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Make Your Move 11 - It's Over, Duder!

Smady

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

The Fantasy Moveset Design Contest

I'll make an assumption that you like video games.
I'm of the mind that what it takes to make a great video game, starts with a great story, and characters are defining in making a great story.

So ask yourself this: what character would I like to play as in Super Smash Bros. if I was in Masahiro Sakurai's shoes - what makes them unique, what defines them and what ideas will bring other set makers like myself to understanding them?

This quest to showcase not only your favourite characters, but also your natural flair for designing video games, is what Make Your Move (or MYM for short) is all about.

As you may be able to tell, we've been doing this for a while, but we're always open to new ideas and fresh alternatives: that's where you come in.

Even after four years, we're still making our sets better and better - refining the craft, but there's always room for improvement. Practice makes perfect and the more ingenuity we can muster, the better. Anything goes.

You think a set for George A. Romero would be too out-there? Already been done. How about a set for Pennywise The Dancing Clown? Done too. And both of these were extremely popular!

So if you're thinking that you're onto something really weird and, is that okay? As a matter of fact, it is. Perhaps one could say, the crazier the better!

In MYM, we don't particularly care about what's possible - the Wii's capabilities, what's done in Brawl and what Nintendo's next peripheral is are all irrelevant when it comes to what's possible in movesets. We're more into the hypothetical side of things.

Of course, if you're aiming for some of that sweet excellence that winning the contest comes from, you may be with us for a long time as you travel the arduous road of self-improvement - and everyone's welcome here in the community, no matter their colours!

Whatever your goal is - to be the best or to just have fun - it's about time we baptised this thread with some sets. Lets get busy!​

Moveset Creation
If a dictionary entry for moveset existed, it would read as: a collection of functions for a character to perform in a video game, which aims to be easily-transferred. There are, however, some basic outlines [HERE] that should help clue in the clueless as to what the basics of a moveset are. Remember that you can always send a private message to a leader requesting help on your set - I'm fine with that, and I'm known to be a real fan of previewing sets.

Here are some examples from our leadership of some sets we're most proud of and should give an indication of what our very best heads can achieve.


One of the most dreaded and confusing parts of making a set is in those silly statistics sections, where it used to be that people simply had to ballpark where exactly their character would lie compared to the enigmatic Brawl figures. Fear no more, though, as scientist JOE! compiled a list [HERE] for all to use. Yay!

Comments
It's a well-kept philosophy in Make Your Move that reading other people's sets inherently helps you to improve your own way of thinking and making movesets. This is why others will dissect and advise on your work - so don't be afraid if people are critical, they're only trying to help [themselves].

On that same note, though, we're always open to those who do want to put their own opinions out there and judge other people's sets, even if you don't feel you're as experienced as others. Like with sets, the more differing opinions we can get in comments, the more well-adjusted we can become.

MYmini and Other Activities
After so long, some stuff gets stuff from the typical moveset make-up - extras being one of them, from victory theme to series logo, they're all gone! However, neighbourhood casual man Junahu and his various accomplices set up MYmini for just this cause, creating a weekly contest-within-a-contest. I call it Junception.

There are some other things going on in Make Your Move too, though. For one thing, I run my own little points system in the User Rankings based off of people's activities. MasterWarlord also runs his own Set Ranking system so that he can finally get his opinion out to the masses. Half_silver28 runs the User Awards near the end of every contest. These are just three examples of us being entrepreneurs in our own ways. Links to all of these will be added once they get underway at the start of the contest.

Deadline and End Date
All sets posted in the thread up until the deadline are up for voting, and can place in the Top Fifty at the end of the contest. This three-four month period is called the submission period. The submission deadline, when this period ends, is January 10th. The exact timing of this is within a few minutes of 12AM English time, which translates to 7PM EST and 4PM PST.

Voting
This is the culmination of our months of hard work to make good movesets, as everyone comes together and votes on their favourite sets from throughout the contest. The criteria for everyone may be different, but no one can deny that vindicating feeling that comes from putting lots of effort into a set and seeing it flourish come voting time.

The voting itself is a rather open process to anyone who wants to participate. We do recommend that you try to read and comment as many sets as you can to give yourself the best point-of-view, however. There are some rules though, stemming from the most basic of, don't vote for your own sets.

The big requirement to vote comes in the advertising week, which takes place during the week after the submission period. During this time, any prospective voter has to post 3 advertisements for other people's sets, only then being qualified to vote in the following week, which we shall call the voting week. Advertisements are sort of like comments - you post things you like about the set and recommend it to others, reminding them of a set they had forgotten about or telling them about it for the first time.

The voting week is where you send in your votes to the vote guru, and then collectively everyone's votes form the Top Fifty - the fifty sets which gained the most votes in all. Everyone gets 36 votes altogether, which are broken up into three different kinds of votes. 6 of them are Super Votes, 15 are Regular Votes and 15 are Weak Votes. Super Votes are worth more than Regular Votes are worth more than Weak Votes. The point being, you rank the sets you like on your vote list, giving preference to your absolute favourites.

I, Smash Daddy, am the current vote guru. After you've all sent in your votes, something special will happen...

The Top Fifty
This is the end result of the voting, as sets are now ranked on the basis of their accumulated votes. The sets which received the most votes rest at the top - in the famed Top Ten - while the less popular sets rest lower on the list. Leadership does make some changes to the list, but nothing major.

What is perhaps the most sought after spot on the list is the top spot, that set in effect "winning" the contest and that Make Your Move. This is an achievement that only a handful of people in the community have achieved.

Beyond the Thread
While MYM may seem to be reserved only for this thread, there is actually a whole lot more beyond it for you to explore. These are all set up and run by members of the community - I'd recommend bookmarking them or at least checking them out, as they are all invaluable resources for any budding moveset maker.


The Stadium - dedicated to providing an up-to-date moveset list for Make Your Move 11, important leadership Announcements and having more helpful FAQs and guides than you could shake a stick at. This is also the residential home of the leadership and one of the oldest, finest establishments the community has. If I were in the habit of taking over Make Your Move with my set quality alone, I would here start my initial research.


The old girl has life in her yet - the Social Group. This once had far more of a point, now it serves as more of a fun distraction and a bit of a museum for the community, harbouring some old discussions and attempts at revival. If you're in the mood to, you could always try starting up a discussion here or trying your own hand at giving this thing a purpose. Who knows, maybe Junahu will post a set in there or something.


The Chatroom may be the most important of all of these, however, with Make Your Move members coming from across the globe to dwell in this armpit for hours on end - for some, far more than just hours. Particularly at night, the chat is buzzing with activity. If you are looking for a quick bit of advice - in the form of a preview or simply a one-liner on pure logistics - or a new place to whittle away your meaningless life, this is the place to be.


A very new institution in Make Your Move, The Bunker serves as a bit of an intellectual hotspot in our community, allowing anyone who signs up to post their own articles - getting their opinion out in written form. From there, others can protest or support them, which, like commenting, helps everyone become more grounded and understand others in the contest better. If you want to sign up, just PM your e-mail [and intended purpose thereof] to Junahu.

Leadership
This is generally seen as the personified elite of the contest and those people who actually do have some limited responsibilities in running this business. If anything goes wrong, it's your job to blame all of us, every one.


Smash Daddy (Who is, to say, myself)
The King God of Controversy the Universe himself. Who better to lead this contest?


BKupa666
A dominating force in Make Your Move since 9 and one that devours competition like a hippo on an unstoppable rampage. Balloons!


MasterWarlord
One of the biggest influences in the contest and the longest-standing leader. MW and MYM are two inseparable beings.


Nicholas1024
One of the brightest young minds the community has given us in the last few years and out to prove himself as our new leader.


LegendofLink
The winning candidate leader out of a huge contender pool, beating the rest in a hugely competitive mini-contest.

Rules
Here at Make Your Move, we also have to adhere to Smash World Forum's rules and regulations. Read them [HERE] and do your part to keep the thread clean. This isn't the AC Transit Bus. Now to get on with the fun part of things: posting the sets. Good Luck Have Batman, everyone.

 

BKupa666

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

Hey guys, I made a set of moves for that crocodile who wasn't in Donkey Kong Country Returns!

SmashBrosMike said:
Here is King K. Rool's Moveset (Note: I can't think of any aerials and other stuff like that for K. Rool. So I can only tell about his specials. Sorry) anyway here it is.


King K. Rool

B: Knuckle Sandwich - King K. Rool pulls out a powerful punch.

Side B: Boomerang Crown - King K. Rool grabs his crown and throws it like a boomerang.

Up B: Crocodile Hurricane - King K. Rool spins around and characters get caught in it who goes near him.

Down B: K. Rool Bomb - King K. Rool jumps in the air and comes down slamming any character near him.

Final Smash: Kaptain K. Rool - King K. Rool gets in his Pirate Suit and starts shooting like Crazy with his gun and after 20 seconds he turns back to normal.


You think it's good. Sorry but I only could think of his specials.
*laughs*

. . . . .

*shows Sakurai picture of cat, causing asphyxiation by laughter*

How does he keep finding his way in here? Hopefully this is the last time...


KING K. ROOL



King K. Rool is the tyrannical master of the Kremling Krew, and is the main (and only recurring) villain of the Donkey Kong series. While he prefers to hide his internal animalistic rage under a proper, regal facade, his numerous defeats push him further and further toward the edge. K. Rool's developing insanity causes him to progress from mere thievery and kidnapping to attempting to destroy DK Island in its entirety with his Blast-o-Matic. Although K. Rool generally comes far closer to victory than numerous other villains in his league, the incompetence of his minions combined with the resourcefulness of the Kongs eventually results in his undoing.

He's also appearing as a playable character in the latest Super Smash Bros. sequel for the Wii U. But you just read his moveset for that game up there...why don't you take a gander at this one instead?


> ~~~~~ O ~ STATISTICS ~ O ~~~~~ <

Size ~ 10
Weight ~ 10
Movement ~ 8
Jumps ~ 7.5
Fall Speed ~ 7
Aerial Movement ~ 4
Traction ~ 2


Despite his considerable girth, K. Rool possesses shocking speed one would expect from characters a fraction of his size. The King was actually an agile character before you kids met him in Mario Super Sluggers...Of course, despite him not being a spherical tail-less lard, K. Rool is still a massive target who would do well to keep a fair distance between himself and those dreaded combo characters at all times. In fact, he may frequently find himself using his speed to flee from opponents, although not necessarily for defensive purposes.

> ~~~~~ O ~ SPECIALS ~ O ~~~~~ <

Neutral Special ^ ^ 0 ^^ Royal Boomerang
K. Rool quickly removes his crown from his head and strikes a charging pose. I wonder what he's going to do...oh look! He just threw it forward like a boomerang! I've certainly never seen this before. But wait! What differentiates the King's signature attack from the boomerangs of Link, Toon Link, Young Link, Dark Fierce Teenage Pixelized CD-I Link and SSB4 K. Rool?

Well, this time, K. Rool's crown grows to become a much more exaggerated Wario-sized hitbox after he throws it. He can angle his throw in any direction while charging, with the crown traveling from half of to one Final Destination at Mario to Sheik's dash speed, depending on its charge. After reaching its maximum range, the crown homes in on its owner at the same speed, following him around relentlessly until it reaches his head. If the crown misses K. Rool, it flies half its thrown distance before looping around to return. K. Rool must wait until this happens before throwing his crown again. Opponents who get smacked by its front take 6% and a bit of set knockback, with it passing through them for a possible two-hit combo. If a foe lands on the razor-sharp barbs on top, however, they suffer 9% and become impaled on top of the crown, taking 1% per half second as they travel along its movement path. Victims can button mash to jump off with double grab difficulty, while flying along or after the crown returns, as they are repositioned onto K. Rool's head. The latter is not necessarily an ideal position for K. Rool to have his opponent in, as he has fewer damaging options and opponents who succeed in mashing free have an open window to punish him after the crown reaches him.

That is, -if- it reaches K. Rool...he's certainly not glued to the stage after throwing his crown, you know.


Down Special ^ ^ 0 ^^ Cannonball Rain
K. Rool stomps a foot, causing a Party Ball-sized cannonball to plummet straight down from the top blast zone a platform in front of him, over .55 second. Cannonballs drop to the ground at Mario's fall speed initially, although by holding the input for half a second, the speed bumps all the way up to Dedede's fall speed. These trademark big black ball carry opponents who hit their underside down with them, forcing them to DI from the resistance to escape. If a cannonball crushes an opponent into the stage, it deals 10-14% and traps its victim under its weight, dealing no damage but holding them in their prone position. Cannonballs have 30 HP, forcing opponents underneath them to break them using strictly get-up attacks (which deal 9-10% on average). K. Rool can attack opponents stuck under a cannonball, although he'll be damaging his own cannonballs by doing so, which is rarely beneficial for him. If an opponent gets crushed while impaled on K. Rool's crown, it detaches from them, continuing on its way without being squished flat. K. Rool cannot be crushed by his own cannonballs.

Cannonballs serve as solid objects onstage, capable of being stood upon anytime they're out and collided with as walls. Because K. Rool can have up to three cannonballs onstage at once, he can set up an enclosed arena in which to attack opponents with more efficiency. Aside from spiking offstage foes, cannonballs also serve as walls for K. Rool's crown to bounce off of, which can prove quite valuable, as opponents impaled on his crown as it hits a wall suffer 5% and slight stun from the impact. If K. Rool throws his crown between two cannonballs, then jumps to the other side of a big black ball, his crown will ricochet between the two cannonballs. This will continue as long as the King remains grounded, with the crown's apparent homing device failing to return it to its owner through the obstruction, or until the cannonball is broken (the crown damages it on impact, preventing an infinite crown zone).


Side Special ^ ^ 0 ^^ The End?
K. Rool gags slightly, putting a hand to his chest and collapsing to the ground over .55 second. This shakes the screen slightly and puts him in his prone state, playing dead as usual. He has super armor as he falls, crushing opponents he lands on under his stomach. The impact deals 10% plus an extra 1% per second they are held down; if a foe is barely hit by K. Rool as he falls, they simply take the impact damage, with knockback KOing around 140%. K. Rool has super armor against attacks dealing less than 10%, and heals 1% per half second while down. The damage K. Rool has healed is not shown on his counter until he exits the pose, however, leading to a nice little mindgame with a similar D-Tilt. Poor lightweights trapped under K. Rool must repeatedly roll to either side to escape with grab difficulty, squeezing out with ease but placing themselves directly in front of K. Rool, vulnerable to the trick he's about to bamboozle them with.

The King is quite handy out of prone, with the ability to leap a Ganondorf in any direction, dealing 12% and knockback KOing around 150%; he knocks characters horizontally if he jumps to the side, vertically if he jumps up, and into a pitfall by jumping down. The spacing properties of K. Rool's get-up attack are able to put his opponent in the range of his more dangerous attacks, such as his crown. Aside from encouraging opponents to approach, if K. Rool collapses as his crown is headed his way, the crown will pass him instead of landing back on his head. If K. Rool has no way to outrun his crown, but doesn't want his opponent precariously stuck to his head, he can let it pass him, before getting up and continuing his mad dash around the stage. Finally, this move alone can be used with a tap of B while K. Rool is in regular prone; although he doesn't need to bait in opponents when he's already down, he can at least recover some damage before he's forced to rejoin the fray.


Up Special ^ ^ 0 ^^ King's Krush
With a simple tap of the input, K. Rool aims his posterior toward the ground before slamming down hard, releasing a circular green shockwave. The shockwave extends a platform to either side of him over half a second before vanishing, dealing 10% to opponents. K. Rool buries opponents he stomps directly for triple regular escape difficulty, dealing 21% in the process. The first time an opponent hits a shockwave, they become stunned for half a second for each 25% they possess, allowing K. Rool to follow up with a second shockwave. Opponents hit by shockwave during a previous wave's stun are launched vertically into the air, plummeting back down in a footstool effect if they fail to DI out. Nevertheless, the opponent is up in the air...quick, follow up with Neutral Special to impale the sucker!

K. Rool's landing is quite a fast action, taking place over .1 second, with super armor as he falls, although he does have to deal with .75 second ending lag. During this period, repeatedly tapping the input causes K. Rool to repeatedly stomp the ground, sending out multiple shockwaves at a fairly fast interval to create a nice anti-ground offense. Only five shockwaves can be made this way before K. Rool stops and holds his behind in pain for double the regular ending lag. At close range, K. Rool can frequently get away with butt stomping to punish attackers, using this quick move to interrupt attackers, absorbing the damage if necessary before punishing his foe with a shockwave. He'll have to ensure he actually lands the move, though, due to its ending lag ensuring his punishment if he blows it.

By creating a shockwave next to a cannonball, K. Rool's energy launches the cannonball a Ganondorf and a half vertically, before it falls back down at its regular speed. While opponents trapped under a launched cannonball are damaged but freed, the cannonball retains its ability to pull down opponents it hits, which it very well might, as K. Rool uses the cannonball as an anti-air shield, or to crush opponents riding his crown. K. Rool can crush opponents with a cannonball even if he missed earlier and doesn't wish to summon more, although his shockwave does damage his cannonball, limiting the tactic's use unless K. Rool has multiple cannonballs to bounce up and down.

If the input is charged, K. Rool crouches down slightly, springing forward horizontally with his arms raised upon release. His bound is always up one Marth vertically, although the horizontal range varies from half of Battlefield to three-fourths of Final Destination, with one second of charge time. He releases three shockwaves upon landing, defending his .55 second landing lag with two potential opportunities to stun the opponent, and one to launch them into the air. Contact with K. Rool as he bounds deals 10% and drags opponents along with him, burying them in the ground upon landing. K. Rool is dangerous to gimp, due to him bringing down characters who hit him the wrong way, as well as starting his offensive game right away to punish stage gimpers. He does not sweetspot edges, however, and his vertical recovery is fairly poor; if his great jumps don't save him, this might not if he's too far below the edge.


> ~~~~~ O ~ STANDARDS ~ O ~~~~~ <

Jab ^ ^ 0 ^^ Spinning Slap
K. Rool spins around once in place over .5 second, extending his hand a short distance to slap characters. His hand is a strong hitbox, dealing 12% and spinning opponents around to face the opposite direction. However, if K. Rool slaps his own crown as it approaches him, the crown is spun in a circle rapidly, being propelled up into the air. This pulls up impaled opponents up with it, dealing the move's regular damage along with an extra 1% per second. Opponents stuck on the crown as K. Rool slaps it also have their escape timer refreshed, as the spinning crown drills painfully into their ass.

The crown travels up and down five Ganondorfs at Fox's dash speed before losing its spin and continuing its flight path. During this time, K. Rool can hop up after the crown and use his great aerials to build damage on spinning opponent. Spinning the crown into orbit is more useful for this purpose than hopping into the air and having it follow you, as K. Rool will be left without a midair jump to stay airborne with in the latter case. If K. Rool does not want to take to the skies for any reason, he can still bring an impaled opponent up their to make them an easier target for Down Special.


Dash Attack ^ ^ 0 ^^ Joust
K. Rool lowers his head and begins charging forward at his regular speed, crown pointed horizontally at foes. His crown retains its hitbox from his Neutral Special, dealing 9% and impaling opponents on K. Rool's head as he dashes. They can mash off with the usual double grab difficulty, causing K. Rool to stop charging, but unless they get out of K. Rool's way quickly, he can charge a second time, picking them right back up. K. Rool's opponent is pulled onto his head if he stops charging, but if he taps Neutral Special to cancel the move, he'll throw the opponent away, impaled on his boomerang crown. He can still charge around without his crown on, although his bare head is now a simple 6% hitbox, lightly pushing opponents forward along the ground. If bare-headed K. Rool charges into his flying crown, it lands back on his head as he continues charging, not releasing any foes it has impaled.

If K. Rool charges into a cannonball with an opponent in tow, the opponent suffers 21% and great knockback KOing around 95%. Charging into a cannonball without an opponent results in nearly a second of end lag as K. Rool falls to the ground clumsily, but dislodges the cannonball, rolling it forward along the ground at Mario's dash speed. The cannonball flattens characters against it as it rolls, including those already caught under it, dealing 1% per half second. This still forces them to break it and escape with get-up attacks, but gives them less time to do so if it's, say, rolling toward a ledge, where it plummets at its regular speed. This is an option K. Rool -really- won't want to flub, but can both force opponents into the air to dodge the cannonball as well as carry them closer to a gimp, building damage all the while. Rolling one cannonball into another causes the first to stop as the second continues at double the previous ball's speed, covering the stage much more menacingly and plummeting more rapidly offstage (this holds true if a third ball is hit as well).


Forward Tilt ^ ^ 0 ^^ Wear and Tear
K. Rool reaches forward a character width and scratches powerfully with each claw, before bringing them together and thrusting them upward. He does so with the surprising speed of the basic three-hit combo, although in a fairly exaggerated manner that allows him to stop the combo after any individual hit without much lag. The first hit stuns characters, while the second pushes them back a short distance, putting them in range for the third hit, which knocks them skyward. Each hit of the combo deals 4-5%, with opponents closer to K. Rool getting clawed up a bit more.

Although K. Rool can try and defend himself from attackers with his swipes, they come in most handy while beating up on an opponent impaled on your crown. The first hit stuns opponents in the middle of their joyride, preventing them from mashing free, while the second hit knocks the crown slightly away from K. Rool before it continues pursuing him. The third hit is somewhat of a lesser cousin to K. Rool's jab, boosting characters a shorter distance into the air for K. Rool to pursue more quickly, although for a shorter period of time. All three hits are safe attacks to use while K. Rool is running away from his crown, and allow him to play a clever variation of the typical hit-and-run game.


Down Tilt ^ ^ 0 ^^ Collapse
Alright, let's brush up on that mindgame you've been looking forward to since Side Special, or have skimmed ahead to check out. K. Rool performs an animation identical to King's Crush, playing dead in prone on the ground. Instead of crushing opponents to the ground, K. Rool's screen-shaking crash creates an invisible earthquake a platform in front of him, dealing 14% and popping opponents slightly up into the air. He also has access to his handy prone jumps to punish opponents with...and why wouldn't opponents come in to punish him? They can't tell he's not lying down there healing damage with Side Special, which again, doesn't affect his counter until he rises again. Aside from just dodging his crown, K. Rool can bait in opponents with the threat of healing, before punishing their approach with a set-up attack for his crown.

Up Tilt ^ ^ 0 ^^ Headbutt
K. Rool prepares to perform a totally unique, situational maneuver to aid him in his match goals...what could it be? Wait, don't leave...this isn't the same headbutt all non-swordsmen in SSB4 share! Instead, opponents K. Rool headbutts suffer 8% and are impaled on his crown, as if it returned to him after being thrown. K. Rool can dash around effortlessly with an opponent on his head, as they suffer the usual gradual damage. With an opponent stuck there, K. Rool can throw them directly off with Neutral Special, charge them around with dash attack, or even dash right off the stage for a sacrificial KO if he has racked sufficient damage.

By headbutting a second time with an opponent in tow, K. Rool tosses them up with his momentum, dealing identical damage with knockback KOing around 145%. If K. Rool stands under a falling cannonball while 'wearing' a foe, they are removed from the crown and dragged to the ground as usual (with the cannonball passing harmlessly through K. Rool with video game logic, of course). However, if he headbutts them up into the big black ball, he'll deal a phenomenal 24% and knockback KOing around 90%. This can be difficult to plan out, although K. Rool's manipulation of balls can aid him in this tactic...more on that in the aerials.


> ~~~~~ O ~ SMASHES ~ O ~~~~~ <

Forward Smash ^ ^ 0 ^^ Golden Belly
K. Rool leans back for.4 second, before thrusting his belly forward a short distance, with it making a comical bouncing noise. This deals an underwhelming 8-13%, bumping opponents away one to three platforms, a short distance into the air, with them being unable to react until they land. While the damage may seem underwhelming at first, opponents with any form of momentum who collide with K. Rool's armor suffer additional damage, depending on their speed. While this obviously deters those offensive protagonists dashing after K. Rool, the momentum of K. Rool's crown certainly translates to some extra pain for impaled victims; the charge of the crown's throw speed yields around 1.25 times to double the regular damage.

The priority on K. Rool's belly is quite strong, allowing him to thrust into attacks to interrupt them if some lightweight comes after him. By bumping his crown, he can also use his belly's reflecting properties to send it back in the opposite direction, with it traveling to its maximum distance before resuming following K. Rool. While the extra damage is a major boon, the crown will return to K. Rool's head if he does not hit it as soon as the belly hitbox comes out, preventing K. Rool from spamming belly bumps to build damage on impaled opponents. The reward is highly beneficial later on in a stock; if K. Rool bumps an opponent close to the edge, he might just make them lose their head by pushing them all the way off the blast zone.


Down Smash ^ ^ 0 ^^ Tail Bounce
K. Rool bends over slightly, before hopping up slightly, extending his tail to propel himself up and down three times over two and a half seconds. Each individual bounce takes K. Rool up a Marth to one and a half Ganondorfs, with them having great horizontal DI; while the bounces themselves are fast, the period in between is quite laggy, as K. Rool's weight presses down on his tail before he springs up again comically. His body deals a light 6-8%, while being smashed under his tail or posterior deals 12-16%, pitfalling grounded opponents and spiking aerialists toward the ground at breakneck speeds. How humiliating to be trounced by a villain using such a comical attack!

Bouncing off an opponent allows K. Rool to forego the landing lag of his bounce, which proves useful when attempting to stomp an opponent multiple times. Although foes can easily mash free from pitfalls before K. Rool crashes down, he can clobber an impaled opponent, as the crown carries them right up into K. Rool and is spiked back slightly before continuing its pursuit. By stomping a plummeting offstage cannonball, K. Rool's bounces can also manually increase its fall speed, without him having to do so by rolling another cannonball into it (if K. Rool misses the ball and falls, he'll exit his bouncing animation, fortunately). Cannonballs aren't the only things that will plummet offstage if K. Rool bounces onto them, of course...


Up Smash ^ ^ 0 ^^ Royal Acrobatics
Tucking down sneakily, K. Rool attempts to perform a back hand spring, which would work out fine, if it weren't for him being, you know, a massive HMA. K. Rool flips over backward and lands on his head, falling into prone on the ground comically. K. Rool's body deals a wimpy hitbox of 7-11%, not doing much of anything to knock opponents around and leaving him highly vulnerable. What a waste of a Smash, huh? It really is, if you ignore the move's effects when K. Rool is wearing an opponent on his crown. When he does, his spiky crown decimates the opponent on the ground, dealing 25-29% and knockback KOing around 85%. This knockback increases even slightly more if K. Rool falls down backward from the edge of an elevated platform (such as a falling cannonball). Of course, this can lead to suicide KOs as well, but opponents are still able to mash out anytime before K. Rool smashes the ground, adding to the danger of this tactic significantly.

> ~~~~~ O ~ AERIALS ~ O ~~~~~ <

Neutral Air ^ ^ 0 ^^ Clap of Thunder
K. Rool leans into the background, reaching his hands to either side for up to a second, before leaning forward and clapping them together with immense force. His thundering blow creates a generic N-Air spin-sized hitbox that deals 5% and a half second of stun for each .25 second he charged it. Because K. Rool's crown returns to his head immediately after he claps opponents impaled on it, this is a nice set-up to moves like U-Tilt and U-Smash. It is, however, harder to land than it seems, as K. Rool falls while charging...harder to land on opponents, that is. If K. Rool claps a plummeting cannonball, he'll launch it vertically one Marth for each .25 second of charge time, with it retaining a 16% hitbox that can KO off the top around 120%. This is a great extension of the move, especially considering characters standing on the ball are automatically guaranteed the hit; the clapping does damage the ball, however. If K. Rool fails to clap as his impaled opponent passes on his crown, he'll dodge it in the background, causing it to loop back around at him at its maximum distance.

Forward Air ^ ^ 0 ^^ Golden Reflection
K. Rool slings his golden belly forward quickly, dealing 5% and bumping opponents back slightly. Yes, this is a staple move for K. Rool building damage on impaled opponents in the air, as his belly pushes the crown back slightly, allowing him to chain together a few hits until the opponent breaks free. His crown isn't the only thing he can push around, however...F-Air and B-Air both enable K. Rool to push his plummeting cannonballs around as they fall. One bump causes a cannonball to begin plummeting just slightly diagonally, while three bumps can move a ball from one side of Final Destination to the other. Of course, bumping the cannonball from the opposite side a proportional number of times reverts it to its standard vertical fall, but that wouldn't be half as much fun, now would it?

Back Air ^ ^ 0 ^^ Tail Spring
Extending his tail back a Mario, K. Rool leans back slightly for .55 second, before shoving forward, using his tail as a spring. Although he struggles laggily if he whiffs the move, if K. Rool pushes his tail into an opponent, he'll thrust off of them, dealing 10% and pushing them back a moderate set distance. During the .55 second K. Rool presses into the opponent, the player can mash A to perform a more powerful bounce, not affecting the opponent, but pushing K. Rool from one to three platforms away in the opposite direction, spacing him away from his foe. He can perform this same trick on his plummeting cannonballs to give them diagonal momentum, similarly to F-Air. B-Air is slower than F-Air for this purpose, but with a few button mashes, K. Rool can increase a ball's diagonal momentum more in one fell swoop with his tail spring than he can with a belly bump.

Up Air ^ ^ 0 ^^ Head Bite
K. Rool tilts his head upward, and gazes at his prey, mouth open wide. He holds this pose for .75 second, before lunging up a Mario rapidly, dealing 18% and terrific vertical knockback, KOing around 95%. Of course, this is no fast move to throw out repeatedly for positive results; on the contrary, if K. Rool tries this out, he's likely to be tasting your tasteless combos, rather than your tasty flesh. The secret to landing this move lies in K. Rool's crown, albeit not while it's impaled to an opponent's behind. You see, it still does have that weak little set knockback hitbox on its front (not its barbs), which can hit foes all the way back to K. Rool's head. If K. Rool initiates the chomp as his crown returns to him, he can stun nearby attackers with the returning headpiece to prevent them dodging or countering the ensuing hit. This can work especially well if K. Rool is toying with an opponent who recently broke free of the crown, and is caught in the danger zone between it and K. Rool himself.

Down Air ^ ^ 0 ^^ Belly Flop
Stretching his limbs out, K. Rool begins plummeting toward the ground at Falcon's dash speed, having full average DI, but traveling a platform diagonally each two Ganondorfs he falls by default. This was a trademark move of his in Donkey Kong Land, alongside his regular Neutral Special. His belly retains a high-priority hitbox similar to F-Smash and F-Air, dealing 6% and carrying opponents toward the ground, upon which they suffer an additional 6% and knockback KOing around 160%. K. Rool can carry down opponents from any height, forcing them to DI out from under his belly to escape, which he can prevent by DIing right along with them. He can also belly flop onto plummeting cannonballs; if the ball is in the air, K. Rool will continue his flop animation, rather than entering his lengthy landing lag, bringing the ball down to the ground with him. Hapless foes caught under this take the combined damage of the falling ball and K. Rool's flop. Now you know why he's called a -heavyweight- male antagonist.

> ~~~~~ O ~ GRAB-GAME ~ O ~~~~~ <

Grab ^ ^ 0 ^^ Cape Sling
K. Rool takes off his cape and slings it forward a platform over .65 second, hoping to ensnare a victim in its billowing folds. Should he capture one, he'll bundle them up while holding onto the cape, becoming able to use a fairly versatile grab-game on them. While he has no unique throws, K. Rool can still toss his foe away in the four cardinal directions with throw inputs, with each 'throw' dealing 5% and KOing around 180%. With lighter movements of the control stick, however, K. Rool can whip the caped opponent around in any direction. By swinging the opponent around in circles, K. Rool dizzies them, stunning the opponent from mashing free for a second while dealing 1% per half second. This momentum is retained immediately after he spins them, allowing him to follow up with a throw for a slight increase in knockback.

K. Rool can also perform the cartoon staple of slamming the opponent to the ground on both sides of him rapidly, dealing 3% per impact on the ground. Slamming opponents into the ground isn't all, either. K. Rool's cape can be directed into cannonballs, grounded or falling, other foes or his crown. The former two deal 5%, while the latter two carry the opponent out of the cape with their hitboxes, pinning them down or impaling them. K. Rool can grab opponents in the middle of flight on his crown, catching them in his cape as the crown continues to spin for a constant 'pummel' of sorts. His throw in this scenario casts the crown away from him, giving him free reign to grab in the middle of fleeing from his crown for extra damage.


> ~~~~~ O ~ FINAL SMASH ~ O ~~~~~ <

Final Smash ^ ^ 0 ^^ Kremling Invasion
K. Rool snaps his fingers, causing an Oil Drum to drop from the top blast zone and spill out a number of Kremlings from the original DKC. Five Klaptraps, four Kritters, three Klumps and two Krushas are generated in all, ready and eager to serve their master. Klaptraps are slightly smaller than Ivysaur, and patrol the stage at Mario's dash speed. They have 20 HP and chomp any foe they come into contact with, dealing 8% and launching them a set distance into the air. Klumps are slightly less wide than Dedede, sharing his height and having 45 HP; they stroll around at Ganondorf's dash speed, using their bellies to collide with opponents. This deals 12% and bashes foes back two platforms before they are able to react, and can hit K. Rool's crown around as well.

The Marth-sized Kritters wander around the stage at a leisurely pace, having 30 HP and attacking opponents with their claws and teeth, inflicting stun and damage anywhere between 3-14%. They also push around any cannonballs K. Rool has dropped to the stage, pushing them forward at twice their regular speed to get flattened opponents off the edge; Kritters can still push cannonballs into other balls, for devastating results. Last but not least, Krushas stomp around at Ganondorf's walk speed, being slightly taller and wider than Ganondorf and possessing an intimidating 60 HP. Their muscular build results in them serving as solid walls as far as characters and items are concerned; K. Rool's crown can bounce between the two Krushas onstage even longer than it can between cannonballs, which have less HP. Krushas punch away characters who near them, dealing 15% and great knockback, which can certainly push victims into other Kremlings, or simply destroy them if they're caught on the King's crown as it bounces between the meaty pair.

The Kremlings last for twenty seconds, or until they are all killed off. Of course, seeing as how this is unlikely to ever happen outside of a FFA, opponents will almost always be stuck dealing with several reptilian villains to deal with. Of course, fighting back isn't entirely futile, as with fewer lizards around, foes stand a better chance of survival. K. Rool can defend his minions while they patrol the stage to ensure he prevents this and comes out on top.


> ~~~~~ O ~ PLAYSTYLE ~ O ~~~~~ <

The boundless energy K. Rool exhibits regularly allows him to take the typical hit-and-run game several steps further. Throughout his matches, K. Rool will focus on impaling a foe on his boomerang crown, before hitting and running and hitting and running, then starting the process all over again. Along the way, he can call down some cannonballs to further crush his opponents and their ambitions to smithereens. Of course, he'll also be using these tools simultaneously to prevent opponents from knocking up his large belly with their stream of combos. It's a lizard-eat-lizard world out there.

To start your frantic fight, K. Rool must first impale an opponent on his signature crown boomerang before he can give chase and pummel the stuck opponent. To do so, K. Rool must keep his opponent both away from him, to hit with his ranged crown, as well as into the air, so they land on the razor-sharp barbs. Down Special's shockwaves are perhaps the most versatile for both purposes, although the Side Special and D-Tilt trickery to bait in and subsequently repel opponents, as well as F-Smash's spacing properties, are no small help. If K. Rool whiffs with his crown, he'll have to either chase it down and try again, or attempt to pressure opponents onto it as it returns. K. Rool has difficulty defending himself while preoccupied with his crown, so his opponent has a wide open punishment window at this time.

Once he's actually impaled an opponent, K. Rool must actively hunt them down to build damage. His aggressive speed comes in handy here, as K. Rool becomes able to draw near his crown, smack it with an F-Tilt or jab (among other moves...D-Smash, U-Air and grab in particular) to build damage. He can then either run, jump and dodge away from the crown or use a spacing move to push it away before following up again and again, due to attacks not launching opponents off his crown. K. Rool will always want to keep his crown out and spinning around for as long as possible, both to rack damage on his victim much more easily, as well as to keep the impaled opponent away. If his crown ends up back on his head while carrying an opponent, the foe can mash off and get in a free shot at the massive target opposing them. Of course, K. Rool can take the risky route and attempt to wear a victim, before using an U-Tilt against a cannonball or an U-Smash to mince them good, but safe damage gained from pursuing an impaled victim is generally preferable. Damage racking is most difficult for K. Rool at the beginning of matches, where the lightly-damaged opponent will be able to mash free from his crown more easily than they will later on in the fight.

This is where K. Rool's big black balls come into play as brawny quasi-projectiles to be manipulated to his liking, starting from the moment they're summoned from the blast zone. K. Rool can hop up after them with his amazing jumps to boost them up or diagonally with N-Air, F-Air and B-Air, as well as use them as a platforms to pursue aerial characters with or drop them down faster, either by default or with D-Air. On the stage, K. Rool can linger around cannonballs to use them against opponents in opportune moments. If he needs to deter an approach, he can use Down Special to bounce the cannonball into the air to form a moving wall, or simply set up a row of cannonballs to charge into with dash attack, creating a rolling area of death. K. Rool can also create an enclosed arena with two balls, in which his crown becomes a more potent weapon. He can impale a victim, before allowing them to bounce off the balls repeatedly for damage, or lift a ball to crush them as they pass underneath. He'll have to be careful enclosing himself in this metallic arena with an opponent, although if he can avoid enemy combos and grab a foe in his cape, K. Rool can also slam them into the balls for additional damage.

When it comes time to KO, K. Rool can combine a solid gimping game with the standard heavyweight fare through a clever mix of interactions with his crown and cannonballs. After bullying an opponent toward the edge, K. Rool can use the crown's non-impaling hitbox to push them offstage, before dropping a cannonball to sink their battleship, so to speak. He can also charge into a grounded cannonball to roll it offstage, crushing helpless foes pinned down by it while picking up any stragglers in its path, before stomping it down with D-Smash. K. Rool's attacks that smash an impaled opponent often deal the most knockback (such as U-Tilt and U-Smash), which can either launch an opponent into the two former tactics or KO on their own. Finally, being the malicious character he is, K. Rool can simply charge offstage himself while wearing an impaled foe, either performing a suicide KO or taking them to the point of no return before using a cannonball as a platform to recover. Matches with the demented head of the Kremlings are both a laughing matter, what with the King's comedic attacks and energetic playstyle, and -no- laughing matter, as his sheer number of interactive options are enough to leave opponents begging for mercy at his feet. It's good to be King!


> ~~~~~ O ~ MATCH-UPS ~ O ~~~~~ <

Vs. Kaptain K. Rool ^ ^ 0 ^^ 65 / 35
As Kaptain makes perfectly obvious every opportunity he is given, his speed pales into comparison with that of his King form, leaving King to decide the range at which the match is played. Because of this, Kaptain will have little time to flee into the air to set up the toxic gases that would otherwise hinder King quite a bit. Even if he manages to do so, though, King can simply drop cannonballs from the sky to counter his alter ego without even needing to follow him up there. K. Rool's crown is certainly a pain for Kaptain once he gets impaled, as he has no grounded traps to hinder King with.

However, Kaptain can stay alive with his so-called "grab", stunning K. Rool while he's attempting to pressure Kaptain into perfect crown range. Once King is stunned, Kaptain can close the gap and let loose with a barrage of his own kannonballs and clouds, racking up damage on the royal pain with ease. King must work to keep Kaptain from obtaining momentum, as any one stunner can start the domino effect leading to his demise. He can still hinder Kaptain in this regard by blocking his Down Special suction with a cannonball wall, staying alive much more reliably than the Kaptain and taking the match more often than not.


Vs. Baron K. Roolenstein ^ ^ 0 ^^ 35 / 65
While Baron's electric barrier could be considered a heightened danger to him against King, it certainly hampers the royal Kremling quite a bit more. An aerial barrier, kegs and pits can all be used in tandem to lock out areas of the stage from King, giving Baron more leeway in blasting the King into his barrier again and again. If King is constantly caught in a pit, or struggling to hop off of a keg, he won't be able to impale Baron as smoothly, which will be tough to begin with, due to Baron zipping around with his helicopter pack out of reach. Sure, he can angle the crown, but manual pack control can trump this with a bit of practice. King is left either rushing down Baron from the get-go or playing dead to heal, closing the gap on Baron to prevent him from setting up too may traps.

Despite both strategies having merit, as long as Baron gets out his barrier (highly likely), he can both beat up on King as well as throw a wrench into King's game plan, creating a safety net for himself in the process. It's difficult chasing down Baron impaled on your crown when a barrier wall is in your path, or when a horizontal barrier is too low to the ground to charge through. When Baron is constantly using magnets to both save himself and pull King off his course, the former will often find himself able to escape from the crown quickly and resume his scientific game. King can attempt to drag Baron through his own barriers, but he puts himself at just as much risk in the process; possibly the best option is to drop cannonballs through Baron's barriers to pin him down, or trap a steel keg (electric or otherwise) between cannonball walls and pressure Baron in before the balls' HP is lowered. Although Baron wins this match-up most often, King can succeed to a reasonable extent if he perfects his defense in addition to his regular offensive craze.


Vs. King Krusha K. Rool ^ ^ 0 ^^ 50 / 50
Yes, despite this moveset being a mere cosplay, the possibilities exhibited in its four moves present a potential major headache for King by themselves, without even the possibility of threatening standards. For a character who thrives on being in full control of his movement at all times, it can be quite a bother for King to be swept away by Krusha's boxing glove when he's trying to position himself to throw his crown at Krusha. While Krusha will have to play defensively to avoid being impaled, he can always summon two rope walls and sit between them. He's content to charge back and forth to build up momentum while waiting for King to close the gap and throw his crown.

If King tries to play hippo by collapsing and healing damage, Krusha can just bounce off the wall and spring into action, charging at King with immense speed to overwhelm him with aerials and an uppercutto t before he can even perform a get-up attack. While rope walls are still an obstacle for King during his hit and run and hit and run phase, he can always jab Krusha into the air once he's impaled to cut him off from his psuedo-traps, overwhelming him with a mix of aerials and cannonballs, and aerial-influenced cannonballs. Unlike in Kaptain's match-up, where one character must work harder with the momentum they gain to come out on top, the K. Rool costume to achieve and take advantage of said momentum here will almost always be victorious.


> ~~~~~ O ~ EXTRAS ~ O ~~~~~ <

Up Taunt ^ ^ 0 ^^ Maniacal Laughter
K. Rool folds his arms and thrusts his head back, laughing wildly in his deep (non-Paon) voice.

Side Taunt ^ ^ 0 ^^ Frustration
K. Rool roars furiously, jumping up into the air a short distance before slamming to the ground, as if he's wondering why something has not been done.

Down Taunt ^ ^ 0 ^^ Showboating
Raising his arms into the air, K. Rool gives his famous, "Yeeeah, thunk you!" call from DK64.

Entrance ^ ^ 0 ^^ Just Dropping In
K. Rool plummets from the sky, arms stretched above his head, and lands with a crash, just like in his very first boss fight.

Victory Pose #1 ^ ^ 0 ^^ Victory! Success!
K. Rool begins jumping up and down, waving his arms crazily and laughing while jumping around in circles in place.

Victory Pose #2 ^ ^ 0 ^^ Royal Celebration
K. Rool takes off his crown and bows twice to the camera, before tossing his crown into the air and catching it on his head again.

Victory Pose #3 ^ ^ 0 ^^ Manly Muscles
Flexing both arms, K. Rool faces the losers and growls to intimidate them with his kingly presence, before turning around and doing the same to the screen. As you see, he's got biceps to spare!

Victory Theme ^ ^ 0 ^^ Sea Chantey
Now that all characters have unique victory themes, K. Rool borrows a segment from the main portion of his personal theme, played on the Gangplank Galleon.

Loss Pose ^ ^ 0 ^^ Eye Tic
K. Rool's bloodshot eye bulges, as he claps regularly, appearing extremely angry. It must be a bad villain day or something...
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,439
QWOP
1693783232450.png


QWOP is the name of a popular flash game where you control a paralyzed/boneless/muscleless/I have no idea what the f--k is wrong with him Olympic runner. You do this by moving his legs with the Q, W, O, and P keys. Considered the most mind-blowingly frustrating and pointless game on the internet, QWOP is sure to drive you to the brink of insanity.


Ground Speed - -5
Air Speed - 2
Size - 4
Weight - 2
Jump Height - 0
Fall Speed - 4



Well, we have some... interesting stats here. QWOP can't move by using the control stick, unless he's in the air. No, you move QWOP by attacking. A smash in the general direction you want him to go will make him flop his poor body that way. If the foe happens to be under him if he falls on them, they'll take 20% and great knockback. Yeah.

Neutral Special --- I've Fallen and I Can't Get Up!
QWOP lets out a cry that sounds like a mix of an injured dog and Hellen Keller trying to say "water" for the first time. Foes will take pity on him if they are facing QWOP and dash close to him. Button-scrambling will counter-act this, much like trying to get released from a grab. This is your best method for getting the foe near you.

Side Special --- Towel
QWOP tosses his sweat towel forward, trying to hit a foe with it. It falls to the ground, useless, after flying half a Battlefield platform's distance. It will deal 3% to foes and then it will reverse their actions until they taunt to throw it off or one second passes. Use this as a distraction to QWOP all over them.

Up Special --- Adrenaline Rush
QWOP suddenly gets some surge of adrenaline and strenght to jump up straight... although it's not far, about the same as Ganondorf's recovery. Surely this means QWOP will be doomed to the bottom tier forever... although that was to be expected, wasn't it?

Down Special --- Seizure
QWOP flops around like a Parkinson's sufferer trying to imitate Magikarp girl, dealing multiple hits of 2% percent in rapid succession to foes who get hit by him. This also damages him for 1% every half second this is held in. This is pretty defensive... in theory.

Jab
QWOP flops around, dealing hefty hits of 1% and low knockback. He kind of has a :O face during it too, which makes him look like a fish out of water.

Forward Tilt
QWOP slaps forward, kind of imitating a pool noodle slap. You've had those, right? It does a tremendously powerful 2% and low knockback. Useful!

Up Tilt
QWOP flails his arms wildly above him, looking like an octopus. He does 1/2% per hit, which means it will surely damage rack in no time. Great for clubbing.

Down Tilt
Alright, a down tilt on a character who spends most of his time faceplanting and laying around like a paralytic. This HAS to be creative, right? It is! QWOP turns over, like a beach bum getting tanned other side. Or something. I don't know. It does 0.475% damage and quasi-low knockback. Good luck calculating THAT, JOE!

Neutral Aerial
QWOP wiggles or something I don't know it deals no damage but freaks foes out, stunning them momentarily as they go "What is mean?!" Follow up with a powerful attack!

Forward Aerial
QWOP tumbles forward, gaining momentum and dealing a tremendously colossal 3% and low knockback to foes. Your best aerial KO attack, for sure.

Back Aerial
QWOP *s his pants like your nursing home-ridden grandparents, releasing a stench so horrendous it deals 12% damage and good amounts of stun to foes behind him. It also increases his falling speed. If you * yourself too much, however, you make your friends and opponents question your life style and relationship. Deals great damage to your social standing. Unless you're JOE!

Up Aerial
QWOP flops his arms wildly, imitating the Wacky Waving Inflatable Arm-Flailing Tube Man. This spikes foes that get hit by his arms, and deals 2%. It's also fairly entertaining.

Down Aerial
QWOP curls into a ball, if that ball was a ball of pool noodles. This does nothing whatsoever but give you super armor. Useful? I dunno. Find out for yourself, you git.

Grab
QWOP grabs for his foes with his limp arms. This has the best grab range in the game, even beating out Dedede's grab! Now Warlord will be happy. 10/10 on his rankings.

Pummel
QWOP shakes the foe, giving them Shaken Adult Baby Syndrome. Yes, that exists. After the foe is released from the grab, they take heavy stun, double the time you shook them.

Forward Throw
QWOP flips them like he would flip a table. If they are, in fact, a table, this instantly KO's them. If not, you just wasted a grab. Congratulations.

Back Throw
QWOP throws the foe behind him, thus putting him forward in the hypothetical race he is running in his mind. Silly QWOP, the stage isn't a track!

Up Throw
QWOP spits on the foe's forehead, dealing 5% damage, and holds the foe up, while the sun shines on them from out of nowhere. He declares, "SIMBAAAAAAA..."

Down Throw
QWOP sits on the foe, letting them smell his musky man scent. If you **** your pants with a Back Aerial, this deals 12% damage per second. Interactions! Now it has true playstyle!

FINAL SMASH - GIRP
Oh dear, what's this? The stage suddenly starts to fill with water as some rings start to float in the middle of the screen! Each ring has a direction arrow, or either the letters A, B, or Z, on them. In order for the foe to escape the water slowly rising (and the screen along with it), they must time the button or direction while floating over the ring. If not, they get instantly KO'd by the water. QWOP is nowhere to be found, but you can control seagulls flying around that ram into foes to knock them off the rings. This lasts about 25 seconds, after which the stage returns to normal.
 
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ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
502
Vol Opt

Vol Opt is one of the four major bosses in Phantasy Star Online Episode 1. He's the boss of the Mines, and is a huge robot who initially takes the form of a bizarre machine behind a computer screen, before revealing his true self. He was not exactly the hardest boss in the game, being a bit of a breather after the nightmare that was De Rol Le.

Here's a video to give you an idea of how he fights.

Stats

Size ---- 20
Weight ---- 20
Fall Speed ---- 10
Aerial Movement ---- 3
Ground Movement ---- 0
Traction ---- X

Vol Opt is a very, very big guy, being nearly twice the width of Bowser and 1.3X Ganondorf's height. He's also extrodinarily heavy, often able to tank until 250%. Unfortunately, the good parts stop there as Vol Opt is completely unable to move outside his Up Special. In addition, yes you do take full hitstun from attacks. Yes this makes you completely ridiculous combo food, and you're going to go 0-150 or so against a lot of characters. The good news is you can't be grabbed unless you're above 150%, so there is SOME saving grace.

Specials

Neutral Special [Pillar Drop]

Vol Opt shudders with a full second of start up lag as one of a large pillar the height of Ganondorf appears out of the ground in front of him. He levitates this pillar about it's own height off the ground. You can now move the pillar backwards and forwards at Sheik's dash speed, though it can be destroyed if it takes 45%. Pressing the input again lets Vol Opt drop the pillar, dealing 24% and knockback that KOs at 90% to anyone it was above. In addition, it remains in place as a wall of sorts, in case you would want that sort of thing. You can have up to 4 of these out at any one time, and they don't really do anything on their own.

Side Special [Razonde]

Vol Opt charges up for 1.5 seconds, before creating a field of static energy around him, extending about a Battlefield Platform from him in all direction. This deals mass flinching hits of 1% that add up to about 16%. In addition, it supercharges any stage obstructions Vol Opt has laid out, charging them with electricity. This causes the them to deal 12% and average knockback that won't KO until way later than you'd really want to be KOing at if someone comes into contact with it.

Up Special [Rocket Jets]

Vol Opt activates a large flaming jet on his underside with a large amount of start up lag, propelling him into the air and allowing him to fly around in a similar manner to R.O.B. or Pit. Unlike those two, your movement is much clunkier and slower, only allowing you to move at Ganondorf's dash speed, but you can stay flying for up to 5 seconds. During this time, Vol Opt himself cannot use any attacks, as using one will end the move and cause him to go into helpless. That said, there may be ways you can still fight while you do this. Afterwards, Vol Opt has to recharge this move for twice as long as he was using it before he can use it again.

Down Special [Vol Opt 1]
The top of Vol Opt opens up, producing a large computer screen with the machine shown above projected on it. You see, that's Vol Opt's first form. Pressing Down Special again with the monitor on top of you will cause him to retreat back inside Vol Opt. The monitor is about the size of Bowser, but it's not solid. Foes can just walk or fly right through it without any interference, actually.

Now if press the control stick, you can actually control this monitor, as it flies around the screen at the speed of Mario's dash. Yes, this monitor can be electrocuted with your Side Special to make it damaging on contact with the foe. The Monitor, however, can take damage, and all that damage is done to your main body as well. Fortunately, it does not in fact take knockback or hitstun, so it basically survives as long as you do.

So what's the big point of this thing other than some kind of projectile you can use with your Side Special? Well, the first form of Vol Opt is actually the one who does most of the fighting, using all of the A attacks. Since the panel is always in the air, it does not have aerials, and regular Vol Opt is responsible for the grabs. However, in exchange Vol Opt gets Special Smashes to replace his aerials. These are also used by the first form, for reference. You'll want him out for the vast majority of the fight, though there are times when you may just prefer to have one hitbox because you don't need the other forms help. Vol Opt's first form also has to stay still while the other one is flying around, because we only have one analogue stick we can use for these things.


Standards
Neutral A [Wire]

Vol Opt's eye sparks, and as long as you hold the A button he begins producing a red line behind him. You can move around to produce a line of whatever curve or length you desire, though you can only have 2 Final Destination lengths worth of wire out at a time. This wire, as you might expect, can be electrocuted, and can also be used to create a barrier around the main Vol Opt. In addition, if a wire comes into contact with Vol Opt or a pillar, it will attach itself to that particular object, moving around as the object moves around exactly who you'd expect it too(ie if Vol Opt flies into the air, the wire hangs down from his body, and if he moves forwards it drags along the stage).

Now, if you can connect the wire from Vol Opt to a Pillar, the real fun begins. You see, if Vol Opt electrocutes the wire, it will also electrocute the pillar, and the next time you use Neutral Special you can control the attached pillar with much littler lag than creating a new one. If you have more than one pillar attached this way, they'll all move in the same direction when being controlled. You can also attach multiple pillars by hooking them up to the first one, or other ones already in the chain.

Forward Tilt [Spark Blade]

Vol Opt creates a small blast of electricity in front of him, in the shape of a cutting instrument. This deals 9% and straight horizontal knockback that won't KO, but it does let you bounce foes off pillars pretty easily. In addition, if you use this attack on a wire, it will sever it, causing a large burst of electricity that deals 22% and knockback that KOs at 110% if the wire was electrified. Aside from serving as a KO move in that case, it can also be used to sever connections to pillars you currently don't want attached to Vol Opt.

Up Tilt [Spark Shower]

Vol Opt's eye produces sparks in a similar manner to the neutral A, though they are much more noticeable here. The sparks deal 7% and repeated flinches, and then fly out in a small cloud around you. The falling sparks deal 1% and a pretty weak flinch, but it still can help keep the foe from attacking the main body. This has a lot of lag though considering it's unimpressive power, so you're going to have to be smart with how you use it.

Down Tilt [Deploy Bomb]

Vol Opt shakes a small bomb drops from out of the bottom of his computer monitor. On contact with the ground, the bomb deals 12% and knockback that KOs at 160%. If the bomb is charged, it instead deals 21% and knockback that KOs at 90%, becoming one of your best KO moves. In addition, if you press A while the bomb is falling, it no longer explodes on contact with the ground, instead exploding when a foe touches it.

As you might expect, you can use this attack to camp from above if you so desire. However, the bomb can also be hooked up to Vol Opt or a Pillar using a wire. In that case, it will be electrocuted if any of the above are electrocuted, and if you're moving a pillar around you can perfectly well drag the bomb along with it, swinging it around as though it were a mace. This is especially scary if multiple bombs are attached to a pillar, and you block of their escape route with another wire...

Smashes
Forward Smash [Projection]

Vol Opt's screen blinks as a projection of Vol Opt appears a 1-4 Bowser lengths in front of him, depending on charge. This can be angled up or down. Contact with the hologram when it appears deals 8%-16% and knockback that KOs at 240%-150%. From here, Vol Opt can immediately perform another attack as the hologram. This allows you some additional range on your attacks in times where that would be necessary, or allow you to create a bomb at the end of a wire immediately after creating one. This has moderate lag on both ends.

Up Smash [Energy Wave]

Vol Opt charges up for 0.7 seconds before firing a wave of energy above him. This wave is as wide as Kirby and travels upwards at Ganondorf's dash speed. The wave also widens by half a Kirby width on either side per half second. The wave deals between 8%-14% and knockback that KOs at 200%-140% based on charge. This has a moderate amount of end lag as well, so it's a pretty risky attack to just throw around. Also, you can only have one of these out on the screen at a time.

This attack, however, has a ton of useful interactions. First of all, if it passes through an electrified object, the wave itself becomes electrified. This increases the damage the wave deals to 15%-22% and knockback that KOs at 140%-85%. In addition, if a wave comes into contact with a bomb, the bomb glows a very bright white, before exploding one second later or if it comes into contact with a foe. This deals 17% and knockback that KOs at 100% if the bomb is not electrified, and 28% and knockback that KOs at 60% if it is.

The most useful interaction, however, is what happens when the wave hits a wire. You see, when the wave hits a wire, the wave is reflected off the wire, taking shape to form the exact shape of the wire it bounced off of. It also moves based on the shape of the wire, so you can easily have it moving sideways as opposed to upwards with a bit of effort. If the wave is wider than the wire however, the part of the wave that doesn't hit the wire will continue moving forwards, separating from the main wave. This is your way of getting out multiple waves, and this move generally provides fantastic cover for your main body.

Down Smash [Direct Control]

A few small wires come out the front of Vol Opt. If Vol Opt is in front of a foe, they spark and deal 12%-20% and knockback that KOs at 180%-120%. This isn't a very fast attack, but it's probably your strongest attack that you don't have to set up in some form or another. If used on a bomb, this instead attaches the bomb to Vol Opt, which allows him to carry it around in front of him, possibly ramming it into the foe.

The key to this move comes in if you plug into a pillar with this. If you use this on a pillar, you gain control of it for as long as your hooked up to it. The pillar has two attacks. If you press the A button, it will fire a small, fast moving energy ball that deals 6% and knockback you can't expect to KO for long after any sane stock will go on for. The energy ball also bounces off wires in the same manner as the Up Smash waves. This helps you create a rather hellish projectile field around Vol Opt. This has a bit of lag to fire, but will fire much faster if the pillar is electrified. Pressing B just causes the pillar to spin for as long as you hold down the input, dealing foes that come into contact with it 8% and low knockback or 17% and knockback that KOs at 140% if it's electrified. Note that while you are hooked up to a pillar, you can in fact control it with the main body.


Special Smashes

Forward Special Smash [Energy Sphere]

Vol Opt's eye glows for a second before shooting out a sphere of energy the size of Kirby from his eye. The sphere travels at Wolf's dash speed-Captain Falcon's dash speed and deals 12%-22% with knockback that KOs between 200%-150%. This has a lot of lag on the start up, but little on the end. You can also angle the direction the sphere fires in.

When a sphere collides with an energy wave, the sphere will bounce off that wave in the opposite direction it collided with it. This gives you yet another projectile you can bounce around to defend your main body. In addition, if it comes into contact with a wire, it will merge into the wire, traveling up and down it for 4 seconds at twice the rate it was moving. It still deals the same damage and knockback here. This gives the wire some additional protection if the foe was trying to destroy it.

Up Special Smash [Conductor]

Vol Opt's eye turns upwards and a hologram of a blue metal bar appears above him. This causes every electrified object within an area the size of Luigi's negative zone to turn and start moving towards the conductor. The conductor remains out for 3-6 seconds, depending on charge. This will likely completely wreck whatever set up you've made, but at the same time, it also creates a very hellish zone for the foe if the bar is nearby them, as every single threatening object on the screen is now headed right towards them...

Down Special Smash
 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
Nicholas1024's Moveset Tiers:




Vol Opt
Bowser


Sayaka
Boom Boom
Dark Star
Ayano
Marvin the Martian
JJJ
King K. Rool
Rapunzel


Jingoua
Fire Snake
Venustoise


Granfaloon
Ganondorf


QWOP

The Ratings explained:

S tier sets are the best of the best, with a complex, unique, and yet intuitive play style. Here every move ties into the game and serves an important purpose, and there's no flaw larger than the occasional typo. Examples: Gengar, Baron K. Rool

A tier sets are excellent, with great concepts that are pulled off well and tied to the entire move set. However, things aren't quite perfect, for example some of the moves may feel tacked on and don't quite fit right. Still, this is an excellent move set, and on the edge of super vote territory. Examples: King Barbovor, Banbollow

B tier sets are your solid regular votes, they have good concepts with decent execution. However, either there's a significant flaw to the move set (the aerials being generic, for instance), or the concept itself isn't entirely new. Regardless, these are good sets and definitely worth a read. Examples: Omastar, Krillin

C tier sets aren't bad, but have major flaws marring what would otherwise be a good set. The play style doesn't work too terribly well, or there's large quantities of filler in the set, or perhaps the characterization is questionable. They still have their good qualities, and will likely fit onto the weak vote side of a voting list, they just aren't ones you'd recommend to other MYM'ers. Examples: Victini, Gastly

D tier sets have more flaws than upsides, and although there are some good ideas in there, in the end they're buried by the filler/random creativity/other flaws that comprise most of the move set. They may be worth skimming for their better ideas, but in the end they just aren't that good. (Most joke sets will likely be this level, as despite being funny, as a serious move set they're usually no good.)

E tier sets are just really bad. Plain and simple, there's very little to nothing good about them, and are probably better off having not been made.

One last note, newcomer sets will NOT be ranked unless they earn rank C or higher, or if the newbie in question has already produced multiple quality sets.
 

BKupa666

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

Make Your Move 13:
Lord Voldemort - 24th
Tigger - 33rd
Willy Wonka - 50th
The Medic

Make Your Move 12:
Jarvis - 6th
Gooper Blooper - 17th
Professor Ratigan - 19th

Make Your Move 11:
Bowser - 5th
Gaston - 22nd
Kloak - 43rd
King K. Rool
Double Header
Burgermeister Meisterburger

Make Your Move X:
Pennywise the Dancing Clown - 2nd
Baron K. Roolenstein - 4th
Edgar - 17th
Klobber - 46th
Sir Weston
Masahiro Sakurai

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

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

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

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

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

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

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

Sir_Slash

Smash Rookie
Joined
Sep 29, 2011
Messages
15
Location
The Dojo.
Oh wow, it's begun already huh? :) Welp. I guess I get to finally see exactly how bad I am at this. :bee:

Uboa



Uboa is a strange creature, usually considered female or genderless. She replaces the character Poniko as soon as you turn off the light in her house, and plays a continuous muted "aaaaaaah" sound, (if properly filtered,) surprising most people.

When the event happens, a bright flash fills the room, similar to a blowing light bulb, then the entire room changes and Uboa replaces Poniko (if you kill her before triggering the event, there is still a chance she might appear). You cannot go out the door, and flipping the light switch only causes another flash of light. If you touch her, you will be sent to a Monochrome Street highly similar to the White Desert (with even its soundtrack playing); a looped room with white water, a strange monster in the background bleeding, and Uboa's face will change.

Uboa is a bizarre character in that all of its A button attacks simply result in the screen flashing like it does when it appears to begin with. This makes Uboa obscenely more difficult to read than most characters, for the attacks still exist; you really just can't understand the true nature of his movements, I suppose...





A:
The screen flickers, and a weak jab attack hits opponents in front of Uboa for 2% damage.

Up Tilt:
The screen flickers, and a weak stab attack hits opponents in front of Uboa for 9% damage.

Side Tilt:
The screen flickers, and an overhead swing attack hits opponents above and in front of Uboa for 8% damage.

Down Tilt:
The screen flickers, and a sharp prod hits opponents in front of and behind Uboa, causing them to trip and dealing 9% damage.





Up Smash:
The screen flickers, and a heavy upward attack knocks opponents straight up if they are above, right in front of, or right behind Uboa. The attack does 14%.

Side Smash:
The screen flickers, and a downward swing sort of like Ike's forward smash slams down on an opponent in front of Uboa for 18% and large knockback.

Down Smash:
The screen flickers, and a violent attack with a hitbox resembling a split-kick occurs, hitting opponents away for 15% and medium knockback.





Up Air:
The screen flickers, and a stab attack hits opponents over Uboa for 6%.

Neutral Air:
The screen flickers, and a spinning attack hits opponents very close to Uboa for 8%.

Forward Air:
The screen flickers, and a stab attack hits opponents in front of Uboa for 6%.

Back Air:
The screen flickers, and a stab attack hits opponents behind Uboa for 6%.

Down Air:
The screen flickers, and a stab attack hits opponents below Uboa for 6%. This move spikes! :D





Grab:
The screen flickers, and an opponent right in front of Uboa is held in place, paralyzed with fear.

Pummel:
The screen flickers, and the opponent

Up Throw:
The screen flickers, and the opponent is thrown up into the air before being tossed back onto the ground. The throw does 10%.

Forward Throw:
The screen flickers, and the opponent turns and runs from Uboa only to trip and be vulnerable for a brief moment.

Back Throw:
The screen flickers, and the opponent is tugged toward Uboa as a meowing sound is heard eminating from somewhere in the distance. The opponent passes through Uboa and slides along the ground, for 9%.

Down Throw:
The screen flickers, and the opponent falls back and siezes, for 17%.





B: Monochrome Break
The screen flickers for roughly four seconds as Uboa lets out a loud scream, turning the screen black and white. The screen will stay like this for another four to five seconds. Opponents will be unable to get near Uboa, or they will be paralyzed with fear like in his grab.

Up B: Monochrome Hover
The screen flickers for a second, and with each flicker Uboa moves in the direction you press the control stick, disregarding gravity.

Side B: Monochrome Street
The screen flickers violently as a black portal appears over and swallows any opponents immediately near Uboa. They are trapped in the Monochrome Street, and will take 1% per second for up to 25% damage.

Down B: Monochrome Screamer
The screen flickers once as a portal opens over Uboa. If there are opponents inside Monochrome Street, they will be launched ahead of Uboa as if they were projectiles. The momentum of the opponent depends on how long they spent in Monochrome Street. If they took the full 25%, they will flop uselessly out of the portal. If they took only 1%, they will go flying like bottle rockets.





Final Smash: Monochrome World
Uboa lets out a scream, and the entire stage turns into the Monochrome dimension. The floor will have turned to water, making everyone but Uboa have to constantly jump out of the water so they don't drown. The Monochrome Street will stick around for 15 seconds.



I'm sure this is probably going to be the flimsiest, most god-afwul set you guys have ever seen in your lives. XD But I wanted to post something to see EXACTLY what I can do on my own with no experience, so I have a reference for my improvement. :) Ya know?

But yeah, I've got my mouth guard in, so let the criticism rip. :bee:
 

kitsuneko345

Smash Ace
Joined
Dec 20, 2007
Messages
562
Location
*sending Sundance lots of apple pies on Pi Day, as
I'm back, baby!

Rapunzel
Rapunzel is the female protagonist of Tangled. Rapunzel is not a typical Disney Princess; she carries her signature blonde hair, which is 70 feet long, which has a magical ability that can both heal and reverse aging when she sings a special song. Kidnapped by Mother Gothel when Rapunzel was still an infant, Rapunzel had been raised and locked away in a tower up until her 18th birthday. However, she does view Mother Gothel as her maternal mother despite being kidnapped. Being immersely fascinated by the floating lanterns that took place on her birthday every year, Rapunzel begins to develop a sense of curiosity and seeks to fulfill the dream of seeing those "lights in the sky" one day. However, she does not overcome Mother Gothel's strict guardianship and thus has been staying in the tower, longing for the day when her life "begins".

Rapunzel is a spirited, smart, kind and playful girl in her teens, though a bit naive. However, she is not afraid to stand up for herself or others when the situation calls for the bravery. While she longs to see the world beyond her window, she is very obedient to Mother Gothel. Despite having ambivalent feelings after leaving her tower in excitement to finally see the world, she confronts and rebels against Mother Gothel's wish of her returning to the tower after a short journey with Flynn Rider. She is quite daring; leaping from tall cliffs and swinging great lengths with her hair. She is completely immune to Flynn's so-called charms and has little tolerance for his antics, which usually results in her utilizing the pan against Flynn.

She is very determined to accomplish her dream of seeing the floating lights, such as strong-arming Flynn to go along with her plan and passing any other obstacle along the way. Although initially feared that the dream of seeing those lights may not meet her expectation and that there would be no other means to pursue in life after that dream has been fulfilled, Rapunzel is able to overcome those fears by having Flynn's support and belief that a new dream will emerge in place of the fulfilled dream.

Mechanic: Enchanted Hair

Rapunzel is well known for having very long hair in the movie, but the length of it is inconsistent certain parts. To compensate for this, Rapunzel's hair is about 50 feet long in MYM (Rapunzel herself is 5 feet, in comparison). Many of her attacks utilize this long hair in some way, usually involving a heavenly range and various amounts of damage. Broken right? In fact, let's make it more broken by saying that hair will usually linger around in the same place until she uses certain moves or moves a certain distance. Heck, how about whenever she passes through platforms, her hair will draw itself towards the closest edge and the remaining hair will flow downwards before retaining towards their original position. Let's also make the hair act like a pass through platform when it goes from one platform to another in any direction, just because. Did I mention that her hair will also act as a slight speed impediment for those that are on it, sans the initial Rapunzel herself. Multiplayer would be a pain.

Of course there is some cons to this hair mechanic. This hair has a stamina feature of 250 HP plus 250 more for every opponent she's fighting. Every time her hair takes a tenth of the full HP, the five feet of hair farthest from her will fall out. Therefore, once the hair has reached it's maximum limit, she'll just have very short hair that magically turns into another color like this. With that said, whenever Rapunzel is KO'ed, she will respawn with all of her hair back. Furthermore, anyone on the 10% of hair on the ground closest to her (notwithstanding the hair from her head to her feet, which is basically an SB block in length) will make Rapunzel trip whenever she dashes in the opposite direction due to the sudden weight inflicted on her hair, but the other eighty percent of hair will make characters drag behind her (she loses speed, but won't trip from this). Any prone characters on Rapunzel's hair would be subject to a longer downed state (about 50% longer than usual) as well as giving Rapunzel faster speed compared to the characters standing on the hair. Her head can only take so much, as can most people at this point, so other superfluous information will be mentioned in their respective moves.

One more thing about the hair. Once you lose a section of hair, it stays on the stage like an item, but you can't grab it. Rather, it acts exactly like a banana peel would down to the movement it takes when the opponent trips on it. Thankfully, the hair is still considered an item and will disappear at around the same time as a normal item would.


Stats

Size: 7
Weight: 4
Jumps: 5
Traction: 8
Aerial Movement: 4
Ground Movement: 4
Falling Speed: 3

Specials

Neutral Special – Shield Spin

This attack will make Rapunzel coil up her hair around herself by spinning around with the hair following. The hair itself will only trip opponents and pulls them a SB Block towards Rapunzel, but Rapunzel will give 3% with above average priority to compensate for the small knockback and range. Tapping the B button will make her recoil one section of her hair, and holding it will make her get more hair every one-sixth of a second, with the maximum time being a little bit more than 1.5 seconds for the whole 50 feet. Rapunzel will retain this shield position until she uses certain moves.

There are a few advantages using this move, mostly pertaining to damage. Any damage that Rapunzel takes while under this attack will be halved. Ducking with the shield will lower the damage input to one-fourth. The certain moves that you can use during this attack are usually enhanced from their original attacks. Your weight also increases about .4 for every section you tangled yourself into.

Of course, there is there is some disadvantages to the move itself. One is that the other half of the damage given to you will be given to the hair instead. This same goes with the three-fourths when you duck and get attacked. Most of the other moves that don't get a buff from this attack will instead either limit the range and knockback of this move or just not exist at all. Lastly, your movement in general will decrease at a rate of .3 for every section and fall speed increases .2 every section as well. There are other moves that have this certain mechanic indicated by the term “reeling in her hair”, but they only take in a certain amount of hair during the process.

Using this move without any of your hair will just make her spinning around with her arms wide open, as if she's a ballet dancer. Her arms will become the hitboxes in this stage and will deal a measly 5% per swing with weak knockback and little priority. The only positive is that the lag is non-existent, her spin time is one complete turn per second, and she can slightly move during this attack.

Side Special – Locks of Dread

For this move, Rapunzel will whip her hair sideways, allowing the parts of the hair that are on different level platforms to move onto the platform that Rapunzel is on. Of course, this seemingly useless move will only do this when there is nobody in Rapunzel's sights.

If there are opponents within the godly range of this move, then the closest opponent would be caught between a loop of the hair (if the opponent is standing between two sections of hair, the one closer to Rapunzel will take the effect), limiting the amount of moves they can use. The kind of moves they are limited to is dependent on the direction input made when the move connected with the opponent: an upwards input covers the head, downwards covers the legs as well as halving the movement, and no input will cover the arms. She can use this move up to three times, but it has to be on one person and she can't stack it in one body section. Once you finish this low priority and low lag move, you can combo this move with any move as long as it doesn't directly involve your hair.

Sounds overpowered? Well, Rapunzel will be unable to do a second jump of this move and letting go of your opponent (pressing the grab button) will take about a half-second to complete. And yes, there is a reason why you need to use let go of your opponent. Whenever you tangled your opponent in your hair with this move, the opponent can escape, taking about 1.5x as long as a normal grab. Rapunzel can reset the timer by using the move again,but once the time is elapsed the opponent will rip off the hair around them. Rapunzel will lose 10 feet of hair for every time you use this move on the opponent, so this move can make you lose the majority of your hair in one go if you are bad on timing.

No hair? No problem. Rapunzel will instead swing her trusty frying pan straight ahead of her, the trajectory the same as most energy based specials. If this hits an opponent, they will get immediate downwards knockback and 8% damage. The pan will stop once it hits an opponent and will fall down until it hits the ground. Until then, Rapunzel will need to grab the pan to use this move again. If the pan goes out of the course, Rapunzel will need to wait 5 seconds until the pan respawns as a item to get it back. Using this move without the pan will just make Rapunzel look around, effectively wasting half a second.

Up Special – Hair Tether

Did you predict Rapunzel's little birdie friends to help her fly up? That's Snow White, you idiot. Anyways, Rapunzel's swings where her like a whip at a 45 degree angle, with the range dependent on the length of hair Rapunzel has left on her head. The initial move will deal 5% to any opponent including ledge-grabbers and medium upwards knockback. It will also grab onto the ledge as soon as the ledge-grabbers are hit. The move has about half a second of start-up lag and ending lag if you don't tether during the move, and the priorty is above average on the hair and below on Rapunzel herself. There are three possible tether recoveries that can happen with this move, all depending on which part of the hair hits the ledge in relation to the amount of hair left and the amount itself.

The first type of recovery occurs when the hair used is 10 feet away from the body. Rapunzel will simply grab on to the ledge about one-fifth of a second after the move. Think of this as an extra push for getting so close to the ledge. However, you cannot damage others while using the type of recovery, so be wary.

The next type is when somewhere along the 50% of hair closest to Rapunzel's head touches the edge and the first type's requirements aren't met. The hair will wrap itself along the edge once before going back to Rapunzel. This type will get you up the edge in one-fourth of a second and will deal the damage mentioned before hand.

The last type is when somewhere along the 50% of hair farthest to Rapunzel's head touches the edge and the first type's requirements aren't met. The hair will wrap itself along the edge once, but will be unable to reach Rapunzel. This type will get you up the edge in one-half of a second and will also deal the damage mentioned before hand. If you let go of this move anytime during your swinging animation, that momentum is retained, making it possible to recover from the other side of a open bottomed stage like Battlefield.

Down Special – It Doesn't Just Glow

In the movie, the long hair is explained by a magic flower that her dying mother drank while she was pregnant. Before it was consumed, the flower's magical properties was basically to theoretically give eternal youth, though is was rumored to also heal people. Once the Mother consumed the drink with the flower, the child she bore was give long hair with the same properties. However, to activate those properties requires a song, as per Disney standards. The full song is about a minute long, but she can sing an quick abridged version in about three seconds. So I basically gave you a whole paragraph here just to give you the amount of time that this move takes from beginning to end.

This move will heal 5% for every section of hair to anybody that's touching Rapunzel's hair. Because the length of the hair is about 10 SB Blocks long, it would be usually suggested that you stack your hair onto itself or use your neutral special move before doing this move to lessen the chances of your opponents getting on your hair. Yes, there is the possibility of healing up to 50% with this move, but the low priority and longer than average ending lag in this move would make this difficult to accomplish. You can end this move at any time during the three seconds you're open by pressing the special button, but you will only get 2% for each segment of hair you are on and the lag will take half a second to completely finish the cancellation.

An interesting note: should you lose all of your hair, you can still use this move. If this happens, Rapunzel will crouch in a defeated mode, singing this song about a third the speed as usual because of her crying due to the loss of her hair. If she is able to finish her song during this time period, then she will shed a magical tear. This droplet will usually land on the ground and would have no effect otherwise. However, if she uses this move whilst holding onto a part of her hair, she would wipe her tear with that section. The hair will then slowing move to the back of her head and grow 10 times longer. That's right, she just got all of her hair back. The opponent can't hit her out of the attack; rather, they have to actually knock her out of the stage. Doing so will be difficult, as Rapunzel will automatically run away whenever there is somebody a stage builder block away from her, but cornering her is easy enough due to her not being able to jump. Rapunzel can only use this move once during the entire match, so try doing this as late as possible to scare the opponent.

Standards and Tilts

Jab -- 12" of Awesome

This move utilizes the improbable weapon that Peach has popularized, the frying pan. First is a sudden swing to the right, dealing the usual 2% and no knockback you would expect from the first part of a jab. Afterwards is a downwards bash with 3% and small downwards knockback. Next is another rightwards smack that the deals the same about of damage and knockback as the first part. Lastly, a upwards thrust will deal 4% and small knockback will be inflicted. The priority of this move is minimal, but an interesting note is that each part of the jab will automatically make the opponent go into hitstun mode. Unfortunately, the lag between each part is above average, so they will be down and not get attacked between the transitions. If this attacks anyone in the air, this will only bring the opponent down with slightly with the exception of the last move. If she use this move when she doesn't have her pan, then your weapon will become a satchel, with deals 1% less damage in all parts of the jab with little lag but will not leave your opponents knocked out (this will be mostly the same with most of her other pan-focused attacks, with different effects like more range or damage included in those moves).

Something of note with this move and all the other moves that involve the pan in some way. If you use those kind of attacks when she is in front of a line of her hair, the pan will become tangled in that section of hair. You can easily get it back with another press of the attack button, but there are some benefits to keeping the pan at bay. If you happen to hit someone with that section of hair, they will go into a prone state from the attack as well as get the damage. If they are in midair during that time, the prone state will just make them helpless for one second until they hit some sort of ground to start the knocked down state. Anyone running towards the pan will trip on the pan. The satchel will not get mixed into the hair, so Rapunzel will still be able to use those attacks with the limitations she has.

Dash Attack -- Never Going Back

Rapunzel will simply do two small cartwheels before rolling down on her side for about a battlefield platform's distance. During the cartwheel procedure, Rapunzel's hands and feet are the hitboxes, dealing 1% each and small backwards knockback and lag, totaling 8% if the opponent is hit from the beginning of this attack. Hitting anyone that is prone during this section of the move will make Rapunzel roll on top of them to keep them at that state for a second longer. Once she is done with her cartwheels, she will readjust her hair by swinging the first two sections of hair in front of her. Anyone on that section of hair at that point of time as well as anyone in front of her will be dealt an extra 5% with low- knockback. Anyone else on the hair will instead trip and be dealt a measly 1% damage. Rapunzel will not flip her hair back into its original position at the end of the move unless she press the attack button directly after the first flip, which will deal another 5% damage on anyone within the range of one section. Otherwise, Rapunzel will either have to turn around or move forward at a slower pace initially because of her splitting the hair apart to see where she's going. If Rapunzel uses any attack that involves her pan just after the move ended, the pan will get tangled into the 2nd section of hair, forcing her to use the uncapturable satchel until you get it back.

Forward Tilt -- Conking Knockers

This move once again utilizes the pan and its amazing ability to knock people out. In this case, using this move against someone from behind will make the opponent take twice as long to get up as per usual. However, the damage is at a low 6%, the knockback is non-existent, and the lag, range, and priority is very low. Moreso, using this when the opponent is facing you will make the character only dazed for a fourth of a second. Using this move while the opponent is in the air will not have any extraneous effects to it, but will give slight knockback in return.

Up Tilt – Realization

Rapunzel looks up into the sky and cover her eyes with her pan. If she is not attacked during the one second that she is pondering, then her eyes will widen as if she had just realized something life changing. She will then target the nearest opponent and run to them for one second, hitting them with her pan for 9% and an automatic knocked-down state for a second if she is able to reach them. If she doesn't have that weapon at that time, she will inflict 8% and medium upwards knockback with her satchel.

One more thing about this move. If Rapunzel is able to complete the first second of the move, then all of her pan based attacks will deal 4% more damage and will make the opponent go into a prone state for a longer amount of time. Any satchel-based moves will also increase damage by 4%, but the range will be extended around Kirby's height instead of the knocked-down state. She can only use this attack once per life and the effect will last for 15 seconds, so make sure they count. Using the attack a second time in the same life will just make Rapunzel swing her weapon upwards, dealing the same amount of damage minus 4% and secondary effect lowered my either a half second for the prone or just low for the knockback.

Down Tilt – Observation

Whenever you use this move on a normal opponent, Rapunzel will only shoe away your opponents with the handle of the pan. This will only deal 1% with very low knockback, average lag, and low priority. So what doesn't constitute as a normal opponent? Well one that is already down for the count!

If you use this move on a knocked out opponent, it works exactly the same way with one exception. If the knocked out opponent getting up without rolling in any direction within the first quarter-second of this move, then the opponent will be hit with the base of the pan, dealing 10% damage, slight forwards knockback that will daze the opponent for half a second, low lag, and minor priority. Using a get-up attack will still hurt Rapunzel, but she will still conk the opponent with the move. Without the pan, you use the satchel again to swing your opponents. This will deal 5% with slight lag every time, but it doesn't have extraneous effects.

Smashes

Side Smash – Let Down Your Hair

Rapunzel's starting animation with this move will make her coil four sections of her hair, making anyone on the hair have a dizzying effect for half a second and move a SB Block in the direction the hair went. If this move is used directly after the neutral special, then Rapunzel will take the hair around her and slip through the bottom and, if there is less than four sections around her, she will pull in more hair until it reaches that limit. Once the animation is complete, then Rapunzel will throw the amount of hair she has ahead of her so that it looks like a straight line, dealing 12-16% if anything but the tip section of the hair connects (which only works if you recoiled the hair beforehand all the way). Connecting with that segment of the hair will instead grab the opponent and deal three-fourths of the damage it would usually give. Rapunzel will reel in her hair if anyone was caught and deal an extra 10% with her frying pan. The knockback to both parts of the attack is about medium-high, while the lag only goes above average while reeling anybody in (otherwise, there is slightly below average lag on both ends). Using this move with no hair will make her swing her frying pan instead of her hair. The damage is 15%, the knockback is slightly high and downwards, and the lag is instantaneous, making this a good combo finisher.

Up Smash – Wandering and Wandering

Being one of the few moves that interacts with the neutral special, the starting animation is different when she have all her hair wrapped around herself. Without the hair, Rapunzel will simply grab four sections of her hair nearby her, with the exact same effects in the neutral special occurring during the animation, Once the move is charged, Rapunzel will throw parts of her hair at three different intervals. The first throw is one section of hair in front of Rapunzel that goes up about one Stage Builder Block high, appearing about a fifth of a second after the starting animation. The next throw is exactly the same as the first, only it's behind Rapunzel this time and it appears one-fourth of a second after the the first attack. The last is the remaining two sections of hair thrown so that the looks reminiscent of a semi-circle when at its peak. The length of the move is about 2 SB blocks wide and the height 1 SB block, while the timing appears about a third of a second after the second part. The first two attacks do 3-5% each when it's going up while the last attack is 6-10% and low-medium knockback at its peak.

Of course, this is without using the neutral special immediately beforehand. If she uses the special to carry all of her hair before using the up smash, then the beginning animation will be Rapunzel lifting all of her hair around her over her head and momentarily carry it for about one full second. Afterwards, Rapunzel will throw two sections of hair in front instead of the usual, then another two sections from behind, and lastly the remaining six sections, all thrown similarly to their original forms with increased stats all around and proportioned accordingly. This, if you can't tell, is Rapunzel's best move in the game, with a possible whopping 50% damage excluding other buffs. Therefore, there are limits in this move, mostly pertaining to the Rapunzel's priority being very low and the hair not fairing much better. The last attack will be the first to gain the new amounts of hair, followed by the first section and the middle.

If Rapunzel doesn't have the proper amount of hair, but still has some that can be used (i.e. one to three sections of hair) then the last part of the attack will be the first to lose its amount, followed by the first portion and lastly the middle part. Rapunzel's hands will be the hitboxes once you run out of hair in the portions that don't have hair. Her hands deal 6% each with slight upwards knockback, but the range of the hair from the other portions will make it hard to combo with unless you have no hair to begin with.

Down Smash – Brush and Brush

The starting animation has Rapunzel pulling a hairbrush out of her hidden satchel and giving a good twirl, not once ducking down in the process. Once the animation is complete (or you let go of the attack button), Rapunzel grabs the first section behind her and starts brushing. However, Rapunzel will brush her hair in one continuous go, so she will run towards the rest of the hair brushing along the way. Anyone who is in Rapunzel's path during this time will be deal 14-19% and medium-high forwards knockback. The move has average priority when opponents attack Rapunzel directly, but low priority when she's attacked from behind. If Rapunzel is holding onto the attack button while this move is active, then she will drag the opponents until she reaches the tip of her hair and attack then, dealing only 8% and small knockback but an added confusion effect for half a second. However, trying to end the attack at anytime via either tapping the attack button (if you aren't holding it) or letting go will only give opponents nearby the same confusion effect as before and no damage.

Despite the possible godly range of this attack, there is some benefits for the opponent to get attacked. First off, She can't used this move again until 10 seconds are up due to the tangled hair on the brush. However, getting attacked by this move will break the brush a bit, making the time to regain this move doubled. Moreso, for every section of hair that is brushed, any attacks used with those sections will be 1% higher (and with the case of the Down Special, heal 1% more) and the HP needed to destroy the hair will be increase to 35% per segment for 10 seconds.

Using this move with no hair to utilize will make Rapunzel use her brush like a duster, sweeping the floor in front of her until she hits an opponent with the same damage as before or she reaches the end of the platform she's on (on stages that are usually walk-off stages, Rapunzel will stop once she's out of the camera). The floor that was brushed off will then act similar to ice for 5 seconds, making everyone more susceptible to tripping.

Aerials

Neutral Aerial – Blind Ballet

Rapunzel closes her eyes and spins around counterclockwise once in the air with her arms far apart. As per usual, the arms are the hitboxes in the attack, giving 5% per arm swing with slight knockback. If Rapunzel is turning towards the opponent by the time she's about to hit said opponent, she will instead grab the opponent. This portion will act like a normal grab, but Rapunzel will be unable to use her usual throws during this attack until she lands on the ground, instead just pushing the opponent in the direction smashed with only a bit of knockback. Otherwise, Rapunzel will reel in a section of her hair during the attack if she has any available, making opponents that are on the hair influence the direction Rapunzel goes in instead of being dragged in.

Forward Aerial – Frightened Hold

Rapunzel will suspect that there is something behind her even if there isn't and flail her arms frantically in front of her for one second. If anyone is within range, she will then grab on to the and climb towards their back. This is obviously isn't like the neutral aerial's grab, as the purpose of the move is not to make your opponent helpless. Instead, the opponent will now have their weight and fall speed increase by two units while both air and ground speed decrease by the same amount. While holding onto the opponent, they will dealt with a constant 2% damage every second. Rapunzel will only let go of her opponent if she manually presses the attack button (in which she will give a 3% slap and move in the opposite direction of where the opponent was facing), she is dealt 20%, or after 5 seconds in which she will let go from sore arms.

Up Aerial – Pan Twirl

One of the more simplistic attacks, Rapunzel will twirl her pan with her right hand right next to her head. Anybody hit by the quick, low priority move will be dealt 7% and low-medium knockback to the side. Of course, there is a small detail that makes it a little bit more unusual: holding onto the attack button will let Rapunzel continue whirling around. Unless you hit an opponent with this move and therefore canceling the attack at one-fourth of a second, letting go of the attack button will make the pan hit Rapunzel instead, dazing her for half a second because she has a chance to regain her composure and fight again. Ending lag when you land is also fairly high, but at only a third of a second.

Rapunzel will also twist her hair on the handle of the pan if she has any, reeling the hair to her and making her move slightly towards opponents on her hair if there is any there at the time. She can hold up to 20 feet of hair on her person; any more hair will be fall down behind Rapunzel. The amount of hair reeled on her will act as an extension of the jab and forward tilt moves. If you use one of the two, the range of the move will increase to the amount of hair you weaved on your person. However, the lag of the move is substantial, as Rapunzel will have to reel in the hair again to get back her pan. She will also only use this extension once before reverting back into its original use. If Rapunzel doesn't have said pan, the she will swing her satchel instead for 6%, medium knockback, and slightly less lag. She will still reel in her hair if she does have any at that point as well.

Down Aerial – Pull Back

Rapunzel will reel in about a section of hair before doing this stall-then-fall attack. She will initially do around 7% damage and moderate knockback plus an extra 1% for every section of hair she has on her from the Neutral Special. The ending lag drastically increases if she hits the ground without hitting an opponent compared to the usual low lag. If there is someone on Rapunzel's hair at the beginning of the attack , then the hair will not be reeled in, but rather will push Rapunzel slightly into the direction where the opponent was at that time. This will help Rapunzel set up some early combos with her hair attacks.

Backwards Aerial – Best Day Ever

Usually, Rapunzel will just give a weak 5% kick from behind that will last a half second with limited range and small knockback. However, if Raunzel uses this move while using your tether, then she will swing a bit back before going forward. If she touches the ledge's wall (in stages like Yoshi's Island) while in tether position, then she will effectively push herself up by swinging until she goes above the edge of the stage. In both of these attacks, Rapunzel herself is the hitbox and will deal 8% with moderarate konckback. Anyone trapped in the circle of hair made during the latter attack will stay tangled a bit in the hair, needing to deal 10% or be dealt 10% to get out.

Grab-Game

Grab – Gotcha!

Rapunzel's grab is simply whipping her hair a bit, with the Pikmin sized wave of hair traveling through twists and turns before grabbing anyone on the strands, including those in the air if they are close enough. Once the hair latches on the person, Rapunzel will reel the character in until she is able to grab onto them. Without your hair, Rapunzel will just do a simple grab that's around the range of Peach's Grab with no added effects.

This grab is has very strange properties compared to most. If the hair doesn't attach itself to anyone, then the whole move will take will take 1.5 seconds to finish. If you grab someone on the tip of Rapunzel's hair, the time for the opponent meeting their captor is the same amount of time for the whipped hair to get there. Rapunzel can repeat this move every .3 seconds, basically making her use this up to five times in one go. However, if you do capture a opponent and another whip is coming that way, then that whip will let go of the opponent and will only give the opponent a dazed effect for one fourth of a second. Any opponent that is on the hair while another is being reeled in will get 10% and moderarate upwards knockback from the person and 5% and low knockback upwards if a whip grab connects.

There is one other benefit to using this grab. If Rapunzel gets her pan stuck in her hair via the dash attack, the pan will move 5 feet of hair for every wave Rapunzel makes. If the pan connects with an opponent during that time, then the damage dealt will be 5%, will make a non-captured opponent go into a prone state, and will not let go of a grabbed opponent.

Pummel – Pascal

There is one really notable side effect to the long range grab: Once the opponent is captured, the grab will automatically start. This wouldn't be too bad when the opponent's damage is at a high percentage or if they are close-by, but if they are as far as the tip of your hair and/or at a higher percentage is a different story altogether. Thankfully, whenever you are in your grabbing animation, Rapunzel can use the pummel to summon her trusty chameleon friend Pascal. When not used as a regular pummel, Pascal will ride onto the next wave you make with your hair and, depending on the situation, do one of four things:

If Rapunzel had already grabbed the character before using this move, then the opponent will be let go once the Pascal wave comes through and they will still have the confusion effect. However, the effect's time limit will effectively quadruple in time due to the pesky chameleon slapping the opponent with his tail. Each tail whip will deal a miniscule 1% at a rate of half a second, so the opponent basically gets an automatic 2% damage. Pascal will stick onto the opponent after the dazed effect is gone and continue slapping with his tail for nine more seconds before giving up and sticking his tongue into the ear of the opponent, dealing 2%. However, once the tongue goes into the ear, the opponent will effectively either double their speed for one second (if they are not downed) or use an automatic get-up attack, which will surprise Pascal and making him run back to his owner. For the opponent to get rid of Pascal, they will either have to hit Rapunzel with 20% or get 20% on themselves, making Rapunzel possibly a bigger target than her precious hair. KO'ing will automatically make Pascal respawn on Rapunzel's shoulder.

If Rapunzel has grabbed the opponent with the Pascal wave, then Pascal will start the same process of slapping you with his tail, but there will be no time limit until either the opponent has somehow gotten away (which will start the first process all over again) or Rapunzel truly grabs the opponent, making you have to manually make Pascal attack using your attack button. If you succeed in doing the latter, then Pascal's slaps will make escaping from the grab twice as long.

If there is a pan tangled into the hair, Pascal will climb up onto the pan and stay there. If the pan hits an opponent, Pascal will climb up to the foe and use the pummel mentioned beforehand. If Rapunzel grabs the pan with Pascal on it (a difficult but not impossible feat), then Rapunzel's next move that involves the pan will have Pascal climb up onto the opponent continue with his signature slaps with the added effect of making the prone state take twice as long. Once he finishes with his wake-up tongue, he will run back towards Rapunzel.

If none of these conditions are met, like an opponent gets in the way during the former requirement and there's no pan or there is no opponent grabbed by the time he reaches the tip or the edge of the stage, then Pascal will jump out of the way from the imminent danger and run back to Rapunzel at Mario's speed and jumping ability. Rapunzel will be unable to use her pummel until she reunites with her scaly friend. This limit will also occur when Pascal is used as part of the attack whenever the third condition is in play.

Forward Throw – Target Practice

One thing of note about this move is that they will be four little girls helping you. You are able to control where the girls go, albeit differently then usual. They will always start right behind Rapunzel and move in that direction to measure the hair. If they hit a ledge or start going off screen, they will turn back around, still keeping check of the hair. They will continuing doing this until they reach the tip of the hair: afterwards, they will go back and forth along the path of the hair. For a bit of stats on the girls, they will run at around Marth's speed and traction when they first measure the hair, but they move at Sonic's speed and traction once they finish their initial examination.

Anyway, Rapunzel will throw her opponent like a dart in this move, dealing 5% and enough knockback to enter reeling. At the same time, the girls will raise some cardboard square around the height of Bowser once the move is activated depending on where they are at the time. Anyone that hits the cardboard will have go in the opposite direction at the same speed they connect with the board. If anyone is reeled towards the board, they will not be going in the opposite direction and instead go halfway through the board, looking like those cutouts you see in amusement parks but without the tacky bodies and settings. Getting stuck in one of these will make you unable to use attacks using your arms. You can escape with either dealing 30% to the cardboard with your other attacks or 60% with the spamming of arm attacks.

Up Throw – Dream Cheer

In this move, Rapunzel will face the camera and raise her hands like a gospel singer for one second. The foe can escape at this time, but they will always lands on Rapunzel's hair if they do (unless she doesn't have any hair to use). This is not good for the opponent; once that second is over, Rapunzel will lower her arms then raise them up again, flipping her hair back in the process. Anyone on the hair and within Rapunzel's range when she use a pan move will be dealt high upwards knockback and 4%. Staying in Rapunzel's grab will grant the opponent 6% and lower upwards knockback. The opponent can also hit Rapunzel once they are let go to cancel her move, but escaping will be hard enough as it is.

Down Throw – I Will Use This

Rapunzel simply thrust the trusty frying pan at your opponent with 5% and and an automatic prone state. If you don't have said pan, then her just as trusty satchel will give 4% with no effects, but low lag to combo into her jab attack. If you have both Pascal and the pan on your person, then Pascal will climb onto the frying pan and towards the knocked down opponent. He will then use his signature pummel, with the added effect of keeping the opponent in a prone state until his 6th swing, after which he will use his tongue attack to wake up the opponent and go back towards Rapunzel.

Backwards Throw – Braid-y Bunch

Remember the four little girls I mentioned examining Rapunzel's hair in the forward throw? Wondered why they were straighten Rapunzel's hair? Well wait no longer. Once Rapunzel starts her backwards throw, the girls will start one of the most difficult procedures to ever face mankind: braiding.

The position of where the girls are determines where they are going to braid the hair. They will always braid 2 sections of hair into one; landing in the middle of one section of hair will use that unit and the next one that's further away from Rapunzel while landing between two sections will use both of them. The only exception to this rule is when the extreme ends of the hair are where they land, which will always include that unit and the one next to it. One note about the hair: because the first dextion of hair closest to Rapunzel is basically Rapunzel's height, the girls basically have nine sections to work with.

What's the use of braiding your hair? Well for one thing, that one section of hair will have around 1.25x as much power as and 2x the durability of a normal section of hair. This might not sound like much, but the girls will braid your hair whenever you use this move up to five times. If this doesn't sound possible at all because of the nine sections equaling only at most 4 braids, well that's because you can braid your braids over and over and over again. What's even better is that the damage and durability will be powered by how many braids in a section you have. Converting this into a equation will give you 1.25^x for power and 2^x for durability, where x is the number of braids in that section of hair. That's means if you have one section of hair braided five times, you have an attack that will potentially have about 3 times the power of its original damage.

If that wasn't enough, remember that this is a throw of all things. When Rapunzel throws her prisoner behind, she deals 4% and medium knockback, which is enough to put the opponent in a prone state. If any opponent that is in said state during the 2 seconds it takes to braid the hair and on that section, then the opponent will get tangled into the hair. The hair will act as a another grab to the opponent, so they will have to struggle their way out of it. However, the opponent can still attack the hair with their own moves. For every braid the opponent has been captured in, the escape time will also increase with one second. Rapunzel also can't use any of her moves that involve her hair except for her Down Special until the opponent is literally out of her hair.

To cancel out the braiding as a whole, Rapunzel will need to use her down smash move “Brush and Brush” to take out the hair as a whole. There are some side effects related to the untangling, mostly with the lag doubling when passing through a once braided section, tripled with a section braided twice, and so on. Also, let's say that Rapunzel was braided on it's tip five times and afterward has been dealt enough damage to take out 4 sections. If you use the down smash in that condition, then the 20 feet of hair at the tip will fall off from the attack and sticks to the brush instead. This will prolong the time to use the brush another 5 seconds per section stuck on her brush combined with the usual ten second limit. One more note: if you have less than 10 feet on you, you will only be able to do just the 5% and medium knockback.


Final Smash – Healing Incantation

Remember the down special? Where Rapunzel will sing a quick 2 second song. Well she'll sing the full 20 second version of the song when she uses the final smash. Of course, having the hair heal the opponent would be a bit counterproductive, so the hair will instead deal 3% and minor knockback to anyone touching the hair every second. This damage will not affect Rapunzel at all, which is good considering that she can still move around to use all of her attacks after the first second activation. The only major change in her moveset is the down special, which will make her song go twice as slow and heal 2% per second but also make her unable to move around and attack.

There are two other special attributes to this move. The first is all of hair that was lost before the move was activated will grow back to the maximum limit of 50 feet, usually at a rate of one section every 2 seconds with the exception of the down special doubling that amount of time. The other occurs at the end of the move, where Rapunzel will give out a single tear similar to what happens when she uses the down special with no usable hair. However, instead of it just falling towards the ground, the drop will land on Rapunzel's hand unless someone gets into the Rest-like range. Once the tear has landed on somebody, they will be given another life in stock matches or have one of their KO's negated in other matches.



Playstyle – She Doesn't Need Any Protection

Rapunzel really is the ideal prone abuser. Most of her attacks can have the potential to keep the opponent knocked down, with some more obvious than others. In fact, Rapunzel's down tilt is probably one her better combo finishers if the player gets careless with recovery. Still, she shouldn't be too reliant on those type of attacks, as hair-based attacks work just as well.

Rapunzel will always start off with her hair piled up right behind her, so the obvious choice would be trying spreading the hair as much as possible. However, doing so too soon could make the opponent easily attack your main weapon. With that said, Rapunzel can take this risk to lure opponents or try knocking the opponent down first with her pan attacks. The best move to utilize both would the dash attack then a pan attack, but this move can become predictable in the long run. Once the choice has been made, Rapunzel's best option will be to make your opponent get on her hair. This is easily doable with moves like the side and up smash. Once the opponents are on said hair, Rapunzel can spam with her pan as much as possible with little risk. Once the opponent is at a good enough position to KO her opponent with the up smash.

Although Rapunzel does appear to have a linear fighting strategy, it doesn't mean the other moves are useless. For example, her aerials that utilize the hair will often have someone on said hair, which pressures the opponent with spacing. Those that don't like the back air can help with edgegaurding along with the up special. All of her satchel attacks will usually lead to good combos, and can still trip the opponent down if you use the neutral special with pan in hair afterwards. The side special and grab limit the opponent in different ways, but they still offer options in to rack up damage in the non-hair based attacks and throws. Most importantly, she has three move enhancers she can utilize without fear. Timing the down special to heal yourself while your opponent is busy being knocked down or recovering is key to keeping her Her down smash and up tilt are mostly useful as temporary enhancements to your hair and non-hair focused moves, while the hard to pull off back throw is the true killer in Rapunzel's moves despite diminishing its range. Even the leftover hair has its function of keeping the the opponent tripped down.

Although it's unlikely that Rapunzel will lose all her usable hair, she can still function good enough without it. However, she can't really KO her opponents without it. Because of this, her main goal is to combo the opponent as much as possible so that when she is KO'ed, she can easily take KO her opponent not long after. With that said, it's usually not best to run towards some stranded hair and cry on it, as it only has a one time use. Rather, it's better to use it when you know you have time to use the neutral special immediately afterwards or when you opponent is in your last life for a quick knock out.

This is basically Rapunzel in a nutshell. A young girl who wants to prove she can protect herself from danger, playing as her requires maturity in her moves and herself. Utilize the temptation of her hair into a weapon, make use of knocked down opponents, and always keep your hair in check.

Alternate Costumes



__________________________________​

Yeah, yeah. Kits made a moveset... wait, what? KITS? Yeah, I'm back in the movemaking business. Who knows how many nights this whole set took. Well, I will say that this isn't wouldn't be the moveset it is right now without the help of the leader of MYM 11, Smady. Every day from midnight to four (which is basically his early morning), he would help with my moveset, contributing as much as 9% of the moveset. And before you ask, most of the percent comes from suggesting effects that were eventually incorporated to the moveset. With that, I'd say that ForwardArrow also helped with balancing the moveset (Note: I'll post a video on this moveset and my opinions on it sometime soon as well as some matchups) so I'm giving him a 1% mention. Thanks to these 2 MYMer's I am going back with... I'm not sure yet, but I am coming back.
 

Chaos Swordsman

Smash Apprentice
Joined
Sep 15, 2008
Messages
174
Location
In your closet.
Damn, 5 movesets already. Hopefully, I'll have my Ashley remix up within the week.

As for Geno, eh, he'll take longer.

Good to see this MYM went off with a bang.
 

majora_787

Smash Hero
Joined
Jun 23, 2007
Messages
6,122
Location
Texas
I'm starting up comments. Wooooo. Since I've got stuff to do tomorrow, I'll start off with my first one...

King K. Rool

I don't think I'm in a huge position to comment on this, but it looks like another good set. ^^

QWOP

... xD There are no words. You've made something that sounds like it would be fun for all of 30 seconds before it actually becomes as frustrating as QWOP. That's all I can say to this.

Vol Opt

For a moment, I was afraid this was going to be an absolutely generic and disappointing giant robot moveset. But it wasn't. I will say one thing, is that after seeing the picture, I got to the grab game and read it as "Crab Game", and I almost thought you were being punny. Then I realized, I'm just an idiot. :D

Uboa

Okay. Well. Two big issues I can spot here.

- Your moves are really underdetailed. Especially your grab game. Read that pummel again. :p
EDIT: Don't fix it, apparently everyone in the chat loves it.

- Also, this moveset appears to be based around the premise of killing the PLAYER you are playing against with an epileptic seizure. While it's an interesting playstyle, it's kinda... Yeah. xD

What I would recommend is... err... "Make all moves at least three sentences in length", and uhh... what was it... "Make a playstyle first, and give your character moves to compliment it." And when I say playstyle, I don't mean a new way to kill the guy holding the other controller. :)
 

majora_787

Smash Hero
Joined
Jun 23, 2007
Messages
6,122
Location
Texas
Boom Boom

Welp. This was interesting. I haven't read a minion set in quite some time. But I've never seen or heard of this one to be honest. But it's got something going for it and was a nice read.
 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
QWOP is one of those movesets that there just isn't much to say about. Having played the travesty in question (I refuse to call it a game), I will say that it represents the... "character" pretty well for the most part (some moves are obviously blatantly OOC.) However, I just don't see much point to this in general. There's obviously no serious play style and that it's a joke set, but it really didn't come off as that funny to me. I mean, you can only mock QWOP's failure to really do anything so much before it quits being funny, the generic spasms that pass for tilts here don't even do that. So yeah, normally I'd end with a positive note here, but you obviously didn't intend any play style, and I don't really find it funny as a joke set, so I'll just hope you do something more worthwhile with your next entry.

Uboa is also hard to categorize. There's two things you need to work on here, detail and play style. There is just no info about how fast the individual attacks are, and not really enough info about the range to give you an idea of how useful the attacks are. Additionally, even if all that info was included (which it really has to be for the set to really be interpreted correctly), the set isn't terribly interesting. The main draw here is how the lack of any real animation makes Uboa have basically the ultimate mind games when it comes to moves, however that alone isn't nearly enough to sustain a move set (though it may improve a few moves.) I'd recommend taking a look at some of the recommended move sets listed in the OP, so you can get an idea of how play style in general tends to work here in MYM. Basically, come up with an interesting concept for the character (I don't know much about Uboa, but perhaps make it focus around luring/scaring the opponent into the portal into your monochrome world), and then try to give every move its own purpose in the play style. It's not always easy, but doing so will vastly improve the quality of your sets, so keep trying!
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
502
King K. Rool

I admit I really did want to like this set. I really did. Because for the most part his game is cool, with the crown being a flying grab hitbox that you can manipulate around and beat upon. You have a fair few ways to help land this attack as well. Not to mention, I loved the cannonballs and how K. Rool can manipulate them, what with his fair and bair launching them across the stage or his Up Air moving them upwards. The ability to use them as platforms is actually really clever... especially when you take into account that brilliant Down Smash. It's all very nice and flowing, and pretty darn clever.

Until, of course, we run into a major problem. The King here is a flowchart of all flowcharts, what with the fact that he really wants to do the same basic thing every game. You give him a lot of options for manipulating the crown, but because of it's nature as a grab hitbox there will always be a best way, making a large part of the crown interactions irrelevant. That and you know, he can KO off the crown, making his entire game feel like one long chaingrab. It's the same problem Lucario and Mr. Sandman had. It's not THAT severe here, but it's still bad enough that I can't bring myself to like this set, as much as I really want too.

QWOP

I know you say this is a serious set Khold, but it strikes me as a joke set, to be quite honest. I mean, you have the Forward Throw which does literally nothing among other various moves that serve next to no purpose. I mean QWOP does in fact have playstyle, but he feels so hilariously underpowered it makes Ganondorf seem godlike in comparison. That was the point though, and unlike Nick I actually found this set to be quite amusing. So the set clearly did it's job, whatever that was.

Boom Boom


This is actually pretty impressive, considering it was made in an hour and a half for a character who really doesn't do all that much. Boom Boom is a pretty basic momentum character, having various attacks to build momentum or help him change direction, but he still manages to have some unique stuff with his tripping and such. I would argue there have certainly been flashier and more exciting momentum sets and Boom Boom doesn't really bring a lot of new stuff to the table. But for what it's worth, it's still a pretty fun set, and it deserves some credit considering it was made for a random Mario enemy in the span of 1 and a half hours.

I'm not commenting Rapunzel right now because I kind of previewed the set. I'll take another look at it later.
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
One Day Sets are made in one day.

MARVIN THE MARTIAN



Playlist

STATISTICS

Aerial Movement - 8
Jumps - 8
Speed - 6
Size - 5
Traction - 5
Ground Movement - 5
Fall Speed - 4
Weight - 1


MECHANIC

Marvin has a special trait in that he can walk back and forth in the middle of starting/end lag and as he charges moves. He walks at about Ganondorf's walking speed, much slower than his normal speed, but decent nonetheless. Marvin can walk forward like normal, but something different happens if he presses the control stick backwards. Marvin will shuffle backwards in this case, but will still be facing forward, making a decent spacing option. This also greatly assists him as he fires off his repository of mostly projectile moves.

SPECIALS

Neutral Special - Bubbler

Marvin extracts a laser pistol from the sacred Looney Tunes location of Hammerspace, firing it off with little start lag. This has some very small end lag, mostly to prevent this from being spammed to all hell. During the moves' start lag, Marvin can angle the laser pistol in any direction he wishes, and can hold the input to hold off the actual firing. While this has little benefits for Marvin, it allows him to aim the pistol with more accuracy.

Upon firing, a Kirby-sized green bubble flies out from the pistol; this bubble flies in the direction you fired it off at Fox's dash speed. If the bubble has not come in contact with anything after 5 seconds of travel, it pops. Upon popping, wind covers a Bowser-sized area around the bubble for a second. This strong wind pushes foes in the opposite direction they came from, such as pushing foes who are coming downward up towards the top blast zone and vice versa.



Foes who are unfortunate enough to come into contact with the bubble will find it tightly constricted around them, like Bugs in the picture above. The bubble grows larger to accommodate bigger foes. Once it has constricted itself around the foe, it begins floating towards the top blast zone at Mario's dash speed as the bubble becomes immune to taking knockback. Foes can manipulate the bubble with some degree of control, being able to move it about at Bowser's walk speed in any direction. This can be quite irritating for Marvin, as the foe could simply move themselves out of his range. Sticking to the foe while they're in this vulnerable state and taking advantage of it is a key strategy for Marvin.

The foe can slip out of the bubble with average grab difficulty, but will find it increasingly more difficult to escape from the bubble the higher their damage is. Once foes escape the bubble, they are immune to being captured by another for 5 seconds.

Side Special - K-9



Marvin pulls out a trumpet, playing a short tune with next to no end lag to make up for the tune. As soon as the tune is complete, Marvin's dog, K-9 walks in from the background behind him, having a jetpack strapped to his back. K-9 is the length of Bowser and the height of Ivysaur and constantly walks after Marvin at Mario's dash speed, even following him into the air. K-9 has 20% stamina based on the charge time, and will run away if it is all depleted, having to be called out again.

A second press of the input will cause Marvin to let out a cry of "Stay, K-9!", followed by a quick salute from K-9. K-9 now stays exactly where you used this move, using the jetpack to float if used in mid-air. K-9 will not budge under any circumstances. If any foes come within a Battlefield Platform of K-9 while he is like this, he moves towards them and delivers a quick chomp with stunning priority, dealing 13% and good knockback. Pressing side special while he is in place will cause him to deliver this bite automatically. Placing K-9 in a good location is key to Marvin's victory, as it allows him to have some nice defense set up.

Up Special - Jet Boots



With low starting lag, flames emerge from Marvin's boots. After the starting lag is over, Marvin gains free flight, able to move around at Ganon's dashing speed for a 7 seconds. Marvin can press the up special to cancel out of this at any time, but this comes with a cost: the time you had left on your recovery transfers to your next recovery. (If you cancelled out at 6 seconds, Marvin only has 2 seconds of flight time during his next recovery.) Once Marvin has used up his 7 seconds, he slips into helplessness, only able to use his recovery after another 7 seconds.

Marvin can't be knocked out of this recovery, instead, the knockback he takes from all attacks is increased by 1.5x during his recovery. In addition, Marvin can use his aerials, specials, grab, taunts and smashes as he flies, allowing him to have some manner of self defense as he propels through the air. He can also use standards by double tapping their input. Typically, Marvin will want to use his jet boots as a way to pursue foes while staying at a relatively safe-distance, as he is destroyed at close range.

Down Special - Illudium Q-36 Explosive Space Modulator



Marvin carefully takes out his prized weapon, the Illudium Q-36 Explosive Space Modulator, and places it on the ground (or throwing it down if he is in midair) with a tad bit more startup lag than Snake placing a dspec mine on the ground. If the input is pressed during the startup lag, Marvin extracts a lighter and lights the fuse on the Space Modulator before placing it on the ground, giving double the startup lag than normal. Space Modulators are about the height of Snake's mines and the width of a capsule on its' side. Now, if unlit, the Space Modulator will simply stand still until dealt 20% damage. When it is attacked, it will explode, with a Smart Bomb Explosion-sized hitbox, dealing 15% and high knockback to foes hit by it. Marvin himself can be hit by this, meaning he'll want to stay out of their range, perhaps take to the air?

If the Modulator explodes on the ground/near the stage, it will destroy whatever part of the stage it touched (if it was laying on the stage, for example, this is half of a Smart Bomb Explosion as that's half the size of the explosion hitbox) This leaves the stage with a crater in the middle of it, the effects of which are probably obvious to you. Marvin has a total of 4 Space Modulators he can place on the stage at any one time; if a Space Modulator is caught in another Space Modulator's hitbox, it will detonate as well. This gives Marvin the choice of either spacing them close together in devastating chain reactions to destroy a large part of the stage at once, or placing the 4 he has in key areas of the stage.

Now, the key thing about Marvin's handiwork. Once he's destroyed part of the stage, it remains that way until he loses a stock. So how can the foe prevent this? Well, Modulators can be picked up and thrown about by both Marvin and the foe even while they're lit. The foe can easily throw them offstage while Marvin can easily keep them away with his massive volume of projectiles. It's a 50-50, but the foe has to be swift and careful about stealing Marvin's modulators and saving their planet - much like Bugs Bunny was.

Onto lit Modulators. As mentioned in the first paragraph, Modulators can become lit by Marvin if he presses the input during the startup time. Marvin can also light Modulators by hitting them with his forward smash or jab, or having the foe hit them with fire-based attacks. Lit Modulators automatically explode after 4 seconds, the explosion being identical to that of unlit Modulators. Marvin's ability to light Modulators with his fsmash/jab is a valuable asset to destroying the stage, as he can light them in mid-air to turn the stage into chaos within seconds, or set off chained Modulators in seconds.

Modulators, lit or unlit, can be constricted by your bubbles, causing them to float upwards within it. Marvin can light Modulators with his fsmash regardless of them being in the Bubble or not, which causes the bubble's wind hitbox to appear in addition to the Modulator's explosive hitbox.


STANDARDS

Jab - The Martian Messenger

Marvin extracts a futuristic-looking gun and fires it with some mild startup lag and little end lag. A small bullet is fired from the gun, moving a bit faster than Sonic's dash speed. As the bullet moves, Marvin stands completely still and can angle it in a matter not unlike Pit's arrows. Contact with the bullet in this state deals 1% and light flinching to foes who are actually hit by it. The bullet will pass through bubbles if it comes in contact with any, damaging anyone inside.



If Marvin presses the input again while the bullet is traveling, it pauses as the front of it opens up. After .25 seconds like this, a second bullet flies out of the first bullet as the first bullet vanishes. This bullet is slightly smaller than the first and travels forward at a faster speed, dealing 6% damage and light knockback to foes hit by it. While this may sound like a straight buff, Marvin cannot angle the bullet once the second bullet opens up, but is able to move once the second as started to compensate. Marvin primarily uses this as a damage racker against foes, especially those in bubbles. Either hit can also be used to set off Modulators from afar, due to the aiming involved being more precise then that of the fsmash.

Dash Attack - Buck 'em!

Marvin leans forward as he continues to dash, moving his head in front of himself as though he were a bull. If foes come to contact with Marvin as he dashes, they will find that the broom on his helmet is solid, causing Marvin to push them about. By tapping the input as he dashes like this, Marvin rears his head upwards, dealing 5% to foes hit by it. This has bad end lag, however, so Marvin should only use it if he is certain that he'll get the foe. If foes standing in front of Marvin are hit by it, they will be bucked upward the height of Fox's Up Special. This is useful for forcing foes into the air, or further up into the air, where it's possible they'll be hit by a stray bubble. In addition, this removes any items the foe was carrying - meaning you can remove lit modulators from them.

Up Tilt - Rocket Man

Marvin pulls out the big one, fellas! Marvin hoists a cartoony rocket launcher over his shoulders and aims it upwards. .30 seconds later, he fires it, sending a capsule-sized red rocket up towards the top blast zone. This rocket travels at about Fox's dash speed and deals 10% and high knockback to whatever is in its' path, detonating in the process. The Rocket passes through stray bubbles, damaging the foe if they're inside.

If the input is press again during the startup, Marvin aims the rocket launcher at his feet and blasts it! This causes him to propel upward 1.5x the height of Sonic's up special, at the cost of dealing 15% damage to himself. While not a very practical method, Marvin can use this to reach the top blast zone quickly, in addition to saving up special fuel. This only works on the ground, however, Marvin will instead shoot the rocket downwards if used in midair. This can detonate Modulators, however, giving it a purpose if you're straight above them.

Forward Tilt - Watering Can



Marvin removes a watering can from hammerspace, pouring its' contents onto the ground, the contents will fall down at the speed of Bowser's down special if used in mid-air. Anyone hit by the water's small hitbox will be dealt multiple flinching hits of 1%, but considering that the lag on both ends is average and somewhat punishable, it's not really worth using as a melee move. Once Marvin pours the water, it spreads out to cover a Battlefield Platform-sized area for 8 seconds. There's no effect here, no tripping or sliding about. Where the move truly shines is in the interactions it has with other moves. Water poured can put out a lit Modulator, reverting it back to an unlit Modulator. Firing your fsmash at water will cause electricity to conduct for 3 seconds in the water, dealing multiple hits of 4% each second to anyone standing on it. Multiple uses of this can cause water to fill up your down special craters, turning it into standard Brawl Water. Naturally, this works well with the side special interaction as an incredible damage racker. Of course, the obvious interaction is yet to come...

Down Tilt - Instant Martians

Marvin with some surprising forcefulness, thrusts his hand onto the ground as though he were planting something, this is a decent hitbox dealing 5% damage - giving him some notable keepaway/an actual direct attack. This leaves a seed on the ground, which can be thrown around like a week item - only 3 can be out at a time. Now, lets' move onto the interesting part.



If Marvin uses his ftilt against any of the seeds, or tosses them into a water-filled crater, they will transform into Instant Martians! The Instant Martians are the size and width of Ganon, and upon spawning, pull out a hover-scooter and begin dashing forward. The Instant Martian moves forward at Fox's dash speed, and have around 15% stamina each. If foes come into contact with the Instant Martian, they'll find that Marvin has given them orders to "Capture that creature!" as they are instantly grabbed by it! The Instant Martian immediately turns around after this, and begins heading back towards Marvin, the foe has to escape from the grasp of The Instant Martian with average grab difficulty. If the foe ever escapes, the Martian will still continue to dash back to Marvin regardless.

If Instant Martians ever fly past a Space Modulator, they will pick it up and continue dashing forward, regardless of whether is it lit or not. Marvin can lit the Modulator with side special and his other nefarious tools while the Martians are holding it, turning them into psuedo-suicide bombers. They will drop the Modulator if Marvin ever attacks them with a non-fsmash attack, quite an easy feat considering his many projectiles. This allows him to position the Modulators easily. As for getting them into the air, Marvin can use his dash attack against them. Marvin can also contain them in Bubbles for a slightly more direct approach; The Martians will not attempt to grab foes in bubbles, but will attempt to grab them and bring them to Marvin if they escape from the bubble. This can be good or bad depending on Marvin's current situation.

SMASHES

Up Smash - Cosmonade



Marvin pulls out a glowing orb, known as the Cosmonade, out of hammerspace. As the move charges, Marvin bounces it up and down in his palm, snickering to himself. Upon release, Marvin tosses the Cosmonade up Ganon's height, it moving forward and bouncing downwards with Bowser's falling speed. The Cosmonade constantly performs this pattern, moving forward at Ganon's dash speed as it bounces forward. Contact with the Cosmonade causes it to explode into a vortex that lingers for 2 seconds, dealing 8% damage to foes and sucking projectiles a Battlefield away towards it.

After bouncing for 4-8 seconds, depending on the charge time, the Cosmonade will drop to the ground and stay there. It no longer moves unless it is pushed about by one of Marvin's many tools to do so, such as his grab or side special. It will, however, move if it is on a slope. This is an invaluable asset combined with craters made by Modulators, as you can roll Cosmonades back and forth in it for an extended period of time. Marvin can only have 2 Cosmonades out at a time, meaning he'll have to be careful about the usage of this.

The Cosmonade can detonate Modulators, which can potentially be used as a threat against foes. Have them run towards your Cosmonade and throw themselves into the path to stop it. Like many other things, you can capture your Cosmonade with Bubbles or push it with side special. Cosmonades can also be instantly destroyed by your up tilt.

Forward Smash - Laser Blasters

Marvin begins pulling out various laser blasters during the startup time, each getting more intimidating as the smash charges. This is to the point where if it's fully charged, it will be a massive cannon. Once it's released, Marvin fires whatever blaster he has. As with the neutral special, this has some end lag to prevent it from being incredibly spammable. It also has the similar property of being able to be angled during the startup, as well as being able to be held to delay the firing.

Once the blaster has been fired, a red laser emerges and flies forward at Falcon's dash speed. The shot is about as tall as a Battlefield Platform, and is a slightly shorter length. If the foe comes into contact with the blaster shot, they are dragged by it with multiple flinching hits of 1-3%, depending on charge. The shot disappears after 4 seconds, however, meaning they can't be dragged forever. Naturally, this is a great way to get foes out of your face, as well as being able to send them into a few lingering bubbles. Marvin also enjoys shooting this at foes within bubbles, as he can drag them about while they have no control.

Down Smash - Immediate Disintegration!

Marvin yanks out yet another laser pistol and holds it in front of himself. This can be angled during startup and charging time like all of your other laser pistol moves and can be charged for 3 seconds max. Once charging is complete, Marvin fires the laser pistol and is pushed back by the force, moving backward a Battlefield Platform for every second you spent charging. The projectile fired out by the Disintegrator is a yellow blast the same size as a beam sword on its' side. It travels the distance of a Battlefields at Mario's dash speed before disappearing.



Foes hit by the the beam will find themselves disintegrated, becoming a lump of ash the size of a crouching Kirby, having a temporary loss of their controls. If they were disintegrated in the air, they will fall down at Dedede's dash speed towards the ground. Foes will remain a lump of ash for 1-2.5 seconds, depending on charge time, and will regain their jumps and recovery once they change back. If foes are turned into ash in mid-air, they fall to the ground at a speed slower than Dedede's fall speed. Piles of ash are unable to be knocked or pushed around by most attacks. Dash Attack, however, will push ash piles forward or upward. Ash can also be captured by bubbles, which can be useful for Marvin, as they are not likely to struggle until they change back.

GRAB

Marvin extracts a large gun from hammerspace with a bad startup time. Marvin will now hold the gun as long as you hold the input and is able to angle it. While holding out the gun, a magnetic beam as wide as Bowser begins emerging from the gun. It begins extending at the rate of Mario's dash speed for as long as you hold the input, being able to be angled all the while.

Now, if any non-bubble projectiles (Lasers, Modulators, Martian Messenger Bullets, Etc) are caught within the beam, they float along the path of the beam at Mario's dash speed, moving towards Marvin. If Marvin releases the input, the projectiles immediately return to their normal pattern, making this a valuable spacer for projectiles. If any Insant Martians are caught within the beam, they will turn their scooters around and begin zooming back towards Marvin. The same applies to K-9 as well, which can allow you to space them into foes or simply closer towards you.

By "pummeling", Marvin flips a switch on the gun, reversing the magnetic pull. This causes the manipulatable things in his path to be pushed away at the same rate they are pulled in, adding a new depth to his projectile manipulation.

AERIALS

Neutral Aerial - Martian Grip

Marvin swings his arms in front of himself, hoping to catch someone within them. This has low startup and some small end lag. Anyone who comes in front of of Marvin as he swings his arms is caught in his grip, having to escape from it with 1.5x grab difficulty. Marvin can use his up special while he has the foe grabbed to move them around with him, potentially allowing for suicide KOs off the top blast zone if he is feeling particularly spiteful. Far more importantly, Marvin can grab minions he's sent out, such as Instant Martians or K-9. They don't struggle like the foe, allowing Marvin to move them about with little to no difficulty, Marvin can press the input again to let them go, them returning to their normal routine shortly after. Marvin can also grab things such as Cosmonades and position them, allowing him to place them near Modulators or in holes made by said Modulators.

Forward Aerial - Headbutt

Marvin swings his head forward in a generic headbutt, with the startup time of Mario's forward aerial. If Marvin manages to hit the foe with this, he deals 15% to them, being one of his few good direct KOing moves. It's something that's rather essential as Marvin reduces the stage to bits and has his foe leaping through the air looking for room. But more importantly, this is great if Marvin's foe manages to escape a bubble - just use this to deny their chances of winning.

Up Aerial - Random Flipkick

Marvin finally puts his oversized feet to good use! Marvin flips upwards in the king of generic attacks: the Random Flipkick. startup and lag properties identical to what you'd expect from a Sakurai flipkick, being slightly slower than Mario's flipkick. Marvin's flipkick deals 7% damage and light knockback to the foe.

Unlike those Sakurai sets, however, Marvin can cancel out of the flipkick at any time. This causes him to turn to revert back to his normal falling animation and continue his normal falling.

...If he doesn't have his up special in use. If Marvin has his up special going when he cancels out of the flipkick, he will stay in the exact position he was in when he canceled out of the flipkick. If Marvin canceled out of it when he was upside down, he'll be upside down. If he canceled out when he was diagonal, he'll stay diagonal. Marvin can still fall downward like this, and is able to move around with the up special like this. This adds several new strategies to Marvin's game, such as firing projectiles from different angles or tossing Modulators at the upper blast zone.

Back Aerial - The Bair Thats in Every Moveset

Marvin rears his feet behind him, before kicking them backwards, dealing 7% damage if he hits the foe. The startup here is slightly slower than you'd expect, with the end lag being almost non-existant. This can be easily serve as a wall of pain on foes thanks to it's swiftness, allowing him to juggle them about in midair.

Bubbles, whether they have a foe constricted or not, will bounce 1.5 Battlefield Platforms away from Marv when he kicks them. This also happens if you kick K-9 or Instant Martians, allowing you to space them easily.

Down Aerial - Martian Maggot

Marvin's stomps downwards, dealing 8% and providing decent gimp downwards - useful once he's in the air and the stage is nearly gone, but your bubble is still a better option due to the unreliable nature of this gimp. This has some decent startup time, but nothing terrible. This can knock a bubble downwards for a few seconds before it begins to float back upwards - if you send a bubble careening into the stage, it will pop. If a foe is inside that bubble when it pops, they will be dealt 18% damage and amazing KO knockback. Good given how situational this is, but keep in mind that if they escape, they'll be back onstage with no repercussions.

FINAL SMASH
GOSSAMER

A large door appears in the background, as Marvin calmly states to the foe, "I'd like to have you meet a little friend of mine...name of Gossamer." Gossamer breaks down the door in the background, screaming manically. After this, he yells out “Come on!” in Gossamerian and does a motion similar to Captain Falcon’s taunt, but not nearly as flamboyantly. If anybody is within a Battlefield Platform in front of Gossamer when he performs this move, they’ll be locked into the final smash, otherwise it ends right there.

If you hit with the initial hitbox, the camera pans behind the enemy and the gameplay goes into a typical arcade boxer format. You can both press A and aim either high, low, or in the middle to punch that point of your enemy’s body. Foes deal 2% per hit and 4% per headshot, while Gossamer does double damage due to the battle being in his field of expertise. You can both press B to block any of the three points of your body, as well as move right and left ever so slightly to do a brief dodge.

However; Gossamer has an option that his foe can’t do – a deadly roar that you input like you would a fsmash/bsmash. This causes foes to become stunned in place for 2.5 seconds, standing still with birdies flying over their head, giving you an opportunity to damage rack. This will only work if the foe is not in the middle of attacking, however, so you should hit them while they're in the end lag from their punches. As soon as they escape from this stun, the final smash ends.

If you don’t smack the foe out of the final smash early with a roar, the final smash lasts 8 seconds.

PLAYSTYLE


Picking Marv, huh? The Earth really must irritate you. Marvin possesses a wide range of projectiles to destroy the foe with, though his biggest tool lies in his main projectile. Bubbles form the chewy center of Marvin's playstyle, and he wants to get one constricted around his foe as soon as possible. Much of his moveset ultimately assists in helping him constrict the foe in one, with multiple threats that can allow you to contain the foe in one. These include sending Instant Martians at them, quartering them into one section of the stage with Cosmonades or even destroying the very soil you stand on in order to force your foe in the air. However Marvin goes about his goals, he wants to build up to one thing: capturing the foe and sending them up towards Mars. If foes dare to defy him? Well, they've sealed their fate!

Starting off the match, Marvin will likely want to get his Earth-destroying plans into action. One of your best moves to start off the match is to simply set up. Growing some Instant Martians, positioning K-9 or laying down a Modulator or two is always a good idea. You can also activate your up special now, if you wish. Flying high above the stage and laying down Moduators in key positions, having K-9 ready for a midair assault or even tossing some Cosmonades about can be a wise decision for the Martian. Laying down Modulators in particular can be effective if foes get in your face, as you can set down lit ones to send your foe into a panic and potentially destroy parts of the stage. Unlit ones can quickly become a threat to the foe if set off by Modulators or Side Special, causing foes to become distracted and attempt to stop them. On the subject of what to do when they get in your face, you can always choose to use spacing moves such as your side special or back aerial to send them back to where they came from. He can also use his dash attack to quickly transition to his aerial game, leaving the foe likely not to approach him.

Once Marvin has decided he's done setting up, the fun starts. Good Marvin players will usually take to the air for the damage-dealing part of his game, so as to take advantage of his magnificent up special and aerial movement. Staying in the air can also be good with Marvin's pathetic weight, as a strong hit can likely knock him out and send him straight back to Mars, Marvin's amazing aerial movement allows him to stay a close distance from his foe and continue to damage rack. In the air, Marvin has an unpredictable damage racker in the form of his jab. He also has notable damage-builders in the form of his forward tilt, down tilt, up smash, back and forward aerials, utilt and a well-placed K-9. Uair can also help you become more unpredictable with these shots, allowing you to fire them off at crazy angles. It's often a good idea to mix up these shots with Disintegrator blasts, as they can become a key to forcing foes into the air with you. Marvin will want to use his grab to make sure these shots don't get to predictable, manipulating them in ways that may end up confusing for the foes.

When you've reached the point that you feel that the foe has a high enough damage, Marvin will want to force them up into the air with him. Key to this portion of his game are Modulators; leaving the foe with no room to stand means that they have less areas to run from your various projectiles, and will likely end up being constricted by a bubble. If you haven't already, lay down some Modulators and detonate them from above. Up Tilt, Side Special, Cosmonades and more can help you detonate Modulators with ease, destroying parts of the stage. The fact that your grab can reposition Modulators certainly helps, but one of your most convenient tools is your Instant Martians: you can send them to pick up Modulators and become suicide bombers, destroying the stage and dealing damage to foes in the process. Hey, they're expendable. You can also convince the foe to go after one Modulator by attempting to set it off, only to disarm it with ftilt or faking them out by encasing it in a bubble. This can allow you to set off a chain of Modulators you have placed in a different part of the stage, or even capture the foe in a bubble while they're distracted. If the foe isn't convinced to leave the stage yet, you can fill up craters left behind by detonated Modulators with water, or even roll some Cosmonades inside them. In the event of failure, however, try using your down aerial to restore the stage. This may act counter to Marvin's strategy, but it can potentially save your life. You could also set up a little campy fortress in a segment of the stage, the benefit here being that you can refuel your up special.

Well, you've got the foe up in the air with you, by force or by choice. Let's finish them off, shall we? If your foe isn't yet in a bubble, try to take care of that as soon as you can. Strategies to force them into one include having your Instant Martians grab them, which allows you to capture them. Herding them into an area with stray bubbles with tools such as K-9 or simply using nair to move them into it can work just as well. Fair + Grab also works in the case of stray bubbles, allowing you to position them into a bubble with your stream. BAir can potentially space them while they're inside a bubble. Once they're inside, you're going to want to slowly herd them up to the top blast zone with tools such as side special, fsmash, and various other tools. Eventually, they should be on their way to Mars! ...Of course, if they escape and you're feeling extremely spiteful, you can always grab them with nair and move them towards the top.

Make no mistake, this is just one Marven strategy. Marvin isn't exactly versatile, but he has a damn good amount of strategies to punish the foe and send them up to space, even destroying the stage if he so chooses to. Whatever you decide to do, your foes had best prepare themselves for immediate disintegration!

EXTRAS

Up Taunt - Helmet Adjusting

The front of Marvin's helmet comically falls down and covers his eyes, forcing Marvin to readjust it.

Side Taunt - Frustration

Marvin lets out a cry of "You have made me very angry!" and begins shuffling back and forth, continuing with a cry of "Very angry indeed!"

Down Taunt - Laying Claim

Marvin pulls out an oversized flag and looks about, stating "I claim this planet in the name of Mars!" While a classic line uttered by the character, this taunt is specifically based off his taunt in Looney Tunes Racing.

Victory Pose 1 - Inquiry

Marvin looks at K-9 and asks of him a simple question. "K-9, do you suppose all earth creatures act that-a-way?"

Victory Pose 2 - Warranted Destruction

Marvin looks at the screen and shrugs, simply saying: "I'm afraid I'll have to blow this planet up now. It obstructs my view of Venus."

Victory Pose 3 - This Planet Ain't Big Enough

Marvin points his Disintegrator at a random loser and simply states "Brace yourself for immediate Disintegration!" He shoots them, turning them into ash as the other losers look on, horrified.

EDITS
10/21/11
* Foes have some degree of control while in the bubble, and cannot be recaptured as quickly
* Fixed oversight with Modulators, as well as allowing him to be damaged by them
* Down Tilt is now a direct attack
* Added a few things to grab (Credit to Nick on this one)

11/21/11
* New down aerial.
* New forward aerial
* Swapped Forward Smash and Side Special.
* Nerfed down smash.
 
Last edited:

MasterWarlord

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

★★★★★★★★★★ - 0 Movesets - At 10 stars, I will declare this moveset the best moveset ever made. . .Not by MasterWarlord. No moveset has ever obtained this rank.
★★★★★★★★★☆ - 3 Movesets - At 9 stars, movesets are among my personal favorites from all contests. This tier was previously unused, but due to sheer quantity of sets formerly 8 star sets were bumped up.
★★★★★★★★☆☆ - 8 Movesets - At 8 stars, movesets are typically getting into the ranks of the elite, and will fondly be remembered for MYMs to come.
★★★★★★★☆☆☆ - 9 Movesets - At 7 stars, movesets are getting good enough to actually stand out from among the crowd and be legitimately memorable. The sets in this tier were originally merged with 6 star, but there started to become too much of a gap in the tier it had to be split in two.
★★★★★★☆☆☆☆ - 18 Movesets - At 6 stars, I -do- like the movesets, though they certainly have plenty of room for improvement or their ideas aren't -that- unique.
★★★★★☆☆☆☆☆ - 20 Movesets - At 5 stars, I no longer actually like these movesets, but they aren't -bad-. The quality gap between 6, 5, and 4 stars is among the largest on the list.
★★★★☆☆☆☆☆☆ - 9 Movesets - At 4 stars and below, I specifically start DISLIKING movesets.
★★★☆☆☆☆☆☆☆ - 8 Movesets - At 3 stars are plenty of bad movesets, but they typically have some slightly redeeming quality that prevents them from going down the list further.
★★☆☆☆☆☆☆☆☆ - 5 Movesets - At 2 stars, movesets have no redeeming qualities whatsoever.
★☆☆☆☆☆☆☆☆☆ - 2 Movesets - With only 1 star, movesets not only have nothing good about them, they're completely OOC, horrifically generic, impossible to read, and do 30% and great knockback on every move.

URABRASK

★★★★★★★★★☆
9/10


DEATH

★★★★★★★★★☆
9/10


CLOUDMAN.EXE

★★★★★★★★★☆
9/10


MUMMY MEN

★★★★★★★★☆☆
8/10


JIN GITAXIAS

★★★★★★★★☆☆
8/10


CHAOS 0

★★★★★★★★☆☆
8/10


BOWSER

★★★★★★★★☆☆
8/10


GIANT BAT

★★★★★★★★☆☆
8/10


CYRUS

★★★★★★★★☆☆
8/10


REZNOR

★★★★★★★★☆☆
8/10


VORINCLEX

★★★★★★★★☆☆
8/10


APPETIZER

★★★★★★★☆☆☆
7/10


SAYAKA

★★★★★★★☆☆☆
7/10


DR. FACILIER

★★★★★★★☆☆☆
7/10


DARTH VADER

★★★★★★★☆☆☆
7/10


MARVIN

★★★★★★★☆☆☆
7/10


DARK STAR

★★★★★★★☆☆☆
7/10


YUKON

★★★★★★★☆☆☆
7/10


PHANTOM

★★★★★★★☆☆☆
7/10


GRUNTY

★★★★★★★☆☆☆
7/10


VENUSTOISE

★★★★★★★☆☆☆
7/10


MEDUSA

★★★★★★☆☆☆☆
6/10


THE PENGUIN

★★★★★★☆☆☆☆
6/10


KLOAK

★★★★★★☆☆☆☆
6/10


PUSSYCAT PUSS

★★★★★★☆☆☆☆
6/10


KING RAMSES

★★★★★★☆☆☆☆
6/10


YUFFIE

★★★★★★☆☆☆☆
6/10


FRIGHT KNIGHT

★★★★★★☆☆☆☆
6/10


GASTON

★★★★★★☆☆☆☆
6/10


DR. HOUSE

★★★★★★☆☆☆☆
6/10


SWEENEY TODD

★★★★★★☆☆☆☆
6/10


ELSPETH

★★★★★★☆☆☆☆
6/10


FLAT TOP

★★★★★★☆☆☆☆
6/10


KING K. ROOL

★★★★★★☆☆☆☆
6/10


KOBOLD CLAN

★★★★★★☆☆☆☆
6/10


BATMAN

★★★★★★☆☆☆☆
6/10


THE GRINCH

★★★★★★☆☆☆☆
6/10


MOUSE MAN

★★★★★★☆☆☆☆
6/10


VOL OPT

★★★★★★☆☆☆☆
6/10


88 TEETH

★★★★★☆☆☆☆☆
5/10


COUNT CHOCULA

★★★★★☆☆☆☆☆
5/10


MADROX

★★★★★☆☆☆☆☆
5/10


GRAND DOOMER

★★★★★☆☆☆☆☆
5/10


WOLF MAN

★★★★★☆☆☆☆☆
5/10


CUBONE

★★★★★☆☆☆☆☆
5/10


FRUIT BRUTE

★★★★★☆☆☆☆☆
5/10


GLACEON

★★★★★☆☆☆☆☆
5/10


SWALOT

★★★★★☆☆☆☆☆
5/10


GROVYLE

★★★★★☆☆☆☆☆
5/10


KNIGHT MAN

★★★★★☆☆☆☆☆
5/10


FARFETCH'D

★★★★★☆☆☆☆☆
5/10


OCTAVIA

★★★★★☆☆☆☆☆
5/10


JUKEBOX JAW

★★★★★☆☆☆☆☆
5/10


LUCIO FULCI

★★★★★☆☆☆☆☆
5/10


KYOKO

★★★★★☆☆☆☆☆
5/10


THE CREATURE

★★★★★☆☆☆☆☆
5/10


PICHU

★★★★★☆☆☆☆☆
5/10


KRAEHE

★★★★★☆☆☆☆☆
5/10


DOR-15

★★★★☆☆☆☆☆☆
4/10


BURGERMEISTER

★★★★☆☆☆☆☆☆
4/10


FREAKY FRED

★★★★☆☆☆☆☆☆
4/10


BOOM BOOM

★★★★☆☆☆☆☆☆
4/10


COPYCAT

★★★★☆☆☆☆☆☆
4/10


SHELMET

★★★★☆☆☆☆☆☆
4/10


DOUBLE HEADER

★★★★☆☆☆☆☆☆
4/10


ESCAVALIER

★★★★☆☆☆☆☆☆
4/10


BASS.EXE

★★★★☆☆☆☆☆☆
4/10


PARTY PETE

★★★☆☆☆☆☆☆☆
3/10


OLIMAR

★★★☆☆☆☆☆☆☆
3/10


TUL BAK RA

★★★☆☆☆☆☆☆☆
3/10


MARGARET

★★★☆☆☆☆☆☆☆
3/10


GATSTAF SHEPHERD

★★★☆☆☆☆☆☆☆
3/10


QWOP

★★★☆☆☆☆☆☆☆
3/10


BUIZEL

★★★☆☆☆☆☆☆☆
3/10


MARK

★★★☆☆☆☆☆☆☆
3/10


SLAKING

★★☆☆☆☆☆☆☆☆
2/10


SONIC THE REMIX

★★☆☆☆☆☆☆☆☆
2/10


KYUBEY

★★☆☆☆☆☆☆☆☆
2/10


LINEBECK

★★☆☆☆☆☆☆☆☆
2/10


DRAGONITE

★★☆☆☆☆☆☆☆☆
2/10


MIKAMI

★☆☆☆☆☆☆☆☆☆
1/10


BATTLEHEART

★☆☆☆☆☆☆☆☆☆
1/10
 

LegendofLink

Smash Apprentice
Joined
Feb 17, 2008
Messages
164
Location
Pennsylvania
King K. Rool
It is certainly interesting to see you remake the King himself instead of one of his alter egos for once, and while I haven't read the original, this set reads like a homage to the whole genre of "Warlordian" sets. You have impaling, multiple grab-esque hitboxes, multiple ground pounds, pitfalling... the whole package, basically. The set is very focused in its goals, impaling the opponent on the crown, knocking it around to build damage, then using cannon balls or gimping to KO. In fact, my primary problem with the set is that it is focused to the point that it comes off as a bit too "flowcharty" for my tastes, a fact that is not helped by the playstyle section's "first you do x, then you do y" style of describing K. Rool's game. Other than that, the cartoony physics of the cannon balls and crown make for fun interactions and neat setups (even if the brutality of being impaled does clash with the otherwise whimsical tone of the set), and is pretty is character from what I know of the DKC series. All in all, a pretty good way to start off the contest.


QWOP
I don't care if you say this set is "serious", Khold. As you're not the most trustworthy person when it comes to things like this, the way you present it says otherwise. It actually started out somewhat promising, if a bit weird, with how you had to make use of the awkward movement physics of the runner to KO the opponent, but then you began with the sarcastic useless inputs, and moved on to taking pot shots at Warlord and Joe, of all people, and then we get to the back aerial.... and yeah. There is no way to take the set seriously after that point. Sorry, Khold, but you're gong to have to do better than potty humor to make a silly, yet serious set.


More comments to come...
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,439
QWOP
I don't care if you say this set is "serious", Khold. As you're not the most trustworthy person when it comes to things like this, the way you present it says otherwise. It actually started out somewhat promising, if a bit weird, with how you had to make use of the awkward movement physics of the runner to KO the opponent, but then you began with the sarcastic useless inputs, and moved on to taking pot shots at Warlord and Joe, of all people, and then we get to the back aerial.... and yeah. There is no way to take the set seriously after that point. Sorry, Khold, but you're gong to have to do better than potty humor to make a silly, yet serious set.
>potshots
>mfw I was actually joking about that


Welp, I guess H_R and Warlord's the only ones who can make MYM-related humor in a set anymore.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
QWOP
I liked this set because it was funny.

UBOA
I liked this set because it was funny.

VOL OPT
This set undoubtedly lays a great foundation as a clanking piece of monstrous machinery, and although the character itself is just that, its flying monitor extension helps boost it into the realm of viability. The set's interactions add a delicious industrial flavor into the mix; the concept of erupting pillars from the stage, wiring them together and directing them along the ground, conveyor belt-style was a particular favorite of mine. On the other hand, applying electricity as a standard buff to any solid object certainly has its uses, and requires strategic thought to apply in the midst of defending Vol from obliteration, but doesn't really pique my interest as a concept; it's a small step up from a generic buff, that Vol would always want to use moves in tandem with, rather than in their vanilla versions. Aside from that, Vol is a moderately interesting take on the giant character archetype, differentiating himself nicely by appearing primarily defensive-based. Also, that grab...I adore just pulling the opponent inside your machinery and forcing them to mash out; it's a more manual Dark Bowser cage, with the options to both punish the victim and set up pillars and whatnot while they fight for their freedom.

More comments coming tomorrow! Great start to everything, everyone!
 

Sir_Slash

Smash Rookie
Joined
Sep 29, 2011
Messages
15
Location
The Dojo.
Thanks. I figured I needed to work on detail. :) I just wanted to get into the zone a little at a time, you know?

... And that isn't a typo. I don't know what you're talking about. :awesome:

EDIT: Thanks BKupa. :) Nice to know it can at least be amusing.
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
Rapunzel
Rapunzel is certainly any interesting set, what with the interactions with her hair and moves such as down special. These are easily the best part of the set, and combined with the pan interactions, form something that we really haven't seen all that much of. One of the main problems in this set, in my opinion, is the measurement of hair. Feet? I thought we were past that in MYM3. Sure, we have a general gist of long the hair is, but feet can be perceived by some as the length of Home Run Contest's Stadium or the length of 0.1 SBB depending on the reader. The writing at times is a little hard to swallow as well, to the point where parts of it can be considered worse than Banballow. Some things seem proppy as well, unless you've watched the movie (Girls, Pascal). Regardless, it's a great set, especially for your first set in a while.

More to come! This order is mostly based on which sets have been getting comments and which have not, ergo K. Rool and QWOP's placements.

Reading Order: Rapunzel -> Vol Opt -> Boom Boom -> Linebeck -> Grunty -> Masque -> Uboa -> K. Rool -> QWOP
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,288
Location
Hippo Island
Boom Boom

Having Boom Boom constantly moving around all over the place fits his fighting style from SMB3 pretty well. I liked how you incorporated a way for him to manipulate his shell-sliding state while still tying it into his strength aspect. Having said that, as awesome as it is to counter-troll Sakurai and his tripping, I really feel that effect should have attached to his down special, cause right now there's basically no reason for me to use that move when the "trip" slide is basically flat-out better. I'm also confused as to why he has an epic UAir-FAir combo/pressure string, surely Boom Boom would have a more ground-focused playstyle. Points for actually taking advantage of dashing USmashes though.

Also, final smash clearly should be getting the opponent stuck in The first fortress of World 7.
 

BlackFox

Smash Rookie
Joined
Jun 16, 2011
Messages
21
Location
Wherever you don't
Venustoise​


Venustoise Joins the Brawl​

Venustoise is from an episode of the Pokemon anime where Gastly was skilled at making illusions to scare people. To scare Charmander and Squirtle, it created a Venusaur/Blastoise hybrid illusion. So although it may not be real, imagine how cool it would be if it was…

Stats​

Size-10 (Around as big as Bowser)
Weight-10 (As heavy too.)
Walk Speed-1
Run Speed-1
First Jump-2
Second Jump-1
Recovery-4
Priority-8
Traction-2
Fall Speed-8
Air Movement-2
Range-7

Crawl: Yes
Wall Jump: No
Wall Cling: No
Tether: Yes

As you may see from the stats, Venustoise is like a standard heavy weight. He has your standard heavyweight weight, and mobility problems. That being said, Venustoise prefers usually prefers to stay in one place, although that doesn’t mean it doesn’t have any other methods of getting around


Specials​

Down Special-Withdraw: With around .5 second start lag, Venustoise retreats into its shell, but unlike Squirtle’s withdraw, Venustoise remains stationary, However, despite this difference, there are a few similarities between the two moves, such as the vulnerability to being jumped on and taking no damage from attacks (except ones that ignore defenses) but still slides along the ground instead of regular knockback. Venustoise’s shell is takes half knockback from projectiles and is harder to move though, as one would suspect, but this also makes it harder to stop, making this a problem near edges. Exiting out takes around .35 seconds and can be done while moving by pressing down special again, but momentum is still present after getting out, albeit not as strong.
Another fact worth mentioning is that Venustoise can still use select moves while withdrawn. Generally, these are attacks that don’t involve limbs, and mostly include cannon based or flower based attacks. This allows for Venustoise to maintain a good defense while staying offensive. This is a main point in Venustoises’ play style and it is important to take advantage of all the traits of withdraw. In addition, Venustoise can turn around while stationary by making a dashing motion in the other direction or while using certain moves.



Side Special- Aqua Jet: Venustoise rotates the cannons on its shell backwards, and uses them to charge the foe.If used while out of shell, this is a chargeable with a maximum charge time of 3 seconds and can be held like Ike’s side special. If left uncharged, Venustoise will go around 1.5 Battlefield platforms in .3 seconds dealing 7% and mediocre knockback to those in it’s path and 12% and average knockback to those directly behind it as it starts (like, rest distance). If fully charged, Venustoise will go almost the full distance of Final Destination in .5 seconds and deal 15% with above average knockback, killing at around 130%, to foes in its path and deals 20% and a little less than Falcon Punch knockback to those right behind it as it starts. If this is used off a cliff, then Venustoise will go into a helpless.

However, this move is almost entirely different when used in the shell. This move then becomes a maintain and can be used to push Venustoise around while dealing knockback. It takes around a full second for Venustoise to get top speed, which is around Pikachu’s dash. When moving around, the water jets leave behind a water trail like the one in Distant Planet, however carrying foes in the opposite direction then the direction Venustoise is moving in. The trail will always be two seconds behind the shell. By pressing the side special in the other direction, Venustoise will change direction in the shell and start to move that direction, although it will take around a second to stop moving in the other direction.
Important to know, due to the fact that the shell has momentum, other attacks can be used while in motion as long as the side special isn’t being held. In the shell, this move has no end lag and only the slightest amount of start up lag. This means you can easily do stuff like gain momentum, fire off an attack, and start the side special again to keep moving. In addition, if you happen to get knocked by someone and are close to goin over the edge, an Aqua Jet can always save you. Although the knockback portion of this attack is strong (around 1.4 times the damage and knockback of a green shell going at a similar speed) a well timed jump can cancel out your momentum entirely and leave you vulnerable for knockback.



Neutral Special-Seed Bomb: Pressing the neutral special will activate a toggle like mode where pressing special again will launch a seed bomb into the air. The seed bomb will always go around 5 SBB and can be angled up to 60 degrees in either direction and are affected by wind and wind-like moves. It takes around 2/3 of a second to use another seed bomb, and the seed bombs fall at around the same speed as Snake’s mortar shells. The seed bombs themselves do around 7% and decent knockback, killing at around 150%, and have a blast radius slightly smaller than Snake’s mortars.
This move has some unique properties though. You can’t move while using the toggle form, but you can do other moves while in toggle mode. In addition, you can even use while using certain moves, although they must be able to do in a shell, must not be maintain moves, and not use the flower on Venustoises’ back. This move can be used while in the shell, and by using Aqua Jets, you can even use it while moving via momentum. To exit out of the toggle mode, press shield.



Up Special-Blizzard:
Getting itself ready with around .5 second start up lag, Venustoise retreats into it’s shell and spins very quickly. While Venustoise spins, he is surrounded by light blue, icy winds that extend .75 of a Battlefield platform all around it. This wind has a slow damaging rate, around 1% every quarter second, but being in them freezes the target. The icy winds also repel with a force a bit weaker than Kirby’s Swallow. The move lasts for 2 seconds and goes twice the height of Bowser’s Whirling Fortress, but around ¾ of the horizontal distance. This move can be used while in a shell and when used on the ground will not go up but can go along the ground even when used in a shell. When this move is finished, Venustoise will go in a helpless state.



Standards​

Jab-Vine Whip:
Venustoise goes on four legs and then has vines come out of it’s flower and whips at a similar rate and damage as Ivysaur’s jab. However, Venustoises’ jab has slightly more start and end lag, but it has a bit more range.


Special Jab-Hydro Pump:
This is the jab for Venustoise when it is in its shell. Just tapping will make a blast that has the height Wolf’s Blaster but is as long as Fox’s Blaster and travels at the speed of Samus’ energy ball . It deals 6% and below average knockback, killing at around 200%. The rate of fire is around the same as it takes Gannondorf to use his jab.

However, this move can be charged for 2 seconds. A fully charged Hydro Pump will do 18% and high knockback killing at around 120% as well as being noticeably bigger and faster. In addition, the water blasts also cause Venustoise to move slightly backwards.



Ftilt-Bubble:
Venustoise takes a breath for around a quarter second, and then blows out 5 bubbles which can be aimed upwards or downwards, each one the size of a smart bomb, 1.5 Battlefield platforms ahead of him and together occupy a 1.5 Battlefield platform diameter. The bubbles can stay in place for 90 seconds, and have very unique properties. Contact with the cluster will cause one bubble to pop and deal 7% while sending the foe flying set knockback similar to hitting a bumper at 0 in the opposite direction of which they touched it. One of the unique properties of the bubbles is that they can absorb water based attacks. They can take a maximum of 20% water based damage before they reach maximum size, each bubble being 1.4 times larger. In addition, the enlarged bubbles will do 11% and set knockback similar to being hit with a bumper at 20%. The bubbles can also act as a shield, and each bubble can take up to one projectile. Only 3 bubble clusters can be out at a time.


Utilt-Poison Powder:
Venustoise releases Poison Powder into the air from its flower with almost no start and end lag. The gas takes ½ a second to spread to its maximum range of a 1 Battlefield platform radius. The gas lingers for ten second and does 1% per second. The gas can stack up to 3 times in the same area where the rate of damage increases. This can be used in a shell and while moving to make the stage really dangerous to the opponent.


Dtilt-Scald:
Venustoise fills his mouth for around .5 seconds and then spits boiling hot water towards the ground directly in front of him making a Battlefield sized puddle of boiling water. The puddle does 14% and high knockback, killing at 110%. The puddle lingers for around 10 seconds. The puddle is clear blue and is somewhat hard to see.


Dash Attack-Growth:
While running, Venustoise slightly grows in size and weight and then tumbles like in Dedede’s dash attack. This deals 15% and knockback killing around 125%. The start and end lag of this are rather bad, even more so than that of Dedede’s dash attack.


Smashes​

Fsmash-Surf:
With .4 seconds of start lag and .3 seconds of end lag, Venustoise swings his arm and creates a wave that pushes foes away. Uncharged, Venustoise makes a wave the height of Kirby and a water trail following moving at the speed of Pikachu’s dash. The water trail works like the one in Distant Planet and does no damage, but the wave is impossible to escape and does 1% every quarter second. The wave uncharged goes half of FD. If fully charged, the wave will be two Kirbys high and move at Captain Falcon’s dash while the wave does the same damage and goes the full length of FD. Unlike the current in Distant Planet and in the Aqua Jet, the current doesn’t make a waterfall off the edge.


Usmash-Solar Beam:
Venustoise takes in energy from the sun, and creates a beam from the flower going completely vertical. This move (has around a .5 second duration) and does 16% in total with knockback killing at around 160% and goes 4 SBB high and half a SBB in width uncharged. Fully charged, this move does 24% and knockback killing at 140% with a vertical distance of 6.5 SBB and same width. This move can also be used while in the shell.


Dsmash-Leaf Storm:
Venustoise spins rapidly with leaves surrounding and spinning with it giving a larger radius. This is a multi-hit move that does a total of 19% and knockback that kills at 185%. Fully charged, this move does a total of 27% and knockback that kills at 170%. It is possible to slightly move while you are spinning, and this can be done in a shell. This has an average start and end lag, and lasts for around ¾ of a second.


Aerials​


Nair-Rapid Spin: Venustoise spins quickly in the air and does 4% and mediocre knockback. This move has almost no start or end lag, and very little landing lag.

Fair-Bite: Venustoise leans his head in and makes a bite, although his head isn’t the hitbox. Instead, energy-like fangs the size of Kirby chomps in front of him. The fangs deal 7% and knockback killing around 130%. However, if the foe is hit just as the fangs close, they will be dealt 14% and knockback that kills at 80%. This move has minimal start and end lag.

Uair-Aqua Tail: Venustoise does a flip in mid-air and creates an arc-shaped projectile as wide as Marth’s uair and travels 1.5 Kirbys upwards quickly. This does 5% and knockback killing at 150%. This move has average start and end lag, but bad landing lag.

Dair-Giga Impact: Venustoise extends his legs and then fast falls. Venustoise deals 10% and is an extremely powerful spike when he hits someone in mid-air. However, when he hits someone on the ground with this, it does 14% and is even stronger in knockback. However, this move has terrible ending and landing lag and average start-up lag.

Bair-Stun Spore: Venustoise releases a gas from its flower the same size of the gas from his utilt. Stun Spore will make foes helpless, like when you are launched in the air after a shield break. When someone on the ground is exposed to it, they will enter a dizzy state. The gas only lasts for 2 seconds. The amount of time a character is stunned depends on the damage they have. Each 10% is an extra 1/3 of a second of stun. Has minimal start and end lag, but bad landing lag.

Grabs​

Grab: Venustoise has vines come from its back and tries to grab the foe. It has a longer reach and faster start lag than Ivysaur’s grab, but has much worse end lag.

Pummel-Venoshock: The vines release a toxin that deal 1% a second and has a slightly lower than average rate of pummel. The toxin lasts for 5 seconds. However, what makes this interesting is every time you manage to pummel, the rate of damage increases. This allows for a lot of damage to be done.

Fthrow-Power Whip: Venustoise lifts the foe up higher and then slams them into the ground in front of him. This does 8% and average knockback killing at around 165%.

UThrow- Giga Drain: Venustoise holds the foe above it with vines. Venustoise deals 1% every half second and absorbs 1% every half second. Escaping is at 1.5 difficulty, although the foe can be sent upwards with low knockback early by pressing A.

DThrow- Sleep Powder: Venustoise holds the foe above the flower in his back and then releases a sleep powder before putting down the foe gently. How long the foe sleeps is based on damage, like with Jigglypuff’s Sing.

BThrow- Rapid Spin: Venustoise keeps the foe held in vines and retreats into his shell, rapidly spinning. The foe is dealt 7% and knockback that kills at around 155%. While spinning, the foe is a hitbox that does 8% and average knockback.


Final Smash-Frenzy Plant/ Hydro Cannon​

Venustoise has plant erupt from the ground that try to grab and strangle the foe. They can get as high as 3 SBB and spawn right next to each character, but can be easily dodged. If dodged, the Final Smash will end. However, if they do grab, then the plants will rise and align the foes so that the foes are in a line. Venustoise the shoots a powerful blast of water that does around 3% a quarter second for 5 seconds whereas the plants do 1% every half second for 5 seconds. The foe is then given extremely high knockback.

Playstyle​

Venustoise is a highly defensive character. It is obvious to see that Withdraw is one of the main parts of Venustoise. Withdraw increases Venustoises’ defense even higher than it already is. When the foe is at high damage, Venustoise will still be near 0. However, one of the things are that Venustoise doesn’t need damage to be KOed.

Going hand in hand with Withdraw is Aqua Jet. It allows for Venustoise to move and potentially save himself from falling off edges. In addition that, the water trail really helps to keep foes where you want them. The system of moving and attacking at the same time is highly important to his game and causing maximum chaos, although it is very complex to do. Plus, when out of shell, it is a powerful approaching and killing tool.

Venustoise is a camper, but with serious cons and pros. As stated before, due to the shell physics, Venustoise can be killed even at 0%. Plus, even if he isn’t KOed, it takes a while to take control. However, some of the pros are an iron defense and many, many tricks. However, some of these tricks require a constant switching of in shell and out of shell.

Venustoise is great with projectiles. His Seed Bomb has an incredible range, and his Hydro Pump is a very annoying projectile to deal with and is incredibly powerful. Mixing them up makes for even more chaos, and gives the foe a lot to deal with. An occasional Surf can make things even worse for the foe, and Bubble can help make for even more projectile defense. Venustoise works best at long range…

…which, means that he is at his worst at close range. Most of his attacks are really slow with awkward hitboxes and there is still the whole shell problem. However, those awkward, slow moves work excellently at stopping approaches from almost all angles. Bubble is a great tool for blocking enemies’ path towards you. In addition, shooting Hydro Cannon of Surf can make Bubble even more effective. Surf by itself is an excellent tool to keep foes away at any range, and can even help push foes back at close if you’re lucky. Poison Powder is great if the foe has got all over your other traps, and by dodging/shielding attacks at close range, you can rack up a lot of damage quickly. Scald is also an amazing tool to surprise foes when used in conjunction with the fog Poison Powder brings.

Venustoise’s air game is pretty bad, but his edgeguarding game fantastic. With things like Bubbles, Stun Spore it is very easy to guard the edge. In addition, Blizzards repel and freeze is also a good edgeguarding technique. However, Venustoise probably won’t be near the edge due to the shell physics and his extreme slowness.


Extra​

Up Taunt: Venustoise gets on 4 legs and has petals float and dance above his back

Side Taunt: Venustoise goes upside down and spins on it’s shell.

Down Taunt: Venustoise stomps its feet and lets out a big roar.

Entrance Pose: A Blastoise and Venusaur are seen flickering together before coming one.

Victory #1: Venustoise shows off its blasters and shoots a few rounds into the sky.

Victory #2: Venustoise makes two swipes and then says its name while acting as if was showing off its muscles.

Victory #3: Venustoise is on all fours and many flowers and petals can be seen floating around.

Loss: Venustoise claps while a vine wipes its eyes.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,288
Location
Hippo Island
Venustoise

Head for the shelter, HR's commenting 2 sets in 1 day!

Venustoise feels like the campy, projectile-based counterpart of Boom Boom. He wants to slide around in his shell to traverse the stage, but for Venustoise he's using it keep his damage from every increasing while spreading around stuff like his Poison Power and Bullet Seed. The shell mechanics feel very fun with him having ways to push himself around, but my favorite trick has to be rushing across the stage while having a charged Solarbeam destroying everything above me. I also approve of more characters who can edgeguard well without having an off-stage game. No denying that I find this a very enjoyable set to play.

My main criticism is that the 2 powder moves feel a bit overpowered. Poison Powder feels like it's too perfect for what it's doing, and stun spore would be stunning for over a second when the opponent is only at 40%.
 

Akiak

Smash Ace
Joined
Jul 28, 2007
Messages
820
Location
In my secret laboratory.
Hey everyone!

After hanging around in the chat for a while I've decided to officially come back to MYMing!
I haven't been here since MYM 4 but hopefully I'll be able to get some results. :)

@Krool, I absolutely loved your article on me, I read it like three times.
I really can't believe how noobish I could be back then.

Marvin the Martian
I've always loved Martian as a character and you've done a damn good job converting him into Smash format. I love all of the moves, especially the Bubbler which is a totally new way to KO and makes him extra-special as a character. Running around wreaking havoc with the Modulator and the Instant Martians sounds just awesome.
I especially like the idea of the Random Flipkick changing the direction he's facing while flying around in his jet boots.

The only concerns I have is that maybe 4 uses of the Modulator is a bit too much, even with Restoration in mind. You could probably destroy 90% of FD with them. So I'd do two things: either lower the number or add some way for foes to stop the explosion.

Also maybe you went a bit overboard with the overall craziness of the moveset. I'm not sure if this is a good thing or not but it might be hard for new players to pick him up and use him effectively when every single move has some kind of mechanic. But then again it's what makes him awesome as a character and it probably isn't important in MYM, so never mind.

The organization is neat and the images are very helpful, overall you did a great job.

Luckily there don't seem to be many significant changes to MYM since I left, except that the Playstyle section is like 10 times longer.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Akiak! Good to see you back here, man! Can't wait to see what you've got in store for us!


And now, for a comment on KING K. ROOL:

For some reason, this moveset started out a little slow for me. I honestly have no idea why, considering all the central stuff was at the beginning. But I did, in the end, really enjoy reading it, which probably started about the time I got to the Smashes. The interactions were clever and focused, and it all felt very well-suited to the character and playstyle. The only issue I might bring up is he feels a little predictable. Impaling with the crown is so central to his playstyle, but seems a bit painstaking to pull off, that it seems like an opponent would be able to know it was coming and avoid it maybe too easily. That said, I don't feel it holds the set back very much, and you did provide various means of trying to trick or pressure them into it, so I don't think it's a huge problem. Just a thought I had while reading. Anyhow, overall, I felt it was a pretty cool set and a rather enjoyable read. :)
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
502
Uboa
It's definitely true that this set doesn't meet our standards, that's for sure. But for what it's worth, it's not like that was what you seem to be trying for here, and you're a complete newcomer. This is fine. For what it is, I actually like Uboa, to be honest. I mean, he actually can do something REMOTELY interesting with Monochrome Street and his lack of animations, and the set feels very fitting to Uboa on a whole. The one thing I will mention is you could use a bit more detail, and you forgot to finish the pummel.

Marvin
I remember Duck Dodgers. I watched that show when I was a little kid whenever I got the chance, still love the theme song. But enough of me being nostalgic, on to Marvin. The set seems a bit disjointed at a glance, but it actually all works together quite well, his aerial game coinciding quite nicely with trapping your foe in a mobile bubble. Marvin's main problem for me is that he feels like he'd be a bit TOO good. Turning the foe into ash for 3-5 seconds while still making it possible to move them via Instant Martians and the Bubble means they pretty much die the second the Disintegrater hits them. And some moves just come across as awkward and or proppy, with not really enough relevance to the rest of the set to justify it. Don't get me wrong, the set is pretty fun on a whole, but there are certainly things dragging it down.

Venustoise

...I think this is your second set, am I right? If so, this is QUITE impressive for a second set, with Venustoise having some actual flow/playstyle as well as the defensive shell stuff. That said, Venustoise still doesn't do anything really unique, mostly coming down to just being a camper who can set up a few basic traps to defend himself. There's nothing wrong with that especially considering how early it is in your career, but truth be told you may want to try something that wasn't quite as done to death in future sets. I mean, compare to Marvin above, who does those things while being surprisingly aggressive. The shell stuff itself is interesting, but you don't really give it a ton of relevance outside of a way to reduce knockback in exchange for giving up a few moves. Also, the organization is kind of ugly. This isn't something I like to complain about, but take a look at some of the other sets posted, it's possible to make it look a lot nicer.

If I come across as harsh, I'm sorry. What I am trying to do here is help you out, since you seem to have a lot of potential. If all this goes over your head, you may want to just read HR's comment, as it's probably a lot more helpful.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
~~ Rool's MYM 11 Comment Link-Up Extravaganza!

Linebeck ~ [Junahu]
Mask*DeMasque ~ [Junahu]
Grunty ~ [Junahu]
King K. Rool ~ [BKupa666]
QWOP ~ [Kholdstare]
Vol Opt ~ [ForwardArrow]
Uboa ~ [Sir_Slash]
Rapunzel ~ [kitsuneko345]
Boom Boom ~ [n88_2004]
Marvin the Martian ~ [Davidreamcatcha]
Venustoise ~ [BlackFox]
Swalot ~ [Smash Daddy]
Ashley ~ [Chaos Swordsman]
Party Pete ~ [Clownbot]
Gangreen Gang ~ [MasterWarlord]
Dark Star ~ [n88_2004]
Rumble ~ [kris121]
Kobold Clan ~ [Zook]
Kyubey ~ [ForwardArrow]
Majora's Sceptile ~ [majora_787]
Le'Quack ~ [MasterWarlord]
Farfetch'd ~ [LegendofLink]
Freaky Fred ~ [Davidreamcatcha]
King Ramses ~ [Kholdstare]
Rulue ~ [Koric]
Moon Child ~ [Sir_Slash]
Batman ~ [BladeKnight420]
Knight Man ~ [Kholdstare]
Escavalier ~ [Kholdstare]
Phantom ~ [Kholdstare]
Kimiko ~ [flyinfilipino]
Len Kagamine ~ [Sir Slash]
Kanden ~ [n88_2004]
Fefnir ~ [Nicholas1024]
Harpuia ~ [Nicholas1024]
Phantom ~ [Nicholas1024]
Leviathan ~ [Nicholas1024 and majora_787]
Deviljho ~ [majora_787]
Shelmet ~ [Clownbot]
Bass.EXE ~ [phatcat203]
Octavia ~ [ProfPeanut]
Malcolm ~ [Koric]
Zombie ~ [Kholdstare]
The Penguin ~ [BladeKnight420]


It's not just comments that'll be linked here, but the occasional review (whoo blatant optimism :awesome:). This is my compromise: I get to play the OCD completionist, but I also get to comment movesets as they're made instead of lagging behind in some dusty corner of the thread. I'll try to stay on top of things, but if I miss your set, don't be offended - I'll get there eventually.

Movesets commented: 19
Usefulness of Rool in MYM 11 so far: Ugh.
 

Smady

Smash Master
Joined
Apr 29, 2007
Messages
3,306
Location
K Rool Avenue
MYM has a lot of eating problems...




"When Swalot spots prey, it spurts out a hideously toxic fluid from its pores and sprays the target. Once the prey has weakened, this Pokémon gulps it down whole with its cavernous mouth."
Swalot is the Poison Bag Pokémon, his entire existence centred around his love of eating and his body dedicated to digesting and salting his prey in preparation of his triumphant feast. While Swalot isn't the most dangerous looking of predators, this is merely a façade - sort of like a camouflage so that Swalot can get closer to his victims before he devours them whole. And yes, he really does devour them whole. He doesn't have any teeth, thus he scoops them up and lets his stomach do the rest. For him, it's less about texture, and more about survival of the fittest - eating others is sport and Swalot's body is designed so that he can eat anything.

In his pursuit of the finest eating, Swalot's gentle appearance makes him by far the most appealing pure poison-type Pokémon, looking positively cuddly. His whiskers and little hands connected to his main gooey body are both indicative of a far less impressive predator. Perhaps in spite of these attributes, Swalot is fairly popular in terms of his design - being one of the only poison-types in his generation. To me, the Pokémon is a spiritual successor to the Grimer line, being a huge ball of poison. While Muk liked to roll around in its own filth, Swalot has a lot more dignity and is truly a gourmand of sorts. So while he may appear to be, indeed, spreading his muck and dirt around, it's still all in the interest of eating. Yum yum.

Weight: 7
Size: 6
Ground Speed: 3
Air Speed: 1
Fall Speed: 7
Hunger: 10
Swalot is atypical of other heavy Pokémon - what's surprising is that he actually isn't all that big to begin with, only being five feet tall and weighing under two-hundred-pounds presumably due to a fast metabolism. His speed is, not shockingly, very mediocre, with his manoeuvring in the air being even worse - though he's not quite as bad as Muk, as he has jumps, even if they are relatively mediocre as well. As he actually has to catch his prey, he isn't a complete tank, but he isn't going to win any awards for his agility. Of note is Swalot's traction - it's not so bad at a walk, but it really starts to become a worry at dashing speeds, as he has to carefully tread his lumpy tentacle feet around. As a positive, this makes it impossible for him to trip.​


Neutral Special: Acid Spray
The signature attack of the poison-type. Swalot puffs out his hurtbox slightly on both sides, releasing a green gas out of his black follicles, on both sides of him and into the background. This lingers in place for a further 3.5 seconds, covering an area of two battlefield platforms and being just as tall as Swalot is. Any opponent caught in the immediate hitbox of the attack is covered in green goo, causing them to slip and slide a lot more, as well as being unable to grab a ledge if they are caught off-stage. The liquid-like goo will naturally fall down the opponent's body, falling off entirely after around 5 seconds depending on their size, or simply being washed off by any water-based attacks directed at the opponent. The gas itself, while it lingers in place, deals constant damage of 2% to anyone who stands in it. While this may all seem highly useful, Swalot has to wait 5 seconds himself to use the move again.

Side Special: Gunk Shot
Swalot's cheeks seem to get bigger for a moment, before he spits out a disgusting purple pus ball that sticks to the ground in front of him and will trap any opponent who steps in it, forcing them to either attack it with a low-angled move, or go idle for a second as they tear it off with a generic animation. When a foe is caught with their foot in the mud like this, they will be unable to move, or even jump, though the pus ball itself is only the size and shape of a goo ball. Coincidentally, the move has a double purpose if a direction is given, being able to spit it out up to a platform further forward, attach it to walls, and indeed stick to a foe. If a foe's body is hit, they suffer poison damage of 3% a second until they stand still to do the generic animation. And yes, these can stack, for insane damage.

Foes with the gunk shot stuck to them suffer the unkindly fate of also having to look out for other gunk shots stuck to the floor or walls as they pass by them. If the area on their body where the pus ball is attached touches the other gunk shot, the two will stick together and form a doubly strong ball that keeps them in place, forcing them to mash out at half grab difficulty. Especially when you're slipping and sliding around, you could easily hit a pus ball on the floor and indeed be stuck in prone as you mash out. Prone abuse ahoy! A special thing that Swalot does is actually soak up gunk shots if he passes over them, them creating a little sour spot on that part of his body that's slightly more pink than the rest, as a visual effect.

Down Special: Gastro Acid
Because he wasn't disgusting enough, Swalot decides to vomit out his stomach acids... how does this even work anyway? Swalot looks slightly more grim than usual, the top half of his body becoming visibly paler in colour, before he lets out a river of gastric acid below him. This acid acts like water, dripping off of platforms and lying relatively still on flat surfaces. If it comes into contact with gunk shots attached to the floor or a wall, it will detach them for as long as it's touching them, causing them to slide down walls or simply bob in place if on a flat surface. This also goes for opponents, who may choose to bathe in the acid to rinse off the gunk shots. This also goes for the acid spray goop from your neutral special.

Being that it's acid, though, it has some rather nasty effects for any opponent who touches it, causing constant flinching and 1% damage. And though the opponent may be able to rinse their feet off of your gunk shots and acid, any of it still attached to their upper body remains. So at best, they have to dive into it to get rid of their other ailments, or hope it's falling on top of them. And as if there wasn't enough bad stuff about it, opponents will also have far worse traction when walking over it, making it extremely hard to escape if you run into it and negating any benefit of cleaning up the acid spray goop. To rinse it all off like this, foes will have to try and get under a shower of the stuff, which only Swalot can set up. Like the neutral special, Swalot has to recharge this move for 6.0 seconds once he's used it, but it's not completely unusable for that time. With full charge or at the start of a match, Swalot's gastro acid can fill up a whole platform-and-a-half in flat distance, this being reduced to just a Bowser in distance if you try to use the move immediately after.

Up Special: Spit Up
Swalot seems to puff up his cheeks even more than in the previous move, blurting out a mess of sickly green gunk directly in front of him, or angled to shoot in any cardinal direction. This all has the lag of a falcon punch, however. If Swalot had recovered any gunk shots before this by walking over them or having them stick to his body, they will all visibly roll up to his mouth before the move starts, delaying it a bit, but then adding that amount of gunk shots to the rest of the crap coming out of his mouth. The gunk shots operate as they would have normally, having a skewed trajectory as each veers off at a random angle out of Swalot's mouth - if you have any real strategy here, it's simply to get a lot of them to cover a wider trajectory.

The actual power of the move depends on the state of your stomach, from your down special. If you're currently still recharging the move, Swalot will be able to spit out less gunk and with a neutral special primed and ready, your spit up will also be at its maximum power. This ranges from 8-18% damage and a hitbox of one Kirby to one Bowser, KOing at 180-130%. Swalot will also be blown backward by the power of the blast, making this a half-viable recovery with his full breadth of gunk to use - ranging from blowing him one to two-and-a-half platforms in the opposite direction of the spew.





Grab Game: Swallow
Opening up his terrifyingly huge mouth, Swalot can continue moving forward or back, attempting to swallow anything in his way. Holding the grab input allows you to keep Swalot's mouth open. Swalot will automatically pull in any of the acid spray left over from his neutral special, as well as any enemy projectiles - simply making them disappear into that giant mouth of his. However, he can't actually initiate his grab on the opponent unless they slip into him (which is very possible). Opponents with gunk shots sticking them to the ground will be grabbed, as well as their gunk shots, it simply being pulled off the ground along with them.

This is where your pummel comes in - stopping Swalot from being able to move forward or back, as he starts to breathe in heavily and pull crap inside of his mouth! Anything within a platform of his mouth, in front of Swalot, is pulled towards it at Mario's run speed. If there's any gastro acid from your down special or acid spray from your neutral special, these will also now start naturally come toward you, pulling any opponent on top of them with it. Gunk shots on top of acid are also extremely useful here, being pulled much faster than the acid itself and tripping up any opponents they pass by on the ground.

If you can get a foe next to your mouth, Swalot clamps down on it, half-swallowing the foe and holding them up in midair, slowly sucking them down into his mouth. This initiates a bit of a mashing war between Swalot and the opponent player - by default, this favours no one and the opponent simply slips out of Swalot's mouth if they win. However, if the foe is covered in acid spray goop, the scale is tipped far in Swalot's favour, allowing him to squeeze them in much easier. If successful, he goes back to his idle stance, seemingly happy with this meal. So, what happens next?

Belly of the Beast
The foe now finds themselves inside of Swalot's body themselves, being reduced to a miniature size. Well, he does swallow everything whole, so there's that mystery and piece of your childhood spoiled forever. In Free-For-Alls, the foe inside of Swalot is simply given an x-ray view of the Pokemon overlaying the character so that they can see themselves, as the fight on the regular stage continues. The camera simply zooms in on Swalot as if he was alone in the fight, giving both players a limited view of the stage outside of Swalot. The body is basically a stage in-of-itself, being as long as final destination and as tall as four Ganondorfs. It's shaped like an outline of Swalot - round, but with obvious points like where his mouth is, about half a Ganondorf below the top; attacking any of this outline will cause Swalot damage. The outline acts as a wall, except for his bottom, which is cut off slightly and a blastzone, as if you fall below the line you are indeed digested by Swalot. The very top is cut off too, creating a flat ceiling where Swalot's "brain" is.

To get out of this predicament, a foe only has to hit against Swalot's outline for 45-30% damage depending on Swalot's percentage. Swalot will then be forced to use his up special and evacuate his stomach, them returning to normal size once spat out. The opponent can also sneak out while Swalot has his mouth open for certain moves, with the same effect. Opponents can also grab onto little bulges on the outline of Swalot's body, acting like a ledge, unless they're covered in acid spray and can't grab ledges. Speaking of those traps I mentioned getting sucked in earlier, I'll explain Swalot's a bit more personally later, but with opponent's traps, Swalot can indeed gulp them up and send them inside of him. In there, they shrink down to a relative size, but retain their alliances from the match... so maybe not a great idea to swallow Samus' charge shot, but if it's a team game, maybe it is. These projectiles will appear right in front of where Swalot's mouth is on the inside, then follow their previous trajectory.

What's stopping them is a whole deck of stage hazards controlled by Swalot. For one, the gastro acid lies at the bottom of the stage, filling up the bottom two Ganondorfs at max. This can be reduced all the way if Swalot uses his down special, pulling in the acid to his mouth and potentially releasing the opponent as well with this. What's to keep in mind, though, is that the acid still damages the opponent and that the drowning rule applies, as they can actually swim in it now. As soon as they hit it, they are on a timer - the higher the percentage, the less time it takes to drown, and simply standing or being stuck on another part of Swalot only stops the timer, it does not refresh it. The time it takes to drown is based on the Brawl drowning mechanic, taking less and less time as the foe's percentage goes up. So spend too much time in the acid, and you're digested. Also to note here is that the bottom blast zone is always in effect and you can indeed pull up all of the acid here using moves, meaning that you can pull all of that goop up and just let the opponent fall to their deaths!

The acid has other uses, such as washing off the acid spray so you can potentially grab Swalot's bulges to stall. Aside from that, gunk shots can become a real problem inside of Swalot. Just below the mouth, there's a Bowser-sized, massive gunk shot, apparently being produced by a gland, that sticks opponents to it if they stand on it, forcing them to repeatedly jump to get out of it. Attacking this also does no damage to Swalot. If a gunk shot attached to their body touches this gland, they will also have to do the typical escaping with it, mashing out at half grab difficulty. Gunk shots that Swalot has absorbed appear at the relevant points of his outline, being the same size as the gland. Swalot moving the gastro acid around on top of these will cause them to slide down his outline, possibly catching foes and pulling them into the drink, or simply off the bottom blast zone.

Hanging around in the air above the acid is also a bad move, as any of that acid spray that Swalot sucked in will linger here, causing constant damage. Use of your neutral special actually controls a very thick layer that establishes Swalot's outline, being a Bowser thick, as it runs to the follicles where the liquid apparently produces his signature acid spray. Aren't we the learners? When Swalot uses his neutral special, his outline also recedes, potentially pulling the rug out from under the foe if they were just trying to escape.

Last but not least, just moving in around in general with Swalot causes his insides to move a little. Moving in one direction will cause the gastro acid inside of him to all collection on one side of his outline or another, potentially causing the foe to fall to their deaths and also making it far harder for them to move in that direction. Jumping causes the opponent and acid to also jump up as Swalot comes down, possibly ensnaring airborne or ledge-grabbing foes in the acid inside Swalot's body and soaking any gunk shots on the side of Swalot's body so that they can slip down. Turning around, as hard as it is for Swalot, causes his entire body to turn and disorientates the foe.

At any time, uses your up special to evacuate your entire body, causing the absorbed gunk shots to roll up and catch any opponents trying to grab your outline. This also pulls up the gastro acid to potentially drown a nearly-sunken opponent, as the move has some slight start lag to it that can easily cap off a foe and drown them. Remember that the foe is completely blind to what you're doing on the outside as they're busy inside, allowing you to throw them out somewhere undesirable or simply set up a really nasty amount of traps for when they get out. The foe is also perfectly vulnerable to the knockback of your up special as they come out of your mouth, allowing you to damage rack then inside your body, then shoot them out to their deaths if they aren't to your taste.​

Jab: Pound
Swalot squints his eyes into tiny 'x's and the tiny hands on his sides seem to go invisible with how fast he uses them to furiously pound whatever's in front of him. How cute! This is your basic close-range move, hitting opponents right in front of Swalot and driving them into flinching and forcing them back to a safe distance, also dealing 4% for each swipe, usually allowing you to hit an opponent twice if they get close up to you. Use it when you're not ready to approach a foe or swallow them up, generally when an opponent jumps over your traps, but lands directly in front or on top of you.

Inside of Swalot, this causes things to get a bit hairy, as any gastro acid in his stomach is made to sway to either side of his body, splashing up to a Ganondorf higher, being simply a straightforward way to move it to the sides. So yeah, you predict an opponent is going to cling to your sides or try to attack them, use your jab and they're bound to fail! Of course, the move is not guaranteed to work if they hide in your stomach acid or simply hugging the higher parts of the stomach, so it requires some mild mindgames to make work.

Dash Attack: Body Slam
A dash attack on a cumbersome Pokémon like Swalot is quite peculiar, and it reflects in the move itself. Swalot stops in place, but his rubbery upper body continues going forward half a platform, gliding along the floor and hitting any opponents for 10% damage and flinching knockback. His body also attains super armour for the duration of the move, at the cost of some mild end lag. This is basically more of a fake-out move, allowing you to hit beyond your normal capabilities without sacrificing any ground to the opponent.

You're also granted a far easier time with this move absorbing gunk shots into other parts of your body other than the very bottom of it, which mostly just means they're lying at the bottom of your stomach and not nearly as useful. Using this move allows you to more strategically place them as your body glides over and absorbs them from overhead. And yeah, your body will indeed go sideways for a short spell - this just translates to acid pouring onto the side of your stomach for a moment and a shift in gravity, but due to its speed, could be useful in catching an opponent who's not paying attention.

Forward Tilt: Yawn
Adopting a sleepy expression now, the emotive Pokémon, Swalot produces a Luigi-sized horizontal cloud from his mouth, before shaking his head and coming back to consciousness. The cloud will continue to travel forward, bobbing up and down, but generally following a very straightforward trajectory. If it hits an opponent, it is enveloped by them and causes them to immediately snore, this merely cancelling them out of any attack they're currently doing. However, 3 seconds later, they actually fall asleep for a full second, allowing you to swallow them easily. With that in mind, the opponent should be extremely mindful of running into this thing. If connected with your acid spray gas, however, the yawn cloud takes on a greener colour, now just dealing generic damage of 12% but travelling at a slow upward trajectory. In this form, it's simply a good anti-air option.

This move is one of the few without any function inside of Swalot's body, but can still be swallowed and become a threat to those inside of him.

Down Tilt: Amnesia
A confused expression crosses over Swalot's face temporarily, him looking toward the opponent if they're facing him as a sort of dark wave passes down from the top of Swalot's face until it reaches the bottom of his body. The actual attack part only lasts while Swalot looks confused, the dark wave continuing after that. If an opponent was within a Kirby of Swalot and facing toward him - for around a half-of-a-second - they will cancel out of any move they are currently doing. If they are simply idle, a sudden confused state will cross over their minds and they generically hit themselves before returning to normal, dealing 5-10% depending on a generic body size check.

This is mostly good for deterring people trying to tear off their gunk shots, or simply trying to hit you at a close range with a powerful, laggy move. The move does have some end lag to it, though, meaning you will come out with no advantage if simply stopping an attack and you have to wait for that dark wave to pass down your body fully before using the move again. Inside your body, the dark wave acts as a repellent to anyone grabbing onto your outline like a ledge as it passes over that part of it, allowing you to set them up to jump out of its way, only to be hit by another move of yours.

Up Tilt: Encore
Swalot wiggles his moustache in an absolutely adorable fashion, causing opponents within a platform to generically walk towards him if on the ground, or DI in his direction if falling, either out of pure love or hatred of this fiendishly cute act. The opponent barely walks two steps forward, however, quickly regaining control of themselves. If they walk into Swalot, he swipes at them with his pound for 4% and small knockback - you can look, but you can't touch. This is pretty much the exact kind of move you'll want to use to entice foes into your traps, but it isn't all that powerful and leaves you pretty open. Inside your body, this causes the area around your mouth to shake a little bit, causing any opponent grabbing a ledge bulge at that point in your body to let go automatically.​


Neutral Aerial: Wring Out
Swalot catches a bit of an anxious look on his face, reeling his head back and forth before letting out an almighty sneeze, capable of some small knockback at a very close range. This move only deals damage and has a real use if the acid inside of Swalot has travelled close to his mouth, turning the sneeze a green colour and covering the foe in what looks like snot, but is actually putrid acid. This acid behaves the same as the other one, this being another way to simply better manage your natural resources, as you can smaller bits of acid over parts of the stage. This is especially true given how acid is easiest to get close to your mouth when you're coming down from a jump or falling, allowing you to get a bit of a downward assault going.

Inside your body, this allows you to pull in any opponents and acid within two Ganondorfs of the mouth very quickly. When they may already be pulled up from you jumping, it should be easy enough to pull them toward your mouth. It's a bit of a mindgame as they may not be able to tell if you're actually in the air or not, due to just seeing your outline move. The move has benefits over your up special due to simply pulling the foe toward your mouth, as they remain and the acid is what's sneezed out. If you press the input again before the end of the move, however, Swalot cutely wiggles his nose and refuses to sneeze out of politeness, what a deary.

What this means for people inside, though, is that they're now drowning in acid near your mouth and desperately hoping for it to fall back down. Generally making hanging around Swalot's mouth a bit of a dangerous game. This version has some end lag to it, meaning you can't spam it.

Forward Aerial: Pound
When Swalot tries this kind of move made for lightweight ponies, it doesn't end too well. Swalot tries to swipe his side of his body to pound the opponent - if actually hitting, dealing a solid 4% and a spike as he hits downwards. If not, though, this sends Swalot into a bit of a freefall. This means you lose control of Swalot, but his body becomes a hitbox instead, dealing 3% and flinching knockback if he hits an opponent, pulling them down with him if they get caught underneath him instead of dealing them knockback. This is your basic, "get them somewhere in the air," move.

That constant spinning will really screw with your insides, however, creating a real havoc area for the opponent as you free fall. Though keeping in mind how pathetic Swalot's jumps are and how his recovery will shoot the opponent out anyway, this move is mostly reserved for when you're out of better ideas.

Up Aerial: Body Slam
This move is more for the heavyweights as it were, so it won't make our poor little Swalot fail as much as the last input did. Swalot makes use of his odd body type again, bending his rubbery upper body back only for it to bend forward again like a punching bag. Any opponent caught immediately in front of Swalot over this short time is spiked downward and forced to [eat dirt] adopt the prone position with twice as much lag getting up, dealing 12% damage and being one of Swalot's only good natural KO methods.

Inside Swalot, this turns the sides of Swalot's body into hitboxes, dealing only 6% and small knockback to foes as Swalot bobs back-and-forth, but this is enough to force them into the acid or simply keep them on their toes as they can't grab the ledge, even if it's for a short duration.

Back Aerial: Yawn
Failing again, poor, cute, little, hungry Pokémon? Swalot tries to use his forward tilt, but it seems to backfire, causing him to fall asleep, simply waking up after a minimum of half a second if you press the input again, or up to 4 seconds if you don't. At which time, Swalot seems to bolt up in surprise in upward direction, travelling a Ganondorf in height before entering a faster, sillier looking free fall, dealing 10% to any foe he hits and KOing at 180-120%.

This is mostly useful inside your body, as the opponent will also wake you up if they are able to deal you the finishing blow that would have you use your up special and spit them out. You do spit them out, only you also perform the last part of the move right after, allowing you to potentially spit them out somewhere rotten off-stage and return to it without too much trouble.

Down Aerial: Stockpile
Swalot again looks to be straining himself, somehow causing all the blood... or rather, acid to fall to the bottom of his body, making it turn green in colour and turning the bottom part of his body into a hitbox. This deals 3% to foes as long as they're in contact with it, which isn't too bad by itself, but landing on a prone opponent wedges them underneath you, causing them to have to mash to get up at half grab difficulty while taking damage and only being able to push Swalot off rather than attack. This stacks if they're stuck on your gunk shot, making them mash out at full grab difficulty to escape both Swalot and the gunk shot.

This is perhaps the most obvious function in terms of your grab game, simply draining the acid out of the bottom of your body - with no acid there, the bottom blast zone actually comes into effect for an extended amount of time, allowing Swalot to clean out opponents from his mouth better. That, or it simply keeps it from being resupplied until the move ends, allowing you to kill an opponent relying on your acid to stall you, and who is at too low of a percentage to drown outright.​


Forward Smash: Sludge Bomb
Swalot ducks his head back for the lag time, charging up what is sure to be a super gross move. For the duration of the charge time, Swalot can actually walk backward or forward, allowing him to better aim the move - and also splash around the acid more inside his stomach, which we'll get to later. After the charge time has finished, Swalot barfs out a ball of green sludge, it being slightly larger than a gunk shot, to the size of Kirby at its largest. This bomb travels at the speed of Falco's laser, taking an overhead trajectory and landing in a messy pile when it hits solid ground. If it hits an opponent, it deals 18-25% damage and can KO vertically at 160-100% at its worst.

The real fun begins after it has hit the stage, however, as the sludge bomb retains the qualities of Swalot's gastro acid move. Depending on its size, it will spread gastro acid from Swalot's down special on both its sides for up to 5 seconds before dissipating. It acts as somewhat of a wall to floating gunk shots, as it's always fully attached to the stage. Inside of Swalot, it's revealed that Swalot actually rolls back the gunk shot attached to his throat down and picks up any opponents it touches along the way, going into his gastro acid inside his stomach, splashing it around as it absorbs the acid around it. When you're walking backward or forward, you can further help to try and get the opponent stuck to the gunk shot when it's still being formed into the sludge bomb, the opponent being shot out and even KOed, if they're at a high enough percentage, by the sludge bomb, as it's shot out of Swalot's mouth.

Up Smash: Poison Gas
Swalot tenses up again, the 'x's returning over his eyes as he focuses deeply on the situation and... secretes gas? In the least, this is a green, but more transparent and wave-y kind... wait, that's worse. The charge on this move lasts for as long as Swalot is "focused," being a little longer to charge than this forward smash. The gas travels up as Fox's dash speed, its shape being the outline [my new favourite word] of Swalot's body on the top and bottom, being as wide as him, but its length depending on charge time - being as tall as Marth or up to two Ganondorfs. If an opponent comes into contact with the smog, they are dealt 3% damage constantly and intermittent flinching if they remain it, the real benefit of the move being that it causes little bits of the gas to stick to the foe, visibly tinting them a bit green.

If the opponent goes into the acid spray gas created by your neutral special now, they will pull in the particles and coat themselves in that acid's goop, this being the only other way to do that to an opponent. The effects lasts for the standard time the goo usually would. The mechanics of how this works is straightened out if the opponent is inside Swalot, as the gland producing gunk shots is connected to where the acid spray wall is, which also runs next to the mouth - the move having the gunk shot sink deep into the wall and pass over its sticky qualities to it while Swalot charges. For the duration of the charge time, the walls become hardened inside Swalot, making it impossible to grab them. Swalot can also swallow poison gas just like he swallows the other gas, allowing you to coat the top half of your stomach with both of them and make grabbing ledges hell for the opponent.

Down Smash: Toxic
Swalot is really trying hard now, as his 'x' eyes and cute puckered face is at boiling points, as he pushes all of his gaseousness to the bottom of his body, turning it green this time, but also the top half of him progressively more and more grey out of pain, desaturating him. After this relatively short charge time, Swalot is free to move around as normal, but that part of the stage he was in temporarily sinks, as it seems to have been infected with some kind of super virus or something. The stage slumps down a Kirby at its apex, this pit being as long as a platform and lingering for up to 7 seconds depending on charge time. This pit is indeed first and foremost a generic pit, allowing you to drop your gastro acid into it and generically slap an opponent into that for massive damage.

Aside from that, though, the pit also acts to slow down an opponent if they walk into it, as their animation also takes on a, dare I say, desaturated appearance itself, having their jump heights drastically reduced as long as they're walking in the pit and moving far slower. They also take constant 1% damage, but that's really not the worst of their problems when they have Swalot's grab game on their hands.

Inside Swalot, this translates to all of the acid going down out of the way like in your down aerial, evacuating room so that your stomach's bottom blast zone is exposed. Unlike your down aerial, when you're done, the acid won't simply slink up, but actually jump up to a height relevant to how long Swalot had charged it up, as it tries to return to its normal positioning as fast as it can to prevent Swalot from dying. This is some mindgames business here, as your opponent goes for the ledge, thinking they're going to fall to their death, then having a bowl of acid jump up and soak them.


Final Smash: Venoshock
Swalot has got the smash ball somehow! But now he's just twitching his nose again and making cute faces with his moustache, bah. Wait, there's electrical shocks coming off of that facial hair! Indeed, if an opponent comes within a platform of Swalot, a purple electrick shock will spark and hit them, causing 15% damage and high knockback. If there are any gas clouds or other traps left behind from the rest of Swalot's set, they conduct the shock, creating a zone of death around Swalot's poisonous traps, with the original shock travelling between all these traps at lightning speed. The venoshock will continue to zap around like this for 15 seconds. For the ultimate humiliation, Swalot can even swallow the shock, it then going inside of his body and constantly rebounding off of the poisonous traps stored inside his stomach. While the vertical knockback won't kill the opponent outright due to the ceiling, it will send them bouncing off of it and potentially to their deaths if Swalot is able to correctly time when he sucks in his gastro acid.​


A Heavyweight Diet: Gourmand over Glutton
At a glance, Swalot seems like the easy victim in a brawl. He isn't built for it statistically and many of his best ways of getting into a match involve massive set-up. However, he has very fluid and adaptable options, fitting this Pokémon that best illustrates survival of the fittest. From the start of the match, what you need to focus on is how you're controlling the stage with your various traps and how your opponent will react to them, building up traps that serve the double purpose of simply shifting them around. This while also being able to work into your Swallow [grab game] or pressuring them enough that they're caught by one of your off-kilter KO moves like your aerial Body Slam [up air] or Sludge Bomb [forward smash], simply making them so erratic in avoiding you that they act irrationally.

Where Swalot excels is indeed in being able to pressure the opponent in certain directions, be it away or toward him. What Swalot really likes is a mid-to-close range, as his tilts like Amnesia, Pound and Encore work entirely around the premise of having forced your opponent close in, and then being able to start screwing them over with some rather effective feint attacks. To this end, you'll want to make use of both your Acid Spray [neutral special] and Gastro Acid [down special] to create a stage so slippery that they either take to the air [where they are easily counter attacked] or go to clean areas of the stage. What makes Swalot unique in this phase is that he can indeed take in his laid traps and simply build up his insides, so an opponent retreating away from them does not mean they aren't useful.

Indeed, this is actually a big part of Swalot's game – driving the opponent away from him so he can recollect traps and prepare for the obvious next phase, swallowing them. There's obvious stuff like picking up gunk shots with your dash attack, but also simply laying a well-placed Acid Spray [neutral special] to use later is also useful. In particular, this gas' low lingering time may make it seem useless for your stomach phase, but if used in tandem with other moves to pressure your foe into traps and then into Swalot's grab game, he can effectively set up with moves already out on the field. This move in particular is crucial, though, as opponents coated in goo will want to get in your Gastro Acid one way or another, making your Poison Gas [up smash] just that much more important.

While actually pressuring into your goop mechanic in your neutral special may seem too difficult to bother, its both too beneficial and too easily followed into by other moves, for example your tilts, for a good Swalot player to pass up. With the goo on, an opponent will be avoiding you at all costs, and this is also really useful, as they are forced to not approach Swalot – who can simply set up like the campy grouch he is. Swalot himself won't drop a beat, what with no tripping, being able to camp even better from within Toxic [down smash] pits [which the opponent cannot] and following up with moves like his Poison Gas [up smash] and Sludge Bomb [forward smash] to further try and make them create a pattern of avoiding projectiles. An opponent in this state can't afford to be predictable, as we know where that leads them.

It's not inevitable to get an opponent in your stomach with what Swalot has available to him, but when he has prone abuse in your Stockpile [down aerial], Gunk Shots [side special] and general movement nerfs working against him, it's hardly unlikely to happen. And all of these aforementioned attributes will help you immensely in mindgaming your opponent within you, playing off of similar traits: controlling your opponent through status effects. Overwhelming them with the amount of options that you have available to you and gaining the upper hand and can more easily think a step ahead of them. Your stomach acid in particular, dynamic as it is, acts as the perfect mindgame resource, as it splashes around without any real nuance that tells the opponent exactly what level it should be. It's all rather self-explanatory stuff, but what makes it truly unique is that Swalot can either work off of what's already inside his body, or start to collect what is left over on the stage, giving the opponent no quarter in having to face up to your stage control.

What makes Swalot most dangerous, though, is that he is always in control in his stomach, even being able to fall back on his aerial Yawn [back aerial] if he feels they're getting too close to escaping. Though even if they do, they will be thrown into the unknown – a perfect opportunity to throw them into traps you've laid out... at the same time as using their effects, within your stomach, to try to kill them. Being able to set up on the actual stage itself, while fighting an opponent inside your stomach with the same moves, is what really makes Swalot so unpredictable, especially when he can always just attempt to re-swallow an opponent after they've been cast out into a myriad of traps. The fun's in the chase, as the food is only a stopgap for your next meal.​
 
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KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
And now for a few actual comments. I'll also take this opportunity to point out, in big yellow letters:

You can request a review for your moveset here.

You want to get a more detailed impression of your work? Maybe a different perspective from what you've seen in your comments so far? Or maybe you just feel like your set has been overlooked? Don't hesitate - request a comment!

So. Vol Opt. This is a set with a hell of a lot of substance to it; I don't think I can safely call it Warlord lite any more. Not dietary, not good for you. But I'm not on a diet and so I can crack right into the greasy junk food that is Vol Opt's very correct machine of a playstyle.

Most of what's here is not so complicated in practice as, I think, it is on paper. It comes off as generally intuitive, and one of your great talents so far is creative and natural-feeling use of projectiles - although this moveset is not as pristinely simple in concept as Homura, the mesh of interactions never feels forced or awkward. Vol Opt crafts complex webs of wire and pillars, cuts off swaths of the stage with ping-pong projectiles, and eventually traps the foe entirely in a fortress of hitboxes, gets them stuck in a self-sustaining combo, and finishes them off cautiously, from a distance.

The keep-away game is a big part of the appeal and is made even more interesting by the fact that Vol Opt's main option if the foe approaches it is to simply open up and suck them into its inner space, that cavernous holding space to keep the foe busy while its First Form does its work outside. Really, most of the time, you're playing at limiting the foe's movement; I'm not sure how bossfight-like that is, but the ingenuity of it is palpable and I'm mostly won over on this front by Conductor, which is a very bosslike manuever.​

So. Marvin the Martian. You know, attacks that work very well and function quite normally independantly, but when combined, do something that's just plain neat as well as very useful - those are soft interactions as I define them, and I think they're just awesome. What a wonderful moment of discovery it'll be for the newbie Marvin player when he realizes that he can trap a Modulator in a bubble! Now, what can he do with it? It's an intuitive approach to gameplay and depth.

Marvin encourages this sort of thing heavily, starting with some fairly easy, obvious interactions like the above, and eventually moving up to hmm-a-seed-I-wonder-if-I-should-water-it and similarly logical interactions that all serve to make Marvin a character with a ridiculous bevy of options in his continuing quest to claim the stage for himself.

The aerials carry a whiff of forcedness to them: how many times have we seen flipkicks pretending to be more than they are, BAir kicks that push the character forward, midair grabs? And turning a headbutt into a sort of status affliction that sees Marvin giving up his helmet of all things?? Maybe the tackiness is intentional. This is Looney Tunes, after all.

But in spite of that, I see here a similar technique as in Dutchman and Twilight Sparkle - tons of soft move interactions resulting a moveset that has a loose "guideline" playstyle and many different ways to accomplish it, depending on the player's inclination. It's an admirable sort of heavy-flow approach in the vein of Daddy or Warlord while avoiding the trap of a moveset like Dirty Bubble, in which there's an optimal move for every situation and it's just a question of memorizing what to use where.

EDIT: Oh, a Daddy moveset for a tublike Poison Pokemon! I'm going to love it for sure/
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
RAPUNZEL
The list of potential held by Rapunzel's trademark hair is almost as long as the hair itself. Her having ample hair directly connected to her body to influence any which way is a bit of an evolution from goop, a disjointed extension of characters. Yes, a pro Rapunzel could be considered broken due to having all her hair out on stage from the get go, but I don't really feel this is the case. She still has to position her hair all over the place for it to actually be an effective tool, while opponents can simply attack it right off to eliminate it from Rapunzel's head. I am also a fan of Rapunzel's defensive Down Special, allowing her to not only become a challenging force to budge from the stage with consistent healing, but serve as a valuable teammate in a 2 vs. 2 match. Of course, the major charge I'm going to press against Rapunzel is her hair length being described in 'feet'...I thought this archaic vague term had died out along with MarioandSonicGuy. This leaves a sour taste in my mouth right off the bat, but fortunately, everything else good about Rapunzel assuages it throughout the rest of the set. If this was submitted as an anonymous set, there's no way I would have guessed this was the Kits of yore...hope this current Kits stays with us for a while!

BOOM BOOM
And now, here's the character I told Nate to make when he was digging for a last-minute first day set! Boom Boom pulls off a momentous playstyle surprisingly well, when you take into consideration the limitations you had in both time and (obscure) character choice, although the latter would seem almost advantageous to you, looking at your history. The combination of bringing up rocks as makeshift walls and playing a shell game through tripping (which, thankfully is not left as a random footnote, with D-Tilt bringing tripping into play more regularly) to build up speed reminds me of a similar Koopa with his doom pillars. Although his aerial game is (intentionally) simplistic, aside from the nice D-Air, Boom Boom trying to tank his heavy weight back to the stage actually introduces the awesome new concept of him being able to dash out of the air. I don't believe this is possible in Brawl, and may need a fact check on this, but it ties in perfectly to what you were aiming for with this guy. Nice work...can't wait to see what you pull off with more time on your hands.
 

majora_787

Smash Hero
Joined
Jun 23, 2007
Messages
6,122
Location
Texas
Welp. I definitely will be giving Swalot a read. :D That's for sure.

Comments: 5 down, 4 to go.
 

Sir_Slash

Smash Rookie
Joined
Sep 29, 2011
Messages
15
Location
The Dojo.
Uboa
It's definitely true that this set doesn't meet our standards, that's for sure. But for what it's worth, it's not like that was what you seem to be trying for here, and you're a complete newcomer. This is fine. For what it is, I actually like Uboa, to be honest. I mean, he actually can do something REMOTELY interesting with Monochrome Street and his lack of animations, and the set feels very fitting to Uboa on a whole. The one thing I will mention is you could use a bit more detail, and you forgot to finish the pummel.
I just wanted to see what I could do to begin with, as a reference point. :) I'll pick up some guy to help me out with detail a little and get me into the writing swing.

And no, I finished the pummel. :awesome:

Also, points for a Swalot set. :) Swalot is pretty boss.
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
King K. Rool

I've got some mixed feelings on this moveset, that's for sure. Some of the ideas you have in here, I love - admittedly, I'm far from familiar with DKC, but I do remember the spikes = bad mentality. The crown boomerang was handled rather well, I like it! Using cannonballs as projectiles is also a nice touch. Somehow, I have doubts about their abilities to star in the air... a lot of the things you propose in the airgame (FAir/BAir specifically) are simply not possible. But then again, they're also not necessary... which is why I have to wonder why you proposed them to begin with. I think your need to express every single detail got the better of you here.

Most, if not all, of the critiques I could give this moveset come down to "physics doesn't work that way" or "this is exploitable to the point of being OP." The cannonballs are by far the biggest offenders here. I don't care if he does it in one of his boss fights, collisions don't cause the object which receives the force to accelerate to ungodly speeds. Imagine the madness on a stage like Shadow Moses Island, or a pit created from one of MYM's fetish movesets. Those cannonballs are just going to get faster and faster and faster, crashing into each other and flattening everyone while KRool just laughs hysterically, dropping more and more out of the sky. Actually, that sounds pretty cool, but I don't think it's what you were shooting for.

Moving back to the crown for just a second, the interaction provided by stunning the opponent when they hit a wall (or a cannonball)... well, it's clever, and it makes sense. But it also leads to major exploitation issues. Let's look at another theoretical. Assume KRool has managed to get the opponent into this little arena of his. What's to prevent him from timing another cannonball to fall out of the sky right where the other was, right as it breaks? Sure, the other one is going to break shortly after, but with the insane aerial motion KRool is implied to have, he can just jump over and replace that one while he's at it before the crown can catch up. Heck, maybe he just stacks cannonballs on top of cannonballs, creating a veritable assembly line of collision upon recollision.

But then again, most of these complaints can be fixed by one simple change: essentially making the cannonballs heavy barrels. They can still be stood on and maintain all the self-contained interactions they had before, including that 30% stamina, but they take knockback from ALL attacks, not just those specifically designed to push them around. This would include being hit by the crown, although of course they'd take very little knockback from such a piddling attack, meaning that slowly but surely the arena would spread out. It also would keep you from needing to explain every single last detail to us - we can fill in some of the blanks ourselves.

All in all, this was far from my favorite of your movesets, but at the same time, definitely not my least favorite. I love the ideas, especially with the cannonball falling on top of the opponent trapped on the crown (morbid, perhaps, but we got over that long ago) and similarly, trapped on KRool's head. The concepts are interesting, but the execution is flawed - fixably so.​
 

LegendofLink

Smash Apprentice
Joined
Feb 17, 2008
Messages
164
Location
Pennsylvania
Vol Opt
I've never been too much of a fan of mostly stationary characters, as part of what makes Smash fun for me compared to other fighters is the freedom of movement in it. Biases aside though, you pull off the concept well enough, with you setting up a fortress of pillars and wires and having the detached monitor do most of the heavy lifting. The monitor's mechanics probably need to be tweaked a bit, as if it doesn't take knockback, you can just electrify it and run into your opponent all day, as they can't stop you. My only other problem with the set is that it seems like the match in decided in the first few seconds, as if you can't keep the opponent out before your defenses are up, you're toast, but if you -do- set up, then there isn't much that melee oriented characters can do about it. Those are just some minor balance problems that I felt were relevant, and otherwise everything fits nicely and it most certainly plays like a malevolent AI running it's "exterminate meatbag" subroutine.

Uboa
This is quite the creative concept for a character here, having all of the attacks use an identical (and disorientating) animation, and I have to give kudos for trying something like that. Of course, as others have said, you need to be more detailed. One line only ever cuts it in very specific circumstances. There are a few balance issues with the specials as well, as the neutral special makes melee based characters useless, and the side special is un-dodgeable.

Keep the pointers that people here are giving you in mind, and keep using the same out-of-the-box approach for future sets, and I'm sure you'll make some really cool stuff later on. Good job.


Rapunzel
This is quite a set up from what I've seen from you in the past Kits. Normally, ammo mechanics are a bit of a taboo in MYM, mainly due to the fact that the tension they create in a match is artificial and impossible to interact with outside of being inconvenienced by it. Rapunzel averts that by having her hair be constantly being an active and important part of the game, not only being used as something to throw or grab the opponent with, but also an ever present hazard and trap, and one that the opponent wants to get close and attack at that. The pressures that the opponent is put under to attack Rapunzel herself, destroy the hair, or avoid the hair and Rapunzel entirely and camp are completely in opposition to each other, forcing the opponent in to sub-optimal tactics if they want to be consistent and productive in their game plan. The set suffers a small bit with the aerials and throws though. The aerials could probably stand to have a bit more iteration with her hair, especially the neutral aerial, and the throws involving the girls are a bit propish and seem like really important things that you should be able to to on demand, instead of having to grab the opponent first to set up. Other than that, this was a very enjoyable set that does a great job of capturing the character (and yes, I do really like the movie itself, so I can vouch for that). Definitely a great job here.
 

Chaos Swordsman

Smash Apprentice
Joined
Sep 15, 2008
Messages
174
Location
In your closet.
She's the cruelest girl you'll ever meet, Ashley from Warioware has joined the Brawl!


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

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

So, my last set was apparently too 'generic' for you people. In that case, it's time for a complete overhaul.

Stats

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

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

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

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

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

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


Gimmick


Red

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

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

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

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

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

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

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


Facts about Specials:One last thing to mention is that if someone is trapped in a binding circle while under the effect of this spell, if they stand still for just 2 seconds, they'll sink into the ground as if in a pitfall, leaving them completely helpless. So, they'd best start hopping around like toads if they don't want to be hit with one of my smashes, or anything else for that matter.

Smashes

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

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

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

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

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

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

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

Normal Attacks

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

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

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

Forward Tilt:Fire Ball Pop. This is the most basic spell in any mage's arsenal, I just put a little twist on it. I point my staff forward, which deals 3% on it's own, and create a small fire ball that explodes an instant later, dealing 7% damage and decent knockback.
Hmm...come to think, that is kind of bland, isn't it? Here's an idea. Use this move on Red during his patrol, and he'll catch on fire and take 5% damage, flying around the stage erratically for 5 seconds while trying to put himself out. The sight of it is almost funny enough to make even me crack a smile. Almost. While he's flying around, he'll deal 8% damage and average knockback to anyone he hits, including me. Of course, I have ways to keep him from stupidly running into me. After he manages to put himself out, he'll fly back over to me, trailing a bit of smoke that'll go out quickly.

Down Tilt:pirahna Summoning. For any of you who have finished my segment in my first appearance, you'll recognize this voracious plant. I'll place the jewel tip of my staff against the ground and it will flash once. 5 seconds later, a plant 1.5x the height of the wizard with green skin will erupt from the ground. This plant won't move, (obviously) but it will snap at anyone who gets close enough and deal 9% damage with medium knockback; and the actual move itself has some lag at the beginning, too. This pirahna only has 20 HP, but can only be damaged by fire, slash, and poison damage. Finally, after 15 seconds, the plant will wither and disappear.

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

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

Ledge Attack (Below 100):Wand Swipe. It couldn't be simpler. I'll just swing my staff while pulling myself up, dealing 4% damage.

Ledge Attack (Above 100):Demon Barge. While I'm pulling myself to my feet, Red will tackle anyone near the ledge, which does 7% damage.

Aerials

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

Neutral Air:Mage Mist.The jewel of my staff will flash once, then a red cloud of mist the size of that hotheaded turtle thing will appear over where I am. Anyone who enters this will take rapid damage for as long as they're in it, and it lasts for 10 seconds. Oh, and this damages through shields, but just know that the starting lag for this move is noticeable. You can also use either Up Smash or Up tilt on this Mist for different effects. If I use my Up Smash on this Mist, it will increase the move's range to the mist's radius. However, if I use this move, the mist will disappate, so try to use this move just before the mist disappates on it's own. When I use my up tilt on the mist, it deal hit stun along with damage, making it even more annoying for my opponents. I love being a jerk.

Forward Air:Red Flurry. This move will only work if Red's nearby. He'll fly in front of me and deal five rapid scratches of 2%. He's also good for defending from aerial attacks from the front. But be careful, this move has some ending lag if you do miss. There's also a secondary, and much nastier, effect if you attack a Pirahna Plant with this move. The plant will snatch Red up, dealing 9% damage to him, then start flailing back and forth wildly, dealing 12% damage to anyone it hits, again, including me, so I have to spce this move right to keep from being hit. After 6 seconds of this, the plant will spit him back out, and he'll fly back over to me.

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

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

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

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

Grab and Throws

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

Grab:Demon Lunge. My grab is pretty much the same as that little space man's. Red flies forward and grabs whoever's standing there, then drags them over to me. Without Red, my grab is, I'll be perfecty honest here, totally pathetic.

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

Forward Throw:Mystic Sphere Target. Red will toss my opponent diagonally upwards, dealing no actual damage, then I'll point my staff at them. The jewel of my staff will flash white, then any Mystic Spheres on the stage will home in on them. This might be easy to dodge with only one sphere, maybe even two, but three would be nearly impossible to dodge.

Back Throw:possession. Red will toss my opponent directly behind me, then I'll grab him by the foot and hurl him into the opponent, causing him to possess them. The opponent will stay possessed for only 4 seconds, reversing their controls until Red flies out of them. Not very good for offense, but it's a good away to mess with them even more.

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

Up Throw:Mystic Levitation. With this throw, I'll raise my staff up, causing them to raise a battlefield off the ground. While they'll be forced to stay there for 5 seconds, they can still use Aerials freely.

Final Smash

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

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

Extras

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

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

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

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

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

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

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

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

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

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

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

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

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

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

...Oh, my head. What happened?

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

Are you going to hit me again?

I will if you don't start talking.

Okay, okay! Sheesh!

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

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

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

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

Snake's Codec

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

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

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

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

Snake:If you say so...

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

Finally. I thought he'd never shut up.

Playstyle Section

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

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

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

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

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

phatcat203

Smash Apprentice
Joined
Dec 12, 2008
Messages
160
Location
I've been everywhere, man.
woo wall of blue

KING K. ROOL

Good god, ANOTHER K. Rool set? What the hell is wrong with you? Whatever, let's get into this I guess. Great, high speed. Heavyweight combo character again? We'll see I guess. Okay, Forward Special starts out rather generic and...gets bigger. Okay, I can deal with that. Why do they get STUCK to the thing, though? Doesn't make much sense to me, but oh well. Seems like if he didn't want them on his head, he'd be dashing around a lot...which I guess is why he has high movement. I dunno if you based the stats around the moveset or not, but it's not a good idea to do that IMO. Side Special...this isn't a very serious set, is it? But whatever. I guess what it does is fairly unique, though you never actually say if an opponent can DODGE the move you use out of "prone." I guess it's based around prediction then, I dunno, but you make it seem like they can only escape one way...yeah. It also doesn't make much sense for him to heal, really. Cannonball Rain...what? What tomfoolery is this? I don't really like the idea of making your opponent helpless, as that's very rarely fun for anyone. Nonetheless I can't remember anyone ever making a cannonball randomly drop from the sky for no good reason, so points for originality on that. The secondary effect of trapping people...good god do you realize how broken that is? Getting hit would reset any escape attempts going on in Brawl, since it flinches the opponent. Now, assuming the cannonballs are at full health... Each collision with the ball deals 5%, and the balls can be hit up to 5 times each(6% per hit; 30 HP). Opponents will likely be unable to break out because of the resetting, so you're going to get all ten hits in. That is a guaranteed 50% damage, plus the damage the Crown itself does, plus more if you can attack the opponent while they're on the crown. Good god, just...not even, man, not even. Anyways, ignoring that atrocity, Up Special...does that launch him up or not? Without the charge, that is. You mention landing but...why in god's name would he need to land? He just slammed his *** into the ground, and you don't ever say he bounces up from that. The move itself is..well, not really all that original, and it seems fairly overpowered, namely the charged version, but it seems to work for what he's going for.

Now, again, with the introduction of the standards, you seem to forget that simply getting hit resets "grab escapes." Hell, this comment may as well be over right now; impale the opponent on the crown and you win so long as you can keep up the smacking, which only gets easier and easier as damage racks up. On top of that, in the Jab's secondary effect, you don't mention if the crown's damage flinches or not, and since most attacks do, we have to assume that it does. This means that, while the crown is spinning, characters cannot escape. Joy of joys, really. The Dash Attack...do you just have no grip on Brawl's damages? 30% for a very repeatable and easy move to pull off is just insane. Sure, they can jump over you, but you could just already have them on the crown and catch em. Generic Ftilt that deals 15+%, taking into account the damage from the crown's twirling. Again, I really think you need to go and play Brawl again; even Bowser doesn't do this much consistent damage. Dtilt, is, of course, random generic mindgames. Now, you ask why the opponent wouldn't come in to punish him...you have access to those "prone jumps" you mention in the original move as well, you know? You can basically just camp there and lash out at anyone who DOES try to approach you, or just go backwards and get away scot-free. Characters without high-priority moves or low-to-the-ground projectiles are doomed. It seems the Headbutt's only purpose is to get your opponent impaled and then ram into a cannonball(normally, not via the move's other effect) for an easy 29%. Or to jump in the middle of two cannonballs for a free 58%.

The Forward Smash is actually creative and not entirely broken, though it can get that way at high speeds. However, the very fact he can push away anyone trying to come in to actually, you know, ever hit this guy during the time they're not trapped between cannonballs, makes him a rather "No fun allowed" character. Down Smash is fine, but again, it encourages trapping the opponent for all the time in the world. For the Up Smash...why can he run at such high speeds, but not do this? Add on to that the fact his actual jumps are very good, there's no real reason for him to NOT be able to pull that off. Anyhow, once again, it's broken as hell. Simply Headbutt the foe or catch them on your crown and use this, and bam, that's like 37% or something. The Neutral Air is fine, really; it's not overpowered and the effect sort of makes sense. Forward Air seems like basically an aerial version of the Forward Smash...so why can the FS not move cannonballs? Up Air is a powerful move, but unlike almost all of Rool's other powerful moves, it actually has any drawback whatsoever, so it's fairly balanced. Down Air isn't my favorite move, but it works and is balanced to a degree.

The "Grab" game is pretty expected of Kupa Kremling sets by now, I guess. At least this time it actually GRABS them. However, even with this method of grabbing, Rool could EASILY have actual throws, but instead you tack on some slinging thing. Not going to comment on the Final Smash because, frankly, I'm tired of this set.


Overall, the set has a couple of unique ideas, and there are a few good moves, but the inherent concept of keeping your opponent entirely helpless for the whole match(and having about ten moves or so to do it with) is just flawed. Even if you're a sadist and enjoy such a boring match, your opponent most certainly will not. Not only that, but the moves are extraordinarily overpowered damage- and knockback-wise. You know that whole thing at the end of Warlord's "1 star" rating? "With only 1 star, movesets not only have nothing good about them, they're completely OOC, horrifically generic, impossible to read, and do 30% and great knockback on every move." IMO, Rool is fairly generic, and he definitely does do about 30% and great knockback on some of his moves. Sure, some of his attacks are laggy, but those generally AREN'T the ones that do such great damage. I'd rank Rool about 4 or 5 star, personally - he has good concepts, but is far overpowered and simply does not seem fun to play. I would not want this character in any fighting game, for the sheer fact that he is simply un-fun.
 
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