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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
Hold on, let me get that comment I put somewhere...




*trip*




SAKURAI!!!!
That would have to be the number one thing I was disappointed in with the move set, it's a Sakruai move set that doesn't focus on tripping. :glare: More seriously, I'd rate this as not bad, but not exactly good either. Sakurai's "balancing" is rather entertaining and an interesting idea to build a set around, but the end result isn't entirely stunning. First off, the smoke bomb clouds... well, you can see through them quite easily in Brawl, which makes the move more or less pointless. Some of the other moves are generic, and don't really add much to the play style (the ban hammer and the wiimote, for instance). The play style itself is more or less generic gimping, setting up traps and tilting the stage so the opponent has to constantly recover into them. That is, there's not really anything NEW the set does. Don't get me wrong, I don't hate the set, it just didn't really feel like anything special to me.
 

LegendofLink

Smash Apprentice
Joined
Feb 17, 2008
Messages
164
Location
Pennsylvania
Origional Character MYM fodder time!

Chess Man




Statistics

Size: 5
Weight: 5
Ground Speed: 2
Traction: 8
Jump Height: 10
Air Speed: 3
Air Control: 5
Fall Speed: 7

Special: Chess Man can wall jump.

Chess Man is one of Dr. Wily's many themed Robot Masters, utilizing a chess motif in his looks, combat style, and weaponry. As you can see, he is absolutely atrocious in the movement department, with his god-like jumping abilities being his only saving grace. He can wall jump too, and his wall jump actually works a bit different than most, boosting his air speed to a 6/10 in the direction you jumped in, allowing you to kick off of walls to increase your speed.



(NOTE: The following moves are organized by role and usage, not input)


Setting Up the Board


Neutral Aerial: Pawn Shot
Chess Man aims his cannon forward and releases an Olimar sized, pawn shaped robotic drone in front of him, dealing 3% damage with set forward knockback to opponents in the way when it is launched. The pawn drone hovers in place where it was launched, with the rounded "top" of the drone pointing in the direction you were facing when you placed the drone. The drones act as physical objects and can be stood on as makeshift platforms, in addition, you can have up to eight pawn drones out at any one time. This allows you to create makeshift platforms, walls, or stepping stones through your placement of them. All of Chess Man's . drones last indefinitely, but are destroyed after taking 10% damage. Chess Man can have up to eight pawn drones out at any one time, and placing a ninth one will destroy the first one. All of Chess Man's drone deployment moves have very little end lag making them safe to use in most situations, and allowing you to place about 3-4 pawns in a single full jump.

Up Smash: Pawn Spread-shot
After charging, Chess Man moves his arm cannon in a sweeping motion over his head firing 3-6 pawn drones upwards, depending on charge. The distance upward they travel also depends on charge, ranging from one Ganondorf upward at no charge to two and a half at maximum charge, though the pawns will stop early if they hit other drones or obstacles. These pawns line up in a perfect horizontal line facing whichever direction you used the move in after reaching their destination, with almost no space in between them, creating a solid platform out of them. Opponents hit by pawns as they fly into position are dealt 3% damage and popped up into the air such that they will land on the pawns after they stop. Pawns placed this way still count toward the max of 8 that you can have on screen at a time, meaning that using this move is also a great way to clear out pawns that you have placed elsewhere. The primary purpose of this move is to block off the area above you, getting opponents out of your hair, and giving you a nice platform to stand on. Of course, your opponents can stand on these too, but later moves can make that quite dangerous for them. This is especially useful for that because it put's them right on top of the platform if they get hit by the pieces.

Up Tilt: Bishop Shot
Chess Man points his cannon upwards at a 45˚*angle and fires a bishop-shaped drone in that direction at Mario's dash speed. It will continue to travel in that direction until it either hits something, be it an opponent, wall, ceiling, or minion, or it moves off screen. If it hits an object, it halts and hovers in place like the pawn drone, dealing 7% damage with knockback knockback opposite to the direction it is moving to damageable objects, KO-ing around 180%.

If you hold the A button after firing a bishop drone, you gain control of the drone's flight. You can direct it to move in any of the four diagonal directions like a bishop on a chess board, though it will always move in a straight line, having to make sharp turns to another diagonal direction to go anywhere else. Releasing the A button after taking control of the drone will leave it hovering in place as if it had hit something. You can only have two bishop drones out at any one time. Using this move again after placing a second drone will cause you to take control of the first drone you fired to reposition it or attack, and the second drone can be controlled again by double tapping the A button when using the move. Because the bishops are platforms just like the pawn drones, you can stand on one while controlling it, allowing it to quickly transport you around the stage. Non pawns drones are less stable and can't hold Chess Man for long though, and begin losing altitude steadily if chess man stands on one for more than 5 seconds without landing on the ground, so you can't stall under the stage with them.

Forward Tilt: Rook Shot
Chess Man points his cannon forward and fires a rook-shaped drone in a manner similar to the bishop drone. It behaves in an identical manner, flying forward until it hits something, then stoping. The only difference between the rook drones and the bishop drones is that rooks can only move horizontally and vertically when controlled. Just as with the bishop drone, the you can only have two out at any one time.Rooks are somewhat more useful of a basic level than bishops, because they can be fired straight forward and have a reasonable chance of hitting the opponent without you needing to control them, giving you more freedom of movement when using them.

Up Special: Queen Shot​
After a bit of a delay, Chess Man fires a queen drone in whichever direction you point the control stick, though it can only be horizontally, vertically, or diagonally at a 45˚ angle. If you didn't hold the B button, the queen drone simply hovers in place where it was fired, meaning that you can point it downward to create a platform to stand on. After that, pressing up B again and holding the button gives you control of the queen drone, just like the bishop and rook drones, allowing you to fly yourself around the stage and serving as your main form of recovery. Only one queen drone can be on stage at a time, meaning that while it is far more versatile than your other pieces, it can only be in one place at once, meaning that if you use it to attack, you will be left without a reliable recovery (though Pawn Shot can also be used to recover if used at the beginning of a second jump in a pinch, allowing you to land on the pawn). In addition to this restriction, only one queen drone can be created every thirty seconds, meaning that if you use it foolishly and it gets destroyed quickly (which is rather easy considering how fragile your drones are), you will be left without your most powerful piece, which can really put you in a bind later in the game.

Back Aerial: Knight Shot
Chess Man points his cannon behind him and releases a horse-shaped knight drone there. These drones behave much differently than your others floating in place for three seconds before teleporting in a manner identical to that of a knight on a chess board, meaning it can move in any combination of one (large) stage builder block up, down, left, or right and two stage builder blocks in a direction perpendicular to that. The knight drone always teleports to whichever place would bring it closest to the opponent in an attempt to appear right on top of them. They will then wait three seconds before teleporting again. Opponents hit by a teleporting knight drone are dealt 10% damage with powerful upward knockback, KO-ing around 150%. As with your other non-pawn pieces, you can only have two of these drones out at a time. You can teleport with a drone by standing on top of it when it teleports, allowing you to get past a lot of defensive barriers without much trouble. Knight drones are by far your most offensive piece, as they don't contribute much to defensive structures, and are useable in the air while on the move. As such, They are likely to be frequently destroyed as they come near opponents, meaning that you will have to support them to get them to be effective.


Piece Placement:
As you can see, Chess Man's main form of attack is through his chess piece drones. These drones can be placed just about anywhere and can be used to attack from all sorts of angles. The problem here is that to make use of his pieces to their fullest, he has to make full use of his pawns, using them as platforms to keep out of the action while setting up and as walls to slow approaching opponents. Pawns are absolutely vital here, as they can be created quickly and in large amounts, as well as being able to be placed just over the ground or high in the air thinks to Chess Man's high jumps and being able to charge the up smash. Piece placement is also vital to Chess Man's mobility, as using them as moving platforms to get around quickly or even using careful placement of pawns to repeatedly wall-jump around the stage and play keep away (or go on the offensive when the time is right, but that's later). Placement of drones has to be done with care though, because poor placement can lead to you getting blocked off and trapped by your own pieces just as easily as the opponent, especially sine you can't destroy your own pieces and you opponent can. Knight drones are should almost always be in play to pester the opponent, and become especially useful when it becomes time to truly pressure the opponent.



How the Game is Played

Neutral Special: Pawn Advancement​
Chess Man points his sword into the air, signaling any pawn drones to advance one space. What this means is that each pawn drone that you have placed will move one (large sized) stage builder block forward at Mario's walk speed, with forward being the direction that they are pointing after you initially placed them. They don't deal any damage while moving forward in this manner and stop if they come into contact with another object. However, if and opponent or other attackable object is within the space one stage builder block diagonally up or down from the front of the drone when the move is used, the drone will quickly snap to that position, hitting the opponent in the same manner as a bishop, rook or queen drone.

This allows your structures of pawns to change their positions and close in on the opponents. It also makes is very dangerous for the opponent to be near your pawns, as you can set them to attack at a moment's notice, meaning that a wall of pawns is far more threatening than a simple roadblock and opponents can only even approach pawns from behind if they intend to stand on them, making them only truly viable for Chess Man to traverse regularly.

Down Special: Check
Every one of Chess Man's non-knight drones begins emitting thin green lasers in whichever directions that they are traditionally capable of attacking in on a chess board. Opponents who come into contact with these lasers are dealt 5% damage and stun opponents in a manner similar to ZSS's blaster for half a second, dealing light, set knockback away from the laser after the stun wears off. These lasers last three seconds before shutting down, leaving the drones in a cooldown mode that prevents them from firing any more lasers for the next seven seconds, though they can still move and perform other functions during that time. If the laser of one piece hits another piece, it creates a powerful shield around the piece for the laser's duration, extending the laser's hitbox to include the drone and preventing all incoming damage to it. Moving a piece turns off its lasers and puts it into cooldown mode.

The pawn drones' lasers are pitifully short ranged, only traveling one stage builder block's distance both up and down at a 45˚ angle in front of them. This is negated by the sheer amount of pawns that you can have out at one time. Just as in real chess, you can line pawns up in diagonal lines or zig-zag patterns to allow the pawns to protect each other with their lasers, creating unbreakable walls to clog up the stage for the opponent, while allowing you free reign in your movements. The lasers on all other drones have a range of four stage builder blocks, with the bishop drones' lasers going in all four primary diagonal directions, the rook drones' going horizontally and vertically, and the queen drones' go in all eight directions. This makes the queen drone extremely powerful and useful to have out, allowing you to trap opponents with ease for a few good hits from the lasers, but it again leaves you with only your side special as a reliable way of recovery, which is easily intercepted or interrupted by the opponent, leaving the choice of whether to commit the queen to the "board" or not a risky proposition.

Forward Aerial: Reversal Buster​
Chess Man fires a pokeball sized shot of yellow every from his arm cannon forward at the speed of Falco's lasers with very little lag, being able to fire about two of these every second. Opponents hit by these shots are dealt 3% damage and forced to turn around as if hit by Mario's cape, allowing you to divert and attack away from one of your pieces, or reverse a recovery for easier gimping. These energy shots serve another purpose though. Drones hit by this attack are also forced to reverse direction, meaning that a rook fired on autopilot from your forward tilt can be made to turn around for another pass, or pawns that have advanced past the opponent can be turned around to begin advancing back across the stage and remain relevant without forcing you to place more. This move doubles as your primary pestering projectile, though the lack of hitstun keeps you from really stalling opponents with it.

Down Smash: Fortification
Chess Man gestures downward in front of him, signaling his pawn drones to move in and protect him. Uncharged, the nearest two pawn drones move in front of him from wherever they are, dealing 3% damage and popping opponents in their path up into the air a short distance. Fully charged, all available pawn drones move in instead They position themselves one right above the other, with one stage builder block of space in between them, completely walling larger characters off while still giving Chess Man room to maneuver through them. They also turn themselves to face the direction Chess Man is facing when he uses the move. This allows Chess Man to pull up an immediate defensive position without having to replace the pieces on the stage. it also makes a great way to begin pressuring your proponents into a corner, by creating a large wall that slowly advances on them, threatening to zap them with lasers or smack them hard if they get too close to it (or both, as one leads easily into the other). You can also create opposing walls through correct use of charging, only grabing the pieces you need and not the ones that are fine where they are. Combined with the simple placement of individual pawns, this is how you really begin controlling "the board" so to speak, locking parts of it down for your use and your use alone.

Grab: Capture​
Pressing the grab button while on the ground or in the air causes Chess Man points his blade arm at the opponent, commanding the bishop, rook, or queen drone closest to him to capture the opponent. This causes that drone to constantly follow the opponent to the best of it's abilities, attempting to run into them. While the drone is attempting to capture the opponent, moves that involve moving or placing other pieces cannot be used (though you can still use your down special if your pieces aren't on cooldown), and pressing the grab button again will cause the piece to halt in place and return to normal. In addition, Chess Man is free to move around and attack as the piece is chasing down the opponent, allowing you to attempt to pin them between the two of you. If the opponent is caught by the drone chasing them, instead of directly hitting the opponent, the drone instead emits an energy field around the opponent similar to the lasers from your down special, dealing 10% damage to the opponent and trapping them at two times normal grab escape difficulty. While the opponent is trapped in this field, holding down the grab button allows you to move the piece holding the opponent around at half the piece's normal movement speed, dragging the opponent with it. Double tapping the grab button releases the opponent into their tumble state (or straight into prone state if they're on the ground). Be careful when activating this grab though, because the overdramatic pointing animation had a good bit of startup, so you can't use it if the opponent is in your face.

This is the move for Chess Man to start off with when it is time to go on the offensive, as you can use it to pressure them from multiple fronts and force more defensive opponents to abandon their established positions. It is also useful to dive opponents into parts of the stage where they can easily be attacked by other pieces. Driving them into your lasers almost guarantees capture due to the stun from being hit by them. Once you have them captured, you can do quite a few things with them, the most basic being simply moving them somewhere more hazardous and dumping them there, either into a whole bunch or your other pieces for an easy hit or two, or off the edge for an attempted gimp.


Making Your Move
Once you have your drones deployed, these are the abilities you use most to take advantage of them. While pawns are plentiful and expendable, they are also vital to your ability to keep the opponent in line. Thanks to your neutral special, down special, and down smash, pawns are a legitimate threat that can take up a lot of space and protect both you and your other pieces. The down special is where the true power of piece placement shines through, as with proper placement, you can create unbreakable walls and barriers, or trap the opponent in between several beams for repeated stuns and an easy followup. Due to the cooldown though, sometimes it is better to simply keep the lasers on standby and use the threat of using them to keep the opponent away from their paths, as the opponent won't arty to cross them too much if they know you could turn them on at any moment. Your forward smash is Chess Man's primary KO move, and it requires you to catch the opponent in jut the right spot to work. Careful use of your lasers and pawns can herd the opponents into the ideal position, but the best way to set it up is to capture them with your grab. The grab itself is an invaluable tool, as was covered above in it's description, especially when used in conjunction with these other moves. The main thing you have to be careful of though, is that without support, the opponent should be able to out maneuver or outright destroy the attacking piece rater easily in a manner similar to your knight drones, so this move is not something you just spam unless you already have a wealth of pieces on the board that you are willing to spend.



Tactical Maneuvers


Forward Special: Castle​
Using this move causes Chess Man and the nearest rook drone in the direction you use the move in to disappear in small flash of energy, reappearing a quarter of a second later, only to have switched places with each other. If there are no rook drones in the chosen direction, then Chess Man simply flashes out and back in without going anywhere. The initial energy flash is about the size of Bowser, and deals 10% damage with powerful upward knockback (KO-ing around 150%) to opponents hit by it. This means that you can use this move as both an escape and attack method, simultaneously getting out of the way of an opponent's attack and hitting them with your counterattack. You can also use this in defense of a rook drone, either hitting the opponent with the flash, or making them back off, making them deal with you personally instead. If the rook drone was moving before being transported, it stops moving afterward. In addition to defensive applications, this move is yet another for of quick transportation around the stage, allowing your rooks drones do all of the foot work for you in crossing wide open spaces where Chess Man's poor mobility would leave him open. Castling with a rook drone that has captured the enemy (or is very close to, for that matter) is also a good way to get close and deal some damage. This move can only be used once in the air before touching the ground.

Down Tilt: King's Gambit
Chess Man calls the nearest pawn drone to hover just above him as he performs the classic Megaman slide maneuver, moving forward along the ground at about two times his normal dash speed. The slide can be held for as long as you hold the A button after which the pawn drone will stop following him and remain where it is.. During the slide, Chess Man can still use his neutral and down specials, either of which will cause the pawn following Chess Man to stop following him to act. Not only does this move allow Chess Man to get around much quicker on the ground, it also allows him to move his pawns around individually. This is useful mostly as an offensive technique, as you can close in on the opponent, attacking them with the pawn if they get too close. There is a fair amount of lag coming out of the slide, and you can't jump or attack normally out of it, so this by no means replaces dashing or umping as a means of getting around.

Dash Attack: En Passant
While still dashing, Chess Man takes a ready stance for as long as you hold the A button and continue dashing. While Chess Man is in this stance, if an opponent attempts to pass through the space within one Ganondorf above him, Chess Man will leap upward to their level with suppressing speed and slash downwards with his sword arm, dealing 12% damage with powerful spiking knockback to opponents hit by it. Chess Man has super armor during the attack portion of this move, and there is almost no end lag after both coming out of the ready stance and the slash, meaning that this move is extremely safe to use. The primary use of this move is to discourage opponents from trying to approach from above, which they will be doing quite a bit if they have to jump over you pieces to get to you. Putting the opponent on the ground is also helpful, especially if they end up rolling into another piece or lasers from their tech or prone position, or if you are trying to take to the sky and get away.



Opening Up the Board
Along with using your pieces as effective platforms, these moves form the core of Chess Man's maneuverability, which is extremely important considering that he has almost none to begin with normally. Castling is useful as both an offensive and defensive technique, and is great to drop rooks in up in the air, a place that that takes a bit more effort to get them to otherwise. King's Gambit, as the name implies, is a risky move more suited for offensive assaults, though it can be easily used to get away in a pinch as well. It works best when another piece, like a rook you fired at the opponent, is covering for your approach so that you can deposit the pawn right in their face. It also has simple utility for moving pawns around at ground level. Your dash attack is a defensive measure for when these other moves simply won't suffice, and is also extremely useful when you know where the opponent is coming from and can pull if this attack on reaction. Otherwise it helps you get around in the open a bit better and only having to deal with assaults from the sides.



Endgame


Vertical Aerial: Knight Slash
After a very brief delay (think Mewtwo's teleport in Melee), Chess Man teleports in a manner identical to one of hit knight drones, with the space you teleport to dependent on which direction you point the control stick in during the startup, with the top four positions being selectable out of an up aerial input, and the bottom 4 positions in the down version. Chess Man performs a powerful horizontal slash in the direction of the nearest opponent with his sword arm as he comes out of the teleport, dealing 12% damage with forward knockback, KO-ing around 160%. This attack can be only be used one in the air before touching the ground. There is a rather high amount of landing lag on this move, so a lot of care must be taken in it's use when close to the ground, but you can be more liberal in it's use higher in the air.. It is best used to attack an opponent who already has their hands full with Knight drones and a piece bent on capturing them. It's also great for getting through walls of pieces that you have poorly set up that you wouldn't be able to get around normally.

Jab: King Strike​
Chess Man performs a very quick slash in front of him with his sword arm, dealing 4% damage with set knockback. This knockback is very easily DI-able, meaning that the opponent has a lot of control over where they end up with this move, and are even capable of DI-ing downward from the hit. There is a fair amount of end lag on the the attack, though it really isn't detrimental to you, as you can cancel it instantly by moving or using a special. The real reason for it is that if you press the A button and a direction during the cooldown on the slash, instead of doing a smash or tilt, Chess Man will dash a one stage builder block in the chosen direction (as long as it is horizontal, vertical, or at a 45˚ angle in between) before performing a followup slash with identical damage and knockback properties as the first slash. This can then be repeated as many times as you want on the ground, or up to three times in the air. This allows you to chase down the the opponents's DI, allowing you to try to herd the opponent into a more dangerous area, or try to set up a capture or other attack. You can even dash away in any direction if you hit the opponent's shield with the initial slash, then dash back forwards to punish a whiffed shield grab attempts.

Forward Smash: Checkmate​
Chess Man dashes forward at a speed similar to Captain Falcon's Raptor Boost attacking the first opponent he runs into with a powerful slash, or simply slashing the empty air if he reaches the end of the dash. The distance of the dash varies depending on the charge, ranging from a single battlefield platform to a full two platforms, and Chess Man will continue the through the air if he goes over a ledge, allowing you to use this move to it's full potential even while standing on one of your drones. Opponents hit by the attack are dealt 12-18% damage and stunned in a manner similar to the lasers from the down special, though this stun lasts one whole second and the opponent can't be knocked out of the stun. When Chess Man makes contact with this attack, whether the opponent shields it or not, all bishop, rook, and queen drones on stage immediately begin in the direction closest to the opponent that they are capable of moving in, stopping after moving four stage builder blocks. This means that any pieces that are correctly lined up with the opponent will also hit them while they are stunned, though this attack has rather hideous end lag, meaning that you can't follow up on the initial hit without other pieces. At the end of the stun, the opponent takes the combined knockback of the initial attack, and every attack that hit them in the meantime, namely any drones that were lined up correctly to hit them. Alone, the attack KO's around 170%, with one drone hitting them around 140%, with two, around 110%, and with three, an amazing 80%! This means that if you line it up just right, you can score rather early KOs, making this move your primary method of doing so. Be careful though, because the end lag of this move can put you in a really nasty spot if you mess up. It may seem that lining pieces up like that would be difficult, but that's where your down special comes in. If the opponent is hit by a laser, then they are already lined up for a hit from that piece, and stunned so that you can land a hit in the first place. Triggering the lasers when the opponent is in the intersection of several of them is also the best way to get multiple pieces lined up for the most damage/earliest KO's. Capturing the opponent is also one of the best ways to set up a successful Checkmate, as you can drop them right in the intersection of multiple drones' attack paths to make things easier. If you didn't use your lasers during the capture, then you can drop your opponent on to them to prevent them form DI-ing away from the intersection of the pieces and to make landing the forward smash easier.


Finish the Fight
These are the moves that allow you to finally go on the offensive once you find yourself in the correct position, either with a fortress of pieces at your disposal, or with the opponent being extremely close to being KO'd from your barrage of defensive strikes. Knight Slash allows you to perform joint ambushes with your pieces on either a trapped opponent, such as one who is captured or stunned, or simply attacking opponents who take to the air, as Chess Man can make use of his pieces to out maneuver opponents even if he misses, especially if he hasn't used his queen drone yet. On the ground, your jab allows you to chase opponents into traps or simply combo them up into the air where they are easily captured or knocked into lasers. As the name suggests, Checkmate is how you should plan to end the game if an early gimp doesn't happen, and your piece placement and movements should have this move in mind, meaning that you should make sure to have at least a couple spots for an intersection that you can knock/drop them into, and make sure that you will be able to near there, either on a platform or on a piece in the air.


Final Smash: Promotion
Each of Chess Man's pawn drones glows brightly with the Final Smash Aura and transform into queen drones! Each of these drones then begin relentlessly pursuing the opponent until they manage to land a hit, at which point they change back into pawn drones. This means that the opponent it likely to be combo'd off stage by a barrage of homing queen drones. Make sure that you capitalize on their distress and attack them yourself, as a skilled opponent may be able to avoid the drones long enough to begin picking them off.

Playstyle
In a real game of chess, the game goes through three primary phases: Opening, Middlegame, and Endgame. The opening is when both players make their first moves, attempt to control the board, and establish their general strategies, while their kings remain relatively immobile and enclosed. The Middlegame is when piece positions and board control is mostly established, and player take steps to either eliminate the opponent's advantages or expanding their own, all the while protecting their kings. In the Endgame, most of the pieces from both sides are eliminated, and the kings themselves becomes very powerful and active, moving to trap the opposing king and end the game. Chess Man works rather similarly in Brawl. At the beginning of the match, Chess Man's goal should be getting his drones out there and in relevant positions, starting with pawns, but sending the occasional rook and knight drones to keep the opponent off your back. Also during this time, Chess Man's mobility is extremely limited, as he is left with his basic slow ground and air speeds until he is fully set up. Once he has his pieces out on the stage, then Chess Man can truly start playing his game. Depending on the opponent, Chess Man will want to either play defensively, keeping behind your pawns as wait on the opponent to come to you while your other pieces stand ready to drop the lasers at a moment's notice, or he can play more aggressively, using his pieces to attempt to capture the opponent and almost always attempting to encroach on the opponent's space with advancing pawns instead of letting them come to you. Using your up and down smash to line pawns up for a more solid defense is also extremely helpful, especially if you can catch them in the moves for a per hit from your newly assembled pawns. As the game drags on, you will need to switch up strategies and rearrange pieces to deal with your opponents tactics. Your forward air and down tilt are both extremely useful for manipulating already placed pawns and getting them to go where they need to go. Once the opponent has been worn down enough to attempt to go for a KO, we enter the Endgame phase, and Chess Man needs to either chase them down personally to deliver the KO, or drop them off the ended and wall them off from returning with your pieces. At this point, the strategy for KO's is up to you to decide. You can continue your passive aggressive style and wait for an opening, or you can go all out and assault them with teleporting slashes and knight drones while you drive them into your lasers to line up a forward smash KO. Chess Man's gimping game can also be gone about in several different ways. Opponents with limited recovery will have a lot of trouble getting through a personally controlled rook or bishop drone, and if you're willing to risk it, a queen drone can easily seal the deal thanks to its far more versatile movement.

There are several points that you need to keep in mind no matter what stage Chess Man's game is at. The first is timing, as you need to be able to react to the opponent's movements and shut them down so they don't penetrate your defenses, dropping a pawn attack or lasers at a moment's notice. The second is spacing, even mores then most characters not specifically designed with it in mind, as Chess Man is at his most effective when he has his opponents within certain effective ranges of his pieces, and his few direct attacks rely on spacing in order to hit in the first place. The last, and most important, is mobility. As mentioned several times above, Chess Man has absolutely terrible mobility on his own, only assisted by his godly jump height, but lacking the aerial movement to take advantage of it. Instead, he must use it to be able to cover the whole height of the stage with pieces that he can use to get around, either by wall jumping off of them for a boost in horizontal momentum, or using your non-pawn pieces as personal vehicles to take you where you need to. Castling is also essential, as it can get you to the other side of the stage in a flash (literally), and it can get a rook drone right where you need it to be. Overall, Chess Man is far more at home in the air, either perched on one of his pieces controlling the battle, or using his great vertical mobility to either spread pawns/knights around, fire lots of reversal shots to manipulate the opponent/other pieces/ orate be able to use Knight Slash without fear of falling victim to the terrible landing lag. On the ground, he still has options, like his jab and down tilt, but he can be trapped against the ground the same way a chess piece can be trapped by the side of a board, as he lacks a downward direction to escape to.

Chess Man's weaknesses primarily include those who can deal with his pieces extremely easily, such as those with quick, strong, high priority aerial attacks, meaning the likes of Meta Knight can easily tear through defensive walls of pawns while dismembering pieces sent to capture him. Characters with extremely high aerial mobility/small size can also weave in and out of the pieces without too much trouble (which again means that MK utterly destroys Chess Man). Equally impenetrable camping defenses can also give him trouble, forcing his to go on the offensive earlier than he'd like, and without as much piece support. In the end, if you end up playing the game much like a game of chess, you should be able to use superior strategy to come out on top.
 

BKupa666

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Toxic Tower
DIRTY BUBBLE
Dirty Bubble pulls off encaging the victim better than he did alongside Man Ray. The sky is blue. I'm beginning to rethink my stance on gimping, considering sets like Dirty Bubble keep on opening up unique approaches to gimping, which, as a KO option, offers much more than simply hitting opponents off a blast zone. Dirty Bubble creates a nice cluster**** environment for opponents inside himself, which, coupled with his interactions with dirt/wind and dirt/laughter, provides for a nice, if not tame read. The extra bubble thrown into the mix adds some nice variety into the set as well, especially with its laughter interaction, allowing Dirty Bubble to keep opponents inside him, inside a bubble, for fear of bouncing laughter. On the negative side, I do find his internal options somewhat one-note, however; they are versatile, but the vast majority of MYM set-up sets would be damaged fairly easily inside Bubble with just, say, D-Smash and N-Air. Also, while this is generic balance griping you've most likely heard by now, the whole size issue comes into play somewhat here. 10/10 is approximately Bowser-sized, according to JOE's chart, but Dirty Bubble's maximum size is made out to be larger than just 2.5 Bowsers. With that minor crap out of the way, Dirty Bubble is a welcome addition to your MYMX roster, on par with Barbovor in my book.

MALZAHAR
It's good to see you're not dead, obviously...Malzahar is better than your previous works this contest, hands down. He takes portals and minions, two very well-developed concepts nearly ubiquitous in the contest nowadays, and add a series of clever yet simple interactions. Forcing the opponent to spawn a minion certainly leads to copious mayhem in his matches, especially with them possibly being forced to approach Malzahar without actually, you know, attacking. Yeah, as with Venom, there seems to be quite a bit of filler scattered around here and there for spacing purposes, particularly in the aerials. I also think his Null Zone could have been rendered more useful by maybe banning moves faster than (fill in time here), or if we want to go extreme, everything -but- specials. While this forces MYM characters to set up, it also bides Nalzahar time to do the same, or to attack them out of their set-up. But hey, I very much like this moveset, and it certainly milks more potential out of the character than Satana, so props on learning from your past works.

ROCKET RACCOON

CHESS MAN

To be edited in tomorrow...
 

BlueXenon

Smash Lord
Joined
Jul 5, 2011
Messages
1,387
Location
New Jersey
NNID
Blueoceans26
3DS FC
3050-7832-9141
No one saw my idea so i'm posting it again.[COLLAPSE="Open"]
Sarah Palin should be a character in SSB4.


Sarah Palin:

Sarah would be a medium weight character. Her grab, spot dodge, air dodge, shield rolls, jump speed and falling speed would be average. Her pro's would be her great ground game, great projectile, and great recovery. Her cons would be her terrible air game, weak grabs, and small hitboxes on her air attacks.
*This star means it's a good KO move
: This means that attack is laggy
$ This means the attack has small amount of knock back

Moveset:
Attack- fast punch, Kick, slow powerful punch (3%-3%-7%)
Up Tilt- Puts her hands up (16%) * $
Down Tilt- Sits on floor and kicks (12%) $
Foward Tilt- Swings her leg out in front of her (Chargable, the more it's charged, the more lag) (15-22%) *

Special- (Projectile) She would throw shoes in front of her (Just like G&W's pancakes) (7%) : (It comes out from behind her)
Side Special- (Projectile) Throws lipstick at people (little lag, far range) (12%) * (Comes out from behind her)
Up Special- Hangs on to a helicopter and it brings her in any direction for 2 seconds. (8%) It can get stuck under something solid, just like snakes recovery, but it's easier to control. Not effected by water, and she has some invincibility frames when she gets off. The helicopter can not be damaged by attacks.
Down Special- (Projectile) Throws a crumbled paper on the floor that says "Obama 2012" on it, and anyone except her that go's over it trips, no damage. (Pulls it out of her pocket)

Nair- Spins 360* while kicking in air (14%) : $
Dair- Meteor smash, that attack will end once she is KO'd or hits the ground, She would kick her legs down 3 times. (small hitbox) (4%) *
Fair- Punch then kick (high ending lag) (16%) *
Bair- Kicks backwards- (Fast, no lag, meteor smash, but very small hitboxes) (18%) *
Uair- She punches upward- (great killing move when on top of stage, decent hitbox,) *

Grab:
Down- Puts opponent under her and bits them (4%) $
Foward- Throws opponent in front of her (4%) $
Back- Throws opponent in back of her (4%) $
Up- Throws opponent over her (4%) (Can KO by 240%)
Hit- 1%

Ledge attack- Roll's onto stage with legs out in front of her (Hitboxes are where her legs are) (6%) $
Ledge attack over 100%- Roll's onto stage and punches (8%) $


Taunts:
Up- She yells "Obama needs to go"
Down- She cheers "Let's go Tea Party"
Side- Waves her hand and says "Yeah!"

Final Smash- Angry Tea partiers come on the stage and start kicking everyone for 7 seconds. Each kick is 5% damage. Does no KO usually. Sarah is invincible during these 7 seconds and cannot move.

Smashes:
Down- Kick hers legs in borth directions (10-16%) *
Up- Raises both hands in the air (12-18%) $
Side- 100* kick (12-16%) *

Color changes:
A.Red shirt, black skirt, red shoes, brown hair
B.Blue shirt, navy skirt, blue shoes, brown hair
C.Green shirt, brown skirt, green shoes, blonde hair
D.Orange shirt, red skirt, orange shoes, brown hair

[/COLLAPSE]
 

mrtownsend826

Smash Rookie
Joined
Jun 27, 2011
Messages
10
NNID
ssbm64
MYmini entry!

WilyKit and WilyKat



These two adorable children are WilyKit and WilyKat of Thundercats fame. They take their appearence in Smash from the 2011 remake, not from the original 80s cartoon. These two kids start off in the story as beggars on the streets of Thundera, treated as second class citizens because they have tails. They mostly get by by stealing money from the unsuspecting for food and they live mostly in the underground. After Thundera is destroyed by Mumm-Ra and his cohorts, they join up with the main protagonists Lion-O, Tygra and Cheetara on their quest to find the Book of Omens. Their main goal is to find the city of treasure, El Dara.

In Smash, they are assist trophies activated only during Coin Matches. When they are out on the field, Wilykit will take out an instrument and starts to play a 20-second song. When a character hears this tune, they will be dizzy, and unable to attack any of their opponents. While the song is playing, Wilykat, who moves as fast as Mario, starts picking at the victims' pockets. If there aren't any money on the character, he will move on to the other character. If the characters don't have any money, after the song is played, Wilykat will say "Shoot, they're broke!" as he and his sister disappears.

If Wilykat finds a character that does have money on them, they will steadliy lose 3 coins for every second that they are dizzy, with the total amount of coins lost being 60 coins. After the song ends, the Wilys will give the money stolen from the character to the character that activated them and say to them "Thank you kind sir/ma'am! We're happy to help you!" as they disappear. Players on the recieving end of this attack can shake the effect off by repeatingly pressing the A button. When this happens, Wilykat will land backwards on the ground and wave his hands back and forth, saying to the victim "Sorry! Sorry! I didn't mean to steal your money! Come on Kit! Let's go!" and lets go of the money that he stole to the hypnotized player.

It's also worth mentioning that Wilykit moves while playing this song, which means that any character other than the one who activated them can fall victim to this, and this attack deals no damage to the victim. These two only appear as assist trophies when it's on Coin Matches.​
 

MarthTrinity

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

Moneybag is a strange and rarely used enemy from Super Mario 64 and New Super Mario Bros. These strange living wallets have the uncanny ability to cloak themselves and attack careless plumbers who happen to wander near them. Unlike most other enemies in Smash, Moneybag appears solely in Coin Matches and, surprisingly, is not an Assist Trophy/Crate Enemy/Fiend or Minion. Rather...Moneybag is his own little entity doing what he does best; be annoying.

Whenever you play a Coin Match, Moneybag has a 1-in-100 chance of actually being -ANY- coin that is smashed loose from a player! Yes, it would appear as though Moneybag is just waiting for a storm of coins to appear so that he can pop out of his hidey hole and cause some mischief! If you go near a coin that is actually Moneybag in disguise (within a Kirby width of him), Noneybag will spring into action and start hopping about the stage! Now, it's not 100% random of course. The coin that a Moneybag is cloaked as will not spin...which admittedly can be hard to notice (or care about) in a hectic coin match! Making direct contact with Moneybag will deal 15% damage, high knockback and a small amount of coins to be knocked loose from your character (up to 25)! Unfortunately for you...you'll be too far away to recover your coins...but unfortunately for your opponents, Moneybag will gobble up all the coins!

Of course, Moneybag's just a living wallet, those coins are still in him! Dealing 25% to the pesky purse will cause him to pop, releasing all the coins he had inside plus an additional 20 more coins! Alternatively, if Moneybag noms 100+ coins, he'll start to tear at his seams before bursting like a balloon. As word of caution, be quick about taking this pest out...or Moneybag may just hop off the stage with all of your loot!

Moneybag is a game changer. He makes it so that Coin Matches are a bit more than just smash and grab (as in hit and steal, not smashes and grabs...) and may cause you to be a bit more about that one suspicious coin that just doesn't look quite right...Watch your wallets!
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
May or may not actually be a full set.


Mr. Krabs

Eugene Krabs is a crustacean from the popular show, Spongebob Squarepants. Krabs served in the navy during the war, and fell into a deep depression afterwards. His luck changed, however, when he decided to purchase a retirement home, the Rusty Krab, and turn it into the most popular restaurant in Bikini Bottom, the Krusty Krab. Krabs was able to accomplish this by selling his family's Krabby Patty burgers, with a secret formula accidentally invented by him as a child. Rival business owner and former friend of Krabs, Sheldon Plankton, constantly attempts to steal the formula with the mindset that it is rightfully his. Krabs manages to constantly beat Plankton's attempts at stealing it, however. One of the foremost things Krabs has a love for is money, as he has been shown anthropomorphizing it in several situations. Krabs has willingly risked his life or the lives of others for money, such as selling Spongebob's soul to the Flying Dutchman for 62 cents. Krabs is overly protective of his money, and has almost chopped a man's arm off for a penny, only proving how greedy he is.

In Smash, Mr. Krabs appears as a fiend at least until I can get the ****ing thing done appearing exclusively in coin matches. When Mr. Krabs first spawns, he first runs around the stage at Dedede's dashing speed, collecting any loose coins that are lying about in his cash register, having invincibility to any sort of attack, knockback and hitstun. Once he has collected all the coins he can find, he runs to the middle of the stage and dumps everything in the cash register out, creating a giant money pile. The length and width of the money pile depends on how many coins he has collected during this time, it increasing a Kirby in height and length for every coin he has. The money pile's size will also increase if any stray coins fall into it. Fighters can walk through the money, it being a foreground object that obscures anything. But if they stand within, Krabs will run to them at Sonic's dashing speed and attempt to deliver a sucker punch that deals 18% damage and high knockback, also performing this to anything in his way.

Once Krabs has created his money pile, he goes on the hunt to find more money. He will collect any stray coins he sees, and if he comes in contact with a character who has coins, he will pinch their arm. While pinched, they must button mash out with 2x grab difficulty, losing 10 coins a second. After collecting a sufficient amount of coins, he feeds the money pile and then repeats the process.

If Krabs has money, occasionally he will take the time to rub a dollar bill between his crotch, squeaking noises taking place. He can be hit during two seconds he does it to cancel it out. After he does this, the dollar bill will stick to his chest. If a foe attempts to grab him (Krabs acts like a normal fighter in that he can trip, takes hitstun and takes knockback), they will touch the crotch money and get freaked out, causing Krabs to grab them in return and damaging them with a punch that deals 20% damage and high knockback. The dollar sticks to his chest for 10 seconds. One of his favorite strategies is to do this within the money pile, as it blocks out the squeaking noise.

Krabs has Dedede's movement speed and weight, and stands around Wario in terms of width, but the stalks put him above the greedy yellow plumber. Now that's through, we come to the most important part: whenever Krabs is hit, he lets out a curse in pain. The foe is so shocked by this display of foul language, that they are moved backwards in sheer shock! Their movement is entirely horizontal, and they can attack during it, meaning characters with movement-based attacks will be at an advantage against it. In addition, Krabs will not curse when he is thrown, leaving him vulnerable to grabs. The curses change with percentage, more "tame" curses not appearing at high percentages. The various list of curses and their movement can be found below.

Dolphin Screech: Starts at 0% damage; pushes the foe back a stage builder block.
Boat Horn: Starts at 10% damage; pushes the foe back a Bowser.
Otter Noise: Starts at 20% damage; pushes the foe back two Bowsers.
Car Horn: Starts at 30% damage; pushes the foe back three Bowsers.
Seagull: Starts at 40% damage; pushes the foe back four Bowsers.
Bell: Starts at 50% damage; pushes the foe back five Bowsers.
Crashing: Starts at 60% damage; pushes the foe back six Bowsers.
Foghorn: Starts at 70% damage; pushes the foe back seven Bowsers.
Sea Lion: Starts at 80% damage; pushes the foe back eight Bowsers.
Sea Bear Sound: Starts at 90% damage; pushes the foe back nine Bowsers.
Sea Rhinoceros Sound: Starts at 100% damage; pushes the foe back ten Bowsers.
Little Girl Scream: Starts at 110% damage; pushes the foe back eleven Bowsers.
Bleep: Starts at 120% damage; pushes the foe back twelve Bowsers.
Whenever Krabs pushes the foe back, there is a good chance they will be blown back into your money pile. When this happens, Krabs will chase them as he normally does. Be cautious around Krabs; he lasts for 3 minutes or until he is KOed.
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
Bizarro Comment AKA it's opposite day

COMMENTING ON
SARAH PALIN

What a glorious moveset. I think this may be one of the greatest sets we've had this contest, right next to Classic Sonic and your own King Boo. I'm truly sorry I missed out on the early posting of this set, especially when you have to repost it to get attention it deserves. This is a moveset no one should skip over, as it truly makes its mark, and will likely be at the very top of my voting list.

Let's talk about some of Sarah's wonderful moves. Every single one of her moves fits her perfectly, and flow into her excellent playstyle. It makes sense for her to be throwing shoes and lipstick, and having an unlimited supply of them. The helicopter has to be one of the best moves I have ever read. The only move I remotely disliked was her down special, whose concept was not perfected by that piece of ****, M. Trinity.

Onto her aerials, some moves such as her back aerial are extremely fast and extremely powerful does not contradict what you said about her having a weak aerial game at all. The fact that she bites them in her down throw, all of her throws of which are excellent moves, is completely in character. The fact that her side taunt is a clone of King Boo's is fitting for her as well, as they are really cousins. Final Smashes are one of the most important parts of a moveset, and Sarah's is really one of our best ones.

Overall, I loved this moveset and how you expanded on every single one of your concepts and caught her character perfectly. I think we may have our newest Jason Voorhees, folks! (As you may not know, Jason was the best set in MYM history, created in MYM8). I find it very likely this will win the contest. I don't think you need to improve, you don't need it. If you do, stay with us here at Don't Make My Move. With that, hello everyone. Me am very pleased to meet you.
 

BlueXenon

Smash Lord
Joined
Jul 5, 2011
Messages
1,387
Location
New Jersey
NNID
Blueoceans26
3DS FC
3050-7832-9141
COMMENTING ON
SARAH PALIN

What a glorious moveset. I think this may be one of the greatest sets we've had this contest, right next to Classic Sonic and your own King Boo. I'm truly sorry I missed out on the early posting of this set, especially when you have to repost it to get attention it deserves. This is a moveset no one should skip over, as it truly makes its mark, and will likely be at the very top of my voting list.

Let's talk about some of Sarah's wonderful moves. Every single one of her moves fits her perfectly, and flow into her excellent playstyle. It makes sense for her to be throwing moves and lipstick, and having an unlimited supply of them. The helicopter has to be one of the best moves I have ever ready. The only move I remotely disliked was her down special, whose concept was not perfected by that piece of ****, M. Trinity.

Onto her aerials, some moves such as her back aerial are extremely fast and extremely powerful does not contradict what you said about her having a weak aerial game at all. The fact that she bites them in her down throw, all of her throws of which are excellent moves, is completely in character. The fact that her side taunt is a clone of King Boo's is fitting for her as well, as they are really cousins. Final Smashes are one of the most important parts of a moveset, and Sarah's is really one of our best ones.

Overall, I loved this moveset and how you expanded on every single one of your concepts and caught her character perfectly. I think we may have our newest Jason Voorhees, folks! (As you may not know, Jason was the best set in MYM history, created in MYM8). I find it very likely this will win the contest. I don't think you need to improve, you don't need it. If you do, stay with us here at Don't Make My Move. With that, hello everyone. Me am very pleased to meet you.
Thanks. I really thought no one would like it because I didn't give a big introduction.
 

smashbot226

Smash Master
Joined
Sep 1, 2007
Messages
3,027
Location
Waiting for you to slip up.
Tirk you're a jerk.
=-=-=-=-=-=-=-=-=-=-=-=-=




Hudda hudda hudda hrrmp hrmp hrrrrmp hudda phoo fudda mmp phrrr hmmph! Hurr hudda hudda hrmm hudda prmm fmmph! Frr hudda hudda mrr hudda hudda!

Translation: Hello sir, madam, child, or any hatted gentlemanne perusing this moveset at the current time! I am the Pyro, of Team Fortress the Second Famme! Prepare to be dazzled by my fires of damnation!

Sorry for that, as I felt it was necessary for an introduction for the Pyro. So the Pyro is one of many classes from the tactical team-based shooter Team Fortress 2, currently one of the most popular online games on the PC in the recent five years it’s been released. The Pyro is heavily featured on advertisements of Team Fortress 2, although some people might disagree, and one of the more enigmatic characters of the game- nobody knows if he is a man or woman or even human. We do know that it loves to set things on fire and in SSBB, Pyro will be doing what he loves most and does best.

While I won’t delve too much into how Pyro plays in SSBB but needless to say, he’ll play a lot like he does in TF2 in that his main focus will be to set as much of the environment as he can on fire. Sure, the opponent can be caught in the crossfire (No pun intended), but FIIIIIIIREEEEEEE. Okay, seriously, fire is what drives Pyro. Not much else to say other than Pyro will be more heavily armed than he appears in the above picture. Although there are a few things I should say about the Pyro that make him differ from everyone else in the game.

First of all, Pyro is immune to stun from fire-based attacks, including any opposing Pyro’s afterburn. This doesn’t mean he’s immune to explosions- fire based attacks such as Ike’s Eruption and Flame Crates can still damage Pyro due to explosive damage, although there is a lack of flame effects on struck Pyros. He won’t even be interrupted by fire attacks during his move animations. Secondly, several of his attacks cause an unusual mechanic referred to as “afterburn”, but we’ll get to that one we’re there. Lastly, a handful of the Pyro’s attacks run on ammo, something that the Pyro can only regain if he uses a certain special move or dies. You have 200 ammo for your flamethrower, 16 flares shared between your Flare Gun and Detonator, and 6 shots for your shotgun per life. Your ammo count is visible next to your percentage.

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


Ground Speed: 3 (Pyro has middling speed in Team Fortress 2, so it’s only fair that he has middling speed in SSBB. Besides, if the Pyro were any faster, it’d make his job a lot easier. And the last thing we need is an easy way to W+M1 in Brawl.)

Aerial Speed: 2 (Pyro isn’t the most ideal aerial fighter in TF2, although he still has some tricks up his sleeve in Brawl for whenever he’s in the air. His recovery move is also incredible to an extent.)

Aerial Control: 1 (Without outside influence, Pyro has little control over where he travels in the air. He’s not the strongest character in the air in TF2 and in an effort to translate Pyro as accurately as possible; he’s poor in the air here.)

Power: 4 (A lot of Pyro’s power comes from close range, but when he is close, he deals a LOT of damage even in short increments. Combined with his afterburn and Backburner damage, it can get rather ridiculous.)

Attack Speed: 5 (Considering the biggest threat Pyro makes is afterburn damage, which is damage dealt over a small period of time, Pyro can still rack up quite a bit of damage to his opponent even when he’s across the other side of the screen in a short period of time.)

Jump Skills: 2 (The only real thing saving Pyro from 1 material is his recovery being so damn good at lower percentages. His jumps are slightly better than that of Bowser’s.)

Weight: 3 (Pyro has the third most natural health in TF2, tied with Demoman and less than Soldier and Heavy. As such, it only makes sense to have Pyro have middling weight, weighing about as much as Mario.)

Height: 4 (Pyro is human… or humanoid. Either way, he’s about as large as Captain Falcon.)

=-=-=-=-=-=-=-=-=-=-=
Repeat after me: “Mumumumum I’M DEAD!”
=-=-=-=-=-=-=-=-=-=-=


B (Airblast): Pyro looses a compressed blast of air from his flamethrower, taking away 20 ammo from his total ammo count (50 if you’re using the Backburner). If the flamethrower of choice has less than 20 ammo, Pyro’s flamethrower releases a puff of smoke from its mouth. However, if you do have enough ammo for an airblast, you have a highly versatile tool at your disposal. Whenever you tap B on the ground or in the air, Pyro fires a compressed blast of air that pushes opponent’s a distance disproportional to the victim’s weight, reflects non-laser/bullet projectiles, and moves items, mines, or bombs around the battlefield. Even better, the airblast reaches to about three Mario-lengths and ignores reflecting/absorbing specials as well as the Mother Badge; the airblast will actually push them forward and into the air. It’s great for a multitude of situations that benefit Pyro greatly.

It can be argued that… Okay, it’s no secret that Pyro has a very bad long-range game. With the airblast, Pyro can properly deal with most threats that come his way, be it a pesky yet quick close-range fighter or a ranger that deals heavily in projectile attacks. You don’t even need it for that- assuming you have your foe on fire, you can instantly stop your foe’s midair momentum to follow up with a quick Axetinguisher. The gimping potential is even greater since the pushback is similar to Kyogre’s Hydro Pump and Mario’s FLUDD. In other words, it absolutely destroys characters that are floaty in midair or have a floaty recovery move. However, Pyro’s airblast won’t work all the time- it’s ineffective against prone foes, enemies in their final smash animations, and Kirby in stone form. Otherwise, almost everything is fair game for Pyro’s airblast shenanigans.

B^ (Detonator): This move has different properties depending on whether Pyro is grounded or airborne. On the ground, Pyro shoots a small flare in the direction he is facing. It has a bit of a downward arc to it after a second of travel, although the Cracker Bomb-sized projectile can span the entirety of Final Destination in less than half a second. Pyro uses up one flare from his 16 flares per life. Once Pyro fires the flare, he briefly stands still and during this phase, the player can tap the B button to detonate the flare. Anyone caught in the flare during the detonation period is dealt 7% damage and suffers afterburn damage. Pyro takes a full second to reload before he’ll do anything else. Fortunately, you can still move around while he reloads so you’re not totally open for punishment. The flare can also damage and flinch the Pyro, which leads to the airborne version.

When Pyro uses this in the air, he aims it downward, shoots out a flare, and automatically pops himself further into the air. He takes less time to reload the detonator than he does on the ground, about half a second. The best part is that Pyro can do this as many times as he pleases, as each jump sends him as far as Shiek’s Vanish, and each brief period of floatiness gives Pyro enough time to perform a subsequent flare jump due to a full reload. You can even damage anyone underneath you for similar damage to the ground version. However, with each flare jump you perform, you take 3% damage, so this recovery move can be very pricey if you really need to make it back to the stage and your recovery is restricted by how many flares you have. The recovery is also strictly vertical, with the only horizontal recovery involving normal directional influence. You’re also forced to use up one of your flares to use a recovery attack from an ammo count shared with the Flare Gun. Despite these flaws, the Detonator provides Pyro with one of the best recovery moves in the game.

BV (Resupply Cabinet): A large resupply cabinet pops into the background next to Pyro, as the slightly surprised mercenary turns to it. During this period, Pyro resupplies his flamethrower, flares, and shotgun and is forced to switch to a new flamethrower that always cycles between Flamethrower->Backburner->Degreaser->Flamethrower. You’re able to choose your flamethrower at the character select screen as well. The time it takes to resupply and gain a new flamethrower is on the heftier side and should be saved while your opponent is far away or doomed to death. Once Pyro is finished with taking out his new toy, the cabinet suddenly digs back into the ground with Pyro’s previous weapon being refilled by an unknown person.

Each flamethrower has differences that clearly set them apart in terms of playstyle, power, and ammo consumption:

The vanilla Flamethrower uses 20 ammo for an airblast, causes the normal 4% damage per tenth of a second over time when foes are exposed to the open flame, and provide the regular 4% damage bonus for each second of afterburn. It’s a very reliable weapon and provides a good starting point for any new Pyro player while also giving expert Pyro players a "best of both worlds" weapon.

The Backburner uses 50 ammo per airblast and can drain all of your ammo quickly if you aren’t careful with your airblast usage. However, the Backburner not only deals an extra 2% damage while your foes are exposed to fire, but deals twice as much damage if you’re flaming anyone from behind, potentially giving the Backburner the highest DPS in the game. Foes also take the same afterburn damage as the Flamethrower. The Backburner is for the traditional ambushing Pyro- while not as helpful in one-on-one matches, the pure damage output can make up for it.

The Degreaser is more similar to the Flamethrower than anything else; 20 ammo for an airblast and 4% damage over the same time to enemies exposed by the open flame. However, the afterburn damage is much weaker, with foes only taking 1% damage for each second of afterburn. On the bright side, the ending lag of your airblast moves become nonexistent and your smash attacks gain an immense beginning lag speed bonus. The Degreaser is very helpful for setting your opponents up for a smash attack or a finishing move, since the decrease in lags give you the opportunity for easy combos. However, the damage output on the Degreaser is less than that of the Flamethrower and Backburner.

B> (Flare Gun): Pyro fires a flare gun from his hip before taking a second to reload it and holster the flare gun. The Flare Gun and the Detonator are fairly similar, so I’ll get similarities out of the way first. The projectile fired is similar to the one the Detonator fires, each projectile flies at the same speed, and both flares are the same size. You can also move around during the reload animation, which take the exact same time. Hell, even the damage and afterburn given are the same. While the beginning lag is shorter for the Flare Gun, you cannot detonate the flare in midair and must make direct contact with the foe in order to deal damage. However, there’s one big advantage to the Flare Gun over the Detonator.

Whenever you manage to hit a burning opponent while they are on fire with a flare, they take 25% damage and a bit more knockback than usual, as well as reset the afterburn timer. This advantage alone puts the Flare Gun ahead of the Detonator in terms of damage, especially combined with the Degreaser; once you set your opponent on fire, you can quickly fire off a flare to cause some big damage in a short amount of time. Keep in mind that whenever using the flare gun, one should always keep a steady aim to make up for the slight curve of the flare’s flight path. There’s a gaping flaw in using the Flare Gun, however; for each flare you fire, you draw upon the 16 flares you have for both the Flare Gun and the Detonator. This means that every time you use the Flare Gun, you’re potentially hurting your ability to recover. Regardless, the Flare Gun is one of the most powerful projectiles in the game under the right circumstances and even then, it’s incredibly useful.

FINAL SMAAASH (Shrshri Nrr Hrrdrr): Pyro mutters a corrupted version of “Satsui No Hadou”, which translates to Murderous Intent. Pyro surrounds himself with a field of flame that traps anyone caught within this burning field until the final smash ends or if Pyro knocks them out with an attack first. During the final smash, Pyro is constantly enveloped by this fiery field, has glowing red/blue eyes depending on what team you’re on, and has infinite ammo for all his weapons, even if the ammo count was at zero. Although Pyro will return to his original ammo count once the final smash ends. Speaking of duration, the entirety of Shrshri Nrr Hrrdrr lasts for ten seconds, so Pyro players should make the most of this. The flame field deals a little over 3% damage per quarter of a second, so this can rack up to a huge amount of damage if they’re caught early.

One the ten seconds are up, Pyro pulls his arms and legs in as the fire surrounding him briefly expands for five frames, then pulls anything caught closer to Pyro. This process takes a whopping three seconds, during which Pyro is levitating above the ground and stationary. Once Pyro summons all the flames toward him, he releases a burst of fire, causing anyone unfortunate enough to be drawn in to be killed instantly, assuming they’re in an open space. Otherwise, they take an extra 20% damage on top of however much they took in the final smash. I’ll be honest, this final smash is a little overpowered in retrospect but then again, final smashes are usually supposed to be overpowered.

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You look like death warmed over…
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A (Axe Swing): Pyro performs a left swing with his fire axe to slice the opponent’s midsection. The first of three is the quickest in starting lag, as it takes less than a quarter of a second to attack. And for being the weakest hit in the combo, it still deals quite a bit of damage (4%). However, the range is small, reaching only to about one Mario-length, and the ending lag is horrendous- it takes a little under a second for Pyro to recover from a single swing of his axe. As such, it’s actually better for Pyro to continue his combo than to end it there simply because the opponent has so much time to take advantage of the Axe Swing’s ending lag. Outside of that, it’s a great first strike in a neutral attack combo; use it on slower opponents to beat out many of their attacks.

A, A (Shotgun Bump): As Pyro’s axe comes around, he jabs his shotgun with the opposite hand into the opponent’s stomach, hardly giving them enough time to recover from the axe swing. It covers more ground than the Axe Swing, reaching to about one and a half Mario-lengths and dealing the same damage (4%) but with increased knockback. Not enough to put them out of range for Meet the Pyro, although it can kill at… like, 350%. Anyway, the ending lag for the Shotgun Bump is considerably quicker than Axe Swing so if you miss with the Shotgun Bump, you’re slightly safer. Except if your opponent dodged the Axe Swing anyway, he’ll know what to expect and avoid the second hit. So make sure you land the Axe Swing first before you go into the Shotgun Bump, although you could take foes by surprise if they expect you to end the combo with the sluggish Axe Swing.

A,A,A (Meet the Pyro): As Pyro’s shotgun remains at his opponent’s stomach level, the flame-obsessed mercenary pulls the trigger, blasting his unfortunate foe away a good distance with some potentially nasty damage (5-20%). This uses up one of his six buckshots. Naturally, the blast itself isn’t really a melee attack so much as a projectile. Regardless, MTP should be treated as such due to the damage restriction on the blast; the buckshots fired by the shotgun scatter in a wide radius so if your opponent is outside of close range, expect to deal only about 10% max. Otherwise, it’s a decent finisher to a three-part combo that racks on a lot of damage at the ideal range. However, the ending lag is terrible, as the Pyro takes a full second to pump the shotgun’s gauge

A> (Shotgun Strike): Pyro lifts his shotgun to head level, aims slightly upwards, and fires once, taking a small step back to dampen the recoil. This uses up one of the shotgun’s six available buckshots and if empty, all you’ll hear is a measly clicking sound. Since the angle at which you fire the shotgun aims slightly upward, you may wonder why this registers as a forward tilt attack. Well let’s say you’ve lit someone on fire and now they’re running away. Now let’s assume they jump. Well, since you’ve already got a panicked enemy that doesn’t know what he’s doing, he’ll be easy prey for a follow-up shotgun blast that will damage him for at least 10% damage. However, Pyro players should keep this move’s usage in situations such as the aforementioned theoretical. From medium to long range, the move deals severely less damage due to the buckshot spread and won’t even stun your opponent, much less deal damage over 5%. Still, the Shotgun Blast is helpful for adding salt to the burning wound against retreating enemies. However, Pyro takes the time to pump the gauge, which takes a full second to perform if you want to repeatedly use shotgun moves in sequence. While this would normally leave you open, you can move around during the pump so Pyro isn’t totally helpless.

A^ (Ground-To-Airblast): Pyro quickly aims his flamethrower upwards and releases a compressed blast of air. While this airblast has a cone-like hitbox that only affects airborne foes above Pyro, it’s still very helpful against foes with fastfall attacks, as it practically stops them in their tracks and prematurely ends their attack. Like every other airblast move, it costs 20 ammo from the vanilla Flamethrower and Degreaser and 50 ammo from the Backburner. Fun fact; this can also help boost items, projectiles, and even teammates upwards and like every other airblast, can reflect projectiles or thrown items. It’s not even affected by reflecting specials or the Mother Badge, just like the other airblast attacks.

AV (Shotgun Blast): Pyro aims his shotgun toward the ground and fires once, using up one of his buckshots in the process. Much like the Shotgun Strike, the Blast version aims at a specific angle- this time, downwards. Also like the Shotgun Strike, the Blast version causes Pyro to pump the gauge in an animation that lasts for one second, during which Pyro cannot attack but can still move around to avoid punishment. Unlike the Shotgun Strike, however, the Shotgun Blast aims toward the ground. While you can use this on nearby downed enemies for the most damage possible, you’ll find it hard to ever use this item outside of that scenario. The range is limited and the pellets disappear once they hit the ground. However, when the opponent is off-stage and actively recovering, this is when the Strike shines. While it deals no stun to far-off enemies, it can perform some gruesome damage (up to 20%) and knockback to anyone up close. As such, characters with normally excellent recovery such as Wario and Pit are suddenly suspect to a very lethal gimping move. However, due to the Blast’s limitations, there’s one kind of recovery that actually beats it out for the most part: tethering. Yes, due to the opponent hanging from the stage, Pyro can’t quite shoot them due to being directly below Pyro. The mercenary can still shoot at opponents hanging on a ledge and knock them far away when close, however.

Dash A (Flamethrower): This dash move is unique in that while Pyro maintains his dash motion, an active hitbox remains directly in front of him. As he runs, Pyro activates his flamethrower of choice, streaming a steady line of fire three Mario-lengths in front of him. He can arc the flames as far up and down as possible and can even perform a u-turn, with Pyro maintaining his fiery blaze during the reversal. Opponents caught in the stream continuously take 4% damage for every tenth of a second they remain in the fire, with the damage increased to 6% by the Backburner. While the fire deals no knockback, it’s still Pyro’s most damaging move and it should be the focus of every Pyro player to land this attack as often as possible. And with Pyro’s decent dash speed and the ability to aim where you spew fire, it’s not too difficult. Even if the opponent escapes the jet of flame, however, they’ll be suspect to a mechanic called afterburn.

Afterburn is what gives Pyro’s damage his 4 rating. Once the opponent is no longer exposed to direct flame, he will suffer additional damage per half a second for three seconds, with damage ranging from flamethrower to flamethrower. For the vanilla Flamethrower and the Backburner, the opponent suffers 3% damage over each half a second while the Degreaser only deals one percentage of damage over each half a second. There is a limitation on this attack to prevent it from becoming too powerful; for each half a second your flamethrower is active, you lose one point of ammo. While this may not seem like a lot, you’ve also got your airblasts to take into account, as they are as equally important to another aspect of Pyro’s gameplay as fire and afterburn. It’s important to conserve your ammo because the only ways to refill your ammo count are to change your flamethrower entirely with

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Nobody’s gonna miss YOU, you mutant!
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Fsmash (Axetinguisher): With a quick spin technique, Pyro instantly swaps out his fire axe for the Axetinguisher mounted on the right side of his back, performing two spinning side swings that arc upward, covering a decent amount of range due to Pyro stepping forward during the first spin. The smash on its own is rather poor- the beginning lag is good, although the damage is pitiful at 5%, and the knockback doesn’t keep the opponent close enough to continue the pain. Not only that, but Pyro requires three-fourths of a second to switch his Axetinguisher out for his fire axe. Despite these flaws, there is a reason this move is proclaimed as Pyro’s number one kill move while on the ground.
If the Pyro strikes a flaming enemy with the Axetinguisher, the attack receives a tremendous damage bonus from 5% to 20%. This is due to the thermite lined along the barbs of the Axetinguisher- as such the burning sensation is increased greatly. The flaming enemy also receives increased knockback, transforming this move from a pitiful pummel into a certified killing move. And given the decent 120 degree radius each swing covers, it’s great for getting at any enemy you may just have set aflame. The Degreaser’s attack speed bonus also gives Pyro a very good tactic dubbed, “Puff and Sting”. In TF2, this involved setting the foe on fire and quickly switching to the Axetinguisher to instant kill most classes. In Smash, it increases the power of the Axetinguisher exponentially.

Usmash (Backscratcher): Pyro briefly drops both his weapons to the ground as he reaches for a large garden rake propped vertically on his back, then slams it into the ground in front of him. The backscratcher covers an insane amount of range, SIX Mario-distances, or half of the entire Battlefield stage. The Backscratcher causes 14% damage, good knockback, and several projectiles to vanish. The best thing about the backscratcher is the range; other than covering six horizontal spaces, it keeps this hitbox during the vertical swing. As such, it works as a great anti-air repellant for aerially inclined foes.

There’s a glaring flaw with this move that should not be overlooked; the beginning and ending lags. While the beginning lag isn’t too bad at a noticeable three-fourths of a second, this is also supplemented with super armor during the brief frames between the charging portion and before Pyro swings the back scratcher. The ending lag, however, is terrible at a sluggish second and a half. Please make sure you don’t miss with this weapon or your opponent won’t make such a foolish mistake during the recovery period.

Dsmash (Powerjack): Pyro stands sideways, facing (away) from the screen, as both his weapons are dropped to the ground in favor for a large metal automobile jack. Pyro rears the weapon up like a golf club then swings it in the direction he was facing. It’s your typical down smash, with an unusual 250 degree radius covering the left and right of Pyro as well as some of his bottom hitbox. The damage is good at 15% and the knockback is, while the weakest of his smash attacks, on the stronger side. In fact, Powerjack can help you keep your opponent close without keeping them too out of range. There’s a good bonus for this attack, however; every time you kill someone with the Powerjack, you heal 30% of your health. While this may seem like a random buff to give Powerjack some use, it’s actually due to the electrical energy inside the automobile jack that are powered by the energy coming out of a character’s death explosion. However, this is due to the risks involved with using the Powerjack.

First, you actually gain a temporary damage increase when Pyro is in active animations while using the Powerjack, due to the same electric energy powering the Powerjack. Further stimulation beyond Pyro’s grip causes a temporary malfunction that shocks the Pyro. This means that during the beginning/ending lags as well as the attack itself, Pyro is open to taking 5% extra damage from any counterattack that connects. What’s worse is that the beginning and ending lags are fairly hefty, at half a second and three fourths of one, respectively. As such, it’s good to use this move for when you suspect your opponent of making a sudden move on you and even then, if they bait you into it, you’ll be eating a lot of damage in a short amount of time.

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Sorry to put out your campfire, boy.
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Nair (Flame Wheel): Pyro puts his flamethrower between his legs and spins around in the air, all while firing his flamethrower throughout his spin. Anyone hit by this takes 8% damage, are stunned, and given afterburn. Since Pyro spins around during Flame Wheel, he covers all possible openings that would otherwise give his opponents the chance to punish. Although the Flame Wheel does take some time to prepare with a half-a-second beginning lag, the reach of the wheel is as large as an airborne Donkey Kong and the ending lag is very short. This is probably Pyro’s best aerial attacking move, as the rest of them are either non-damaging but very useful or strict in terms of utility. As such, Pyro’s aerial capabilities aren’t impressive to begin with, so if you insist on approaching from the air, Flame Wheel is your go-to move. While using this move, you use up 10 of your flamethrower ammo, unless you land before the aerial animation finishes. In that case, you can short hop this attack for great effect.

Fair (Great Divide): Pyro raises his axe high into the air and performs a strong downward chop with the range of Donkey’s Clap. Unfortunately, the Great Divide has just as much starting lag as the Klap and slightly more ending lag. Luckily, the damage on the chop is impressive (15%) and it covers a large portion of the space in front of Pyro; it can even spike airborne foes if the axe head portion strikes. Despite that, the knockback outside of the spiking capabilities leave much to be desired, meaning the Great Divide is helpful for making sure recovering foes don’t. Otherwise, it’s a fairly unsafe move if your enemy manages to block or evade it.

Bair (Blind Fire): Pyro looks over his left shoulder briefly before propping his shotgun onto said shoulder and fires a buckshot, pumping the gauge with his shoulder before spinning it back into place. Like every other shotgun move, Blind Fire uses up one of your six buckshots. The recoil of the shotgun causes Pyro to spin once before the mercenary steadies himself into his aerial combat stance. The shotgun pellets, like the ground-based ones, spread out and deal damage proportional to how close the enemy is to you. As such, the spread has a slight downward angle to grant a better coverage for any pursuing foes, and damage can range from a measly 4% to a whopping 25%. With proper timing, you can dash, short hop, and use Blind Fire to keep anyone from chasing you scared stiff. Do not use this move wantonly, however- the recovery is poor, taking a total of one second to recover, and the beginning lag isn’t much better at half a second. So be sure that your Blind Fire lands or you’ll be sorry.

Uair (Airblast-To-Air): Pyro aims his flamethrower upwards and releases an airblast, costing 20 ammo for Flamethrower/Degreaser and 50 for Backburner. The direction of the airblast happens to put Pyro into a fastfalling state similar to that of Sonic’s Dair, although he still has what minimal control he has over his aerial movement. Pyro can use this move to cause your airborne foes no shortage of trouble, as it can prevent them from moving in at opportune moments from the air. It can also give Pyro a quick escape if he’s moving into a shoddy situation while in the air, providing an easy way to get back to the ground. Like with the grounded versions, Pyro can reflect projectiles and items away from him as well as opponents, only this time, he can reflect them upwards. With some smart play, this can cause all sorts of trouble for your opponents; redirecting projectiles, enemies, even items to deal indirect damage to your opponent. And don’t worry about anyone absorbing the airblast; reflectors and absorber specials get pushed into the air, and the Mother Bade is useless.

Dair (Airblast-To-Ground): Pyro sets up his flamethrower, cocking both of his feet onto the sides like a pogo stick, and pulls the trigger, releasing an airblast that not only sends anything below him spiraling downward but slightly pushes Pyro further into the air. Like every other airblast move, each airblast costs 20 ammo from Flamethrower/Degreaser and 50 ammo from Backburner. Although the recovery between each airblast is three-fourths of a second, you can still use this to recovery from a far side of the screen at the cost of your ammo. Think of it as a Luigi Missile with a use limit, movement/reflecting capabilities, and slightly quicker recovery. However, the ATG blast is more helpful in the air than others because of how it can ruin the opponent’s anti-air strategies; it not only pushes Pyro a bit further into the air but it blows back whatever items are thrown upward and even pushes enemies to the side. Like the anti-air version, you can go through reflecting and absorbing specials while pushing them around and can go through the Mother Badge.

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Go to Hell, and tell the Devil I’m coming for him next!
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Pummel (Claw of Fate): Pyro raises his right hand and fires a claw-like contraption strapped to his right arm. The claw is connected by a sturdy rope that can stretch out to a maximum of five Mario-distances, giving this grab a very long range in comparison to several other grabs. The Claw also has a very long recovery, capping at a full second for Pyro to withdraw the claw. You can also use this as a tether recovery for good results if you’re against an unattentive foe, although those are diamonds in the rough. As soon as the claw makes contact with a foe or item, Pyro pulls them so that they’re adjacent to the Pyro and open for a throw or in the case of an item, for use. The claw can also strike airborne and escaping foes so you can continue inflicting pain on your victims. While the opponent is in your grasp, Pyro can slightly twist the claw a bit to scratch deeper into the opponent’s chest/head, causing 3% damage.

Fthrow (Homewrecker): Pyro roughly pulls the claw out of the opponent, causing them to stagger forward a little, before Pyro reaches for a hammer propped sideways on his waist and smacks the opponent across the screen. The move deals 7% on normal opponents and provides decent knockback- not too far as to force Pyro into a new chase but not so close that it’s easy to follow up. However, if your opponent of choice happens to be storing a charge move or has a wearable item equipped such as the Mother Badge, the hammer briefly sparkles before dealing negating the charge or destroying the item. This is the quickest and most reliable throw at Pyro’s disposal, capping at a total of one full second for total completion. Additionally, since Pyro swings his Homewrecker like a baseball bat, any foes behind Pyro are liable to suffer as much damage as Pyro’s intended victim. Some of you might be wondering why the Homewrecker gets rid of wearable items and chargeable special moves; well, that will be explained in Maul.

Bthrow (Maul): Pyro moves around so he’s behind the opponent, tugging at the claw’s rope to stumble the victim as Pyro pulls out a large metal maul and swings it in a manner similar to the Homewrecker. Much like the Homewrecker, whatever charge or equippable item the opponent may have is negated or destroyed. This is because the Homewrecker and Maul are weapons with heavy mass and their recommended point of impact is usually soft. In layman’s terms, try getting hit in the head by a hammer/maul and see if you can keep anything intact. While the Maul is identical to the Homewrecker in terms of damage and knockback, the ending lag takes a tiny bit more time to finish than the Homewrecker, although the Maul sends Pyro’s enemy in the opposite direction. As such, the Homewrecker/Maul is great for characters that depend on charge moves such as Donkey Kong and for getting rid of pesky wearable items. For power, it’s rather meager, but for utility and option denial, these hammers shine brightly.

Uthrow (Postal Pummeler): Pyro pulls the claw out of the opponent, letting them clutch at their pained chest for half a second as Pyro swings upward, clashing with their chin with a mailbox. The opponent ends up in a fixed spiral falling state as Pyro crouches down to check on the broken-off yet rumbling mailbox. As he does, the mailbox shoots several burning letters upward and toward the opponent, dealing 2% each over five seconds. Pyro steps away while chuckling, letting the opponent peppered with letters. This move happens to deal much more damage to a burning target due to the flaming letters adding more burn pains to the target as well as cutting into the opponent’s skin and letting fire get into the wounds. As such, the boost is increased from 2% each 6% each. Foes can be caught in the crossfire of letters and suffer the same amount of damage as the victim, although the victim will remain in a spiraling descent animation until they hit the ground or a letter, while the interloper has no restrictions. The letters also don’t come back down, meaning once they’re shot upward, there’s no stopping them except with a body. Postal Pummeler is very helpful for adding on damage to a fleeing burning opponent as well as providing Pyro for a helpful vertical killing move.

Dthrow (Sharpened Volcano Fragment): Pyro drops both his weapons before summoning a molten, fiery battle axe out of thin air, swinging it to trip the opponent onto their side before slamming the broad end of the axe onto their body. The battleaxe dissipates from the Pyro’s hands as he picks up his fire axe and shotgun while his opponent lay prone. This causes a low amount of damage (13%), but on the bright side, you also set the opponent on fire (if they weren’t already) and keep them close to you at the same time. If you’re using this merely to rack up damage, it’s fine if you’re planning on using the afterburn qualities of the dthrow but otherwise, stick to your other throws for pure damage. It’s important to know that if your opponent is already on fire before performing this move, the afterburn time isn’t reset and your opponent takes significantly less damage (5%). The biggest flaw in this move is the time it takes to fully come out- while setting folks on fire and keeping them in range is helpful, the Sharpened Volcano Fragment requires a huge two and a half seconds to complete, meaning that the Pyro should be careful he’s either the only one upright or the only man around.

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You cannot burn me! I DO NOT HAVE TIME TO COMBUST!
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Gameplay: After all of that, it’s easy to identify Pyro as a strange category of rush-down. His flamethrower can cause a huge amount of damage once he reaches his prey and he can still lay down the hurt from afar using his shotgun and flares. Even better, he can negate enemy projectiles or reflectors to put them into an even more vulnerable state with airblasts and his specialized smash attacks/throws help him in many situations. To call Pyro versatile would be an understatement; he’s got some sort of answer against every match-up and has the offensive power to keep up and the defensive power to keep away. . Also like the game he’s from, Pyro thrives off the chaos created by battle- an ambushing Pyro can be the deadliest opponent on the battlefield. Even in a one-on-one match it’s hard to deal with a persistent Pyro.

Unfortunately, this versatility is limited in ammo count- Pyro is only as powerful as his ammo count. Without it, he relies on smash attacks and throws that, while certainly helpful, don’t nearly deal as much damage nor apply as much pressure as his proper weapons. As such, a wise opponent that can force Pyro into squandering or wasting his ammo can turn the tide of the match in their favor. Opponents who use the opportunity to rush down Pyro when he’s out are even more of a problem, as the Pyro has no quick “get off me” move to deny them of their advantage. As such, a big part of Pyro's game is to conserve your ammo while you can, using your flamethrower to deal the highest possible damage in the shortest amount of time while limiting your airblast use. Even the Detonator can put Pyro at greater risk than the moment he was flung off the stage.

While Pyro is certainly a master of close-range death, he is also victim to it via his flaws. Just like in the game he’s from, Pyro’s objective is to chase after his foes and set them on fire, whether it’s via his Sharpened Volcano Fragment, Flare Gun, Detonator, or Flamethrower. But once he/she is lit aflame, there is no telling what Pyro can do. Just make sure your ammo count remains stable or you’ll end up regretting it later.

Costumes: There are two “skins” for Pyro- RED and BLU- similar to WarioWare Wario and Classic Wario. The differences are minute, however- RED Team has a red fire retardant suit and BLU Team has a blue fire retardant suit. As such, the true differentiation is what they are wearing as a hat.

Hatless Pyro (Original), Madame Dixie (Red Team), Foster’s Façade with Stockbroker’s Scarf (Blue Team), Triboniophorus Tyrannus (Green Team), Handyman’s Handle with Sight for Sore Eyes (Wut Team), Connoisseur’s Cap with Whiskered Gentleman (Fancy Chef Team), and Pyromancer’s Mask (Skull Team)

These, however, are simply customized sets made for Team Battle or Free for All Battles. You can outfit your Pyro however you like and even get more Pyro-specific hats during gameplay! They’re rare, however- more rare than CDs!

Taunt 1: Pyro lifts his currently loaded flamethrower above his head while laughing in triumph, before getting back into his combat stance.

Taunt 2: Pyro’s weapons appear to… float… (It's a reference to an old glitch in TF2 where if you switch weapons and taunt at the same time, you'll perform a more hilarious version of the taunt.) while he brings both his hands back, palms together, with flames enveloping the inside of his hands. He then performs a Hadoken motion with a small ball of flame reaching out in front of him. Pyro then takes hold of his weapons and gets back into combat stance. If the flame ball connects, anyone nearby is knocked away for 500% damage and given afterburn. While this may seem overpowered at first, keep in mind that the hitbox is incredibly tiny- they have to be DIRECTLY next to him- and the entire taunt takes a little over a second and a half to come out.

Taunt 3: Pyro swings his fire axe around so he’s holding it like a guitar and pretends to play a few riffs on his axe, even humming the tunes. After a riveting final rip, he flips his fire axe back into place.

Victory 1: Pyro alternates between making these two poses with his back to the screen: http://www.youtube.com/watch?v=_UqEmaKOsqk
Victory 2: Pyro starts laughing at his opponent’s misfortune in a looped animation like so: http://www.youtube.com/watch?v=l5x_s_N2BUM

Victory 3: Pyro’s weapons appear to be missing. Shortly before he can do anything, a Spycrab walks across the stage, with a bewildered Pyro staring at it. While he’s distracted, an actual Spy tries to backstab Pyro but as the former comes out of cloak, Pyro quickly snaps a hand forward to grasp the Spy’s throat. The Pyro, however, continues to watch the Spycrab even as it’s off-screen.

Victory Theme: http://www.youtube.com/watch?v=3853FW88kHQ

Series Logo: The Control Point symbol

Loss: Pyro’s hands are at her waist as she taps her foot impatiently, leaning a little to the left. For reference, he’s the first one in the video: http://www.youtube.com/watch?v=F9HcJWnZXMw

Entrance: An unspecified teleporter appears where the Pyro starts. After half a second of preparation, Pyro pops out of the teleporter wielding the weapon he chose at the start of the match. The teleporter exit is shortly destroyed by the off-screen Engineer who created it.

Kirby Hat: Kirby’s entire body becomes Pyro’s helmet, complete with rubbery arms and legs. The puffball even pulls out a miniature flamethrower to use a no-cost airblast.

SSE Role: Little does the player know, RED and BLU have been fighting over the resources of the floating island ever since the defeat of Tabuu. Should the player return to the Subspace Bomb factory, instead of going through the level, he/she encounters a RED/BLU Pyro patrolling the premises for spies and intruders. Beat him and you gain the Pyro.

Unlock Method: Fight 131 Brawls, unlock him in SSE, or land 150 fire-based attacks. The count will only register if you see the fire effects on the opponent.

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!!!SNAKE CODEX!!!
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C: Snake, how’s your mission going?

S: I’m all right. I’m just having some trouble with this incendiary weapons expert. Do you have any info, Colonel?

C: None whatsoever. She seems to only be called, “The Pyro.”

S: “She”? I swear to God I think it’s a he.

C: We’ll… agree to disagree. At any rate, The Pyro has multiple weapons at her disposal and can use them all effectively. Just watch out when she gets close, or she’ll REALLY turn the heat up and finish you off.

S: We… we need to work on calling The Pyro a “he”, Colonel.

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MYMINI TIME

Wait, what’s that? Nope! We’re not done here quite yet!



What are these? They are Partner Capsules! These come from some of the later Mario Parties but the partners themselves are from Mario Party 3! These babies only appear during Coin Battles and act as Assist Trophies/Poke Balls, only instead of damaging the opponent or creating weird effects, they’ll go after your opponent’s coins! Sure, they’ll offer some additional benefits such as damage and whatnot but they’ll help you get coins too. Note that the Piranha Plant is one of many and is there for decoration. You won’t be able to see what’s inside the capsule until you open it. There are a total of eight possible partners you can summon from the capsule:



Boo, once summoned, will slowly move around the stage at the pace of Ganondorf. Once he sees a nearby opponent, Boo will make a beeline for said opponent and latch onto him. Once the ghost does, Boo slowly drains the coins from his victim until the victim either loses all of their coins or until the victim attacks whoever summoned Boo, causing the ghost to lose his grip on the victim and continue wandering. Even though Boo sounds like a terrible partner, he has limitless movement in that he can float to any point on the stage and can even go THROUGH it. Otherwise, Boo will aimlessly wander the stage and pursue opponents for a maximum of ten seconds until the ghost disappears. Boo cannot be attacked directly; all attacks will go right through him.



Chain Chomp acts as a strange yet very effective partner for whoever summons him. Once Chain Chomp comes out of the capsule, the very spot that the player summoned him is where Chain Chomp’s stake is. Chain Chomp is tied to the stake and is limited in where he can move. However, the beauty is in the “chain” of his name; if the summoner manages to nab a capsule in the right place, Chain Chomp can possibly attack anyone on the stage. For example, if you summon Chain Chomp in the middle of Final Destination, he can reach out and chomp anyone close to the stage. If he’s in the middle of the main Battlefield platform, he can attack anyone anywhere. Yep, Chain Chomp dashes through soft platforms at someone up to SIX Mario-lengths in a 360-degree radius, knocks them away a good distance, knocks out several coins, and deals 15% of damage to their health. He’ll remain on the field for ten seconds before disappearing. You can try and attack Chain Chomp at close range but all you’ll be met with is a loud clank and no damage done.



Mr. Blizzard is a snowman that stays in the spot where he was summoned. Instead of directly assaulting the summoner’s enemies, Mr. Blizzard instead pelts at them from afar using snowballs. Each snowball deals 7% damage, knocks out a handful of coins, and tracks where the enemy moves, failing to hit them only when they’re behind cover. Mr. Blizzard throws out snowballs every half a second, meaning that the opponent will need to be on their toes if they wish to survive this snowstorm. While Mr. Blizzard on his own isn’t too powerful, the summoner can use Mr. Blizzard as covering fire to advance on the opponent if they have more coins or retreat if they’re winning. Unlike several other partners, Mr. Blizzard can be attacked and taken out early. Otherwise, he’ll last for fifteen seconds before melting, creating a puddle that any of your enemies can trip on. The puddle lasts for an extra three seconds before evaporating.



Snifit looks like a Shy Guy- well, Fly Guy- but he isn’t. Instead of walking around being awesome, Snifit hovers around the stage being slightly less awesome but still awesome. This partner hovers around the stage looking for bad guys to shoot pellets at. He shoots small, Bob-Omb shaped pellets that deal minor damage (5%), travel at Hothead’s speed, and knock away few coins. On his own, he’s rather weak, but he’s a great annoyer since he’ll actively seek out enemies unlike Boo and has great movement unlike Chain Chomp. And since he flies, he’ll always try to be out of the foe’s reach, although he can still be attacked and defeated prematurely. Snifit will sometimes swoop down at a distracted foe and steal a large amount of coins, after which the partner will fly back to his summoner and directly deliver the payload. This only increases how annoying Snifit can be, although he won’t do this as often in one-on-one matches. Snifit will last for twenty full seconds before disappearing, making him the longest-lasting partner a capsule can spare.



Piranha Plant, once summoned, digs itself into the ground with its mouth open, waiting for anyone to cross over the ravenous plant. Think of it as a Pitfall trap except with increased range and a visual reminder of where the Piranha Plant is. Piranha Plant still has a big difference from a Pitfall: you can put the Piranha Plant on a pass-through platform with the same effect, unlike Pitfalls. However, Piranha Plants won't go through platforms either. Should anyone be unfortunate enough to be above the Piranha Plant, he'll trap the summoner's enemy in his mouth, dealing continuous damage (At least 6% and up to 24%). Piranha Plants will only go as high up as two Ganondorfs-worth of height. This entire partner may seem unrelated to coin battle; however, once the opponent escapes/is spat out of the Piranha Plant's mouth, the plant will also spit out an amount of coins proportional to the damage done to his victim. However, the plant has some brains; it'll spit the victim in one direction and the coins in the opposite. So a crafty summoner or enemy can take advantage of this trick by remaining on one side of the stage when the Piranha Plant spits out the opponent. However, on Team Battles, one enemy teammate can beat on the Piranha Plant to release his trapped teammate prematurely. Unlike other partners, however, Piranha Plants will remain on the field until they are triggered by an opponent. After a single trapping, it disappears.



Thwomp is an angry block with gravity issues. Once summoned, Thwomp will slowly but surely ascend into the sky, out of view from every fighter on the battlefield. Once it's in no-man's land (IE the zone where you don't die but you take damage over time), it will lie in wait for anyone to comer underneath it. There's no way the opponent can interrupt the rise or fall of Thwomp, although he will only ever go straight up into the air and will not drop on an opponent if there's a layer between them such as a passable platform. However, if anyone is unfortunate enough to unwittingly stray beneath a floating Thwomp, the block falls at an incredibly fast pace equal to a Bowser Bomb. If it hits an airborne foe, they are spiked and dealt 15% damage. If it hits a grounded foe, they suffer tremendous horizontal knockback with 20%. They also lose a large amount of coins. After his rapid descent to ground, Thwomp disappears, still with an angry look on his face. Like Piranha Plant, Thwomp will only disappear if someone strays beneath him.



Whomp is a dumb-looking lug that's really tall. I mean five Ganondorfs high tall. Better yet, it's got the highest health of any attackable partner- it has 100% stamina and can still take a beating. Whomps walk around at an incredibly sluggish pace, only speeding up to Ganondorf's walk speed when they spot an opponent. Once they reach an enemy, they leap a short distance into the air and fall forward to crush anyone in front of them. This deals 20% damage, causes coins to go flying everywhere, spikes airborne foes, and causes a pitfall effect to grounded ones. The range on this move is incredible, ranging up to seven full Mario-lengths. However, the recovery is just as bad, taking a full three seconds for Whomp to pick himself up off the ground. He takes a lot of punishment and packs quite a punch, especially against an unwary adversary. Even better is the Whomp's ability to temporarily incapacitate an enemy while his coins go flying for someone else to pick up. A single Whomp will last for fifteen seconds or until the stamina runs out.



Wiggler is the rarest partner to get, and rightfully so. Once summoned, Wiggler simply waves to the players and waddles along the stage at Wolf's walking speed in a circle similar to Hotheads, even clinging to walls and ceilings to get by. However, if Wiggler is attacked or jumped on once, even by the player who summoned him, Wiggler gets very angry. So angry that he starts targeting players, even the one who summoned him. Wiggler starts charging into players for 15% damage and even grabs onto their coins, taking the currency along for the ride. Wiggler can be beaten for real by jumping or attacking its head twice- afterwards, the entire worm disappears and all the money it nabbed is dropped. Wiggler also gains a big speed boost, going as fast as Sonic's dash during his rage mode. Wiggler will disappear after fifteen seconds of screen-time or if the head is beaten.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,439
Item: Lucky Horseshoe


This is an item that only appears in Coin Matches. Lucky Horseshoes are accessory items, much like Franklin Badges or Bunny Hoods. When you pick one up, you get increased luck for thirty seconds. Increased luck means you're less likely to trip, backfire on attacks, ect- basically, if there is a chance-based attack or mechanic, you are 50% less likely to fall victim to negative aspects of that attack. Inversely, any positive chance-based attacks or conditions are 50% more likely to happen to you. In addition, you are more likely to get larger amounts of coins and higher value coins while you are holding this item. This is definitely one item that you will want to get a hold of in matches.​
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
PYRO

[COLLAPSE="open"]One of the big problems in this set: Redundant Attacks. Moves like sidespecial/upspecial, nspecial/uptilt/upair/dair could easily be combined into the same move. The next big issue in the set is the fact that despite it being built up to be an incredibly big detail, Pyro's flamethrower provides a small part in the set despite having an entire switching move devoted to it, occupying only two moves. This could've easily been remedied by promoting the move to Neutral Special, I mean, the mercenary's name is PYRO. Not shotgun man.

Like I warned you about in the chat, being able to switch weapons is what brought Nick's Soldier set down, as the multiple weapons keep the playstyle from being more focused. The set is also incredibly proppy, what with having to introduce a new weapon for most attacks, the throws being the most blatant example of this. Sorry for being so harsh, but the whole thing just kind of has a rushed feel. Definitely not one of your best.[/COLLAPSE]

More to come when I get back.
 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
Chess Man:
I have three words for you, LoL.

This is BRILLIANT!

As a fairly good chess player, I was quite impressed by how you managed to keep the chess pieces faithful to how they perform in an actual game, and yet relevant to the match. The only thing I can really nitpick on would be that the gimping game is somewhat under-elaborated, as you simply... send a piece after them when you've knocked them offstage. Anyway, I enjoyed how the play style (aside from that minor stumble) manages to be incredibly interesting, and contains various nods to how a good game of chess is really played. For example, the pawns are the heart and soul of your game, as despite their individually small usefulness, together they're a rather impenetrable defense, which the opponent would rather avoid than destroy (as they're easily replaceable.) Another nice touch is how the Queen is easily your most useful piece, but you have to be careful in how you commit her, as you only have one. Check and Checkmate are also pieces of brilliance, as it gives you a way to simulate (admittedly, checkmate isn't QUITE faithful, but you can only do so much) the way the enemy king is limited in taking out protected pieces due to check, and how surrounding them with all your pieces leads to the killing blow. (One more thing I wish you'd included would have been the idea of sacrificing a piece for a deadly attack on the opponent, as that's also an important part of chess tactics that you probably could have done.) In the final analysis, this is one of my favorite sets of the contest, and a definite super vote. AWESOME job here, Lol.
 

kitsuneko345

Smash Ace
Joined
Dec 20, 2007
Messages
562
Location
*sending Sundance lots of apple pies on Pi Day, as
DETECTIVE DICK GUMSHOE here, pal!


So I heard that in this contest, there's some big wizard dude who says that he's the head honcho here. Let's see what he has in store...



1 hour later...



Ok, there are a whole lot of heavy male villians in his "rankings", along with a some others. Oh, this girl character sounds like something he'll like. Too bad that I need a miniskirt for this to probably work. I guess the next best thing is to go with this favorite theme. I mean, I am a bit hefty and manlike in my appearance. But how can I please this dude here? I wouldn't hurt a fly! But I really want to be in this contest...


Ooh, what's this thing? AAAAAAAAAAA...


...HHHHHHHHHHHHH! Where am I?

You have been considered to join this contest!

Woo-hoo! Wait, this isn't going to be like the other times when all I did was help Edgeworth? Not to be mean to the guy but...

You know just for that, I'm going to dock you role in the contest.... too bad, you would have been a great fiend.

What? Come on pal! At least tell me what I am now?

Fine... you have been demoted to a cosplay. Be glad you even had slight consideration from whom this community calls a minor member.

Uhh... are cosplays good?

Some are alright with this idea, but that guy you talked about beforehand... he's not a huge fan with this idea, and that's putting it mildly.

Well, what can I do in these cosplays...

Just look in this mask for a minute and you'll understand.

Okay! hey, wait a se...


Ouch, I think I got the idea with what I have to do. Is it okay to bring a few props in this?

It'll not be pleasing to this great sorceror to thought of as your idol...

Well, what else can I do? I mean punches and kicks are not really my speciality, pal!

Fine, how many props will you bring?

About five or so, why?

That's more the amount of moves that you have! How are you going to do implement that?

Let me announce my moves first and you'll get it!

Fine. Start with the neutral special.

Let's see which one to use... Ah here we go! AHEM....

NEUTRAL SPECIAL: FREQUENTCY DETECTOR

You have to be so loud? And doesn't that only show where hidden electronics are? Sounds like you wasted this prop. Next!

Wait, I modulared it!

Don't you mean modified?

Whatever, pal! Look, instead of finding those things, it makes them malfunction!

Makes what malfunction?

Any item that's on the ground at that point of time!

Ok, you caught a bit of interest in me. So any item?

Yeah, banana peels don't make others slip, lightsabers don't glow, guns break down, and so on!

and how does this work? i mean I can still throw my items, and fans and bats aren't run by wires...

well, I guess throwing items and some hitting items can stil hurt you, but the attributes of the item will just be ordinary!

Good enough, anything else you would like to add?

Oh coins are affected my this too!

Oh really! I would think that with your daily cuts, YOU would need that money.

But others like money as well! So if I can't have it, nobody can.

How rude.

Yes, first rudeness then pure evil. He will surely love that.

One more question.

Yeah?

How can you make money worthless?

Uh... next special!

nNo! Wait!

SIDE SPECIAL: METAL DETECTOR

You didn't answer my question.

Like the frequentcy detector, I modulared this to make the magnets bring me the coins nearby.

That seems cheap.

Well, the other characters will also be attracted to the magnet when it's activiated.

Now you're just stupid. Okay then, what's the range?

Uh... Oh! See that big turtle right there?

Yeah?

It's about twice his length, any further will be too weak to bring anything in.

I was still talking about the first special, you know?

Oh, that's the same.

Next you'll be saying that both items will last for 3 seconds and need a resting period of 5.

Uh... actually they do.

Strike two, Gumshoe.

Wait, what's the first?

For ignoring one of my other questions. Now tell me how you made your illegal tender?

Uh... well done?

Huh?

i don't know. It's like asking me how to make that medium rare! Medium is a size, pal!

Never mind. Go on to the next special so that I can get on with my life.

UP SPECIAL: MISSILE

Seriously, DO you have to yell?

Missile is not in fact an actual missile...

but just a dog named Missile, yadda yadda yadda.

Hey, don't steal my lines, pal!

Everyone knows that schtick, "pal". And anyway, how is a dog an up special?

It helps push you up to the ledge?

A tether recovery? Man, you're useless.

No wait! Um... it attacks the nearest opponent and gives 10 damage?! Yeah! That's it!

Priority?

Uh, average?

Range?

Uh, one turtle dude?

Knockback?

Uh, average again?

Anything else?

Not that I can think of.

Nothing pertaining with coins?

Nope!

Why?

He barely used one of the themes in one of his minis and he got first place!

Fine. Next special.

DOWN SPE...


Yelling.

Sorry.

Down Special: My favorite foods

Let me guess. you eat your ramen to get healed.

Yeah, but I have to pay for this with my own coins man.

How much?

10 coins for one ramen.

And how much to they heal?

7%

And can you get multiples pieces in one input.

Uh, sure! Why not?

Is that all?

Well if I have 60 coins, then I can treat myself!

Treat?

Yeah, I get myself some swiss rolls!

Are they special.

Well, whenever I get these things, I seem to get lucky. I mean, that's how I met Mister Edgeworth.

What do you mean by lucky?

Well, I don't spew out any change whatsoever from hits and I don't lose money when I get koed.

That's sounds broken.

Wait! I need a full second to eat the roll. Oh and it only lasts for 10 seconds.

I was about to say that I like the move the way it was because the rest of them were weak, but I guess it's your limitations

No wait. Ah nevermind...

Well, that's the end of the cosplay. You ready to bring this over to the "big wizard dude"?

I guess...

Well good news! He's here!

I don't see him. All I see is you.

Uh-huh...

Wait a second... he's invisible, right?

Just give it to me...

I guess he trust you more that me, huh?

Yeah, let's just say that.
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio

Oh hey, it's one of those Sonic rings. I guess I'll take it. Oh god, these look strangely delicious... I'll just take 30 more of these. ....why do I feel so heavy?











OH GOD WHY?!



























As you may have guessed, this item isn't a normal Sonic ring. It's an.....















Onion Ring






These hail from a hack of Sonic 2 called Sonic 2 XL. Click here for a hilarious summary of the game from TheKholdOne. When the Onion Ring item is turned on in Coin Matches, each coin has a chance of appearing as a ring (this chance can be set from 5% to 100% in a sub-menu). Essentially any time a coin is knocked out of a fighter, it can potentially appear as an Onion Ring, and the rings can appear in barrels and what not.

Onion Rings count as a single coin when collected/nomed, but they also make the fighter who collected them get a bit fatter. They'll run a little slower and lose some jump height for each one they eat, and obviously will gain a bit of weight. Depending on the characters' weight, they can eat between 20 and 35 rings before PLOP. They'll just sit their fat ass on the ground, being unable to move just like Sonic in the screenshot above. They can still attack, but they will do so with doubled lag and reduced power for any direct attack, and jointed moves will barely have any range and do 1% damage. If left alone for 10 seconds, that character will fall over and let out their death cry, losing a stock. They just had a heart attack from the huge amount of fried goodness they consumed. They can save themselves by performing movement attacks, though they will barely move from using them due to their fatness.

However, foes can attack their plus-sized foes to force them to roll along the ground (they're too fat to be knocked away normally). They do not suffer hitstun from attacks, but it is pretty funny to roll them off the edge to their deaths.

As long as they don't eat enough to become immobile, characters can run around to work off their excess weight: they'll lose 1/4th of their extra weight for each Final Destination length they run. But some characters may welcome the extra weight if they don't have a reason to be running around, as long as they don't eat TOO much. Omnomnom.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Hmm... Guess I might as well try this mini thing out...

"Did somebody say coins? Hehehe..."




BANDIT

Clearly, this is the Bandit from the Mario / Yoshi's Island games. This wicked little guy pops out of his assist trophy and looks around for a second before darting toward whoever has the highest coin total at that moment. He runs quick and jumps high, swinging his fists and snatching coins from anyone in his way. He'll always have his sights set on the player who's packing the biggest loot, but if someone else is significantly closer or in between him and his target, he'll go after them. His calculated fist swipe deals only 4% damage, but takes 10 coins from whoever it hits. If he's feeling really tough (about 5% of the time), he may swing for more, dealing 12% damage and stealing a whopping 50 coins. This hit, however, is a little slower and easier to avoid.

So the Bandit steals your coins. Great. He hangs onto them, though, so you can give him a hit or two to knock your coins out of his grasp. He takes flinching knockback from any attacks that hit him, and will drop a number of coins equal to roughly half the damage dealt to him. He hangs onto those coins pretty tightly. If he accumulates 150 coins, which he'll honestly probably only do if you're too preoccupied with your opponents to take a few swings at him or if you just plain suck, he'll leap off the edge with them and disappear. Otherwise, he'll disappear after about 20 seconds of game time.

And one more thing--let's say you're not playing a coin match, huh? Just theoretically, of course, because we all know coin matches are the only thing we ever play. But let's just say you're not for once. Then what's this guy do? Flop around like a Goldeen? No sir. If you've got items turned on, he'll run around and take as many as he can, whether off the ground or out of your hands. If you don't have any items on the field (either because you turned them off or because they're just on such a low frequency that none are currently around), he'll run around for only about five seconds, hitting a few people randomly, before giving up. No loot, no Bandit. He'll make a run for the edge.



"See ya, suckers!"
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
This is why the Review Queue needs to be brought back

ROCKET RACCOON

Rocket Raccoon... heck, all of your sets posted this contest, Smashbot... is a blast from the past. I don't remember when exactly it was that you left; I certainly don't remember you any later than very early MYM 4, but to see you back in the contest is refreshing to say the least. Why it was you took so long a hiatus is no matter, it's just great to see that a veteran from as far back as you is still alive and active today.

Your inactivity for the last few years, however, is what's costing you points here.

You're a unique case, Smashbot. You're agreeable, eager to please, and understand the focal points of MYM. Heck, you're even writing playstyle sections. There's still an abundance of room to grow, however.

Enter Rocket Raccoon.

First off, as I'm sure you've heard plenty of times before, you're using... the exact same organization for him as every other set you've posted this contest? White walls of text went out of style a long time ago. Breaking things up into multiple short paragraphs and coloring attack names can go a long way towards lessening the stress on your readers' eyes. For that matter, I'm not sure what purpose the long intro served... you're addressing a plethora of topics within this one post, drawing attention away from your own set. This is your moment, stand in the spotlight.

As for the actual moveset - you've done your job, for the most part. You've taken this character, this "Rambo Raccoon" as you call him, and translated him into Smash. Apart from a few character summons (which we've already talked about in the chat) I could easily see Rocket Raccoon fighting with this exact set. And that's the problem.

This is a very touchy subject in MYM, mind you. The limits imposed by the Smash engine provide an excellent base, with tons upon metric tons of possibilities allowed by the inputs. In fact, by pushing the limits as far as we have, we've fallen in love all over again. This time, not with the game, but with the inputs themselves. Things like MYM 5's trap movement, the nebulous concept of Playstyle which has slowly been refined and redefined over and over and over again... the game of Brawl, the concept of Smash games themselves have largely been left behind. And Rocket Raccoon, a moveset which, were he not a Marvel character, could realistically be seen in SSB4, has been left along side them.

KingK.Rool once said that once Playstyle was mainstream, there would be nowhere else for movesets to develop. SkylerOcon disagreed. It was his belief that unique playstyles would hit the forefront. This is where Rocket Raccoon is lacking. When his playstyle is boiled down to its basics, he's a long-range keep away character. And that's fantastic, and fitting to his personality and him as a character. But it's an idea we've seen before in a million different ways, just reskinned as a fuzzy little raccoon.

You've reached a plateau, Smashbot. The next step in your MYM career is not one that I, or anyone else, can help you take. It's one you're going to need to take on your own. Try experimenting with different ideas: a non-standard KO method, a handicap the character needs to overcome, an overarching mechanic which affects more than just one move. Look, I don't know anything about Rocket Raccoon, but the first thing that pops to mind are his animal companions. A moveset which revolves around controlling and protecting your companions individually, having them hold down the foe with a barrage of attacks (or heck, just a grab) while you ready the final blow would be a great place to start.

Put short, I don't think Rocket Raccoon is going to place this contest. But that's not to say I don't think YOU will place this contest. You're an incredibly fast writer, from what I've seen. Experiment with different ideas, refine them, and develop a broader understanding of Playstyle. I know you're capable of doing that.
 

smashbot226

Smash Master
Joined
Sep 1, 2007
Messages
3,027
Location
Waiting for you to slip up.
I understand where you're coming from Agi. I guess it's a little more difficult to label what is really "up to date" if that's the right term for it. Goddamn I feel like a fossil. Oh well. Here's Zoroark.



Zoroark, the Illusion Fox Pokemon. It protects its pack by tricking its opponents with illusion and can create an entire landscape to ward off intruders. Zoroark’s illusion-creating abilities are so powerful that they can fool a large group of people at once. Unity amongst a pack of Zoroark and Zorua is strong.

This is but a brief Pokedex entry on the fifth generation’s first revealed Pokemon, along with its pre-evolution Zorua, Zoroark. Not only is he one of the first new Pokemon revealed, but he has his own movie as well. Topping that off, Zoroark has a large fan following from casual and competitive players alike. And possible movesets for Zoroark have so much potential due to his ability, Illusion. All of this, combined with not being similar to Lucario or Mewtwo despite what others may tell you, Zoroark is currently the most likely newcomer for SSB4. Unless you’re one of those fools who think Victini won’t become a gifting Pokemon. While this isn’t a popular tactic to use when making movesets, I’m going to be applying most of Zoroark’s in-game statistics to determine his strengths and weaknesses in battle.


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


Ground Speed: 4

(Zoroark is the 60th fastest Pokemon in the entire game. And out of 649 Pokemon, that’s quite a feat. However, he’s not quite fast enough to outrun the other 59 Pokemon. So for comparison’s sake, Zoroark’s dash speed sits between Charizard’s and Meta Knight’s.)

Aerial Speed: 3

(The average weight of a Zoroark is 179 pounds, so he weighs more than some of the lightweight fighters and as such, falls toward the ground at a faster pace than slower-falling characters like Olimar or Squirtle.)

Aerial Control: 4

(Not only is Zoroark quick on the ground but he manages to get around in the air just as well. As you can already tell, part of Zoroark’s game is using his incredible movement to your advantage. But I digress; for aerial speed, Zoroark’s is the same as Lucas’s.)

Power: 4

(Zoroark has very high base attack stats which translate into this game very well; he can use his claws and evasive physical attacks to personally strike the opposition or his powerful energy-based moves to deal damage.)

Attack Speed: 5

(Another big advantage Zoroark has is his lightning-quick attack speed; rarely will you find a move that goes beyond a full second to fully come out and with his Illusion cancels, it’s even easier to hit and run with Zoroark.)

Jump Skills: 2

(While I earlier claimed Zoroark’s movement was incredible, it does fall short in the jump department, only going about as high as Peach when the Pokemon double jumps.)

Weight: 2

(Even though Zoroark is 179 pounds, he’s all fur and muscle. That and his defenses are poor. It’s not too difficult to toss him around and some of his enemies can easily knock him out at lower percentages. Despite that, it takes more than a sneeze to knock this fox out of the park, putting him at a weight ranking the same as Falco.)

Height: 3

(Zoroark is a little over five feet, which would technically put him in an area between Ike and R.O.B. However, Zoroark has a hunched position similar to Wolf’s so it’s a smaller target to hit. Despite that, a relatively big target for a character that places an importance on evasion is troublesome. Then again, this helps the player practice using Zoroark as a larger speedy character.)


=-=-=-=-=-=-=-=-=-=-=
ABILITY: ILLUSION
=-=-=-=-=-=-=-=-=-=-=


One big attribute that separates Zoroark from the rest of the cast, let alone the Pokemon representatives, is his ability, Illusion. Not only does Zoroark use this to mock his opponents but he can also use this in battle for practical purposes. The mindgames start even before the stage select screen arrives; when you select any character, if you hold down the Z button during the character select screen, you will have inputted a secret code for Zoroark to start off looking like that character. This persists until Zoroark is hit or killed. As such, Zoroark obtains the speed, size, and entrance animation of the character you selected until he is hit or killed. During that time, he can attack normally and the attacks inputted will match that of the character you’re disguised as. There’s a huge difference between Zoroark’s disguised attacks and his disguise’s attacks.

For one, Zoroark will still be using his attacks’ power, hitboxes, and starting/ending lags. However, your disguise will perform the attack corresponding of the one you performed. Ergo, if you perform a forward smash with Zoroark and you’re disguised as Bowser, you APPEAR to perform the head butt but in reality, are performing the Dark Pulse that takes as long as Bowser’s head butt to begin and end. And considering Dark Pulse is a projectile, even THAT will be invisible. As such, you’re at a disadvantage here if you don’t use the right disguises properly- your opponent can be completely mindgamed into thinking you’re playing as one of his character’s worst match-ups when really, you’re Zoroark.

It doesn’t stop there, no. During a few of Zoroark’s attacks, the fox can cancel out of them with a quick dash in a direction dependant on the player’s choice that takes less than a quarter of a second to perform and renders Zoroark “invisible”, while the animation plays out. The attack deal any damage and if the opponent tries to attack the copy, it disappears. On the other hand, Zoroark is still able to attack his opponent, making it seem like Zoroark’s victim attacked by a ghost. In other words, Zoroark can maintain the illusion that he is charging up an attack when he is really rushing for the kill. Keep in mind that Zoroark can only remain invisible for as long as the animation runs; once foes realize the Zoroark copy is just that, they’ll destroy it and reveal Zoroark’s location. Zoroark also can’t set up another illusion while he’s already in hiding, although he’s still able to attack normally. On the not so bright side, Zoroark CAN be attacked while he is invisible, although there’s no physical hint as to where he could be and it’ll take some tactics to guess where Zoroark will go. If Zoroark is attacked during this state, however, any illusion that he left behind prior will dissipate.

As a side-note, you can even use illusion when you come back from death. While holding Z during Zoroark’s death geyser/ascent into space, you’ll instantly drop through the resurrection platform in the same invisible state you go into when you illusion cancel out of a move. Meanwhile, the copy of you just stands in place until the platform disappears on its own or if Zoroark is attacked. Then Zoroark is revealed to his enemies. Keep in mind that you don’t have access to the brief invincibility period that you get when you leave the spawn pad like you normally do; you drop in vulnerable as you normally are, but that doesn’t mean you can’t take advantage of this. Stay on the spawn pad for a bit longer than usual and see if you can trick your opponent into believing you’re invisible and after them, then drop down for an easy attack. Yes, Illusion certainly helps out a lot when it comes to mindgames, tricking the opponent, and tipping the odds into your favor.


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Go! Zoroark!
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B (Night Daze):

While Zoroark skeptics claim that he’d play too much like Lucario/Mewtwo don’t hold water, this is the one exception I’m willing to make, due to how Night Daze is portrayed in the movie. Zoroark puts his wrists together as dark energy swirls around him. The Pokemon is charging up for Night Daze, his signature move, and takes about three seconds of charging to be fully powered. However, unlike Shadow Ball or Aura Sphere, instead of tossing out a projectile, Zoroark emits a mighty roar and slams both his hands into the ground, creating a large sphere of darkness that surrounds Zoroark for a full second before disappearing. He gets super armor during the period between charging and when the sphere comes out, so if someone attacks you while you’re charging, you can prematurely fire off a Night Daze to utilize the super armor. The sphere itself can deal anywhere from 10% to 25% damage as well as proportional knockback to how long you charged it; it can kill lightweights at low percentages like 50%. The sphere will subsist as well; the entire sphere exists for a little over a second and a half and it keeps the hitbox and damage attributes for that entire time. The sphere’s maximum size is also impressive; it’s as tall as two Ganondorfs and as wide as Giga Bowser, and the sphere can even go through soft platforms and parts of the environment to hit. And like every chargeable move, Zoroark can cancel out his charging by tapping left or right to perform a dodge and keep the charge. Also like every other chargeable move, if he is hit during the charging, he loses his charge. This move isn’t without flaws; Zoroark is open for half a second once the sphere disappears and it still takes half a second for Zoroark to actually land the Night Daze. The move is also kind of lackluster if the charge is low.

What separates Night Daze from traditional charging moves is how Illusion is implemented. When Zoroark is charging, he has the option to keep charging, dodge out of the charging animation to store it, activate Night Daze, or leave behind a charging clone while Zoroark is invisible and mobile. To perform this last option, the player simultaneously holds down the Z button and any direction. After the input, Zoroark instantly becomes invisible, dashes in the direction of the player’s choosing, and leaves behind a clone of himself that’s still charging. The clone will last for an infinite amount of time unless Zoroark or the clone is attacked. Keep in mind that the clone won’t perform Night Daze and will only continue to charge even with a full charge. This one move and the capabilities behind it provide for a severe number of mindgames- you can continue charging even after a full charge, possibly making your opponent paranoid that you are a clone and the “real” Zoroark is on the approach. Hell, he may be paranoid enough to walk into your Night Daze if he feels confident enough that you’re a clone. Still, Night Daze, even without Illusion extras, is a very powerful move in Zoroark’s arsenal and one of his top knock out moves.

B^ (Aerial Ace):

This move has slightly different properties while on the ground, although when attacking the opponent, they are virtually identical. When performed on the ground, Zoroark rears back for a split second before leaping into the air in front of him, knocking anyone out of the way for 11% damage and dealing decent knockback. Zoroark will automatically target opponents near him if they happen to be in the way, which is significant since Zoroark will dash forward at an upward angle almost as far as Zelda’s recovery, also causing the dash to end prematurely once he’s dashed through the target. If there are two opponents surrounding him, Zoroark will target the one he is facing or is closer.

When performed in the air, Zoroark doesn’t rear back- Aerial Ace is instant and travels at a further distance, adding extra distance that allows Zoroark to travel as horizontally far as Zelda’s recovery. There is a downside- you won’t travel at a slight upward angle, meaning this is more of a “far from stage lengthwise” recovery move and not as useful for regaining height. It still has tracking properties and since there’s no beginning lag, you can spam it to your heart’s content so long as you land it. Should you miss, Zoroark fill remain in the air for three-fourths of a second, leaving him open for punishment. Still, it’s a great move for pursuing fleeing opponents and keeping the pressure on.

BV (Foul Play):

Zoroark hops into the air, landing a short distance forward, enough to be behind any opponent he hopped over. He descends from the hop feet first, performing an aerial flip kick as he does so, landing on his feet to ensure his perfect landing. It’s quick move that sounds lengthy but really only lasts for a little over half a second. Foul Play is quick enough to act as a power move on its own, whether it’s a punisher or a counter attack for slower opponents. There are limitations- since Zoroark is performing a flip kick while falling to the ground, the hitbox is limited to those near the landing zone and anyone adjacent to Zoroark. The ending lag is also rather poor, taking up three-fourths of a second to end. Luckily, you can cancel out of Foul Play by tapping the Z button to simply have Zoroark land without the attack, causing no ending lag and giving Zoroark the advantage over his no doubt open opponent. There’s not enough room for the amount of mindgames you can perform with this one move, whether by hopping over the opponent to end up behind them to follow up with a Night Daze or simply punishing them for trying to tick throw you.

However, you may have noticed I avoided the damage and knockback portion of the attack itself. And with the addition of canceling, it may seem that such a versatile option would be opted far more than the attack. The set damage is a mere 8% and the knockback is enough to kill Jigglypuff at 100%. Here’s the kicker; Foul Play is only as strong as the last attack performed on Zoroark that dealt damage. For instance, let’s say Bowser hit Zoroark with a fully charged head butt. If Zoroark survives the attack and lands Foul Play on Bowser, Foul Play will have the damage and knockback effect of the head butt on Bowser. As such, you may decide to pull some Lucario-like tactics such as self-damage via items but this will only work when someone else throws the item. Regardless, the risk of powering up Foul Play is that you’ll be intentionally exposing yourself to powerful moves and with Zoroark’s low weight he’ll be walking a thin line. To prevent this move from becoming too powerful, however, Foul Play only uses the last attack used on Zoroark once. So the head butt from earlier is no longer how strong Foul Play is. You’re unable to store Foul Plays between separate lives so if it’s as a last resort, you’d be foolish.

B> (Torment):

Zoroark reaches out in front of him in an instant. If he misses, he lurches forward a bit and loses his balance, taking half a second to recover. If there’s anyone in front of him in a single Mario-length, however, he slaps their face, kicks them in the shin, pokes their eye, and backpedals while laughing at the enraged foe. Besides dealing a measly 5% damage, the opponent is now unable to perform the same moves in a row between a three moves. This means that if Mario performs a Fireball attack, he can’t perform the Fireball attack until he performs three more moves. And after that, he can’t perform those three moves until he performs an extra one, two, and three other moves. The entire move takes a second and a half to finish but the beauty in that is during the phase in which Zoroark is mocking the enraged opponent, either can be attacked during that phase and the foe will still be tormented. Being attacked does end both animations but that isn’t the only thing that can stop it. However, Zoroark can dash cancel out of the mockery in a similar animation to when he Illusion cancels- be warned that he won’t go invisible and it ends the opponent’s anger phase prematurely. Once Zoroark finishes the animation or cancels out, the Torment timer starts. Speaking of which, the actual grab lasts for a quarter of a second, making it very fast.

The opponent is forced into this state for five seconds with the timer resetting every time Zoroark lands a new Torment. While the idea of being forced into using different moves every time doesn’t sound bad on paper, it can totally force some characters into using moves they don’t necessarily want to use or even force them to create openings for Zoroark. As for specifics on what counts as the same moves, it won’t allow the same input to be made twice in a row. For instance, if you torment Donkey Kong once he’s fully charged up a punch, he won’t be able to use the punch until he performs another move. While he can certainly use a quick attack to cancel out this hindrance, this puts him in a bad spot; Zoroark knows that Donkey Kong will want to get rid of the Torment restriction as quickly as possible to gain access to Donkey Punch, so Zoroark can keep the pressure going as he knows exactly what Donkey intends to do. Torment is just another one of Zoroark’s potent attacks that allow him to play tricks and mindgames on the opponent by limiting what they can use to attack Zoroark.

FINAL SMAAASH (Focus Blast):

With the power of the Smash Ball at his disposal, Zoroark floats in place as his hands start glowing with a malevolent energy. The Pokemon then flies to the center of the stage before settling there. For ten seconds or when Zoroark runs out of blasts, he is protected from any damage/knockback and immune to any status changes. He also puts out his hands in both directions during the float. The player can control Zoroark’s vertical movement by holding up and down, causing the fox to move up and down respectively. He travels at the speed of Captain Falcon’s dash meaning that he can really keep track of his opponent’s movements. Hell, Zoroark can even travel through the environment. Zoroark can also perform Focus Blasts on the opponent by tapping the an attack button, causing him to fire a fast beam of energy that will pierce opponents and send them flying for 30% damage, commonly killing them at 60%. The beams are rather thin- about the size of Samus’ fully charged beam- and can only be fired one direction at a time. Luckily, you can control which way they go by remembering the corresponding button; the normal attack button fires focus blasts to the left and special attack button to the right. Easy, right?

While it’ll take some practice, you’ll be able to snipe at opponents from far away, since the firing rate between each laser is a quarter of a second. This means that the aforementioned flaw of being unable to fire lasers in both directions at once is more or less nullified because of the fast firing rate. Zoroark can also knock off and damage enemies for 15% damage if you float into them, putting them in the perfect spot to be blasted to death. However, keep in mind that Zoroark only has ten Focus Blasts to spare; it’s unwise to be wasteful when you have the opportunity against several opponents. Once you run out of beams or ten seconds runs out, Zoroark remains in place while he loses the power of the Smash Ball, leaving him open for punishment during the lengthy recovery period. If he’s in part of the stage during the recovery, he is automatically shoved out onto the nearest flat surface, much like Jigglypuff is during Giggly Puff. It’s a standard fare beam hyper with some flair to it but otherwise… yeah, Final Smash.


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It’s not very effective…
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A, A, A, A… (Fury Swipes):

Zoroark begins swiping rapidly at the air in front of him, raking in anyone close enough for some rapidly-dealt damage (Up to 6%) and keeping them there until they are knocked out on their own. The scratching has a short range, barely falling short of a full Mario-length, but the lags are very swift, meaning Zoroark can throw this move out on anyone he suspects to be making an offensive rush at any moment. You can repeatedly mash the normal attack button to continue the assault, similar to Meta Knight’s normal spam. Unlike MK, Zoroark can Illusion Cancel out of his normal attack by tapping a direction during the swipe spam, leaving a copy of himself continuously performing the attack and looking like an idiot. Your opponent can then either assume you’re an idiot for continuing on with such a tactic and attempt to attack you or figure out its an illusion and attempt to find the real you. It won’t be too hard after three seconds after you leave the illusion behind; after those three seconds, it disappears and Zoroark reappears. The clone is able to damage the opponent, although it deals 3% damage for each swipe. Nonetheless, you can pull off some nifty Ice Climbers-like combos with Zoroark and his clone if you put the enemy between the two.

A> (Shadow Claw): Zoroark performs a backhanded claw slash, creating a grim-looking afterimage of claw marks that float forward for a short distance before dissipating. Zoroark can still move while the claw marks are afloat, meaning he can use the claw marks as a blue-line defense shield while he makes an advance. Like I said, however, the distance is short- a measly half a Mario-distance. However, the move begins and ends so quickly that the opponent will barely know what the Pokemon did until he sees the afterimage. Zoroark’s backhand causes 6% damage while the afterimage causes 2%, adding up to an 8% output. Pretty good for a tilt, although the knockback on both is poor and the range of the backhand itself is very low. However, the stun on the afterimage is quite nice, providing for a follow-up attack if you time it correctly. Luckily, the afterimage and backhand come out at the same time, meaning you can beat out several other moves due to technically attacking twice at the same time. If you want your opponents to stop poking at you, use this; they’ll certainly think twice before moving in on you.

A^ (Night Slash):

Zoroark performs a counterclockwise spin while slashing the air above him with one of his claws before turning back into the direction he was originally facing. It’s quick anti-air move with deceptive range; it has the same range as Zelda’s Usmash and a jagged horizontal hitbox to prevent anyone from moving in on Zoroark. The damage can vary, since there’s a sweet spot at the end of Zoroark’s claws. If the sweetspot hits, it causes 10% damage and high knockback. Otherwise, it’s 5% and low knockback. Regardless of the differences, Night Slash is still a very valuable move for Zoroark as an anti-air and poke. Yes, the horizontal knockback is jagged enough to hit opponents in front of Zoroark and will knock them into the air for another Night Slash. The move is fast enough to combo into itself at least twice and up to four times depending on the percentage, weight, and size of the opponent.

AV (Low Sweep):

Zoroark performs a sweeping slash at the ground in front of him, covering one Bowser-length’s worth of distance. While the horizontal range is impressive, the vertical range isn’t- it won’t even strike anyone above Zoroark’s head. Despite that, it’s a very reliable move since the ending lag is very short and the beginning lag almost as short. The damage is okay (7%) and the knockback is actually better than most tilt’s, commonly killing lightweights at 65%. All in all, Low Sweep is good enough to be considered one of Zoroark’s premier pokes of choice for the speed, range, and killing potential. That’s not all it’s good for though; there’s a sweet spot at the end of his claws, much like in Night Slash, that causes the opponent to trip no matter what percentage they’re at. While tripping is inconvenient and only lethal when you trip into a mighty fsmash, this tripping is fixed so that the opponent will have to remain in a tripped stance for a full second. This is more than enough time for Zoroark to follow up with a damaging move.

Dash (U-Turn):

As Zoroark runs forward, he quickly unsheathes his claws and dashes into the opponent before moving so fast that he becomes an invisible blur for an instant. After this instant, Zoroark dashes in the opposite direction, traveling at the same speed and dealing the same amount of damage as the first dash before going invisible again. Finally, he dashes forward again with the same speed and damage as the first dash, only instead of moving fast enough to blur, he comes to a grinding halt, ending the move. While the description itself is lengthy, the move is very short for a dash-attack, only lasting for half a second. The initial dash lasts for less than one tenth of a second before Zoroark blurs, dealing 5% damage and minimal knockback.

However, the minimal knockback leaves Zoroark with enough time to land the second dash with ease, dealing another 5% and minimal knockback. Finally, the third dash deals another 5% and more knockback, enough to take out heavyweights at 150%. The recovery is a bit lengthy, lasting for half a second, but the beauty in the third dash is that the player can aim where the third dash goes. This means that you can cause Zoroark to dash upward into the opponent to cause a very low ending lag attack or even further backwards to ensure a hasty retreat. Either way, U-Turn is a fantastically safe move that can get a lot of use from crafty foes.


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It’s super effective!
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Fsmash (Dark Pulse):

Zoroark starts swaying his hands up and down in front of him while mystic energy begins to form in the shape of a vertically inclined oval. Once the oval is formed, Zoroark pushes the oval forward with his palms, the oval traveling at a speed inversely proportional to the charge time. This Dark Pulse will travel for the entire length of the main Battlefield arena but the kicker is how long it takes; uncharged, it takes half a second for the Dark Pulse to make it from one end to the other. If fully charged, Dark Pulse takes a whopping seven seconds to get there. You might wonder why this is considered a boost but if you do charge Dark Pulse, the projectile gets a height increase. Uncharged, it’s as tall as Kirby but once charged, it dwarfs Ganondorf in height. The Dark Pulse itself deals 17% damage fully charged and causes a huge amount of hitstun but very little knockback. Zoroark can fire off fully charged Dark Pulses to use as cover, lockdown, or even annoying barriers if you intend on playing defensively. Dark Pulse is also safe, both starting and beginning, meaning Zoroark can use this at ease when the opponent isn’t too close.

Usmash (Incinerate):

Zoroark crouches down as his cheeks puff up and the longer you charge, the more they swell up. After a quarter of a second after releasing the attack button, Zoroark quickly swings his head upward while shooting multi-hitting fire out his mouth, spanning from the area in front of him to part of the air behind him. The fire subsists for half a second after being released and can still cause some minor damage (4%), although you’ll want to hit them flaming as early as possible to dole out maximum damage (13%). While it’s still not the strongest move, the knockback is certainly helpful and the flames cover a wide enough area to warrant as a potent anti-air. Still, the low damage and knockback aren’t too impressive to suggest this as a killing move. It’s more of a quick-starting defensive move that leaves behind subsisting flames that cover Zoroark’s blind spots so that he isn’t totally helpless. One thing to note is that the ending lag for Incinerate is rather slow for Zoroark, taking between one-fourth and half a second to end. Although the subsisting flames more or less protect Zoroark assuming it all comes out.

Dsmash (Grass Knot):

Zoroark briefly raises his arms into the air, claws unsheathed and ready to slam into either side next to him. However, once the attack button is released, Zoroark slams his hands into the ground, summoning entangling grass to loop along the ground on both sides. Each loop of grass covers about a Bowser-length horizontally and slightly above Zoroark so it can act as an anti-air. However, this move has situational use in that the damage dealt varies between opponents. Since this is a multi-hitting move, Grass Knot deals much more damage to heavier opponents that aren’t knocked away as easily. So against someone like Jigglypuff, Grass Knot deals a minor 7% damage while on Bowser, Grass Knot can deal up to 20% damage. The knockback, however, is inversely proportional to the victim’s weight. So Jigglypuff will get knocked away while Bowser remains close enough for Zoroark to follow up with more mindgames. While the power of this move varies, it can at least claim that its range, quick ending lag, and multi-directional hitboxes guarantee this move’s use in some situations.




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Zoroark flew high into the sky… Wait, what?
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Nair (Snarl):

Zoroark lets loose a nasty snarl that happens to create small shock waves emanating from Zoroark’s mouth. He’ll emit two shockwaves with half a second gap between each one, dealing 5% per shockwave and 10% total. Each shockwave has minor stun and very little knockback but this leaves the opponent in a spot in which both shockwaves hit. It’s a fairly reliable defensive move since each shockwave from Snarl surrounds Zoroark completely and the size of each shockwave is that of Shroomified Jigglypuff. Combining Snarl with short hops is an excellent method either to advance on your opponent by air or to retreat when the going gets tough. Regardless, be wary of the slightly lengthy ending lag, as it leaves Zoroark open for potent anti-air attacks that could leave the Pokemon in bad shape.

Fair (Rock Smash):

Zoroark leans back a little and curls up his right hand into a fist. Then he swings downward in front of him, using the momentum of the punch to spin himself back into place. Just as it sounds, Rock Smash is indeed a meteor smash and an okay one at that. Zoroark can use Rock Smash for gimping opponents with bad recovery or just to keep particularly aggressive foes out of Zoroark’s face. Otherwise, the beginning lag and ending lag are low enough to recommend occasional use of this move since it’s not too safe. The range is also mediocre, reaching only to a little over one Mari-length in midair, although the vertical length of about a full Ganondorf-length is helpful for striking at any fast falling foes.

Bair (Extrasensory):

Zoroark’s eyes close shut as he uses his incredible mental focus to create psychic energies that tear at anyone from behind the Pokemon. While this is easily Zoroark’s slowest-starting move, taking a full second for the energies to actually appear, it’s so difficult to tell if Zoroark is using the move or not because there’s no easy way to tell if Extrasensory is active and the attack itself can be difficult to see. All he does is closes his eyes and summons translucent ripples in a Bowser-length space behind him. While the hitbox on Extrasensory subsists for half a second, the damage and knockback it deals is constant- 16% damage and high knockback, easily making it Zoroark’s most potent aerial killing move. Unfortunately, due to the high starting time, it’s impossible to short hop Extrasensory to your whim. The ending lag, on the other hand, is very quick and ends before the opponent can really figure out why Zoroark is still. Zoroark can still be hit while the Extrasensory is out and the Extrasensory only lasts in the area behind Zoroark from when the attack was first summoned.

Uair (Shadow Ball):

Zoroark aims both palms upward and creates an ethereal blob of energy, balancing it in his palms as carefully as possible before shooting it upward for a very short distance. It takes a long time for Zoroark to actually fire Shadow Ball right upwards, taking a little under a full second. To make up for this, the prep time for Shadow Ball features a dark “storm” that stirs at Zoroark’s hands that happen to strike at adjacent foes above or next to the airborne Pokemon. It’s similar to how Mewtwo stores his Shadow Ball, only this time it’s airborne and can’t be charged. The “storm” deals about 6% damage while the Shadow Ball itself deals 15%. While I mentioned that Zoroark fires a Shadow Ball directly upwards, the range of the Shadow Ball is much shorter than that of a regular projectile, as is the priority. It’ll travel only a few inches above Zoroark, although it can beat out quite a few projectiles and can go through soft platforms. The size of the Shadow Ball is equal to that of Mewtwo’s although it comes out incredibly fast, protecting Zoroark while he recovers since Zoroark actually starts recovering once Shadow Ball is shot. Otherwise, Shadow Ball is an odd yet effective air attack that is good for taking out foes above you.

Dair (Punishment):

Zoroark performs a front flip in the air before rapidly descending heel-first, keeping a constant hitbox around his foot and heel during the fall. You can angle how Punishment falls by holding left or right and pressing the Z button while in mid-air puts you in a helpless state, although you’re unable to grab onto ledges if you happen to fall next to one. The recovery on a whiffed Punishment isn’t bad, though; it takes a mere half a second for Zoroark to get back into action once Punishment lands. It only takes less than a tenth of a second for Zoroark to recover from a canceled Punishment, however, so switch the two up if you really want to keep the opponent guessing. Luckily, the beginning lag is also pretty good and considering the speed you fall at is equal to other fastfall attacks, Punishment is very safe and acts as a punisher, just as the name suggests, against anyone who keeps themselves open for damage. Even the damage is good at 13%. There are a few flaws with this move, however; Zoroark only hits foes in front of him so any wary opponent can simply dodge so that they’re positioned behind Zoroark once he lands. The range on Punishment is also limited to foes in front or directly below Zoroark. Finally, Punishment is easily beaten by fast projectiles that cause stun. All in all, Punishment is a good move for getting back to the ground or knocking foes out of the way but restrict the liberal use and you’ll be better off.

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Zoroark braced itself… okay, who’s the wise guy with Gameshark?
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Grab (Embargo):

Zoroark reaches out with both his claws, taking a quarter of a second to recover and an instant to reach out. If he manages to nab someone, he draws the victim closer to him as strange purple cubes surround the opponent, boxing him in a prison and disabling his ability to move, leaving him at Zoroark’s mercy. This takes three-fourths of a second to come out, although once it does, the opponent is trapped in a box that is harder to mash out of than every other throw in the game. Even if Zoroark is interrupted during the grab motion, the opponent will still have to mash out of the box and Zoroark will not be able to throw him. For a pummel attack, Zoroark snaps his fingers as dark needles jut into the opponent, causing minor damage (2%). It looks painful though, enough to make your opponent shudder as the needles fade away as they pierce the opponent. However, it’s important to remember that Zoroark has a longer stun time for when opponents break out of his grab, leaving Zoroark open for punishment. There’s a reason for this, however, and can act as a feature rather than a disadvantage…

Fthrow (Sucker Punch):

The opponent breaks out of the box, leaving Zoroark in a stunned state where he appears to be open for attack. It shares the same animation as the one wherein the opponent successfully breaks out of Zoroark’s grab. However, if Zoroark IS attacked during this state, the Pokemon will craftily perform an underhanded technique: he’ll teleport behind the opponent and socks them in the back of the neck with a heavy punch. This is one of those moves where you give the opponent enough confidence to think he can finally lay some hurt on you, only to be hurt yourself. Well, you technically are; you take the damage from the attack but none of the stun or knockback as you attack the opponent. The fake stun period lasts for half a second and if the opponent suspects you of using Sucker Punch, they can wait for the period to be up and then attack, as Zoroark is open for a brief instant. It’s enough to leave you open, especially to slower opponents since attacks take long enough to pass over the counter period and inflict pain as you transition. A side note about Sucker Punch; if an outside foe attacks Zoroark during the fake stun, THEY will be on the receiving end of the attack, not your intended target. The Sucker Punch itself deals 15% damage and can kill heavyweight fighters at 120%.

Bthrow (Fling):

Zoroark moves behind his opponent and boots them out of the box, causing 12% damage. As the opponent attempts to regain their balance, Zoroark picks a rock up off the ground, plays with it for a brief second as the opponent gains their balance, and throws it just as they turn to face Zoroark. However, upon impact, the rock disappears. But the opponent looks like he took damage; the reaction is exaggerated enough to imply that the rock was just an illusion to cause them to leave themselves open. Zoroark laughs as the foe is stunned for three seconds, leaving them open for big damage from Zoroark, his allies, or other fighters. The entire throw takes two full seconds to come out, so make sure you’ve got the time to spare, as the opponent will only be stunned once the “rock” makes contact. Otherwise, they’ll instantly recover from the initial boot. Your other opponents also might take advantage of your hard work since the stun period is lengthy enough for them to steal your kill.

Uthrow (Faint Attack):

Zoroark pretends to faint and fall to the ground, going into a prone state and leaving the opponent in his Embargo. However, once Zoroark is down, there is a chance that on the same frame that the opponent escapes from the Embargo, Zoroark reappears from behind his opponent and performs an uppercut claw swipe, dealing 8% damage and showcasing some high vertical knockback, enough to kill Bowser at 130%. It would take insane reflexes to avoid the Faint Attack once you break out but the chance is still there; Zoroark can be attacked or countered by Counter moves as soon as they break out and if they somehow manage to dodge Faint Attack, Zoroark is wide open. Like I said previously, there’s a chance depending on what the player does. If you hold down the Z button, Zoroark stays fainted and does not perform the attack, going into a prone state once the opponent breaks out. The Pokemon gets up off the ground much more quickly than usual, taking less than a quarter of a second to ROLL off the ground. The opponent, however, possibly due to expecting a Faint Attack, they might perform a move/counter that leaves them open long enough for Zoroark to recover and punish their instinctual performance. Again, Faint Attack is just another example of how Zoroark screws with the opponent’s mind.

Dthrow (Dig):

Zoroark quickly turns his back to the opponent and starts digging a hole, knocking dust, dirt, and rubble against the trapped foe’s face. Eventually, Zoroark creates a sizable-enough hole for any opponent to fall into, acting as a pit trap that deals 6% damage due to the digging. The entire prep time required to place the trap is a full second, although once you start digging, you’ll be forced to commit; the opponent takes no stun from the stuff you toss at him and is able to break out of the Embargo and attack you. And if Zoroark is struck during the digging, the entire trap disappears and all progress is lost. The trap isn’t too hard to spot either because unlike pitfalls, you can still see an outline of the hole. However, Illusion can be used here as well; during the grab, if you hold down the Z button before performing Dig, Zoroark turns invisible and briefly hides underground, leaving behind a clone of himself that digs a fake hole that disappears after three seconds. During this time, Zoroark is invincible and the clone goes through the exact same animation as Zoroark’s Dig, although it will instantly disappear once the “hole” is complete. This hole will not affect the opponent even if they step directly over it and the rubble dug up will deal 6% damage to solidify mindgame use. After remaining a second underground, Zoroark jumps out from underground claw-first, slashing through anyone above him. The Pokemon takes some time to recover afterwards, about a full second, although the dig attack deals 16% damage and comes out very quickly, providing Zoroark with his most potent killing grab. The placement of where Zoroark pops out determines on where the clone is- if the opponent breaks out and attacks the clone, Zoroark will be in the ideal position to take him out. Use this if you want your opponent to think twice about heavily pursuing Zoroark.

=-=-=-=-=-=-=-=-=-=-=
Gotta catch ‘em all!
=-=-=-=-=-=-=-=-=-=-=


Gameplay:

A constant theme about Zoroark is how he can set up a variety of mindgames even from just his grab. From Torment and Foul Play to Faint Attack and Dig, Zoroark can screw more with the opponent’s mind than anyone else. He’s not a one-trick pony either; he has strong attacks that can be lethal to a lot of characters and just useful in general and even still, there is mindgame potential in that. Combined with the potential chaos Illusion cancels can cause and the amount of ways for Zoroark to screw with the opponent, it’s not beyond belief to claim he has the most potential out of anyone to provoke mindgames. The Pokemon’s mobility is also excellent, although his size offsets this by a bit. Zoroark has enough of what he needs to be effective at what he does best; mess with the opponent’s head as much as possible.

That’s not to say Zoroark can’t be outwitted. Several of his moves have low ranges and his aerial game isn’t the best, due to his lack of Illusion options. His size also counteracts with his speed, making him the largest speedster-type character in the game. Combine that with his low weight, poor vertical recovery, and lack of multiple defensive options and you have a rather frail fighter if your opponent can overcome the numerous obstacles Zoroark can set up. Sure, he has Snarl and Incinerate for “defensive” moves, but he has little to follow up with if he does. While it isn’t impossible to play a defensive Zoroark, he lacks the girth and options to do so.

Costumes:

Black fur with red hair and claws (Original/Red Team), Black fur with dark blue hair and claws (Shiny Form/Blue Team), White fur with green hair and purple “lips” with white claws (The Joker/Green Team), Fashionable black fedora with green hair, tan body fur, and black chest fur, accompanied by gold claws (Phatcat/Hazama Team)

Taunt 1:

Zoroark sharpens his claws together thrice with a sinister cackle, causing sparks to scatter to the ground each time his claws clash. After the third sharpen, Zoroark gets back into his combat stance.

Taunt 2:

Some thought bubbles appear over Zoroark’s head that are all filled with question marks, as Zoroark himself begins to ponder what he should do next. After a second of planning, a single thought bubble appears over Zoroark’s head containing an “Ah-ha” hand, as Zoroark nods in agreement and focuses back on the battle.

Taunt 3:

Zoroark puts its hands over his eyes and pretends to cry. He realizes that he does so poorly, puts his hands down in shame, and gets back into a combat stance.

Victory 1:

Zoroark lands on the stage as several Zorua begin surrounding Zoroark, with the evolved Pokemon looking around frantically. Suddenly, one of the Zorua pounces onto Zoroark and knocks him to the ground, starting a dog pile on the Zoroark with the rest of the Zorua.

Victory 2:

Zoroark snarls toward the players, then to the fighters, and laughs contently as the results screen appears.

Victory 3:

Zoroark briefly starts his animation as one of the enemy characters he was fighting but pauses after about half a second into the animation, drops the disguise, and points and laughs at the loser he copied.

Victory Theme:

The Pokemon Victory Jingle shared by the rest of the Pokemon reps.

Loss:

While it appears that Zoroark is honoring his foe by clapping, it is revealed to be an Illusion once the player notices a black patch of head peeking out of various corners of the screen.

Entrance:

A pokeball is thrown onto the stage… revealing nothing. Zoroark then steps out of the background, revealing the Pokeball was a mere Illusion, before getting into the fight.

If you’ve disguised as another fighter prior to the beginning of the match, Zoroark will instead go through that character’s entry animation.

Kirby Hat:

Kirby gains Zoroark’s red ponytail and some furry stubs for hands.

SSE Role:

In the forest where Yoshi resides, a small fox creature sneaks through the trees, implying that it is Zoroark. However, when Yoshi turns to see the figure, a Zorua steps out of the trees. Yoshi smiles and waves toward the Zorua, with the rude little fox sticking his tongue at the dinosaur. Angered, Yoshi gets ready to teach the Zorua a lesson about respecting your elders… until he is stopped when someone managed to grab hold of his tail and keep him walking in place; Zoroark. The surprised Yoshi jumps back- the Zoroark let go of the tail- points to Zorua and explains to Zoroark what the fox did wrong. Zoroark nods and looks at the Zorua, who timidly trots back into the forest… until it disappears, revealing that Zoroark was playing a trick on Yoshi. However, when Yoshi turns back to face Zoroark, the Illusion Fox is gone…

Later on, Captain Falcon and Olimar are followed by the same black creature that Yoshi met in the forest, only when the Pokemon pursues, he is ambushed by a ROB Squad. Not willing to go down quietly, Zoroark faces 20 Primids until he is joined by an unlikely ally- Diddy Kong. Zoroark sees the space animals fly overhead while the fox and the monkey get to work on the rest of the Primids. For the remainder of SSE, Zoroark sticks with Diddy, Fox, Falco, and the rest of that group until he is trophytized like the rest of the fighters when they confront Tabuu. Luckily, he is reborn and joins the fight against Tabuu, eventually defeating him and saving the world.

Unlock Method:

Fight 571 Brawls, obtain him in SSE, or successfully release 649 Pokemon from Pokeballs.


=-=-=-=-=-=-=-=-=-=-=
!!!SNAKE CODEX!!!
=-=-=-=-=-=-=-=-=-=-=


S: Mei Ling! Mei Ling! I’m trapped in a box!

ML: Snake, just calm down for a- wait, Snake, you’re not trapped in a box!

S: Yes I am! I can feel the walls closing in on me! Tell the Colonel I’m sorry about Meryl…

ML: Snake, you succeeded at the interrogation. Meryl’s alive. What is wrong with you?

S: Why is there a fat cat on the codex??? How did you get this number!

ML: You’re probably dealing with Zoroark right about now. I’ll let you figure out the rest…

S: Goofy Time?!? NO DADDY NO!
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
: I THE EVIL MAN RAY COMMAND THIS THREAD TO REACH THE NEXT PAAAAAGGGGGEEEEEE...AT ONCE!

: Say, uh, Man Ray?

: Why, if it isn't my villainous companion, The Dirty Bubble! We are going to steal the next page from Khold in order to post a series of spamposts!

: Ooh, what kind of spamposts?

: The general annoyance kind, my incompetent partner! One sentence comments, BlueZelda-style movesets, then we can repost the movesets and spam the page again! MYM is doomed!

: About that, Man Ray? You're going to get flagged if you leave the post like this.

:Drat and double drat! We must find some way to disguise this spampost in order to not get flagged!

: What about commenting?

: Have you gone mad, Dirty Bubble?

: Well, I, u-

: Since that is the most brilliant idea I have ever heard! No one will suspect it if it's a comment! Now, to find the set to comment. ...Ahahahaha! We shall comment the asian man with the affinity for tripping!

: What was his name again? Marshmallow something?

: I can't even pronounce his name! Let's just comment a mini instead!

: How about onion ring? That looks delicious.

: A fine choice, my dirt-eating companion! Let's talk about this..."Onion Ring".

: ...It's a good mini.

: Yes, very good. I HATE GOOD!

: E.V.I.L is the only way to go!

: Correct! Now, time to get back to all our villainous crimes! Come, Dirty Bubble, I see a street just begging to be jaywalked across! ...Ooh, what are those two things up ahead?

*Man Ray shines the flashlight across the next page, revealing...*
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
How's it been, MYM? (chew)

OMASTAR


BEHAVIOR

Omastar went extinct in prehistoric times, only recently revived through newly developed technology. They are currently increasing in number in captivity, but attempts to take them to the wild have universally failed. Due to their lack of effective motor functions and their inordinately heavy shell weighing down even what it does have, this carnivorous species has an incredibly hard time capturing prey. This specimen has stumbled to the hectic battlefield of Smash Bros, looking to feed.​



STATS

Size: 4
Speed: ½
Weight: 7
Traction: ∞
Jump: 0
Midair Jump: 1
Fall Speed: 9
Hunger: 10

MECHANICS
He has FOUR of them

Omastar is a marvel in the field of survivability. His only-slightly above-average weight is multiplied a thousand fold by his other means of taking hits. He has a plethora of idle mechanics that differentiate him from the rest of Brawl's cast.

1: Shell Armor
No attack which hits Omastar's shell will deal any damage or knockback. Throws which don't throw (we have plenty of these in MYM) can still affect him, however. Even attacks which hit his fleshy underbelly won't deal knockback until Omastar's grip is broken, although they can still interrupt his attacks.

2: Grip
• While the grip is active, Omastar takes no knockback (Final Smashes being the exception)
• Three levels of strength to the grip
• First level takes 10% to break, second takes 15%, third, 20%. The strength of the grip is shown by how much of Omastar’s body is in contact with the stage. Any throw which deals knockback can also weaken his grip one stage, although you'll recover from the lag before the foe does.
• Each 100% of damage Omastar takes lessens the damage needed by half
• When the grip is at its weakest, Omastar leans back, essentially tip-toeing with the rear-most third of his body.
• It takes Omastar three seconds to completely reclaim his grip on the stage.
• The less of a grip Omastar has, the faster he can move. With only a level three grip remaining, he can keep pace with Ike.
• Omastar takes no knockback until his grip is completely broken.
• When his grip is broken, he retreats into his shell and has a drastically reduced moveset. Due to being inside of the shell, he takes no damage, but can still take full knockback.
• It takes him six seconds to reemerge from his shell after being scared into it, during which time he cannot directly control his momentum and has a limited moveset
• While being knocked around, Omastar spins in midair.
• Once he comes out of his shell, any momentum he had built up rapidly decreases as he falls back to the stage with a large squelch, tentacles flapping in the upward breeze.
• Omastar can be grabbed, but cannot be thrown unless he is down to his weakest grip. If the throw is not a throw, as is often the case in MYM sets, it can still affect him.

3: Liquid Ooze



When Omastar moves around, he leaves behind a layer of film, like a real snail. This film is incredibly sticky, reducing the effectiveness of dashing to only moderately faster than a walk. Another effect is rolled with twice the frequency of tripping: Every time the foe dashes, jumps, or takes sufficient knockback, there is a chance that a tendril of slime will stick to them, pulling them right back down to the spot after a moment’s delay.

The slime will dry out after about a minute, requiring another application.

4: Impermeability

Omastar is solid, meaning that players cannot walk through him. Assist trophies, minions and the like still can, though. If Omastar is in midair or withdrawn into his shell, he loses this solidity. As a balancing factor/thismakessense factor, Omastar cannot dodge or roll, although he still has a traditional shield. He's also incredibly slow when turning, requiring a full second to do so.

Well then, that's enough pre-set reading to be sure. So go on.

THROWS

Grab ~ Constrict

With a depressingly large amount of start-up lag, (.75 seconds,) Omastar’s eyes gleam with excitement as he makes a chirruping noise. He then flings his frontmost tentacles forward, grabbing anyone within DK’s width. And yes, I do mean anyone: he can grab multiple people with this attack. While he can only handle one at a time, it’s always nice to get multiple people out of the way, no?

This also makes for an excellent tether recovery, on-par with Olimar with four Pikmin.​

Pummel ~ Bite



And here is exactly what Omastar has come to do… feed. A successful bite is the first step towards sucking out your foe’s juicy innards. Unfortunately for Omastar, the move’s success is random. Two out of three bites, a “click” sound is heard when Omastar bites down on the foe’s skull, akin to the click of a tongue. 3% is taken, and Omastar licks his chops before he can attempt again, making this an absurdly slow pummel. If he gets lucky, though, a far more satisfying crunch, like the cracking of a nut, reverberates throughout the stage, accompanied by a shriek of pain or a well-controlled grunt from the victim. 15% is taken, the foe instantly breaks loose, and Omastar squirms with anticipation, eyes bulging out of their sockets. You must break the opponent’s skull before attempting to feed.

A broken skull brings with it its own myriad status ailments: an inability to tech, (even aerials won’t get you out of the falling state, although they can still be used,) an increased ground-recovery time, and a limit on dashing. (extended use will cause motion sickness, requiring the player to stop periodically to recover)

Continued use of this move on a foe that has already been broken will result in a much faster pummel that deals 4% and heals 2% each time it is used, making this a potential strategy in an FFA. This is not considered feeding for the purpose of scoring a KO. Like most status effects, the foe is healed upon losing a stock.​

Up Throw ~ Horsey Ride!

With a skilled motion, Omastar transfers the foe from his front appendages to his side ones, and from there rolls them sprawled on his spiked back. They take 8% from this bed of nails and find themselves in a teched position. Until they jump/are knocked off, they can actually stay on top of Omastar, which could lead to some interesting snapshots.

The main event comes when this move is used on someone whose skull has been broken. Their increased stand-up time will cause them to be impaled on Omastar’s back for an extended period of time. During this time, you can Withdraw into your shell and propel yourself forward with Bubblebeam right into the middle of a free for all, using your new best friend as a meatshield. Heck, you might even be able to score a suicide KO if you’re lucky.​

Down Throw ~ Smother

Omastar gives the opponent in his hands an empty look before pressing them into the ground and slithering over them, where he stays. This can be a quick way to dispatch of an annoying foe if you happen to grab two or more at once. Although no damage is done and this can be escaped, (with 3x grab difficulty or whenever you slither off, whichever comes first,) the foe comes out absolutely dripping in sticky slime, much easier to catch the next time. This effect lasts as long as any other form of Omastar's slime, exactly one minute.​

Forward Throw ~ Catch and Release

Well… maybe another time. Omastar whiplashes the opponent forward, dealing 4% on the backswing and 6% on the release. The opponent is covered with a residual amount of slime as they bounce and bumble forward from the weak (210%) knockback, which they spread across the stage as they move. The more slime on the stage, the farther they’ll tumble. As such, this move can actually be chained into itself to an extent, assuming there’s no slime in front of Omastar at the time and a particularly dumb enemy player.​

Back Throw ~ Consume

As so many Warlord and Kupa sets have done before him, Omastar does what was once unthinkable: attempt to eat his foe. Wrapping most of his frontal tentacles around the opponent’s head and upper body, Omastar then lets his long tongue shoot directly through the opponent’s skull… assuming it’s been broken, of course, because otherwise it’ll just bounce off harmlessly as he loosens his grip on the foe, fully open for punishment since he just let go of the stage.

Assuming all goes well, the tongue goes in, and Omastar begins to feed. In a 1v1 situation, there is no way an opponent can hope to escape unless they set up for this exact situation beforehand: well-directed minions, a trap set up to explode at this exact place, clever use of stage hazards, whatever it is, they have five seconds to interrupt the feeding process with any form of attack that at least does flinching knockback. During this time, they will be drained of life, marked by a drain in color. Once they finally are killed, Omastar heals 25%, and their lifeless husk remains on the stage for another two seconds before blowing away in the wind.

But you know what? They deserved it for letting a snail catch up to them. Twice.​

SMASHES

Forward Smash ~ Shell Smash

In this well-worn move, Omastar leans back, giving himself as much tension as possible, before slinging himself forward in a head-on attack. This deals 18-23% with knockback that kills at 130% at full charge, but it has absolutely pitiful range. The opponent would have to be almost inside Omastar for this to land… and did I mention that it weakens causes him to partially lose his grip on the stage? Yep. It does. Still, if you can rush up to an opponent that’s got themselves trapped in some ooze, all the more power to you. It also activates faster than your grab, so it may just work against an aerially aggressive opponent.​

Down Smash ~ Ink Jet

As Omastar charges this attack, his body shakes all over, and he looks around nervously. Suddenly, he releases a burst of ink, tripping nearby enemies! That must be embarrassing… oh wait, he’s an animal, so he can pass it off as a “survival mechanism.” This ink is emitted from the bottom of his body, and can actually propel him upwards a Ganondorf height at full charge. Any nearby enemies will trip at any level of charge. What good does charging do you, then? Well, you can use the upward momentum to land on top of your foe, trapping them partially underneath your sticky body. And from there, well, grab them of course.​

Up Smash ~ Spike Cannon

As this move is charged, the myriad spikes on Omastar’s back begin to shudder and grow. Upon release, they are shot out in straight lines at the speed of one of Mario’s fireballs about half Battlefield’s distance before disappearing. Omastar regains motion slightly before they disappear. There are five spikes in total, each of which can deal 5-8% damage with knockback akin to a low-charge Aura Sphere… but even at point blank you can only expect three at most to hit. Unless, of course, the foe is sprawled on your back from your UThrow.. Then you might get four. If they’re tall. This is best used as opponents try to jump over you to get to your much less dangerous rear.

Should these spikes hit a solid surface, they will stick, an idle trap. Such spikes will disappear the next time this move is used though, so watch out!​

SPECIALS

Down Special ~ Withdraw



Omastar immediately shrinks back down into his shell when this move is used, leaving token bubbles where his head once was. While one might think that this is exactly what you’re trying to avoid, what with it putting you into a state where you can actually take knockback, clever use of this move can greatly speed up the flow of battle. Activate it just when you’re about to be hit by a stage hazard or a particularly devastating attack, and Omastar will be blasted safely away. While there is a two second cooldown before he can come back out again, Omastar can stay safely hidden as long as he wants, tanking inordinate amounts of damage and coming out of hiding when the moment is right.​

Side Special ~ Bubblebeam

Omastar fires a beam, of, well, bubbles out of his mouth. This is essentially an aquatic version of Bowser’s Fire Breath, although the odd bubble or two will fly well beyond the maximum range.

When used in midair or while curled up inside his shell, Omastar can actually propel himself across the stage, or through the air, opposite the direction inputted. This is really his only way of ever surviving against a competent opponent that’s got him on the defensive… that is to say, more on the defensive than to be expected. Its knockback is slightly more powerful than Mario’s FLUDD, and doesn’t require charging.

When used in combination with Withdraw, Omastar takes on the properties of the Barrel item.​

Neutral Special ~ Gastro Acid

After a moment’s delay, during which time a gurgling sound is heard, Omastar hacks up a large (Kirby-sized) wad of bile. The bile travels in an arc, much like a lightly-tossed item. If it hits an opponent, 12% of fire damage is done. This also softens the foe up for a bite: they now have a ½ chance of having their skull cracked open from a pummel, a disability which lasts for 30 seconds.​

Up Special ~ Bubble

Omastar begins blowing a bubble, slathering the bubble with its own blend of ooze with its front tentacles to make it stronger than one would think possible. If used on the ground, the bubble will simply fly away at Pikachu’s walk after it reaches its maximum size, which is identical to Omastar’s. This serves as a floating platform, one which varies in effectiveness based on the weight of the person riding it. Bowser would only be able to hover slightly above ground level while riding it, but Jigglypuff could be carried past the Star KO barrier. Omastar himself can ride it by continuing to hold up as he releases it, or automatically if he’s already airborne. He’ll recover about a fully-charged Wario Waft worth of height when he forms the bubble, which can be amplified in a manner of ways. After about ten seconds at its maximum height, the bubble will begin to fall, increasingly quickly as time goes on.

Due to gravity and the way in which the bubble was formed, Omastar will be attached to the bubble’s bottom as he rises. This has a number of benefits: you can’t be meteor smashed, for one. Since you’re still technically grounded, Omastar can use his full moveset, with the exception of reusing Bubble, of course. Bubblebeam in particular is effective: Omastar can use it to rocket himself overhead, pushing himself slightly upwards, mostly horizontally, at speeds to be reckoned with. Smashes are also an excellent option. The spikes from the Up Smash now become embedded in the ground, dealing 6% and flinch to anyone who forgets they’re there. Shell Smash takes momentum to a whole ‘nother level. Choose your direction, charge the smash, and watch Omastar spin around and around. This can be an excellent stagespike in extreme situations… say, against a heavy character jumps on top of your bubble and weighs you down before attempting to make their own recovery. More uses of this move will be covered in the Playstyle section.​

STANDARDS

Neutral A ~ Stealth Rock

Omastar’s front-most tentacles get busy, digging into the ground and hurling up little bits of earth and pebble. This serves as a low-range attack that deals multiple small hits, essentially the same as most standard combos. What’s nice about this one is that the hitbox lingers even after the attack was launched, for half the amount of time that the move was used.​

Forward Tilt ~ Tickle

After a moment’s delay, Omastar whips his tentacles in front of him, with about 60% as much reach as his grab. This either deals 8% with weak knockback, or 8% and trip, with the trip being far less common. If by chance you do get a trip, try to predict when your opponent will roll… you should be able to catch them if you time it right.​

Down Tilt ~ Splash

Oh, how happy he is! A look of elation fills Omastar’s eyes as he gleefully splashes about in his own putrid slime. Absolutely disgusting. This motion splashes out a bit of gunk to either side of Omastar, gunk which may include his regular goo, ink from the Down Smash, paint from Bowser Jr, poison from Muk, whatever. It clears up whatever Omastar was standing in, replacing it with pure, “clean”, snail slime. If anyone was standing nearby and they get hit by the goo, they’ll be trapped akin to a pitfall effect as they attempt to dislodge themselves, in addition to taking 6% worth of damage.​

Up Tilt ~ Buck

Omastar looks up quickly, as a mild annoyance fills his eyes. He then bucks forward, dealing minor damage of 6% to anyone nearby. This move has different knockback depending on where the foe was standing. People behind Omastar will be knocked up on top of his back, in prone (techable), people standing on top of him will be thrown down to the ground in front (again, in prone), and those in front of him will be pushed slightly away. This is a good move to defend your rear, especially against foes whose skulls you have already broken – they’re as good as grabbed.​

Dash Attack ~ Detach

As Omastar squelches forward (I wouldn’t really call it a dash) he can partially release his grip on the stage if he sees fit. This move is just the ticket to do so. Each use of this move, which happens instantaneously, has Omastar partially detach himself, putting more and more of his weight on his rear quarters. In case you missed it in the description of the mechanic, this allows him to run a bit faster, eventually able to keep pace with Ike. He’ll never be a speed demon, but he can dream of it. Detaching yourself in this manner is identical to having the foe do it to you… and yes, you can put yourself into helpless by doing this four times.

Of particular note is Omastar’s excellent traction. Stop dashing at any point, launch an attack, then continue. Just remember that a single attack may cause you to be knocked into your shell.​

FINAL SMASH

Ancientpower



PLAYSTYLE

If you've been paying attention up until now, you'll have noticed that Omastar has two completely different playstyles that he can use, both of which hinge on how you choose to use Bubble, his Up Special. One Omastar plods along on the ground, stickying the place up with his ooze and just generally making a nuisance of himself. He is snail, he will not budge. The other Omastar is the Omastar that forgoes the ground entirely to play a more aggressive game from the safe perch of his bubble, hurling down spikes at his foe via Up Smash and coming down with a fierce spinning attack from the momentum of his FSmash. This sort of Omastar will often forgo the thought of eating the opponent entirely, presumably intending to pick off the flesh of the corpses no doubt found at the bottom of the screen.

For the purposes of this playstyle section, let's call the aerial approach a "Scavenger" and the ground approach a "Gourmand."

The Gourmand

The Gourmand's ultimate goal is, of course, to feed. The hard part here is, largely, catching up to your opponent. Thus, Omastar's first priority should be to play a more aggressive game during the first half-minute of the match, and spread out as much slime as he can. Wow, I feel like I just described half of the sets in this contest. Anyhow, once the goop is spread out far enough, Omastar's top speed (at minimum grip level) of Ike's dash makes him look like a speed demon compared to all these folks wallowing around in filth. But as usual, this assumes an absolutely perfect setup, one which Omastar simply will not be able to achieve.

More often than not, a Gourmand will let the opponent come to him. He does, after all, have a nearly perfect defense. Campers are gonna camp, but nine attacks out of ten can't even hit Omastar. Once the distance is closed, one way or another, Omastar's options open up. The foe is still going to keep as much of their distance as possible, fighting from the maximum range of their smashes in order to stay out of grab reach. You pretty much shut down all frontal approaches with the mere threat of a grab, meaning more often than not you'll face threat from the rear. Up Smash is an ideal anti-air attack, softening up a foe as they jump over you. Down Tilt is great to use as soon as the foe gets nearby, slowing down their much-needed escape plan. Up Tilt has the uncanny ability to get opponents right where you need one, although you will need to do some tech chasing. Catching the foe the first time is the hard part. Once you've cracked into their skull, their frequent prone states will make them an easy target.

The Scavenger

Scavenger Omastars play a much higher-risk game. By trading out their impeccable defense for increased mobility, Omastar gains a much faster, more traditional combat-based moveset which revolves around use of Bubble, Bubblebeam, and Withdraw. Unfortunately, this approach-based style is incredibly predictable, almost entirely reliant on building up speed with Bubblebeam and slamming into the opponent, be it from the spinning flail that is your aerial FSmash or the thrown barrel of Withdraw's bouncing rampage. In fact, Omastar's entire Smash game becomes far more relevant when he's attached to the bubble. The spikes from Up Smash can be launched down at the opponent from a safe perch, and turn into traps when they hit the ground. When his Down Smash is used, the bubble fills with ink as Omastar launches himself upwards, ink which pops some time after the bubble flies off of the blast zone, potentially splattering down and tripping a foe at an inopportune moment. For them, at least.

The clever Omastar is the Omastar that realizes that he has access to both of these playstyles at once. This is the Omastar that builds up speed and grabs the opponent from his bubble, eliminating the concern of start-up lag and drastically increasing his already huge range tenfold. This is the Omastar that flies above a foe before dropping down on top of them, trapping them in a similar form to his Down Smash. This tentacled beast, born from your deepest nightmares, that hungers for your very being... not Omastar the Pokemon, but Omastar the savage animal... is Omastar as he was meant to be played.

ISN'T IT ADORABLE​
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington

Omastar and Kabutops play extraordinarily well on a 2v2 team. Kabutops makes up for Omastar's blatant lack of speed by keeping the foe occupied/away from his partner. At the same time, Kabutops' Rain Dance can do an excellent job of pushing foes into Omastar's grab, as he pushes them along. Omastar is going to want to be even more campy than usual, waiting in the pits created by Kabutops' USmash for any opponents to come nearby. A quick grab later, and he can use his down throw on them, drowning them in the deep water.

Potentially more to come if I get bored or whatever. Don't count on it though,
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
: Well, that was an excellent find, eh, Dirty Bubble?

: Yeah, that snail thing could help us in our evil plans! Just keep the sharp one away from me...

: Oh, shut up, you idiot. We'll harness BOTH of their energy and take over the world!

: Can't we just go back to jaywalking?

: Fine, then we take over the world.

: Take along the pointy thing, maybe he can flood the streets with his dancing thing.

: Excellent idea! All those unsuspecting citizens sure are in for a wild party!


: PARTY!?



 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
Omastar:
Seriously Agi, you must make a Minecraft Man set sometime. (Think of how awesome that could be!) Anyway, on to the present set. Omastar is about half and half, there's some interesting ideas there (grip, his shell armor, Bubble), and some other stuff that doesn't quite fit right. For example, Omastar's pummel being luck based and such a huge part of his offense doesn't feel right, I don't want my match decided by a coin flip. Additionally, focusing stuff around FFA's or anything aside from 1v1 is often a no-no, as in a normal match Omastar's B-throw completely overshadows ANY other option once he's gotten a good pummel in. However, on the whole the set proves you haven't lost your touch despite being away for so long, and I hope you recover completely from your "chat leech" status! :awesome:
 

MasterWarlord

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

There’s only so much elementary portaling/trapping/camping/minions a guy can take with it offering nothing new to the table before it starts to become as bad as the generic Rushdown present in a Sakurai set. . .Thankfully, the moveset has more to it than just that. The most unique concept in the set that I feel should’ve been expanded upon is having the foe summon voidlings every fourth attack they do. That’s not to say it wasn’t expanded upon at all – trapping the foe in place and preventing them from using Specials makes it pretty easy to make them have to be more spammy with attacks for defensive measures, and he just barely does have enough tools to pressure them despite being a usual ridiculously ranged character of yours with the mindgames in the nair/fair. Stalling the foe with minions to get off a dsmash can be present some more flow to take advantage of foes stuck by the grab, but I feel what the moveset really could’ve used ways to disable more inputs than just Specials – a generic most recent move disabler would actually feel quite in place on this set just so that he could ban troublesome ranged attacks/force them to be more frantic in their attack spam. The rest of the generic camping in the set provides with decent ways to camp at a foe who cannot approach you, but it –does- get quite redundant at times, to the point it’s hard to remember that he is indeed not just another generic camper. That, and the fact that Malzahar’s portals which are so emphasized feel rather irrelevant to the core of the set and even introduce awkward moves that do nothing without portals existing, and with it as the first move in the set and the playstyle summary cop-out the moveset is incredibly unaware of what makes it actually good.

CHEESE MAN

Chess Man has some basic positioning stuff going as he sets all his pieces up for multiple pieces to be able to attack at once, using mass spacing moves to avoid the foe as he just pokes at them as he sets up, then he drags the foe into the middle of it all. It’s a bit too simplistic and flowcharty for me, as the entirety of Chess Man’s moves are mostly just spacing around either himself or the foe which gets pretty redundant when he already has direct control over most of the pieces. That, and individually summoning each and every one of the pieces leaves Chess Man with a disturbingly large lack of any personal attacks (Partially due to no throws/vertical aerial), making the moments where you suggest Chess Man join his pieces in attacking rather ill advised for the most part. He has to be at a very awkward specific range to attack due to his primary form of attack being the knight version, of attack meaning he’s really only going to be attacking foes when they come into his personal range. Yes, I obviously realize that everything you’re doing here is as a tribute to the game and you pull it off incredibly well for the most part. While I praise the presentation you went with in presenting the moves in order of their actual use, the completely random nature of which moves go on which inputs and moves which do nothing without certain pieces feels more Unsmash to me personally than the vast majority of sets out there and all it really does is give you less moves to fill. The placing of the pieces should’ve probably been entirely handled in the Specials, for a start, and the move that has the Pawns leap forward should’ve been combined with the Pawn summoning move most probably. There only isn’t much filler in the set when you don’t realize how much the set needs to be condensed.

ADORABLE SNAIL

The entirety of what makes Omastar interesting can be found in the bubble for the most part, most specifically the interactions with the Smashes, even if it was a tad awkward to not even introduce one of the interactions at all until the playstyle summary. In any case, the flow here is simplistic but it is there as Omastar uses his bubble to transverse the stage and make additional traps with his usmash, then either approaches the foe directly or forces them to come to him due to how invincible he is. Regardless of the flow not being as strong as it could, the amount of individually cool things in the set which have at least some weak flow manage to make it work well enough for it to get a pass from me, most obviously how Omastar takes damage/knockback, though how blatantly this feels like the actual animal makes the set feel far more natural then the vast majority of Pokesets. No aerials is fairly forgivable seeing all his aerial time is spent attached to the bubble, but the fact he doesn’t have them –does- make what filler there is that much more painful. In the least, some of the filler actually helps him in doubles with Kabutops.

GRIM REAPER

The most obvious thing that leaps off the page that you’d think Warlord would dislike about the set is the generic attacks mostly located in the standards that are just combo fodder, but Kabutops actually has use of these attacks with the brilliant use of the slopes+streaming water Khold has presented, knocking them back up the slope repeatedly for them to just slide back down into even more comboing goodness – even the fthrow is redeemed, seeing it probably can chain-grab in that scenario with proper set-up. The generic spikes in the aerial also have their obvious purposes for slamming the foe down back into the water, specifically parts of the stage where they can be drowned, and of course there’s all sorts of fun to be had as you repeatedly slam them against the bottom of a pit filled with water like Ganon on Delfino Plaza. Those generic comboing attacks also come to aid Kabutops here to generally pressure foes here to ensure they actually drown. Other moves such as boiling water and other more direct interactions hardly need me to speak on their behalf. Honestly, the most awkward part of the set is the somewhat magic/Pokemon syndromeish Endure and Feint, but ignoring the flavor of it they provide entirely new levels of pressure to Kabutops’ game through mindgames, enabling him to actually be a competent gimper as he fakes the foe out with his attacks.
 

Smady

Smash Master
Joined
Apr 29, 2007
Messages
3,306
Location
K Rool Avenue
User Rankings #13, #14

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 user rankings were postponed last Monday for some reason. I forgot what it was exactly, but I'm sure it was something important. Oh well. This fortnight was pretty freaking good, in fact, boasting thirteen sets in all and most of which not just being newcomer sets, filling up the top half of Warlord's rankings for the most part. On top of this, truly elite commenting by plenty of members, making this a great ending month for all. Fortunately, my awful article didn't detract from any of this and people seem to be have moved on to talking about worthwhile stuff like sets or how much they love and hate PTA.

In the front by a surprisingly short amount was MT. On top of his usual minis, he also managed to post twenty-seven new comments. If he had posted a set, he may have challenged Rool's monster rankings last contest with Tutankoopa. Still, a remarkable slew of commentary and one of MT's most active fortnights in a long time. For rather the opposite reasons, Smashbot is below MT, posting an amazing four movesets - two a week - though nothing else besides a mini tacked on to the back of one of his sets. He really was pumping out the sets - posting Hakan, Rocket Raccoon, Pyro and Zoroark. More than normal, I implore anyone reading to give these sets a reading and a comment, as they were all - bar maybe Hakan - largely ignored, which is very unfair to Smashbot considering his effort. Last but by no means least was our resident Koopa King, BKupa, posting the awesome Pennywise alongside a slightly less serious Sakurai. What an odd combination of sets, but in a hilarious and almost fitting way [no one can disagree that Sakurai is a clown, after all]. Pennywise is a fresh take on invisibility and mindgames akin to fear, while Sakurai is a liberal take on stage manipulation and Sakurai flavour shenanigans. Definitely worth a read.

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

Overall User Rankings



Points: 143, Movesets: Slowbro

Points: 124, Movesets: Genesect, Mike Haggar, Mr. Freeze, MODOK, Hakan, Rocket Raccoon, Pyro, Zoroark

Points: 90, Movesets: Sir Weston, Klobber, Baron K. Roolenstein, Pennywise, Sakurai

Points: 80, Movesets: Wario, Vlad Plasmius, King Barbovor, Dirty Bubble

Points: 77, Movesets: Kabutops, Ghost Rider

Points: 41, Movesets: Omastar

Points: 37, Movesets: Garbodor, Doctor N. Tropy, Mr. Banbollow

Points: 30, Movesets: Ashley, Viewtiful Joe, Geno, Belome, Colors Sonic, Sora

Points: 30, Movesets: Dry Bowser, Venom, Satana, Malzahar

Points: 30, Movesets: Enrico Pucci, Commander Shepard, Gallade, Sonic & Tails, Chess Man

Points: 27, Movesets: The Flying Dutchman, Robo-Patrick

Points: 26, Movesets: Spider-Man, Galaxy Man, Concrete Man, Mafia Man, Portal Man

Points: 19, Movesets: Wakka

Points: 9, Movesets: Yorick

Points: 9, Movesets: Victini, Krillin

Points: 4, Movesets: Charlotte, OVER

Points: 4

Points: 4, Movesets: Thor - God of Thunder

Points: 2, Movesets: Bad Girl, Admiral Bobbery, Man Ray and The Dirty Bubble

Points: 1, Movesets: Sho Minamimoto, Taokaka, Arakune, Emidius Amarandos, Majora, Redead, Trace​
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
ROCKET RACCOON
Yeah, I was going to comment this and Chess Man in an earlier post, but decided to bump it up here, just for the sake of relevancy. Rocket Raccoon is quite an impressive take on a camper from an old hand at moveset-making. Considering how you left during the age when random creative attacks were 'in', it's awesome that you were able to come back and construct something like this. Rocket Raccoon's specials are all tailor-made to his playstyle, with his Down Special shielding him, his Neutral Special allowing him to camp, and his Side Special allowing him to escape from opponents trying to interrupt his camping. Most of his standards are also relevant and handy projectiles, rather than being demoted to throwaway attacks. Now that you have down this fairly simplistic playstyle, I'm hoping you'll continue to develop with us; Rocket Raccoon is definitely proof to your ability to adapt.

CHESS MAN
Although my chess knowledge is fairly limited, your translation of chess into Smash felt fairly smooth and quite accurate. The pawns are the weak building blocks of Chess Man's defensive game, which is given depth by his limited number of pieces to use for defense, as well as the fact that he can't destroy pawns at will. The strategic element of placing pieces both where they will be useful (Queen) and where they will be able to eventually KO and gimp opponents (Check and Checkmate) certainly gives both chess and MYM fanatics reason to celebrate. I do feel the moves being scattered around the various input categories makes the set come off as slightly disjointed (I didn't enjoy this in Victini any more than I do here). Labeling moves based on their purpose seems to portray Chess Man as a more formulaic character than he really is. Nevertheless, this certainly surpasses Mafia Man as a clever translation of a separate entity into Smash.


More comments coming soon...for real.
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
810
3DS FC
1908-0105-4965
Kawaski's Kitchen Nightmares

7) Potato + Corn + Hot Sauce = Spicy Fixins
Kawaski perpares a CoolAid family traditional side dish! The foe pops out of the pot, covered in sliced-up potatoes and corn bits. These weigh the foe down, but not by much. However, that hot sauce causes them to go into a frenzy, much like a spicy curry dish...but no fire comes out, just constant damage of 2% per second to the foe for 10 seconds. Too spicy for them!

40) Celery + Onion + Oregano = Vegetable Soup
Kawaski has prepared a standard soup to suit all ages! This soup is actually more for those other types of matches...Team Matches! Yes, get your teammate into your pot, and let them reek the benefits! They get 90% of their health heales, plus added strength and speed for 20 seconds! Eat your Veggies kids!​
 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
Kabutops:
Well, I'm going to have to differ from MW on this one, though this is a good set, it's not a great one, due to the fact that 1/3rd of the moveset is just generic combo stuff. However, there's enough good stuff in set to counter this, mainly the rain dance interactions. Side special and up smash are both great, and down smash is neat, despite the pokemon syndrome there. So overall, I enjoyed it and hope you make more sets soon.(Sorry for the short comment, on iPod.)
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
MYmini entry (it's hidden in here somewhere...)

Hey, guys! You'd better pull your heads in before this storm really kicks up. You don't want to be caught out in the rain, and certainly not here.
Oh... but if we stop, who knows how many more people will succumb to the mineral powder. We really have to reach the Count as soon as we can.
Polka, it won't do anyone any good if you push yourself too hard.
Hmm, if we do continue on, the storm is likely to blow us off this cliff face. And there doesn't appear to be any way around it either...
See? We can't save anyone from using mineral powder if we're dead. We have to stop and rest.
...ok, the path really does seem to impassible in this weather...
C'mon guys! I don't wanna stand out in this rain all night. I'll catch a cold...


And camp was made...


I'm bored!
Gee, you want me to tell you a bed time story?
Yeah, I'd like that!
Beat. I'm being sarcastic.
I was hoping you weren't...
D-do you think everyone infected by the mineral powder will be okay..?
...
I know we had no choice but to stop, but I can't stop worrying about those poor people.
For tonight? Yeah, I'm positive. I mean, how long have you been using magic? And you're still here.
I want to help everyone who is suffering because of that powder. I can't let myself die until I can do at least that..
So long as they have a reason to, everyone can find the will to keep living.
yahuh, and all WE can do is get to the count in one piece, so you can warn him about the dangers of using mineral powder. You keep beating yourself up about this, and it won't help anyone none. You got that?
Yeah, you're.. right. I just need to start with what I can do. And right now, that's believing in the will to live of those who are suffering... but still...
Hey, Polka.
hmm?
Have I ever told you the story of the 'greatest chef in the world'.
No, I don't believe you have. And I'm not sure if I'm in the mood to hear it right now, Frederic.
Come, please. A story will help us all calm our nerves, and see our own situation under a new perspective.
Well I'd certainly like to hear a story. I can't sleep at all.
Beat... you big baby
A story? Count me in!
I never knew you were one for telling stories, Viola.
Of course! Me and Arco tell eachother stories all the time.
You and... Arco? That little...?
You have a problem with that, Allegory?
My name's "Allegretto"
TomAto TomatO. You and Polka just sit yourselves down here ok?
I, guess we have no choice, Allegretto.. hehe.
Looks that way, you got your wish Beat, you happy?
...zzzzzzzz-cameraazzzzzzzzzz
...Beat
You two seated now? ...
Hey, you sure you guys don't wanna sit closer together? You look about ready to freeze
...6_6'
Err, nevermind. Alright Fred, they're all yours.
Hm, right.
Beneath the shade of the trees, at a crossing of two streams in Żelazowa Wola, there stood a quiant village inn. One day, the proprietor was surprised to find at her door, a small--
Hey, I think I've been to that Inn before...
Huh? I'm sorry, but that's quite impossible. The Inn I'm describing doesn't exist.. not here at least.
No, really. I've been to an Inn that's just like the one you're describing.
Ludicrous..
Hmm, guess there's only one way to find out for sure... Allegretto, what kinda grub were they serving at that Inn?
Odd question. Nothing all that special, just normal Inn food I guess? I didn't actually eat there.
Really? It's hard to believe you're talking about the same Inn as Frederic then. I mean, an Inn that's home to the 'greatest chef in the world? You'd certainly expect more than "nothing special"
Well, actually, there was one thing on the menu.. I'm not sure what it was, but I saw someone else try it. Looked to be just an Eggplant stuffed with Mashed Potato. But when he took a bite outta it, his eyes seemed to fill up with steam, and he ran uncontrollably out of the door. I don't think I've ever seen a Stuffed Eggplant with so much Hot Sauce before.
What's odd though, is the chef himself came to see what had happened. He took one taste of the leftover dish, and he ran straight out the door too! The two just kept running back and forth, until, smack! They crashed right into one another. The chef was fine, but that other guy.. I don't remember ever seeing him again.
Oh hey! That sounds really familiar! I think I've been there too!
...
Yeah! Was the chef a big round orange guy?
Yes, actually. Heh, small world.
I was there a couple of times actually. Me and Arco split a Carrot CornCake between us.
How was it?
Pretty foul actually, I almost threw up I was so groggy. But Arco really seemed to enjoy it. While I was leaning against a wall just trying to keep my food down, Arco was dashing about at double speed, I don't think I've ever seen him so energised. I kind of envy the little guy. Here I was, feeling 20% worse, and Arco was just chowing down like it was candybread. Maybe it was the Oregano that was making me so ill..
Why do I get the feeling that none of the meals that orange guy cooks were intended for human consumption?
Hmm? ... An orange.. man? I think I saw him pass through our village once.
He got you too?
Well, he was in a hurry, but he did give me a Tomato/Onion Tart. It was actually quite nice. It was really soft to bite into, and the herbs hidden in the base gave it quite a unique aftertaste. I felt as light as air afterwards too.
A Tart that helps you lose weight? That sounds way too good to be true.
It was only a temporary feeling, it soon faded.
Aww shucks.
heeheeheh..
...
Oh, whoops. Sorry Frederic, we didn't mean to go off on a tangent like that.
That's quite alright. My story had the desired effect anyway, so there's no need for me to continue. By the way, those were all very interesting recipies you described...
Do they ring any bells?
As I said before, the Inn I was describing, doesn't exist here. And even then, this is the first time I've heard of such bizarre food
I'm actually kinda glad. I'd hate to think the 'greatest chef in the world' was really that orange guy.
Well, good night..
hmm
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,439
Kabutops:
Well, I'm going to have to differ from MW on this one, though this is a good set, it's not a great one, due to the fact that 1/3rd of the moveset is just generic combo stuff. However, there's enough good stuff in set to counter this, mainly the rain dance interactions. Side special and up smash are both great, and down smash is neat, despite the pokemon syndrome there. So overall, I enjoyed it and hope you make more sets soon.(Sorry for the short comment, on iPod.)
Generic combo stuff? Half of his playstyle is comboing, considering he was designed to be a combo character in the first place. The Rain Dance is in place to sweep foes into him so he can combo well, and that's what the parts that aren't focused on gimping revolve around.

Down Smash isn't in any way Pokemon Sydrome. It's a core reaction with his water that discourages running away on the stage. I would've made it "water shockwave" to do the same effect, but I felt this move was much better.

I'm glad you liked the set though, just wanted to reply to those two complaints..
 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
One doesn't really connect super-heating water with a fossil pokemon, is the thing. And I have no problem with a combo play style, but the tilts for example are completely generic and uninteresting. That's more or less the core of my complaints.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
PYRO
Well, this is certainly a nice attempt at the versatility genre, which is much more difficult to perfect than camping. Pyro's ammo mechanic distinguishes him as a versatile character, although for the most part, his limitations are fairly run-of-the-mill. He has quite a few options at his disposal, the most prominent of which seemingly being Neutral Special, which is helpful in both damaging and spacing opponents away, but I can't help but feel his ammo was made finite just for the sake of creativity. There's no real need to hinder Pyro's options when he seems balanced for the most part by his size and somewhat slow speed. However, with the rest of the moves being simple, the limitations at least open up some strategy. This is a nice set (although I prefer Rocket Raccoon), although some creativity outside the specials might be welcome.

ZOROARK
You certainly portray Zoroark in a light I hadn't seen before...most SSBU posters simply claim Zoroark is likely as a Lucario replacement, and leave it at that, but you really bring out the unique aspects he could bring to the table. I'm pleased how Zoroark is able to cancel out of animations undetected simply by dashing, rather than consuming an input to do so. His invisibility antics also contribute quite a bit to his offensive style, which differ quite a bit from the more defensive trap-related abilities over other invisibility sets. I do feel the mindgames don't relate to the moves that well, as most moves outside grab game are simply one of many tools to use offensively. Nevertheless, Zoroark certainly surpasses Rocket Raccoon by not only avoiding most moveset cliches, but contributing a few unique tidbits to a rather unexplored invisibility genre. Nice work!
 

Chaos Swordsman

Smash Apprentice
Joined
Sep 15, 2008
Messages
174
Location
In your closet.
...Okay, it's been around two weeks since I posted my last set and I'm tired of waiting. Why has next to no one commented on it? I know I'm complaining, but it's really annoying that almost everyone just skipped over it...
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,439
...Okay, it's been around two weeks since I posted my last set and I'm tired of waiting. Why has next to no one commented on it? I know I'm complaining, but it's really annoying that almost everyone just skipped over it...
Most people in MYM hate Kingdom Hearts as a series, so character bias, lol.
 

Smady

Smash Master
Joined
Apr 29, 2007
Messages
3,306
Location
K Rool Avenue
Not at all, Chaos. In fact, I'm building up a bunch of comments including one for Sora and am posting it tomorrow. There were simply a lot of sets posted around the time Sora was posted.
 

Katapultar

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

Hey Kawasaki, can you teach me how to cook?


Sure thing Ronald, I mean Kat. I have a bunch of recipes I wanted to try out but never got the chance to. YOU'LL have to help me make them.


Uhhh, I thought YOU were going to teach ME how to cook.


I am. Now go ahead and pick one.


Where are they?


In my moveset.


You have a moveset? Why the hell have I never seen it!?


Oh yeah, you were never around during MYM4. Go to the Stadium and click on MYM4 Movesets. Mine will be there!


But there's over 200 sets here! Can't yours be in golden letters or something!?


Mine is number 116. Remember that kids!


Ok...........


See those recipes at the bottom of the set? Pick one that hasn't been done and I'll teach you how to do that.


But you haven't filled it out!


That's besides the point. Oh, this one looks good: Pepper, Eggplant and Oregano. Your first lesson is to go out and get some of those for me.


Pepper? No problem, but won't it make people sneeze?


That's the whole bloody point of it. You do realize I'm supposed to put people in this frickin' pot to KO them.


That doesn't sound nice, but ok *puts pepper into the pot*


Now we need Eggplant.


Eggplant Wizard? Sure, I'll go over to MYM6 and fetch that little fella. Might take a while though.


...........Eggplant what!? No, just fetch me a normal eggplant-


*plop!*


Too late...


Now we need....oregano!? What the **** is oregano!?


Google it.


Screw this, I'm just gonna get some oranges! I love oranges!


No you idiot! If you do that, the recipe will be ruined!


*plop!*


Nononononono...oh wait, those oreganos were orange! Thank God!


Ooooh, it's bubbling! I wonder if we put too much pepper in it? Or maybe it's the fresh anguish of that wizeerd guy I put in there?


So now it's done. Have a taste. :awesome:


Ok....*slurps*.....

............




..........................



OH MY GOD!!!


THIS TASTES LIKE CRAP!!





That's because YOU suck at cooking. Even more than I do.


God, I feel...weird. I'm sneezing all over every 3 seconds, which interrupts me from doing anything. But that's not all....oh crap, I feel dizzy, yet only 10 seconds have passed. I need to lie down. :urg:


You do that.


We should have put a Big Mac into the pot.....


What's a Big Mac?
 
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