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

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BKupa666

Barnacled Boss
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Messages
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The Fantasy Moveset Design Contest

Alright, all you Smash fans out there…take a minute to picture your favorite character.
Let their awesomeness permeate every fiber of your mind.


Do you not feel the slightest pang of longing to see your character represented in Super Smash Bros. Brawl?

Does the idea of your character using the Nintendo All-Stars (and "All-Stars") as punching bags make you salivate?

Would he or she have the baddest moves to show off since Casey Haynes?

I bet ideas are already starting to swarm to your mind, right? Excellent…you’re well on your way down the path to becoming a MYMer.

Make Your Move (MYM for short) provides users with an opportunity to turn their fantasies into reality, in the form of theoretical movesets for characters. Our members puzzle over designing movesets packed to the brim with innovative, original ideas never before seen in a Smash game.

What’s more, MYMers advocate Hakuna Matata principles; that is to say, we have no worries over whether or not a character is likely to appear in a future Smash installment, or even if their moves are possible on the Wii. We are about as welcoming of boundless creativity as can be.

Ready to show off your boundless creativity? Terrific!

Make Your Move is both a competition and a community. Our members assist each other by offering constructive commentary and contributing to the thread’s good-natured atmosphere. Conversely, each of us have the individual goal to design the proverbial “best” moveset, in both our eyes and those of the community. Simply put, MYM is a friendly competition.

So, in the words of Mr. Nintendo, let’s-a-go!​

Creating a Moveset
The basic dictionary definition of a moveset is a compilation of the moves a character possesses in Super Smash Bros. Linked [HERE] is a basic outline of what a moveset needs to be considered complete.

Below is a list of movesets many consider to be among the best MYM has produced. These sets are the cream of the crop; unlike half of the books on your summer reading list, these are actually highly recommended reads.

Bowser Jr.
Penny Gadget / Inspector Gadget
N. Brio
Pyro Jack
Spiritomb

One of our longtime MYMers, JOE, has put his vast knowledge to use and created a comprehensive set of lists in order to statistically compare existing Brawl characters to your own sets. This is an enjoyable and eye-opening read; be sure to take a nice, long look at it [HERE], like you would when you pass that fine chick wearing yoga pants.

Posting Movesets and Comments
Once you’ve finished your character’s moveset, post it in the thread for all to see. MYMers will be quick to eat your set up, pointing out the set’s delicious details while politely suggesting it might need a little more spice here or there to be more palatable.

But don’t shy away from sampling others’ sets yourself. Feel free to offer throw your hat into the ring and constructively praise or criticize other MYMers’ works. Comments can range from a few sentences of insight to several paragraphs; do not concern yourselves over length, however. As with movesets themselves, quality takes precedence over quantity by a long shot.

"MYmini" - Spotlight on Extras
While the main focus of MYM is the movesets, last contest saw the rise of a smaller, secondary contest centered around all extras bright and beautiful Brawl has to offer. Every week, one of our venerable leaders will post simple guidelines for your entries; one week, you may find yourselves designing an Assist Trophy for a movie villain, while another time, we may call for a stage based around a round base.

It's then up to all our loyal MYMers to design something that fills that request and post it in the thread. We had tons of fun branching out from our staple moveset-making last contest, and we hope to have just as much fun doing more of the same this time. You can find out more about MYmini's [HERE].

Deadline and End Date
Anyone may post movesets up until the deadline date, which is currently midnight, September 11th EST, meaning the end of September 10th. Any moveset posted after this time will smirked at, but ignored during the vote, much like our friend Mr. Trump.

The Voting Process
The “climax” of the MYM experience happens after the contest has reached an end. We all get the opportunity to cast our votes for the movesets that we consider the best by our personal criteria. Believe me you, seeing your set high up there on the final vote list after others respect and vote for your hard work feels positively euphoric.

MYM has a nice, welcoming voting process, open for all newcomers wishing to participate. That said, we ask any prospective voter to read as many movesets as possible, comment often, and basically keep an eye on the contest. Oh, and fun fact: you can't vote for you own movesets.

The week immediately following the end of MYM's submission period is known as the advertising week. Just as it sounds, the advertising week is where everyone goes Billy Mays on the movesets that they liked during MYMX. In order to become a viable voter, you need to advertise at least 3 movesets during this week, though allowances may be made in exceptional circumstances. An "advertisement" consists of a post within this thread, promoting a moveset of your choice. In order to count, the advertiser cannot advertise their own moveset, and the advertisement must be of a generally complimentary nature.

After advertising week, the voting week begins. As you may have guessed, this is when the actual voting takes place. Every eligible voter has a total of 36 votes to cast, consisting of 6 Super Votes (SVs), 15 Votes (Vs) and 15 Weak Votes (WVs). Super Votes are worth more than Votes, which in turn are worth more than Weak Votes, so be sure to prioritize your favorite movesets based on your criteria of what makes the best set, and vote accordingly.

When you're all done, PM (Private Message) a list of your votes to SmashDaddy, who has agreed to take on the role of Vote Guru for MYMX. If you're lucky, he may even give you a sticker, like a creepy teacher. Now, all you have to do is wait for those coveted results...

The Top Movesets
This is a distinguished list of movesets that excel at their craft. We put together a new one every MYM by collecting votes from our MYMers. Getting on the list is a clear sign that your moveset is loved, so we all take this very seriously.

The size of the Top Moveset list will depend on the number of sets we receive. If we received a few crazed monkeys as participants and over nine thousand sets along with them, the regular Top 50 sets would be insufficient. If we only got 50 movesets on the other hand…yeah, I’ll leave you to to Google that one on your own.

The MYM Awards
These awards run alongside the Top Movesets list, and are handled by longtime MYMer half_silver28. They reward the contest superstars and set genres themselves by letting them vote for which MYMers they felt did well. There are plenty of categories to vote under:

• Best Moveset Designer
• Best New Designer
• Best One-Hit Wonder
• Best Pokemon Moveset
• Best Moveset Mechanic
• Best Playstyle
• Most Improved Designer
• Most Helpful MYMer
• Funniest MYMer
• Best Commenter

Hungry For More?
The Make Your Move community may appear to be confined to this thread. But the thread is simply where we post our movesets and comment on each other's work. MYM extends much further than that, kind of like…never mind, I won’t bore you with personal details. We recommend you bookmark/favorite all of these places:


For starters we have "The Stadium". This handy blog is home to an massive treasure trove of information, from handy links to every moveset ever made, right down to advice articles on MYM, moveset design and etiquette. We have over 400 articles (and growing) there, so it's really the one stop shop for everything MYM. We recommend you check The Stadium frequently.


In this ring over here, we have the MYM Social Group. In the past, this place has been somewhat, well, anti-social, but we're working on change you can (actually) believe in...starting now. If you head over there, you'll find all kinds of discussions about MYM, from the serious to the mundane. If you want to suggest any changes in the way that MYM is run, you should bring up your proposals in the Social Group.


Last, but certinaly not least on the MYM front, the MYM Chat is just as it sounds: a Collective Home for Awesome Thinkers. In here, MYMers can chill and just talk about whatever. We're all friends in MYM, so we use the Chat a lot. Sometimes it's just nice to kick back with your peers, right?


After MYM8, our community made a discovery the equivalent of digging up Ardi: we discovered another community that loves to make movesets. In contrast to our MYM, Smash Bros Mercurious accepts movesets that only have 4 Specials and a Final Smash. They also accept all sorts of assorted Smash doo-dads, like bosses and assist trophies. If you find MYM is not for you, or if you have an idea you don't think you can make a full moveset out of, we encourage you to try out Mercurious. Be warned, however; much like Ardi, they're not the most active folks on the planet...

The MYM Leadership Panel
We might not look it from first glance, but MYM is a big complex machine. Right now, we have 5 brilliant minds working behind the curtains to keep MYM up like the sun and running like a Jamaican. These kings of awesome are:


BKupa666 (That's me, myself and I!)
I'm the head honcho of MYMX...if any accusations of indecency arise, I'm the one who gets chewed out.


MasterWarlord
Warlord is undeniably one of the biggest names in MYM; he holds a lot of weight in (and allegedly out of) our community.


Junahu
One of our more artistically-inclined members, it's only fitting he's been "framed" for creating some of the prettiest movesets to date.


Smash Daddy
Although his humor may have you shaking your head "no", by the time you see his better sets, you'll be screaming "Yes, Dad! Yes!"


n88_2004
This guy is the "new kid on the block" in leadership...to date, it's hard to say which has more mindless minions: his moveset list, or the actual boy band "New Kids on the Block."

Fine Print
When posting in this thread, or the Social board, please observe the Terms of Service rules (ToS) of our host site; the Smash World Forums. Read them [HERE], and help keep MYM a friendly home for all the budding ten-year-olds who follow our proceedings.

Now stop asking questions, and get back to work!

 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher


Given that you're reading this, you must be interested in knowing what the heck a MYmini is, right?

While the movesets of Make Your Move remain the main focus, we also like to encourage any other expression of your creativity. We didn't want things like Assist Trophy ideas, or new Stages, to go ignored, and thus we have the MYminis.

MYminis are miniature contests within a contest, where we set a weekly task on everyone, and see who can fulfill it in the coolest, most entertaining way.

So, we might ask you to design a new item based on a Mario Powerup. Or perhaps we want to see a new stage, from a horror movie. Every week we post a little mission like that, and at week's end, we all vote on which ones we loved.
So, in that time, you design a mini that fits the task's description, then post it here in the thread. Easy peasy.

A new MYmini task begins every Sunday, and you have until the end of the following Saturday to make an entry for it. Voting for the entries takes place the day after.
If you want to take a gander at any old MYminis from yesteryear, you can find them all [HERE]

Got it? Actually, we have no more MYminis this MYM, you'll have to wait a little while until the next contest starts.

 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
Stages:

The Most Horrible XMas Ever
Scaffold Scuffle
Bikini Bottom Restaurant District
GARLIC HEAVEN AND WALUIGI PRISON
Mann Manor

Assist Trophies/Minions:

The Grinch
Johnny Bravo
The Man who Arranges the Blocks, Tetris Minion
Boolossus, King Boo Minion
Demopan

Event Matches:

ADIOS, MAFIA!

Fiends:

Dr. Phil
Music Meister

Other:

Dr. Mario Final Smash
Monster Mash
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Kupa's Kastle
Notable sets from the animate moveset factory. . .and a few misfits. Witness the evolution of Kupa!

Make Your Move X:
Sir Weston
Klobber
Baron K. Roolenstein
Pennywise the Dancing Clown
Masahiro Sakurai
Edgar

Make Your Move 9:
Bowser Jr. - 1st
King Boo - 8th
Necky - 10th
Kaptain K. Rool - 15th

Make Your Move 8:
Andy's Toys (Mr. Potato Head/Rex/Hamm/Slinky) - 3rd/None/47th/16th
Dionysus - 11th
Mr. Luggs - 24th
Dr. Tiki
Scooby Kong

Make Your Move 7:
Zinger - 23rd
Stanley the Bugman - 24th
Chucky - 35th
Fat Bastard - 39th
Klubba
Christmas Man
Aran Ryan

Make Your Move 6:
Hades - 11th
The Great Mighty Poo - 19th
Bleak - 41st
Disco Kid - 48th
Tryclyde
Wart
Pennywise the Dancing Clown
Lord Voldemort
Klump and Krusha
Kaptain K. Rool

Make Your Move 5:
Bowser Jr./Shadow Mario - 10th
Sebastian - 41st
Kaptain Skurvy - 44th
YTP Arthur
Scar & the Hyenas

Make Your Move 4:
Ken Hoang - 43rd
Hades - 47th
Doggy & Bear
Klump and Krusha
Kaptain Skurvy
Iago and Zazu

Make Your Move 3:
Andy's Toys - 18th
Timon & Pumbaa
Indiana Jones
Bowser
Tiggah
SamuraiPanda
Captain Jack Sparrow
Harry Potter
King K. Rool
Harry Houdini
Simba
Yau-Man
The Beast Trio
Woody
Cranky Kong
 

Darkslash

Smash Master
Joined
Feb 1, 2008
Messages
4,076
Location
Strangereal Equestria
Oh hey it's that chat leech Darkslash!

I actually have something planned, but if I tell you all it will die.

Then again, I just told you I had something planned. Does it mean it will die?

Also dat linkup space.
 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
And the first moveset is... NOW!


Spider-Man

Specials:

Up Special: Wall Cling
As everyone knows, our favorite neighborhood superhero is very good at climbing walls. Simply press this input when up against any surface, and he'll cling to it, whether it's the underside of a platform, the side of the stage, or even one of his own webbing constructions! (You can also use this move while on the ground, if you want Spidey to climb down a ledge instead of just running off of it.) While clinging to a wall, you can move around, and use any of your normal non-aerial attacks, with the effects rotated to correspond to Spidey's current position. (If it's ambiguous which direction pressing right on the control stick will move Spidey, his idle pose will have him lean in that direction.) No lag, and this does not put Spidey into helpless (it just won't work if you aren't close to the stage). To prevent stalling, after 15 seconds without Spidey taking/inflicting a blow or landing on the stage normally, he will inexplicably lose his grip, and fall in helpless, usually causing his death. (In the options menu, you can change this animation to have your favorite Spidey villan come out and KO him, for an entertaining easter egg.)

Neutral Special: Webline
Spidey quickly shoots a webline, which travels at sonic's run speed. Just another tether recovery, right? WRONG. First off, by quickly pushing the control stick in a direction, you can pick where the webline will aim (forwards is the default). Secondly, this will tether to ANY part of the stage, or even an opponent/item, not just the ledge. Since Spidey can wall-crawl, this doesn't present a problem for him recovery-wise. And thirdly, once you've got a webline in hand, you have a lot more options then just a tether recovery. So what are these options? Well, here's what you need to keep track of.

First off, you can use any attacks you'd normally use while you've got a webline in hand, and even dodge/shield.

Secondly, you can't move beyond the radius of the webline while you're gripping with it. If you try, the webline will cause you to move in an arc consistent with what you'd expect from normal physics. (This can be used to webswing, for instance.) However, the webline will break if it suffers too much damage (15%) or tension (KOing knockback from the center of final destination is enough to break a full health webline. For lesser-health weblines, scale down proportionately.). Additionally, weblines will only take half damage when they aren't fully extended (think about it, it's a lot easier to cut a rope if it's held tight than it is if it's swaying around), adding some spacing to Spidey's game.

Thirdly, you can interact with the webline itself via the grab button. This will be covered in detail later.

However, there is one downside. Spidey only has so much webbing in one cartridge (Twice Final destination's length), and when it runs out, he has to reload before using any more webbing moves. Reloading takes one second, and is accomplished by simply using ANY webbing-based move. You can also move and jump once while reloading, allowing a little defense. Lag is low.

Side Special: Impact Webbing
Pressing this input causes Spider-Man to shoot a slightly-smaller-than-kirby sized ball of webbing out, it travels at Pika's run. If it hits something, it does 5%, and causes that thing (the opponent, or a battlefield platform's worth of stage) to become covered in webbing. Opponent's have to escape at doubled grab difficulty, while the webbing will turn platforms solid should it hit one. Due to the large amount of webbing involved, it takes 30% to destroy it. This means you have time to go up and beat on the opponent while they're trapped. However, this uses up a quarter of your total webbing, so don't miss. Finally, you can angle this attack up to 45 degrees with the control stick, lag is decently small.


Down Special: Webbing Barrier
Spider-Man sprays a ton of web-fluid directly in front of him, creating a stage builder block-sized barrier of webbing over up to half a second while you hold down the button. (Should there be an opponent there, they get caught in the mass and half to escape at triple grab difficulty. But considering the lag, this shouldn't happen.) If done on the ground, this barrier will be glued to the stage, however, if you perform the move in midair, it will be an item you can toss around with trajectory similar to a crate. (It won't stick in midair, it will fall to the ground.) The damage it does when normally thrown is a good 12% with decent knockback, it has 30% health, and for weight purposes, it weighs the same as mario.(If you don't charge it all the way, the damage, knockback, health, and weight all decrease proportioanlly, so keep this in mind.) Keep in mind you can stick a webline on this, and swing it around if it isn't attached to the ground. This uses up 2/3ds of final dest's worth of webbing, so choose wisely. One more note about webbing. ALL webbing will dissolve after 20 seconds if not destroyed before then, so take care.

Standards:

Jab:
Spider-Man shoots a line of webbing out in front of him, continuing as long as you hold down the button. (you can aim the spray with the control stick) However, unlike the up special, the primary purpose of this is to entangle your opponents, as after a half second of webbing, they'll have to escape at grab difficulty, and this increases proportionally with the amount of webbing applied. (This can't infinite the opponent due to reloading, though.) Also, if you spray a webbing construction/platform, it will refresh its timer/health over the course of half a second. This move has little lag, but uses webbing at the rate of a full cartridge (2 FD's worth) every 2 seconds, so don't just spam it.

Down Tilt:
Spider-Man kneels down, and fires a quick spray of webbing at the ground in front of him. If an opponent's there, they'll be stuck, and have to escape at double grab difficulty. HOWEVER, they can still use most normal attacks and shield, they just can't move, dodge, or move their feet. More interestingly, if Spidey is holding a webline or a webbing construction, then he'll stick it to the ground. Since you can stick the other end of the webline to an opponent, this can be quite useful... Lag is low, webbing used is merely half a battlefield platform.

Forwards Tilt:
Spidey punches forward hard with his right hand (the one that holds weblines), doing 7% damage with decent speed and knockback. However, there's a second part to this attack, if you press the A button again, he'll pull his hand back quickly (yanking the webline if he's holding one), and launch a vicious left hook for 10% and great knockback. Normally these won't combo, but if you've got the opponent on a webline, you can connect with both (assuming the webline is short enough and that the first hit doesn't break it.) Lag is bad on the second part, so don't whiff it.

Up Tilt:
Spider-Man leans down to the ground before delivering a devestating uppercut, doing 9% with good knockback. Due to the movement before Spidey swings, you can often space other people's attacks with this for some fun times. Although the beginning lag is a bit bad, the end lag is short, making nice followups possible at times.

More interestingly, if Spidey is next to or on a webbing construction (not just a webline), he'll rip it loose during the startup lag and swing it upwards instead of just a normal uppercut! This works on either a webbing barrier (grounded or otherwise), or a webbing covered platform (He just rips the webbing off the part in front of him, not the entire platform!). In this case the damage this move is doubled (18%), with excellent knockback. Additionally, he'll be holding the item afterwards, and can throw it/attach it to a webline, etc. By the way, if you rip off a webbing platform, for item purposes, it works the same as a webbing barrier (12% with decent knockback, it has 30% health, and for weight purposes, it weighs the same as mario). If you only ripped off part of the platform, scale the damage/health/weight down proportionately.

Dash attack:
Spidey charges forward with his shoulder for as long as you hold the button, doing 11% with decent knockback should he hit anything. Also, he'll continue running after the attack ends, making this a decent "get out of my face" move when you're trying to travel across the stage. Additionally, if you hit Spidey's webbing construction (even one connected to the ground, in which case it's knocked loose), Spidey will push it along with him, slowing down slightly, but adding it to his hitbox. This makes it a good way to push around your webbing barrier without stopping for an up-tilt or picking it up. Lag is rather low as well.

Smashes:

Forwards Smash:
Spider-Man swings both arms over his hand down in front of him (think Ike's F-smash minus the sword), doing 12% and okay knockback. Lame? Not at all, because if he has a webline, he'll swing that with him. (By the way, this should be obvious, but these tugs and such will only damage the webline if it's attached to the stage, because you are NOT going to move the entire stage around with just a smash. Also, the webline needs to be taut to pull the object on the other end with it, else you'll just take the slack out of the line.) The webline itself is a weak hitbox of 5% and low knockback, but if the object at the end hits, it does (and takes!) damage and knockback proportional to its speed and weight. (The webbing construction is considered mario's weight by the way.) Swinging mario at a battlefield's platform length will do a nice 18% with good knockback and average lag, but swinging bowser at half of FD's length will do an insane 40% damage with excellent knockback but a full second's worth of lag. (any longer then that and Spidey won't be able to get enough leverage for the swing) However, the opponent can still try to move and break the webline during this move, and lag increases with the length of the webline, and weight of the object you're trying to swing. I should mention that the webline will bend around ledges, so if you perform this next to the edge, you can perform an entertaining stage spike on them. Finally, if the object on your webline is already in motion (in the right direction, that is), that reduces lag considerably. Try leading into this from an up tilt.

Down Smash:
Spider-Man spins around on the ground (much like wario's D-smash), doing 12% with decent speed and knockback, though bad lag. However, if you have a webline, Spider-Man will instead swing it in a circle around himself, slowly picking up speed. This will continue until you press the A button again, upon which Spider-Man will release the webline, and the object will fly off as a projectile. Again, damage/knockback depends on speed and weight of the object (from 18% with average lag and good knockback with mario at a battlefield platform's length vs 40% with insane knockback but a full second's lag using bowser at FD's length), the same as the F-smash. However, if they hit the webline, Spidey will stop, while the object continues spinning around the opponent, eventually wrapping around them and colliding (painfully) with them. Aside from being very entertaining to watch, this is also very good for you, doing anywhere from 8-30% damage and entangling the opponent at up to tripled grab difficulty (depending on how much webbing surrounded them.) You may want to get out of the way though, as it's quite possible for Spidey to get hit by the object (or even trapped in the webline himself!) at that point. Lag is still okay at a battlefield platform's length, but gets rather bad from further on. (End lag is still small, thankfully) Still though, do I even need to list how useful this is when you get it going?

Up Smash:
Spider-Man turns around and fires both webshooters in front of him, with the beginning animation looking exactly like his down special. However, instead of a barrier, he's made a rough net out of webbing, which he then swings above him with range similar to Ike's up-smash. This move can be charged for up to half a second, and on contact will do 7% damage, as well as entangle the opponent in the net. The net holds them inside, reducing movement speed by 2/3rds, prevents them from dodging, and will take 20-40% damage before breaking (again, dependent upon charge). You can cancel this move into a shield/dodge at any time, and Spider-Man will be holding the webbing net afterwards(which you can throw with the same effects.) Use this move while you're holding a net, and Spidey will continue working on it. Also, Spidey can use his webbing net in the same way he'd use a webline when it comes to his other smashes. (As in this smash, hitting the opponent will cause them to get caught in the net) If you were already holding a webline, Spidey ties the end of the webline into the net for even more fun! However, take care. If the opponent knocks you out of the move, they can take the webbing net and use it themselves (They'd just throw it like a crate), making this very high risk, high-reward. Succeed, and you've got an easy punching bag for the next 10 seconds or so. Fail, and they've got YOU as an easy punching bag for the next 10 seconds or so. This move uses from 1/2 to a full FD's worth of webbing, and lag is bad (even uncharged.)


Grab Game:
First off, Spider-Man's entire game is centered around him grabbing the opponent with webbing! The grab button itself is focused on subtle interactions with his webline, and if you aren't holding one, Spidey will merely reach out and attempt to grab a webline (NOT an enemy). Anyway, if you ARE holding a webline, simply hold down the grab button, and a direction, and Spidey will do one of the following:

Down "Throw":
Spidey quickly pulls with both hands, causing him to grip the webline a bit closer to the enemy/stage, taking some of the slack out of it, and pulling them towards him if it's already taut. This is fairly quick, so you can pull in a webline without too much trouble with this.

Forwards "Throw":
Spidey yanks on the webline hard, doing a webzip if it's taut. That is, he moves quickly (at pika's run speed) in the direction of the other end of the webline, and the opponent will move towards him at the same speed (if it's tethered to an enemy instead of the stage.)

Back "Throw":
Is your opponent falling offstage, but you want to retain the webline just in case? Or perhaps you don't want to be dragged along as they move around like a madman? Well, use this handy move! Spidey will loosen his grip on the webline, letting it slide through his hands. If they were counting on webline physics to save them, mess them up with this. When you release the button, Spidey will immediately regrab it.

Up "Throw":
Spidey holds the webline near his chest, and fires a quick spray of webbing (a battlefield platform's worth) at... himself! This attaches you to your own webline, letting you create and play around with another one while still retaining some use from this one. However, be warned, now you can't just drop the webline if you don't want it any more, and if the tables get turned, you may regret using this. Lag is low.

Finally, if you double-tap grab, then Spidey will drop the webline.


Aerials:

Forwards Aerial:
Spider-Man kicks forwards with both legs, doing 6% with okay knockback. I know, I can already hear you going "Oh no, we're into the aerials, now he's struggling with generic attacks!" Well, not yet. The knockback and damage increases (up to 18% and great knockback at sonic's run speed) with the speed Spidey's moving at, and the hitbox lingers quite a bit. (Think snake's B-air but forwards) This makes it a great move for use while webslinging, webzipping, or otherwise moving quickly towards your opponent.

Down Aerial:
Our favorite webhead drops like a stone down towards earth, with one leg extended in a dropping kick. (Think Zsamus's down air). However, this isn't quite generic either. If he contacts an opponent, he'll footstool them for a nice 7%, with no end lag. The landing lag on this is also quite low. This move becomes even more useful with a webline, as if your opponent is in the middle of an aerial, you can drag them into the stage and some horrendous landing lag. (Or even suicide with them if over empty space.) And if you connect while holding a webline, the opponent will bounce back towards you, giving you a shot at another D-air. (With a fresh webline, you can get three of these before the webline breaks. Any damage on the webline will limit you to 2 though.) However, if you DON'T hit an opponent or the stage, Spidey is almost certainly dead from plummeting off the bottom blast zone.

Neutral Aerial:
Spidey does a quick somersault, doing 6 weak hits of 2% each. If he has a webline, he'll pull on it during the spin, doing what's essentially an aerial 360 version of his F-smash. It can take anywhere from average lag to a full second to get up to full speed (depending on the weight of your target and length of the webline), and once you're there, swinging mario at a battlefield's platform length will do a nice 18% with good knockback and average lag, but swinging bowser at half of FD's length will do an insane 40% damage with excellent knockback but a full second's lag. Additionally, the webline itself will do 5% and minor knockback should you hit with it instead of the sweetspot. Remember that if you swing the opponent into the stage, they'll take the appropriate damage and knockback. Also, Spidey will continue spinning until the webline breaks, or you press A again, in which case he'll release it. (Press dodge to stop the move but retain the webline.) End lag is low, but considering how long the move is, lag won't be your main issue.

Back Aerial:
The webhead swings his fist behind him, doing a meh 6% with okay knockback, and turning him around while he does it. Boring? Not quite. If he has a webline, he'll swing it sideways like a whip, doing 5% with meh knockback with the body of the webline, and a sweetspot at the tip. This tip does anywhere from 12% with good knockback and bad lag with mario to 30% with great knockback and 1.5 seconds lag with bowser. Sounds useless right? Surely the neutral aerial is far better in range, power, AND lag? WRONG. You see, this sweetspot tip will still be there even if the webline isn't attached to anything, in which case it does 10% with good knockback, and lag is still very small! This makes it one of the very few moves in Spidey's arsenal that's useful with a webline that isn't attached to anything, so use it wisely. (Just to be clear, the hitbox of this move is entirely horizontal, due to how Spidey swings the webline behind him. Think Ike's back air with a webline instead of a sword.)

Up Aerial:
Spidey swings his arms in an uppercut, before firing a quick spray of webbing out of them. The purposes of this move is threefold. First and most obviously, it's a nice attack with 8%, but fixed, low, upwards knockback. Secondly, you can glue weblines to the underside of platforms/the stage with this. (Yeah, you could do this with a wall crawl and down tilt, but this is easier and faster.) Third and finally, if you hit the opponent with this while holding a webline, you'll glue the webline to the opponent instead! As lag is low, this is the perfect thing to do with an untethered webline! Also, this uses merely a Battlefield platform's worth of webbing.

Playstyle:
If you haven't already guessed, then I'll go ahead and spell it out for you: Spider-Man's entire game revolves around webbing. Let's take a quick review of all the stunts he can pull with his webbing.

Weblines:
The thing to remember about a webline is that it's basically a 15% health rope, with all the normal laws of physics applying.

  • It only takes half damage unless pulled tight
  • You can't move beyond the length of the webline without pulling whatever's on the other end with you.
  • You can attach it to the stage, an object or an opponent when it's originally fired.
  • Even after it's been fired, you can still attach your end of it to something via the down tilt, or the up air.
  • You can reel it in, use it to jump forwards, or let it slide through your hands.
  • You can even attach it to yourself so you can use another one without discarding the first.
  • You can also attach it to the stage above you and use gravity to "webswing". Using the F-air while doing this for extra fun.
  • If it's attached to an opponent, you can get more damage in using the front tilt or the down air until it breaks.
  • Even when it isn't attached to anything, you can whip it around with the back air, or less potently with the front smash, neutral air, or down smash.
  • Finally, and most importantly, when it is attached to an opponent or an obstacle, your front smash, neutral air, and down smash all become very deadly (if somewhat slower) moves.

Other webbing fun:
Although weblines are Spidey's main tool in a fight, there's still plenty of other stuff he has to play around with.
  • Your side special can be used to create solid platforms for hindering your opponent, or entangle them in a solid mass of webbing.
  • Your down special makes what is effectively a webbing crate, which you can attach to the end of your webline for fun, or attach to the stage as a barrier.
  • Your up tilt can be used to rip up webbing platforms or obstacles that are glued to the stage, and use those as weapons. You can also push your webbing barrier around with a dash attack.
  • Your jab can be used to repair the webbing constructions that are already out, or entangle your opponent in even more webbing.
  • Finally, your up smash creates a webbing net that you can use in your smashes to entangle the opponent in. You can even tie weblines into it!

Using your webbing wisely:
Remember, although Spidey has tons of tricks to play with his webbing, you can only use so many of them at one time due to the 2 FD webbing limit. Reloading isn't that big of a problem for Spidey, as he still has plenty of attacking moves without webbing, and he can run away while reloading. No, the main problem reloading presents is that it kills your offense until you have reloaded. Therefore, one of the essential skills of a good Spider-Man is knowing how to effectively utilize your webbing limit.

Now, the first priority for Spider-Man is to put a webline on his opponent. Due to his great speed and mobility, as well as his unique interactions with the webline, this benefits him in every way. Additionally, thanks to how quickly his neutral special fires, and how he can outlast dodges with the jab, he has little trouble attaching that first webline.

Once you've got that webline attached, Spider-Man wants to continually dance around and outmaneuver the opponent. His forwards smash, down smash, and neutral aerial can all hit hard with a webline, but if the opponent keeps their head, they can easily break it with an aerial before you complete the move. So, the game is to continue dodging around them so that they lose track of what you're doing. With Spider-Man's enormous array of attacks, this is little trouble for him. Let's try a concrete example to illustrate this.

Suppose you're approaching a grounded opponent via the air, and have a (BF platform length) webline attached to them. Well, in addition to the normal options everyone has (a direct attack, airdodge and punish, or land and go for a ground attack, each of which requires a different response from the enemy), Spider-Man can also use a retreating double jump to pull the opponent into the air, before bouncing off of them with the down air, or perhaps webzipping into a powerful forwards aerial. Alternatively, he could use his impact webbing (side special) to tie them up in its grab hitbox and give him time for a smash. He could even double jump over the opponent to pull them out offstage, and use his wallcrawling abilities for some unique edgeguarding. That gives at least 6 completely viable options, all of which require a different response to avoid.

If the opponent manages to out-mindgame you, or is a Meta-knight type who can respond to anything with just a few broken moves, then Spidey has a plan B in his other webbing constructions. By attaching his webline to a webbing net, or a webbing barrier, or by covering the platforms with his webbing, he sacrifices some of his flexibility for
added power and range. For example, using the front smash with a webbing crate instead of an opponent on the end of it transforms it from an unavoidable strike that relies on unpredictability, into a more standard spacing move with a range+power/lag tradeoff that depends on your webline length. However, the true strength of Spider-Man is that he can easily combine these two styles and switch between them seamlessly as long as his webbing holds out. And even when his webbing is low, he can still switch between them by quickly attaching (down tilt and the up air) and detatching (up tilt, as well as any powerful move) the weblines to maintain their usefulness. So, are you ready to move like only a Spider(-Man) can?

Final Smash:
I know what you're all saying. "What happened to Spider-Man's spider sense?!?" Well, since I couldn't think of a good way to implement it in the main moveset without it being broken, boring, or ripping off Espeon AGAIN, it's being included here. Once the final smash kicks in, Spidey will go "My spider senses are tingling", and for the next 20 seconds, pressing the taunt button will cause his head to quickly flash (without interrupting any attacks he's performing.) Should he get hit during the flash, he'll quickly perform a very fast dodge and counter with a quick punch doing 5% and massive lag to the opponent, and allowing you to resume your evil plot to conquer the world whatever move you were performing. (By the way, if any of you guys happen to have a good idea about including spider sense in a Spiderman moveset, I'd be very interested to hear it.)
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
Spider-Man

SPIDER-MAN, SHMIDER-MAN! WHY DOES EVERYTHING HAVE TO BE ABOUT SPIDER-MAN!? The fact you were able to translate all of his so-called "Spider-Powers" into the set isn't impressive when you ignore the fact that he's clearly a villain! Even a taunt where he eats babies would've been fine. Why would Spider-Man's so-called enemies KO him? Now you're just being ridiculous, everyone knows Spider-Man's working with them! Think about it: Spider-Man catches 10 dozen criminals or so a day, but can't catch a half-nude green man flying around on a glider? Spider-Man's paying them to scare us into submission!

The use of Spider-Man's "web" is interesting, I personally think it's his leftover semen from all of the men he's *****, but that's just me. The interactions work well enough, I suppose. Two things that bother me. One: Those damn grabs. If they play such an integral part in Menace-Man's game, why didn't they show up earlier in the set? Two: The playstyle. Spider-Man is supposed be a cold-blooded killer, not some sort of hero!

Don't get me wrong, kid. This is the best moveset made in the Daily Bugle's history. Why's that? I GET TO BASH SPIDER-MENACE'S FACE IN.

Now tell that Dreamcatcha kid to get on that set for me. Lazy bum. Why did I ever hire him?
 

Chaos Swordsman

Smash Apprentice
Joined
Sep 15, 2008
Messages
174
Location
In your closet.
My first moveset...here goes nothing...

She's the cruelest girl you'll ever meet, Ashley from Warioware has joined the Brawl!


Ashley is a young witch-in-training who lives in Diamond city. She is very involved in her studies of witchcraft, and is, put loosely, morally ambiguous. She rarely shows any emotion and is incredibly hard to predict. One minute, you could be having a tea party with her, next thing you know, she's hunting you down because you look like a good potion ingredient. Now that you know about her, I'll guide you through her mov-*THWACK! Thud.*

Yeah, ignore that guy. Ashley here. I'll be the one to show you how I fight. Now, pay attention, or else.

Stats

Size:3.5/10.
I'm about as tall as those two psychic kids. I'm just as light, too, so don't you dare let me get hit too hard, or you'll be sorry.

Walk Speed:4/10. Why should I bother rushing anywhere when I'm just walking?

Run Speed:4/10. I'm a witch. I'm not supposed to be fast.

Aerial Movement:6/10. Yeah, I'm fast enough in the air. And I'm pretty skinny, so don't expect me to hit the ground too soon once I'm off of it.

Traction:9/10. I don't go that fast, so of course I can turn around well.

Jump:5/10. I'm not reaching the moon anytime soon (not without my broom, anyway), but I'm a good enough jumper.


Gimmick


Red

That poster couldn't be more true. Anyway, I'm obviously not getting into any fights without my little servant, not that I need him that much. He just makes things more convenient for me. He'll have 60 HP and will float behind my head at (almost) all times. If he's knocked out, he'll come back after about 20 seconds, he's persistant like that. I'll get into what he can do in a little bit. What? Yeah, I know he usually transforms into my staff, but I decided to get a better one. Things will be easier this way. He also makes a decent sheild against projectiles (and other attacks) from behind.

Specials
I may still be training, but I've got some wicked spells under my sleeves. Underestimate me at your own risk.

Neutral B: Healing Spell. Like any good mage, I've got a way to heal myself up in case I take too much damage. I'll stand where I am and the jewel of my staff will give off a white light, healing me for 3% damage every second. Of course, that's not the end of it. Anyone close enough, about 1.5x the width of a Stage Builder Block, will also get healed, and I mean anyone. My teammates, my enemies, Red, and anything else that can take damage will be healed if they're close enough. Whenever you get the chance, make sure to use this, but be careful, cause it has a bit of lag on both ends of the spell.

Side B:Heavy Hex. I call it that because the real name for the spell isn't easy to say. I close my eyes and hold my staff in both hands, the jewel glowing a darker red than usual. Once I release the spell, I'll shoot it in whatever direction you hold the control stick in, going 2/3 the distance of Final Destination. It will be a red orb with different runes appearing and disappearing in it, going close to the speed of that loud-mouth bird's lasers. This spell will momentarily halve it's victim's movement speed and jump height, but it also doubles their weight and fall speed, thus the name I gave it. Anyway, the longer you hold the button, the longer the spell will last when I cast it. For every half-second it takes to charge, it adds 2 seconds to the spell's duration whenever it hits. So if you charge the spell for three and a half seconds, the spell can last for 10 seconds total. If you fire it off instantly, it will only last for 2 seconds. Overpowered? Not really. I'm pretty much defenseless while I'm charging the spell, not to mention it doesn't stack up when I use it multiple times, believe me, I've tried. And while it can't be shielded, it's not that hard to dodge it.

Down B:Binding Circle.This is one of my most crucial moves, if not THE most crucial. I'll hold my staff above my head for a moment, then slam the butt of it into the ground, creating a magic circle about the size of the ones those two swordsmen use to get to the stage. Anyone who steps in this circle (except me, of course) will be trapped there for eight seconds before it disappears. But if nobody steps in one before 30 seconds are up, it'll disappear on it's own, and it can be avoided by just jumping over it. Whenever someone is inside a circle, they can do whatever they want, they just can't leave until the 8 seconds are up. Also, more than one person can be trapped in a circle at one time, but don't go and think it'll refresh the circle's clock. Oh, and they can still use projectiles, if they have any, to shoot outside the circle.

I can make two of these circles at any time, and this is where the fun starts. I'm more cunning than most mages, so I've found a way to make them even more useful than they already are. If I have two circles on the stage and use the command for making them, anything within a circle, including myself, will be teleported to the other one. Obviously, if there's someone in both circles, they'll switch places. Like I said, this is my most important move, because it lets me do alot. Just so you know, this won't work in midair, unfortunately. A couple more things I should mention. When an opponent is in a circle, they absolutely CAN NOT get out, even when they get hit with a fully charged forward smash from that guy with the big sword at 999% damage. You can knock them through the top barrier, but that's it. Also, teammates can get trapped in them, too, but that's not always a bad thing.

Up B:Broom Ride. Again, I'm a witch, what else do you expect me to use to recover? Now I'll admit, I need Red for this move to work. He'll turn into my broomstick so I can fly around freely for three seconds. Normally, I'd be able to do this for as long as I want, but people would start barking at me about how cheap it would be, so there. Once this move's over, Red will return to normal, but I won't go into freefall. I'll still be able attack in midair, but I can't use any specials until I land. If Red isn't close by, nothing will happen, so you'll want to try to keep him around.

Smashes

Alright, so now we're getting to my hard hitting attacks. As you can clearly tell, I don't have a lot in the muscle department, so I use my magic (and Red) to hit hard.

Forward Smash:Voodoo Doll. Now this move is fun. I'll bring out my rabbit doll while Red will orbit around me relative to whatever opponent is closest.

...Sigh, you need me to explain that, don't you?

Look, it's simple, while I'm using this move, Red will stay between me and whoever's closest, whether they're in front, behind, or above me, while I'm using the move. Anyway, this move isn't actually an attack in the normal sense. When the move ends, I'll toss the doll forward and it will be covered in smoke. When the smoke disappates, you'll see that the doll has turned into a doll of my opponent. Something you'll notice is that the doll will have a damage % over it...the % of whoever the doll looks like, as a matter of fact. Yep, you've guessed it, whatever damage the doll takes will be added to the % of whoever it looks like, essentially giving them another hurtbox. One that won't fight back.

Uncharged, the doll will only last for 10 seconds before disappearoing in another puff of smoke, but at full charge, it will stay around for 30 entire seconds. Of course, the doll can just be thrown off the stage to spare it's victim further torment, but that doesn't mean I can't make another one. I can only make one at a time, thouh, and the doll wll resemble the last person to attack me. I'm not the forgivng type.

Up Smash:Mystic Burst. When I use this, I'll be covered in a yellow aura while I close my eyes. When you release the attack button, I'll point my staff into the air, releasing a small explosion of magic that'll send anyone close to me flying upwards. If Red's nearby, the glow will be orange instead, and will have a bit more strength thanks to his ambient magic. He is a demon, after all, even if he's a pathetic one. It will do 11% to 15% damage without him, K.O.ing around 130%, and 14% to 20% damage with him, with knockback that K.O's at 115%.

Down Smash:potion Blast. As the name suggests, I pull out a beaker with a red potion in it. But this isn't a healing potion like that Link guy uses. After pulling this out, I'll throw it on the ground in front of me, creating a small explosion that deals 14% with knockback that K.O's around 120%. At least, at minumum charge, but when it's fully charged, it can do 22% that K.O's around 100%. Before you ask, yes, Red does help with this attack, but not in the way you'd think. While I pull out the potion, Red lunges forward to try and grab anyone in front of me and hold them there for me to finish them off. This attack has next to no lag, so it's my best K.O move. But be careful, it has really short range.

Normal Attacks

Time for my more basic moves. Like I said before, most of my attacks aren't that strong, but they're pretty fast and lagless.

Jab:Red's Patrol. First thing you should know is that this move isn't actually a jab. Instead, I'll order Red to patrol a platform's distance of the stage. If anyone gets within this space, Red willl lunge and latch onto them, doing damage just like those ugly alien brain things. He'll deal 5% damage, and once he's done, he'll quickly fly back over to where I am.

Dash Attack:Disappearing Act. This is a very unique dash move. When I use it, I'll disappear in a puff of smoke and reappear the same way a SBB forward a split second later, and even better, I won't lose any momentum from my run. But here's the kicker, if you hold the control stick in the other direction, I'll reappear a SBB back and still maintain my momentum going in that direction. An excellent move for mindgames.

Forward Tilt:Fire Ball Pop. This is the most basic spell in any mage's arsenal, I just put a little twist on it. I point my staff forward, which deals 3% on it's own, and create a small fire ball that explodes an instant later, dealing 7% damage and decent knockback.

Down Tilt:pirahna Summoning. For any of you who have finished my segment in my first appearance, you'll recognize this voracious plant. I'll place the jewel tip of my staff against the ground and it will flash once. 5 seconds later, a plant twice the height of the wizard with the green skin will erupt from the ground. This plant won't move, (obviously) but it will snap at anyone who gets close enough and deal 12% damage with medium knockback; and the actual move itself has some lag at the beginning, too. Finally, after 15 seconds, the plant will wither and disappear.

Up Tilt:Magic Bolt. When I use this move, I'll hold my staff above my head, pointing it to the sky and releasing a yellow bolt of energy (no, it's not lightning) as tall as Mario, which deals 8% and upward knockback.

Get-Up Attack:Demon Fury. While I get back to my feet, Red will fly in a circle around me to knock away anyone too close for comfort, dealing 6% damage. If he's not there, I'll just swing my staff back and forth to do 3% damage per hit.

Ledge Attack (weak):Wand Swipe. It couldn't be simpler. I'll just swing my staff while pulling myself up, dealing 4% damage.

Ledge Attack (Strong):Demon Barge. While I'm pulling myself to my feet, Red will tackle anyone near the ledge, which does 7% damage.

Aerials

We're almost done with my moves. Just be patient.

Neutral Air:Mage Mist.The jewel of my staff will flash once, then a red cloud of mist the size of that hotheaded turtle thing will appear over where I am. Anyone who enters this will take rapid damage for as long as they're in it, and it lasts for 10 seconds. Oh, and this damages through shields, but just know that the starting lag for this move is noticeable. You can also use either my forward or up tilt on this Mist to ignite it in a magical explosion, dealing 10% damage and high knockback. Lastly, you can use Mystic Burst to the explosion's damage to 11% to 15% damage with out Red and 14% to 19% with him.

Forward Air:Red Flurry. This move will only work if Red's nearby. He'll fly in front of me and deal five rapid scratches of 2%. He's also good for defending from aerial attacks from the front. But be careful, this move has some ending lag if you do miss.

Back Air:Barrier. I probably could have come up with a more creative name, but I really don't care about it. When I use this move, I'll hold my hand back and create a magic barrier that lasts for a full second. This wall doesn't do any damage, but it's impossible to penetrate short of rolling. This is mostly for retreating, but you could probably use it to 'gimp' opponents. You have to get good at it, though. This barrier's hardly any bigger than myself, and I already told you that I'm pretty small.

Up Air:Mystic Sphere.I'll hold my staff above my head and create a white sphere of magic that will stay there for 12 seconds before disappating. The sphere will home in on anyone who gets within a Supernova Bomb's explosion radius of it, dealing 9% damage, and I can have 3 of these on the field at a time.

Down Air:Magic Wave. I swing my staff towards the ground, releasing a red wave of magical energy that travels half the distance of that dark wizard's height. The wave deals 9% damage and works as a decent spike. This move actually has multiple uses. First off, I can use this move on my Mystic Sphere to give them a 5% damage boost. Any Mystic Sphere that's boosted will be turned pink.

If I use this on on Red, all of his attacks will gain 2% more damage, making my forward aerial pretty deadly, though this only lasts for 10 seconds. Finally, using this move on any of my traps will increase it's lifespan by 5 seconds, but you can only use it once per trap.

Grab and Throws

Now we've reached my throws, which, thanks to my magic, are actually pretty strong.

Grab:Demon Lunge. My grab is pretty much the same as that little space man's. Red flies forward and grabs whoever's standing there, then drags them over to me.

Pummel:Wand Whack. So simple even Wario would get it. All I do is whack them on the head with my staff, dealing 2% damage per hit. It's not fast, but it's not slow either.

Forward Throw:Magic Flick. I bring a hand to my opponent and flick my finger, which sends them flying with a burst of magic, dealing 11% damage.

Back Throw:Garbage Toss. I jab a thumb over my shoulder, then I fling them back like trash, doing 12% damage.

Down Throw:Beatdown. Red shoves the enemy to the ground, doing 4% damage, then I hit them in the stomach with my staff to do 7% more. (If they have a stomach.)

Up Throw:Mystic Ascension. Quite obviously, I point straight up, and they go up. This deals 10% damage.

Final Smash

Red's Rampage. Even I have to admit, Red really shows his worth here. I pull out a book and flip through it's pages for a moment before finding the spell I want, then I cast it on Red, causing him to grow to 1.5 times the size of Giga Bowser for 20 seconds, with me sitting on his head. During this time, he'll have 3 powerful attacks and 2 large jumps, but he gets pretty sluggish. He also becomes invincible to knockback, so I would advise running away. When you press the A button, his first attack is a giant (and slow) punch that deals 25% damage and K.O's as low as 45%. Pressing the B button will make him breathe a giant flamethrower that spreads out to half his height, and reaches across half of Final Destination for 3 seconds, which racks up damage very fast. If you press the A button while in midair, Red will do his equivalant of a ground pound, pitfalling anyone below him when he lands and dealing 20% damage. Again, try to run away as fast as you can. You won't get far, but you might as well try.

There's one other thing about this Final Smash. I won't just be sitting up there watching the mayhem. I might occassionally fire down a few magic bolts whenever I feel like it, which deal 10% damage each and high hitstun, which just might be enough for Red to land an attack.

Extras

Now it's time for the extras. This is taking too long...

Idle Pose 1:Witch's Boredom. I place a hand on my hip and tap my foot as Red looks around.

Idle Pose 2:Fourth Wall Moment. Red and I look at each other for a moment before looking at the screen, frustrated. You'd better not keep me waiting...

Up Taunt:Spell Book. I pull out my spell book and flip through it for a bit before putting it away.

Side Taunt:Sleepy Demon. Red yawns and lands on my head, drifting off for a moment before I reach up with my staff and bonk him on the head, waking him back up.

Down Taunt:Magic Act. I swing my staff in a circle, trailing stars that quickly disappear.

Symbol:Just a picture of my wand. No, I'm not sharing that fat idiot's symbol.

Entrance:I fly in on my broom, which quickly morphs into Red. I repeat, I'm a witch.

Victory Pose 1:I hold my staff over my head victoriously, Red (wisely) applauding me and cheering.

Victory Pose 2:I simply stand there staring at the screen, a small smile on my face while Red floats near my shoulder, giving the camera a thumbs up.

Victory Pose 3:I snap my fingers, causing Red to transform into a broom, then I quickly hop on and fly off-screen.

Victory Theme:Duh. The ending tune from my theme song.

Loss pose:I just stand there and clap, Red sitting behind me with a black eye. Of course it'll be his fault if I lose.

Kirby Hat:Basically, he'll just have my hair. I don't know whether to call it amusing or disturbing.

...Oh, my head. What happened?

Ah, just in time. Explain the rest of the extras.

Are you going to hit me again?

I will if you don't start talking.

Okay, okay! Sheesh!

Role in SSE:On their search for Wario, Red (the Pokemon Trainer) and Lucas come across Ashley and Red (the Demon) surrounded by primids. Lucas is about to charge in to help them, but his newest friend stops him, telling the psychic to just wait and watch. Reluctantly, Lucas obeys, the two watching on as Ashley holds her staff in front of her face, eyes closed as she mutters under her breath. Just before the primids could close in, Ashley releases a red wave of magical energy that blasts the primids apart. Lucas' jaw drops as Red grins, impressed, but their expressions disappear as Ashley turns her head to look at them, a blank expression on her face, her demon ally tensing up in case a fight breaks out.

Holding up his hands, Red quickly explains that they were on the same side, and that they were looking for a friend of Lucas'. Ashley, easily able to tell if someone was lying or not, nods, showing that she believes them. Before anything else could be said, the group sees more primids approaching them. The psychic and witch prepare their attacks as Red sends out Squirtle. Ashley glances at the water type curiously, mentally debating whether or not the blue turtle would make a good potion ingredient, but dismisses the thought with a shake of her head, turning her attention back to the primids. After the ensuing battle, Red asked Ashley what she was doing in the forgotten theme park. The witch replies that she was on the hunt for some rare potion ingredients near some ancient ruins...and that she had seen Wario storm past her in the same direction she had been moving in. Afterwards, the trio agrees to travel together.

Later, the three find Wario at the entrance to the ruins. Lucas becomes angered at the sight of the Mario look-a-like as Ashley boredly comments that Wario would be an idiot to fight the three of them alone. In response, Wario angrily charges at them...and is disposed of only minutes later. Lucas, remembering the boy who had saved him, looks around for his fellow PSI user as Ashley wanders about, plucking seemingly random plants from the surrounding area. Lucas becomes saddened upon realizing Ness wasn't there, but Red puts a comforting hand on his shoulder as Ashley walks back over to them, demon Red hovering near her shoulder. The three proceed into the ruins, where Red manages to capture Ivysaur and Charizard with the help of his two allies. The three (four, if you count demon Red) eventually reach a large, dark, and circular room, the ceiling so high above them that they can't see it through the darkness.

They explore the area for a bit before hearing a crash far above them, accompanied by the near blinding light of the sun. They watch as Galleom smashes into the floor, throwing up a ton of dust and them onto their rears. Composing themselves, the trio engage the giant robot and soundly defeat it, or so it seems. However, Galleom suddenly grabs the small group in a hand, and they watch in shock as a Subspace bomb forms on it's back. Galleom's jets roar to life and he goes flying up at high speed, flying through the hole in the ceiling he had made and into the sky. Red is knocked out upon launch as Lucas and Ashley struggle to free themselves. Ashley's arms are pinned to her side, and she is unable to reach her staff, so is forced to watch as Lucas uses PK Thunder, the orb of electricity smashing into Galleom's arm and releasing the three. The two smaller kids grab Red and attempt to arrest their fall with their powers, (with demon Red tugging on the back of Ashley's shirt) but quickly realize they aren't strong enough. Just when it seems all hope is lost, Meta Knight swoops in and aides the three in flying to safety.

Snake's Codec

Snake:Mei Ling, there's a little girl waving a wand around, and a little red thing is following her.

Mei Ling:That's Ashley, Snake. She's a witch in training. And that little creature next to her is Red, her demon lackey.

Snake:...You're joking, right? I thought demons were supposed to be scary. Not...that. Besides, I can't really see a little girl like her fighting with the likes of Bowser and Ganondorf.

Mei Ling:Snake, you should know by now never to judge by appearances. Ashley may be a little girl, but she has powerful spells on par with Zelda's. Don't underestimate her.

Snake:If you say so...

And I think that about does it. I'll just go through the playstyle sec-*THWACK! Thud.*

Finally. I thought he'd never shut up.

Playstyle Section

In case you can't tell, I'm a light-weight stage controller, using my Binding Circles, Heavy Hexes, summon pirahnas, Barriers, and pretty much every other move to keep the opponent where I want them. Plus, and I can't believe I'm saying this, you'll want to try to protect Red. I'm not helpless without him, but like I said, he has his uses.

Always set up the traps at the first chance you get, and once the opponent is busy handling one of my many traps and hazards, use the time to whip a Voodoo Doll while they're distracted, then feel free to wail away on it.

My "Jab" is a particularly useful move, since it takes off a bit of pressure when I'm healing, preparing a Voodoo Doll, setting up traps, or anything really. It's also good for keeping yet another part of the stage under my thumb.

Another thing about me to note is that, while I don't really like it, I'm a very good character for teams, what with being able to heal my teammates, my spells, and my various traps. I'm best paired with heavy characters who can take and deal a lot of damage. It wouldn't really matter if they were slow, since I can slow down or flat out stop most opponents in their tracks. A clever trick you can do is to have your partner get in one of the Binding Circles, then order Red to patrol it while I heal them and myself while we're in there, that way they can't be smashed away by the opponents. And if a member of the enemy team tries to get in, they'll get stuck in there with two opponents ready to tear them apart. And if both members of the team try to get in there...well, use your imagination. It'll get really crazy.

In short, try not to stay close to the enemy for too long, be smart using my spells, and soon you'll have your opponents at your mercy.
 

Katapultar

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


MYmini Week #1
(9th-14th May)
PSN Raaaaage:

If you're in the dark about this; the Playstation Network was hacked into, and a good chunk of private user information was stolen. And this, ludicrous breech of trust is the focus of our first MYmini!
How? Easy. Make us an
Assist Trophy about a thief, an Assist Trophy about the act of thieving, or an Assist Trophy that encourages stealing from others!
So long as it's an Assist Trophy, and it's at least tenuously connected to the idea of "theft", you're good to go!
I'm glad the first mini's up for week 1. The idea sounds wonderfully unique! Now all I need is an idea of a character.

Sorry for lack of postingness in this post; nearly finished reading Spiderman and will hope to comment on him.
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
810
3DS FC
1908-0105-4965
Two delicious sets aready! I can't wait to sink my teeth into them!
 

Darkslash

Smash Master
Joined
Feb 1, 2008
Messages
4,076
Location
Strangereal Equestria



The Pentagon thief is a mysterious man. No one knows who he is, his origins, or what are his motives are. Originating from the Nazi Zombie Campaign "Five" of the popular Call of the Casual Call of Duty series, the Thief has no friends, preferring to take advantage of the chaos caused by the zombies. The Pentagon Thief is as deadly and annoying as the people who pull of 360 degree no scopes in the multiplayer component of the game, and just as flashy too.

The Pentagon thief is a highly unpredictable assist trophy. When the pentagon thief is released from his glass prison, he will disappear in a shower of light, laughing manically. Through out random points of the match, the Thief will materialize in a ball of red lights and numbers. The thief will then target a random player, pointing his gloved hand at anyone, including the player who summoned him! He then rushes towards his target, dashing around the speed of Fox.

When a character is in his grasp, he will tackle his prey, making them enter into the helpless state. The Pentagon thief will then proceed take one stock from the unfortunate player! After the deed is done, the Thief will stay on the stage for 7 seconds, running around, taunting everyone. When hit, the Thief will drop the stock, and any one can pick it up, adding one stock to their own gauge. If the player has no stocks left, or if the game mode has no stocks, the Thief will deal 100% damage. If any one manages to hit him before he disappears, he will drop a small red cross. Picking up this cross will cause your health to regenerate, and will return you to 0% damage. If no one is able to catch him, the Thief will laugh triumphantly and disappear. The process will repeat its self until the end of the match



inb4casualshootangames
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Sir Weston



Sir Weston is an arctic explorer ghost hailing from Luigi's Mansion. While some like it "hot", Weston loves it "cold"...he seals himself inside the Cold Storage room, inside a giant cube of ice to retain his temperature of choice. When Luigi introduces heat to his room, Weston protests and retaliates with a barrage of icy attacks. Once his cube of defense is melted, Weston is vulnerable to be inhaled by the voracious Poltergust 3000. Weston doesn't go down without a fight, however; the icy floor of his room keeps Luigi sliding around even more than usual, allowing Weston to escape the vacuum's pull numerous times and resume fighting his cold war.

Statistics

Traction: 10
Size: 8
Weight: 6.5
Fall Speed: 4
Aerial Movement: 3
Jumps: 3
Movement: 2

Weston's movement is quite stiff...if given the choice, he'd gladly remain stationary the entire match. He's perfectly content just sitting in place and turning the stage into a frozen wasteland from the comfort of his icy shelter (which we will touch on shortly). That said, Weston is quite the sitting duck at melee range without a bit of preparation. Fortunately, as a climber of his caliber, he'll well prepared to endure his own cold reception. Unfortunately (for them), the same cannot be said about his opponents.

Specials

Neutral Special - Encase
Sir Weston raises his arms, freezing himself inside a block of ice 1.5 times as large as Bowser, over .45 second. In this frozen state, Weston is completely stationary, although he has the ability to turn to face either direction in place. The chilly climber cannot be attacked while in his icy barricade, although it can be shattered by lowering its 50 HP. Weston can press B to bring his ice block down whenever he wishes; for every second he is not encased, the ice block regains 1 HP per second.

Although Weston can defend himself quite well initially, once an opponent breaks through, he's left with few viable melee options. Don't turn the cold shoulder to Weston just yet, though...while encased, Weston is able to sacrifice some of his block's mass in order to create a hellish winter wonderland for opponents to deal with. Screw coating the stage in snow...as with little kids in a snowball fight, the truly hardcore kids use ice instead.


Down Special - Ice Rink
Sir Weston points his arms to the ground, causing a spot of ice to appear on either side of him, with .25 second lag on both ends. Characters who attempt to move on the ice have poor traction, although because each spot only covers a Battlefield platform's distance, it is rare to see opponents trip on an area they can avoid with such ease (especially because a patch of regular ground remains where Weston initiated the move). In addition, characters who enter their downed position on top of Weston's ice suffer a classic hardship, right out of A Christmas Story...their tongue becomes stuck to the ice. Victims of this frosty misfortune are glued to their current location until they either suffer an attack dealing more than 10%, or use a get-up attack, suffering 10% and a half second of stun in the process from ripping their tongue away. They can also wait until the ice melts and vanishes after nine seconds, although this is impractical for obvious reasons.

Weston also has the choice to initiate this move inside his ice block, harnessing the ice's energy for a much more effective product. While encased, he actually has the ability to hold out the move, covering one-third of Battlefield on either side of his block in ice per second (each third also subtracts 10 HP from his block). Although Weston's defense is likely to diminish significantly after recycling his block to use as a slippery hazard, said hazard can easily be the end of an opponent's game, if Weston capitalizes on his opponents sliding and falling around like madmen. However, Weston may want to hold on to some of his block for later...he has other uses for its ice, and extra defense never hurts either. Timing is everything, as is location, locat...eh, you know the drill.


Side Special - Icicle Wave
Sir Weston lifts both arms and brings them down, causing a single Mario-sized icicle to erupt from the ground in front of him, with .4 second lag starting and ending. The icicle deals 9% and freezes opponents for .2 second for each 10% they have; it stays onstage for .25 second before returning to the ground. Weston endures quite a bit of lag for such a short period where the move's hitbox is onstage. This is considering he wastes energy conjuring ice out of regular ground, that is.

If Weston uses this move standing next to any ice he's created with Down Special, he brings up an entire row of icicles. These babies erupt and sink back to back to back, creeping down the ice at Dedede's dash speed. Each icicle deals the same damage as an individual icicle, but because around three icicles are out at the same time, the move's hitbox is quite a bit larger. In addition, the icicles travel all the way to the end of the ice from their point of initiation. Weston is able to send wave after wave of icicles at opponents (losing 5 HP from his ice block per wave, if he attacks from inside); although his end lag prevents these "ground projectiles" from being unavoidable, they become much more annoying in large amounts. Once Weston freezes an opponent, extra waves help him deal damage, while he can easily push around a frozen opponent for additional chaos.


Up Special - Pickaxe
Sir Weston extracts a standard climber's pickaxe from his backpack and casts it in the direction you chose during the .4 second startup period. If the axe hits the ground, it sticks there for slightly longer than a banana peel, dealing 6% and a bit of set knockback (like a weaker Bumper item). If the axe comes into contact with a grab-able ledge, Weston quickly tosses a rope up to wrap around his tool, enabling him to put his life experience as a climber to use and tether to the stage. Even with his expertise, however, don't get too comfy off-stage as Weston...his tether provides him with none of the defense he enjoys onstage.

Weston's axes are far from standard, however; he's given them some ghostly powers of their own. If he tries to throw an axe from inside an ice block, the axe will become transparent and float through the block, becoming solid after it exits. Although Weston has less versatility while aiming from inside his cube (and he can't tether from inside a block, due to its weight), he is allowed just a bit of extra safety while placing his traps (which don't even cost his block HP). Traps, you say? Well, if Weston tosses a few axes (maximum of three) onto a patch of ice, his sliding opponents are sure feel the burn...er, freeze. What's not to love about creating a bit of space between two axes and watching an opponent (possibly frozen by an icicle wave, which can travel under axes) bouncing back and forth in between the axes and accumulating some sharp damage? Or even just the joy of knocking your opponent out of the sky with a well-aimed toss?


Standards

Jab - Wind Chill
Sir Weston holds out one palm, causing a gust of freezing wind to erupt from his glove after .35 second. The wind reaches out 1.5 Battlefield platform, pushing opponents back with moderate force and dealing 1% per half second, for as long as Weston holds it out. Of course, moderate force turns into a good way across the stage, if Weston has covered the floor in ice first to slide the foe away from him. Although Weston becomes quite punishable after the move ends, if he uses the move's secondary spacing capabilities properly, the danger of retaliation is less imminent. If used from inside an ice block, ice chips detach from the block into the wind, stunning opponents as they're blown back to hopefully keep them from attacking the frozen ghost (1 HP is lost from the block per second).

Dash Attack - Slide
Sir Weston dives forward with little warning, floating just a bit off the ground and sliding forward three character widths (as long as he wishes on top of ice). He passes through characters he comes in contact with, floating back upright with .25 second end lag. Characters who come into contact with the chilly ghost trip, taking 8% in the process. On top of ice, Weston pushes opponents forward as he slides; although they can attack him with a get-up attack from their tripped position, Weston can always push around an opponent he's frozen with Side Special. Also, if Weston slides through any axes he's placed onstage, he'll pick them up automatically for future use.

Forward Tilt - Clap of Winter
Sir Weston claps his gloves a short distance in front of him, creating a Wario-sized cloud of ice and snow with fairly minimal lag on either end. Characters who collide with the cloud take 12% and freeze solid, turning a blue state and being rendered incapable of movement for a half second every 20% they have. This time is doubled when Weston claps from inside a cube, although each clap subtracts 10 HP from the cube.

Weston can have his way with any opponent he manages to freeze, sometimes to a scarily-damaging extent, but it's clear he won't be pulling this off on just any opponent. As a matter of fact, this move is more of a threat if anything. You see, if Weston begins using multiple F-Tilts as an opponent is sliding toward him, his opponent has the choice to run and get hit (or dodge and become predictable), jump and get taken down by an axe, or turn around and run away. If Weston has set up his field properly with ice and axes, he may force his opponent right into his zone of danger. Or, if he coerces an opponent to turn around on the ice, they have the heightened possibility of tripping, becoming vulnerable once again.


Down Tilt - Ice Bed
Sir Weston points at the ground in front of him, causing a character-width bed of icicles to erupt from the ground in front of him, after .5 second. This is hardly a great melee attack, due to the start-up lag (it's hard to even poke at opponents from inside a cube). But...it's not like you won't have opportunity to use it. A slippery, sliding opponent will have difficulty defending against a move that conveniently comes up right underneath them. These icicles deal 10% to victims and launch them up a short distance, but not too far.

Not like this is a bad thing at all; the character will simply tumble right back down to earth (albeit with some DI), entering a downed position. Although difficult to pull off, Weston can move around as his opponent falls and DIs to juggle them with multiple D-Tilts for damage-building. If they fall onto the ice, all the better, as they fall and get their tongue stuck. Weston can then have his way with the stuck pig, launching them again with another D-Tilt, or another move of his choice.


Up Tilt - Mountain Air
Sir Weston raises a hand skyward, creating a character-width area of chilled mist above him with .35 second lag on both ends. If a character falls into Weston's mist, they are chilled inside the mist for a full second, trapped by ten stunning hits of 1%. In addition, if Weston uses this from inside his block, the mist will settle back into the ice after the move, adding 5 HP to the mass.

Although Weston has few attacks quick enough to punish a character stunned in the air, he has another, more useful way to take advantage of their lack of movement. The slow-moving Weston can retreat to a more convenient location and set up more of his arctic antics, whether it be freezing the ground or tossing axes everywhere. The crafty climber knows that he who fights and runs away, lives to fight another day...or, at least wins a ghostly victory.


Smashes

Forward Smash - Ice Cyclone
Sir Weston points forward, creating a Bowser-sized circular cyclone, with .45 second startup. The cyclone travels forward for one to three seconds, depending on charge time, unless Weston tilts back on the control stick to pull the cyclone back in his direction. He's quite vulnerable while doing so, and his ending lag's not pretty; he'll often find himself using this Smash inside a block of ice for extra defense, although any opponents who dodge the Smash have an easy opportunity to shatter the cube.

Characters caught in the cyclone are spun around the foreground and background rapidly for its duration, taking 2% per half second (3% if Weston uses this from his block, as ice chips enter the storm and cut away at victims). Opponents aren't the only thing picked up by the cyclone, however; axes can be pulled into the storm as well, spinning around and hitting victims without knocking them away. Although characters can DI and dodge slightly within the storm, they'll have trouble avoiding multiple obstacles if Weston picks them up. Weston can also collide victims with other victims, if he's lucky enough to get off this move in a FFA.

Although the Smash itself isn't great for damage-racking, it can indirectly lead to some great pain for opponents. Once the storm subsides and the victim is released, they become dizzy. No, not dizzy as in stunned from a shield-break; this effect causes opponents to stumble randomly left or right during their idle stance, as well as randomly enter a footstool when jumping or trip when attacking. This latter danger allows Weston to send his cyclone right off the side of the stage, allowing his opponent to effectively gimp themself. The effect lasts for three to nine seconds, depending on the charge of the Smash. Believe me you, being dizzy on ice is never a good experience (especially when you're surrounded by laughing classmates).


Down Smash - Balls of Ice
Sir Weston spreads his arms to both sides, shooting three Pokeball-sized balls of ice to the ground on either side of him at an angle, with .45 second lag on both ends. If a character comes into contact with a ball, they are stunned long enough for the remaining balls to make contact. The balls themselves deal 3-5% each, depending on charge time.

In addition, should the balls of ice land on any frozen terrain Weston has created, they will stick to the stage (unlike the moving icicles he generates with other moves), refreshing the timer on the ice (albeit not creating any without existing ice). Weston can also gimp opponents by standing close enough to the edge to toss his balls down at a recovering victim. Inside his ice block, Weston's balls (oops...) take away as much HP as they would deal in damage, but pack together more tightly due to the extra cold, bouncing a Battlefield platform to either side before stopping.


Up Smash - Hail
Sir Weston raises his arms, causing hail to begin falling from the top of the screen, directly above him (with little lag, although it takes a brief period before the hail actually reaches the ground). The hail, while not being all that thick, deals multiple spiking hits of 4-6%, depending on charge time. That's right, if you're near the screen-top above Weston when he pulls this move off, you're in for a world of pain, as you're buffeted toward the ground, taking damage all the while.

This is a handy anti-air, although it cannot spike, due to Weston having to be onstage when using the move (unless he rides Necky offstage during a team match and flies away). The hail shares D-Smash's effect of restoring the timer of any ice it falls upon (while not creating ice on its own). The hail also heals Weston's ice block of 5-15 HP, depending on how close he is to the screen-top when initiating the move. Characters can always attempt to shatter the ice block before this happens, although Weston may just be using the hail as bait for this very purpose...beware!


Aerials

Neutral Air - Wintry Mix
Sir Weston spins once, creating a swirling circle of ice around his torso after .4 second. Generic N-Air? Hardly...instead of simply pushing opponents away from him, Weston pulls opponents in close, trapping them in twelve hits of 1% before simply releasing them. While the release can spell trouble due to opponents retaliating, Weston can fast-fall while holding them in, taking airborne foes back to the ground where he wants them. He's best off using N-Air when he's higher off the ground, however, as short-hopping leaves him lagging on the ground like a crippled pornstar.

Forward Air - Sharp Shooter
Sir Weston points his palm at an angle toward the ground and shoots a Pikmin-sized icicle toward the ground at Mario's dash speed, taking .85 second to raise his hand and shoot the projectile. Any victim unfortunate enough to get spiked (literally) takes 10% and are dragged toward the ground along with the icicle, stuck under its pointy end. The falling character is able to use aerials while under the icicle, and may lower its 20 HP to break the icicle and free themselves (either for some than for others...hi, Ganondorf). However, if they land, the icicle impales them to the ground, forcing them to use get-up attacks to break the icicle; if one get-up attack does not break the icicle, they remain impaled and able to use multiple get-up attacks until they do so. It's clear Weston can drop down and take advantage of the stuck victim, but it's worth noting that if he drags or pushes his victim by any means, they take 1% per second as they slide along. Ouch.

Back Air - Spook
Sir Weston turns around rapidly and boos his opponents in his deep voice, stunning them in midair and causing them to fall back to earth. Weston is also turned around by this move, allowing him to flip directions in mid-air, albeit with quite a bit of ending lag as a thorn in his side. The move's hitbox is surprisingly far from Weston, although that's not saying a whole lot; the move reaches as far as a generic Mario B-Air rather than requiring the opponent to be directly on top of Weston for it to work. Stunned characters take 5% from the initial shock of the scare. Victims regain their sensibilities after a second (or more, at higher damage levels).

Up Air - Freeze
Sir Weston raises both hands, causing a spray of snow to shoot up Ganondorf's height from his gloves after .3 second. If any victim finds themselves above Weston, the snow freezes onto the victim, dealing 6-7%. More importantly, the snow becomes ice and bogs them down by doubling their fall speed. Of course, the results of this depend on the character. Jigglypuff still has no difficulty floating around and causing havoc, while Wolf and Dedede act almost as if they grabbed a Metal Box. Weston has a number of tools for pulling opponents above him down from the skies, although he may have to be careful if they approach him from the sides.

Down Air - Avalanche
Sir Weston points downward, causing a sheet of snow as tall as Ganondorf and as wide as Bowser to rain at an angle to the ground after .55 second. If a character becomes stuck in the snow, they are dragged down the snow's path, taking 2-3% per second and 12% upon landing (although DIing out is possible). The snow serves multiple purposes for Weston's slippery schemes; first and foremost, he can keep foes where he wants them (hint, not in the air) by pushing them down if they try to jump up. The snow also refreshes any ice's timer upon landing (although it can be attacking with a strong attack to disperse it before it lands). Finally, Weston can trap an offstage opponent with a short-hopped D-Air, bringing them down too low to grab the edge for a gimp. He will want to save this tactic until his opponent is actually offstage before attempting this, however, as short-hopping this move both ends in failure (Weston must reach at least the snow's height in the air, or it will not be generated) and awful ending lag (or one, as a result of the other).

Grab-Game

Grab - Glove Snatch
Weston reaches forward half the distance of Bowser's F-Tilt, with double the move's lag. He has the special ability to grab both regular old opponents, as well as those frozen in a block of ice. Either way, Weston's grab is quite laggy, both from a dash and from a standstill. He has quite powerful throws, but he'll rarely have an opportunity to land them, unless he takes advantage of his unique attribute.

Pummel - Chill
Weston breathes frosty breath all over his victim, dealing 2% each half second. Yes, this pummel can be inputted once and held out for constant damage; pressing it multiple times results in very little damage and a whole lot of lag. If Weston does not throw his opponent and simply pummels them until they break free, the opponent begins shivering madly, taking 2% constantly for the rest of the match. That is, unless they warm themselves up. Now, unless they find a fire attack to jump into, the character is forced to dash-dance (or, at least back and forth semi-rapidly) to remove the effect. You can guess how this is going to turn out on top of ice...

Forward Throw - Sled Push
Weston forcefully pushes his opponent down and shoves them forward, dealing 7% in the process. Without ice onstage, the opponent simply faceplants to the ground, a short distance in front of Weston. At this point, Weston can simply generate ice with Down Special (without even entering his ice block to hold out the ice, due to his opponent being right there) to freeze the victim's tongue to the ground, as the ice spawns under them. With ice onstage, Weston's opponent simply slides forward as if they were sledding (without the sled prop, of course), colliding with anything Weston has laid out for them to collide -with-.

Back Throw - Figure Skate
Weston grabs his opponent in a bear-hug, turning around and using his ghostly powers to spin around rapidly. After a second of spinning, Weston releases his opponent, dealing 6% and putting them in the dizzy stance from his F-Smash. However, his spinning has an additional little effect here; it essentially creates a minefield right next to the opponent as they exit the throw. You see, Weston's rapid spinning pulls in any axes at Ganondorf's dash speed, leaving them near the hapless victim. If Weston is lucky, the opponent may even become trapped between two axes, allowing him to try and get them sliding (if ice allows) between the two weapons like a pinball.

Down Throw - Backpack Crush
Weston drops his heavy backpack, loaded with climbing gear, onto his victim, forcing them into their downed position and gluing their tongue to any ice that may be under them. But wait...how unfair would that be? The opponent, while frozen in place while Weston undoes his backpack and prepares to drop it on them, has the opportunity to dodge (not shield) the bag, causing Weston to lag quite a bit, as he hastily picks his gear back up. However, Weston can hold his bag-holding stance as long as he wishes, with the ability to drop the bag partially by lowering the control stick. Attempt to fake out your opponent before dropping the bag, and you're ensured a nice 14%, as well as a tongue-stuck effect if you've laid the stage to your liking.

Up Throw - Belay Bombardment
Weston grabs his opponent in one hand and tosses them upward. However, rather than simply following them up for a generic recovery, Weston decides to pelt them with an ice ball, dealing 5% and bringing them downward in a footstool effect as immediately as they were launched. While the obvious use for this is to get the opponent's tongue stuck to any ice you may have made, Weston also has the lesser-known option of following up with an U-Tilt, allowing him to escape to a safer portion of the stage, if necessary.

Final Smash

Final Smash - Blizzard Flash Flood
No, Weston does not literally flood the stage...instead, he summons a swarm of Flashes, generic ghosts with literal hearts of ice. Half of the Flashes float along the stage's solid ground at Mario's dash speed, brushing it with their cold chests to freeze the ground for their master, giving it the same effect as Weston's Down Special. They also refresh any ice Weston had onstage before summoning them. The other half pursues the nearest opponent at the same speed, freezing them in an ice block for a second and a half upon contact; these deal 15% on impact each. The Flashes last for fifteen seconds before vanishing, leaving Weston with a full stage with which to play on.

Playstyle

Right off the bat, Sir Weston starts the match on a slippery slope, and no, that's not literal. He has poor melee attacks, primarily due to them being laggy, punishable, or both. However, Weston won't be considering fighting up close anyways, at least not without doing a little homework. By defending himself and freezing the stage from inside his ice block, Weston turns fruitless fights into victories. Opponents have a much harder time going up against the laggy Weston when they're already preoccupied with the stage he has laid out for them.

Although Weston -can- produce some ice without using Neutral Special, he cannot do so to the extent that will win him matches without encasing himself in a block of ice and harnessing its power. Weston will want to initiate Neutral Special in a location where he can spread ice to either side of him easily. Weston will want to maintain a balance between keeping ice onstage and keeping some ice to use for actual defense, as his defense otherwise is still awful (his opponents merely lose their defensive capabilities). If Weston finds himself running low on ice to take away from his cube, he can always try to get on top of the melting ice himself and use D-Smash or D-Air to refresh its timer. However, despite hindered mobility, opponents on ice will attempt to interrupt Weston, once his intentions become obvious. Or, they may simply take the time to escape the ice, now that Weston is not actively trying to keep them on top of the frozen water.

Because Weston laying the stage with ice is such an important part of his game, opponents will clearly be trying their darndest to rush in at Weston and shatter his block before he creates enough frozen ground to overwhelm them. This is where Weston's internal defense comes in; due to him being able to attack from inside his block, Weston can fend off most attacks fairly decently. Primarily, Weston can use Side Special icicles to deal with foes on the ground and Up Special axes to deal with foes in the air. Once he freezes or grounds his victim, he can unleash spacing moves such as jab or F-Smash, or simply start the pain with F-Tilt, D-Tilt, D-Smash, and more Side Specials. Up Special in particular serves a double purpose, as Weston will want to be getting them out on top of his ice anyways as annoying traps. If an opponent breaks into Weston's ice too much, however, he may simply wish to call it quits and try to flee (dash attack can help here). Although he can rarely stall long enough to allow his block's HP to regenerate all that much on its own, U-Smash and U-Tilt can aid in the healing process if necessary, stopping aerial opponents in their path while doing so.

Anyways, once Weston has covered a good portion of the stage in ice, it's time to get to business. Now that Weston has used his resources to make an environment he's comfortable in, he has quite a few tactics to put to use. First, he'll want to get the opponent sliding around on top of the ice. Jab and F-Smash can easily push opponents onto ice. Weston also has the option to incapacitate an opponent with Side Special, F-Air, and the like, and create ice under them, against their will. Once your opponent is on ice, your job is to keep them there, where they will trip, slip, and fall all over the place, likely right into traps and slower moves that were difficult to land before. Weston can threaten characters attempting to flee with well-timed Tilts, a grab or the previously-mentioned stunning moves. If the opponent tries fleeing into the air and jumping away, Weston may be forced to use an axe, or most of his aerials, to bring them back to his level.

When attacking foes on ice, the majority of Weston's moves are intended to slip up opponents or cause them to faceplant, sticking their tongue to the stage and forcing them to either take self-damage or become vulnerable. Some of these moves are more direct (dash attack, D-Throw), while some increase the chances of a fall (pummel, F-Smash). If Weston has placed axes onstage, the opponent slipping, rather than dodging or fleeing, becomes a major tool for him in building damage. In particular, if Weston can cage a foe between two axes and force them to ricochet between the weapons, he'll find himself with a foe almost as battered and bruised as Rihanna (especially if they're frozen and can't escape, or if Chris Brown is your doubles partner). Moves such as B-Throw and F-Smash can also move existing axes around onstage to Weston's liking. Although it may be risky to toss out all three axes, leaving Weston without a recovery option, at the point where he'll be using the traps against opponents, Weston will have little worry of being knocked off by a slippery, sliding opponent. Plus, he can always scoop them back up with dash attack if necessary.

Weston's lack of a raw KO move surprisingly has little consequence for him, seeing as how his ice will slide opponents right off the stage, if it is generated next to an edge. Once the opponent is loaded up with damage from their icy escapades, it will take longer for them to exit the frozen stances Weston can put them in with Side Special, B-Air, or F-Air (they are also pushed further offstage by jab, Up Special and D-Smash). Weston rarely has to follow his opponent offstage to ensure they fall to their doom, although he can use N-Air for last-ditch suicide KOs if absolutely required. Although Weston does not reek of raw, mighty power, his sly finishers allow him no shortage of methods with which to come out on top (which, as a climber, is what he expects, and will accept nothing less than).

Of course, Weston needs his ice before he can even dream of these high achievements (or, friendly victories). He must defend himself while setting the stage for his offensive game, or he's as good as cooked. If pulled off correctly, however, Weston has the ability to turn any standard fight into a Brawl on ice. Weston isn't even confined to a single mansion room here...he's free to turn an entire stage into an ice-laden battlefield. If you thought his mansion arena was tough to finish him off on, just wait until you find a Weston that can successfully freeze the stage. Those can be downright -cold-.


Match-Ups

Vs. Bowser Jr. - 60/40
Jr. has the early advantage in this match-up, as he's free to roam the stage and spread his paint, while Weston must use Neutral Special to freeze himself before he can spread his ice. However, Weston's ice takes precedence over the young Koopa's goop, freezing it and removing its effect while adding that of the ice, contributing to Weston's frozen stage. Immediately after getting sufficient ice onstage, Weston must leave his cube and attack Jr. to prevent him from coating the ice with more paint, returning Jr.'s paint effect. Weston cannot get ice onstage nearly as fast as Jr. can spread his paint. Jr.'s fireball also puts a major dent in Weston's shield if he decides to use it.

So where does Weston pull ahead in this seemingly-loosing match-up? Well, for starters, Jr. will have to move around on Weston's ice while spreading paint, increasing his likelihood of slipping immensely. To add to this little setback, Weston has little need to travel around while attacking; he can freeze Jr.'s tail and whatnot while sitting on his arse all day, not spreading paint around nearly as much as Jr. would hope. Jr. will have few openings to even attack to push Weston around, as he slides around like a madman with his already poor traction. Jr. will have to focus on breaking through Weston's ice block as early as possible, spreading his paint all the while, in order to defeat the chilly climber. Weston, on the other hand, has the ability to set up and defend simultaneously, making the set-up phase much easier for him than his opponent. And, as you can guess, the set-up phase is likely the determining factor in this match-up.


Vs. Jeice - 30/70
Unlike Jr., Jeice is able to pressure Weston without the burden of flooding the stage with paint. Sending a Crusher Ball at Weston right off the bat limits the amount of ice he'll be able to put onstage. Weston will be less willing to sacrifice his block's HP while freezing the floor, what with Jeice's projectile eating away at the block. Unfortunately for Weston, he has no viable way to defend against the ball, due to his attacks not dealing real knockback to it. In other words, Jeice has Weston beat during the set-up phase; Weston must work with much less ice onstage than he may be comfortable with, ramping up the difficulty of the match a good deal.

If Weston is able to get Jeice on ice (not an intentional rhyme), he'll be able to damage him more effectively. Although the Crusher Ball will still pursue him, he'll be able to fend it off much more efficiently without Jeice being a hindrance as well. However, keeping Jeice on the ground can prove to be a pain in the tiki, considering Jeice has a vertical float at his disposal, and his aerial capabilities blatantly outclass Weston's. The climber will be forced to attack from below with Up Special axes, which, while a nice tool, prevents him from using them as traps on the ground. While retaining a great damage-dealing game, Weston is out of his league against Jeice, who will be able to do so and finish off his opponent much more easily than vice versa. It's a tough choice which Weston finds more unpleasant: this match-up, or fire.


Extras

Up Taunt - Pick Toss
Weston laughs his deep laugh, taking a pick from his backpack and tossing it vertically, before catching it and stowing it again.

Side Taunt - Winter Wind
Weston strikes a proud pose, as if he reached the summit of a mountain, as icy wind blows his coat slightly.

Down Taunt - False Fall
Weston pretends to trip, before simply performing a floaty ghost flip, chuckling to himself while imitating the incompetent movement of his opponents.

Entrance - Rappel
Weston drops in on a rope from the screen top, sliding down onto the stage and stowing the rope, before striking a pose.

Victory Pose #1 - Frozen Slumber
Weston chuckles to himself, sealed inside his "comfy" block of ice and shaking the screen slightly, what with his deep voice and all.

Victory Pose #2 - Ice Mining
Weston tosses an axe in the air, lets it land in the ground, then picks it up and licks it, testing to see whether he has discovered a gold mine in the ice.

Victory Pose #3 - Snowfall Celebration
Weston raises a hand, causing hail to rain down on the stage, splattering loudly around him. Not that he minds, of course...

Victory Theme - Good Night!
The quick, yet effective game over jingle from Luigi's Mansion rings in the background, haunting the match losers and providing the winners with a sense of evil satisfaction.

Loss Pose - Bitter Defeat
Weston claps disappointedly, creating a slight cloud of ice each time his gloves hit each other.
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
810
3DS FC
1908-0105-4965
Spider-Man :star::star::star::star::star::star:
Spider-Man is a pretty solid start to our humble little contest, certainly a solid showing from you, too Nick. After talking up Spidey, you definitly got me hyped for the set. From my perspective of wanting to do a Spider-Man set, I was pleasently surprised to find that this was a completely different way of approaching the character than I would have. I like the way you made the web the focal point of the set, and I really liked the way that you had all those subtle interactions with the web.
However, this brings me to the negetive portion. Personally, I'm not a big fan of the Grab/Web portion. I can see the reasoning behind this, and it is pretty intuitive, but it was pulled off in a rather "meh" way. That and the fact that the set is confusing at times, sometimes I was unsure what a move did until it was explained in an interaction or in the playstyle section (in particular the Webbing Barrier) is what brings this set down for me. The hype that you said that it was you're best one yet is a bit of an exaggeration...I'd say it's about on-par with Fawful.

Ashley and Red:star::star::star::star:
OHEMGEEREDWALLOFTEXTAHHHHHHHHHHHHHHHHHHHHHHHH
Eherm. Ashley is a fairly fun set to read, I enjoy you're first-person narrative, and the point at which Ashley bonks you on the head and takes over (as well as the reprise at the end) was pretty dang funny. The restof the set works pretty well, too. I like the playstyle involving Red as the punching bag to defend herself is pretty interesting in and of itself. Some of it is pretty awesome, some of it's a bit boring, but it's a fairly good showing from a first-timer. Well done.
(BTW, I'm giving this a 4 because while it's good, there is certainly room for improvement. I see potential from you as a great MYMer)
 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
Ashley:
And our first newbie comes in with the second moveset of the contest! Well, this set does what it tries to do fairly well, with Ashley's heavy spell and barrier circles coming together to give her some good damage racking opportunities. The bad news is that's about all the set tries to do regarding playstyle. However, it's still pretty good for a first set, and is at least on par with most of my MYM9 works. For future sets, you simply need to cut down on the generic attacks, and aim for a more complicated playstyle. For example, why not give Ashley some more moves focused on ordering Red around? Like making him a constant weak hitbox of 5% or so (by the way, giving him stamina is probably better than making him normally KO'able, by the way), and letting Ashley order him to stay in one spot, follow her around, or perhaps patrol back and forth over a battlefield platform of stage. Anyway, good job on your first set, and I hope to see more from you.
 

Chaos Swordsman

Smash Apprentice
Joined
Sep 15, 2008
Messages
174
Location
In your closet.
Ah, good to see my first set didn't suck...too much. Don't worry, I already have 3 other sets I think are better than this one. Thanks for the input.
 

aluzey

Smash Rookie
Joined
May 9, 2011
Messages
1
Rebecca Black Moveset in the works!!!!

Yes, you heard right..
I will be making a Rebecca Black Moveset!

Be on the look out! She has been trained in the ''BLACK ARTS'' :c
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
SPIDER-MAN
And so begins MYMX with a nice, new Nick set for everyone's favorite superhero, or whatever they call him nowadays. I'm pleased you have continued your inclusion of interesting set concepts since Fawful; in Spidey's case, his webbing appears to be a more versatile form of Chain Chomp's chain. Spidey can hold himself to the stage, but if he pulls the string taut, he can move around, unlike Chomp, dragging whatever he attached himself to in the process. One trait I'm noticing with Spidey that came up in Fawful as well that I both appreciate and am wary of, is that you load the character with options without necessarily focusing on one. With Spidey, I think it makes more sense, due to the webbing being the basis for nearly all his moves. However, this can be a risky approach to take for some characters, so I would try to work one or two of your awesome options more thoroughly into the set next time. Not to say what you've created is bad at all...on the subject of awesome options, the F-Smash web cage, as well as him being able to crawl around attached to the stage, are both great ideas, the latter of which holds a lot of potential that has yet to be explored. Great first effort, and a nice way to start of our 10th edition.

ASHLEY
I'm going to let you in on my special BBCode page, just for the future, so you don't have to fill your sets with one color...it's very difficult and unpleasant to read; just copy-paste the code next to the color you want into your "COLOR=" box and you're good to go! Hope this helps with what others are bound to tell you as well.

Now, for the actual set, Ashley has a great bit of personality as a character, and you do a fairly decent job portraying her in the set for the most part. I do notice a few instances where you break character and say 'your', but for the most part, it contributes to the snarky nature of the set. Now, my favorite part of the set is clearly the heavy spell, and not even because I'm a heavyweight fan. Hindering a character by messing with their fall speed and increasing their hurtbox is an underused, yet awesome tactic, chock full of playstyle-potential. However, I wish you would have increased the focus on this interesting spell...either that, or make Red more relevant to the set, since from what I know of the character, he is pretty much inseparable from Ashley. And yes, Nick has it right in that a minion such as Red should receive HP, rather than be fully-KOable. I hope I don't come off too overly negative here, because for a newcomer, you show quite a lot of potential, especially with the concepts you have included. For a start, change the BBCode in your future sets, and also try and integrate the rest of Ashley's moves more into the overall playstyle...as much as they may seem so in Brawl, standards should not be considered filler moves.

PENTAGON THIEF
I'll keep this short...while the concept of stealing stocks has room to be explored, after teammates trading stocks skimmed the theme in Brawl's team matches, I think the Thief is too interfering an AT. I don't know how in-character it is for him to be an unstoppable dick in his source material which I refuse to touch on principle, but having him attack randomly and repeat his cycle throughout the match seems a bit devastating. I do enjoy the aura of dread he instills on the stage, but I wish he were less powerful. Great to see you finally break (or at least start to move from) your "chat leeching" ways and participate in the contest, on the first day, no less. Maybe we can expect a set from you in the future?

EDIT: Nice (HIPPO) you got there (SMIRK).
 

Chaos Swordsman

Smash Apprentice
Joined
Sep 15, 2008
Messages
174
Location
In your closet.
Don't worry about the colors. The only reason that set was mostly red in color was because...well, Ashley's mostly red. And about the 'your' thing, she was actually refering to the reader playing as her.
 

KoJ

Smash Journeyman
Joined
Aug 16, 2008
Messages
317
Make Your Mini: Cheatyface



The sinister Cheatyface has arrived to join the Brawl... Or has he? This silly Efreet from the Magic the Gathering joke set Unhinged uses his fourth wall breaking abilities to sneak in and cheat when least expected.

Pick up Cheatyface's assist trophy, and it will appear to be any random assist when you use it. The mighty Andross may appear to launch square tiles, or Jeff may release his bottle rockets, or the Excite Bike team may choose to use your foe as a road. Whatever's the case, it looks quite threatening! Laugh as your opponents' damage % goes up more and more, and they cower in fear of your terrifying assist's attacks... Except the attacks aren't actually hitting people. What?

Oh, the opponents are certainly getting hurt, but the assist trophy attacks are just smoke and mirrors. What's really happening is that their damage percentages are going up at a randomized rate of 1%-3% per second (The only signs of this are the changing numbers at the bottom). As that happens, each next item drop will be an assist trophy that lands close to you. Cheatyface is stealing items for you, and these are decidedly not fakes.

The only way to beat Cheatyface is to figure out his ploy by noticing the incongruities, quite difficult in the middle of a heated brawl. If an opponent attacks the assist with any physical attack, it will disappear in a cloud of smoke, revealing the sheepish looking Cheatyface with an assist trophy still clutched in his hands. Caught in the act, he will fly up and away for the hills as fast as he can. And you will be left behind to rot without him.

My MYMini entry for this week. I instantly thought of this Magic card when I thought "thief." I think I might have gotten a bit too meta (Especially with the Pentagon Thief right on the last page, which I think did the meta thing really well), but whatever. Loving the entries so far. Keep up the good work.
 

Katapultar

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

SPIDER-MAN, SHMIDER-MAN! WHY DOES EVERYTHING HAVE TO BE ABOUT SPIDER-MAN!? The fact you were able to translate all of his so-called "Spider-Powers" into the set isn't impressive when you ignore the fact that he's clearly a villain! Even a taunt where he eats babies would've been fine. Why would Spider-Man's so-called enemies KO him? Now you're just being ridiculous, everyone knows Spider-Man's working with them! Think about it: Spider-Man catches 10 dozen criminals or so a day, but can't catch a half-nude green man flying around on a glider? Spider-Man's paying them to scare us into submission!

The use of Spider-Man's "web" is interesting, I personally think it's his leftover semen from all of the men he's *****, but that's just me. The interactions work well enough, I suppose. Two things that bother me. One: Those damn grabs. If they play such an integral part in Menace-Man's game, why didn't they show up earlier in the set? Two: The playstyle. Spider-Man is supposed be a cold-blooded killer, not some sort of hero!

Don't get me wrong, kid. This is the best moveset made in the Daily Bugle's history. Why's that? I GET TO BASH SPIDER-MENACE'S FACE IN.

Now tell that Dreamcatcha kid to get on that set for me. Lazy bum. Why did I ever hire him?
Awesome comment of the non-seriousness. I am inspired as I wants to be fun.


FUN with commenting on Spiderman

I'm one to congratulate you on getting the first set in, Nicky. You're definitely one to get into the character right away and leave the stats as common sense, a unique approach among MYMers.

As Kupa mentioned the Spiderman you're portraying seems heavily orientated on webbing, with nearly all his moves focusing on this matter. It's more of a issue of character over anything; I mean it'd feel pretty awkward to play Spiderman in a fighting game where most of his moves are web shots, no offense. If this was a set for say, Spinarak or a real spider it'd be cool. But of course I'm not going to keep ranting about something so trivial.

A minor nitpick...but the reloading factor seems a bit easily forgotten. Perhaps it would be better to ignore this?

Regardless Spiderman was a pretty good set, with the webbing and all. Having been on the same boat as you I could likely tell you had some fun with the ideas thrown around. But that's of course one way to approach MYM.

And lol, I keep thinking taut is "taunt". Funny that.

To prevent stalling, after 15 seconds without Spidey taking/inflicting a blow or landing on the stage normally, he will inexplicably lose his grip, and fall in helpless, usually causing his death. (In the options menu, you can change this animation to have your favorite Spidey villan come out and KO him, for an entertaining easter egg.)
This could be a fun mini idea...











Yes, you heard right..
I will be making a Rebecca Black Moveset!

Be on the look out! She has been trained in the ''BLACK ARTS'' :c
WHOA! Scary stuff....looking forward to it.
 

Smady

Smash Master
Joined
Apr 29, 2007
Messages
3,306
Location
K Rool Avenue
First of all, my user rankings shall be making a return this contest in a slightly altered format – I'll probably get on that over the weekend, but I have to warn you guys that I may be a little slow until mid-June due to the exam period coming up [which is already sucking up a lot of my spare time]. I'll try not to become inactive in that time, but please bare with me.

And of course, great to see the thread open with some very strong submissions! Expectedly, not quite as explosive as Make Your Move 9's, but certainly bringing forward some interesting concepts.

It's fitting that Spider-Man is first, in fact, due to the watershed moment this presents for you, Nick. I've always had a bit of a problem when reading your sets – they always seem to have these good concepts, but fail to mesh them together in a satisfactory way. Comparably to Joker Remix in Make Your Move 9, Spider-Man is the first time you've really dealt with a unique flowing mechanic, and you really make it your own, while appropriately keeping it open to the player's interpretation. The web-slinging and web-crawling isn't particularly good, what is obviously the main event in this set is the webbing et al: it's used for so many different functions in what is the beloved infinite ammo resource that you pull in here very much purposefully to facilitate a lot of these strongly-connected moves. I really do love how webbing has connections in basically every input, acting as a tie from Spider-Man to his opponent. Just carrying on talking about your progress, this kind of thing is really what the massive leap in quality to was to thank for in the community from Make Your Move 6 to 7 – a deeper understanding of how to handle flow without making it too interpretable, or too bottlenecked. Here, you handle it rather effortlessly and balance what it is a bottleneck in the web-strings and other such disjointed hit-boxes that do all kinds of joyous newfangled things that are easy to identify as open-ended flow.

Which is really how the set comes off so strongly. Though each move independently is far improved from what I consider your last best set, Fawful, some are lacking individually, but it all comes together in what is undoubtedly your strongest playstyle, and playstyle section. Some of the elements by themselves didn't strike me as well thought out – the using of solidified platforms is reminiscent of Muk, but in retrospect as well, it is a little too vague in what the player can accomplish with this. However, almost in tandem with the character portrayed, the weaker links are strengthened by being part of a tangible web. Not only do you have plenty of functions from which to use web, you're able to really decently connect them by respect of this universal ammo bank. It was also a fairly enjoyable read, and the edits you made [as I was a previewer] definitely helped that a lot. It's hard not to like such an ambitious set which tries, and largely succeeds in mixing together some very interesting concepts in what is a hard character to sell.

Onto Ashley, second set of the contest, but first of Chaos Swordsman – a guy I've seen around for a long time, and been waiting to see what he can do. As far as new users making movesets goes, the quality of this one is certainly above standard. Some may disagree, but I found the first-person perspective rather charming [in parts] and was pretty brave for someone who hasn't displayed their writing talents to the community at all yet. Of course, there's no point in repeating what has been said about the organisation – it's just kind of annoying with all the red. And as well, have to say that I enjoy the inclusion of extras, which are rare to say the least.

This is all avoiding the moveset itself, which is difficult to talk about objectively because you make a lot of mistakes purely because you couldn't know any better. You show some ability with the side special and down special teleport moves, for a while almost lulling me into believing you'd have some sort of weight-influenced barrier move which would have been a real delight in a newcomer set, but you never really link the inputs together in a meaningful way. As said, though, you still have a couple of interesting specials, with a lot of the other inputs simply being too short and not really adding much to the playstyle. Most, if not all of them are fitting for the character, but there's just not enough content to make that a bold statement. A lot of them are generic attacks, and though you do admirably try to expand on how Ashley has a bit of spacing game in the playstyle section, it's more that the playstyle is centred on how her moves apply individually, rather than her moves creating a playstyle, which is key. Despite all of this, you show plenty of promise and I look forward to seeing you in the contest.

First day isn't over for a while yet, I was to be truthful a little underwhelmed by the amount of sets – though a Kupa set is generally worth several regular ones, so one can say I had high expectations for Sir Weston, as does nearly everyone else. This has a lot to live up to what with it being comparable with Bowser Jr. as your first set of the contest, in your own thread this time.

And in all, I feel you did a lot of good stuff with this. I wasn't enthralled so much by the neutral special – which by the end, hadn't quite convinced me of its unique properties despite lots of upgrades on regular moves when used from inside the ice block – and its health mechanic isn't intuitive enough to flow that well with the rest of the set, I feel, but I really love the way you play off his icy mechanics alongside some good old ghosting and video game-y functions that make this feel positively exciting to imagine. As always with your sets, you have a whole slew of original ways to interpret old ideas that refresh them and make them interesting, while also putting your own spin on them that makes them compelling. For one, was a big fan of how you handled tripping, and to a lesser extent getting prone-stuck on the floor was pretty clever too. The air game, for a character with no basis for it, was original in its ways it kept the opponent grounded, though also played off of their weaknesses.

There are some weaknesses of themselves in there, which I'll just arbitrarily state now. The pickaxe isn't a great idea exactly, though a perfectly fine method of recovery for a character who really only benefits from going airborne on top of the stage [though pushing your opponent off the stage while they're sliding is in there, and you have a handful of good gimping options]. The writing style, oddly has some incorrect wording that humorously ruins some of the puns you go for, so it detracts a little from total enjoyment. And while the playstyle is inventive, it all basically will come down to some sweet camping on Weston's part, though as a campy playstyle, it's pulled off well. So it's not my absolute favourite of yours, but it's certainly up there. As you may be able to tell, I'm quite excited for more submissions from you, Koopa King.

If anything is more attractive to me than a Kupa set, a good old minion set by Nate may be it. Dry Bowser fits the criteria entirely: an interesting concept for an obscure character, giving it plenty of room to be developed. There's a lot to be said about how you handle the reform here – by mapping it to inputs rather making it part and parcel of Dry Bowser, you equally move the set more toward a controlled and focused point [which turns out to be lock-down and approaching], while sacrificing a bit of the character in the process. It's a fairly good use of the character's main attributes that avoids any awkwardness that would be had in fundamentally altering how the character works, and you pull it off just as gracefully as you did with sets like Pokey, Bob-Omb, Chain Chomp, etcetera. At the same time, it does feel quite under-developed like some of those other sets, leading it read like a cool collection of ideas, but not a heavyweight in the sense that Kamek is, because there's simply not much there. There's liberal use of different fireballs – the grabbing input is probably one of the more questionable inputs in all, and the way in which they all react differently isn't ostensibly logical to a player. And as well, he has lots of moves involving minion-y things to do like the chomp or using his shell, which are underused. For what it is, though, you are pretty accepting of the set's shortcomings therein and it's a fun read, and I'm sure plenty of people will agree with that assessment. Keep 'em coming.

@ Chaos Swordsman: They have to go with the week's theme to be part of the weekly mini contest, but you can post an off-topic mini if you like.
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
Make Your Mini: Cheatyface




Cheatyface is a highly unpredictable assist trophy. When cheatyface is released from his glass prison, he will disappear in a shower of light, laughing manically. Through out random points of the match, Cheatyface will materialize in a ball of blue lights and numbers. Cheatyface will then target a random player, pointing his gloved hand at anyone, including the player who summoned him! He then rushes towards his target, dashing around the speed of Fox.

When a character is in his grasp, he will tackle his prey, making them enter into the helpless state. Cheatyface will then proceed take one stock from the unfortunate player! After the deed is done, Cheatyface will stay on the stage for 7 seconds, running around, taunting everyone. When hit, Cheatyface will drop the stock, and any one can pick it up, adding one stock to their own gauge. If the player has no stocks left, or if the game mode has no stocks, Chaetyface will deal 100% damage. If any one manages to hit him before he disappears, he will drop a Blue Island Card. Picking up this card will cause your health to regenerate, and will return you to 0% damage. If no one is able to catch him, Cheatyface will laugh triumphantly and disappear. The process will repeat its self until the end of the match








cwutididthar? :troll:
 

Chaos Swordsman

Smash Apprentice
Joined
Sep 15, 2008
Messages
174
Location
In your closet.
^^

Muy excellante! In that case...

Aperture Science Laboratories

Greetings. I am GLaDos, the keeper and test administrator of Aperture Science Laboratories, and I am glad to contribute a small part of the lab to Super Smash Bros. It is my hope that your battles will aid in the advancement of science.

The Aperture Science Laboratories stage will consist of 4 unique and original parts, each consisting of it's own 'gimmick.' A different song will play throughout each section of the stage in this order:Still Alive, The Turret Opera, Robots FTW, and Want You Gone. Please enjoy listening to this music as you attempt to kill one another.


The first part will be the portal room, which will consist of four small platforms moving in a set path around the stage, keeping players suspended above a pit of poisonous water. Any who fall in this water will take gradual damage, try to avoid it. The room itself will be as large as Isle Delfino in terms of what the camera will show; and the room will look similar to the testing rooms of my series. The stage itself will be 3 solid platforms the length of Battlefield's, set around the center of the stage. Hanging from the roof will be a portal gun that can be knocked down and used.

If left alone, the portal gun will create two portals in random locations around the room every 8 seconds on either the platforms, walls, or roof. However, if the portal gun is taken, the user can create portals wherever they desire. Anything is capable of going through these portals, including projectiles. It is impossible to K.O an opponent in this room short of spiking them through the water. After 25 seconds, a larger portal than the norm will appear on the right wall. It is advised to go through this portal immediately, for the camera will begin to move to the right, and anyone who does not enter the portal will be crushed, and this will happen in every room. We at Aperture Science Laboratories apologize for this inconvience.

The second area will be the Turret and Cube production factory, which will be another room the length of the Bridge of Eldin. The main part of the stage will be two long conveyor belts, with a single pit between them. On either wall just above the belts will be openings for which Turrets and Cubes will be deposited onto the stage. Turrets will come from the right, and Cubes will come from the left, with the background showing these going through glass tubes. If a turret catches a player in it's laser sight, it will immediately begin rapid fire for three 3 seconds, dealing up to 9% damage. These Turrets can be picked up and used as gun items, however, the player has no control over when they will shoot.

Cubes, on the other hand, can act as both shields and projectiles. Cubes are equal to crates in size, and do similar damage upon being thrown. Only two of either item will be present at any given time, and each item will inevitably fall into the pit in the center. On rare occasions, a Companion Cube will spawn from the left side. Any player that comes within contact of one will be gradually healed over time; otherwise, it will do the same damage as regular cubes. The portal to the next area will appear above the Cube depository.


The third room will be the Red and Blue gels room, the largest of them all. The room will consist of many platforms suspended far throughout multiple points on the stage, some longer than others. The stage itself is the size of Hyrule Temple, and takes place in a wide open area. In the background, you will find my two robotic test subjects, Atlas and P-Body, blatantly misusing their portal guns, and the laws of physics, to fly about. Hanging from the top barrier will be tubes that will release jets of blue and red gel at random. These gels should be implemented to get around the stage. The red gel will increase one's speed by 50 percent, and any who land on the blue gel will bounce 75 percent the distance they fell upon it. This number will increase to 125 percent upon fast falling on it, and using moves that propel one downward will increase this to 150%. Characters who are better at fighting in the air will be at an advantage in this area, and vice-versa for those who are not. This is the best place to gain K.O's after dealing damage in the previous two rooms. The portal to the next room will appear on the right-most platform.

The final room is my room, which can be the deadliest, depending on the circumstances. My room is medium size and has only one way to K.O the opponent:the Aperture Science Patented Disposal Unit. Also known as the furnace pit, which is set in bottom right corner of the stage. The furnace will open every 7 seconds for 3 seconds before closing again, during which time, I advise spiking your opponents into it. Hanging from the center of the room's ceiling will be me, observing the battle below, occasionally making a remark. I will do nothing to hinder the fight. However...if so much as ONE attack hits me, I will retaliate by filling the room with neurotoxin, which will cause gradual damage to all players. But if 20 seconds pass in my room without me being attacked, I will reward you with a chocolate cake that will appear in the center of the room, which will restore 20% damage. No. The cake is not a lie here.

There is also something very bad that could happen; something much worse than I. His name is Wheatley, a Neural Intelligence Dampener, i.e, a moron. There is a 10% chance of him appearing each time you come to the lab. Be aware, Wheatley is much more careless than I, and will not hesitate to attack you with bombs that deal 15% damage regardless of whether you attack him or not. However, he has 100% HP, and, unlike myself, can be destroyed. Once you defeat him, he'll fall to the floor and can be used as an item that deals 4% when thrown. I would just chuck him in the disposal unit if I were you. But I'm not, so there.

All in all, please enjoy your stay at the Aperture Science Laboratories. You could be staying here for a long, long time...
 

lordvaati

Smash Master
Joined
Jul 7, 2006
Messages
3,148
Location
Seattle, WA
Switch FC
SW-4918-2392-4599
I make my return at last!!

I will begin work on 2 different sets: one a character moveset(which I haven't done in forever HINT: he gave up money for speech), the other an assist trophy I'm surprised no one did yet(hint: a GC cult clasisc)! see you son, Guys!
 

KoJ

Smash Journeyman
Joined
Aug 16, 2008
Messages
317
^^ Holy hell. That makes Rainbow Cruise look like Final Destination.

About your writing: It's really easy to visualize the stage. That's a distinct skill, considering that stage layout is one of the best parts of a potential stage, and I was never confused on your layout. I'm not a huge fan of changing stages (The individual parts often lack creative ideas), but I'll make an exception because you described it very well. The first person viewpoint is nice, especially since GLaDOS is such a character; I especially liked how Wheatley is described.

The first room sounds fun, especially with the moving platforms (Most stages have their moving platforms over a normal stage). The portal gun is a nice touch, but I'm confused as to how the portals work: Do they appear in midair? Or does the stage have walls? I'm really liking the idea of a stage providing items that aren't pretty much insta-death like the Super Mario stage.

Second room sounds very annoying; you called the furnace the most dangerous room, but really, conveyor belts are hell. The items passing along the conveyor belts don't quite improve matters; I like the cubes, but the turrets seem way too dangerous, especially with the horizontal layout.

The third room feels like it would be the most fun. There's just something about screwing with the interface, especially since the effects aren't that detrimental and happen at will (AKA It's not an entire stage being screwed with, like in PkStadium 2). The background robots are a great idea; it's like the Chozo on Brinstar, in that they provide fun detail without being a nuisance.

The fourth... I like it. I'm a bit confused about why GLaDOS is invincible, but I totally dig the extra detail of Wheatley randomly coming in (I haven't played Portal 2), but you manage to make him sounds like a rather fun addition. The furnace itself seems like just a normal pit that just opens, but maybe I'm missing something. This room doesn't feel as dangerous as the turret room for me. Love the way you implemented the cake as an alternative to the neurotoxin; it's very in-character.

On the format: That yellow is eyeblinding, but the blue and red highlights work well for the gel, and the orange is a nice color.

cwutididthar? :troll:
Both do fourth wall breaking effects. I based Cheatyface's on his card (He sneaks into play without you noticing), and they don't actually work alike at all other than breaking the fourth wall (One fakes itself as another trophy and uses the disguise to give you more stuff until he's hit, the other steals stocks throughout an entire match at random), but I can see the similarities.
...

I just realized I missed the :troll:. I think I need to go cry in a corner.
 

LegendofLink

Smash Apprentice
Joined
Feb 17, 2008
Messages
164
Location
Pennsylvania
Better late than never

Enrico Pucci and Whitesnake​

Enrico Pucci is a catholic priest, or at least he was, until he met a man named Dio Brando. Dio shared his dream of creating a new world with Pucci, and used the power of the Stand Arrow to give Pucci Whitesnake, his own stand. Eventually, Dio was defeated by the Joestar family, but Pucci still carries on his dream of creating the perfect world, even if he has to destroy the current world in the process. Pucci's stand Whitesnake has several powers, from inducing sleep, to changng it's appearence, but it's primary power lies in it's ability to extract the memories and powers of living things in the form of discs, and even create discs with commands on them that must be followed by the thing the disc is inserted into. His cunning and devotion to his cause make him a very dangerous opponent, especially when his hand is forced.

Statistics:
Size: 7
Pucci is tall and thin, similar to Marth or Snake.
Weight: 4
He isn't very heavy.
Ground Speed: 5
Being in good shape, but without any supernatural enhancement, he has average running speed.
Jump Height: 3
He has rather poor jumps
Air Control: 2
And he can't easily change direction in the air, meaning he has to commit to his jumps.
Fall Speed: 7
He does fall fairly fast though.

Specials​

Down Special: Whitesnake
Whitesnake is Pucci's stand, a physical manifestation of his inner power. He can call it out and dismiss it at will with his down special. While active, Whitesnake will stand beside Pucci and mimic his movements, and many attacks use it in different ways. By holding down the B button after pressing down B, you can control Whitesnake separately for as long as you hold the B button and position him without moving Pucci, and can have Whitesnake attack with standards while doing so. Using this move while Whitesnake is already out will cause him to vanish.

While Whitesnake is out, any attacks that involve him appearing before attacking have their startup reduced drastically, as he is already there. In addition, good positioning can allow for some unique combos between Pucci and Whitesnake. The downside of having Whitesnake out all of the time is rather large though. A stand and it's owner share any damage taken by either of them. This means that if Whitesnake is hit, Pucci receives the same damage and knockback, and if Whitesnake is KO'd Pucci is KO'd as well. In addition, some moves will have Whitesnake doing a move by himself, leaving him, but not Pucci in end-lag afterwards. This means that Pucci can do moves that don't require Whitesnake, but not any moves that do require him until the lag is over.

Whitesnake is best used to set up traps for the opponent and keep them boxed in an area to make his more important attacks easier to land. The risk of being vulnerable from twice as many fronts and having to maneuver both characters to keep them from being it means that Whitesnake should not be out at all times, and is best used by bringing him out for one attempted set up then bringing him back afterwards.



Neutral Special: Command Disc
Pucci concentrates in a charging position of as long as you hold the B button. When the button is released, Pucci produces a silver disk than can be thrown as a normal item. This disk contains any inputs that were made while the move was charging. This means that if you were to tap the control stick to the left, press the jump button, then press the A button, those inputs would be stored on the disc you created. Any opponent hit by the disc then carries out the inputs contained to the best of their abilities. For example, opponents hit by a disk with the previously mentioned inputs stored on it would dash forward, jump, and perform a neutral aerial attack.

Luckily for his enemies, Whitesnake's disks have several conditions that must be met for them to work. First, the disk can't be blank, meaning that you can't create a disc with no inputs to make the opponent stand still. In addition, the disk's recorded inputs begin with the first input and end if there is more than a quarter of a second pause, meaning you can't sneak in a jab in before or after a long pause to get them to stand still either. Second, If the opponent is at any point unable to complete the next input, weather due to lag from a previous input or if They are hit by an attack, the disk's effects end immediately.

Opponent's can break Whitesnake's control similarly to a grab at normal grab difficulty, or at half difficulty if only one type of input is used (i.e. the same attack over and over or just jumping in place). This means that commands are more likely to be fully carried out by more damaged opponents that are given complex commands. Command discs remain on stage for 20 seconds after begin thrown.

This is Pucci's primary projectile attack, and it's uses are only limited by the opponent's capabilities. Whitesnake can also pick up and throw the disks, meaning that if the opponent is caught in between Pucci and Whitesnake, you can throw the same disk back and forth for a lot of pressure. You could even use a disc as a kind of desperate KO measure at high percents, when the opponent isn't likely to be able to break free before you command him to jump to his doom. Dealing with the Disk's limitations require you to know the moveset of the opponent well and make sure that you don't end up with overlapping moves that will break the command. Make an opening with this attack, and Pucci's takeover of the match can begin.


Side Special: Snatch
Whitesnake materializes in front of Pucci if it wasn't out already before dashing forward a distance of two Battlefield platforms at Fox's dash speed. If Whitesnake comes into contact with an opponent during the attack, he swipes his arm through through their body, even going through shields, dealing 8% damage with light forward knockback and producing a disk in the process. This disk is then brought back to Pucci's hands. If discs created by Whitesnake contain orders to be carried out, then what does a disc taken from the opponent contain? They contain the last attack or ability used by that opponent! This includes non-character specific abilities such as shielding, or dodging as well (but not simple movement like walking, dashing, jumping, crouching, or crawling). Characters that have an attack or ability stolen lose the ability to use it until they retrieve the disc.

If an opponent either is hit by or picks up a disc containing a stolen ability, they gain that ability and are forced to immediately perform it similarly to when they are hit by a command disc. If they are not the original owner of the ability, it overwrites whatever ability they currently have on that input, allowing them to use that ability at will at the cost of whatever ability they previously had on that input. The disc can be knocked out of them if they are hit enough, similar to how Kirby's powers work. Pucci can also give the disc to himself by throwing it downwards while standing on the ground, allowing him to gain the stolen ability himself without being forced to use it right away like an opponent would. Disks that end up going offstage are destroyed and their contained ability returns to their original owner. Stolen abilities used by Pucci are also used by Whitesnake simultaneously, allowing you so abuse certain moves in ways that the original owner never could.

This ability is best use while Whitesnake is already out, because the startup will be greatly reduced, and you can position Whitesnake in the optimal position to catch the opponent. It is also great in conjunction with a command disk. You can either force them to use the move you want to steal while leaving them open, or catch them if they shield and make it so they can't shield again until they recover the disk. You must be careful if you are forcing an attack from the opponent though, as Whiteshake charging is very vulnerable and could very easily be hit by the very attack you intended to steal. this can also be used to override a vital move of a second opponent is free for all games, and it gives the first opponent to beat the opponent up to get their move back.

Up Special: Toss Up
Whitesnake returns to Pucci from wherever it is before tossing him upwards and disappearing. Pucci is thrown about the same distance as Mario's Super Jump Punch. The move has no hitbox, but Pucci is not put into helpless state afterwards. He can't use this move again until he hits the ground. Overall this is a rather poor recovery move, meaning that in order to gain a decent recovery, Pucci must steal the opponent's.

Grab: Pick and Choose​
Whitesnake attempts to grab the person in from of it. the grab has average range, but is a bit on the slow side, which is compounded even more if Whitesnake has to take time to appear in the first place if he hasn't been summoned yet. Once the opponent is grabbed, however, Whitesnake does not have any traditional pummels or throws. Instead, you can now pick exactly what ability to steal from the opponent. Simply use the input of the ability you wish to steal, and Whitesnake will extract the disc from the opponent's head and return to Pucci. The opponent takes 8% damage is left stunned for a brief moment, just long enough for Whitesnake to return to Pucci and give him the disc. While this is a extremely powerful move, its combination of slow speed and awkward positioning makes it exceptionally hard to land, meaning that you will have to rely on landing command discs at high percentages to reliably pull this grab off. Once you do though, you get to take your pick of essential inputs like shielding, dodge rolling, recovery, or a key attack to their strategy.

Standard Attacks:​

Jab: Whitesnake Combination
Pucci performs a quick 1-2 punch combo, with the first hit dealing 3% damage and the second hit dealing 4% damage with set small amount of forward knockback. If the attack button is pressed a third time, Whitesnake will appear in his default position (right in font of Pucci) to deliver a moderately strong follow up kick, dealing 7% damage with moderate horizontal knockback. However, unless Whitesnake was already in position when the attack is executed, the opponent will be able to shield before the kick hits them.

This is one of Pucci's few forms of personal defense, but it is excellent for applying pressure to the opponent and bringing Whitesnake back to you if you are in danger. If Whitesnake is already close enough to Pucci, then this becomes an excellent and fast damage racking move. If not, then this is also great for forcing the opponent to shield, leaving them open for a grab or side special if they don't move fast enough after shielding.

Forward Tilt: Roundhouse Kick
A simple and commonly used move, but effective none the less. Pucci and Whitesnake both deliver a spinning kick in the direction the move is used in, dealing 9% damage with forward knockback to opponents hit by it. This move is capable of juggling your opponent back and forth between Pucci and Whitesnake, and can also set up a grab if you position Whitesnake correctly. Otherwise, there isn't much going on with this move.


Up Tilt: Jump
Pucci commands Whitesnake to jump into the air without him, allowing him to intercept aerial opponents without forcing Pucci to take to the air as well. This move can be tilted to the left or to the right to angle Whitesnake's jump in that direction. A very simple move, but it has it's uses.

Down Tilt: Warlordian Stomp
Pucci may not be that big, but he is a villain, and he likes his opponents in one place more than anywhere else, under his foot. Pucci and Whitesnake stomp down hard on the ground right in front of them, dealing 5% damage with flinching knockback to opponents hit by it, opponents who are laying prone, however, are instead popped up into the air a small set distance, allowing Pucci to combo the stomp into a grab or side special from Whitesnake if it connects and if Whitesnake is already out.

Smashes:

Forward Smash: Explosive Command
Whitesnake's command discs aren't just limited to what is physically possible. After a rather hefty start up time (~1 second, longer if the attack is charged), Pucci produces another disc that looks identical to any of his other discs. This disc, however, holds only one very simple command: Explode. Any character who is hit by the disc will explode as if they were hit by a Bob-omb (dealing 20-30% damage and KOing at 70-90%, depending on charge) one second after getting hit. This means that they have time to pull up their shield, dodge, or do anything else to avoid taking damage in the explosion, but the time that they must shield is very predictable, meaning that it sets up an easy grab for Whitesnake if you're prepared.

This move is still very dangerous for Pucci himself though, as a shielded or missed disc can be picked up and used against him, not to mention the long start up required to produce a disc, so one must be very careful in its use.

Up Smash: Dream Mist
Whitesnake points his arms outward, and a white, translucent mist appears around him, covering an approximately 1x0.5 battlefield platform area at no charge, and 2x1 battlefield platform area at full charge.

The mist causes anyone who passes throng it to feel drowsy, becoming unable to dash, and causing airborne opponents to enter tumble state if they pass through the mist. Mist dissipates after 7 seconds, or if the move is used again.

This move is best used in two ways. First, as a deterrent, to keep you opponent from getting to you immediately, letting you set up discs and position Whitesnake. Later, it is best used to keep you opponents still so you can begin to pick their moveset apart.

Down Smash: Illusory Change
Whitesnake appears directly in front of Pucci, such that he obscures him completely. In small flash of light, he copies Pucci's appearance perfectly, making it impossible to tell which is which. During the flash, pressing left or fight on the control sitck will have the real Pucci step out in that direction when the two of them step apart, separating the two by one battlefield platform. Not pressing a direction defaults to Pucci stepping to the right. The illusion is canceled when Whitesnake performs an attack that specifically involves him, such as the specials or smashes.

This is best used as a defensive tactic, making the opponent think before attacking, as either Pucci could be Whitesnake in disguise. This also lets you take a more aggressive role with Pucci himself, as your opponent doesn't know if the one attacking him is Whitesnake or not.


Aerials:​

Forward/Back Aerial: Reposition
Whitesnake appears 1/2 of a battlefield platform in front of or behind Pucci, depending on which direction the aerial is used in. While this move has absolutely no end lag, it still takes the normal amount of time to get Whitesnake appear as start up. This move is essential for mounting a combined assault with Whitesnake, as it will synchronize your approaches and allow your moves to take up much more space.


Neutral Aerial: Combined Kick
Pucci kicks outward in front of him, similarly to characters like Fox and Falco's air. If Whitesnake is also in the air with Pucci, he will perform an identical move. The kicks deal 9% damage with moderate forward knockback, and 6% damage with slightly less knockback if the kick's lingering hitbox connects. The knockback is perfect for knocking the opponent into your counterpart's kick if they are situated in front of you, which you can easily achieve using the side aerial.

Up Aerial: Fall Command
Due to the simplicity of this command, Pucci and Whitesnake are able to produce this disc and throw it upward simultaneously with very little lag, allowing you to cover a nice area above you with rising and falling discs. Opponents hit with these discs are commanded to "fall", causing them to enter an un-techable tumble state that can only be escaped at double normal grab difficulty. If it hits a grounded opponent, it merely forces them to trip instead. These discs vanish rather quickly, only remaining on the battlefield for 5 seconds after being thrown, so using them as a gimping tool is not very practical.

Pucci doesn't have much he can use against aerial characters, so this move allows him to control some airspace and bring them back to a more manageable height.

Down Aerial: Whitesnake Dropkick
As a twist on the Stall'n'Fall dair, Whitesnake appears below Pucci before doing a downwards dive kick, dealing 10% damage with moderate upwards knockback to anyone hit by this. While the end-lag is decently large on Whitesnake's side, Pucci suffers no lag for using this move, leaving him free to use his other aerials to combo opponents hit upwards by Whitesnake or to defend himself.


Final Smash: Stairway to Heaven​
Grabbing the Smash Ball, Pucci has obtained ultimate power. His stand has changed into Stairway to Heaven, which allow Pucci to speed up time itself, while leaving all of his opponents in the dust. All of your opponents slow their actions to a crawl, even slower than if you had grabbed the stopwatch item. This leaves you free to kill off you opponents one by one as they try in vain to defend themselves. The final smash lasts for 30 seconds, though it will seem like years to the poor fools that dared to stand against you.


Playstyle:​
Pucci's playstyle is based around manipulation of the opponent's moveset. You use a variety of methods, from controlling their movements directly, to entrapping them in mist, to even trapping them between yourself and Whitesnake, to get them exactly where you want them to land a grab or side special. At this point, everything comes down to the opponent and your own preferences. Pucci is lacking in several categories within his own moveset, namely KO moves and recovery, encouraging you to steal them first, making it that much harder for your opponent to get rid of you, and much easier to get rid of them. You could also take lynchpin move that runs their own playstyle, making it nearly impossible for them to operate at full power, but not every character is susceptible to this and you may even even end up overwriting moves like Command Disc if you try to use them yourself. Stealing utility tilts is also a great option, as Pucci's own tilts are very lackluster, and with Whitesnake thrown into the mix, you can get twice as much mileage out of moves like that than they can. The you could even go so far as to steal your opponent's shield, allowing you to go on the offensive much easier, though it wouldn't give you anything new unless they had a special shield.

The other half of Pucci's playstyle, Whitesnake, is incredibly versatile and can be used in just about any way you see fit. It can enhance your offense, assist in your defense, trap the opponent, appear for suprise ambushes, and double the power of stolen moves.

Once you begin picking your opponent's moves apart, the match is in your hands, and you can choose to control space with discs and mist and whatever zoning powers you can take from your opponent, or you can use offensive abilities you've stolen in conjunction with Whitesnake to put more pressure on the opponent than they can take.

Pucci's true weakness is his state at the beginning of a stock. He lacks KO moves, mobility, and a suitable recovery allowing both offensive characters to easily get in and do damage if he's not careful, and allowing zoning characters to have a much easier time keeping him out of their comfort zone as long as they avoid discs. All is takes is one slip up on your opponent's end, and it's game over.

Overall, Pucci is only limited by his opponent, and your creativity in dealing with them. Play your cards right, and your master Dio will be very proud.
 

koolerkid

Smash Rookie
Joined
Apr 18, 2011
Messages
4
Behold, MYM: My first moveset ever! Quake before it's magnificence. Or, you know, tell me it sucks. Either way, comments are welcome!

Rock, Paper, Scissors....

The Pintsized Powerhouse Gon has joined the Brawl!​

Gon Freeces
Despite his size, youth, and innocent demeanor, Gon has the strength of a monster. His mastery of Enhancement-type Nen makes him a formidable opponent, and his strength and speed are matched only by his iron will and determination. Whatever you do, do not take this young Hunter lightly.

Stats
Size - 3/10 - Gon’s just a little kid! He’s pretty small, around the size of Kirby or Ness.
Weight - 3/10 - One of Gon’s major weakness. Again, he’s just a kid; he’s maybe just a bit harder to throw than Kirby or Jigglypuff.
Attack Speed - 4/10 - Nen takes a bit to charge up and focus. Gon is probably a bit better than Captain Falcon’s infamous Pawnch, but it’s still slow.
Movement Speed - 6/10 - Gon’s speed is just above average. In a race, he’d probably come just ahead of Mario.
Strength - 10/10 - Gon’s main advantage is strength. He’s massively powerful - he could probably beat DK or Bowser in a arm-wrestling match.
Knockback - 9/10 - Other than brute damage-dealing, this is Gon’s specialty. Knocking opponents away, wether you’re trying to KO or just trying to get some breathing room, is what Gon is good at.
Jump - 7/10 - Nen-assisted jumping is an essential part of training, so Gon’s had a lot of practice. He’s an above-average jumper, but nothing mind-blowing.
Range - 4/10 - Gon’s other major weakness. While he has a couple attacks with decent range, even including one or two projectile attacks, Gon’s main power stays close to home.

Special Mechanic
NEN
While good genes, an active lifestyle, heavy training and the skewed laws of anime physics have blessed Gon with physical abilities far beyond the norm, he’s still just an above-average kid fighting a bunch of super-powered adults. To level the playing field, he uses Nen, also known as Chi or life-force. Specifically, Gon uses Enhancement-type Nen, boosting his physical abilities to the point where he can got toe-to-toe with monster and super-humans and hold his own. Unfortunately, Nen take a little while to charge up, and any major use of Nen will cause Gon to lose a little of this stored energy.
Beneath his damage counter, Gon has a smaller counter, displaying a yellow number. These are Gon’s Nen Points. Gon’s Nen Points form the focus of his build, and a savvy player will hoard them carefully, and take every opportunity to build them up. Gon gains Nen Points at a steady rate of one point per second, but this rate can be changed with the special techniques Ren or Zetsu, and Gon does not gain points while attacking or being attacked (or while stunned). It does, however, go up while Gon is using his grabs and throws. Aside from fueling Gon’s Special attacks, Nen Points grant standard A-attacks, grabs, and smashes a 1% passive damage bonus for every five points. Nen Points start at zero, and do NOT reset if Gon dies.
REN AND ZETSU
In order to enter Ren, the player must press the Up Taunt command. Zetsu is activated with the Down Taunt. While in Ren, Gon no longer gains Nen Points, and instead LOSES one Nen Point per second. In return, however, the effect of Nen Points of Gon’s specials (such as the stun time on Scissor) is DOUBLED, as is the passive bonus of Nen Points (2% increase per five points, rather than 1%). Zetsu, on the other hand, causes Gon to LOSE all bonuses from his Nen Points (he can still use his specials, though; the effect of Zetsu on each special is detailed below). Gon also takes double damage from all attacks other than specials or Final Smashes. In return, Gon’s Nen Points increase at a blistering five points per second.

Special Attacks
Neutral Special - Ja Janken Scissor
A good, versatile move, Scissor can be used to keep foes at bay, dish out damage, or hide the fact that you’re stalling for Nen Points by spending a few with this low-cost attack. This attack only costs 10 Nen Points to use (or all of them, if he has less than that), and causes Gon to form an energy sword with which he swipes the air in front of him. This sword has decent range, a bit better than the average normal attack, and is the fastest of Gon’s special attacks. The damage is nothing special, 14-16%, but a successful hit will stun enemies for a brief moment. Good for wailing on foes while they can’t fight back, or getting some distance to prepare for Paper or to try and get some Nen Points. The stun time will increase slightly the more Nen Points Gon has just before initiating the attack. If using Zetsu, the attack works as described but has NO stun effect.

Side Special - Ja Janken Paper
One of Gon’s only projectiles, Paper is good for surprising foes who were expecting a melee-range fight. It’s also excellent for putting some extra distance between you and your foe, but it’s good to have a little distance to start with, due to Paper’s lackluster attack speed. Paper costs 20 Nen Points (or all of them, if he has less than that), and causes Gon to fire a sphere of energy from his hands, with a noticeable delay. This sphere has the speed of one of Link’s arrows, and is a little larger than a fully-charged shot from a super-scope. The damage is negligible, 10-13%, but it has enough knockback to knock even an uninjured foe a fair way. The knockback increases the more Nen Points Gon has just before initiating the attack. If using Zetsu, the knockback is reduced to simple flinching.

Down Special - Ja Janken Rock
Gon’s signature move, it is the single most powerful and most draining attack in his arsenal. Be careful with this move - it’s risky to use, because it drains ALL of your Nen Points at once, even if it misses. Gon takes a brief moment (less than a second) to charge up, then punches the space directly ahead of him with a massive, disjointed hitbox (aprox. the size of the Falcon Pawnch). This punch deals damage equal to half the Nen Points Gon had before using the attack. The knock-back from this attack is fairly formidable, as well, and it scales upwards with Nen Points. If using Zetsu, the attack is a simple punch that costs no points, and is essentially the same as Gon’s A-attack jab.

Up Special - Nen Leap
A helpful, Nen-assisted jump. This is, plain and simple, just a extra leap, albeit one that deals 12-14% damage to anyone foolish enough to get in the way of Gon’s hard head. The main benefit of Nen Leap - aside from being extremely cheap, at only 3 Nen Points - is that the distance Gon leaps scales the more Nen Points he has. At the minimum 3 points, it’s actually worse than his standard jump. At about 10 points (before move cost), it matches his standard jump; at about 40 points it’s equal to Pikachu’s Agility. Nen Leap has little maneuverability - it launches Gon either straight up, if on the ground, or in the same direction he was traveling, if in the air, with no opportunity for course correction until the end of the move. However, by holding B after initiating the move, one can float in the air after the attacks conclusion, falling just slightly faster than Peach’s parasol. Floating costs 2 Nen Points per second (canceling normal point gain and losing an additional point per second, as if using Ren.) If using Zetsu, the jump is equal to Gon's standard jump, and Gon cannot float.

Standard Attacks
Jab - a close-range punch, likely to knock a foe over. 4-5% damage.
Jab combo - a blitz of one-handed punches, can hit up to three times. 2-3% damage each. For every ten Nen Points, Gon can launch an extra punch.
Forward Tilt - a longer-ranged punch with slight start-up lag and a disjointed hitbox. Good knockback, but not enough to KO. 6-8% damage. Every fifteen Nen Points increases the size and range of the punch. Has a good chance of stunning a foe.
Up Tilt - a painful uppercut with slight recovery lag. Can send opponent flying up and backwards a short way, but has a fairly tiny hitbox. Gon’s best damage-dealer in standard attack with 8-10% damage; good for edge-guarding due to it’s fast start-up time. Gon reaches a little further with every ten Nen Points.
Down Tilt - Gon drops onto his back, kicking the area in front of him while head-butting the area behind him. Has a decent hitbox, but a irritating recovery lag. Causes enemies to trip. 3-5% damage. Every five Nen Points increases the (initially small) chance of tripping an enemy.
Dash Attack - Gon leaps forward and tackles foes. Deals 4-6% damage and knocks foes down. Gon can leap further with every fifteen Nen Points.

Arial Attacks
Neutral Air - a simple punch straight ahead, with a deceptively large hitbox and decent knockback. Slight starting lag. 4-5% damage.
F-Air - a double kick, straight ahead. If it connects, sends Gon backwards a short distance. Excellent knockback, tiny recovery lag. 3-4% damage per hit.
B-Air - Gon spins around and kicks any enemy directly behind him. The range is short and the damage minimal (3-5%), but spikes the enemy directly downwards. Excellent for edge-guarding.
U-Air - Gon flips upside-down and kicks upward. Any enemy hit gets sent directly up for a respectable distance, and the damage it better than most of Gon’s arial moves, 7-9%. The recovery lag is annoyingly long, however.
D-Air - Arguably Gon’s most useful arial, this attack cause Gon to grab a nearby foe, and kick him downwards. This works as a meteor smash, but if the affected enemy hits the ground, they become briefly buried (as with DK’s Headbutt or the pitfall item). This attack deals 4-5% damage, and has slight starting lag, along with a noticeable recovery lag.

Smash Attacks
Side Smash - While fighting in Greed Island, Gon fought against a dangerous Nen-User known as The Bomber. Gon learned to copy The Bomber’s ability to harness Nen as an explosive force, and he makes full use of it here. Gon thrusts his hands out in front of him, causing a large explosion directly in front of him. This attack has a slow startup but is an excellent damage dealer - 16-18% - and it’s knockback is not to be sneezed at. The size of the explosion starts at about the size of Pikachu, but gets larger with every ten Nen Points.
Up Smash - While fighting the superior opponents in Heaven’s Arena, Gon had to learn to use the environment to his advantage. He quickly gained fame there for his Stone Flip attack, pulling a stone panel from the ground itself, and flipping it at an opponent. He uses that again here, tossing a large stone slab upwards and forwards in an arc. The range is short, but if it hits a foe, it deals 14-16% damage. However, if a foe attacks the slab, or if it misses, it breaks into several smaller chunks that scatter about the stage, dealing 4-5% damage each. These small chunks can be picked up and used as a thrown item, but the break after a single throw. Heaving such a large stone takes effort, however, and the recovery lag leaves gon vulnerable for a long moment.
Down Smash - Gon’s punches have been known to leave impressive craters in solid steel and knock out hulking monstrosities with ease. Gon makes use of his massive punching power here, punching the ground and creating a short-range shockwave that stuns enemies on either side, with a range that is slightly better than his standard jab. In addition to a decent stun time, this attack deals 4-7% damage but has very little knockback. The range increases slightly with every interval of 10 Nen Points.

Grabs and Throws
Grab - before Gon learned to use Nen, he gained some notability for using his trusty fishing rod to fight. When grab is pressed, Gon casts his fishing rod out in a slight arc. It can snag enemies at melee range, or enemies a little further than one hookshot-length away, but it can’t catch anyone between those ranges unless they are in the air. When Gon throws a foe, by pushing the joystick quickly in the opposite direction directly after the foe, Gon can ‘set’ the hook onto his foe. This is known as the ‘hook maneuver’. Once a foe has been properly hooked, pushing the joystick allows Gon to toss his foe around, as described below. A foe can escape being hooked by jumping as soon as he touches the ground. Gon also loses his catch if attacked, or if the foe is allowed to rest on the ground for more then half a second - timing is essential to keep the foe on the hook. Note that Gon is completely immobile while a foe is hooked; he can pummel with A, move the fishing rod with the joystick, or release an enemy with B, but that's it.
Pummel - Gon’s pummel is a basic punch; however, it is unique in that it can be used after the initial throw. After using hooking a foe and pressing down to pull a foe close, Gon can pummel a foe without having to grab him again.
F-Throw - If used for the initial throw, Gon simply kicks his foe away. This does minimal damage, only 2-3%, and has little knockback. If used to hook a foe thrown backwards, Gon heaves hard on his rod, pulling a foe over his head and slamming them on the ground in front of him for 4-5% damage. Once a foe is hooked, Gon can repeat this maneuver whenever forward is pressed.
B-Throw - If used for the initial throw, Gon spins about twice before kicking his foe for 2-4% damage, knocking them a fair distance away. If this throw is used to hook a forward-thrown foe, Gon pulls his foe back towards him, grabs him, and slams him back into the ground just behind him for 6-8%. Once a foe is hooked, Gon can use the direction to kick a foe to the ground for 5-6% damage.
U-Throw - If used for the initial throw, Gon bicycle kicks his foe into the air for 3-5% damage. If used to hook a foe he threw downwards, he pulls a foe towards him and uppercuts him into the air for 5-7% damage. After a foe has been hooked, Gon can pull a foe towards him, slightly above his head, and headbutt him into the air for 3-6% damage.
D-Throw - If used for the initial throw, Gon leaps slightly into the air and kicks the foe down to the ground. If used to hook a foe that he previously tossed upwards, pulls the foe downwards, leaps to meet him, and slams him to the ground for a massive 8-10% damage. After a foe has been hooked, pressing down allows Gon to pull a foe towards him and kick him to the ground for 3-5% damage. Gon an also pummel a foe after he has been pulled towards him with this move.

Final Smash

MACHO GON
Gon may be powerful, but he’s still just a kid - and nobody hates with the fervor of an angry child. Channeling his immense rage, Gon burns an immense amount of Nen at once, transforming himself into an incredibly powerful adult version of himself. Because Gon has nearly unlimited access to his Nen in this stage, the Nen Counter displays an infinity symbol. While in this state, Gon can hover and move in any direction at speed equivalent to Sonic. When he contacts an enemy, he automatically unleashes an obscenely powerful punch, dealing 80% damage and extraordinary knockback. After five seconds, or after Gon’s punch, Gon returns to normal with 100 Nen Points.

Extras
Symbol - A large fish jumping out of the water.
Entrance animation - Gon rides in on the back of his childhood friend, a monster known as a bear-fox. He jumps off as the bear-fox runs past, and waves goodbye to it as it leaves the stage.
Idle pose - Gon scuffs his feet on the ground, hands behind his back, head down with a bored expression.
Up Taunt (activating Ren) - Gon punches the sky with a loud battle cry and becomes covered in a fiery aura, which lasts until Ren is deactivated (if taunt is interrupted, Ren still activates)
Up Taunt (deactivating Ren) - Gon takes a deep, exaggerated breath, and slouches as he calms down. The Ren aura dissipates as he does this (if taunt is interrupted, Ren still deactivates).
Down Taunt (activating Zetsu) - Gon turns to the audience and raises a finger to his lips, as if to shush them, and turns transparent. The transparency lasts as long as Zetsu does (if taunt is interrupted, Zetsu still activates).
Down Taunt (deactivating Zetsu) - Gon turns to the audience and waves energetically, becoming fully visible again (if taunt is interrupted, Zetsu still deactivates).
Side Taunt - Gon takes out his fishing rod and sits briefly, pretending to fish, before leaping back to his feet.
Victory Pose - Gon leaps into the air, punching the air with a triumphant shout.
Loss Pose - Gon has a black eye, multiple bandages, and his arm in a sling. He falls into a sitting position and glares at the winner.
Kirby Hat - Kirby gets Gon’s distinctive, spiky green hair. Note that Kirby gets a Nen Counter while copying Gon which charges at the normal rate.
Snake’s Codec Sequence:
Snake: Not another kid. Is this one psychic, too?
Mei Ling: Not quite. That’s Gon Freeces, the youngest person ever to become a professional Hunter.
Snake: Hunter? Like, big game hunter? Or bounty hunter?
Mei Ling: A little of both, really. Think of them like mercenaries with super powers.
Snake: Great. Anything else I should know?
Mei Ling: Just watch out for his fists. He may be small, but his punches can knock holes in solid steel.
Snake: Of course they can.​

Playstyle
Gon is not a character for the impatient. Using him effectively requires timing, patience, and a careful eye forever watching his Nen Point counter. The wise Gon player will play the waiting game, using Gon’s wide array of stunning, tripping, and knock-back heavy moves to buy time, stalling while the Nen Counter steadily rises. Not only do Nen points fuel Gon’s specials, but many of his moves improve slowly but steadily with every ten or fifteen points Gon accumulates. Furthermore, you may be inclined to ignore the passive +1% bonus he gets to all attacks - don’t. That seemingly tiny bonus is Gon’s best advantage, boosting otherwise average moves to insane heights. Gon takes a while to get going, but once he does, he can dish out damage better than all but the heaviest of hitters.

As for specific stalling strategies, your best bet is Gon’s smashes, with their excellent stunning and knockback, or his monstrous and difficult to escape grab game. The grabs are difficult to master and require split-second timing to keep an enemy on the hook, but if you can get the hang on it you can keep your foe stuck for some time, as your Nen Points steadily rise. Gon’s arial abilities are weak, thanks to killer lag on almost all his arial attacks, but if your foe likes the air, Gon has a couple abilities to send him back down to Earth.

As for Gon’s specials, they are risky, due to their cost in Nen Points, especially Ja Janken Rock. They should be viewed as Gon’s emergency weapons, one Gon really needs to stun/deal damage/knockback a foe/escape/recover. Alternatively, They can be seen as finishing moves, to be used when the enemy is cornered.

Don’t be afraid to use Ren and Zetsu. They can be tricky, and definitely count as advanced techniques, but they’re worth the effort to learn to use properly. Zetsu especially is intimidating, due to how helpless gon becomes without his Nen Point bonus, but don’t be afraid. The massive boost in the Nen Point accumulation rate can cause a massive jump in power once Zetsu is deactivated, which can catch many enemies off guard. Similarly, Ren’s constant cost can may sound like a steep price to pay, especially when combined with specials, but it’s actually the best, most efficient way to spend your points. Combine it with any special, especially Rock, for spectacular results. Your best bet, in fact, is to switch directly from Zetsu to Ren, using your shiny new Nen Points to wail on unsuspecting opponents.

The main thing to watch out for as Gon are aggressive enemies, and lag. Due to Gon’s weakness at the beginning of a fight, a fast, aggressive foe can take Gon down early, before his Nen Points can build. Furthermore, many of Gon’s move have lag, usually after an attack, though some moves have startup lag as well. In a one-on-one fight, Gon performs well, but against a quickly-recovering foe, or against multiple opponents, Gon’s attacks frequently leave him wide open.
 

Chaos Swordsman

Smash Apprentice
Joined
Sep 15, 2008
Messages
174
Location
In your closet.
^^ Holy hell. That makes Rainbow Cruise look like Final Destination.

About your writing: It's really easy to visualize the stage. That's a distinct skill, considering that stage layout is one of the best parts of a potential stage, and I was never confused on your layout. I'm not a huge fan of changing stages (The individual parts often lack creative ideas), but I'll make an exception because you described it very well. The first person viewpoint is nice, especially since GLaDOS is such a character; I especially liked how Wheatley is described.

The first room sounds fun, especially with the moving platforms (Most stages have their moving platforms over a normal stage). The portal gun is a nice touch, but I'm confused as to how the portals work: Do they appear in midair? Or does the stage have walls? I'm really liking the idea of a stage providing items that aren't pretty much insta-death like the Super Mario stage.

Second room sounds very annoying; you called the furnace the most dangerous room, but really, conveyor belts are hell. The items passing along the conveyor belts don't quite improve matters; I like the cubes, but the turrets seem way too dangerous, especially with the horizontal layout.

The third room feels like it would be the most fun. There's just something about screwing with the interface, especially since the effects aren't that detrimental and happen at will (AKA It's not an entire stage being screwed with, like in PkStadium 2). The background robots are a great idea; it's like the Chozo on Brinstar, in that they provide fun detail without being a nuisance.

The fourth... I like it. I'm a bit confused about why GLaDOS is invincible, but I totally dig the extra detail of Wheatley randomly coming in (I haven't played Portal 2), but you manage to make him sounds like a rather fun addition. The furnace itself seems like just a normal pit that just opens, but maybe I'm missing something. This room doesn't feel as dangerous as the turret room for me. Love the way you implemented the cake as an alternative to the neurotoxin; it's very in-character.

On the format: That yellow is eyeblinding, but the blue and red highlights work well for the gel, and the orange is a nice color.
In order of the paragraphs:

Well, it helps that I'm a fanfic writer. And it would only make sense that GLaDOS would walk the player through her own stage.

Yes, the first room has walls and a ceiling, and the portals appear on said surfaces. Like GLaDOS said, the only way to K.O an opponent there is to spike 'em through the poison water, just like Pirate Ship or Delfino.

That's what I was going for, actually. The turrets were hell (though very cute hell) in the Portal games, so it only makes sense that they would be annoying in SSB, too. Of course, the Cubes' main use is to counter them.

Oh, yeah. The third room's my favorite, especially because of the robots.

GLaDOS is invincible because she came back in Portal 2, and she's just impossible to get rid of. Wheatley is actually my favorite part of that room. And about the furnace, just look the portal boss fight, and you'll see what it is.

Ah, sorry about that. Couldn't think of a better color for GLaDOS' speech.

Anyway, thanks for the comment!
 

lordvaati

Smash Master
Joined
Jul 7, 2006
Messages
3,148
Location
Seattle, WA
Switch FC
SW-4918-2392-4599
MY Mini: Alexandra Rovias




From the Gamecube Cult Classic eternal Darkness, Alex arrives as one of the most chaotic Assist Trophies in the series' history. when she breaks out of the glass, a sanity meter appears and fills up in a mattter of seconds. after 3 secons, the meter fills, she screams and then....

SANITY ATTACKS BEGIN!!!!

when it begins, various effects happen that affect the entire stage! some of the effects...

everything slows down on screen...or speeds up
the game suddenly goes to stage select
the entire screen flips upside down
everyones % starts suddenly climbing
everyone on screen suddenly dies and respawns, yet no one loses a life


The effect only lasts for around 8 seconds, and everything returns to normal. but in the chaotic world of smash, one loss of sanity can send everything haywire!
 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
And here come a couple more quick comments.

Sir Weston:
This really feels like King boo Lite to me. The main part of the set is that ice block that you can save for defense, or splurge on icy attacks. However, I don't think that the ice block melting or being chipped away to upgrade attacks flows quite so well within the moveset as King Boo's minion commanding. Most of the interactions and combos themselves sound fine though, and I quite like the idea of bouncing the enemy back and forth between two axes. There's a bit of balance issues going on with the dizzy effect however, as being forced to randomly stumble around (on ice!) and being unable to attack or jump reliably is ridiculously hindering. Still, these are rather minor criticisms, and I did enjoy the set, and hope to see more Kupa awesomness in the near future. :)


Dry Bowser:
Well n88, I'd have to say this seems a lot like one of my MYM9 works to me. You've got some good ideas hinted at in there, and what you do have forms pretty well into a playstyle, but the problem is that the playstyle (as well as many of the moves) is rather generic. I really would have loved to see some more expansion on Dry bowser collapsing and reforming. For example, let him split apart into (say) the arms, the legs, the shell, and his head. The head would activate for fireball attacks, the shell would be his hurtbox and what you normally move around, and obviously the arms/legs would do the punches/kicks. However, for the most part, the attacks tend to be generic, which is something I really struggled with last MYM. Don't get me wrong, the set was a nice read, and succeeds at what it sets out to do, but what it does isn't enough to get me that excited. Not bad, but you can do better.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
DRY BOWSER KUPA
Despite its blatant simplicity, I quite enjoyed Dark Dry Bowser...you've certainly milked him for all his potential without just throwing in generic hockey crap and whatnot from his spin-offs. Jeez, this guy needs to be in a -good- new game...As I stated in the chat, I enjoy seeing Kaptain's option to mess with the timing of enemy dodges return in the form of fireball mindgames. It might be more intuitive to players to have the charge-less fireball be incredibly slow, while charging the move speeds the projectile up, but it's a nice concept regardless. You also made the most out of the mindgame of falling to pieces; although it feels like little more than a simple counter, I'm pleased you attempted to branch out and give him the option to attack out of Up Special. Otherwise...there's not a whole lot to say. Dry Bowser flows just fine, although his playstyle is far from extraordinary (his skidding move, though...there's something I might have to reexamine for a future set; it's good). I don't fault you for this, considering you were rushing the set, the character's lack of potential to begin with, as well as your thunder being stolen by Skeleton/Potato Head. That said, I look forward to more, better works in the future, n88.

ENRICO
I have to admit, I let out an evil chuckle when I read Enrico has poor aerial control. As a Catholic priest, I imagine that's not the only thing he has poor control over...too bad there's not a self-control stat. So, I'm impressed with what you've delivered us in your first MYMX showing...to cut to the chase, it's not the first time we've seen a character manipulate a copy/shadow of themself to bounce foes back and forth for damage-racking. It seems rather bothersome that your main character can be KOed along with your support character if he is not defending properly. However, I do like your method of manipulating character movement through a projectile. I wish Enrico possessed some form of prominent KO move, maybe even just a nice little gimper, in case he's facing a lightweight he can't steal from, or a character who requires set-up with a variety of moves to KO. Nevertheless, a solid effort from you LoL, and the first in a series of performances from you I hope to see surpass your MYM9 works.

GON
Energy bank sets...these rarely work out well in today's contests, but I applaud your effort in an attempt at the genre. You clearly understand the concepts of spacing from opponents, and while there is consistency in moves that allow for stalling in order for an increase in Nen, there seems to be little more to the playstyle. Switching between Ren and Zetsu may seem interesting at a glance, but much of their use just seems to be generic manipulation of Gon's strength and of his various energy banks. It's great to have a newcomer grasp the concept of playstyle, rather than simply claiming various moves "go together", but Gon certainly could use a little polish here or there. Hopefully you will continue to develop your ideas into more coherent sets in the future.
 

Smady

Smash Master
Joined
Apr 29, 2007
Messages
3,306
Location
K Rool Avenue
And so we have the first moveset from LL this contest with “Pucci” – finally, been waiting for you to post your submission all day! This is a rather similar concept to Gear, but it's more dealing with an entirely different entity than that kind of self-manipulation that marks the gap between the two. However, where Gear mostly was based around a small amount of influential attacks, Pucci's sidekick Whitesnake is basically influenced by almost every input, with a lot of them solely being used for moving Whitesnake into position or similar shenanigans. The stuff with the discs is of particular note as well, giving the character plenty of ways in which to mind-game and confuse the opponent. This on the back of your trademark factual, while still imaginative diction that makes it an enjoyable read.

In all, a conceited and generally good effort. Whitesnake is able to be moved right back up to Pucci, copy his appearance, has plenty of fun with that special allowing him to essentially take over as the player character for a short while; it all mixes together to make a rather characterised playstyle that is to the advantage of someone who relies on Whitesnake a lot. That's not too vague, though, as Whitesnake has to be used well, giving the enemy ample opportunity to counter-attack if not. What I thought was a bit lacking were actual ways to attack aside from the various quirks on the Whitesnake interactions – it's a moveset lacking in inputs, being that you share two aerials, and have no throws, it does come off as slightly short without many real attacks. Sure, the discs cause damage and Pucci revolves around gimping the opponent through them mostly, which is only aided by positioning Whitesnake, but it feels like there are few ways to deal damage or knockback otherwise. It's a bit too constricted. In spite of that, I never really felt that the inputs became benign or confusing despite the complex mechanic. A very solid first entry, certainly builds on your quality standard.

First red, now green? As far as new set makers go, I am fairly impressed by your abilities, Kooler Kid. Gon has a remarkable succinct playstyle centred around the balance of offence and defence, genuinely present among what is a fairly standard mechanic – meaning that you went out of your way to make it an integral part of the set. You've gotten past the hardest part of adapting to Make Your Move's standard already by putting playstyle before individual move creativity! As I said with Ashley, though, you have a lot of inputs that really don't add to the whole concept of a ying-yang playstyle, because they're mostly filler. You have some decent smashes, and yeah, you do, like Chaos Swordsman, actually put some effort into including this in the playstyle, which is mind-blowing for a newcomer to do in their first set to be sure, but you need to go a step further and base the moves around the desired playstyle. This means abandoning any Brawl-ish attack and trying to make everything naturally flow into a playstyle. Which I'm fairly assured you will. Colour me intrigued, on two accounts.
 

vVv Rapture

Smash Lord
Writing Team
Joined
Sep 20, 2009
Messages
1,613
Location
NY
Good stuff from everyone so far! I'll be entering this, just slowly refining the moveset I'm working on for this. I had a Regigigas moveset for one of the past contests, but I guess it got deleted off my computer, so I never entered.

But I got this. Soon enough, soon enough...
 

GreatKingBowserKoopa

Smash Apprentice
Joined
May 10, 2011
Messages
102
SpongeBob SquarePants


SpongeBob SquarePants is a square, yellow sponge that lives in the city of Bikini Bottom. He is an ordinary fry cook but also knows some karate techniques. In many episodes of the cartoon, SpongeBob goes on many misadventures, usually leading to trouble. Despite acting very silly, SpongeBob will face anyone who would harm his friends and family.​

Stats:​

Traction:9
Because he is a sponge on land, SpongeBob barely slides.

Air Movement:3
Unfortunately, SpongeBob has a terrible air game, unlike most of the cast.

Jump:7
SpongeBob can leap into the air high.

Walk Speed:6
Above average, similar to Mario but a little faster.

Run Speed:7.5
Much faster than Mario's running speed, but slower than Meta Knight.

Weight:5
Because he is a sponge, SpongeBob is not very heavy, similar to Ness and Lucas.

Size:6.5
SpongeBob is taller than Mario, but shorter than Luigi.

Crawl:Yes

Wall Jump:No

Wall Cling:No

Glide:No

Tether Recovery:No

SpongeBob is more of a ground fighter, as his poor air game can lead him to many mistakes and SD's. He's tall as Mario, but shorter than Luigi. Because he is a sponge, SpongeBob has an average weight, but has high traction due to him fighting on land. His walk speed is above average and his run is much faster.​

SPECIAL MOVES​

Neutral Special: Bubble​


SpongeBob takes out his bubble wand and blows into it. The bubble will fly straight, similar to Luigi's fireballs. Each bubble shot will deal 4% damge and is the size of Lucario's Aura Sphere without charge.

This move is vital for all SpongeBob players, as it helps greatly with edgeguarding. Because the bubble is big enough, it can hit horizontally recovering foes without a problem. However, there is a small drawback. This move has a below average knockback so you cannot KO someone with it until they have at least 150%. Also, because of stale move negation, this move can get very weak to be as low as 1%.


Up Special: Inflate​
SpongeBob puffs himself up, floating in the air. While floating, you can move left or right to get where you want to go. This move does no damage, but is an excellent recovery. It is similar to Snake's recovery, but lacks launch resistance.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,439
MYMini Entry Uno!

Mulch Diggums

Mulch Diggums is a character from the Artemis Fowl book series, appearing in much of Artemis's escapades, both voluntarily and against his will, in some instances. He is a kleptomaniac dwarf who can't keep his paws off other people's valuables, even if he's in the middle of a dire mission. His natural dwarf abilities let him squeeze into even the most secure of places, such as the high-security Fowl Manor. This is due to the fact dwarves can tunnel through solid rock with only their mouth. Now, it's when it comes out the other end that Mulch sometimes gets himself into trouble...

When you pick up the Assist Trophy, Mulch doesn't appear right away. He'll be underground, sniffing out valuables. When a foe brings out something of value, like, for instance, an ancient and powerful sword during an attack, or an item, Mulch will rocket out from underneath the ground below the foe, grab the valuable, and dive back down into the earth. The explosion of dirt from him burrowing out deals 13% and good knockback, and can't be shielded or dodged. You're also going to have a hard time keeping the prize away from Mulch, as he is quick and has great priority.

Mulch keeps the valuable underground, so you can't use it until you get it back. How do you get it back, though? There's a little icon on the stage with Mulch's greedy little head on it, drooling over his prize. The icon is directly above Mulch's location. Hitting the ground there will cave the tunnel in on Mulch's head, forcing him to drop it. The item then pops up from underneath the ground and the foe can pick it up again.

During Coin Matches, Mulch will instead go for the coins, trying to swallow up every single coin on the stage. If you don't watch out, he'll appear behind you silently and pick your pocket, taking half of your coins. If he tries this, smack him with an attack! Mulch will go away after being dealt 30%.
 

Rychu

Thane of Smashville
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Kay Faraday



Kay hails from Ace Attorney Investigations: Miles Edgeworth as an assistant you first meet in Case 3: Kidnapped Turnabout. She claims to be the second Great Thief Yatagarasu, inheriting the title from her father. She assists ol' Edgey by using an amazing device that she calls Little Thief, which can re-create any moment in time, given that the correct data has been inputted. This lends itself useful as it means that she can essentally turn back time to see the exact moment of the crime.

Kay enters with the wind blowing her scarf, which flows behind her. She then shouts out: "Witness the power of the real modern day Robin Hood!" before typing something onto Little Thief and holding it above her head. A Green flash will occur, and suddenly the battlefield will turn the same color. The stage has returned to the exact moment the summoner was dealt their K.O blow, with anything different being slightly see-through. Time is stuck on that moment, with the Brawl still taking place. Here's the beauty: now, the summoner is allowed to beat on the past reperesentation of their opponent, but not the other way around. Another thing: all K.O's scored against the summoner will not be counted, with their damage still returning to 0%. The effect lasts 15 seconds, so you can still take you're time a bit. After this is up, Kay, who has been in the foreground studying you're humiliation, will simple recall the effect before being dragged off into oblivion by Gumshoe. This will not appear in coin or stamina matches.
 
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