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

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Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
Another pair of scattered comments!

Victini
It took me a little while to put together Victini's playstyle, but when I finally got it, I liked what it has to offer. Now, as I quit following pokemon after the third generation, I don't know the character well, but it's quite apparent how the little legendary wants to stay in the opponent's face and keep after them, regardless of the damage it takes in the process. Endure -> Flare blitz in particular I enjoyed, as sacrificing damage to survive an attack and start pursuit is a fun idea and pulled off well. The way you grouped the moves was also nice, and helped me keep an idea of what you were trying to do. However, there's two problems with the set.

First off, I found some moves a bit bland, such as the down air, which is at root just a dressed-up KO move with not much to it. Additionally, moves such as U-turn and double edge seem really at odds with the in-your-face pursuit style you've carved out for Victini.

Secondly, the writing style itself I found rather hard to follow, as you rely on the playstyle section to put all the pieces together, and there are enough pieces to make that a rather difficult task. A bit more explanation through the set about how all the moves fit in might have helped out.

Still, it was a fun read, and I hope to see more coming soon.


Marona:
Alright, the first thing you really need to do here is add more detail. For example, the side tilt barely has any detail at all! No damage percentage, knockback, lag listed... for all we know this could be as broken as Snake's forwards tilt, or as ineffective as Mario's down tilt. In general, with each move you want to give the damage, knockback, and lag, as well as range.

Once you've got that down, the second thing to do will be to keep a more complex playstyle in mind, and give interesting attacks (like the specials you have) to support it instead of bland Brawl-style random flipkicks and such. Sorry if this comment feels really negative, but your movesetting could use some help. I'm not the most experienced myself, but if you want I could help give you some advice on sets, if you want it.
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
Oh hay! MYmini Results for week two guys! How about 'em?!

1. Pictures of SPIDERman by MasterWarlord
2. Heffalumps and Woozles by MarthTrinity
3. <3~Surprise!~<3 by MarthTrinity
3. Dog Eat Dog by Katapultar

Dog Eat Dog by Kitsuneko345
Adios Mafia by Davidreamcatcha
Who's Afraid of the Big Bad Wolf by darth_meanie​

Apparently we may need one of those wheels with the barn animals on them as the mini with probably the -LEAST- to do with actual animals won this week. Remember, these themes exist for a reason guys.
 

Smady

Smash Master
Joined
Apr 29, 2007
Messages
3,306
Location
K Rool Avenue
User Rankings #2

Welcome to the User Rankings! Every Monday, I'll be compiling the entire of the last week's activity in the thread and showing off, just who is the most active member? The point of this exercise is to recognise the most dedicated among us – those make your movers who are currently pushing the boundaries, as well as highlighting all movesets made by them.

To get on this list, you need to have made a moveset in this or a previous Make Your Move, as well as having posted in the Make Your Move 10 thread. The cut-off point for tallying is 5PM on Monday EST, 3PM PMT or 10PM GMT; other removals or changes are at my own discretion. The breakdown of points is as follows:


30 points for a Moveset
5 points for a Comment
4 points for a Secondary Submission
2 points for a Secondary Submission Comment
1 point for a Regular Post
+Regular Posts do not stack
+Secondary Submissions are MYminis, Joke Movesets and other miscellaneous submissions

The second week of Make Your Move 9 was less inspiring than the first, but still not an entire train wreck. We got a few token movesets from the community steadies, rounding out our moveset list to a comfortable fifteen.

In the lead, as with last week, is Chaos Swordsman, with his incredible efficiency in making sets, comprising four of those aforementioned fifteen slots. With Geno and Belome, it was generally agreed upon that both were a step up for him, with the latter being his best so far. Second was our reigning champion of the user rankings - darth meanie - leading the way with plenty of comments, minis and his premier moveset. DarkMega got some great reception from Warlord, and if nothing else, has a pretty interesting concept, so is worth checking out. In third was me, somehow keeping in the top three without posting a moveset, due to my commenting. And that was without all those mini comments like last contest. I don't know how he does it. *cough*cheating*cough*

Also expect the overall user rankings up sometime tomorrow.

And with that, I'll be saying goodbye to you guys for a small while. I thought I may announce it in a post, but it didn't seem worth it. I'll be back in a week's time, or perhaps earlier. Reason? Mostly school-related stuff, and I felt like I needed a break from the time vacuum of the chat. You may see me viewing the thread, but think nothing of it.

Remember to check out the stadium to find all of the sets mentioned.

Overall User Rankings



Points: 67, Movesets: Ashley, Viewtiful Joe, Geno, Belome

Points: 65, Movesets: DarkMega

Points: 40, Movesets: Garbodor

Points: 31, Movesets: Marona

Points: 25, Movesets: Spider-Man

Points: 19

Points: 16, Movesets: Victini

Points: 11

Points: 11

Points: 10

Points: 10, Movesets: Sir Weston

Points: 5

Points: 4

Points: 4

Points: 4​
 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
It's been too long since I've posted a set, so... enjoy! There's even some MATCHUPS at the end!

Wily's log, No 71:

After the humiliating defeat of my latest robots at the hands of that blue disaster, Megaman, I have decided to change my tactics. As proven by Wily report No 65 (http://www.youtube.com/watch?v=qNmS9Wn9GCw), my previous methods of sheer numbers and horrible AI do nothing to slow that pest down. Therefore, I have decided to fight fire with fire, and instead focus on upgrading the intelligence and weaponry of my robot masters themselves. This log details a redesign of Galaxy Man, incorporating all the traps and ideas within his lair (as well as some additional ones that I've previously only hinted at) into a single robot. The effectiveness of this against my nemesis, generic attacks Megaman, may determine whether I continue in this vein or search for new methods. Therefore, without further introduction...


Galaxy Man:

Before detailing the various weapons available, I should note that although Galaxy Man is incapable of full flight, he is capable of 3 jumps as well as a float as powerful as that of Peach. As if that wasn't enough, being a UFO, Galaxy man has one of the slowest fall speeds in the game, making him extremely suitable for aerial combat.

Specials:

Neutral Special: Black Hole Bomb
The signature move of Galaxy Man, and an extremely powerful weapon. As in the game, when holding (not just pressing) this input, a small black and purple sphere the size of a pokeball will move out in front of you at the speed of Mario's walk. You can control its direction with the control stick, and after it moves a battlefield platform, it will explode into a miniature black hole the size of kirby. Everything (aside from you) within a battlefield platform will be pulled in at the speed of Ganon's run, and the black hole itself will do fifteen quick hits of 1% each over the course of two seconds. Also, this thing utterly destroys ANY type of projectile or minion, up to and including Samus's final smash (This includes another black hole bomb, if you try to be cheap and chain them. Shame on you.)! You can cause the black hole to explode early by simply releasing the special button, or you can set it for a delayed explosion by pressing shield, which will cause it to simply persist as a purple/black spark, which you can later detonate by tapping the input. Only one of these can be onscreen at one time, using a new one will cause your old bomb to disappear. Lag isn't bad, but given how long the move takes, that scarcely matters. Additionally, if you're hit before you set the black hole bomb to explode/delay, it will simply disappear. Finally, the black hole bomb is the only one of Gravity Man's projectiles that he himself is immune to. The remaining ones he can be hit by, even if the opponent doesn't reflect them.

Side Special: Gravity Shift
A simple, yet very impactful move, pressing this input causes Galaxy man to change the direction of gravity. Which way it shifts depends on which way you press the control stick, that direction will become closer to "up". (So, if you're on Battlefield, and press B+right, the right edge of battlefield will begin to "rise", while the left edge will "fall".) Also, it takes a full second to shift gravity 45 degrees, so no "Knock your opponent off the edge, shift gravity 90 degrees, instakill" shenanigans. Ledges and blocks can still be grabbed/walked on up to a 60 degree angle, giving you plenty of stage to walk on in most cases. It's worth noting that depending on the stage, you may be limited in how far you can shift gravity. Usually this is unlimited, but on stages such as Yoshi's island, it would be completely unfair to let you shift gravity upside down. The rule is that the direction currently known as "up" must leave room for the respawn platform, and there must be some stage directly under the respawn platform that you can stand on. Aside from that, anything goes. One last note, the camera will rotate along with the direction of gravity when this move is used, making it easy to remember which direction is up, and where your jumps will take you.

Up Special: Unidentified Flying Object
Galaxy Man is built like a UFO after all, and entering this input will let you fly like one. While in UFO mode, you have 5 seconds of free movement by simply pushing the control stick in any direction, but your max speed is that of Ganon's run. Additionally, you can use most of your ground moves while in this mode (jab, tilts, and smashes, as well as your dash attack by moving at max speed and pressing the standard button), as well as your other specials (re-using this will simply turn you back to normal). You can transform into or out of this at will, and it will not put you into helpless, but you have only 5 seconds of using this mode in one jump, and once they're up, you'll forcibly transform back to normal.

Down Special: Aperture Science Portal Gun
As you might have guessed from the name, using this input will cause you to place a portal immediately in front of Galaxy Man. These portals are the size of Bowser, and can only be entered from the top/bottom. Normally this will be straight up/down (whatever that was at the time of creation), however by angling the control stick, you can change the orientation of the portal, as that direction will be the "bottom". (Check the vid at the top to see what they look like.) Of course, one portal is useless on its own, but once you've created two portals, entering one will cause you to shoot out the top of the other at the speed of Ganon's run. However, you aren't the only one capable of using portals, as opponents, minions, projectiles, even items can enter one portal to come out the other side. To prevent top blastzone stalling, this will kill you similar to wario's fart if it launches you off the top blastzone (whichever one that happens to be at the moment.) Using this input while two portals are already out will cause you to replace the older one, while holding down the input will cause any portals already out to disappear. Finally, portals can be destroyed if dealt 20% damage. Lag is low.


Standards:

Jab: Arm Cannon
As we all know and love, EVERYTHING in the megaman universe has some sort of arm cannon, and Galaxy man here is no exception. Pressing this input will cause Galaxy man to shoot a blast from his arm cannon. These shots are the size of Wolf's blaster, and do 4% with weak knockback, traveling at Pika's run speed. Additionally, you can aim these via the control stick, and shoot them as quickly as Falco's laser. Finally, if you hold down the input, Galaxy man will begin charging a shot. At full charge, which takes a second, he'll fire a kirby-sized blast doing 12% and good knockback, though slightly bad lag (It travels at the same speed as the smaller shots). Releasing the button before full charge will just fire a normal shot. Finally, Galaxy man can still move and jump while charging, and he can hold a fully charged shot as long as he wishes, but he can't attack until you use the shot (or cancel it via dodge/shield.) Lag is low, and shots fired will travel up to 3x the length of Final destination.

Forwards Tilt: Laser Shot
Another fun UFO staple, a small hatch on Galaxy Man opens revealing a miniature laser, firing a thin but quick beam similar to Rob's laser (that's the length of one of falco's laser bolts), doing 6%, decent knockback, and travelling at Sonic's run speed. As per usual, you can aim this laser up to 45 degrees by angling the control stick. Also, this laser does not vanish upon contact with the opponent, and will bounce off the stage, giving you the possibility of chaining shots with portals and some good maneuvering. Again, lag is low, and shots fired will travel up to 3x the length of Final destination. (No infinitely chaining shots, despite how much fun that would be.) However, this isn't as quick and easily spammable as it sounds. You must wait 3 seconds between blasts, else you'll merely get a failed laser that does nothing but put you into lag.

Down Tilt: Spike Strip
Galaxy Man tosses a small circular metal device at the ground in front of him, which expands into a small spike strip a battlefield platform wide directly in front of Galaxy man. Contact with these spikes deals INSTANT UNFAIR DEATH 12% and decent upwards knockback. These spikes last for 10 seconds, and you can have up to two of them on the screen at one time. (Using another one while one is already out will destroy the oldest one, and using this move in midair will cause Galaxy Man to toss the device directly below him. It falls at Mario's run speed, and does not do damage.) Lag is a bit bad, this move is much better as a trap then as an actual melee tool.

Side note:
It takes some skill and a lot of luck, but it is completely possible to chain hits using both spike strips in tandem with a pair of portals. Really impractical to pull off, but very awesome.

Up Tilt: Energy reflector
Galaxy Man projects a circular shield-sized dome of energy around himself, doing 7% and okay knockback, persisting as long as you hold down the button. (However, it only damages opponents when it first comes out.) It comes out fairly fast, end lag isn't the best. Recall that aside from his Black hole Bomb, Galaxy Man can be hit by his own projectiles (via portals for example). Well, this move will reflect your projectiles, but ONLY your projectiles, enemy shots will be completely unaffected. Also, when you reflect one of your projectiles, it gains 5% damage, moves faster, and gets slightly better knockback, AND the distance it can travel is reset! (As a side note, to prevent infinite projectile looping, the third time you reflect a projectile, it will disintegrate under the strain.)

Dash Attack: Unidentified Ramming Object
Galaxy Man retreats into his UFO form, and continues dashing along at normal speed in the same direction, being a hitbox of 12% and decent knockback with super armor while you do so. Sound boring? Well, this lasts until you press the A button again (or run out of your 5 seconds of flying time), and basically makes Galaxy Man himself a projectile to nail the opponent with! Since you can fly around in any direction, go through portals, bounce off the stage and such, this can be the final shot to knock your opponent into your other tools.

Smashes:

Forwards Smash: Gravity Well
Galaxy Man immediately shoots out a pokeball sized yellow-and-black projectile that will move in the direction you press the control stick at ganon's run speed for as long as you hold the A button down. As soon as you release the button, the projectile will expand to kirby's size and remain fixed in place. Now, this doesn't do any damage, however, anything within a battlefield platform (projectiles, items, or characters), will be attracted to it. The strength of the pull depends on the distance of the item, being as strong as mario's run at point blank range, but weakened to Ganon's walk speed at the very edge of it. These last for ten seconds, and the effects stack. So why do you care? Well, aside from being an interesting gimping tool, you can also use this to curve your shots in unexpected ways and nail an unsuspecting opponent. Additionally, with stacked gravity wells, you could very well get your projectiles to orbit around them, essentially giving the gravity well its own hitbox! This is particularly effective with the laser, as it can hit multiple times, and travels quickly enough to rack some serious damage. Finally, to prevent infinite stalling with these, after the ten seconds a gravity well lasts are up, it will explode, doing 10% damage and set knockback of a battlefield platform.

Up Smash: Catcher Summon
Galaxy Man points towards the sky in front of him, causing a Bunby Catcher (http://megaman.wikia.com/wiki/Bunby_Heli#Bunby_Catcher) to come down from the top of the screen in front of him. It wlll continue descending as long as you hold down the A button, or until it's a stage builder block above solid ground. The minion has 20% health, and will remain there until destroyed or an enemy passes under it. Once that happens, it will plunge down (reflecting the current direction of gravity) at Captain Falcon's run speed and attempt to grab the enemy. If it misses, it will just continue going and either drop off the bottom blastzone or explode when it collides with the stage (5% and minor knockback, C4 explosion range). However, if it grabs on (and it has decent bowser-width range), it will immediately start speeding forwards with opponent in tow (in the direction Galaxy man was facing when he summoned it, rotated to reflect the new direction of gravity) at sonic's run speed, whilst the opponent has to escape at 2/3rds normal grab difficulty. This will at the very least drag them far offstage, while if they're damaged enough, it can even KO them. Only one of these can be onstage at a time, summoning a new one will destroy the old one. Lag is okay.

Down Smash: Mini-UFO swarm
A pair of hatches open on Galaxy Man's sides, and smaller green UFO's (the size of Mario's fireballs) begin speeding out. They move in a wave pattern (covering a stage builder block vertically, and it takes two stage builder blocks for them to move from high point to low point. They start in the middle, moving upwards) at mario's run speed, and do 5% with minor knockback on contact. However, they're also very fragile, and can be destroyed by ANY attack. Uncharged Galaxy man will release three of these on either side with okay lag, charging the smash (which takes a full second) causes him to release 7 on each side. This can be quite effective when combined with other ways to maneuver the opponent into place. For example, if the opponent is caught by your Catcher Summon, you could quite easily hit with EVERY UFO, causing an awesome 30% damage.

Grab Game:

Grab: Energy Field
Galaxy Man creates a circular (half-transparent, with a red tint) energy field with a radius of one stage builder block. This can be performed in the air, and will catch whatever it contacts. (Projectiles, minions, enemies... whatever. Grabbing helpless opponents will take them out of helpless, however.) To escape the grab, rather than just normal button mashing, the foe has to DI out of the energy field, which takes longer the higher their damage percentage is. (At 0% they move at the speed of Mario's walk, by 100% they move at a quarter of that speed.) While the field is up, Galaxy Man can still move around and jump, though he cannot shield, dodge, or attack. Additionally, anything in the shield will be carried with him, and will act as if frozen in time, as will anything that later moves into the shield of its own accord. (So if you catch one of your projectiles and move around with it, you won't affect its timer or distance traveled.) To prevent stalling, the energy field will dissipate after 5 seconds, and the grab has some pretty horrible end lag regardless of which "throw" you use. (However, you can still use off-stage throws, as Galaxy Man will do a midair stall when performing a throw.) Finally, the beginning lag isn't stellar either, due to the enormous range of this move.

"Pummel": Field rotation
By holding the A button and pressing a direction on the control stick (left/right), Galaxy man will rotate his energy field, as well as everything inside of it. Pressing left will cause him to rotate clockwise, while right will cause counter-clockwise rotation, and it takes him a full second to rotate 180 degrees. The directions of projectiles/minions/characters are rotated with the field, so if a projectile is headed to the left, and you rotate the field 90 degrees clockwise, it will now be headed upwards. If in midair, Galaxy man will do a midair stall while doing this, so you don't plummet to your doom.

Special throw: Energy Spike
When you press the special button, Galaxy man will send a wave of energy through the field. This doesn't actually do damage, but sends everything within the field straight away from Galaxy Man (with projectile's directions changed accordingly.) Projectiles are launched at their normal speed, while minions/characters are launched as if hit by an attack with decent knockback.

Grab release: Field dissipation
A very simple "throw", Galaxy Man will simply quit powering the field, and everything that was in it will resume acting normally, (except for perhaps having its direction changed by your "pummel".) I should mention now that aside from the obvious gimping tool Galaxy Man's grab game presents, it is also very good at catching and redirecting your (and enemy!) projectiles. Enemy projectiles caught in your field will be reverted to "neutral", that is, they will be able to hit the one that fired them, even if they normally couldn't.

Aerials:

Forwards Aerial: Repulsion Blast
Galaxy Man immediately shoots out a pokeball sized red-and-gray projectile that will move in the direction you press the control stick at ganon's run speed for as long as you hold the A button down. As soon as you release the button, the projectile will expand to kirby's size and remain fixed in place. Now, this doesn't do any damage, however, anything within a battlefield platform (projectiles, items, or characters), will be pushed away from it. The strength of the push depends on the distance of the item, being as strong as mario's run at point blank range, but weakened to Ganon's walk speed at the very edge of it. These last for ten seconds, and the effects stack. Sound familiar? This is indeed a repulsing version of Galaxy Man's Forwards smash, which tends to be better for gimping, yet worse for redirecting projectiles. Lag's not too bad, but the move takes a while, so take care.

Down Aerial: Tractor Beam
THE signature UFO move, Galaxy Man retracts his legs into his UFO body, and emits a cylindrical yellow beam, about bowser's width (straight down, of course) for as long as you hold down the button. Things can move through the beam at half their normal speed, however Galaxy Man can alter their upwards or downwards trajectory by pressing the appropriate direction on their control stick, and it will push/pull them at Ganon's run. By the way, if you try to pull something INSIDE Galaxy Man with this move, it will abruptly end if the object is bigger than the hatch. If it's actually smaller than the hatch (which is only half a kirby width), it will disappear into Galaxy Man's machinery and be destroyed... (There's an achievement for doing this to a tiny opponent, by the way.) Lag isn't too good, so pick your timing carefully.

Back Aerial: Magnetizing Blast
Galaxy Man reaches behind him, and a red/blue (the colors are alternating) kirby-sized blast erupts from his palm. If it hits something solid (not just an energy projectile), that object take 5% and becomes magnetized, and will attract metal objects (like Galaxy Man's mini-UFOs, or his catcher summon, though not Galaxy Man himself) within a battlefield platform at the speed of Ganon's run. This lasts for ten seconds, and can be quite a hindrance for the opponent. By the way, the effects of these do stack, and could easily leave the opponent desperately running from a horde of your little robot friends... Lag isn't too good though, so you won't be able to hit them twice.

Up Aerial: Wormhole seed
Galaxy Man reaches up above him, planting a tiny white spark there. So what's this do? Well, as soon as a black hole bomb activates (or immediately, if one was active when you use this move), instead of destroying enemies, minions, projectiles, and such, it will instead instantly transport them to the location of this white hole (which will expand to kirby's size), and spit them out in a random direction at Ganon's run. You can only have one of these at a time (using the move again will delete the old one), lag is low.

Neutral Aerial: Disruption Field
Galaxy Man activates a blue/yellow circular energy field, half a stage builder block in radius, and if it hits the opponent, it will immediately scramble their controls. That is to say, the special/standard buttons and grab/shield buttons will be switched, and their control stick will be reversed (up means down, left means right, etc.) This lasts until they touch ground (or you hit them again with it...), and can be the final nail in the coffin of an opponent trying to recover. Minions and projectiles hit by it will instead just be randomly redirected.

Playstyle:
Alright, if you haven't figured it out by now, Galaxy Man's main game is gimping. He's very good at manipulating his projectiles to confuse the oponent, but they're best used to prevent the opponent from recovering, or at the least damage them while they're recovering. Now, the first priority is to get the opponent offstage. The best way to do this would be by nailing them with a catcher summon (which will easily do that and could even outright KO the opponent if they're at high damage), although you could also use a grab, a Neutral special, up-air combo, or a portal to accomplish this, or even just chase them offstage with a flurry of projectiles.

However, although getting your opponent offstage is nice (and makes your projectiles all that more deadly and harder to avoid), Galaxy Man can still function perfectly well onstage. At any rate, your main methods should be the same, to abuse Galaxy Man's incredible projectile game. With his arm cannon (jab), laser (forwards tilt), and UFO's (down smash), you can harass the opponent fairly well right off the bat. However, there's more. Just shooting projectiles won't get you too far as Galaxy Man, the real key is to continue redirecting those projectiles back at the opponent over and over again until they succumb to the swarm. Here you have a few nice tricks to baffle them. First off, your grab will snatch a whole bunch of projectiles at once and refire them as you see fit, which is very useful and easy to do. Secondly, your portals can send a projectile back at the opponent multiple times, set up fast, and don't require any direct intervention from you once setup. Thirdly, you can more reflect your projectiles via your up-tilt, refreshing AND powering them up to boot! And if all that wasn't enough, you can use your wormhole (black hole bomb + up air), gravity well (forwards smash), AND repulsion blast (forwards aerial) to further manipulate your shots! The only limit to what you can do here is your own imagination. Don't forget to cut off landing areas to the opponent with the spike strip (down tilt), as well as mess more directly with the opponent via your aerials! Offstage, Galaxy Man's game is much the same, but with the exception that now the opponent has an even worse threat to avoid, the bottom blastzone! Have fun!

Final Smash:
Galaxy Man extends his arms in a sorta-cool pose, and from all 4 blastzones a dozen (per blastzone) small UFO's come out, all moving towards the nearest opponent. These are mostly identical to his Down smash UFO's with one key difference, once per second they'll all shoot a miniature arm cannon blast similar to his jab, but smaller and doing 2%. Doesn't last that long, but it can really overwhelm the already-frantic opponents.

Matchup: Galaxy Man vs Spider-Man. 70-30 advantage Spidey
Let's face it, Spider-Man is everything Galaxy Man hates in an opponent. Fast, agile, great recovery, and he can even stick to the stage to neutralize your gravity shifting. As if that wasn't enough, once spidey gets a piece of webbing stuck to you, he can abuse your projectiles and traps better than you can! In addition to slamming you into his fists and the stage, he could do it into your spikes, UFO's, and more. With his fast-paced attack and quick followups, your only setup time will be when he retreats to reload, and even then, you have only a few seconds until he's back with a vengeance. There's one thing that salvages this matchup for you slightly, and that's your black hole bomb. Being that you're invulnerable to it, Spidey can't use it against you, and it'll cut through his webbing like a hot knife through butter, and often pull him in with it. But make no mistake, it will be a real battle racking damage on your opponent, and even harder to pull off the kill.

Matchup: Galaxy Man vs Weston. 80-20 advantage Galaxy Man
Alright, now THIS is more like it. Weston's ice block doesn't last long against Galaxy Man's flurry of projectiles, and Galaxy Man is perfectly happy staying in the air and away from the frozen stage while destroying it. In fact, even if Weston DOES manage to freeze the whole stage, Galaxy Man can just rise high into the air and rotate gravity 90 degrees, making all that setup useless. Meanwhile, while Weston can't do much to Galaxy Man, the reverse is far from true. Weston's air game isn't the greatest, nor is his tether recovery, and with Galaxy Man's array of projectiles and other tricks, Weston is in for some real trouble. This isn't just a beating, it's a downright curb stomp.

Matchup: Galaxy Man vs Victini. 55-45 advantage Victini
Now things are getting interesting. Victini's in-your-face aggressive game is fairly good at countering Galaxy Man's projectile traps, and keeping him pinned down. At the beginning of the match is Victini's best shot, if he can keep in Galaxy Man's face, breaking his shield, giving him no chance to abuse his projectiles, he has the match half won. However, once Galaxy Man gets some time and space, things begin to change. By rotating the stage to minimize the available ground, Galaxy Man makes Telekinisis less effective, and forces Victini to combine it with his another recovery move to get back to stage. Although Victini still has enough abilities to get the job done, the first time Galaxy Man manages to knock him back out there after a recovery attempt, he's as good as dead. Since his recovery moves don't refresh upon being hit, a simple trick like a projectile wall (via portals and laser/arm cannon shots) will interrupt his recovery, and let Galaxy Man land the grab and send him back out for a kill. So, the question for each stock rests on one very simple thing. Can Victini keep Galaxy Man down without letting him off the hook at all, or will Galaxy Man escape and fling Victini out into the void? Since Galaxy Man's close range game is completely awful (mainly coming down to arm cannon shots, the laser, and his black hole bomb), at the highest levels of play Victini maintains an advantage, but it's close.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Before I get into Galaxy Man, I have one quick question.


Is anyone else having trouble getting onto the xat right now? Or is it just me...



Galaxy Man

Another moveset from you, huh Nick? Your movesets are definitely just miles ahead of last contest, it's like you've become an entirely different movesetter. Galaxy Man's creativity is definitely present; the addition of the portal system, gravity rotation and other mechanics make him entirely change the stage and gameplay once he joins. He could make freaking Final Destination into an illegal stage! Gimping definitely works for his style as well. After watching a video of his gameplay, I was also impressed by your use of the catcher device in his playstyle.

Now then, as for a couple of complaints. The stage rotation mechanic seems like an unnecessary, overcomplicated addition to the set; I can see some of the reasons you added it on, but it feels kind of awkward on the set. The same can be said of the portal mechanic; I love portal as much as the next guy, but it doesn't fit the character any more than it does any other high-tech character; besides, I think it ended up confusing the playstyle a bit.

I felt that Galaxy Man had a lot of cool stuff in his gimping and forcing the opponent around, but some of that ended up getting distracted in the projectile focus; with the Black Hole Bomb's ability to completely neutralize projectiles and all the hubbub about reflecting and bouncing projectiles, and shooting them through portals... it didn't really link up with the more interesting use of repulsion, catchers, and gravity manipulation to gimp the opponent. I'm not saying projectiles don't fit into the character of course, but that your use of them didn't fit into the rest of the playstyle. Further, in the actual boss fight, Galaxy Man used the Black Hole Bomb to draw in opponents to contact him at close range; with all of the ranged focus though, Galaxy Man won't be doing anything like this, and the Black Hole Bomb ends up taking a bit of a back seat in importance compared to other moves and projectiles with better range.

Now, to be fair, this isn't a negative comment per se, I really thought this moveset certainly had a creative way of approaching ideas for gimping, and although I disagree on how well the projectile focus fit into the gimping playstyle and the character's use of them, you had some good ideas in that portion of the set. I wouldn't rank this above Spider-Man, but it's certainly an interesting set. My suggestion would be to avoid letting creative ideas run away with the rest of the set, like I kind of feel Galaxy Man may have.


Oh yeah, and those were some pretty solid match-ups you wrote as well. Nice job.
 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
Hey DM, glad you liked the set! By the way, I haven't been able to get on the XAT in the past few hours either.

Anyway, the reason I put the projectile game in there was because there simply wasn't enough material to play the gimping game without some sort of secondary focus, and using projectiles felt pretty natural, considering that that's basically the main focus of just about EVERY Megaman character, and you can use those to disrupt your opponent's recovery offstage fairly easily as well. (Although your mention of gravity manipulation reminds me, I wanted to put a move in their that would effectively double your opponent's weight, making their jumps worse and such, but I forgot. :/) Besides, a few of his gimping moves (the catchers and grab game for instance) work better and carry the opponent further if they have a high damage %, and Galaxy Man needs SOME sort of way to kill a MK-style character, so I felt some damage-racking ability was necessary.

By the way, the gravity shifting was one of my first ideas regarding the set (and felt too good to lose, even if somewhat OOC. Besides, how much more difficult is it to recover on FD when it's shifted 90 degrees?), and he does have portals used in his stage, actually. (Perhaps not used prominently, but they're there none the less.)

Also, I'm glad you liked the match-ups. I haven't done them at all before, so I was a bit uncertain about them. (I wanted to include a few more vet MYM'ers sets in matchups, but they either haven't done one like MW, or I didn't have a good enough grasp on them yet, like yours or Smady's.)
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
ELMER FUDD

I'm sorry, but you should very well know who this guy is. Elmer Fudd is an incredibly recurring villain in the Looney Tunes franchise, appearing in every single incarnation since it's debut. He is often considered "THE" Bugs Bunny villain, having more appearances than other Bugs villains and easily being the most recognizable of the bunch. Despite his voice and occasional slow wits, it has been shown that Elmer is an upper-class man who lives a life of luxury with mansions, yachts and Gwilled Cheese. He simply goes hunting on the weekend, despite this, Elmer has gotten increasingly desperate in his attempts to get the screwy rabbit.

...And he's finally succeeded.

THE FIGHT​


Elmer is fought on the very top of a flat, dark canyon. The sky is incredibly dark and grim, a dark cloud covering the top of the arena. Among the hills dotting the landscape, the most notable is the one present in the middle, if they look hard enough, players can see the arm of a certain rabbit slung over it... In the background, a large stairway leads upwards, a golden light shining upon it. Presumably, this is the stairway to Cartoon Heaven. The stage itself is flat, about the size of Smashville. There are five small hills, each about the size of Kirby, dotting the stage. In the middle of the stage, a large hill about the size of Bowser is present.

Elmer stands about the size of Mario, if not slightly taller. On normal, he has about 400% to show, raising progressively with each difficulty. He moves at about Bowser's dash speed across the stage, usually moving according to his attacks. You have three stocks to fight him with, you'll need them.

Now, I know the question I'm sure plenty of you are asking: How is Elmer is supposed to relate to religion? Don't you remember the greatest Bugs Bunny cartoon of all time, What's Up, Doc? You're not fighting regular Elmer, you're fighting...

OPERA ELMER

Whoa, Elmer's gotten some new toys! Impersonating Thor comes with more then just a cheap costume change, he's gained powers of the God of Thunder through his spear and magic helmet! He's killed Bugs Bunny, and while he was depressed for awhile, he got over it. If killing the king of tricksters isn't enough proof of his strength already: Elmer has gained enough power to become close to a god himself! This classical epic plays as you engage in a climactic battle, finish him off before he ascends to godhood!

The Boss


Kill the Wabbit!
Elmer holds his spear up to the heavens, the spear glowing with electricity. With a sudden burst of energy, he runs forward a battlefield platform's distance with lightning speed, wildly swinging his spear! He does this for about 2 seconds before halting. The spear is incredibly disjointed here, not only ripping through anything in it's path, but reflecting projectiles thrown at it as well! During his rampage, he'll perform 4 wild slashes with his spear, each dealing 6% and low knockback. This puts you right in front of him at the end of this attack if you were affected by it. He usually tries to follow this up with another attack, so getting the hell out of there ASAP is an excellent strategy.

Lightning Strike
Elmer points his arms downwards, his helmet falling down on his head. A second later, a giant lightning bolt as wide as Bowser will strike down somewhere on the stage. Contact with this lightning bolt will deal 20% damage and high knockback; if you're in the air, it will gimp you downwards. While this may seem OP, this is not only highly telegraphed, but most of the time, he won't be aiming for you. Rather, he'll be destroying parts of the arena! The area in which the lightning bolt lands will erupt into flames the moment the lightning bolt disappears, this is similar to PK Flame: It traps foes within it and deals 5% damage to any poor soul caught within it. After about a second, the area where the bolt struck (and anything underneath it) will burn, disappearing. While you're in the flames, Elmer likes to follow it up with yet another lightning strike, this time, pointed at you. The second delay is usually enough to gimp you through the newly-created hole...

Magic Helmet
Elmer laughs, pointing to his helmet which begins to a glow an incredibly bright shade of gold. The horns on his helmet suddenly burst upward, becoming longer then even Bowser's. What do these do? They act as an electricity conductor! The next time Elmer gets you locked into an attack such as Kill the Wabbit or Spear Rush, there is a good chance that he will suddenly send a lightning bolt with similar properties to Lightning Bolt on himself, making his entire body an electricity-conducting hitbox for about a second. This deals a 23% damage and incredible knockback to anyone who makes contact with him during this time. After striking himself, his horns will recede back into his helmet, adding extra lag time.

Spear Rush
Elmer dashes forward with his spear, pointing it in front of himself. If Elmer connects during the three seconds he runs, he will impale the victim, chuckling with glee. This deals about 8% damage, but the attack is far from over. Elmer will proceed to pick up the spear, with the foe still attached, and violently slam it into the ground in front of him! This deals 14% damage and has good knockback, but this can be an excellent gimp tool if Elmer isn't able to land a lightning strike, as he will often attempt to slam you down into one the holes he's created. He can also perform this in the air, choosing to toss you downwards instead of slamming you into the ground...

Lightning Storm
Elmer jumps into the air, menacingly stabbing his spear into the ground. The spear will remain embedded in the ground, allowing Elmer to move about freely, using any non-spear related attacks during this time. At any point during Elmer's movement and attack patterns, however, he will raise his arms as though he were conducting an orchestra. The spear will begin glowing yellow, before suddenly unleashing a path of lightning bolts! The lightning bolts will move 4 SBBs towards Elmer, igniting and destroying parts of the arena (read Lightning Strike if you haven't already). Elmer can do this multiple times, not having to pick up the spear until he feels he is ready. If Elmer wishes to perform his spear-based attacks however, he must pluck his spear out of the ground eventually.

Earthquake!
Elmer begins using this devastating attack at 50%. Elmer leaps into the air and embeds his spear into the ground, having an identical animation to Lightning Storm. However, as soon as Elmer embeds his spear into the ground, he will pull it back out almost immediately. As Elmer pulls out the spear, an earthquake will take place. The ground in front of Elmer begins to rumble, before forming a wave of dirt and gravel as tall as Squirtle, that moves 8 SBBs forward. This has dragging properties similar to Piplup, dealing 3% per second to anyone caught in it. If the earthquake passes over any of the holes Elmer has made, they will be covered up, restoring the ground. This can be devastating for foes if Elmer decides to use Lightning Strike on them while they're above a hole...

Typhoon!
Starting at 50%, Elmer will use this. Elmer will push his arms forward, causing a Typhoon to start blowing forward. The Typhoon reaches across the entire stage, and moves foes towards Elmer at 3 times the rate of Dedede's inhale for about 5 seconds. Yes, this is generic and Elmer can attempt to bring foes into his holes and hit them with lightning storm or spear rush blah blah blah.

SMOG!
At 20% of his current health, Elmer starts to use this. Elmer cries out the attack name in an incredibly over-dramatic fashion, flailing his arms about like a madman, his face red with rage. Smog begins emerging from Elmer, covering the area of a Smart Bomb for every second Elmer is left alone. Elmer will cancel this attack upon receiving 15% damage, however, he can still activate Lightning Storm or Magic Helmet during this time, making him quite the danger. The smog itself lasts for about 10 seconds and deals 3% to anyone inside of it. Elmer can cover his holes with this, making this quite the danger. Finish him off while you still can!
 

smashbot226

Smash Master
Joined
Sep 1, 2007
Messages
3,027
Location
Waiting for you to slip up.
Haven't been here for a while. I doubt many of you remember me but I've participated in MYM 2.0/3.0 but left the site some time after that. Looked through my old sets got me thinking that I could probably make some more again.

After playing through Pokemon Black/White I summoned up the inspiration to write out a moveset for a certain Bug/Steel type Pokemon that looks pretty cool.

RESERVED FOR GENESECT



Genesect, the Paleozoic Pokemon.

Over 300,000,000 years ago, it was feared by the strongest of hunters. It has been modified by Team Plasma, when they upgraded the cannon on its back to fire different types of ammo depending on it's drive. It's the last Pokemon to be listed in the Pokedex as of Black/White and, in-game, is considered to be one of the top combatants in the competitive metagame. So how will it fare in combat, this feared ancient warrior, now that it's been given the most modern of upgrades?

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STATS & OTHER COOL STUFF (From a 1-5 ranking basis)
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Ground Speed: 4 (Genesect is an ancient hunter of the Paleozoic Era- it has learned to hunt down all but the fastest of creatures, whether they be man or animal. Some might find his speed to be too great to control- not on Sonic's level, thank goodness- but still, be warned. He can barely outrun Captain Falcon but Sonic still makes him eat dust.)

Aerial Speed: 3 (Genesect, due to knowing the HM Fly, is capable of temporarily gliding through the air akin to what Peach can do for the same amount of time. Otherwise, its aerial speed is nothing special.)

Aerial Control: 5 (Genesect, like I said, has learned the art of the hunt through years of experience. It has learned, by honing it's natural form and stalker techniques, to balance it's body while airborne. Alongside the glide, it can angle its downward path with near-perfect ability, matching against Jiggs and Wario in terms of aerial control.)

Power: 2 (While Genesect IS an accomplished hunter, he is more of a fast chipper than a slow bruiser. Not to say he's a weakling- his special attacks in particular WILL smack someone up- but his overall attack power is less than satisfactory.)

Attack Speed: 4 (Like I said, fast chipper > slow bruiser for Genesect. Rarely does he have a slow move.)

Jump Skills: 2 (Genesect depends more on his speed to catch up to his foes and lets his cannon do the dirty work of sniping airborne foes out of the sky. Not to say he has a lack of jumping ability- he has wings for a reason.)

Fall Speed: 4 (This hunter falls fast to the ground in order to better catch up with his prey, which isn't entirely a bad thing.)

Weight: 3 (Genesect weighs roughly 182 pounds/83 kilograms, so he's slightly heavier than the average young male.)

Height: 2 (Genesect is 4 feet and eleven inches/1.5 meters, which is about the size of a teenage male. How this translates to SSB- Genesect is roughly larger than Lucas but has a hunched-over battle stance nonetheless, being shorter than Mario by a smidgen.)

Traction: 5 (Like I said with Aerial Control, Genesect has honed his physical capabilities to become a better hunter. As such, he has excellent control over his ground movement, complimenting his already impressive ground speed.)

Playstyle: As you can probably tell by now, Genesect is someone who benefits from staying on top of their opponent as much as possible... and getting hurt as little as possible. His moves are fast and disorienting, with a side of helpful special moves, but are generally weak and knock the enemy back further than any Genesect player would like. But then again, the thrill of the hunt is to pursue your quarry yet again! Nonetheless, keep Genesect on top of your victim and he'll be done for. Of course, Genesect isn't without flaws; anyone with a very solid defense game can keep equally skilled Genesect players if they remain alert. Genesect doesn't have many other tactics outside of a rushdown, regardless of his bevy of options to keep him there and in their face, and maintaining a defensive game with him is folly.

Can Crawl: Well, self-explanatory. For the smaller foes that think they can evade Genesect by escaping into smaller spaces, this hunter can quickly scale across the ground at a speed equal to his walking speed.

Can Wall Hang: He basically has daggers for hands and feet. It would be hard or foolish of him to NOT take advantage of this neat trick.


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KEEP IT SIMPLE, STUPID
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TILTS:

A (Gene-Stab): Genesect quickly prods anyone directly in front of him with a quick stab of his right arm, dealing minimal damage (2%) and knockback (A good thing in retrospect), but the recovery and start-up are so good that Genesect can throw this out at will to keep enemies off-kilter.

A,A (Gene-Slice): Genesect follows his initial stab with a stomach-level slice of his left arm, dealing a bit more damage (3%) and a bit more knockback. While the start-up of this move is a bit slower than that of the stab, the recovery is equally fast. So just when your prey thinks he has figured out your random stab tactic, BAM! Gene-Slice furthers his paranoia.

A,A,A (Gene-Suffer): Genesect ends his three-hit combo with a quick thrust of his left arm, which was drawn back during Gene-Slice. While the hit deals more damage than the last two (5%) and the start-up is quicker than the second but slower than the first, the recovery warrants far more punishability from anyone who can dodge it.

A> (Gene-Scythe): Genesect leans in and stabs outward with both arms crossing in an X formation, causing meager damage (4%), but then the hunter quickly slashes upward and downward with his right and left arms, respectively, causing more damage (7%) and knocking back the opponent a fair distance. The range and recovery of this move are good while the start-up is relatively sluggish for Genesect's standards. Still, this move is pretty damn good.

AV (Gene-Sneak): Genesect quickly plants its back arm into the ground as it pushes its feet outward and then quickly back in, in a "get the heck offa me" maneuver. The damage (6%) and knockback are relatively hefty and the range is considerable- two character lengths- but the ending lag on block leaves Genesect open for punishment.

A^ (Gene-Sault): Genesect takes a note of his Gene-Sneak and plants its back arm into the ground, performing a complete 180 degree somersault that hits in front, above, and behind Genesect. Not only does this put the opponent at a convenient angle for the hunter to jump after, leaving him with some damage (5%), it moves Genesect one character-length backwards relative to where he was facing, making this a safe, flexible, and comboable move.


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SMACK THAT B*TCH UP
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Dash A (Gene-Struggle): In one swift motion during pursuit, Genesect leaps after the opponent, curls into a ball, and uses its jagged physique to deal damage to the opponent in three hits, dealing 4% damage each time. The knockback on the third hit is relatively strong, although this puts Genesect at such a far distance relative to where he started the move- THREE character lengths- but the recovery is phenomenal.

Smash > (X-Scissor): One of Genesect's latent abilities, he steps forward about one character length and slashes at the target by crossing its claws as if they were a pair of scissors. The start-up and ending lag of this move is quick enough so that only the fastest of attackers can retaliate on block and the damage is a solid 12%. However, the knockback is a double-edged sword; if you land this on a foe who has high enough health, it can be one of Genesect's go-to moves. Otherwise, the knockback puts the victim at a far enough distance so that Genesect may have to chase after them again.

Smash V (Flash Cannon): Genesect aims the cannon on its back towards the ground two and a half character spaces in front of it, gathers all its light energy, and releases it at once. This move does great damage- the second highest of any of Genesect's moves barring his final smash at 17%- and excellent range. However, it's also the move with the most start-up, taking about half a second to actually fire the flash, and knocks back the victim as any explosion could. On the bright side, it's the only down smash that can hit a downed foe at range. The ending lag also renders Genesect safe.

Smash ^ (Fury Cutter): The target above Genesect is slashed multiple times, dealing 5% damage with each slash, up to 15%. The slashes come out almost instantly and the move ends nearly as quickly as it begins, but the range of this move is rather lackluster- it will only hit enemies above and directly adjacent to Genesect, making this move rather situational, such as if an enemy is escaping by jumping over the hunter. However, it also gives them an escape distance since the knockback, like many others, is hefty.


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WHERE WE'RE GOIN', WE DON'T NEED ROADS
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Nair (Bug Buzz): The hunter vibrates its wings to generate a damaging sound wave of a light-green and sonic variety, damaging (12%) and knocking back surrounding opponents in every direction at least one character length away a fair distance. A useful move both for its safeness and for stopping enemies from keeping you out of the air.

Fair (Metal Claw): The target is raked with Genesect's steel claws, dealing a small amount of damage (8%) but keeping the target in relative airborne proximity to Genesect. Which is good, considering this move has a vertically narrow hitbox and compliments Genesect's rushdown game.

Bair: (Metal Sound): A horrible sound like scraping metal emits from the back of the hunter's cannon as a result of cooling off the weapon, visibly affecting the opponent merely by the sound waves. This move deals okay damage (10%) but the knockback is almost nonexistent, perfect for Genesect to keep pestering airborne foes. However, don't abuse it; the hitbox is only wide enough to hit opponents horizontally and vertically upwards by one and a half character lengths, not anyone below him, so crafty foes may bait you into using this just to uppercut your vulnerable butt.

Dair (Flame Charge): The hunter cloaks itself in temporary flame and charges downward at a slightly diagonal angle in the direction he is facing. Not only does this move have great priority (stops ONE non-charged projectile and there are obvious exceptions) to offset the relatively poor damage (6%) and hefty knockback, but the hitbox remains throughout it's dive downward, meaning Genesect can use this move in order to move in on it's prey. A key move in the hunter's arsenal regardless of damage and/or knockback merely through it's approaching ability.

Uair (Aerial Ace): The hunter confounds his airborne target with a speedy slash of his claws, preventing any fool who tries to outjump Genesect. The damage is okay (9%) and can help juggle the opponent for Genesect to keep racking up a combo. Of course, this attack only hits opponents in a 180 degree radius above Genesect, but the recovery and start-up of this move is so good that even reactive players will have trouble keeping up with this move.


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PERSONAL SPACE: DENIED
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Grab A (Plasma Maneuver 01010011-01110100-01100001-01100010-00001101-00001010): Whew! Had to put binary SOMEWHERE! Anyway, Genesect keeps it's prey in it's "grip" by smacking him upside the head for 3% damage while his other claw, dug into the victim's chest, ensures that the victim remain stationary.

Fthrow (Gene-Shuaichiao): Genesect devilishly pulls out the claw dug into the victim's chest and digs both of them into his legs. After which it uses it's arm strength to lift the poor sap up and due to the momentum, tosses him into the air, but as they descend, Genesect blasts the foe with its cannon, knocking them away. This move deals average damage (9%) and knocks them further away than most of the hunter's moves.

Bthrow (Gene-Sanshou): Genesect pulls out it's claw, slightly tugging the opponent toward it. Before it can recover, however, Genesect blasts the ground behind where the prey stood on, causing them to sail over Genesect and away from the direction the hunter faces. It deals the same amount of damage and knockback as Gene-Sanda.

Dthrow (Gene-Ssireum): Genesect performs a shin kick on its stationary foe, causing the poor fool to start spinning, technically acting as a spinning wheel on Genesect's claw. The hunter cruelly laughs as it promptly slams the opponent into the ground once the victim spins a total of eight times. While the speed is rapid, the damage and knockback are still the same.

Uthrow (Gene-Sambo): Genesect quickly pulls out its claw before shooting his enemy once at their feet, briefly launching them into the air. Not one to give its prey a moment's respite, it quickly shoots the airborne victim twice more, launching them higher into the air. While the damage is also the same as his other throws, the knockback is vertically proportional to the horizontal knockback of Gene-Sanshou and Gene-Shuaichiao.


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HERE THERE BE HUNTERS
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B (Techno Blast): While the name sounds silly, the output sure isn't. The hunter briefly stands upright before it bends over and launches a stream of light from its cannon. While the damage isn't terribly impressive (12%) and the knockback renders the prey far enough from Genesect to possibly escape, there are additional effects to the projectile Genesect sends out of its cannon. Either way, be sure to be at a far enough distance from your foe to use it- the ending lag isn't very good... Oh, and you can also partially aim the cannon to fire either at an upward or downward angle by tilting the control stick at the appropriate angle. It'll always aim forwards though.

B^ (Magnet Rise): The hunter levitates using electrically generated magnetism for five seconds, capable of stacking this with it's natural gliding capabilities. Genesect can attack out of this but it will end the float, though it will be rendered helpless after five seconds anyway, so that is a bit of a moot point. Still, the vertical recovery of this levitation is decent enough, but the horizontal floatiness can potentially carry Genesect away from a fatal blow.

BV (Download): Genesect loads a new drive into its cannon as the previous one dissipates and affects which type of Techno Blast Genesect fires. It cycles through five different drives (Order is Regular->Shock->Burn->Chill->Douse->Regular) and depending on which button you hold down during the pre-fight countdown, you can CHOOSE which drive to start with. It takes roughly one full second for Genesect to changes drives and is left open during this period, so make sure you can safely change the drive when needed. You can tell what drive is equipped by the color of the cannon. The drives are as follows:

Regular Drive: Refer to Techno Blast description for this. The color is brown.

Shock Drive: Does less overall damage than every other Techno Blast (9%) but it keeps the enemy in place for a brief moment and doesn't knock the foe back very much, giving Genesect some additional time to pursue its prey. The color is yellow.

Burn Drive: While the projectile is slower and the knockback is more noticeable, the damage done by the Techno Blast actually continues even after the initial 12%, causing an additional 8% over time and acting as Genesect's most damaging move. The color is red.

Chill Drive: Much like the first part of the name, Genesect takes its time even more when firing the Techno Blast, leaving him even more open to anyone wary. However, the projectile not only MOVES faster, it can arc mid-flight after Genesect fires it. The damage and knockback are the same as the Regular Drive. The color is white.

Douse Drive: The Techno Blast will not travel full length and will actually have a downward arc after traveling a certain distance- about five/six character distances. Worse yet, the damage and knockback are unchanged from the regular drive. So what does this do? It douses the victim in water so that not only is their ground traction worse, but they are much heavier in air and fall to the ground at a faster rate, making them easier to catch. This lasts for four seconds. The color is blue.

B> (Magnet Bomb): The one RELATIVELY normal special move in Genesect's arsenal, the hunter tosses out a medium-sized bomb that will stick to any surface unfortunate enough to be in it's way- which includes the environment and any combatants, even Genesect. This doesn't make it a Sticky Bomb in the slightest- once it's stuck, it's stuck for GOOD. However, Genesect is unable to spam this as you can only have one out at a time and the bombs explode at a fixed rate of ten seconds. So whoever has this stuck to them can still beat up everyone else until the bomb explodes. The bomb itself deals okay damage (10%), is tossed out at a relatively fast rate, and can kill a lightweight opponent at 80%. Safe so long as you are far enough. Can ensure any escapee will not do so. Can be reflected by Reflectors and shields and can be absorbed by PSI Magnets. Also counterable, but attacking it will cause a premature explosion.

FINAL SMAAASH (Lock On & Zap Cannon): Genesect cackles in it's creepy voice before jumping off-stage as the player is given control over a target cursor. The player can press the attack button to cause a lock-on, assuming the player is securely aiming at an opponent, in order to ensure the special button maneuver does not miss. When it is, the player shoots out a beam of pure electricity from Genesect's off-screen cannon, dealing huge damage (30%) and paralyzing the unfortunate soul hit by it for ten entire seconds. Keep in mind Genesect only has two Zap Cannons to spare and the entire Final Smash lasts for ten seconds total. However, should anyone be hit by this, they are dead meat for any competent Genesect.

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THE HUNTER'S WARDROBE
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Taunt 1: The cannon on Genesect's back starts flashing multiple colors, startling the hunter for a bit as he focuses back on the mission as the cannon settles down.

Taunt 2: Genesect makes it's battle cry with raised claws.

Taunt 3: Genesect is briefly contacted by Team Plasma superiors, as each player can hear a static-induced, "New orders... Understood," as Genesect focuses back to the fight.

Entrance: Genesect, rather than be released by a Poke Ball, is actually teleported in by Team Plasma technology, as it quickly slips in the drive the player chose once it is fully formed.

Victory 1: The hunter laughs with it's claws outstretched and chin to the sky, as it resettles itself and begins honing it's claws.

Victory 2: Before Genesect can do anything, it is contacted by it's Team Plasma superiors, nodding in confirmation before being teleported out of the victory stage, just like how he arrived to the battle.

Victory 3: Genesect runs its claws against the ground, forming a circle around it, before crossing its arms together to make an X.

Loss: Genesect clangs its claws together in a rather confused manner.

Costumes: Purple with red eyes (Neutral), Red with black eyes (Red Team/Emboar), Green with brown eyes (Green Team/Serperior), Blue with orange eyes (Blue Team/Samurott), White with purple eyes (Mewtwo), Orange and blue with white eyes (Deoxys), and Pink with blue eyes (Shiny Celebi).

Unlock Method: Either fight in 649 Brawls, manage to encounter every possible Pokemon from a Poke Ball item, or encounter it during the Subspace Emissary.

Victory Theme: The 0:46-0:50 portion of http://www.youtube.com/watch?v=XNMe7mJ01MY

Victory Emblem: Pokeball? HELL NAW, it's the Team Plasma insignia:



But what's this? The hunter alone!!!

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TL;DR READ IT MOTHERF*CKER
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Pokeball:

Looks like Genesect has the help of its fellow event-only Pokemon!




Meloetta, the Melody Pokemon, has TWO different forms that she can appear in! The top one is the Aria form and the bottom is the Step form. In her Aria form, Meloetta can use her dazzling- and mind wrecking- Echoed Voice in a wide radius, knocking back any unfortunate soul that gets in the way of her circular sound waves. The more frequent she hits someone in THIS form, the stronger and larger each successive wave will be! In Step form, Meloetta takes a different approach; she rushes down the opponent and beats the pulp out of them with Close Combat pirouettes! She moves considerably more slow during her spins but she'll only do them once she's in range. Meloetta, in either form, will eventually disappear after ten seconds of field time.

And now- well, this is... interesting... WE HAVE ANOTHER POKE BALL ENTRY!



Keldeo, the Colt Pokemon! It's a younger part of the three newest legendary Pokemon- Cobalion, Terrakion, and Verizion- yet knows an exclusive move that they don't. What is it, you ask? Well, it's Secret Sword, in which Keldeo clomps around the battlefield looking for someone to cut with it's long horn. It will move around for ten seconds before disappearing.


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!!!SNAKE CODEC!!!
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Snake: Otacon, tell me what I'm dealing with.

Otacon: That's Genesect, Snake. It's the Paleozoic Pokemon and-

Snake: Wait, you mean I'm fighting something that's supposed to be extinct?!?

Otacon: Uh, not exactly. See, Genesect was modernized by this nasty bunch named Team Plasma. They upgraded the cannon on its back to improve the already impressive hunting abilities.

Snake: Heh. Guessing it was feared during that time?

]Otacon: You bet, Snake. At least it's better than Mewtwo, right?

Snake: Tell me about it. More challenging than that blue dog thing. Whatever happened to Mewtwo, Otacon?

Otacon: Change happened, Snake. Change happened...

Snake: War... HAS changed...

=-=-=-=-=-=-=-=-=-=-=
SUBSPACE EMISSARY ROLE
=-=-=-=-=-=-=-=-=-=-=


It has none.

lol I troll u.

But seriously, once you DO beat SSE, you can come back to the world map and find a hidden door in The Jungle. Once you enter it, you travel to Spear Pillar, where Genesect materializes in order to do battle with you. Defeat it, and he is yours.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
By the way, the gravity shifting was one of my first ideas regarding the set (and felt too good to lose, even if somewhat OOC. Besides, how much more difficult is it to recover on FD when it's shifted 90 degrees?), and he does have portals used in his stage, actually. (Perhaps not used prominently, but they're there none the less.)
Oh right, I always thought of those as teleporters. The Aperture Science strikethrough was making me think of a certain set of portals with blue/orange contrast. It makes a lot more sense in context for the set now.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,251
Location
Australia
Haven't been here for a while. I doubt many of you remember me but I've participated in MYM 2.0/3.0 but left the site some time after that. Looked through my old sets got me thinking that I could probably make some more again.

After playing through Pokemon Black/White I summoned up the inspiration to write out a moveset for a certain Bug/Steel type Pokemon that looks pretty cool.

RESERVED FOR GENESECT

I remember skimming through some of your sets of the old. That said, love the character choice and the excellent detail you've poured into the stats. I'm interested to see what the finished product will look like and hope you'll remind us in-thread when it's done. A small dab of color would help bring out a lot in the set too.

EDIT: Wow, it's finished! Nice job.
 

smashbot226

Smash Master
Joined
Sep 1, 2007
Messages
3,027
Location
Waiting for you to slip up.
I finished Genesect but I plan on prettying up the layout so there's more for the girly-men that are judges to count for.

Next moveset will be a reworked version of an already existing character.

I remember skimming through some of your sets of the old. That said, love the character choice and the excellent detail you've poured into the stats. I'm interested to see what the finished product will look like and hope you'll remind us in-thread when it's done. A small dab of color would help bring out a lot in the set too.
1. YAAAY SOMEONE REMEMBERS MEEEEE

Which also means someone will know if I repost old movesets as "new". grumble grumble

2. Yeah I plan on adding color and probably some larger fonts and styles. Comic Sans, anyone?

EDIT: I AM MY FUTURE SELF, COME TO WARN YOU OF... oh wait. It's technically my present self, isn't it?

So yeah thinking of reworking an already existing character from SSB and THIS B.A.M.F:

 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Genesect

Oh, now this is nostalgic. This moveset absolutely eschews everything since the early Make Your Move 3 era, and is a modern relic of a bygone age. The copious color wheel, starting with standards, dash attack as a smash, the playstyle section in the middle of the stats, wedged between traction and crawl, it's quaint in its own cute charm. You even reserved a spot for the moveset! (might I suggest next time sending work on the moveset to yourself as a PM, so you don't have to do it all at once) I actually love that you differentiated aerial control and aerial speed; as Bowser shows, they're hardly the same.

Certain things are immediately apparent about your movesetting style; you certainly enjoy envisioning exactly how moves work in Brawl, and your descriptions are poignant in how he uses them. Your moves are simplistic, but in no way irrelevant (except maybe for the wholly identical throws, that was your chance to establish some set-ups and how he handles shields), although I feel you could do a better job linking everything together if you had a playstyle summary at the end.

Also, I do feel that this moveset might do better with a more modern organization; the broad color pallet, colored main text, and lack of move headers doesn't really work as well as it did two or three years ago.

I'd also make a note of how the Down Special's lag is a bit punishing; one second just to cycle through one cassette? Look at Amaterasu in Marvel vs Capcom 3, she can change weapons in the middle of her combos, and people still don't use it because of the lag sometimes. I'd also note that the Magnet Bomb completely clashes with his playstyle; it makes him NOT want to be near the opponent because they're going to blow up soon.

What ultimately holds this set back is that it doesn't explore many ideas very deeply; it's a rushdown character, but nothing more than that; the same could be described of 90% of fighting game movesets. The fact that his weakness is simply 'defense' is a bit deflating for the set, it would have been nice to see how he handles defenses rather than just giving up if he's fighting one of the 5% of players who actually knows about the shield button.

Still though, I found this set rather refreshing, and it's probably my favorite newcomer (oldcomer?) set this contest. Good job.






Edit: INB4 Warlord explodes that I made a positive comment on a blatant newcomer set. (HIPPO)
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
DARKMEGA
Reading through the set initially, red lights went off in my head on the very first move, what with DM healing all his health so rapidly. Considering I held off on playstyle until just recently, however, I was hoping this was part of the MYM4 illusion you discussed in the chat. And you know what? I wasn't disappointed. I enjoy how the set tests the reader as to the extent the read the set. I mean, someone who skimmed the specials could easily dismiss the set as MYM4 garbage, but if you stick around until the playstyle, you'll see how the interactions come together, and you'll learn to appreciate the thought that went into its organization. On top of that, the ability for opponents to use DarkChips like items is massively appealing. That it provides characters with the ability to make up for their weakness, while simultaneously helping DM out by weakening them elsewhere, is brilliant.

One thing I'm curious about, however, is why you decided to seemingly "force" the MYM4 elements into the set. DM is a great set on its own, in my opinion. However, while I am amused by the set essentially being a litmus test as to how in-depth the reader peruses DM, I don't know if it was entirely necessary to include the transformation from a MYM4 truckload of garbage to a great set by holding onto important tidbits until the playstyle, or using this organization, period. While a reader might skim a regular set with decent organization, I think you increase the likelihood of readers paying less attention to the set based on ugliness alone. There's no definite way to know, other than to make assumptions from comments. Although I think your scheme was mainly risk, little reward, I stand by my comment in the chat that DM is still one of the better sets we've seen so far. (CLAP)
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
One thing I'm curious about, however, is why you decided to seemingly "force" the MYM4 elements into the set. DM is a great set on its own, in my opinion. However, while I am amused by the set essentially being a litmus test as to how in-depth the reader peruses DM, I don't know if it was entirely necessary to include the transformation from a MYM4 truckload of garbage to a great set by holding onto important tidbits until the playstyle, or using this organization, period. While a reader might skim a regular set with decent organization, I think you increase the likelihood of readers paying less attention to the set based on ugliness alone. There's no definite way to know, other than to make assumptions from comments. Although I think your scheme was mainly risk, little reward, I stand by my comment in the chat that DM is still one of the better sets we've seen so far. (CLAP)
Well honestly, there were a couple of reasons I went with that tactic. Partially it was because of the nature of the set's concept, it seems rather outlandish, so I wanted to capitalize on that element so how I resolve it was that much more interesting. The same goes for the pixelated, low quality jpegs I used for the DarkChip images; I was trying to express the idea of it being glitchy and almost shoddy looking, but still ultimately strong beneath.

The other reason was because of the wide-open nature of his moves and DarkChips, I was hoping to see where other readers might see DarkMega's playstyle go, and even see other directions the set might have gone. So I withheld playstyle information so I could hope readers might form their own opinions on exactly how he worked before I showed how I intended him.

(enter soapbox)

Unfortunately, DarkMega pretty clearly showed to me just how reliant we are on the author's opinion on a moveset, as the prevailing opinion as far as I can tell seems that people didn't think he had any playstyle until I got to the playstyle section. It makes me worry that we're so used to have the playstyle of our movesets spoonfed to us that we're not judging how a moveset would work on its own merits as well anymore. A good playstyle is important of course, but I don't think we as readers should make our judgements on interactions or playstyles solely on what the author explicitly points out.

(end soapbox)

Also, your choice to refer to DarkMega as DM throughout this comment left me utterly bewildered as to whether you were referring to the set or to me myself. I thought it was weird that I was one of the best movesets in the contest at first.




EDIT: Also the chat hasn't been working for me for a couple of days now. Auuuuuugh.
 

smashbot226

Smash Master
Joined
Sep 1, 2007
Messages
3,027
Location
Waiting for you to slip up.
*Disc scratches*

Eh? Oh, it must be time to...

TURN THE BEAT BACK!



The Mayor of Machismo, Manliness, and Metro City is (Finally) in a Super Smash Brothers game! Now I know what you're thinking- that someone as OVERPOWERED as Haggar has to match up with the likes of Mario, Link, and company. Well luckily for you, all those battles with PLANET EATERS and GALAXY BUSTERS turned out to be pretty tiring for the Mayor so he's settled down to fight lower leveled fellows like Ganondorf before he can get back into shape.

And now for actual information: Mike Haggar is the mayor of Metro City and for good reason- he LITERALLY takes care of the crime problem, specifically Mad Gear, when they kidnap his daughter. Alongside him are Cody the street fighter and Guy the ninja. Eventually, they overcome numerous baddies and save the day. Moral of the story: don't take Haggar's daughter unless you like pissing off a demigod of a- MOVING ON. He's a former wrestler so he naturally has a talent for doing large amounts of damage in a short amount of time. But will it blend with SSB's fast-paced style? Let's find out!

=-=-=-=-=-=-=-=-=-=-=
STATS AND OTHER COOL STUFF (On a 1-5 ranking basis)
=-=-=-=-=-=-=-=-=-=-=

Ground Speed: 1 (His mortal form can barely contain all that GODDAMN MANLINESS. So he staggers along at a walking pace similar to Ganondorf's, with a slightly slower run speed than that of the brown fellow.)

Aerial Speed: 2 (Like previously stated, Haggar isn't a quick guy, but his years in wrestling have given him some semblance of speed while airborne. Just don't expect him to catch up with a snail wearing a jet pack.)

Aerial Control: 3 (Believe it or not, Haggar actually has a decent control over his descent from the Heavens. Mostly due to his years of training as a wrestler, since the crowd loves a good turnbuckle diving attack. However, I personally believe that it has to do with the fact that his skin is not skin, but the ash of the people he has KILLED.)

Power: 5 (It's MIKE. GODDAMN. HAGGAR. Hell, even Capcom thinks Haggar's strength matches that of the INCREDIBLE HULK. So it's safe to say Haggar is one of the most powerful characters in SSB.)

Attack Speed: 2 (That said, the power comes at a price; his attack speed is quite less than stellar, usually taking an uncomfortable amount of time to come out. Luckily, when his attacks DO land, your victim won't be doing much else than flying around like the mess of broken limbs they oughta be.)

Jump Skills: 3 ("WHAAAT," you may be asking. Yes, Haggar is actually not that bad of a jumper. Years in the pro wrestling circuit honed his body to the point where his human form can JUMP. At a fairly respectable level, mind you; first jump is average while the second jump is... well, less than average. I suppose this is at a 3 relative to how "well" other heavy characters jump.)

Weight: 5 (He is 266 pounds/121 kilograms of UNADULTERATED MUSCLE. It will take a goddamn act of GOD to move this modern-day Goliath from the spotlight. Considering he's technically heavier than Ganondorf, Charizard, and probably less so than Bowser.)

Height: 4 (If weight didn't confound you, this will- 6 foot 7 inches/202 centimeters. Holy mother of GOD. I actually think he's bigger than 3/4s of the actual cast. So for the sake of balance, we've reduced his size to that of Captain Falcon's so that the rest of the cast will not soil themselves in terror.)

Traction: 4 (Even though it may not be likely he'll be running much, Haggar still practiced some footwork during his years in the ring.)

Playstyle: So remember that handy shield button? Yeah, say goodbye to that and say hello the the fight-or-flight instinct because Haggar is built around predatorial gameplay. He slowly stalks and waits for the opponent to make a mistake so that Haggar can punish the fool for it with a damaging grab or strike. And I say grab/strike and not combo because you will rarely be doing that with Haggar- in fact, you won't be doing much with Haggar if you never close the gap. With a lack of projectile moves and a reliable way of countering them, Haggar is at any ranger's mercy. When he's in ANYONE's face, however, prepare for a beating if you don't come prepared. With various ways of getting in, Haggar can also mix-up his approach styles, with the three types of Hoodlum Launchers, lead pipes with crazy priority, and his signature Piledriver/Back Drop grapples, among several, Haggar's motto is "In their face or getting spaced". Even more beneficial for Haggar is that he is one of the top gimpers of recovering foes, with his meteor-spiking lead pipe and kamikaze grab tactics, they won't likely be getting back on the stage without some serious skills. Haggar isn't without flaws, if the glaring sluggishness and lack of a ranged offense/reliable defense wasn't enough. His movement speed on the ground is poor and nothing spectacular in the air and his attacks are sluggish. Quite a few of the stronger yet slower ones have super armor so thank God for that...


=-=-=-=-=-=-=-=-=-=-=
NO HE'S NOT A ZANGIEF CLONE
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B (Flying Pile Driver/ Sky High Back Drop): Haggar's signature moves for a good twenty or so years, even when Zangief claimed it as his own. Thieving communist! Anyway, there are two different grabs depending on where Haggar is- ground it's Piledriver and aerial it's Back Drop. On the ground, and if the opponent is in grab range, Haggar puts their head between his thunder-summoning legs, lifts their legs up, and jumps into the air. You better believe that he lands in a sitting position with the enemy taking the full brunt of the the slam head first! Not only does the move deal GREAT damage (20%), it comes out incredibly quick and beats out a surprising amount of slower normal moves. You can control where the Pile Driver lands similar to Bowser's Flying Slam, although so can your foe. The amount of control between Haggar and his victim depends on the health- more on Haggar's side, the greater control the victim has and vice versa. Of course, it won't make a bit of difference because even with a 20% difference, Haggar still has 70/30 in terms of control. Pile Driver also keeps Haggar next to his opponent, not taking wake-up moves or evasive rolls into account. Oh, and another great thing- IT'LL GO THROUGH SHIELDS, and can really only be avoided if the enemy is far enough away or if he dodges it using godlike reflexes.

If used in the air, Haggar uses a different move called the Back Drop. There is still a grab animation in mid-air that actually slows down Haggar's descent for as long as the grab persists, although it must whiff to do so. If he grabbed someone, Haggar quickly spins around in mid air so that he's behind them, and uses his muscled arms in order to flip them around and fall back to the ground with his victim, using the poor sap to break his fall. Back Drop does more damage than Piledriver (25%) and still keeps the enemy next to Haggar disregarding evasive rolls, etc. However, there's a catch- the Back Drop can only connect to airborne opponents and cannot be controlled either by Haggar or the victim; once he has his hands on someone, that elevator of pain is going STRAIGHT down.

B^ (Giant Haggar Press)- This is normally Haggar's hyper combo but for now, we'll use it as a recovery move. Haggar quickly leaps from the ground (Or a few feet below the air he floated on) and a bit forward horizontally before planning a literally explosive return back to ground. A nifty part about the GHP is that while the slam itself does good damage, although a little low for Haggar (13%) and knocks back the opponent a noticeable distance, Haggar can actually continuously damage the foe and BRING HIM DOWN WITH HAGGAR during the descent back to earth. This adds up to about 20% total from double jump height. So yeah, don't get caught in it. Anyway, Haggar's explosion once he reaches the ground is roughly the size of a Bob-Omb blast, so be wary of that as well as Haggar's incredibly open status if he whiffs it.

As a RECOVERY move, because you'll always HAVE to recover, the GHP could be much worse. The vertical leap is roughly the same distance as that of Luigi's Super Jump Punch and there is some horizontal travel to it, so that's a plus. However, you're unable to cancel the GHP and you cannot control where the GHP goes once it's active. it will, thankfully, autograb onto a ledge if there is one nearby and comes out INCREDIBLY quick, even for a move belonging to Haggar.

BV (Double Lariat): Haggar spins in place with clenched fists and horizontally-spread as he spins towards the opponent in an attempt to make contact. You have some horizontal control over where Haggar travels although the distance is almost negligible. The big downside to this move is that it gives Haggar 5% damage whenever he uses it. The damage output itself of the Lariat is a total of 15% if all three hits connect. So why is this move so important to Haggar's game? It has invincibility throughout the ENTIRE ANIMATION. And not just super armor- practical transparency. That means projectiles, dash attacks, grabs, and even FINAL SMASHES go through Haggar and face the consequences of face-fulls of fist. Haggar can end the Lariat early in order to use the Lariat as a pseudo-counter for any quick foe. Additionally, this move can only be performed on the ground and the knockback is nothing spectacular, although that benefits Haggar's "stay in their face" game. Another good aspect to this high-risk high-reward move: the start-up and ending lags of the Lariat are, bar none, the best of any of Haggar's moves due to the invincibility throughout the entire animation.

B> (Hoodlum Launcher): This provides one of Haggar's primary mix-ups when it comes to getting in your opponent's face. When you simply make the input, Haggar briefly crouches down and leaps forward about two character distances, tossing anyone he makes contact with into the air. After the toss, Haggar can jump cancel and perform a follow up. However, the regular Launcher acts as a HIT, not a grab, meaning the opponent can block it. Additionally, the damage is astoundingly poor for Haggar (10%) and the knockback is strictly vertical. Sounds rather useless right? Well remember how I said there were multiple variations of the Launcher?

Well if you keep holding down the special button when you make the motion, Haggar remains crouched down for an extra half a second before leaping forward even further- about three and a half character distances- and tosses the foe into the air, which is also jump-cancelable. The difference between this move and the regular one is that the delayed Launcher is a bona fide grab, meaning you can mix up THIS Launcher and the hit Launcher in order to mess your opponent up even further. Keep in mind that THIS version of Launcher has an increased ending lag and start-up and does no extra damage over the regular Launcher.

Finally, you have the third version of the Launcher. How do you do this? Simple: hold the movement stick up while Haggar is crouched down. Instead of leaping towards the opponent, Haggar leaps diagonally forward into the air, intent on breaking the back of anyone foolish enough to jump in on the mayor. Okay, I exaggerate; if Haggar DOES catch any sap in the air, Haggar tosses them even FURTHER into the air, which is- wait for it- jump cancelable. But how, you ask, is it jump cancelable if you're already in the air? Simple: it works like Falcon Dive in that if you perform it once, you get an extra jump free of charge! Don't think it works infinitely though; your opponent will be far too far away for successive Launchers and the Hoodlum Launcher can only be used from the ground. Nonetheless, it's an additional way to mindgame your opponent into oblivion. However, do note that if you whiff, Haggar is left in a horrendous ending lag during his descent. So use this move sparingly or your quarry will make you regret it.

Final Smash (Final Fight): Haggar releases a mighty roar, as he summons his two teammates Guy and Cody to help him overcome the battlers! The mayor leaps high into the air, letting Guy the ninja blink across the stage, dealing damage and knocking anyone he hits into the air and Cody the street fighter perform tornado-making uppercuts, further knocking the saps higher into the air. Both fighters stay on the screen for ten seconds before disappearing, their strikes dealing separate 5% towards anyone hit, with Cody’s tornados dealing an additional 5%, as Haggar comes back down from the sky stomach first, making an explosion so large that it nearly spans the entirety of Final Destination, dealing a whopping 50% damage and 0H-KO’ing any lightweight character at anything above 50% health.

While Haggar is airborne, his two friends soften up the poor fools so that Haggar’s slam will have even more of an impact. Guy moves at ultra-fast speeds around the battlefield, settling the struck foe off balance for half a second before striking other enemies before they even know what hit them. Meanwhile, Cody maintains a firmly ground-bound punishment game, moving around the battlefield and knocking foes further into the air with uppercuts, summoning additional tornados when he makes contact. They disappear after ten seconds, letting Haggar land back on the ground. The good thing about this Final Smash is that even though Haggar takes his sweet time in getting back off the ground, the explosion remains for a second even after he lands, forming a sort of barrier around Haggar as he recovers. This Final Smash, like many others, is best used near the center of the stage or at a low-leveled tier, since the explosion WILL go through platforms above.


=-=-=-=-=-=-=-=-=-=-=
DIPLOMATIC IMMUNITY
=-=-=-=-=-=-=-=-=-=-=


A (Gut Punch): Haggar lunges his right fist forward into the opponent's gut, dealing a good amount of damage for a poke (7%) and knocking back the opponent a small distance. The beauty of this move is not in it's decent range of one-and-a-half character distances away, but that it's the one move Haggar has that has good beginning AND ending lag. Use this to keep your opponent on their toes when they think you're about to grab.

A> (Gut Punish): Haggar takes an extra step forward with his front foot before launching his right fist into the opponent's gut. This deals a bit more damage (10%) and knockback than Gut Punch, as well as adding more range to it. However, the starting and ending lags are more noticeable than Gut Punch, so mix this up with the Punch in order to goad your opponent into making mistakes.

A^ (Mayoral Uppercut): Haggar crouches down a little before launching his right fist into the air in an uppercut fashion, dealing decent damage (8%) and launching your opponent high into the air. While the starting lag is relatively quick, the range of this move is limited to above and directly next to your opponent, so use this move when you suspect your foe of jumping in or out.

AV (Rough Palm): While crouched, Haggar briefly pulls his left arm back and thrusts his palm into the opponent's shins, knocking them to the ground and doling out a good amount of damage for a tilt (10%). Keep in mind the range on this move is rather poor and it takes some considerable reading to land this. On the bright side, the ending lag isn't too bad for a ground move and the damage sort of makes up for it.

Dash A (Clothesline): Still running, Haggar uses his momentum and left arm to run into and through the opponent, swinging his arm in a hooking motion, greatly knocking back any unfortunate sap in Haggar's way. However, this move has some heavy start-up and if your foe dodges, not blocks, then you're in for some punishment. It's still a damn good move for the damage (13%) and gimping capability for any helpless and airborne foe.



=-=-=-=-=-=-=-=-=-=-=
...JUST GOT REVOKED
=-=-=-=-=-=-=-=-=-=-=


Smash > (Violent Axe): Haggar slightly leans back a little before leaping forward, right shoulder dashing through anything in his way, before he quickly turns with a reverse axe swing upward and finishes off with an axe swing downward, all while yelling out, "VIOLENT... AXE!" The move hits three times and at lower health levels, anyone caught in one attack will be stuck for the entire move, which is bad news for whoever IS caught, since the move in total deals 25% damage and great knockback on the third strike. Additionally, since this causes Haggar to dash forward a bit for the first attack, he has an additional range of three character-lengths. Even the vertical range of the axe swings are good enough for aerial counters. So what are the downsides? Well, for one, once you start the move, all three strikes come out no matter what you do, so if anyone manages to successfully dodge the first two strikes, you're open for punishment since the last axe swing leaves Haggar in a vulnerable state. Luckily, this move is also great for beating out other moves since the initial dash has super armor.

Smash ^ (Ground Lead Pipe): Haggar reaches for a conveniently-placed pipe on his back that seems to materialize due to sheer force of will as he swings it in a full arc from behind him, to above his head, and down in front of him. Sure, you could call this a forward smash too but the Violent Axe has more horizontal range. So what can the pipe do? Well for one, it can spike airborne foes and knock back grounded foes for good damage (17%) and has excellent reach- two character lengths. Seems run of the mill, right? Well, it would be, if it wasn't one of three moves Haggar has that lend to his insanely good priority. Due to the range of this move, not only can it nullify most projectiles it strikes, but beat out several other attacks so that Haggar can briefly put his foe into a more approachable state. Just be careful- the starting and ending lags of this move are lengthy and the range can only help so much. Still, this first version of the pipe is a force to be reckoned with. For those wondering, once Haggar finishes the animation, he lets go of the pipe as it automatically spins back to the ground behind him, doing no damage and spinning merely for aesthetic purposes before vanishing for Haggar to summon later.

Smash V (Ground Drop Kick): This is one of Haggar's more unique moves in that it acts like a ghetto teleport. Haggar summons up power in his legs and performs a low drop kick at ground level, only damaging foes in front of him, though for good damage (18%) and knock back. So what is so special? Well, for one, there is no technical ending "lag" per se- the move ends up with Haggar in a prone state, allowing him to use the invincibility of his evasive rolls or wake-up attacks to further approach the opponent with little hindrance. On it's own, it's still a strong yet low-ranged smash attack, but the utility lies in its prone-rendering capabilities.


=-=-=-=-=-=-=-=-=-=-=
"BAH GOD, JAY AR, HE'S GUNNA DO IT"
=-=-=-=-=-=-=-=-=-=-=


Air Grab (Wild Swing): "WHAAAT?" Yes, when you press the grab button in air, Haggar will slowly rear his right arm back and thrust it back toward an airborne opponent in an attempt to perform a swinging grab that actually deals damage proportional to how high up Haggar and his foe is. Max damage is 25% while minimum is 10%- let's say that the distance it takes to perform the Hyrule Jump is the max vertical distance. Basically, Haggar's grab involves the mayor and his opponent staying in place mid-air while Haggar spins the opponent around, dealing steady damage, before tossing him directly below their position, making this an incredibly potent anti-recovery move. Assuming you can land it- the range is just as short as ground grab range and Haggar still falls through the air while the animation starts out. Worse yet, the beginning lag is poor and the grab itself can only nab mid-air opponents, not to mention the damage is scaled based on height. Regardless of these flaws, it makes Haggar an even deadlier foe for anyone trying to get back on the stage or even away from the mayor.

Nair (Body Splash): A "sex kick" of sorts in that Haggar spreads his limbs out wide in an attempt to crush the foe with his sheer mass. Considering his insane weight and height, the damage is certainly considerable for a mere sex kick at 15%. The knockback is also middle-of-the-road, meaning the foe isn't knocked too far away for Haggar to fall behind. The attack itself lasts for one full second while Haggar is mid-air and he is left open to any punishment the opponent can dole out. Thankfully, the beginning lag is quick enough for Haggar to short-hop this move, so long as he isn't dealing with a very swift foe.

Fair (Aerial Drop Kick): A secondary "sex kick" in that the range, while large- about three character lengths- is strictly horizontal and adjacent to Haggar's upper and lower body. The damage is improved over Body Splash at 18% but the knockback is much greater and the beginning lag noticeably longer, meaning you cannot simply short-hop this attack. Nonetheless, the range on this move is good enough for Haggar to threaten your foe into staying on the ground, which is truly where Haggar shines.

Bair (Hip Thrust): Haggar thrusts his hips inward then outward, dealing damage with his gluteus maximum of titanium in a small radius around his butt. The damage is quite unusual, even for a butt thrust (16%), as is the knockback. Then again, we're dealing with MIKE HAGGAR, MAYOR OF EARTH. So it makes sense. Anyways, the starting lag of the thrust itself is sluggish but the butt retains its hitbox for half a second, acting as a pseudo-sex kick with smaller range. Although the priority is good.

Uair (Head Butt): This move has odd yet incredibly helpful properties. Haggar, at least relatively, swings his head in a downward motion, ending at his knee level. The range of this move is rather short- one character distance away above and below Haggar and HALF of a character distance in front-, the damage isn't too spectacular (12%), and the knockback is rather poor. However, the starting lag for the Head Butt is quick and the ending lag relatively safe. So why is this move incredibly helpful? If you manage to land this attack as a counter hit, it automatically puts the opponent in a dizzied state, as if their shield had broke. They are rendered helpless in this state for two full seconds, during which Haggar can bring the pain to his discombobulated punching bag. This only work if the enemy is on the ground- if he manages to land a counter hit in the air, it's a meteor smash. Either way, if you CAN land this move as a counter hit, it will lead to even more opportunities, keeping your foe further towards the edge of mistakeland.

Dair (Aerial Lead Pipe): Yes, Haggar can even use the lead pipe in mid-air. What makes this version different? Well, for one, the attack hits in a perfect 180 degree angle in front of Haggar and has a constant two character-length reach, the ending start-up is a bit quicker at the cost of a longer ending lag, and the damage dealt is slightly lower (15%). Like it's ground-bound cousin, however, it is capable of meteor-smashing any airborne foe... and can actually spike them during any moment of the attack whether they are above, below, or next to Haggar. Additionally, the attack can beat out several others due to its high priority. Like the ground version, Haggar releases the pipe once it has stopped at the soles of his shoes, spinning back into the ground in a purely aesthetic fashion. This plays a huge part in Haggar's gimping game since this attack has constant meteor-mashing capabilities, long reach, and great priority.


=-=-=-=-=-=-=-=-=-=-=
OMAE WA NO SHINDERU
=-=-=-=-=-=-=-=-=-=-=


Grab A (Haggar Stunner): With one powerful hand placed over the foe's neck-shoulder border, Haggar quickly head butts his enemy, dealing some good amount of head trauma (4%). Needless to say, this quick attack helps contribute to how large an output Haggar deals with his grabs. Another additional fun fact- ALL OF HIS THROWS HAVE SUPER ARMOR. On himself AND his victim, meaning nothing can interrupt his maneuvers until they finish or before they start.

Fthrow (Haggar Overhead): Haggar grips the foe's neck and waist, lifts them over his manly as hell figure, and throws them in the direction he is facing. This is the longest-lasting throw in terms of animation- a full second- and also in terms of distance, causing great knockback on the opponent and dealing a considerable amount of damage in the process (14%).

Bthrow (Haggar Cyclone): Haggar quickly switches his grip on his opponent's neck to their legs, grabbing both by the heels and pulling them up, causing them to fall onto the ground. Haggar uses a good ol' trick shared by Mario, Wario, and other brawlers- he spins them around and tosses them in the direction opposite of where he was originally facing. The knockback is great and the damage is good too (15%), but puts the victim at a far-enough distance so that Haggar would have to work to get in close again.

Uthrow (Haggar Boot): Haggar decides to send his foe skyward by releasing his hold over the opponent, punching them in the gut so they are bent over, and kicks them in the face so hard that they are launched into the air. The vertical knockback on this move is more impressive than the damage, sadly enough (12%), but it's always good to mix up your grab game.

Dthrow (Haggar Bomber): Haggar further traps his opponent in his grip by placing both hands on his opponent's shoulders, head butts them four more times, and choke slams them into the ground. This deals a good amount of damage (16%) and leaves the opponent close enough to Haggar. However, this grab also puts the opponent in a state where he can potentially cause Haggar to make his own mistakes, possibly leaving him even more vulnerable than if he didn't use the Haggar Bomber.


=-=-=-=-=-=-=-=-=-=-=
CITY HALL
=-=-=-=-=-=-=-=-=-=-=

Taunt 1: Haggar raises his arms over his head and lets our a roar of triumph or impending doom, depending on the situation. He then lowers them to his sides and gets back into the battle.

Taunt 2: Haggar briefly pounds each of his pectorals with the opposite hand, shaking his arms out after he does so.

Taunt 3: Haggar crosses his arms in disapproval, asking, "You holding back on me?" before uncrossing his arms.

Victory 1: Haggar slowly walks toward the screen, a lead pipe over his shoulder, before swinging it down against the screen, the screen cracked and the view shifting so that it's facing a bit upward and toward the looming Haggar as the mayor claims, "This interview's over," before walking away.

Victory 2: Haggar crosses his arms, triumphant, before some text appears saying, "COURSE 4 CLEAR," as Haggar moves onto the next fight.

Victory 3: Haggar plants a flag pole into the ground next to him, saluting the American flag that uncurls due to the wind.

Loss: Haggar claps, emitting small shockwaves each time his hands collide.

Series Emblem: A simple fist with an explosion in the background.

Victory Theme: The 0:06-0:15 mark of http://www.youtube.com/watch?v=lqE-5y_q1dk

Idle Pose: Haggar slowly runs his right hand along his mustache before pulling out a comb and straightening it out. Once he's done, Haggar puts the comb into his back pocket.

Costumes: Brown hair and khaki pants with brown overall (Original/Green Team), Blonde hair with blue jeans and white overall (Blue Team/Cody), Brown hair with red sweat pants and black overall (Red Team/Guy), Brown mohawk with red loincloth and bushy chest hair instead of overall (Zangief), Tuxedo and dress pants (Business), Grey hair and black dress pants with buckled belt (Old Man)

Unlock Method: Fight in 500 brawls, beat Classic on Very Hard with all eight original characters, or get him in SSE.

SSE Role:

Haggar actually hosted the fight between Mario and Kirby in honor of Zelda and Peach visiting Metro City in a couple of days. However, when the Subspace Emissary started escaping the premises, Haggar pursues the emissary in an attempt to bring him to justice, escaping the colosseum before the subspace bomb exploded. Throughout the game and in scenes with the emissary, you can see Haggar chasing after the emissary, increasingly growing more and more tired as the chase continues, clearly showing that the chase is one-sided. However, when the emissary is interrupted by Mario, Link, and the rest of that crew, Haggar takes advantage of this distraction to smash the emissary in the face with a lead pipe, causing the levitating leader to fall to the ground. Haggar approaches the downed figure, raising his lead pipe to smash the emissary's face in, but hesitates when he notices the emissary isn't making an attempt to defend himself. Haggar reaches down and tosses the emissary into the air by its robe, motioning for it to flee while it can. Haggar then joins Mario and his group, them not knowing Haggar allowed the emissary to flee.

When the Halberd flew by the mountain, Haggar, in rage due to a flashback of the Halberd being at the colosseum, throws a nearby boulder at the ship, causing a hole in the hull that gives Haggar a plan: get into the Halberd and safely land it. He follows the Ice Climbers and Meta Knight on the way up the mountain, ignoring the fight between Meta Knight and Lucario in favor of getting into the ship. Once he's in, he tries to sneak through the hull with little success- he encounters the trophytized princesses in their cages and is ambushed by a R.O.B. squad, led by the emissary. Haggar sneers at the emissary, figuring that the figure is nothing but a common criminal. The emissary turns to his fellow R.O.B. units and turns to leave Haggar alone, until the mayor is struck by darkness- Ganondorf. The mayor falls to the ground as the lord of darkness emerges from the shadows, grunting in response to the emissary's mercy. While he is distracted, Haggar smashes Ganondorf's head with a lead pipe, underestimating the mayor's endurance. A one-on-one fight occurs, with Haggar being victorious over Ganondorf, as he performs various wrestling maneuvers that end with a pile driver that accidentally ends with Haggar and Ganondorf creating a hole in the floor, causing the two to fall from the ship to the ground. The hole is shortly patched up by R.O.Bs.

While they fall, their descent is stopped by a floating platform controlled by Primids, as Ganondorf smirks, declaring Haggar be bound up and taken as a prisoner. When they reach the subspace bomb factory, Haggar's mouth widens in surprise, as he soon realizes these bombs are being made at such a rapid pace. He is kept in the subspace production room until Captain Falcon's group reaches the factory, fighting a Shadow Haggar assisted by a group of R.O.B. Squad members. Once it's defeated and the bombs prepared, the real Haggar breaks through his binds and joins Captain Falcon's group, escaping alongside them. They make their way to the subspace maze and the mayor is trophytized alongside the others. The game proceeds as usual until Dedede fights Bowser. Once the penguin king defeats the koopa king, Haggar appears, shirking as to why he managed to come back to life automatically (For those curious, it's because of his godly mustache.). He then joins the others in bringing the fallen warriors back to life and participates in the destruction of Tabuu and his plans. After the credits, he is seen putting up new banners saying, "Mike Haggar for President!"
=-=-=-=-=-=-=-=-=-=-=
!!!SNAKE CODEX ENTRY!!!
=-=-=-=-=-=-=-=-=-=-=


Snake: Colonel, is this some kind of joke? I've been fighting freaks, monsters, and plumbers all day and now I get a half-naked muscleman?

Colonel: Snake, this isn't some civilian. It's Mike Haggar, the mayor of Metro City. He's been described as one of the strongest people alive- any weapon he's holding instantly becomes a deadly force beyond comprehension. He managed to take down an entire street gang with the help of two others.

Snake: Okay, so he's strong. But he can still be hurt, right?

Colonel: Yes, he can. But so can you, and I don't mean to demean or discourage you Snake, but your genes may be outclassed by his own strength.

Snake: I'll keep that in mind.

Colonel: One more thing- respect the pipe. Respect it!

Snake: Uh... what?
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
Gozer the Gozerian

Gozer the Gozerian (also known as Gozer the Destroyer or simply Gozer) is the main antagonist of the original 1984 science fiction comedy movie Ghostbusters. Gozer is, according to Ghostbusters lore, an ancient god-like being from another dimension who was worshiped as a god by the Hittites, Mesopotamians, and the Sumerians around 6000 BC (often referred to simply as Gozer worshippers in the movie). Despite its appearance, Gozer is without gender and, although it appears female in the movie, it speaks with a booming gender ambiguous voice. After a while, a Cult of Gozer was formed and the architect Ivo Shandor developed buildings with the intent of summoning Gozer to this world in order to destroy it (as he felt humanity was too sick and depraved to survive). The 55 Central Park West building acted as the main portal for Gozer's return in the movie and, once The Gatekeeper and The Keymaster were united, the Temple of Gozer appeared atop the building. Fortunately, the Ghostbusters figured out what was going on and arrived just in time to stop Gozer from destroying the world.


Anyway, enough history for right now; here's the actual boss fight! Gozer in its original for is roughly the size of Marth with the speed of Captain Falcon and the jumping ability of Yoshi (sans the flutter obviously). This makes Gozer a pretty frightening foe considering its roughly the size of you...but probably better; that and it can't be KO'd via the blastzones and rarely even flinches from your attacks.

The battlefield for this arena is the the 55 Central Park West building with the Temple of Gozer in the background. This arena is ever so slightly larger than Final Destination but other than that, it's a fairly unremarkable stage.

For battle specifics, you get four characters to defeat Gozer (hey, the Ghostbusters only had four guys...) each with one stock. This means you'll need to be particularly careful to conserve your characters in this duel for the fate of Manhattan...and the world too I suppose.

Get ready to save the day!


Attacks At 100% Health​

- Opening Question -
Just like in the movie, Gozer will ask you a simple yes or no question as soon as it appears; "Are you a god?" Well, since most Smash Bros characters are incapable of speaking...their answer is kind of set in stone. For everyone else who can speak, they'll kind of glance around before replying with an uneasy "No...?" At this point, Gozer will shout out "Then DIE!" and zap your character with lightning! If this lightning connects, your character will take 20% damage right off the bat and set knockback that'll push you to the edge of the stage! Of course, you can (and really -SHOULD-) dodge this with a roll the moment Gozer replies to your answer. As a note, if your character actually is a god (like Shuma-Gorath) or believes themselves to be a god (like Ganondorf) that when they do reply with a "Yes", Gozer will still zap them with lightning. Stay on guard!

- Terror Dogs -

Zuul and Vinz Clortho (the Gatekeeper and the Keymaster respectively) are Gozer's faithful minions, appearing much like giant hell hounds with glowing red eyes. In the movie, these two hounds possessed Dana Barrett and Louis Tully and came together, exposing the world to the Temple of Gozer. Anyway, these two Terror Dogs will also appear to support Gozer in battle! Being roughly the size of Bowser while dashing (but a bit longer) these dogs are incredibly large and incredibly fierce distractions that run only slightly slower than Gozer itself.

I say distractions considering the fact that KO'ing them doesn't really do anything for the battle. Gozer isn't weakened any and it doesn't get any new attacks if they do die...but they do have 50% stamina that can (and yet again should) be reduced to zero so they don't keep attacking you! The main attack these two have is a huge lunging tackle like attack! If this connects, you'll take 15% damage and medium knockback. Keep in mind that, while this attack is fairly telegraphed (they duck down before they lunge), they're still pretty big hitboxes to avoid when they jump!


- Energy Reflection -
In the movie, Gozer took the Ghostbusters' proton beams like they were nothing, deflecting them more or less. This applies to this fight as well unfortunately; if you hit Gozer with an energy based projectile attack, Gozer will reflect it back at you with double the power and knockback! So yeah, don't go using any fully charged Samus Charge Beams on her or you may not make it back in one piece...


- Spectral Blast -
A fairly basic energy orb of doom, Gozer charges up this attack in its hand for a brief moment before firing it directly at you! This energy orb is, more or less, similar to Samus' Neutral B but will always come out as if it were fully charged. If this hits you however, it deals 12% damage and medium-high knockback! Just remember, you can't reflect this back at Gozer or it'll keep knocking it right back to you!

Attacks At 75% Health​


- Ecto-Shockwave -
Taken directly from the NES classic, Gozer rears back before firing a large semi-transparent shockwave from its hands! This shockwave is fairly slow moving but about the size of Bowser as well making it annoying to dodge if you're dodging other attacks too! If you're struck by this attack, it will act sort of like a grab hitbox as it quickly sweeps across the stage, dragging you to the edge (also dealing 10% damage in the process). This leaves you in a very vulnerable position to follow up attacks as you'll be veeeeeery close to death...


- Ghostly Summon -
This isn't so much an attack used by Gozer as it is an attack that plays off of the current condition of New York City. At this time, ghosts were running rampant, causing general chaos and terrorizing everyone. At various intervals, ghosts of various shapes and sizes will fly across the stage! These ghosts will vaguely resemble playable characters although they'll be too distorted to make out which characters really; I assume this is just to save space instead of rendering up actual ghost models and such. Either way, this means you'll have to dodge spooky specters of various shapes and sizes as they fly across at you! If you're struck by one, it doesn't matter how big or small it is however, you'll be slimed! If your character is slimed, they fall over, coated in green goo and are left vulnerable for the next three seconds! Yeah, it's a long time of vulnerability but you -CAN- attack them before they hit you...or just dodge them...

Attacks At 50% Health​

- Healing of Gozer -
When Gozer's health drops below 50%, it will sometimes try and -HEAL- itself back to full power! This is, obviously, not a good thing...which means you'll need some way to stop it! You'll know this "attack" is about to start as Gozer will crouch down incredibly low to the ground before leaping up and into the background! Gozer will stand before the Temple of Gozer, surging with ghostly energy as its health meter begins to rise! At this time however, Gozer is 100% vulnerable to projectiles and, to make it even easier, several Cracker Launchers will appear across the stage! Grab a Cracker Launcher and aim upwards at the healing Gozer in order to stop it (and deal some nasty damage at the same time! Gozer will remain vulnerable to projectiles until it returns to the stage itself.

- Minions Revival -
50% health seems to be the time of healing! If either Zuul or Vinz are KO'd by you before or during this time, Gozer will approach them and blast them with a powerful burst of electricity, reviving them back to their 50% stamina! If you're fast, you can use this time to attack Gozer relentlessly before it can heal its minions. If you're too slow, you'll be dealing with the Terror Dogs again which can be a real pain...especially when Gozer can wander off to go heal while you're being attacked.


Attacks At 25% Health​

- Jump Flip -
This move isn't so much an attack as it is incredibly annoying. At 25% health, Gozer will actively avoid you, relying on its Terror Dogs to attack you more aggressively (their AI increases at this stage to attack much more). Fortunately, Gozer will not attack you as often and will -NEVER- use its healing move at this stage. That -DOESN'T- mean however that Gozer will not heal the Terror Dogs when they fall so watch out for that still.

Anyway, onto the "attack." At this point, Gozer will leap a huge distance into the air and to the other side of the stage when you approach. This can be massively annoying if you're still dealing with the Terror Dogs meaning you're pretty much going to want to focus on them so as to lure Gozer into healing them.

Attacks At 0% Health​

- Choose and Perish -
At 0% health, you'd think you would have won the fight...right? Well...not really. At this point in the battle, Gozer leaps to the Temple of Gozer in the background. At this time, Gozer exclaims "Choose and perish!" A brief pause happens before Gozer exclaims again, "The choice is made! The Traveler has come!"

Gozer then vanishes before...






It's the Stay Puft Marshmallow Man...

"I tried to think of the most harmless thing– something that I loved from my childhood, something that would never ever possibly destroy us: Mr. Stay-Puft."
- Ray Stantz​

The Stay Puft Marshmallow Man (AKA: Tubby Soft-Squeeze according to Peter) is the company mascot of the Stay Puft Marshmallow Company. When the Ghostbusters where commanded by Gozer to choose the form of the Destroyer, the Ghostbusters realized that anything they thought of would be the form Gozer picked to destroy them. On accident, Ray thought of something he thought could never possibly destroy them; Mr. Stay-Puft. Thus, an absolutely massive 100-foot tall Mr. Stay Puft came to destroy them and ultimately the world. The Ghostbusters ultimately had to cross the streams (something they repeatedly warned against), shooting their proton packs into the portal that housed the Temple of Gozer. As Mr. Stay Puft climbed the building to reach them, the energy released from crossing the streams blasted out of the portal and incinerated Mr. Stay Puft, destroying Gozer's Destroyer form.

Mr. Stay Puft also appeared in the Sega Genesis Ghostbusters game (but was apparently unrelated to this Stay Puft) and the actual -Gozer- Mr. Stay Puft returned in Ghostbusters: The Video Game as the boss of the second stage. That Stay Puft Marshmallow Man was defeated by The Rookie after it was blasted off the side of a building, exploding into marshmallow paste as it hit the ground.

Anyway! The Stay Puft Marshmallow Man acts as the final form of Gozer in this boss fight and, unfortunately, Mr. Stay Puft has a really strange method required to beat it. You see, being a rubbery, squishy marshmallow has its perks. Mr. Stay Puft is immune to all attacks that are not fire based. While you may think this dooms certain characters to instant failure, a number of constantly spawning Fire Flower items says otherwise! In order to defeat Mr. Stay Puft, you'll have to deplete his stamina to zero using only these Fire Flowers...of your other attacks if you're fortunate enough to have picked a character with one. See? Charizard is gdlk for Boss Battles!

As one final note, the perspective changes so that the Temple of Gozer is no longer in the background but you're now looking over the New York skyline...for a little bit at least. After that, the giant Marshmallow Man climbing the building should be all you can see! When not attacking, Stay Puft's arms can be used as make shift platforms to reach is head! If you attack his arms with a fire attack, they'll harden for a while making them the perfect platforms to attack his head with! Only damage to Stay Puft's head will reduce his stamina!

Attacks At 100% Health​

- Marshmallow Press -
Mr. Stay Puft will raise one of his arms into the air and hover his massive chubby fist over you for a while. At this point, you'll want to run like hell to avoid what comes next! After a few seconds, Stay Puft's fist will come crashing down in an attempt to crush you! If you're hit by this, you'll take 25% damage and be pitfall'd! Fortunately, it's pretty easy to dodge when you see it coming.

- Marshmallow Exhale -
A non-damaging attack but an annoying one none the less; Mr. Stay Puft takes a deep breath before exhaling in an attempt to blow you off the platform! Unless you're running, you're gonna get blown back pretty fast as this is nearly double the strength of Pictochat's wind! If you're a slower character...well...you may want to cling to that edge for your life!

- Marshmallow Clap -
The Stay Puft Marshmallow Man stretches his arms out to both sides of him before violently clapping forward in an attempt to crush you! If he's successful, Stay Puft will snatch you up and violently hurl you at the ground dealing a massive 30% damage and high knockback! Fortunately, if Stay Puft misses...he seems to realize he actually has to HOLD ONTO the building as he staggers in place, his arms waving as he tries to grip the building again! Use this time to snag up another Fire Flower or pelt his face with fire if you have an appropriate attack for it!

Attacks At 75% Health​

- Stay Puft Mini -
In a strange act of self-mutilation, Mr. Stay Puft pulls a chunk of his body out and hurls it at your character! If this hits, it deals 14% damage and slight knockback...but that's not the main catch here...this glob of marshmallow is still alive! Yes, once it hits the stage (or you!) the glob will split apart into four "Stay Puft Minis". These little minions appear vaguely animal shaped (and are slightly smaller than Ivysaur) and will attack you aggressively with their biting attacks (5% damage)! Fortunately, they're very weak with only 5% stamina themselves...but...if you notice a Stay Puft Mini start to appear like it's toasted (IE it turns an orange-ish burnt color), get away fast! This Stay Puft Mini is about to explode! If you're caught by an exploding Mini, you'll take 15% damage and medium knockback! Takes these pests out asap or you'll get overwhelmed! Unlike Stay Puft himself, these guys can be killed by any attack.

Attacks At 50% Health​

- Flame Breath -
Well, to be entirely honest, Mr. Stay Puft obviously doesn't have fire breath...but it's more of an adaption of his previous Marshmallow Exhale attack. Instead of harmlessly blowing you away, Stay Puft (who is now partially on fire at this point) will breath a stream of fire at you from his now burning mouth! This can deal some nasty damage if it hits (18%) so make sure you keep on the move to dodge this fire breath! Don't forget, you can jump it too!


- Marshmallow Globs -
Considering Mr. Stay Puft is now melting at this point, globs of marshmallow goo will be strewn about the stage! Stepping in this gunk will make your character stand there for a while, trying to pull their feet out of the sticky goo! This leaves you very vulnerable to attack so make sure you avoid this marshmallow paste whenever possible!

Attacks At 25% Health​

- Marshmallow Shambler -

The Marshmallow Shambler is much like the Stay Puft Minis...but super-sized! These guys are considerably larger than any of the playable cast and are quite wide as well making them intimidating walls of marshmallow goo! These guys are created much like the Stay Puft Minis but could not be any more different in terms of attack and defense (they have a whopping 30% Stamina). These Marshmallow Shamblers will slowly approach your character before taking a massive marshmallow claw swipe at them! This deals a nasty 15% damage if it hits so make sure you avoid it at all costs...which shouldn't be terribly hard considering they move like Ganondorf. Of course...if there's a few of them out there and you're also dodging Stay Puft's attacks...Unlike Stay Puft himself, these guys can be killed by any attack.

- Marshmallow Reform -
Don't worry, this isn't a healing attack. You remember those piles of marshmallow paste that you were getting stuck in before? Yeah, those all vanish once Mr. Stay Puft's HP reaches this level. Unfortunately...they reform into Stay Puft Minis! This coupled with the Shamblers and Mr. Stay Puft's attacks make this phase of the fight absolute madness so keep it up; Stay Puft's almost down for the count!

Attacks At 0% Health​

- Roar of Defeat -
Once his health has dropped to 0%, Stay Puft lets out a massive roar before exploding into globs and globs of marshmallow paste! Providing you're not standing right near his head or arms when he bursts, you'll be left perfectly unharmed...if not a absolutely covered in marshmallow paste.

IF for some reason you're standing right near Stay Puft when he pops you'll...simply trip. What? Did you think I'd include an instant death here? He is just marshmallow after all...



And that's it! If you beat the Stay Puft Marshmallow Man you've saved New York City and the world from Gozer's evil! Give yourself a pat on the back for a job well done!

As a reward you'll probably unlock something relating to that Ghostbusters moveset I never made! Congrats again!
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
810
3DS FC
1908-0105-4965
Ghostbusters gives you 100x awesome points

:phone:
 

Junahu

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


RosenkreuzStilette is a Megaman clone featuring magical girls and religious overtones. It's hard, it's wierd, it was originally supposed to be a Bishōjo hentai... it's RosenkreuzStilette.
And what better boss to take from this game, than its main antagonist;




Iris sepperin
This sinister girl lies behind a mask of innocence and vulnerability. She believes herself to have ascended to godhood by right of being the reincarnation of a great mage, a claim that is only half true.

She plots to incite an apocalyptic war between mages and the Holy church, for no other reason than sheer boredom.


In Brawl, Iris appears as a boss at the end of Pit's first stage. Since it's so early on, she is no harder than Piranha Pete, at least on lower difficulties. While her attacks are rather tricky to avoid, they don't really do all that much. Instead, Iris prefers to kill by knocking your character off-stage and letting you fall to your doom. This is a good time to learn how You Must Recover!


The cutscene before the battle is fairly rudimentary, it shows Iris teleporting in to block our heroes' path, and giggling. Pit's swords glow faintly in Iris' presence, while Mario simply readjusts the brim of his cap with one hand.



fufufufufu~
Music to fight to


This wily little contraption you see here, is the Iris Capsule. Iris deigns not to bloody her hands just yet, and instead teleports around the screen firing spirals of projectiles.


Teleport:
Iris' capsule fades out to nothing, leaving the player swiping at air. Almost immediately aftewards, the capsule fades back in at a random point on the screen. She could reappear literally anywhere, even on top of you, which will deal upwards of 12% damage if you do not get out of the way swiftly. She will use another attack after almost every teleport.

Energy Spiral
: A rotating formation of 6 green orbs appears around the capsule. This formation then expands outwards, hoping to catch the foe in its still rotating balls. Each one deals upwards of 10% damage, and does a good job of repelling the player towards an edge.

Energy shot:
(Hard, Very hard, Intense) Feigning a repeat of Energy Spiral, a rotating formation of 6 green orbs appears around the capsule. It then shrinks back into the capsule. Immediately after that, the capsule fires each of the 6 orbs sequentially at the player, at a high velocity. Unlucky players may end up being hit by each ball, without a chance to fight back, but so long as you keep moving, avoiding these balls should be easy enough. On Intense however, every time Iris fires an energy ball, there is a 30% chance it will be aimed ahead of the player's current position, instead of directly at the player, meaning that they could well end up running right into it.

Blitzstrahl:
Iris fires a stream of lighting out of the capsule, aiming directly at wherever the player is. It stretches far enough to touch the very edges of the stage, though is somewhat thin to compensate. There is plenty of time before the lightning appears (on lower difficulties) so agile players can easily run someplace else to avoid the attack. If the player is somehow caught up in the beam, it pushes them along the beam's path, dealing a myriad of painful hits all the while. The beam lasts for a decent while, so if Iris decides to use this in an awkward spot, it may end up becoming impossible to avoid entirely.

Ram:
(Intense) If Iris teleports without attacking, that's usually a free opportunity to pile on the hurt. This is not so on Intense difficulty. If a player approaches during this seeming lull, the capsule will suddenly jerk right towards the player, for a tricky to avoid 36% damage and massive knockback. On Intense mode, it is best to only attack during Iris' other attacks.



After losing half her total stamina (it's not much, though getting acttual hits in can be tough), iris jettisons her capsule, sprouts three pairs of wings... and proceeds to fight in much the same manner as before.
There are a couple of tricks at this point however. For one, the physical stage itself crumbles away, leaving nothing but cloud platforms to stand on (This does not happen on Easy or Very Easy). This makes standing in any one spot, very dangerous.
The other trick, is that each time Iris teleports, she leaves a holographic sigil where she used to be. These sigils are used in one particular attack, but do nothing otherwise.

Teleport:
Same as before. She leaves sigils behind this time, teleports faster, but does not deal damage if she teleports into a player. Also same as before, Iris usually performs an attack after each teleport. If she has three sigils onscreen when teleporting back in, she is guaranteed to use Reflect Laser as her attack.

Reflect Laser:
Iris fires a concentrated beam of energy towards whichever sigil she summoned first. Once it collides with the sigil, it will reflect towards the second sigil, which in turn, will reflect the laser towards the last sigil. Upon reaching the final sigil, the laser is reflected towards wherever the player was when Iris first fired the laser. Reflect Laser is a hugely devastating attack when it hits, usually leading to direct KOs. So any self respecting player will need to think on their feet, and figure out the safest place to stand. If you're already safe, note that Iris is vulnerable all the way through this attack, which is as good a chance as any to beat her up.
After the attack is over, any sigils Iris had out, dissipate.

Energy Spiral/Shot:
These two attacks are identical to the same attacks from Iris' capsule. She does not use them nearly as often now.

Blitzstrahl: Even though it has the same name and function as a previous attack, Iris adds a little twist to it this time. After firing the lightning beam, she proceeds to sweep it across the stage, towards the player. A well timed roll during the sweep can avoid this with ease, though anyone trying to avoid it the traditional way will have a much harder time. The further away from Iris the player is, the harder is becomes to evade the attack.

Blitzstrahl Umlaut:
Iris summons a complex net of crisscrossing Blitzstrahl beams across the entire screen (higher difficulties have more beams). The player has but a few moments to find a safe spot, before the beams become lethal. If the player ends up caught in the attack, the beams all constrict around the player like chains, and they are stunned in place helplessly, while Iris performs any one of her other attacks



As mentioned before, this boss, despite sounding every bit as epic as any of the later trials you'll face, is still pretty weak when it comes to knockback, so struggling players can get away with just bearing the brunt of her attacks while wailing on her, even on Normal difficulty. A bigger problem, at least on Normal or above, is managing those pesky cloud platforms. If you make one dissapear, you'll have to make due without it until it grows back, which in the meantime leaves you more vulnerable to attack.
Also be wary that Spaaks will randomly come in to assist Iris in Intense mode. Not only will they prove distracting to you, but each Spaak also counts as a sigil, meaning Iris can use her Reflect Laser sooner and more often. When she fires a laser into a Spaak, that Spaak becomes an enraged Dark Spaak, which as you all know, is real trouble.

After defeating the little runt, the cutscene shows Iris grovelling before Pit and Mario. Though, it turns out to be a trap, and Iris explodes, almost taking our heroes with her. Once the smoke clears, we see that "Iris" was merely a robot dummy.
This scene is then shown to have been observed by a mysterious evil man (Ganondorf), watching the events from afar in his crazy hi-tech observation room. The man pounds the control panel once in anger, then proceeds to press an ominous looking purple button...


Congratulations! But that's not the last you'll see of Iris. In fact, there's still the matter of her Blades of the Blood Cross (a group of 8 powerful mages) to settle. Each of these eight girls is a one off mini-boss, and each appears in various levels throughout the SSE, generally appearing in places where there would have otherwise been just a plain old "beat up the generic enemies" section. Upon defeat, each girl explodes, revealing herself to have been a robot duplicate all along. Also, none of the mages have any cutscenes before or after battle; they simply appear, and you fight them.

[THIS] Video should help explain how each girl fights... for the most part.



Zorne Sepperin
Adoptive Sister of Iris, Zorne will do whatever is neccessary to aid her precious 'father'


bomberwoman~

Zorne's battle area is a basic walk off area with one moving platform strafing left and right.


Zornes Bombe: Zorne creates a large, cartoonish bomb that appears in her gauntlet hand. She will then either lob the bomb accurately towards the player, or lay it down on the ground and walk towards the player (With her dragging the bomb ahead of her all the while). The higher the difficulty, the more bombs Zornes can have out at once, capping at 4.

Zornes Bombs explode after 3 seconds (or if they touch the player), though their explosions are somewhat odd. If you've ever played a Bomberman game, you'll know that the explosions stretch horizontally and vertically, creating a massive cross of fire. The same happens here, with the range of the explosion in any of the four cardinal directions being 2 stagebuilder blocks (up to 4 on Intense). Zornes bomb, explosions hurt as much as most any other explosion would, so it's vital to stay well away from them.
Compounding this however, is the fact that the explosions from one Zornes bomb, can set off other Zornes bombs, creating a chain reaction that could easily cover half the stage in deadly fire. The key, then is to spot a chain reaction before it happens, and act accordingly.
After losing 50% of her Stamina, Zornes bombs will double in explosive range, and Zornes will be allowed to create two bombs in quick succession

Zornes Bombpile: Zornes tenses up, as if charging a nasty attack, which is exactly true. Because upon release, Zornes summons a line of 4 bombs (7 on higher difficulties) ahead of her. Naturally, when the first explodes, it'll set off the rest in a chain reaction.

On higher difficulties, and when Zornes is below half health, she will use this attack, then lob a bomb just as the other bombs detonate, thus making the new bomb detonate while still in midair. A cunning trick against players who think that a simple short jump can avoid her explosions.


Zornes is all about throwing her bombs about in ways that make it tricky to avoid the ensueing explosion. The moving platform above the combatants can frequently end up with a lobbed bomb resting on it, making it dangerous to jump at all. Try not to get too caught up in the specifics of it all. Typically, Zornes will approach after every one or two bombs she makes, which is a good time to get in there and hit her, before jumping up as the bombs explode. On Intense difficulty, Zornes may "cook" one of her bombs, holding onto it for as long as possible before throwing it, in order to make it explode exactly where she wants it to. If you see this happen, be prepared to jump higher than usual, or duck, or roll.




Luste Teuber
Easygoing, energetic, and most importantly, nearly entirely naked, Luste can't tell the difference between a game and reality. Which is kind of ironic, because Brawl IS a game.


Run away, run away!~

Luste, unlike the other girls, does not appear in a closed off screen. Instead, she appears fairly early in a level, and will actively persue you throughout it, should to attempt to ignore her.


Luste's movement is... odd. If you move towards her, she will do the same. And likewise, she will retreat as you do the same. If the player attempts to just leave her behind and continue the level however, they'll see that Luste will never leave the screen, always chasing, but always right at the far edge of the screen. Luste has a decent bevvy of jumps, allowing her to navigate the level with greater ease than most players. If the player gets too close to Luste, she will jump over them, moving to the opposite side.



Lustatem: Luste leaps up into the air (a random distance), then begins alternately firing orange and purple energy projectiles as she falls. She stops firing the moment she lands. From a low jump, she can get 3 shots out. And from a high jump, she can get 5. Obviously, she can fire faster at higher difficulties.

Orange projectiles are fired directly towards the player, while purple ones are merely fired forwards at an angle dictated by her current vertical momentum. Both move fairly quickly, though slow enough to be avoidable. As Luste's main attack, each projectile is pretty good for damage and knockback, and she can KO with one, provided they are close enought to the edge of the screen.
Unless forced to move (by approaching her, which causes her to do the same), Luste will continuously spam this attack.

Lustatem Barrage: Standing stock still, Luste releases between 2 and 5 (depending on difficulty and remaining stamina) purple projectiles straight forward in a staggared barrage of pain. Getting caught by one projectile, guarantees the rest will hit, which usually means you get KO'd. If you try to jump each projectile individually, or spotdodge them, you'll find that they come too thick and too fast, and you'll quickly find yourself being struck. A Vertical variant of this exists too, should the player find themselves on a platform above Luste...

Mega Lustatem: This attack is only whipped out when Luste jumps over the player. As a spiteful parting shot, she fires an orange projectile towards the player that is 6 times the size and power (instant KO much?) of her usual fair, though significantly slower too. While it is possible to avoid it, the best course of action would be to not get so close to her in the first place.



Luste wants you to get in a projectile spamming match with her, and she refuses to stand still at point blank range. The best way to deal with her, is to find somewhere where you can sit in a ditch that's lower than where she's currently standing. This way, Lustatem Barrage will sail over your head, and all you'll need to worry about, is the Orange projectiles from her regular Lustatem jumps. From there, it's a case of whittling down her health with your own projectiles, making sure to take into account the fact she rarely stays on the ground long without starting a Lustatem Barrage.

Alternatively, ignore Luste, and finish the level anyway. You'll have to contend with Luste's constant projectile spam as you navigate the level... which may be worse that just trying to fight her.





Sichte Meister
The mother wolf of the group, Sichte wants nothing more than a world where mages can live peacefully, without fear of persecution by the church.


Za warudo!~

Sichte's battle area is only notable for having a clock tower stick out jarringly in the background. Sichte bursts through the clock's face in order to challenge the player.

Sichte has a relatively strict pattern to her fighting. She'll use Emerald Shot, and then Die geplante Zukunft, and then right back to Emerald Shot again. It's a simple cycle that is none-the-less difficult to find an opening in

Emerald shot: Sichte holds her dagger out towards the player, and shoots from it a barrage of emerald pellets (naturally, higher difficulties result in more pellets). Much like a sub-machine gun, the recoil from firing pellets, means that few, if any, will travel straight forward. Indeed, most will end up either sailing over the player's head, or hitting the ground. The further the player is from Sichte, the fewer shots they'll have to specifically avoid. Each shot that hits the player simply tags on a little damage, and enough stun to let the next pellet strike too

Die geplante Zukunft: Sichte instantaneously stops time for everything but herself, giving her free reign to attack or flee. Die geplante Zukunft cannot be avoided, so the player needs to concentrate on positioning themselves so that the subsequent attack misses. Alternatively, getting frozen in the middle of a spot dodge or roll, will also work.
The action Sichte performs while time is stopped, depends on how close to Sichte the player was. If they were somewhat in melee range, Sichte will simply walk away from the player, retreating to a move comfortable range. If the player was in melee range, but Sichte is cornered, she will leap over the player so she can retreat in the other direction.
If Die geplante Zukunft was used while the player was at a greater range however, Sichte will leap a distance of half the screen, towards the player. She will slash with her knife as she first leaves the ground, again when she reaches the peak of her jump, and one last time as she lands. If the player is anywhere near any of these three points, expect painful horizontal knockback, and up to 30% damage. When Sichte is below half health (on difficulties above Easy), this attack will change a little. She will now release a string of knives during the jump, each frozen in place, but each aimed directly at the player. Once time resumes, the knives all shoot towards the player at once. Each knife on its own is not very strong, simply nudging the player away, but if all the knives land their mark, the player could be pushed a great distance.
After Die geplante Zukunft wears off, Sichte will move to either the middle of the stage, or either corner. If Sichte was already in a corner, or the middle, she will still move to the next nearest position. This is a good chance to attack.


Sichte is difficult to nail at any range. If you try to snipe her from afar, she'll just leap into after freezing time. And if you try to take her on directly, her emerald shots will be too numerous to avoid.
Especially watch out for potential combos Sichte can perform. Emerald Shot can easily lead into getting hit by the leap from
Die geplante Zukunft. And when her stamina is low, Sichte's leap can set up the foe to be hit by all of her knives.



Trauare Wrede
A competitive girl, Trauare's skills are only in service of becoming the best.


Purportedly, she excels at water sports.

Trauare's battle area is flooded with shallow water. Unlike normal Brawl where shallow water does nothing, in this SSE, shallow water makes the player's traction heavier.

Trauare's attack pattern is almost completely wraught in stone. She'll fire Klageharnish twice, then charge to the opposite side of the stage. If the player rolls out of the way of the charge, she repeats the charge to the opposite end, doing so again and again so long as the player keeps rolling to avoid it.


Klageharnisch: AKA; the move where she summons some water tornados, then sends them forward toward the player. On lower difficulties, she just creates one lonely tornado, which is easy enough to leap over. As the difficulty ramps up, Trauare adds more and more individual tornadoes to this attack. At normal difficulty, they form a nasty wall that requires a taller jump to clear. By Very Hard, Trauare adds a second lot of tornados which symultaneously fire off at a 30 degree upward angle. This makes it much harder to jump over the first lot, without accidentally jumping right into the others. On Intense difficulty, Trauare forgoes simple patterns of tornadoes, and decides to summon 7 with completely random positions and trajectories instead.
On contact, Trauare's water tornadoes knock the player skward, perhaps into more tornadoes, and more knockback. Being struck by a tornado, also forces the player into helpless, limiting their options while falling back down.


Charge!: After the second firing of Klageharnisch, Trauare almost immediately charges over to the opposite side of the stage, acting as a brutal hitbox (usually leading right to a KO) all the while. If the player was in the middle of a roll beforehand, Trauare will delay the start of Charge, specifically so that she can hit you when you come out of that roll. Charge can be avoided fairly well with a well timed spot dodge, or by simply jumping over it.


Trauare is relatively specific about countering rolls, and jumping can be risky on higher difficulties. Instead this may be a good chance to practice spot dodges.
Trauare rarely lets up on the attack, so you may want to jump her Charges, while symultaneously hitting her with a Down-air. Alternatively, projectile spam (assuming they're strong enough to push through Trauare's own projectiles.





Grolla Seyfarth
Grandaughter of Thanatos, a man of legend. Grolla wields a demonic sword that draws its power from pain


Your life... is forfeit~

Much like fellow teammate Luste, Grolla need not be defeated in order to continue on. However, she appears on a vertical scrolling stage, so you need to strike a balance between avoiding Grolla, and navigating the level. Grolla does a good job of navigating the stage, though if a glitch of some type renders her unable to keep up, she will outright teleport to a more comfortable location. Whenever she is not attacking, Grolla will walk left or right at complete random. She may also occasionally hop backwards if she anticipates an incoming attack.
If you plan to kill her, do so quickly, as her attacks will become somewhat more troublesome once her health dips below half

Grollschwert: Grolla swings her sword in a broad arc in front of her. This swing, while powerful, is rather easy to avoid, given its relative short reach. Instead, what the player should look out for, is the wide, purple shockwave that shoots out from the swing. It travels on a straight course until it leaves the screen, dragging unlucky players along with it briefly. On higher difficulties, Grolla may perform up to 5 swings in a row, each one creating another shockwave to deal with.
Once her health dips below half, Grolla releases 3 shockwaves per sword swing, with the two new ones shooting off at 45 degree angles.
Navigating the scrolling stage can become rather taxing when she spams this attack, espcially if she's currently hogging a platform above yours. On higher difficulties, she will deliberately hang around in these situations, as an attempt to intimidate the player from trying to scale the level at all.

Exceeding Technique: (Normal, Hard, Very Hard, Intense) This attack is used randomly whenever Grolla jumps up to another platform, moreso on higher difficulties. She will hang briefly in the air, and summon a multitude of red "beams" to slash across the screen in all manner of directions; vertical, horizontal and diagonal. Their effect on the player is none too destructive, having as much influence as the windpush from a Latias Pokemon. Still, on a scrolling stage, this can easily lead to a KO. None of the slashes are random, all but one pass through Grolla herself, while the last, horizontal one, is aimed at wherever the player was when the attack started


Grolla should probably be treated more like a stage hazard than an enemy, as fighting her is rarely the best way to handle this section of the game. Gaining the high ground is vital, otherwise Grolla can camp from a higher platform and let the scrolling screen kill you off. Never forget that while her shockwaves are easy to shake off, getting too close to her may result in being you slashed by the sword itself. Also, learn quickly where Exceeding Technique's blindspots are, and keep yourself in them at all times.




Freudia Neuwahl
The lone wolf of the Blood Cross, Freudia holds power over Ice.


Ice neeeedle!~

Freudia's battle area boasts slippery ice terrain. Try not to slip right into an attack now
:awesome:

While Freudia's attack pattern is entirely random, she will do nothing other than her, admittedly lengthy, attacks. Each one is preceeded with Freudia teleporting to the optimal position from which to issue the attack.


Eislanze:
Freudia appears 4 stagebuilder blocks away from the player (in whichever horizontal direction has the most room for Freudia). She then fires an alternating string of high and low "ice lances" that shoot forwards (2 on Very Easy, 7 on Intense). Each lance is far too long to roll past or spotdodge. The optimal way to avoid the attack, is to duck the high lances, and short jump the low ones. On higher difficulties, Freudia adds a few more lances, high above the ones she fires at the player, in order to punish them if they jump too high. She'll also fire the lances at a more frequent rate. And on Intense, if the player manages to jump over Freudia, she will turn around to resume her attack (rather than continue to fire in the wrong direction, as is the case with all the other difficulties)
Being struck by an Ice Lance freezes the player, whilst also pushing them a fair while backwards. On the higher difficulties the player will end up being combo'd by Ice Lances (While they won't refreeze you, they will still push you back), which can easily result in being KO'd.

Snowstorm:
Freudia appears in front of the player, but hovering 3 stagebuilder blocks in midair. She will then begin firing a ludicrous blitz of star shaped ice projectiles, whilst slowly hovering left/right to chase the player. For the most part, the projectiles are fired in the four cardinal directions, which means that so long as you don't jump, and you don't get corned, you'll be fine. On difficulties above Easy however, Freudia will also begin firing a stream of slow red projectiles, directly towards the player. To avoid these, the player needs to keep moving, and avoid getting cornered at all costs. You could also avoid a pummeling with a well timed roll.
Getting caught in any of this attack will result in the player being barraged with projectiles while slowly being pushed backwards. Mainly, this attack is for racking damage on you. It's also the safest attack for Freudia to use, as it is almost impossible to hit her during this.

Freudinzwinger: Freudia creates 4 fake clones of herself. The five of them then appear around the player in a large pyramid shape, with one Freudia left/right of you, one Freudia above you, and the other two filling in the two diagonals. While they are spaced out enough to give you breathing room, it is still somewhat cramped.
The Freudia's then take it in turns to fire short streams of ice needles towards the center of the "pyramid" (i.e. where you were standing when the attack started). The real Freudia, wherever she is fires first. Attacking the other clones does nothing, but hitting Freudia can end the attack early.
If you decide to bear the attack out instead, each Freudia will only fire once, though getting hit will pin the player down long enough for the next Freudia to land her attack, and the next, and so on.
If the player attempts to leave the boundaries of the "pyramid", the nearest Freudia will fire directly at the player, even if she has already fired before

Freudinzwinger Eislanze:
A combination of both Freudinzwinger and Eislanze which Freudia will only use when her stamina is below half. The only difference between this, and a standard Eislanze, are that the real Freudia will always be either the one on the left, or the one on the right. Also, the Freudia clones will still shoot ice needles at the player if they try to leave the enclosed area.

Freudinswinger Snowstorm: A combination of both Freudinzwinger and Snowstorm which Freudia will only use when her stamina is below half. This time, the real Freudia is the one at the top of the Pyramid formation, and she will remain in place while firing the barrage of projectiles from Snowstorm. Masterful use of rolling is neccessary to avoid a pasting here.
As with the previous attack, the Freudia clones will still shoot ice needles at the player if they try to leave the enclosed area.

Eislanze Snowstorm:
A combination of both Eislanze and Snowstorm which Freudia will only use when her stamina is below half. This attack is basically just Snowstorm, except Freudia will periodically fire Ice Lances in the four diagonal directions.


Once you learn how to dodge her individual attacks, there really isn't anything Freudia can surprise you with. With the exception of Snowstorm, try to get in a hit every time Freudia attacks. If the difficulty is lower than intense, Eislanze is the perfect chance to get behind her and beat her senseless




Liebea Palesch
Liebea is a devout sister, and a pacifist at heart. What could be making her strike out like this?


toad-tastic!~

Liebea, and the miniboss that proceeds her, both lurk in that already lengthy stage in which you unlock ROB and fight Meta Ridley. Liebea herself, appears at the end of one of the conveyor belts that adorn the midsection of the stage. She stands stock still on a platform, and simply attempts to use her attacks from there. All the while, the conveyor itself will make every attempt to whisk the player off the side of the screen. It may also rapidly change direction to disorientate you. In addition to this, barrels that are on their sides will fall from the top of the screen, onto the conveyor. They will explode on contact with the player.


Liebessturm: Liebea's main, and potentially only (if you defeat her fast enough) attack. Liebea prays for a second or two (or less, on harder difficulties), before summoning a screenwide downpour that will last until she is struck by an attack. For every second the storm remains active, the player takes 20% passive damage. Hence it is vital to knock her out of this attack whenever she attempts it

Liebespark: If the player stands on Liebea's platform for too long, she will pulse with an unavoidable wave of energy which knocks the player back and onto the conveyor belt again. It does no damage, it's simply an annoying attack. On Intense, she may use this attack, while the player is still approaching her, even interrupting her Liebessturm in order to knock the player away.

Liebesch: A very rare attack, Liebea fires 2 to 3 pink projectiles towards the player. This attack, if it hits, simply stuns the player enough for the conveyor belt to whisk them away.


Liebea is fairly vulnerable to projectiles, so you need not actually get in her face in order to stop Liebessturm. In fact, smart players could use their forward smash on the barrels in order to launch them at Liebea, an act which will quickly defeat her. In general, Liebea is a simple mini-boss to deal with.




Schwer-Muta
A young, recluse girl, Muta is nonetheless a tricky foe who tricks the foe with her tricks.


Happy... birthday... me


Schwer-muta is the other mini-boss in that lengthy level that features ROB and Meta-Ridley. Muta appears in the room that would otherwise have had a forced encounter featuring Bytans. This room, is comprised of a single, long platform, suspended in midair. Schwer Muta herself simply patrols the platform, occasionally firing her one and only attack. However, take too long in defeating her, and chunks of the platform will begin to fall away, eventually leaving just one tiny platform with Schwer Muta hogging it.

Geisterwand:
Schwer-Muta summons six, cross shaped maces that orbit quickly around her, forming a perfect shield against attacks. If the player touches the maces, they will suffer multiple light, damage racking hits. After letting the shield stay briefly, Schwer-muta sends the, still orbiting, maces shooting outwards. If the player is struck by a mace that is being shot out (which is likely, unless they roll), they will take fairly decent knockback.
As the maces shoot out, the squid on her head (named Zeppy) fires a squirt of ink towards the player. It doesn't travel all too far, but if the foe stumbles into it, they will be rendered blind (the screen blacks out) for 7 seconds. Considering how the platform the battle is set on, may crumble under the player's feet at any moment, being blinded is a huge handicap.
When Schwer-Muta is below half health, she will summon and fire two sets of Giesterwands symultaneously, making the attack even harder to avoid without rolling.


Schwer-Muta is as simple as they come, and perhaps something of a joke after the previous mini-bosses you've had to deal with. Just so long as you damage her sufficiently while she's just walking to and fro, and dodge her attack properly, she will not pose much of a threat at all




Liebea & Schwer-Muta [Tag Team]
Thought you were done after fighting the eight members of the Blood Cross? Think again.


Together now!~

This additional mini-boss appears in yet the same stage as Liebea and Schwer-Muta. This time, the duo replaces the Armanks that appear during the "Battle Royal" segment that happens right after the Ancient Minister reveals his true identity.
Liebea and Schwer-Muta themselves act just like they did before. While the lack of stage gimmicks gives the player less to worry about, the fact that you're fighting both girls at once can lead to a tough fight.

note//Liebea may hop occasionally as a means of moving around, since her previous appearance was completely immobile.

When fighting the duo, it's tempting to assume Liebea needs to be dealt with first, as her Liebessturm can rack some serious damage very quickly. Though technically, Schwer Muta would be then better target, as Liebea cannot deal noticeable knockback with her attacks.
Of course, you still have more level to complete after this, so it may not be wise to let Liebea summon a downpour and then do nothing about it. Deal with Schwer-Muta directly, and fire an occasional projectile Liebea's way, to stop her from attacking.







OK... so NOW we're done... right?
What do you mean "Great Maze"??





Great Maze Refights
As with any significant enemy, you will be able to refight them within the Great Maze (though this is Junahu's "Great Maze"... which is more like a massive castle where you are not forced to fight every single damn enemy in order to progress). They lurk behind doors, just like any other opponent here. However, the eight girls of the Blood Cross will face off against you in pairs, teaming up to form truly testing battles. These pairings are;


Trauare and Zorne: Zorne's zoning can easily lead the foe into one of Trauare's charges


Grolla and Sichte: While Grolla will be frozen by Sichte's time freezing abilities, so too will her projectiles, which can lead to some very tricky situations.


Liebea and Freudia: Liebea's unavoidable damage racking is a perfect match for Freudia's ability to lock down the player and prevent them from going where they want.


Luste and Schwer-Muta: Luste's projectile spam and Schwer's spacehogging Giesterwand that mandates that the player rolls, make for a intense battle.



Iris and Golem: The Golem will, at random, assume the attack patterns of any one of the Blood Rose girls. The Golem itself cannot be defeated. Instead, defeating just Iris will win this fight. Iris herself recieves a buff to her general ability to deal knockback.





OK.... Are we DONE NOW!?
... almost


There is no more fighting to be done, but if you now go complete Megaman9:Megaman's SSE stages, you will receive a bonus cutscene.

In this cutscene, we see Dr Wily working on fixing his wrecked flying capsule. Surrounding him, as the camera pans out, are wrecked robotic versions of Iris, Trauare, Zorne, Grolla, Sichte, Freudia, Liebea, Scwher-Muta and Luste...
...yes, everyone you fought from the Blood Cross... was just a robot...
And... yes...

IT WAS WILY ALL ALONG!!!


 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
Smady's Poison type:
Seriously, that pokemon is a worse design job than the Megaman X maverick named "Duffy Mcwhalen", but that's beside the point. Anyway, really good job on this one. The specials are easily the best part of the moveset, and set up garbage boy's entire game. Also, I like what you've done with the separating spacing part of his game, it makes me think of Mr. Potato Head, and although not entirely original, I feel it's done rather well. Additionally, as far as being in-character goes, I don't know the pokemon that well, but you really translated the feel of it being what's basically a trashy garbage bin. As a side note, I liked the nice touch of your main damage racking mechanisms basically being to poison the foe. There are only two small negatives about the set, really.

1) No Toxic? Come on man, that's THE signature poison type move. It'd have been nice to see something that poisons the opponent while they're in the trash, with the rate of damage constantly increasing until they escape.
2) A couple of his moves really just aren't terribly interesting (gunk shot, for example) outside of the spacing and separating game.

Still, I really liked the set (if not the pokemon itself), and feel it's one of the best entries we've had so far. Keep 'em coming, Smady.
 

smashbot226

Smash Master
Joined
Sep 1, 2007
Messages
3,027
Location
Waiting for you to slip up.
A few things:

1. I finished Haggar, though I might put some changes to it.

2. You're all no doubt curious as to which character I planned on re-working. Well, it's Wolf. From Star Fox. He's no longer a clone.

3. I've also seriously considered making Mr. Freeze (Batman & Robin version) as either a boos or character. So I'll ask you guys now which one should I do first; Mr. Freeze or New Wolf?
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,251
Location
Australia
A few things:

1. I finished Haggar, though I might put some changes to it.

2. You're all no doubt curious as to which character I planned on re-working. Well, it's Wolf. From Star Fox. He's no longer a clone.

3. I've also seriously considered making Mr. Freeze (Batman & Robin version) as either a boos or character. So I'll ask you guys now which one should I do first; Mr. Freeze or New Wolf?
I'd prefer Mr. Freeze as a character. Seeing a Brawl character remade doesn't sound like a cup of tea when you consider a Comic Book character could be made instead.
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
Wolf is not a clone dude, learn your source material before going around broadcasting **** you're gonna do about it
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
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SUPERIOR VERSION OF ROOL MOVESET WHICH I STILL HAVE NOT READ

Galaxy Man’s stage bending/gravity changing mechanic comes across as very awkward and extreme even for my tastes, more-so when it’s so under-elaborated and awkward to picture. . .It flows to an extent, though how it could be used for gimping would be largely broken if it can be pulled off, leaving the main flow that’s actually likable in how it affects projectiles, which –is- snazzy and all but only becomes very convoluted when the gravity/stage rotation mechanic is so under-elaborated and you don’t go into detail about how all of this portal stuff works with it. There is some forced creativity aside from this in the set that gives it a gimmicky feel you don't want when you already have more than you need, the most obvious example being the control reversing move.

Aside from the general awkwardness of that, it’s a very solid moveset with more original concepts (Even outside the main mechanic) and significantly more flow than Spider-Man with the gimping/camping, making it better than Spider Man in my book. Using the camping to compliment the gimping with some bullet-hell as they make it back to the stage was something I particularly liked, combining these two commonly seen playstyle aspects is so rarely done despite making so much sense. This largely helps in making him stand out from other characters who do these things, as he's not that different when doing just one of them. Just to drop in one last complaint, though, the moveset –does- seem to be very very overpowered on a conceptual level, most notably with the gravity/stage rotation, but also in several other moves such as the usmash (Regardless of how awesome it is).
 

smashbot226

Smash Master
Joined
Sep 1, 2007
Messages
3,027
Location
Waiting for you to slip up.
I'd prefer Mr. Freeze as a character. Seeing a Brawl character remade doesn't sound like a cup of tea when you consider a Comic Book character could be made instead.
Aaaactually I'll be using the Arnold Schwarzenegger version. Figured there wouldn't be much difference when it came to moveset variety and SOMEONE has to make something good out of Batman & Robin, right?

Wolf is not a clone dude, learn your source material before going around broadcasting **** you're gonna do about it
Oh, right, I forgot, in this particular circle we refer to those characters as "Luigi"s. I mean, sure, he has several similar moves and could've used an entirely new moveset separate from Fox/Falco, since those three come from ENTIRELY different backgrounds and possibly skillsets, but hey, it's better to be similar than different, right?

And yes, you sound absolutely frustrated right now.

EDIT: Not to mention I just noticed your main is Wolf, lol

EDIT 2: Actually I'll just start Mr. Freeze right now and finish him later.

=-=-=-=-=-=-=-=-=-=-=


Mr. Freeze, the- wait, is that Arnold Schwarzenegger? Yes it is! Why is it him? Well hell if I know! So after years of ridicule and YouTube poop videos, Schumacer's Mr. Freeze is getting back the fools who have dared to mock him! He's too cool to be made fun of after all! And with his varying weaponry of ice-based items and plethora of groan-inducing puns, he plans on sending the competition back to the Ice Age!

=-=-=-=-=-=-=-=-=-=-=
STATS & OTHER COOL STUFF (On a 1-5 ranking basis)
=-=-=-=-=-=-=-=-=-=-=


Ground Speed: 2 (Mr. Freeze isn't too fast, given that he's wearing that battle armor of his as well as his mainstay Freeze Ray, among other weapons. So he's about as fast as, say, Ivysaur.)

Aerial Speed: 2 (He isn't too fast in the air, either. After all, the suit is pretty darn heavy.)

Aerial Control: 1 (As if his speed wasn't bad enough, Mr. Freeze has little to no air control due to the hefty nature of his suit. Damn, that thing sounds like it's gonna be the end of him, doesn't it?)

Power: 4 (Well it isn't. The suit gives him superhuman strength, matching up with the lower tiers of the hardest-hitting fighters in the game. In addition to his ranged attacks, he can pack quite a punch at a variety of ranges.)

Attack Speed: 3 (While I've stated that his suit is bulky, I also mentioned it gives Mr. Freeze superhuman strength. This balances Mr. Freeze's attacks in that his quicker attacks are quicker while the slower ones are stronger.)

Jump Skills: 2 (Jump height is a different matter for Mr. Freeze. While the suit gives him superhuman strength, the weight of the suit varies from the mass. As such, the amount of weight applied to Mr. Freeze is different from the momentum. For comparison, he jumps as high as Wolf.)

Weight: 4 (There is no personal information about Mr. Freeze in my researches but he wears a body temperature-maintaining suit that also gives him superhuman strength. So my guess is that he's heavy, but no too heavy. About the weight of R.O.B. if you will.)

Height: 4 (He's human-sized and wears a bodysuit that doesn't really increase or decrease his size. So he's as tall as Captain Falcon.)

Traction: 2 (Mr. Freeze likes ice. He wears a suit that is outfitted to have Mr. Freeze survive in above freezing temperature. As such, his suit isn't ideal for warm area travel; it's meant for him to survive, not for mobility.)

Playstyle: As you can probably tell, Mr. Freeze isn't the most mobile character in the game. It wouldn't be inaccurate to call him one of the least, to be honest. His recovery isn't terrible but when he's on the stage, it's pretty bad. So how SHOULD one play Mr. Freeze? As you'll soon find out, Mr. Freeze has several different moves that compliment different situations, so unlike his living situation, he can battle flexibly. You can pepper someone from afar with projectiles or batter someone up close with his strong strikes. Mr. Freeze has a move for pretty much every situation.

His moves compliment his inability to effectively move around the battlefield, so characters with similar movement inefficiencies are his best match-ups. Even then, he doesn't have such a terrible time with fast sonsaguns like Pikachu or Meta Knight- well, EVERYONE has trouble with Meta Knight- due to his quicker strikes that keep them generally off balance. Still, as a Mr. Freeze player, one should limit their movements as much as possible and let one's moves affect the direction of battle. Since his moves compliment his playstyle and not necessarily each other, it's important to learn Mr. Freeze not as a moveset, but as separate tools to use in order to control the flow of battle.


=-=-=-=-=-=-=-=-=-=-=
ALLOW ME TO BREAK THE ICE
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B (Freeze Ray): Mr. Freeze lifts his eponymous weapon at chest level and fires a light-blue ray of liquid nitrogen about six character distances away in the direction the madman is facing. You can hold the B button for an extra five seconds to continue firing your stream of supreme coldness but the distance slowly shrinks until the five seconds are up. Mr. Freeze can actually put his victims into a state of absolute zero at high health levels, meaning that they are not only frozen on the spot, but take an extra 3% more damage when they ARE frozen. You can aim the beam diagonally up or down using the movement stick but cannot move while Mr. Freeze has his weapon out. The freeze ray itself deals 10% damage over the total amount of time but does not put the victim into hitstun unless they are at higher percentages. They WILL, however, have their movement momentarily slowed for a short duration, letting Mr. Freeze either escape or pursue.

This is one of Mr. Freeze's most useful moves at range, since it threatens the opponent's ability to move around the battlefield and, especially at higher percentages, can spell doom if they are even grazed by it. The downfalls are prominent, however; the freeze ray is heavy, so it takes some effort to raise and lower the freeze ray from and back to waist level. The range is also limited, despite being SIX Mario-distances away, because it isn't a real projectile. One extra aspect of the freeze ray, however, is that it will freeze enemy projectiles in mid-air as long as they are disjointed from the character him/herself, meaning that Mario's Fire Balls are freezable but not Bowser's Fire Breath.

B^ (Snap-Freeze Booster): The large metal square on Mr. Freeze's back opens up and reveals two boosters, giving Mr. Freeze the temporary gift of flight. He can still use his Freeze Ray during this state of levitation and can move in every direction while doing so, giving him the best mobility he can afford. The flight itself lasts three seconds and Mr. Freeze CAN be hit out of it without giving him an additional recovery move. An additional note about the afterburn coming out of the bottom- it can deal damage if Mr. Freeze hovers directly over them, acting as a pseudo inescapable trap, though dealing only 10% in the process and covering very little distance in knockback.

The boosters come out very quickly and are re-packed as equally fast, making this a fairly good way for Mr. Freeze to move around. Better yet, the ability to use your Freeze Ray during the recovery move is invaluable because you can track down your foe and freeze them in their tracks, giving the normally poorly mobile Mr. Freeze some semblance of rushdown. Still, it's more of a useful move for controlling your opponent's movements, so be sure to use it for that and recovery. Otherwise, Mr. Freeze's combination of large size and quick fall speed may be his undoing.

BV (Crystal Mesh): Mr. Freeze reaches into a socket on the left side of his waist and throws down a semicircular disc and gets back into his fighting stance. The disc automatically digs into the ground and out of view except for a blue pulsating light directly above where it was planted. Similar to Snake's land mines in that they automatically detonate when an enemy steps over them, except instead of an explosion, it shoots out three crystals in three different directions- all in the general direction of where the enemy detonated the bomb- and deal a total of 15% damage. Mr. Freeze can plant up to two of these at once; if he plants a third one, the first one automatically detonates whether or not an enemy strayed over it.

While Mr. Freeze isn't strictly a defensive character, these mines do wonders for helping to deal with quick characters focused on rushing down the opposition. They shoot out crystals toward any foe that strays across the bombs and knock the enemy back a fair distance so that Mr. Freeze can continue controlling his foe's movements. Just be sure to use this at far ranges, since the time to actually put down the bomb leaves Mr. Freeze open to an attack, which can cancel the beginning animation- and the attack- altogether.

B> (Chill Pill): Part of Mr. Freeze's left wrist rotates, revealing a hidden compartment, and as Mr. Freeze states one of his famous one-liners, a snow-white missile is shot out of the compartmental opening, speeding toward the direction Mr. Freeze was facing. The actual speed of the projectile is equal to that of Sonic's dash, with a 20% damage output, high knockback, and explosive radius of a Bob-Omb. The missile itself detonates after three seconds of flight or if it makes contact with a solid object, be it part of the stage, a large item, or a player. The size of the missile, however, is equal to that of Samus's own missiles, meaning that Mr. Freeze will need to time his shots correctly if he wants to land his missiles. Worse yet, there is no tracking feature, meaning that any Freeze players wishing to properly use this will need to do so with some amount of precision. It won't matter if it hits, however- the missile acts as Freeze's most potent long-ranged KO move, commonly taking out heavy weights at 90%.

Just the possible output of this move, however, is enough to pressure your opponent into moving into close range, which may put them in even more danger against this move. The thing is that the time it takes to shoot the missile out is long- one full second- and leaves Mr. Freeze open for punishment. However, the period in which Mr. Freeze actually fires the missile grants him super armor, giving him some time to recover in case someone strikes at him during the middle animation. However, should you whiff or miss with a missile, Mr. Freeze makes his wrist compartment cool down in order to prepare the next missile. This takes about another second, leaving Mr. Freeze open for attack.

FINAL SMASH (Endless Winter): Mr. Freeze transfers the power of the Smash Ball into his freeze ray before he jumps off stage. Suddenly, a large ray of ice covers the entire arena, creating a new sort of Ice Age for twenty seconds. During this time, all players, except for the Mr. Freeze that summoned this Ice Age, are subject to a number of movement penalties. First, every bit of solid ground is covered in ice so slippery that merely walking an inch on it causes you to trip, assuming you aren't Mr. Freeze. Second, the absolute chill the absolute zero temperature gives the opponent is so great that their muscles are nearly frozen, giving each foe decreased attack speed- about 10% each- on all their attacks, as well as decreased jump height. Third, the initial beam freezes each foe in a block of ice- the best part is, they are frozen anywhere on stage, be it in the ground or in the air. Once the beam is shot out of the top of the screen, Mr. Freeze reappears via falling from the sky.

Other than the initial beam and ascent into the sky, Mr. Freeze is able to take advantage of the chaos this new environment creates to the fullest, emphasizing his newfound mastery at controlling how his opponents move. With this Final Smash, Mr. Freeze can fully contain his victim's movements and damage them in every position possible, due to their reduced movement capabilities. Fighters such as Pikachu, Meta Knight, etc are now easy prey for Mr. Freeze. Do be warned that characters can still damage and even K.O. you, although doing so won't end the Final Smash prematurely, so be careful.



=-=-=-=-=-=-=-=-=-=-=
Q: WHAT KILLED THE DINOSAURS?
=-=-=-=-=-=-=-=-=-=-=


A (Ice Cap): Mr. Freeze steps forward with his front leg and swings his head down to chest level, knocking back and dealing damage (5%) to the opponent a Mario-distance away. Seems like a normal move, but during the ending animations, Freeze gets super armor, so you CAN use this to negate the hitstun of your opponent's moves. The range is a bit iffy, however- other than the aforementioned horizontal distance, the vertical range is rather slim.

A> (Axe Me A Question): Mr. Freeze brings his free hand down in a chopping motion, leaving him in a kneeling position that gives him about two frames of super armor. Keep in mind, however, that while the damage (9%) and knockback is good, the lags on both ends of the spectrum are poor, meaning this move should be used sparingly. Luckily, the range is pretty damn helpful in this move's favor- two Mario-distances.

A^ (Blizz Hard): Mr. Freeze stomps the ground behind him with his back foot, creating an icicle that juts out of the ground behind and stabs anyone behind or above Mr. Freeze before quickly melting back into the ground. Just from the sound of the first sentence, this move is situational, as it will only hit foes behind or above Mr. Freeze- use this on anyone in front of you and you're toast. Thankfully, the damage is good- great, even (11%)- and range, at least relative to where the icicle sticks out, is far-reaching. Even if you whiff this on someone behind you, the icicle remains there for a short period of time, meaning Mr. Freeze can use this as a pseudo barrier to stall anyone from closing in.

AV (Cold Feet): Mr. Freeze aims his freeze ray at the ground in front of him- one Mario-distance away- and fires his weapon for half a second, creating a pool of ice that causes an opponent to slip once they stray over it. After a single trip or ten seconds of existence, the pool disappears. While the beam itself deals little damage (3%) and knocks the foe back enough so that they don't automatically trip over the pool, it's still helpful for controlling how the opponent approaches Freeze if not for a short period of time.

Dash A (Cold Shoulder): You're probably getting tired of puns. Well, I'm tired of finding ways to fill up descriptions for Freeze's moves, because it's 5 in the morning and I swore I'd finish this moveset before graduation. Anyway, the doctor, using his forward momentum, heaves his mass three Mario-distances forward, damaging (11%) and knocking back any poor fool who dared to stand in his way. He retains super armor throughout the charge and has a 360 degree hitbox, meaning that anyone who tries to hit you during any part of the charge will trade damage, but not hitstun. Sadly, Mr. Freeze takes his sweet time to regain footing, meaning you're open during this time of vulnerability.

=-=-=-=-=-=-=-=-=-=-=
A: THE ICE AGE
=-=-=-=-=-=-=-=-=-=-=


Fsmash (Cryo-Baby): It's cry-baby, but with cryo instead. Yeah, even I don't find it funny. Mr. Freeze, in his beginning animation, adjusts some settings on his freeze ray for 1/5th of a second before aiming it forward and emitting a small blast of nitrogen that reaches two Mario-distances in front of freeze and some distance above the weapon itself. The damage (15%) and knockback is fantastic, meaning Freeze can use this move as punishment and for K.Os, warranting this move as one of his most useful. However, do note that the ending lag is poor- the doctor recoils a bit after the blast, leaving him open for anyone who managed to evade the blast. Either way, it's one of the reasons Mr. Freeze can dominate up close. One last note about Cryo-Baby: it's Freeze's most potent KO move up-close, commonly taking out heavy weights at 85%.

Usmash (Deep Freeze): An antenna-like object sticks out of Mr. Freeze's back compartment before emitting a strange mist that remains for an extra two seconds before disappearing. However, if any enemy is caught in this mist, their movements are slowed by 10% for five seconds, either giving Mr. Freeze time to escape or pursue the target. Even though this seems like a purely situational move, Mr. Freeze retains super armor throughout the brief emitting period of Deep Freeze and deals some damage (9%) and knockback if the enemy so much as touches the mist. The mist itself slowly rises above Mr. Freeze and ascends for the two seconds, having a small horizontal distance of one Mario-distance.

Dsmash (Cold to Pleas): Mr. Freeze quickly crouches down, keeping one hand to the ground as his freeze ray charges up. He then digs his freeze ray into the ground, creating instant-spawning icicles that jut out in front and behind Mr. Freeze. The longer you charge the attack, the further and more numerous the icicles spawn, to a maximum of four Mario-distances in front and behind Freeze, with each icicle getting bigger the closer they are to Freeze. Needless to say, the power is increased as well. This acts as a kind of makeshift barrier for Mr. Freeze, as the period between him sticking the freeze ray into the ground and the icicles popping out give him super armor. The icicles themselves knock anyone back that comes into contact with them, dealing ice damage (11%) and moderate knockback. The barrier remains about 0.25 seconds after Mr. Freeze rises from his crouched position, which is able to block or deflect projectiles that bounce against it. Again, one of Mr. Freeze's best ground moves that further limits how your foe can approach.


=-=-=-=-=-=-=-=-=-=-=
LET'S KICK SOME ICE
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Nair (Unfair Conditioner): Mr. Freeze releases a burst of coldness around his body in a 360 degree radius, half-a-Mario distance away in every direction, making this a universal sex kick. The burst forces enemies to stay on the ground if they don't want to be hit by this versatile yet weak (10%) move. You COULD short-hop this move but you'll be left open if it finishes before you hit the ground, making it unsafe for those kinds of maneuvers.

Fair (Ice Sight): Mr. Freeze lifts his freeze ray at a slight angle above him and brings it down until it's facing an equal angle below him, covering a smaller distance than what most of his freeze ray attacks normally allow; one character distance. The move itself is kind of slow, although it covers a decent range in front of Freeze, and the damage is rather poor (9%). If you plan on using an aerial Freeze, use this move to keep a foe out of your hair.

Bair (Catch My Drift): After briefly charging up his freeze ray, the madman triggers an aesthetic burst of built-up energy that pushes Mr. Freeze backward and into anyone standing in his way. This sounds like a good recovery move, right? Well it isn't- it sends Freeze at a downward 20 degree angle, so unless you're really high up and away from the stage, this isn't the best move to use. Mr. Freeze's hulking form, however, can deal quite a bit of damage (13%) at the cost of keeping your enemy close to you due to the feeble knockback.

Uair (Chill of Your Doom): Mr. Freeze raises his free hand into the air and shoots a miniature glacier out of his hand, vertically knocking back enemies quite a distance. Sadly, this move has little use outside of that- the damage is lowish (10%) and range is very narrow- the glacier hits anyone above Freeze and the hitbox gets smaller the closer you get to the tip. The starting lag is also low and ending lag even worse, since the glacier melts in Freeze's hands, keeping him in a prone state for quite some time if he lands before the animation finishes.

Dair (Hell Froze Over): Mr. Freeze, after adjusting some settings on his freeze ray, creates a sizable block of ice at the open end of his freeze ray and aims it downward, using the heavy block to speed back to Earth, using his momentum and the force of gravity to crush any fool in his way. Better yet, the block of ice shatters once you reach the ground, damaging (5%) nearby foes via chip damage. Otherwise, this dive move is fairly unremarkable except for the additional chip damage- the dive's damage is low (7%) and the knockback is average.



=-=-=-=-=-=-=-=-=-=-=
FREEZE IN HELL
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Grab A (Frosted Breaks): Mr. Freeze, while holding onto the opponent's throat with his free hand, briefly encasing the victim's throat/head in ice before quickly breaking the casing and damaging the aforementioned body part for 3% damage. While it sounds like something out of a Mortal Kombat game, the only thing that really breaks is the ice, although squeezing around a throat or head would still hurt.

Fthrow (Arctic Upper): Mr. Freeze lightly pushes the foe away so he can freeze their legs with his freeze ray, rendering them incapable of movement. Mr. Freeze then punches them in the gut, causing them to hunch forward, while the madman flips his gun around so he's holding it like a golf club, then smacks the victim away a good distance and for good damage (14%). Mr. Freeze and the foe have constant super armor throughout the grab due to the reliance of damage on hurting the frozen foe.

Bthrow (Freeze Well): Mr. Freeze completely encases the foe in ice and lifts them into the air with one hand before tossing them over his head and in the direction opposite of Mr. Freeze's current direction he is facing. Both Freeze and the victim can be hit out of it, but the latter is put into an automatic grounded state. The damage only comes out of the toss (15%) and Mr. Freeze remains facing in the direction he started with. The knockback is good enough to act as a kill move at high percentages, although that would require you to grab your opponent first...

Uthrow (Frostbite): Mr. Freeze... freezes... the ground below his victim, causing them to stumble and slip while the doctor creates a highly unstable ice ball with his free hand. When the opponent finally loses their footing and trips, Mr. Freeze catches them before they hit the ground with his free hand, effectively sticking the ice ball in the foe's gut, as the ball explodes, sending the victim skyward. The animation takes quite a bit of time to fully complete- a second and a half- but damn, the damage is good (16%).

Dthrow (Brain Freeze): Mr. Freeze creates a large block of ice over the foe using his freeze ray, shooting a ray in a single concentrated area so that it all connects and forms a solid, which shortly crashes down on the unwary foe and putting them into a grounded state. It's a rather simple move with some reasonable damage (13%) for Freeze.


=-=-=-=-=-=-=-=-=-=-=
YOU'RE NOT SENDING ME TO THE COOLER
=-=-=-=-=-=-=-=-=-=-=


Taunt 1: Mr. Freeze checks the side of his freeze ray, adjusting some gauges while commenting, "You're about to get the cold shoulder", before getting back into his fighting stance.

Taunt 2: The inside of Mr. Freeze's visor fogs up. The madman taps a button on the side of his collar, defogging the inside of his helmet and allowing his view to clear up.

Taunt 3: Mr. Freeze generates a small ball of ice in his hand and raises it to his face, stating, "Today's forecast..." He then crushes the ice ball while finishing his forecast by saying, "... A freeze is coming!"

Victory 1: Mr. Freeze raises his freeze ray towards the screen and fires it, transforming the borders of the camera into a frosted lens, as the madman laughs.

Victory 2: Mr. Freeze mutters, "I need a vacation", before turning away from the screen and freezing his entire body solid, going into a state of cryo-sleep.

Victory 3: Mr. Freeze hovers in using his jet boosters, declaring, "Cool party", before hovering off-screen.

Loss: Mr. Freeze is clapping in the background. Nothing to see here, folks.

Theme: The 0:47-0:51 mark of http://www.youtube.com/watch?v=lEx9r5enZsk

Costumes: Icy skin with dark blue suit/"Blue Swirl" (Original/Blue Team), Pink skin with red suit/"Cherry Lemonade" (Red Team), Olive skin with dark green suit/"Grape Tang" (Green Team), Tan skin with black suit/"Dark Chocolate (Obligatory "dark" costume), Red goggles and black joints between suit (Classic Freeze)

Series Emblem: The Batman symbol

Unlock Method: To obtain Mr. Freeze, you must either fight in 273 Brawls, obtain 459 different collectibles (Total amount of stickers, trophies, and CDs), or obtain him in SSE.

SSE Role: He has none, although you can go back to the Mountain and find a secret door, then fight him on the Ice Climber's stage. Once you beat him, you have him for SSE and brawls.

Kirby Hat: Kirby retains Mr. Freeze's helmet/visor and has his right arm replaced with a miniature Freeze Ray that still works on Mr. Freeze. Fight fire with fire... strangely inappropriate yet suitable.



=-=-=-=-=-=-=-=-=-=-=
!!!SNAKE CODEC!!!
=-=-=-=-=-=-=-=-=-=-=


Snake: Otacon, why am I fighting Arnold Schwarzenegger in a robot suit?

Otacon: It's not him, Snake. It's Mr. Freeze, but it does look a lot like him...

Snake: Enough of that, any idea what I should do?

Otacon: Well, it's probably a COOL idea for you to stay on the move, since-

Snake: Did you just make an ice pun?

Otacon: Yeah, I did. Anyway-

Snake: That's just lame. I mean, isn't one pun dispenser bad enough around here?

Otacon: Jeez, Snake, you really need to CHILL out.

Snake: I'm closing the channel now...

Otacon: Fine... have an ICE day!

Snake: All right, you know what? Cut that out, you're turning this place into a frozen PUNDRA.

Otacon: Oh... you're good.
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
wolf only has specials that are SIMILAR to the other spacies, THATS IT.

Thats like saying pikcahu and mario are clones because their neutral Bs both are projectiles that bounce on the floor for a bit

end of discussion
 

smashbot226

Smash Master
Joined
Sep 1, 2007
Messages
3,027
Location
Waiting for you to slip up.
wolf only has specials that are SIMILAR to the other spacies, THATS IT.

Thats like saying pikcahu and mario are clones because their neutral Bs both are projectiles that bounce on the floor for a bit

end of discussion
Wolf has a laser projectile that stuns, like Falco's. More similar than different.

Wolf has a side smash that sends him forward quite a distance away, like Fox's.

Wolf has a recovery move in which he briefly pauses before rushing into a specific direction. Even you can't deny this one.

LAAAAAAANDMASTER

Wolf has a side B move in which he pauses for a brief moment before dashing across a certain distance in the direction he is facing. At a diagonal angle. LOL SO ORIGINAL

Wolf has a down B that acts as a reflector. Christ, they couldn't even try to make it different like Falco's, so they made it red. Sure, Fox can "float" using his, but come on.

Then again, we're talking about a development team that can't be arsed to make Toon Link/Link actually different characters.

EDIT: Not to mention the level of how srs bznz you're taking this is sad.

end of discussion
Whatever helps you sleep at night, tiger.
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
You're arguing with a guy who has taken the game apart and seen everything inside out

Wolf has a laser projectile that stuns, like Falco's. More similar than different.
Wolf's has a much taller hitbox, does more damage, ahs a slower firing rate, can be RAR'ed and has the Bayonett. If that doesnt count as significantly different I dont know what does.

Wolf has a side smash that sends him forward quite a distance away, like Fox's.
Fox doesnt travel far at all with his Fsmash, and his is a windmill kick whereass Wolf friggen leaps forward with his claw, completley different moves with different purposes.

Wolf has a recovery move in which he briefly pauses before rushing into a specific direction. Even you can't deny this one.
It is much faster, is multi-hitting with no element (unless slashes are an element) unlike the other two who have to charge up then launch forward with fire.

LAAAAAAANDMASTER
You give a crap about FS's?

Welp, Bowser also transforms into a giant thing that can kill everyone, instant clone.

Wolf has a side B move in which he pauses for a brief moment before dashing across a certain distance in the direction he is facing. At a diagonal angle. LOL SO ORIGINAL
Sweetspot, lag-cancel on landing (platform), Scarring, wolf-a-port, etc, the thign has so many ledge and platform techniques, as well as an incentive to space it (as opposed to the other two who use theirs soley to run away most of the time) and you can see it being totally different mechanically.

Wolf has a down B that acts as a reflector. Christ, they couldn't even try to make it different like Falco's, so they made it red. Sure, Fox can "float" using his, but come on.
Wolf's shine is bigger and gives him invincibility frames while the "TWING!" noise is heard, allowing him to counter anything on reaction, be it projectile or MK Dsmash, and counter with any of his smashes or lazer+bayonet. Unlike fox or falco this one also has very little KBG meaning it can lead to these things even at high % where fox's knocks people too far away.


Then again, we're talking about a development team that can't be arsed to make Toon Link/Link actually different characters.
Melee is 9001x worse when it comes to this


Not to mention the level of how srs bznz you're taking this is sad.
It comes up so ****ing often and it amazes me how people want to make movesets for a game they have so little knowledge about, then spout out stuff regarding game design that should be informed about by playing the game theyre making **** for for all of 10 minutes.


/end
 

Gatlin

cactus in the valley that's about to crumble down.
Joined
Nov 21, 2010
Messages
6,374
Location
Oro Valley
K so, can this Wolf-argument stop please. I would appreciate if it got back on topic.
 

phatcat203

Smash Apprentice
Joined
Dec 12, 2008
Messages
160
Location
I've been everywhere, man.
Naw. I think I would like to have an on-topic comment in here, ya know? I mean, if you hate on-topicness, that's fine with me, but if ya don't, well, it doesn't take too much damned effort to highlight certain areas and hit backspace. Whatever. I rewrote the comment, and more, whoo hoo! in about ten seconds since I am, you know, god of the universe and all. Here're my comments for those interested. Which should, by Go--by Me, be everyone.

[COLLAPSE="MASKED MENACE"]So, Spider-Man and all such. Now, the first problem that really crops up is that you explain the details of the webbing(how long it lasts and such) throughout about three different moves. This is a good method to use in novels and stories, but in a moveset, it's better to have this info grouped together in some sort of Mechanic section, or to just include it all in one place somewhere(namely, the first move that uses webbing). Being accessible is never a bad idea. You also use a lot of Buts, Ands, and Howevers. Again, not necessarily bad, but overused, they can make anything seem bland.

Moving right along from that, I like the moveset as a whole. All of the moves work for Spidey, and that's the main idea of a moveset - you want it to just WORK. There are a few problems, however...mainly, the aerials are pretty generic; they work, sure, but they work in a very boring way. They're also pretty much Spider-Man's only GTFO moves. Yes, this adds some depth to his playstyle, and the Tilts help some, but Spider-Man's moveset it mostly webbing; he doesn't really have anything to just get the opponent away. This could very well screw up your webbing game.

The webbing is amazing. Being able to tether just about anything to just about anything else, and actually having physics EXIST at all, is a cool concept and it works very well for Spidey. The interactions are consistent and the moves themselves are varied enough so that the set doesn't really get too boring(well, the aerials stretch it, but still).

Overall, Spider-Man holds its own as a great moveset and a nice, solid kickoff for the contest.
[/COLLAPSE]
[COLLAPSE="THAT GODFORSAKEN LOLI WHO RUINED THE WARIO FRANCHISE"]That is literally all I know about this character. I refuse to play the WarioWare games on the simple premise that they utterly demolished the godly Wario Land franchise. So, from that, you can infer that I have no idea why in hell you wrote an in-character set for someone who is essentially whinier, *****ier Hazama. Also I hate red.

Passing over that, Ashley's still a decent set. It's nowhere near Warlordian level, but it's reada--well it would be readable if not for the red wall of death. Seriously, I get it. You like to "ride the red wave," but the rest of us sane individuals ain't into that.

PASSING OVER THAT, the set is solid. I think Red should have been more involved though, ya know? Apparently he's important or summat. However, the playstyle seems stretched out and all over the place; the heavy spell is very interesting, like Kupa said, but it's tossed in there with a bunch of other stuff and it all just comes out seeming random. I mean, yes, some of the concepts are great, but they don't really work or flow together. Add to that that the standards are just total fluff...well the moveset is...it's unique, but convoluted and at times generic.

Overall, the ideas you have are great, but you might want to pick one and expand on it, instead of trying to put them all in one set. Ashley is like a pot-luck; you've got a lot of really good stuff in there, but then again some of it is rank and seems like it's been sitting in someone's fridge for a couple of months, and even the good stuff doesn't really taste good all mixed up like it is.
[/COLLAPSE]
[COLLAPSE="DON'T EVEN PRETEND ANYONE PLAYED THAT GAME"]Sadly, no one on the entire goddamned earth played Luigi's Mansion, and those that did only got about thirty seconds' worth of gameplay out of it. I did love the game itself though; hey, a 30-second-long pure orgasm followed by blissful ignorance about the fact that you're already totally done followed by realization of and depression about the fact that your partner is a total freakin' quickshot is better than no orgasm at all, right? The saying goes something like that, I'm sure.

Movin' on, Weston's a COOL set. I had an ICE time reading him, really I did. The organization is great and easy on the eyes, and the wording is easy to understand and picture. The actual set....well it's not the best and it's certainly not YOUR best, but it could be a(frozen over) hell of a lot worse. Like others mentioned before, why in piss did you have the icepicks act as bumpers? Last time someone stabbed me with an icepick, I sure as hell didn't go flyin' across the room--well not from the icepick itself anyways, that was more the reflexive reactions to the pain that did that.

Ahem...the interactions are great, and the ice...well the ice being used for attacks is sort of odd, I'll give it that, but still, it works. Defending with it fits pretty well, though. However...the status effects and the whole ability to just make your opponent about as useful and lively as Plorf at the school dance(or anywhere else, really, kid's hopeless) is a bit...overpowering. I get that, yes, you can't really do that any other way BUT overpowering, but..well still. I see it as a valid complaint.

Overall, I really do like how Weston plays, and the set's an interesting take on the whole "I NO MOVEY" dealie. Seriously, "new and interesting" movement styles--or lack thereof in some cases- are starting to feel like they're getting a bit overplayed now, somehow. Some of it feels strange and out-of-place, but when it comes right down to it, Sir Weston is a COOL PART---moveset.
[/COLLAPSE]
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
810
3DS FC
1908-0105-4965
Back to the moveset mines, slaves.

:phone:
 

Katapultar

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



"The witch of stage settings (alias: Walpurgis Night / real name: unknown); her nature is helplessness. She symbolizes the fool who continuously spins in circles. The witch's mysteries have been handed down through the course of history; her appellation is "Walpurgis Night." She will continue to rotate aimlessly throughout the world until she completely changes the whole of this age into a drama. When the doll's usual upside-down position reaches the top part of the witch, she completely roils the civilization on the ground in a flash through her gale-like flight."


Not much is known about Walpurgis Night, but when she appears everything changes. To prevent the worst from occurring magical girls prepare themselves to fight her, only to fall to a tragic fate. As is the nature of a Witch, Walpurgis Night causes hundreds of casualties upon appearing, a storm in her wake.

The term Walpurgis Night is the name of a festival that is a gathering of witches; if that's not religious enough to qualify, Puella Magi Madoka Magica is more or less a magical girl version of Faust, the tale of the man who sold his soul to the devil. The anime does at least have Religious overtones, with Walpurgis Night more or less representing the apocalypse we all so dread. But enough of that, you came here for an AWESOME Boss Battle didn't you?



You select 5 characters for this fight with the same amount of stock...under the condition they are all adolescent/teenage lightweight female protagonists. You see, Puella Magi Madoka Magica is about Magical Girls, not guys. The characters you pick are representative of Magical Girls even if they can't use magic in their cannon...it's not like MYM has enough Magical Girls as it is...




The Music for the First Part of the Battle

Behold, the creepiness of your doom! You start off in the disturbing circus setting of which is the opening to the Walpurgis Night battle. Your first goal is to reach that monstrosity, but it won't be easy...hindering you are Walpurgis Night's minions: phantasmal rainbow-ish copies of fallen Magical Girls (AKA characters you can select for this boss fight)



Whenever you're not running as fast as you can towards the goal that is Walpurgis Night, 2 of her phantom minions will appear to hinder you; you cannot move on until both are dead. The stage you fight them on is a walk-off reminiscent to your favorite bosses such as Porky and Rayquaza. A phantom makes not the noises of what they impersonate, but eerie cackles of mockery; they have the ability to float in any direction of their character's aerial speed and have 35HP for you to chip off. Not too hard but unless you have good aerial ability you'll have a very hard time.

Time is of the essence here: the longer you dawdle against a pair of phantoms the more likely another pair will show up (though you can do whatever you want in-between...if you have a character who can heal such as Marona you should do just that). You just have to keep fighting random assortments of them in a SEE-level akin manner until you reach Walpurgis Night...


The moment you DO reach Walpurgis Night, you'll be right in the middle of a piece of debris...but Walpurgis Night is waaaaaaaaaaay up in the sky...but not to worry! With unexplained mystical telekinesis of some random plot sort, the piece of debris you're on will start to FLOAT up to where the monstrosity that is Walpurgis Night is!


The Music for the Second Part of the Battle

Get ready for the most hardcore battle of your life! Walpurgis Night may not look that huge, but she towers you in comparison; you're only about the size of her 'mouth'! The battle takes place on the debris which you came from; giving you approximately 1.5X the width of Final Destination to move to and fro. You're positioned where Walpurgis Night's "torso" is supposed to be and you have to damage it. Walpurgis Night moves about right and left occasionally to re-position the torso you're supposed to damage; occasionally if you inflict enough damage on Walpurgis Night quickly enough she will lower her massive body to reveal her "dress" which you can attack more freely due to it's massive size. This state lasts for 10 seconds and Walpurgis Night cannot and will not attack you while she's in it.

But enough of that let's see what kind of hell you have to go through.


Fated Ruin
A brief cackle that is presumably Walpurgis Night's is heard. This is the warning signal that debris chunks are being blown onstage by the strong wind Walpurgis Night is creating, with Walpurgis Night entering further into the background so she can't be attacked. Chunks of debris are blown from either the right or left either Pokeball or Bowser sized at Capt. Falcon's dash speed. Getting hit by one inflicts 7-15% that KOs at 200-130%. The debris storm lasts for approximately 3 seconds before is dies down.

If your character strikes a piece of debris with an attack that inflicts more damage than the amount the debris inflicts it'll fall to the floor as a throwing item. Small debris has the power of a Home Run Bat, while large debris is as heavy as a barrel but has 1.6X the power of a Home Run Bat and acts as a 30HP wall that can defend you.


Gale-like Strike
Walpurgis Night shifts her torso to either end of the stage before she tries to smash you with her arm on the other end! This attack covers a good portion of the screen, inflicting 30% that KOs at 80% if you're hit by it! A good spotdodge can save you from this attack's judgement after you've inflicted some damage onto Walpurgis Night's torso if you wanted. Walpurgis Night will use this attack often.


End of the World Gears
Walpurgis Night lowers her body in a manner similar to inflicting large damage onto her, albeit at a slower pace. While a great opportunity to attack Walpurgis Night, you'll notice that Walpurgis Night lowers her body until her large gears are on the same plane as you. She'll then spin these gears full-circle, smashing them into you! If Walpurgis Night enters this stage of the attack getting hit by the 3-second duration stage covering move is inevitable, doing over 999% to your character! Fortunately the attack does no knockback, just softens you up for a KO. Despite the brokeness of the attack Walpurgis Night can be "stunned" by inflicting damage onto her if you really want to prevent her from attacking; dodging this attacking is easy for almost anyone.


Rainbow Ember



What appears to be Walpurgis Night's only REAL attack in the canon is the ability to burn everything with surreal rainbow colored flames. An ominous wave flies out of Walpurgis Night's body for good forewarning before rainbow fire explodes at your character's positions! This requires a good spotdodge; rainbow fire is probably the deadliest substance known to this boss fight: it completely eats away at shields, inflicts EVERY SINGLE ATTACK PROPERTY KNOWN (AKA fire, electric, ice, magic, aura, darkness, poison, claw, bite, kick, energy, sword, and so on), and inflicts.....15% that KOs at 200%. Ok so it's not that dangerous...but the fact that the fire sits on the stage for 3 seconds may give you a bit of trouble.


Clowning Around
Curtains briefly cover the entire screen before they open up, revealing that Walpurgis Night has summoned 2 of her phantom minions! These nasty things fight alongside Walpurgis Night, making the battle more difficult than it was before. Fortunately Walpurgis Night only uses this attack when she's at 20% health and when she's defeated her minions go away...


=-=-=-=

Speaking of health, Walpurgis Night has only 200% for you to take down...easy enough right? Well once all that health's gone Walpurgis Night's torso automatically positions itself at the middle of the screen, stunned for 10 seconds...now's your job to hit it with YOUR ABSOLUTE STRONGEST ATTACK POSSIBLE. If you don't attack Walpurgis Night within the time limit she'll be revived with a simple 20% so just attack her.

Once attacked, Walpurgis Night is SENT FLYING by your attack as if she was a mere Smash Character....WHOA!! You'll see a brief cutscene of Walpurgis Night flying into a massive body of water and crashing into it, stunned from the amazingness of your attack. Pat yourself on the back now, Walpurgis Night has been defeated!







The Music for the Third Part of the Battle

Not. That feeble attempt at the mighty apocalyptic Walpurgis Night was...nothing. All you did was manage to knock her down for a while. From here you have to proceed to Walpurgis Night's position while jumping on platforms of magically placed debris; there are no enemies at this moment and pretty much no way to die so feel free to heal yourself or do whatever (the fact that you get so many opportunities to heal yourself during the boss battle is one of the reasons why it's not THAT hard). From here you basically have to advance from platform to platform in SSE duration until you finally reach Walpurgis Night and prepare to beat her to a pulp once more.

Oh, and about using your strongest attack on Walpurgis Night to knock her back? You'd better believe it was worth it gameplay-wise. You see, Walpurgis Night remains stunned for a number of seconds equal to the amount of damage your strongest attack inflicted onto Walpurgis Night. Once Walpurgis Night recovers she'll summon a phantom to your position; you don't have to fight it but it'll constantly pester you and keep on pursuing until you're dead. Walpurgis Night summons one phantom every 15 seconds; either fight it or run away, it's your choice.

The Music for the FINAL Part of the Battle

After all that running around you arrive on the water that you knocked Walpurgis Night into. You're not fighting on a piece of debris anymore, but rather a massive body of water you're magically standing on that's 3X wider and taller than Bridge of Edin; her Walpurgis Night's entire body is visible. You can no longer attack Walpurgis Night's torso freely, only her head can be attacked from the ground; she no longer takes stun anymore either. Prepare yourself for the final phase of the battle!


Clowning Around
Walpurgis Night prepares for the usual with this attack's name and all, but this time she summons...4 minions! What's dangerous is that she'll do this AS HER FIRST ATTACK...well at least that gives you some times to attack Walpurgis Night, though it doesn't help that she's attacking you at the same time the phantoms are....


What Hell Looks Like
Walpurgis Night cackles as 2 random parts of the water's stage begin to ripple. After 2 seconds buildings of similar size and performance to the ones on Shadow Moses Island emerge from the ground, reaching the very top of the screen! Getting in their way when they emerge has you take 30% that KOs at 90%...and of course you have to destroy these buildings in the same way as the you-know-what. It doesn't help that Walpurgis Night's minions can teleport through these walls to reach you, with it being a real pain if you're blocked off from attacking Walpurgis Night herself.


Debris Dropper
As the attack name implies, Walpurgis Night gestures one arm before a massive chunk of debris the size of Giga Bowser falls from the top of the screen at Bowser Bomb speed and right down onto you! This beast inflicts 55% that KOs at 70% so be sure NOT to be hit by it! While the attack is powerful the debris at least breaks into 3 small debris and 2 large debris for you to use against the boss, and not to mention that the debris can actually kill Walpurgis Night's minions. Walpurgis Night will use this attack often against you; getting near minions around this time isn't a bad strategy. When Walpurgis Night is at 50% and below health she will use 2 consecutive debris pieces against you.


Omega Storm
Walpurgis Night laughs as the wind speed begins to pick up drastically. From here on the wind speed pushes everything to the right or left randomly at the speed of Ganondorf's dash! While there's obviously a lot of room on the stage and your chances of dying are rather slim, the wind pushes any manner of debris and walls Walpurgis Night has created which are capable of pushing of you off the stage to your death! What makes things even more annoying is the fact that Walpurgis Night's minions are not affected by the wind, which lasts until Walpurgis Night's 2nd attack afterwards. Walpurgis Night usually uses this as her 4th or 5th attack.


Party Tether
Walpurgis Night laughs deeply before firing one of those weird carnival banners you saw in the 2nd image of Walpurgis Night. The banner is aimed to you, and if you're caught by it you're stuck in place as Walpurgis Night slowly tries to slam into you; when she does you take a massive 999% and are pitfalled! The tether is quite dangerous due to it's speed though Walpurgis Night will only use this attack when she has no minions and when Omega Storm is not active.


Rainbow Flare
Remember Rainbow Fire? This is a way more powerful version than that. With the same start-up animation, Walpurgis Night burns not only you, but any walls, obstructions or items she or you have made with her fiery rainbow of hell! This inflicts the same amount of damage, but the fire lasts for a whopping 10 seconds. If Omega Storm is active the fire will be pushed by the wind and does 2X the damage if it hits you.


How the Mighty have Fallen
Walpurgis Night will use this attack when she's at 10% health and if one of your characters has died.....yes, that's right. This move...summons a phantom copy of that dead character. Walpurgis Night shifts further into the background so you cannot attack her, and now you must fight this phantom copy but unlike normal phantoms this one has to be KO'ed like a regular character and moves at twice the aerial speed of the impersonated character, though she cannot move any higher then 2 SBBs. While the phantom can only use that character's air game, she can be very annoying to fight against considering the stage's immense size and that you have to defeat her before you can start fighting Walpurgis Night again. Oh, and if you haven't defeated the phantom within a minute, Walpurgis Night will start using Omega Storm in order to kill you off more easily.


The End
This attack is quite literal. If Walpurgis Night is using this attack it means you've successfully chipped at the 600HP of her 2nd form. Now, the screen fades out as the Star KO cries of all characters still alive but not currently participating in the battle can be heard. They are now...dead. The screen fades in to see that the last remaining character or 2 are barely standing, with the corpses of all their dead friends at their side. You're now on 999%...it's all or nothing.

Walpurgis Night is in the middle of the stage, now barely able to move. To finish this battle off, you must hit her with your ABSOLUTE STRONGEST ATTACK...3 times. You have unlimited time to do this, and once you've attacked Walpurgis Night 3 times she's completely destroyed in a spectacular explosion that spans the ages. As this is happening the screen fades out to white as the remaining character or 2 collapse into their downed state...the world is saved, but were all the sacrifices really worth it?
 

Smady

Smash Master
Joined
Apr 29, 2007
Messages
3,306
Location
K Rool Avenue
This post marks the end of week 3's MYmini, so, it's time for people to vote on their favourite entries. The happy guys you get to vote for this time are;

  1. Elmer Fudd by Davidreamcatcha
  2. Gozer the Gozerian by MarthTrinity
  3. Iris Sepperin by Junahu
  4. Walpurgis Night by Katapultar


Be sure to send your votes in, before the end of Sunday. You have just 2 votes (1 normal vote and 1 "Macro" vote), and you should PM your votes to MarthTrinity


Anyway, here's the next MYmini to wash the stink of your week off with, good luck!

MYmini Week #4 (29nd-4th June)
Dark Hippo:

Where there's a Phatcat, there is inevitably a Thrice.
Especially in video games, the unimaginative trope of just inventing an alter ego as a foil to the hero is all too easy for those budding lazy game designers. A good example of such a design being the latest DM set, DarkMega, by Capcom. Inspired by that premise, this week the mini is to simply create an extra involving a darker alter ego - that can be an assist trophy, stage, boss, event, any extra you can think of. This character could be Dark Link, Shadow Mario, Blood Falcon... or even someone you invented yourself! The only rule is it has to be of an already existing character.
 

MarthTrinity

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

Well I may not be a leader anymore but that doesn’t mean I can slack on my comments! I have been horribly inactive about it (I’ve only commented one set, yikes!) but that’s about to change! Time for some delicious ketchup…catsup…whatever.

Spiderman

Minor nit-pick right off the bat; even when a character is blatantly well known, it’s still nice to give them an introductory paragraph. This is the part where (at least I personally) the character is introduced to us and your enthusiasm for the character shines through! I love hyping up my characters because more often than not, I want the reader to be hyped up about the character as well! Of course, it is Spiderman who really -DOESN’T- need an introduction…but it’d still be nice.

As a more serious exclusion, why no stats? I mean, I know that stats have been skimmed down from numbers to just paragraphs explaining the how the character is…but Spiderman has none of that. I mean, how fast is Spidey? I may think he’s…Marth’s speed whereas someone else may think he’s Sonic’s. How big is Spidey? Is he standing upright or is he in his MvC-hunched over state? Again, not huge faults here but they help you imagine the character better. Considering Spiderman has been in so many Marvel games and such, you probably could’ve even found some sprites to help show this off.

Onto the move itself, my apologies for the nit-picking so far by the way. Anyway, I do like how Spidey can use his normals in conjunction with his Up Special while climbing about. It reminds me an awful lot of Octillery back in the day except instead of being a turret-esque character, Spidey would obviously be a more aggressive one. Webline is where I start having problems however. The “cartridge limit” seems kinda weird for Spidey. I mean, I understand -WHY- you did it…but at the same time it seems incredibly annoying to micromanage. Is there some kind of display or are we just supposed to guess how much he has left? If the latter is true, that seems to reduce Spidey to either a guessing game of when his web moves will fail him or will force him to conserve his web as much as possible out of fear that it’ll screw him over at the worst possible time. Webbing Barrier is kinda cool for giving Spidey a place to retreat to but I find the aerial version of it to be kinda weird to say the least; why would you want to waste so much webbing on a slow projectile when Spidey already has Impact Webbing as a reliable projectile attack?

Personally…I feel as though the jab and the forward tilt should probably be switched around. At first when I read some of the other comments I was kinda confused by them. “Why would SPIDERMAN using his webbing so much be an awkward thing? Webbing is what Spiderman does!” But…unfortunately…I kind of have to agree. Pretty much every move in the set is “Spidey does such and such…but if you’re holding onto a webline…!” I mean, the Smashes are all pretty standard…but if you’re holding a webline…! The grabs and “throws” really stick out as the most awkward part of this seeing as they only work if you have a webline. I mean, Spidey’s a pretty strong guy without his webbing; he could grab physically without it being bland and there could’ve been a whole new addition to the playstyle here instead of just more webline interactions. Oddly, the fair seemed to be the best aerial just because it wasn’t webline based but rather based on Spidey’s speed and agility.

All in all, Spidey is kind of an example of focusing way too much on one certain mechanic and using it for -EVERYTHING-. Is this a bad thing? Well…it can be in a way. It’s good that you want to have your Specials interacting with other aspects of the set…but when every move in the set more or less is reliant on one Special in order to reach their fullest, it gets kind of…well, it gets kind of bland. And yes, this is an old set and you’ve obviously improved since then so yeah, it’s kinda unfair for me to go back and tear it apart…but yeah; it’s Spiderman so it’s impossible to actually hate it. That and I can’t really blame you for sticking in Spider Sense as the Final Smash; I personally couldn’t think of a way to not make it a counter/Espeon rip-off either.


Ashley

Probably my favorite addition to WarioWare Touched…hell, Ashley’s probably my favorite character not from the original game period. Either way, it was only a matter of time before Ashley and her little minion Red got a moveset; I know she’s a popular choice for SSB4 (for some reason) so I figured this would be coming sooner or later. My first question is…why a first person set? I mean, Ashley isn’t exactly known for her energetic or even interesting personality so it kinda comes off as a bit weird. More or less, I don’t feel it adds a whole lot to the set personally…but from the writing you did do, it didn’t really detract from it either which is a really good thing actually; most people who use first person writing either hit it on the head or screw it up massively. I’d suggest that Ashley maybe more abusive to the reader as well as that seems suiting to her personality.

Yeah, you’ve already heard about the whole “don’t call it a gimmick” deal so I won’t press on that any further, just call it a mechanic no matter how gimmicky it may be; that’s how we do it! Either way, Red is a fairly basic yet simple mechanic. I’m going to assume that “getting knocked out” means knocking him off the stage instead of him having stamina or anything though. Regardless, I like that you thought of a use to have him hovering behind Ashley (aka to be a meatshield for projectiles) that’s not only helpful but suiting for his abused character.

Onto the set now…The first three Specials I really like to be totally honest. The first one gives Ashley a lot of potential for aiding teammates while the Heavy Hex is not only a viable way to hinder your opponent by slowing them down…but also potentially a very helpful way to aid your partner. Take a partner who’s already heavy and slap this on ‘em and bam; super heavyweight partner! The Binding Circle is probably my favorite part of the set to be honest. I love that…while you may be stuck in place, you can still attack and such. This has an absolute ton of options really…especially when it comes to trapping your partners to aid let them survive. I could see Ashley being an absolute menace in a team with some of MYM’s better campers out there. One thing I think would be kinda cool is if once a projectile went through the Binding Circle’s radius, it became hazardous to everyone including the person who cast it. That way if someone’s spamming projectiles, you can simply swap them to the other Binding Circle and have them take the full force of their own spam.

As one final note, it would’ve been nice to see some more interactions with Red. Now I know, I just got on Nick’s case for making most of Spiderman’s attacks based on Webline…but Red doesn’t really seem to do a whole heck of a lot in this set outside of a few moves here and there and Ashley’s grab game (but even then he only exists for her actual grab). I do have to commend you for -NOT- having Ashley rely 100% on Red but it would’ve been nice to see a bit more from the little guy.

All in all, you’ve certainly got some nifty ideas here and this is only your first set I believe. I know for a fact you’ve improved since Ashley so this comment is more on improving the set itself rather than how you can improve as a movesetter.


Pentagon Thief

Hells yeah! I’m commenting minis too; hey, these take quite a bit of effort as well. Anyway, Pentagon Thief is a pretty major game changer really. He kinda reminds me a lot of Mario Party’s Chance Time. You don’t know exactly who he’s going to target and who he’s going to “help out.” It’s a pretty extreme loss if you do get snagged by him but it’s a pretty extreme gain if you manage to catch him after he’s assaulted you/another player. My one question is, does he actually jump or anything like that? -IF- he targets you, is it possible to dodge him or will he just pursue you until he gets what he wants from you? Either way, I also like that you incorporated another way for him to mess with the gameplay if you’re not playing a Stock Match (as opposed to just saying he doesn’t appear or something). Overall, a fun little mini here Slash. It’s a shame his name in the header image is typo’d though (WARY)


Sir Weston

So it seems that you and I are the only big fans of Luigi’s Mansion in MYM…or at least the most vocal about it. So let’s see how Weston stacks up. Well first off, you have all of the moves you’d expect from him directly in the Specials, so that’s a good start right off the bat. You’ve basically got his two primary attacks and his primary defenses in here which works out well enough to establish a starting point for the moveset. I find it a bit iffy that Weston’s giant ice cube heals when he’s not in it. I dunno, maybe it’s just me but it seems a bit tacked on personally. I do like the interactions between the Down Special and the Side Special but I question the Down Special slightly…mostly the whole taking damage from tripping and landing face down. It just sounds kind of tacked on to me. Yeah it has some interactions with his down tilt but at the same time it feels, as I said before, tacked on.

Which takes me to a problem I have with Weston. A ton of his attacks play out like a “But Wait, There’s More!” deal. His Up Special pickaxes instead of being a reliable projectile/recovery have to be random traps as well? His forward smash makes them dizzy? But not Brawl’s form of dizzy, Weston’s own? His pummel makes them take 2% damage per second unless they dash dance? Basically it seems like this set just flat out says “Screw Brawl’s rules, Weston is above them!” Which is fair enough considering 90% of MYM thinks the actual Smash sets are boring as hell…but it kinda gets to the point where it’s like…it feels like it’s trying too hard personally.

So yeah. Weston isn’t a bad set, I won’t say that at all because it’d be untrue. It’s just kind of…well, to me personally it’s not up to your MYM9 standard. It kind of feels like Weston is trying way too hard to not be a Brawl-esque set by tossing on a gimmick to a bunch of moves. While it certainly works to the playstyle’s advantage, the moveset is pretty much abusing tripping while spamming projectiles and stage control; in other words, it’s pretty much every MYM set. I’m sorry if it seems like I’m being kinda harsh on this one, it’s just after such awesome sets like King Boo and Necky, Weston just kind of seems like a step backwards into overdone territory.


Cheatyface


Zomg it’s KoJ! To be totally honest I didn’t really know you back when you were active before. Back then was a time when I really wasn’t that active in MYM and I didn’t really talk to anyone in the thread outside of like…Mendez. But either way, I hear about you an awful lot and you have Warlord’s respect so you must be a pretty fancy dude. Regardless, welcome back; let’s talk about Cheatyface. Cheatyface is a pretty clever little Assist Trophy that kind of reminds me of Zoroark from the last contest but different (IE: Zoroark pretends he’s a Goldeen, Cheatyface pretends he’s another AT). Either way, it’s clever and appropriate for the theme of that mini that Cheatyface is not only “stealing” another Assist Trophy for you but also “stealing” the spotlight of the first AT in a way. It’s got the whole deception thing down quite well and is a fun little concept for that.


Dry Bowser

BISON!!! *flips table* Whyyyyyyyyyyyyyyy? Why Nate, why? Why dost thou feel the need to hate upon thine throws? Why dost Dry Bowser need a directional grab/throw game that isn’t even a throw? I had this problem with Kaptain K.Rool last contest and it seems I’m unfortunately going to have to have this problem with Dry Bowser in this contest. It’s a grab that isn’t a grab. AKA: It’s a regular move slotted into the grab input that isn’t really used for grabbing. I’m sorry for jumping on you about this but really, this “grab” comes across as an Up Smash or some kind of Neutral Special or something, not a grab in the slightest.

*deep breath* Alright…I’m good now. On to the set itself. Alrighty, so you’ve got a pretty nifty Neutral Special to start with. I really like the fact that you can mix up the speeds of the fireballs in order to screw with your opponents timing; being a Sagat user in Street Fighter, I know just how important it can be to space up your Tiger Shots/fireballs so as to form an annoying trap for your opponent to fall into. I’m not that big of a fan of the fact that reflecting the fireballs does absolutely -NOTHING- to Dry Bowser though; seems like that’d really screw over some characters (Strike Man cries somewhere…). The Forward Special is pretty nifty too if I do say so myself, I especially like the fact that you can use it out of a dash and continue into the dash afterwards. Combining that with your Neutral Special Fireballs is a pretty clever way of applying some serious projectile based pressure to your opponent so good job on that.
The Up and Down Specials are where Dry Bowser really comes into play though I suppose. They remind me a bit of Sukapon’s up and down tilts except not awful and not pointless. It’s a pretty clever way of including the trademark “Dry Bones collapse” into a moveset. I must say that it’s a tiny bit disappointing to see the nifty projectile game you had set up in the Specials boil down to “he uses it to approach and nothing more” but I suppose it’s better than another “he sits there and camps for eternity” moveset that is 90% of earlier MYM’s. The whole having his dash attack pretty much be DACUS thing made me smirk but I gotta say that there doesn’t seem to be a whole lot of risk to Dry Bowser’s arsenal. The fact that Up Smash and Down Smash can be canceled strikes me as somewhat weird and something that should probably have been left to the Down Special to cover for instead.

Overall…Dry Bowser’s got some interesting concepts to him. I liked at the beginning how you had the projectile game to get in…but once Dry Bowser got in close, I couldn’t really see -WHERE- he wanted to go from there. All in all, I felt that some of the concepts were there but some weren’t. It kind of feels like you rushed this one out to have a set out ASAP and it comes up short because of that. Also, we really have to have a talk about Final Smashes man; Dry Giga Bowser is not acceptable ;P


Enrico Pucci and Whitesnake

Against my better judgement, I’m going to read this moveset and risk spoilers as I’m sure I’ll never get around to finishing JJBA. Frown. Anyway, let’s take a look-…*adjusts non-existent glases again* Uh…LoL? You seem to have forgotten the throws here, hahaha…I mean, I just got done yelling at n88 for lack of throws and you’re going to put me through this again? He’s also missing a Dash Attack by the way, not sure if this is intentional or not. Rawr.

Anyway, I do enjoy how you worked Whitesnake into the moveset. It reminds me an awful lot of Capcom’s JJBA fighting game (which is awesome by the way) in the sense that you can actively call out your Stand/switch control to them…but you’re also hindered by your Stand as well. The Command Disc concept is pretty nifty as well and I like that you can use it in conjunction with your Side Special to select certain moves or abilities you want to take from them. That said…the Grab game is kind of rendered useless…or redundant rather thanks to this. You can either string them up into the actions you choose (which is cool) or you can just grab them and yoink the stuff you want (not so cool).

Moving right along…I like what you did with the Up and Down Smash as they both seem to fit into his playstyle quite nicely. The standard attacks (tilts and such) come across as a bit filler-ish but eh, I suck at tilts, who am I to comment on those? Down Smash however strikes me as a bit odd. Basically, Whitesnake disguises himself as Pucci? Why is this…ya know? That bad? It’s not like attacking Whitesnake is any worse than attacking Pucci. I mean yeah, Whitesnake has certain attacks you’d have to look out for, but I assume the disguise wouldn’t really matter too terribly much. Maybe that’s just me though.

One last tiny complaint…the dair certainly is an interesting take on a stall then fall, allowing Whitesnake to force the foe upward into Pucci’s attacks and such. You say Pucci can then combo opponents with his other aerials but…what other aerials would he really combo with? Three of his five aerials depend on Whitesnake and his Up Aerial just makes them fall. Then again, this is Brawl we’re talking about; expecting combos to be longer than two hits is ridiculous of me (hippo)

That said. Wowsers, I was negative here. But I didn’t mean to be! Pucci and Whitesnake was a very fun read to be sure. There’s a bit of filler which keeps it from being one of your better works but it’s got some good fun ideas (namely in the Specials/manipulation of Whitesnake) to keep it interesting. Good work here LoL.



And I'll get to the rest of the movesets/minis later, just wanted to drop off what I had.
 

smashbot226

Smash Master
Joined
Sep 1, 2007
Messages
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Waiting for you to slip up.
Where's Kholdstare's magical one-way vehicle when you need it? At any rate, I'll get back to the topic at hand rather than argue with Joe over semantics.

And take a look at the MYMini. Perhaps Haggar must face a Subspace clone of himself... named Raggah.

Nah, I'll probably make a shadow version of Genesect. Heck, they already have shadow Pokemon in that particular canon, don't they? Check out the Genesect moveset once it's done- you'll probably see some extras too.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Wallahalla Night


You made a moveset for Wallachia Night Katapultar? I was actually planning on adding something like that for an eventual Homura moveset that I was planning, except it was going to be a stage with Waluigi Night as a stage hazard, and an optional boss event. The floating skyscrapers do make an interesting stage setting after all.


I'm not actually a huge fan of the decision to make it teenage girl only, as Homura proves, magic isn't the only way to fight witches. Still though, I appreciate the attempt to convey the themes of the series.

I do like the idea of the run to get to Warlord Night at the start of the boss fight; Homura didn't have to do that, but of course she was fighting primarily with bazookas, sea to air missile silos and the like, so I guess it makes sense, and it's an interesting way to start it. The fake death is a tad overplayed though.

I think a few of the attacks were a tad overpowered, especially the attacks that she doesn't actually have in the series. No need for these instant insane damage attacks. I think you did do an overall good job of staying consistent with the theme of the witch and avoiding anything too outlandish, except maybe the direct attack with the gears, they seemed more thematic than functional to me. Overall, I did like this boss fight.



Also, whatever happened to our Mami joint? I thought we were heading in the right direction with that. You didn't lose your head thinking about it, did you?
 
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