for any character to have really strange occurences with Diglett, but Auron definitely suffers for it.

Verdict: 45 : 55, Diglett's Favour

Auron versus Sanaki


Sanaki is an interesting match-up, as her entire moveset is disjointed hitboxes; this presents some minor problems for Auron - for example, his down special is rendered useless when Sanaki is mostly too far away. Indeed, being constantly interrupted by projectiles or disjointed hitboxes composed of the Empress' magical powers is going to render a lot of Auron's game more than a little defunct.

Generally, Auron would want to handle this match-up by approaching - forcing Sanaki to retreat, throwing her off the edge; however, unlike Scarmiglione, Sanaki actually has a fairly competent air game and can strike you from afar, while you are mainly wanting to push her around from close range. For this reason, it'll be very hard to gimp her. So from this, you'd gather this is a hard match for Auron and he mainly has to rely on skilled play to get out a Tornado on the light Sanaki...

However, Sanaki suffers from being quite underpowered with her kill moves. While she can start to kill after the one-hundred-percent mark, Auron starts to break that boundary at around fifty-sixty, meaning Sanaki has a lot of chasing to do on Auron - forcing her to approach, and really falling into many of Auron's traps. Hell, just using your aerials purely, your kill power far outdoes hers - even if you can't get off your laggier moves, it's going to still be hard for her to actually kill you, especially given you're not exactly lightweight. If not for these mostly numeral advantages on Auron's side, this would probably be 55 : 45 Sanaki or even greater.

Verdict: 60 : 40 Auron's Favour
 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
Hey guys, just letting you know that I probably won't be doing much moveset wise until after Christmas (and perhaps not even until after New years). If anyone's curious I'm considering a fawful set next.
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
810
3DS FC
1908-0105-4965
Sanaki
Gcubedude(Can I call you Cube?):You. Are. Awesome. Sanaki is Fantastic. Easily one of my favorite sets so far, which is REALLY awesome considering there have been so many good ones. Sanaki's whole mechanic is extremely cool, I love the whole system she works off. Seriously, you have a knack for this MYMing thing. Chalk this one up as another early front runner.
GREAT job, keep it up!

Chaos
This is certainly a Behemoth of a set, DM, easily your best so far.
I always liked summoners, and he certainly is an extreme of that. His final smash is epicness, too.
The best thing about the set is obviously the familiars, the "Minions", the stooges...and they are magnificantly done.
I love it DM. Now, I've gotta go find this Manga online...

Breeder
So, Link, first things first: this is a GIANT step forward from Mr. Minecraft. Really, it is. Its just so cool how you've taken such weak pokemon and transformed them into an actual threat. After everyones comments, I have to agree Iggs is the standout character, but I'm not going to go into detail since others beat me to it.
Over all, Its just plain cool. Especially since you made a trainer who needs all her pokemon to be a real competitor. Take notes, MYM.


Ludwig Von Koopa
Welcome to MYM! Its always cool to see a new face in our dark corner of the SWF.
I'll get to the bad first: Ludwig is a bit generic, and overall does feel a tad rushed. He has a few redeeming qualities, however: He does have some creativity. I would encourage you to read some other sets to get a good picture of how we do things here. Overall though, nice first attempt, and I hope to see you again in the future!


The MYMinis I'll comment later. And no, I haven't forgotten you, Smady.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Auron:
I sincerely enjoyed this moveset, quite possibly more than any other this MYM (:glare: I'm aware that might not be saying much, since I've fallen so far behind on reading... but I still mean it). Everything works together so well, without being overly extravagant, or weird, on its own. The grab/throws are especially wonderful, so simple, yet so necessary.
I also love how you specifically highlight the mentions of damage in the set. It's very effective at setting Auron's character. It's also surprisingly better than reading the specific damage%.

As a complaint, I would have to say there's still a little difficulty in understanding the visual descriptions of certain moves, generally because you are so specific in detailing what they are. Still, the writing is a major step up for you, in that I didn't have to reread any of it

SuperRandomRankingThatWillNeverAppearAgainAndIsKindOfASpaceFillingJoke.... TIME!
"I enjoy it " :bee::bee::bee::bee:/:bee::bee::bee::bee::bee:
"It's practical" :glare::glare::glare::glare::glare:/:glare::glare::glare::glare::glare:
"Wartlord will like it":scared::scared:/:scared::scared::scared::scared::scared:
"Now I want to play the game again":mad::mad::mad::mad::mad:/:mad::mad::mad::mad::mad:
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
810
3DS FC
1908-0105-4965
Somber Town:
Ya know, this stage brings back fond childhood memories from WAAAY back in 2000 when I first saw this on TV. I was but a little tyke of 4, and this special astounded me. It was so cool, and unfortunatly the bitter old age of 14 has pushed me into disregarding this special as "babyish" and "lame". Oh, MasterWarlord, I'd like to thank you for retreiving my childhood christmas memories for me. 1000 cookies for you! 1000 I say!



So, yeah, it was pretty good.




I'll get to teh others later
 

gcubedude

Smash Apprentice
Joined
Aug 15, 2009
Messages
83
Auron
Didn't this guy appear in Kingdom Hearts 2 as a support character?

Regardless, I really enjoyed this set. The grabs were simple but effective, his specials were interesting, and I liked the simplicity of his standards while retaining their usefulness to the set as a whole. The unique ability of Armor Break is also a neat idea.

Tornado is especially awesome, and I definitely see it as being a key part of his game. I loved the pics as well, they helped with imagining the moves.

This was a great set.


@GetoCoolaid: You can call me Cube if you tell me whether you prefer being called Geto or Coolaid
 
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