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Make Your Move 12: Now with accurate title! MYM12 is closed! MYM 13 is Open!

LegendofLink

Smash Apprentice
Joined
Feb 17, 2008
Messages
164
Location
Pennsylvania

The Fantasy Moveset Design Contest

Super Smash Brothers is a really cool game, but if there's one thing that tends to get on everyone's nerves, it's the

character roster. Why isn't King K. Rool in the game? Capcom should have pushed for Mega Man in Brawl! Bowser Jr. needs

a spot! You've all seen the whining and the support threads and the theoretical rosters. Now is your chance to actually do

something constructive with those desires! This is Make Your Move, where you can create a moveset for any

character imaginable
. And when I say any, I mean any. It could be from a video game, TV show, your

favorite movie, or anything else you can think of! You think they sky's the limit? The sky is just the beginning!​
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 favorites.



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
The King God of Controversy the Universe himself. He's the winner of last contest and is incredibly helpful and experienced.


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.


ForwardArrow
The new blood in the leadership, but he knows what he's doing and has come up with some incredible stuff in the past two contests.


LegendofLink
Finally, we have me. I'm also rather new here, but I'll make sure things get done. Fell free to shoot me (or anyone else here) a PM if you have a question.

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.
 

MasterWarlord

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



Necromancers are a generic unit in Warcraft 3. While they can raise the dead, they too are undeads – one of the Warcraft names which has any meaning to MYM, Kel’Thuzad, was a Necromancer before he was revived a second time as a Lich.

This isn’t just a moveset for the generic Necromancer unit, though. It’s for a Hero based off the Necromancer (Called “Grandfather of Time” in some versions) and uses his model in the Warcraft 3 Custom Game “Horde Vs. Alliance”, a generic buggy AOS/MOBA style game. Aside from his usual Necromancy, the Necromancer in this map can stop time, mind control his foes, and teleport. Not just teleport himself like you’d expect most generic magicy characters, mind you, but teleport enemies. This, combined with the fact that the Necromancer can summon as many zombies as he wants without them expiring leads to many hilarious exploits with the hero.

One infamous exploit is the ability to blockade off your stream of units with your zombies so enemies get no experience. In another, mind control can confuse the map into who’s hero belongs to who, and if timed properly can get you to force foes to duel each other or prevent enemy heroes from reviving if they die while under your control. The Necromancer can potentially even permanently kill himself, at which point whenever he’s supposed to duel an enemy foes will have to duel each other. This combined with the zombie blockade can make the Necromancer just as threatening in death as in life.

STATS




Traction: 8
Aerial Control: 6
Jumps: 5.5
Aerial Speed: 5
Size: 4.5
Falling Speed: 4
Weight: 3
Ground Movement: 3

The Necromancer is indeed incredibly squishy and slow, and in a rare case for a generic magicy character doesn’t have a good recovery or particularly competent aerial powers to make up for it.

However, the Necromancer’s durability isn’t much of a problem. You see, killing him doesn’t take away a stock from him. While he won’t respawn until he loses a stock, that stock won’t be lost until every last thing the Necromancer has summoned has been destroyed.

SPECIALS


DOWN SPECIAL – DAWN OF THE DEAD




The Necromancer summons 5 Luigi sized zombies up out of the ground. They can be killed either by stamina or knockback, but their fairly low 30 HP is easier to take down than their Samus level weight. This has only a bit of lag, but if the Necromancer attempts to use it again immediately he will only summon a single zombie, having to wait for 20 seconds for the 5 zombie version to come back into play. In addition to summoning zombies manually, wherever the Necromancer’s starting position was will automatically generate 1 zombie every 10 seconds, with zombie after zombie coming up out of the ground.

Zombies have embarrassingly poor AI, and will mindlessly pursue enemies at Ganon’s walking speed, even off edges. Upon reaching the foe, they will swipe at them with their arms, dealing 5% and mediocre knockback at a rather slow rate. With enough zombies, though, their attacks will overlap enough the speed won’t particularly matter. The zombies deal no hitstun whatsoever with this swipe, so don’t expect to infinite them with it.

SIDE SPECIAL – ABOMINATION


The Necromancer extends out the front of his staff horizontally before shooting blood out of the top of his staff which extends out a platform. This pushes foes to the end range of the blood at Sonic’s dash speed, while pushing back the Necromancer at the same speed a single platform from the force of the blood being shot out. This happens over a very brief period, though the ending lag’s bad to prevent this from being used as a means of transportation.

If a zombie is within range, the Necromancer will impale the zombie’s stomach with the top of the staff when he extends it out. From here, neither the Necromancer or the zombie can move, and the Necromancer can exit the stance by inputting anything other than A. Inputting and holding A causes the Necromancer to pump blood into the zombie’s stomach, fattening it up to obscene proportions.

After a single second of pumping blood, the zombie’s torso will become maxxed and fat as Bowser’s width. Halfway through this process, the zombie becomes solid (Obviously unable to be stood upon) and gains the ability to flinch foes with their attacks. The zombie’s power increases as it gets fatter to the point of doubling at max weight, but it gets up to 3x as slow. The zombie can obviously get much more difficult to knock around, getting 3x as heavy at max weight, but unfortunately this does not increase its’ stamina. As fat zombies are attacked, they lose a percentage of their blood equal to the damage they took, it shooting out at the foe who attacked them. This still does nothing but pushback, but with an attack that does as little as 7% foes will be pushed back a platform by the blood, as an example. This makes killing fat zombies almost as long and tedious a process as in Splatterhouse 3, as you have to run back to the zombie each time you attack it and get pushed back. If the fat zombie ever gets knocked into the air, it will become a hitbox as it comes down that deals 15% and knockback that kills at 120% (At max).

Attempting to pump blood into a zombie that’s already obese will do nothing at first, but cause it to explode if you continue doing so for half a second. Incinerating the zombie’s body with an ftilt (Which you are under no obligation to read yet) also works. However you explode it, the explosion deals 16% and knockback that kills at 105% - less if the zombie wasn’t as fat.

UP SPECIAL – TELEPORT STAFF


A blue magicy aura full of various arcane symbols spawns on top of the Necromancer, and another on top of the nearest summon (Even those not made by him)/foe. The necromancer can scroll through all summons/enemies during the first .75 seconds of lag in this move, but during the other 1.5 seconds the Necromancer is committed to his target. After the absurdly laggy 2.25 second channeling time is up, the Necromancer will teleport next to the selected object. . .Assuming it’s still alive. You’d think it’d be safe to teleport on top of the foe, but if the Necromancer is left in the air at the end of the attack he’ll enter helpless. He’ll also immediately enter helpless if the target he intended to teleport to gets killed. If ever a recovery begged to be gimped, this is it.

NEUTRAL SPECIAL – TIME STOP


This is yet another move with a charge, but this charge is storable like DK’s Neutral B. The charge can go up to 4 seconds. Once the Necromancer releases the charge –EVERYTHING- within a platform in front of the Necromancer (Including things –he- has created, but not him himself) will become frozen in place, defying gravity to do so if necessary. Foes must escape this at .25-1.5x grab difficulty based off the charge. You cannot deal knockback or stun to anything that is frozen in time, but you can still damage them. Aside from obvious stalling for your Down Special, this can get foes damaged by zombies just outside the range and let the ones far outside the range catch up. Due to non foes being incapable of button mashing, they will be frozen for 3-15 seconds. Energy based projectiles that are frozen will retain their hitboxes.

Unfortunately, your grab-game does not work on time stopped foes and you cannot attempt to recharge time stop for 3 seconds after using it, making infinites rather out of the question.

GRAB-GAME


Z – MIND CONTROL


If no foe is not within melee range for the Necromancer to attempt to grab, then he won’t bother doing the motions and will simply mind control the biggest group of zombies, becoming uncontrollable as he channels them. (They must be within half a Battlefield of each other) The zombies will form a 3D ring that reaches into the foreground and background, the size of which varies based on how many zombies there are. From here, you can control the ring of zombies with Ganondorf’s dashing speed (The zombies are only held back by their non-existent brain matter) and jumps. That’s not all, though. . .

Inputting B Up causes the zombies to increase the size of their circle for as long as you hold It down, not necessarily standing side by side as it gets bigger and bigger. Inputting B down does the opposite. If you make the circle tight enough (Or you simply have a crap ton of zombies), the circle will become solid with foes unable to move through the zombies in the main plane or use their dodges when inside the ring. B Side causes the zombies on the side you pressed to throw one of their own as a living projectile a platform away, dealing 10% and knockback that KOs at 120%, at which point it stops being mind controlled. Neutral B causes all of the zombies to dogpile the center of their circle, which simply causes the zombies to lunge as if they were thrown if the circle is too large, but if the circle is tight enough creates a single gigantic grab hitbox that pins the foes under the zombies, dealing 2.5% per zombie in the dogpile. The grab escape difficulty increases by 1.25x for every zombie in the pile. When foes escape the dogpile or are just barely nicked by the dogpile, they’ll enter prone.

Dogpiling or inputting Z/Shield will cause the Necromancer to exit the mind control stance. Inputting A will cause every single zombie in the ring to do their generic arm swipe attack, aimed towards the center of the ring. It’s still as weak as ever, but when the zombies are being mind controlled it’s far, far faster, the zombies able to use the attack once every .3 seconds. While it does deal absurd damage, keep in mind the arm swipes still deal no hitstun.

Fat zombies can still join rings, but only move as fast as Ganon’s walk while mind controlled, cannot jump at all at max weight, and other zombies in the pack will not wait for fat zombies to catch up. Zombies circles always prefer to throw fat zombies, throwing them a mere Kirby width, but the power at max weight is 3x as strong as throwing a regular zombie. Max weight zombies count as 3 zombies in a dogpile as far as grab escape difficulty goes. Note also that when zombies tighten/close their ring, that the zombies will also walk about to rotate around to the left/right respectively, enabling you to position the fat zombie in the ring to make better use of his solid status when you have only a few zombies.

If the Necromancer is dead, he will automatically control his minions from beyond the grave with mind control. Doing something that would cause you to “stop mind controlling” the zombies will simply result in the next most populated area forming a ring of zombies for you to control.

A use of this that isn’t immediately obvious that I feel necessary to go over is using the ring of zombies to herd around the zombies which are still mindless, less they kill themselves off like flies rather than waiting to attack in greater numbers. If you can get the ring to the point with Up B and Down B where you can seamlessly transition the two sides of the ring from being solid and not, the fact the ring is faster than mindless zombies enables you to easily “scoop up” the mindless ones inside the ring.

GRAB – MIND CONTROL


If a foe is within a Ivysaur width of the Necromancer, he will attempt to mind control them rather than his mindless zombies. The grab is average by Brawl standards.

Once the Necromancer has them grabbed, he can –walk- the foe left and right as they attempt to escape the grab. Inputting throws and pummeling is done by inputting Z + the respective direction.

PUMMEL – CONFUSION


The Necromancer has the foe smack themselves with their own pummel. If the pummel deals anything other than damage or has some elaborate animation, the pummel is turned into a more generic one that does 3%.

FORWARD THROW – CHARGE


The Necromancer makes the foe charge forward with their shoulder out, doing their best Wario impression. The foe moves at 1.25X dash speed during their platform length charge, and during this time they deal 9% and diagonally upwards knockback (With emphasis on the upwards) that KOs at 100% to anything they come into contact with – yes this includes you and your zombies. At the end of the charge before the foe regains control, they jump upwards as far as their first jump, their momentum dealing them “knockback” that kills at 120%.

Giving the foe a hitbox might seem like a very awkward disadvantage outside of FFA, and while the damage is indeed entirely unwelcome, it’s still fairly weak, and you can take advantage of the knockback to send a bunch of zombies off-stage (Who are still perfectly capable of attacking in the air) with the foe. Alternatively, if the foe is too close to the center of the stage to knock off, this is your only way to get zombies into the air without controlling them directly, eliminating the foe’s primary escape route. If you don’t have immediate plans to use a zombie in the air, you can time stop it so you have more time to prepare to actually take advantage of it.

There’s all that, or you could just go for the harder interaction and have the foe charge into a fat zombie to knock it forward, then keep running to get squished by it.

BACK THROW – EXHAUST


The actual –intended- function of the Necromancer’s mind control ability in his source material is to simply force foes to waste their ability cooldowns. Here, the Necromancer makes the foe run rapidly in place, with the animation obviously varying for other chars as they exhaust themselves one way or another. For FFA purposes, this –does- create a hitbox behind the foe that does 20 hits of 1% and flinching over a second, so in 1v1 ensure the zombies are –in front- of the foe.

This throw deals 5% and gives the foe an exhausted status effect, halving their ground movement speed and jump height. Foes will constantly pant and wheeze during this time. The status effect lasts 10 seconds. . .But the timer only goes down when the foe isn’t dashing, in the air, stunned, or in the lag of an attack. They have to actually take the time to cool down to regain their strength. Zombies don’t deal stun, so you’ll have to keep this from being too easy for them. If the foe abuses their shield to get out of this, you can just attempt a regrab, as the timer on this status effect stacks.

UP THROW – TELEPORT STAFF


The Necromancer performs his Up Special, but he’s teleporting the foe instead of himself to another object. Note that in this throw, the foe can escape the throw long before the 3 second duration is complete, but unless they deal stun to the Necromancer to knock him out of the channeling they will still get teleported at the end of the 3 seconds.

DOWN THROW – GRAVEDIGGER


The Necromancer has the foe literally dig their own grave, creating a pit as wide as they are (Kirby width minimum) and as deep as Bowser. After they finish digging, they’ll jump in the hole and start burying themselves in it.

This throw can be escaped during the animation, like the uthrow. If the foe escapes before they start burying themselves, the pit will stick around as a permanent alteration to the stage (Until the Necro loses a stock anyway). If the foe is in the process of burying themselves but isn’t finished yet, they’ll get pitfalled as they escape the grab. If they completely bury themselves (2 seconds), they’ll be trapped underground and must escape at 1.5x grab difficulty, taking 1% per second.

The Necromancer is too physically inept to dig a pit himself, but these pits are highly beneficial to the Necromancer as they enable you to blockade your zombies with no effort, as they’re too stupid to jump out, making an obvious place to teleport foes to with uthrow. If you get tired of this, it’s easy enough to bring the zombies out.

If zombies are in the pit as the foe is burying themselves, they’ll get buried along with them. If the foe only pitfalled themselves, then the zombies will get halfway buried, becoming stationary and attacking foes with their arm swipe as they pass. After 15 seconds, they’ll automatically get up out of the ground. If the zombies get fully buried, they’ll deal 2% per second extra to the foe per zombie in the group, coming up out of the ground when the foe does.

If the point where the Necromancer tells the foe to bury themselves has no depth to make a pit, the throw's lag is cut in half as the foe skips to pitfalling themselves.

STANDARDS


NEUTRAL ATTACK – BURNING SKULL


The Necromancer fires green energy in the shape of a skull the size of Mario’s head at the enemy. This projectile travels as fast as Wolf’s blaster and deals similar effects on contact (5% and flinching), but has infinite range. This is the Necromancer’s generic regular attack in Warcraft 3/Horde Vs. Alliance, and it’s his primary tool to assault foes with as he waits for the charge on his Down and Neutral Specials. That, and it can double as a trap thanks to time stop. If you hold this down like a jab to spam the move, you gain the ability to angle the projectiles.

FORWARD TILT – INCINERATE


The Necromancer hold his staff out in front of himself vertically before slamming it downwards, the bottom of it dealing 4% and tripping foes. If you press A again during the ending lag, you’ll discover this is a 2 part ftilt like Snake’s, at which point the Necromancer will cause his staff to gain a green fiery aura, hitting anybody next to the staff for 8% and knockback that kills at 145%.

If this is used on a zombie, the staff will impale through the zombie’s soft squishy body, making a rather gross shish kebab. If you don’t do the second part of the move, it will have very awkward end lag as the Necromancer forcibly removes his staff from inside the zombie, who’ll still be just fine and dandy. If you use the second part of the move, though, the zombie’s body will get incinerated, leaving nothing but his head impaled at the end of the staff.

The zombie head will stay impaled at the end of the Necromancer’s staff as he walks around, comically getting squished with every step the Necromancer takes as he uses the staff as a walking stick. If he uses this move again and trips a foe, the zombie head will latch onto the foe, dealing 2% per second at half grab escape difficulty, though the foe will still be able to move about during this time. If the foe gets into another grab escape situation while a zombie head is latched onto them already, then the grab escape difficulty of that grab is increased by .5x, at which point the zombie head will still be latched onto them after they escape said grab, its’ timer refreshed. This can potentially stack with multiple zombie heads.

If you input bair or dsmash (Which you don’t need to go and read right now, relax), the zombie head will fly off the end of the staff as a projectile that latches onto foes on contact. The trajectory is straight with the bair, while it’s more of a lobbed one with dsmash.

Zombie heads will still stick around if they miss the foe and hit the ground, rolling after foes at Ganon’s walking speed and attempting to bite them manually. Any attack will out-prioritize and kill them. They can also join rings of zombies (Able to move as fast as a full zombie, but incapable of jumping), but will not occupy a position in the circle, simply overlapping with another zombie, and do not contribute to dogpile grab escape difficulty. If they successfully get off their generic attack they will latch onto a foe, and have priority to be thrown over non-obese zombie at which point they’ll be flung forwards 2.5 platforms.

UP TILT – STAFF SWEEP


The Necromancer sweeps his staff in a half circle arc above his head, dealing 6% and knockback that KOs at 150%. The knockback is directly away from where the foe was hit, so this move can do horizontalish knockback if you hit from the side rather than the center of the sweep. Obviously good for anti-air when the foe will be jumping over zombies.

If you have a zombie head on your staff, then the Necromancer will swing his staff so that the bottom portion of it with the zombie head is above him. The Zombie will attempt to bite any foe it comes into contact with via a grab hitbox, dragging them to the ground, dealing 10%, putting the foe into prone, -and- causing the zombie head to latch onto the foe afterwards.\

DASHING ATTACK – DRIVE IN


The Necromancer drives his staff into the ground in front of him as he runs for a bit before he stops his dash. If the Necromancer hits a foe as he brings his staff to the ground, he’ll trip the foe and deal 7%. If he hits a foe in prone (Outside one he initially put in prone), they’ll be grabbed for the .35 second duration of the attack, taking 9 hits of 1% throughout the process. This hits through the invulnerability frames of rolling to get up from prone, but not get-up attacks. If the Necromancer has a zombie head on the bottom of his staff and hits a foe in prone with this move, they will automatically latch onto the foe.

Why dedicate a move to the furthering of prone abuse? All in due time. . .

DOWN TILT – SHADOW ORB


The Necromancer points his staff to the ground and fires a teensy orb from it half the size of a Pokeball, traveling along the ground at Ganon’s walking speed. On contact, it deals 1% and trips foes. The projectile lasts 15 seconds and doesn’t vanish upon hitting a foe, instead looping around the stage like a hothead. Hotheads can in fact not loop around anything flawlessly, though, such as the underside of Battlefield or Final Destination, so a good majority of the time once it reaches the edge of the stage it’ll just drop off. To prevent this, you can fire another shadow orb at a shadow orb, at which point they’ll both turn around and start moving in opposite directions. Pits from the dthrow can also make the orbs take their sweet time in reaching the edge, and you can camp from behind fat zombies with this projectile. Only the fat zombies’ upper torsos are solid, meaning the shadow orbs can still go under the fat zombies’ girth. You can of course also just time stop the things once they reach the edge if you’re running out of time.

SMASHES


FORWARD SMASH – CORRUPTION ORB


The Necromancer charges a green orb with what can only be presumed as two souls swirling around it, becoming bigger and bigger as he charges, anywhere from a Pokeball to a Party Ball. On release, the Necromancer laglessly fires the orb in any direction you please at Ganon’s dash speed. On contact, the orb deals 10-22% and knockback that KOs at 170-150%.

If the orb comes into contact with anything (Not your minions) and is charged at least to a quarter of its’ full charge, it will explode into 10 smaller orbs on contact with the object, all going at different set angles outwards at double Ganon’s dash speed. These orbs deal 1% and dragging flinching hits every third of a second. It’s only possible to DI away once the 10 orbs have separated by shooting out a decent ways, less you just DI out into a different orb. This can still be beneficial for the foe, though, as it lets them have some degree of control over which direction they’re shot in. On average, foes will take an extra 8-16% from this based off charge, the extra damage coming from bigger orbs being more difficult to DI away from.

If you simply fire the orb at the ground to get the massive spread, half of the orbs that you get from the explosion will uselessly go into the ground. If you want said spread, you’re going to have to hit something in the air. The best way to actually accomplish this with a remotely charged orb is to use time stop on the main orb. While the orb won’t explode while frozen, it still remains a hitbox during this time, and if it came into contact with something will explode once it’s unfrozen. Why do you want to bother getting a spread? So you can freeze said spread to completely and utterly claim a good portion of the stage for 15 seconds. Just make sure you use time stop early on or else you won’t catch all the smaller orbs.

DOWN SMASH – STAFF SMASH


The Necromancer does an overhead swing with his staff, smacking it against the ground. This move is surprisingly fast, dealing 18-30%. At no charge, it KOs at 175%, at just under half charge it KOs at 150%, and at half charge and up it pitfalls the foe. At half charge it only pitfalls foes for .75x the normal duration, but at full charge they get pitfalled for 1.25X it. The move is loaded with ending lag not to “balance” it, but to encourage using it for stalling purposes rather than stunning. . .

This move is capable of hitting zombies, at which point the Necromancer will hammer them into the ground. They’ll come up out of the ground 15 seconds later automatically, but until then, if anybody steps over the point where the zombies is buried the zombie’s hand will come up and grab them. Foes can still attack while grabbed by the zombie’s hand, but cannot move whatsoever, and either must kill the zombie by attacking the hand or escape at double grab difficulty.

Underground zombies are viable targets for teleporting in Up Special and uthrow. If you teleport something there, though, it will be buried underground, like in the dthrow, having to escape at 1.5x grab difficulty. Even the Necromancer will take 1% per second from lack of air if he does this to himself. Don’t get any bright ideas about stalling, as the Necromancer refuses to stay underground longer than 4 seconds and will come up gasping for air. If you teleport the foe down there, on the other hand, they’ll take 3% per second instead of 1%, due to the zombie down there attacking them.

Attempting to bury a fat zombie will cause the Necromancer to bury the Zombie’s legs and no more, preventing the zombie from moving whatsoever. If the zombie’s stamina is depleted in this state, the zombie won’t actually die, but will simply gets its’ legs ripped off as rolls backwards, taking the (horizontal) knockback of the attack. As the ball of fat rolls upside down, the zombie’s head will also fall off and separate from the zombie’s main body, acting independently. From here, the ball of fat becomes an object either party can damage and deal (horizontal) knockback to, it dealing damage and knockback based off speed and still shooting out blood as it is attacked. The Necromancer can still pump more blood into this ball of fat, but cannot teleport it. While the ball can only take horizontal knockback, if it rolls over a foe in prone they must escape at up to 2.5x grab difficulty, the same applying if the ball somehow falls on top of a foe (Dthrow pits) as they take up to 15% in the process. If mind controlled zombies walk against a ball of fat, they’ll give it decent shove, pushing it forward half a platform.

UP SMASH – EARTH TELEPORT


The Necromancer points his staff at the ground as two auras of blue arcane symbols appear – the same ones from the other teleporting moves. One appears on the ground directly in front of the Necromancer, while the other appears 2 Ganons above him. After the initial lag of 1 second, the Necromancer becomes free to move. So long as he takes no stun, 2 seconds later the teleportation will occur.

Once it does indeed occur, 10-20 Kirby sized rocks will fall out of the top portal directly downwards at Mario’s dash speed. Each rock deals 4% and directly downwards knockback, though even if one is caught in the brunt of the move they can generally DI out only being hit by half the rocks.

Yes, if you use this move on top of a buried zombie or foe, they’ll be teleported down in the rain of rocks (I lied when I said there was –no- other way to get a zombie in the air, though this is quite obtrusive). This can obviously combo straight into a dthrow, but it requires incredibly high percentages if you don’t expect the foe to escape before the teleportation takes place, and even this this move isn’t even a KO move. . .Though they –will- be hit by every last hit if you pull it off somehow.

Outside using this move as a trap, the main actual use of this move comes into play with Time Stop. If you freeze the rocks, they’ll become solid rather than hitboxes due to not being energy based, giving you a Bowser width 2 Ganon tall wall. There are no “grabbable edges” for foes to latch onto here, so it will generally be somewhat of a pain for foes to climb over, while you can simply teleport yourself and the foe about to stay on opposite sides.

Due to the rocks not falling down all right next to each other and doing so in a more random manner, there are typically tiny gaps in the rocks. Too small for a character to get through, but small enough to get properly angled projectiles through, enabling the Necromancer to still camp through his “wall” with his jab or under it with his dtilt. You can also fight the foe from on top of the rocks rather than the other side of them, and use dtilt to make shadow orbs loop around the rocks on top for fun and profit.

AERIALS


NEUTRAL AERIAL – DARKNESS SHIELD


The Necromancer summons a ring of black orbs in front of himself with enough room for someone as fat as Bowser to fit in the middle. The orbs deal 10% and knockback that kills at 130% on contact which he (But not his minions) is vulnerable to, and obey the laws of gravity after they’re summoned, vanishing on contact with the ground. If anything enters the middle of the ring rather than just hitting orbs from the outside, the ring will start following that character around. If they only used short-range/upward/downward hitting attacks, they’ll be fine, but if they extend their hurtbox enough to hit the orbs they’ll take the damage from them. The orbs move at .8x the character’s dash speed they’re following around, meaning it is possible to outrun and escape them, at which point they’ll stop following that character, but this also proves to be an annoyance if attempting to dash without escaping the orb ring. The orbs last 5 seconds.

The Necromancer can put the ring around himself, his minions, or a foe. They last 10 seconds with no time stopping shenanigans involved. If the Necromancer inputs nair when a darkness orb ring exists, he’ll cause the ring to close in on whatever it’s surrounding, destroying itself and forcing foes to promptly jump out/shield/roll. This is just another trap if you use time stop at a glance, but if you camp inside of it to lure the foe to it then leave just as it’s about to be unfrozen, you can, god forbid, actually catch the foe inside the ring. If the Necromancer finds himself caught inside the ring unintentionally, all he has to do is play campy as he always does. If it’s really that big of a burden, he can just teleport it off.

FORWARD AERIAL – LUNGE


The Necromancers lunges forwards with a rather psychotic look in his eyes with a grab hitbox. The force pushes the foe back. . .A whole set Bowser width, along with dealing 5%. The Necromancer latches onto the foe, though, forcing the foe to button mash out. . .At half grab escape difficulty. Once the foe escapes, the Necromancer enters helpless if in the air. Maybe he didn’t think this one all the way through? This is more useful than you’d think on the ground if you can predict the foe’s jumps (Quite easy with all the zombies and dtilt shadow orbs to avoid) as you immediately reground them –and- push them into what they were trying to avoid.

Obviously this can be used for suicide KOs. With how easy this is to escape and the fact the Necromancer –always- dies, though, you can’t just casually suicide KO the foe and be done with things. No, this is a tool that’s only used to give the foe that extra push to their death. In the least, the move is superarmored, so it can interrupt recoveries.

BACK AERIAL – STAFF SPIKE


The Necromancer holds his staff behind him as a black orb appears at the end of the Necromancer’s staff before, dealing 10% and spiking foes as powerfully as Rob’s dair. The move lingers a good bit despite having little direct lag, meaning the Necromancer can rarely make effective use of this off-stage and live to tell the tale. If it doesn’t kill them, just go down after them and use fair and be done with it. As far as on-stage uses, this can be used on foes who are adamantly shielding thanks to your bthrow or just in general, as while it doesn’t do all that good of shield damage it does shield push of a platform.

UP AERIAL – THEY ALL FLOAT. . .


The Necromancer raises his staff above his head with both hands, waving it above him. As it moves back and forth, a Bowser sized clump of green energy is generated above the Necromancer that keeps up for as long as the Necromancer holds down A. This green blob deals 10 hits of 1% and flinching per second.

The move has no landing lag whatsoever (Though the move will not continue on the ground), meaning that foes will have to DI downwards to get to you and knock you out of the move. If you manage to catch a foe at the direct center top of the blob, they’ll have to DI down a side to get to you. If you predict correctly and DI in that direction, it’ll take longer for them to DI out. You can mindgame the foe with this to drag the foe to the portion of the stage you want, nevermind ground them and yourself. Just be wary about the foe getting down to you too early, as the non-landing end lag on the move leaves something to be desired.

DOWN AERIAL – SHADOW WAVE


The Necromancer sweeps his staff below him. If done directly against the ground, landing lag is not triggered, but no projectile is generated as the Necromancer’s staff physically deals 5% and puts foes in prone. Otherwise, the staff generates a black half-circle facing downwards as wide as DK. This travels downwards at DK’s dashing speed, and unfortunately does horizontal knockback to prevent it from being a broken gimper, dealing 8% and knockback that KOs at 160%. The projectile goes downwards at Ganon’s dashing speed, but is solid from above, enabling one to stand on top of it. If you do stand on top of it, the falling speed increases if the person has a higher (fast) fall speed than the projectile does to said speed. This lets you use grounded moves in suicidal gimping attempts, dsmash in particular dealing superb downward knockback to off-stage foes. Of course, you can freeze time to turn this into a standard fare camping platform, prime fodder to place a dtilt shadow orb on to essentially claim for yourself.

While you cannot raise zombies out of one of these platforms, if you somehow get a zombie on one they will be too stupid to leave the platform due to the sloped nature of said platform. If you want to get the zombie off of it, you can dsmash it through. Better, though, is fattening the zombie up with Side Special to make a trap for when the time freeze on the platform wears off.

If you’re in a particularly devilish mood, you can make a platform really close to the bottom blast zone and freeze it, then teleport back to the main-stage (It works as a recovery only so well when Time Stop must be prepared beforehand). If the foe comes after you to stop you, they’ll be sacrificing themselves to kill you, which is a deal you get the obvious better end of. Fthrow a zombie there with precise aim or have zombies in a ring throw one down. If that’s too much effort, just bring down a zombie head from the main stage. Once you’ve got something down there, uthrow the foe to teleport them to the zombie, who’s platform is probably just about to get unfrozen. It’s an unorthodox KO method, but it’s an extra one rather than a main focus, and more KO methods is never a bad thing.

As far as mass stalling off-stage, the Necromancer can only freeze one platform every 15 seconds.

FINAL SMASH – DUEL ENDER




The Necromancer summons a spider so big that it covers half the length of Battlefield. Its’ melee attack has slow speed but terrific range, and deals 26% and knockback that kills at 80% on contact. It has a secondary attack of spitting acid 2 platforms forward, which will cause you to take 20% poison damage per second. Forever. No, I am not even kidding. The Spider moves very slowly for whatever reason, but has high jump capabilities.

The catch is the spider is hostile to the Necromancer as well as the foe. The spider is only out for heroes, though, due to being true to the game mechanics it came from, and thus will thankfully not take out your zombie army. . .Intentionally. It still has friendly fire on, and with how many zombies you have some are bound to get caught in the crossfire. Regardless, this is one of the most potentially powerful Final Smashes in the game, as the spider has no time limit on how long it stays. It will only leave once it has taken a stock from every person in the match (Killing the Necromancer himself counts for this), enabling it to potentially take multiple stocks from foes, or at least poison them on their fresh stock before you die, royally screwing them over. If the foe cannot bait the spider into you, they can opt to simply kill the spider. . .Good luck with the 100 stamina.

PLAYSTYLE SUMMARY


With so many potentially amazing varying set-ups and strategies the Necromancer can pull off, he’ll have his work cut out for him when it’s so awkward for him to recover and he’s so light. Ideally, the Necromancer should be playing conservatively for the worst case scenario, stalling for his Down Special to make things as potentially ideal as things can get in case he kicks the bucket prematurely. He has plenty of other things to do with this time as well, such as producing fat zombies or charging Time Stop. The main reason the Necromancer plays campy is for stalling more-so than anything else, though he does work quite fine as a camper once he’s achieved some set-up. Alternatively to the obvious spamming of projectiles, the Necromancer can tuck himself safely away, behind a dtilted rock wall/dair platform or inside a nair trap he intends to bait the foe into. From this position, the Necromancer wants to prevent the foe from reaching him by mind controlling his zombies properly, using their solid properties to block the foe off and racking damage by surrounding them.

A more unique campy element of the Necromancer aside from traps and projectiles are his methods of making space between himself and the enemy. When he predicts the enemy coming, he can simply teleport to the opposite side of the field long in advance, or better, grab the foe and make them willingly go to the opposite side of their own accord. If the Necromancer has a dtilt orb or a time stopped projectile nearby to act as defense, getting the grab is all too easy – this is your main way of landing grabs without making it feel unnatural in the least. Uthrow and simply walking the foe away are the easiest ways to make space, but dthrow and fthrow provide many potential set-ups. The rarely mentioned bthrow makes the foe struggle significantly in fighting through the zombie hordes to reach the Necromancer, especially with solid fat zombies involved, allowing you to get more undisturbed set-up.

The Necromancer piles damage up on the foe obscenely quick. While the Necromancer doesn’t have “KO moves” in the sense that he doesn’t have any go-to moves for killing the foe at a lower percentage outside throwing a fat zombie at the foe, the majority of his moveset can effortlessly kill the foe once they reach high percentages, so kill moves are rarely an issue to worry about. If the Necromancer wants to kill sooner, all he has to do is make more use of zombie heads to make grabs more difficult to escape. The Necromancer can even go in a suicidical gimping attempt if he’s impatient, probably started by fthrow, if he desires, where said zombie heads can make the Necromancer’s fair lunge actually difficult to escape. Bair and dair/dsmash combo also obviously work, and the dair/uthrow combo can get shockingly early kills for the Necromancer.

But back on topic, typically the foe will reach obscene percentages in a match against the Necromancer. Things like the dthrow/usmash combination, all of the grab escapes required of the foe throughout the set, much less in combination with zombie heads, make it incredibly easy to get more damage on the foe when they already have damage. That late in the match you should already have plenty of zombies and traps on the stage in the form of buried zombies/frozen traps too, letting the Necromancer easily come up close and personal to directly attach zombie heads to the foe. . .Normally there’s no point to damage racking a foe to such ridiculous percentages. But with the Necromancer, he has reason to keep going. . .And going. . .And going. Because all of his zombies must be killed, the Necromancer can potentially forget about the KO and just drown the foe in everlasting grab hitboxes while he summons more and more zombies until he dies for the best possible set-up, then casually kill the foe with a fat zombie post-humously once he does and **** them for stocks to come.

Post-death is where setting up all of these more intricate things can really be more appreciated. While you have so much to do when you’re alive, you only have a handful of actions available to you once you become the zombie horde. Fat zombies are required for KOing at reasonable percentages in this formation, and zombie heads function as your one true projectile. Balls of fat and dthrow pits are the stage alterations which don’t rely on time stop and are the highest priority to get up for the after-life - considering the interaction between them, it’s rather convenient that way. While you won’t be controlling every last zombie at once when mind controlling a ring of zombies, this is a good thing. The mindless zombies attacking at different intervals enable you to leave less room open to dodge, and with clever spacing of the ring you can trap mindless zombies inside of it to drag them around as you please.

I could spend forever talking about the other various set-ups the Necromancer can accomplish, but I only bothered to talk about things I didn’t already go over at length in the main set. The Necromancer is not nearly as systematic as this playstyle summary implies – the Necromancer is indeed weak to pressure like any character with so much set-up involved. This fact makes the KO methods for earlier kills much more viable than you’d expect, and can often take foes by surprise.
 

Junahu

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


The skeletal Koopa, Dry Bones, has joined the brawl!

Dry Stats:


Power: 5/10 (average)
Weight: 2/10 (very light, just above Kirby and Jigglypuff)
Walking Speed: 3/10 (a somewhat lumbering gait)
Dash speed: 7/10 (Seeing Dry Bones dash is like seeing how fast Bowser dashes; terrifying and unnatural)
Fall Speed: 4/10 (with a naturally porous surface, bones do actually fall slowly)
Size: Identical to his living kindred
Jumping: 6/10 (rather decent)
Crouch: 9/10 (very low. But more importantly, lightning fast)
Traction: 4/10 (In particular, has trouble pivotting. Inertia is not Dry Bone's friend)
Wall Cling: Yes
Dry Standards:


A: Use Your Head [Part 1] - Dry Bones butts his head forwards, while tilting it towards the audience (he wants everyone to see his pearly whites, clearly). Deals 4% damage, is fast, but doesn't repel the foe in the same way jabs usually do

AAAA: Use Your Head [Part 2] - Straight from his headbutt, Dry Bones spins his head around and around like a drill, peppering the foe with 1% hits until they DI away. The end lag should you use this repeating jab combo is a bit painful. Also, Dry Bones' head may or may not end up back to front after the attack (it's random)


Dash attack: Koopa Krash - leaping forwards, Dry Bones slams his back into the foe, dealing 10% damage and knocking the foe quite far away. If he hits something, even a wall, he rebounds off of it, sending him running in the opposite direction

Forward Tilt: Headbutt - Dry Bones rams his skull towards the foe, stretching his neck bones out to give him more reach. This deals 8% damage and is pretty much standard fair all round.
From time to time, using this attack leaves his neck slightly elongated, giving his head attacks a little more reach (though not actually making the hitbox any bigger). This effect stacks, and it can reach a point where Dry Bones' neck is too long for his own good, making his attacks more awkward to connect with, and increasing the size of his hurtbox dramatically.

Up Tilt: Thoracic Swipe - Snapping off a rib from his shell, Dry Bones swipes it at the foe above him. It magically reattaches itself after the attack is over, so don't worry about lag. This attack has decent coverage, deals 5% damage, and counts as disjointed. A staple part of Dry Bones' ground-game diet.

Down Tilt: Carapace Whirl - Our bony compatriot retreats into his shell and whirls around on the spot. This deals 2 hits of 4% damage, while leaving the foe relatively close by. Dry Bones' hurtbox is significantly smaller during this attack, making it a decent duck-and-counter manouver.
On occasion, using this move leads to Dry Bones wearing his shell back to front. Notably this changes his Dash attack, making it deal just 6% damage, and failing to send Dry Bones running the other way, but dealing a noteworthy amount of hitstun to compensate.

Forward Smash: Crowned Koopa - Oh hi Bowser's Forward Smash, fancy meeting you here. Dry Bones delivers a crushing stomping headbutt to the foe, sending them flying far away. It's somewhat weaker than the version employed by his leige, and Dry Bones obviously lacks the size and reach that would otherwise make this attack formiddable. But at least the end lag is less punishable. That's something, right?

Up Smash: Monstrous Bite - Turning his head to the heavens, Dry Bones takes a massive chomp out of it. Normally dealing 15-30% damage and KOing from 90%, if you manage to strike the foe at the exact moment his chompers clap together, the damage and knockback skyrocket to 1.4x the usual. Due to Dry Bones' gigantic upper jaw, this attack can hit foes behind Dry Bones, but has more trouble connecting with those in front of him.
Sometimes, using this attack leads to an unfortunate consequence. a Sickening crunch is heard, and Dry Bones' lower jaw goes limp, dangling quite literally slack-jawed. Any further biting attacks Dry Bones attempts will be met with greater start lag, as Dr Bones strains to bite his jaws together. Luckily however, the loose jaw remains a hitbox as it swings back to its slack position after each attack (dealing 6% damage and generally keeping foes from punishing a whiffed bite attack)

Down Smash: Bloody chomper - Dry Bones chomps down at the foe in front of him, dealing 12-22% damage and down/forward knockback that would ideally KO from 80% (though due to the nature of its knockback, it'll probably be closer to 130%). If you press A a second time, Dry Bones turns around and bites at the foe behind him too
Dry Aerials:

All of Dry Bones' aerials have terrible landing lag, as he almost completely crumples from the impact.

Neutral Air: Bone Cyclone - Dry Bones somersalts around in midair, delivering two basic 2% hits to anyone right in his face. As he finishes the flip, he stretches his limbs out every which way, as if he was doing a jumping jack or something. This final hit naturally knocks the foe away, with 6% more damage
With luck, Dry Bones' limb stretching will actually stretch his limbs slightly. This increases the size/range of his Neutral/Forward/Downward aerial hitboxes, allows Bones to dash faster, and lets him grab the ledge from farther away. On the flip side, his hurtbox is easier to hit, and his longer legs mean many of his attacks hit higher than usual.

Forward Air: Koopa Kick - It's a flying kick. Dry Bones thrusts his leg out, booting the foe up and away a short distance (and dealing 6% damage). The kick hits slightly below him too, making it an ok approach/poking move. Of course, there's the landing lag to deal with, but at least the hitbox remains active for the entire attack.

Back Air: Turning headbutt - The name says it all. Dry Bones pivots in midair, using the inertia to fuel a savage headbutt to the foe. It deals 14% damage and KOs from 90%. The reason you won't see this used constantly, is that the attack is riddled with lag. Combined with the problem of landing lag, you'd need a miracle to avoid punishment.

Up Air: Skull Bash - With a twirling uppercut, Dry Bones knocks his own head spinning into the air. After 0.75 seconds of it being a loose projectile, the head homes back in towards Dry Bones, reattaching itself promptly. The homing is strong, it won't take more than a half second for the head to return to Dry Bones, even if he actively tries to fast fall away from it. On contact with the foe, Dry Bone's head deals 7% damage and some slight hitstun.
Some of the time, Dry Bones' head reattaches itself upside down after the attack. Due to the nature of his overbite this changes the shape of some of his attack's hitboxes (mostly, the attacks now hit lower than before. In the case of Up-Smash, Dry Bones bites downward, hitting foes near/on top of him, but not anyone above him)

Down Air: Marching Line - The dead koopa shuffles his feet below him in a quick running motion. In the same vein as Yoshi, this deals a number of 2% hits, locking the foe down for a decent length of time. If this hits the foe, Dry Bones stops falling until the move ends (He's light enough to use the foe's face as a platform of sorts)

Dry Throws:


Grab Attack: Dry Bones' ribcage bursts open as he leaps up onto the foe's head, clamping down on them with his bony body. The foe can still move around while being grabbed in this way. As a pummel, Dry Bones pounds at the foe with his fists, dealing 2% damage, yet not flinching the foe.
If Dry Bones' shell is back-to-front, this attack lacks a grab hitbox, and instead his hard shell spikes the foe against the ground, dealing 10% damage. If nothing else, it's a great counter against Down-Tilts.

Forward Throw: Skele-Shove - Dry Bones leans forwards, causes the foe to stumble in that direction a short distance. If the foe was already moving that way, they fall over. Dry Bones takes advantage of this sudden fall, and puts his weight into it, slamming the foe off the ground with 13% damage

Back Throw: Kickback - Dry Bones leans backwards, causing the foe to stumble in that direction a short distance. If the foe was already moving that way, the fall over. Dry Bones leaps off the foe as they fall, then lands feet first on their stomach, knocking them backwards a short distance (and dealing 12% damage)

Up Throw: Necro-copter - Dry Bones spins his entire body around and around, using his arms and legs to form a helicopter of sorts. Until the foe escapes from the grab, Dry Bones can drag them around in mid-air.
The longer Dry Bones' limbs, the faster he can drag the foe around.

Down Throw: Fake Out - Dry Bones pops off the foe, as if they had escaped the throw normally. Immediately afterwards, he rushes into the foe, blasting them away with 15% damage and KOing them from 90% (or much less, if you got them close to an edge first). Naturally, the foe is free to shield this.

Dry Specials:


Neutral B: Using your Head [Part 3] - Dry Bones loses his head. Literally, it just falls off and clatters against the ground. Until you come along and touch his head, Dry Bones will be headless, performing his attacks to the best of his now limited abilities.
If you use an actual head based attack, Dry Bones' head will perform it, wherever it is. Downsmash makes the head bite either side of him, Upsmash makes the head chomp upwards, Forwardsmash barges the head forwards (with Forwardtilt doing much the same to a lesser extent), Regular Jab makes the head spin around and around, Up air makes the head jump into the air, and Back air sends the head leaping backwards.
If Dry Bones' jaw is loose, the attacks come out slower, but his flapping gnashers extend the duration of its hitboxes somewhat. Your head could even be left upside down, if you're wierd enough to want your Up Smash to chomp at the floor (This actually buries the head a little, increasing its resistance to knockback, though the effect is lost the moment you try to move the head someplace else)
The opponent is still totally free to attack your loose head, which in turn deals damage to Dry Bones. The head has knockback resistance against attacks dealing tiny amounts of it. But anything stronger will cause the head to home right back to Dry Bones, crashing into him, and causing him to suffer the knockback of that attack. If Dry Bones attempts to shield this, it deals double damage to the shield, possibly outright breaking it.
If, through some idiocy, Dry Bones' head manages to fall offstage, it is lost for the remainder of his stock

Forward B: Shell Shocker - After a moment to tense up, Dry Bones sends his shell flying across the floor with gusto. It takes his spinal column along with it, leaving Dry Bones as just a head, arms and legs (somehow still standing upright as if his shell were still there). The shell speeds forwards up to 4 stagebuilder units, based on charge time, then turns around and comes right back to Dry Bones, homing in if need be. Even if the foe knocks Dry Bones away, his shell will still return to him without fail, ploughing through people and even solid ground if need be.
The shell, should it connect, deals 13% damage and enough knockback to KO from 100%. It also deals excellent shield push and shield stun. While not all that slow to use, Dry Bones cannot act until the shell returns to him, so watch out.
If Dry Bones' shell is back-to-front, he sends it sliding upside down, which has little effect other than sending it 1 stagebuilder unit farther away.

Up B: This Attack is Humerus - wrenching a bone from his personage, Dry Bones hurls it along a parabolic arc. Up it goes, peaking at 1.4 stagebuilder blocks into the air, then landing 2 stagebuilder blocks ahead of him. On contact, this compact bone deals 4% damage and a little backward knockback, relevant to its current trajectory and speed. The bone doesn't dissapear on contact though, it bounces up off the foe, then falls down to the ground, all the while still being a hitbox to others.
Simple right?
Actually, if you throw a second bone while one is already out, Dry Bones will adjust his aim, throwing it towards the first. He won't do this if you are not facing in the general direction of the first, nor if the first bone is farther than 3.5 stagebuilder units away from him.
If the first bone is travelling upwards, Dry Bones aims the arc of his second so that it peaks underneath the first (or underneath the point where the first WAS when he threw the second). In fact, it peaks exactly halfway between the first bone and 'the ground' ('the ground' being the height at which Dry Bones was when he threw the second bone). Basically, he pitches the second bone faster but lower, and it deals 6% damage and 1.5x the normal knockback
If the first bone is travelling downwards though, Dry Bones aims the arc of his second so that it peaks above the first. It peaks at twice the height of the first bone (relative to Dry Bones' height when he threw the second bone). However, Dry Bones can never throw a bone higher than 2 stagebuilder units into the air. Basically, he pitches the second bone slower but higher/farther, and it deals 2% damage and 0.8x the normal knockback.

Down B: Dry Death - It's the iconic Dry Bones thing to do! Dry Bones crumbles into a mismatched pile of bones. His weight is halved in this state, but he recovers 15% health... PER SECOND. Crumbling is more or less instantaneous, it's not something that can exactly be interrupted. Reforming, however, takes a bit of time, and it takes 1.5x longer if you try to reform in midair. Dry Bones always reforms with his various bits and bobs in the right places, so if the twisted abhorration before you is getting to be too much, a simple Down Special can fix it.

Dry Final Smash:


Super Iron Kart Thorn: Dry Bones climbs into a kart that bears his startling likeness and gets down to the business of KOing everyone. Beep beep! Simply ramming into enemies will cause damage and is pretty much a guaranteed KO at over 100%. Pressing A will throw out a banana that could ruin an opponent's escape plan. Pressing B will activate a Lightning Bolt, making everyone but Dry Bones tiny. Use these two weapons to your advantage, as they will greatly improve your chance of KOs.

Dry Playstyle:

Above and Beyond: Playing Dry Bones is about stubborness. You're light enough to avoid chains and infinites, but your ability to sit down and let the damage wash away means you'll be lasting a long long time. Spacing, control and context are vital to playing as Dry Bones. Try to keep at least one thrown bone in play at all times, that way the foe will always have to worry about where a 2nd bone would be thrown to. The trajectories of the bones all discourage aerial approaches, and shooting your shell out helps against the ground approaches. You can't keep the foe from hitting you, but you can at least control what kind of attack they can hit you with. Getting a frustrated opponent to knock your crumpled form away so it can heal up is a big part of your lastability.
How and why to mangle your body is a tough decision to make, made even tougher by its random nature. It's likely easier to just go with the flow, and use what you get, or let Down Special fix it all back up again. After all, they are defects, these old bones aren't what they used to be..

Anything else? Oh, yes, your detachable head. Since your skull just so happens to be the source of many of your KOs, it can be a real risk laying it on the floor like some kind of trap. It's potentially disasterous, as it gives the foe a new target to beat on, and even opens up potential for them to creatively combo you. But the pay off, if you can correctly guide the foe into it with your body and bones, is so very satisfying.
Do everything you can to bring that darn plumber to your skull, that same skull he carelessly stomped on so many years ago....

Dry Extras:


Logo: Mario Mushroom

Stage Entrance: A pile of bones clatters onto the stage and arranges itself into Dry Bones

Taunts:
1: Dry Bones nashes his teeth at the foe, mimmicing his kingly leader.
2: Dry Bones performs a headstand... that is he stands on his own head
3: Dry Bones' mouth hangs agape in mock surprise. If it's already loose, then it falls off.

Taunts (headless):
1: Dry Bones shrugs nonchalantly.
2: Dry Bones scratches where his head should be, realises it's missing, and briefly panics.
3: Dry Bones' performs a little breakdancing spin.

Kirby Hat: Kirby wears Dry Bones' skull minus the lower jaw on his head and gets to use Dry Bones' Up Special.


Snake Codec:
Snake: Huh, this Turtle looks like he hasn't eaten in months
Otacon: Who? Oh, that's Dry Bones. They say that Koopas that pass away return in skeletal form. He's a mean one, so be careful.
Snake: Koopas?
Otacon: They're the foot soldiers of the tyranical King Bowser. Their soft heads have always been their achilles heel, but-
Snake: -But they must be pretty devoted to serve their leader even after death.
Otacon: When you put it that way, I kinda feel for the little guy. What motivates him to keep going like this?
Snake: ...
 

Katapultar

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



Agiri Goshiki is one of the main characters of Kill Me Baby, a Japanese 4-Koma manga/anime about assassin schoolgirls who go to school and do comical things - said anime of the manga aired not too long ago and can be seen on Youtube like lots of other animes. Agiri herself is a laid-back ninja who tends to appear and bring up topics relevant to her job to the point where she'll mind-screw with other people's expectations of what a "ninja" can really do by claiming to be able to do something via a ninja technique that anyone could do; although she carries around shurikens and what not, very little if anything she ever does can ever be considered a genuine ninja technique to the point where she ends up screwing with the other main character's heads as to whether she's really capable of doing such or not, though of what she's been able to do she does seem rather competent and has actually been able to do magic-syndromy ninja things...but we don't really know for sure if what she can do is genuine or not. Regarding this case, Agiri is probably more ninja than most other peeps who call themselves such due to being able to massively confuse the hell out of people both inside and outside her fiction; she even scams the idiot main character with "ninja merchandise" that function as simple everyday items!

To see just what kind of mischief Agiri gets into via the anime regarding her personality and just how questionable the genuineness of her ninjutsu is, be sure to watch this clip here, and this one, as well as this one....
Just don't be surprised however if you see Agiri display feats of ninjutsu in her set that don't seem apparent or contradict what she can do in the lighthearted nature above videos...she IS a ninja, after all!




The mind screwing even begins right at the start of the match! By holding one of 4 directions on the control stick before the match begins, Agiri won't appear onstage with the other characters but rather will be hiding somewhere using a different technique based on which direction you held down.

  • Forward has Agiri positioned exactly where she should be at the start of the match, except she's hiding herself beneath a sheet that perfectly blends in with the background of the stage! With this she'll appear completely invisible to the naked eye, though if she tries holding it for more than 5 seconds the sheet will begin to peel and make her presence obvious! On the other hand, said sheet is essentially treated as an invisible shield that can take any one flinching attack before falling off, with Agiri being able to perform any action a player would normally be able to out of shielding at the cost of revealing herself and throwing away the sheet.
  • Backwards is very similar, except Agiri is lying down on the ground and the sheet blends in with the ground she's on. While she'll be able to duck underneath projectiles and her sheet won't peel over time, enemies can easily spot her out if they step on her! Agiri can perform the same actions out of this technique as she could with the above one, albeit suffering a bit of lag beforehand as she secretly gets up to do so.
  • Downwards has Agiri hide beneath the ground where she would've spawned; here she'll only be damaged by attacks that would be able to hit or affect the ground such as D-tilts, though she'll only be able to stay underneath for a total of 5 seconds before she'll need to come back up for air. Ground attacks are usable from this state with varying effects that will be mentioned for each move.
  • Upwards is a bit more unique, as Agiri does not hide herself on the stage but rather at the top of the screen directly above her spawning position where it's impossible for her enemies to attack her. Agiri can use some of her moves from this position and camp, though she'll only be able to stay where she is for 5 seconds before she'll be forced to fall back down to ground where she can transition to her aerial game. Aerial attacks are usable from this state with varying effects that will be mentioned for each move.
While it'll be completely impossible for foes to know in which exact way Agiri has hidden herself at the start of the match, they should at least know that she'll be hiding in a horizontal plane based on where she would be positioned to spawn at the start of the match, and that she'll very most likely be hiding underground or up at the top of the screen due to not only being able to actually set-up from those positions but also more or less be immune to damage depending if she chose the latter option - do note however that Agiri's hiding position will only truly be obvious in FFAs where all but one known spawning position will have been occupied, as players are spawned around the stage randomly instead of being designated to areas based on their controller ports. In a match with less than 4 players foes won't be able to truly know exactly where Agiri is hiding; neither will Agiri herself unfortunately, though she is able to reveal her hiding position with some of her moves. In any case, note that you don't HAVE to make Agiri hide during her spawning; you could simply make her spawn like a normal character with seemingly no mindgames involved whatsoever...

Or are there? You see, Agiri has absolutely no animation for her opening, and her idle stance has her do nothing of the sort either...suspicious? If you happen to hold down the shielding input after holding the control stick to initiate one of the 4 techniques to hide Agiri, she will appear to spawn on the stage normally but has in fact produced a substitute in her place whilst hiding away herself! The produced substitute behaves exactly like a dummy set to "Player" controls in Training Mode would and will even "take damage" under Agiri's damage percentage to further fool foes, all until its knocked off the stage for good...behold, the fabled Substitution Jutsu! The real Agiri will be positioned directly behind her dummy or directly above her if she chose to hide at the top of the screen, where she'll make the fact that the substitution is a fake obvious upon choosing to appear and her damage percentage will go back down to 0% if the substitution has taken any "damage" - placing a substitute in her stead is also good for allowing the player to know exactly where Agiri is hiding at the sacrifice of letting the enemy player know where you are too. If you REALLY want to fool your enemies however, you could simply make the real Aigiri spawn normally and have her behave like her substitute to trick the enemy into thinking she's a dummy in the first place. Of course, the enemy will understand what's real and what's not if they choose to wait for the 5 seconds that'll have Agiri's tricks falter, though that'll hardly matter if Agiri played her cards right since she's able to use her attacks and set-up all the whilst hiding, or even if she was seemingly standing completely still...

There's also one last trick Agiri can attempt with her stealth technique: by holding down the shield input BEFORE initiating one her stealth techniques, the real Aigiri will spawn normally but a substitution will be using the designated stealth technique instead! If you do have the real Agiri spawn like this however, you'll have to choose whether you want to defend yourself from the enemy's impending onslaught in exchange for having your cover blown or instead standing completely still and allowing them to attack you all they like under the pretense that you're a dummy before striking them with one of your moves when they're let their guard down. For an extra layer of mindgames to go with your substitute however, you could simply do nothing for the entire 5 seconds and wait for the hiding Agiri to appear, but have the real one do absolutely nothing to the point where your opponent absolutely won't be able to tell which one's the real you! The only downside to this trick however is that you'll be forced to reveal yourself anyway if the foe knocks you off the stage, but otherwise you can cause them a fair amount of frustration as they're forced to hit at both Agiris to be sure that they're at least hitting the real one.

I should finally mention that the real Agiri is able to reveal herself via underground or at the top of the screen early on by using the shielding input if she ever needed to, which'll cause her to pop out with a few frames of invincibility. Also, in the case where she'd be KO'ed or be forced to appear on a spawning platform Agiri will actually be given the option to go back into hiding via inputting the appropriate commands, which'll have the produced substitute appear on the spawning platform instead of the real Agiri if she arranged for such; of course, the amount of time in-between when a player is KO'ed and when they spawn would be too little to be able to properly input the hiding commands, so in Agiri's case she'll always go through an obligatory 2 second delay before properly spawning as to allow the player the inputting time they need at the cost of giving Agiri's foes just that little extra bit of time to set-up and prepare for KO'ing Agiri once more...still, they'll be forced to deal with our favorite ninja's mindgames once more, and Agiri does have the liberty of being able to set-up and attack without being attacked herself.




As a tricky ninja capable of mysteriously yet conveniently defying physics and logic, Agiri has most of her stats set in her favor. For one, believe it or not, she actually stands at half of Snake's height due to the weird anime-esque proportions the characters of her series are endowed with; quite comparable to Ness and Lucas but with realistic humanoid proportions that makes Agiri significantly thinner than said Brawlers. Agiri obviously has nimbleness to go with her small stature as well, with she being able to scamper around the stage at a similar pace to Shiek in all aspects minus having jumping abilities akin to Zero Suit Samus', having excellent traction that allows her to stop in place on demand and most mysteriously enough, actually being incredibly floaty, even more so Jigglypuff but not so much that she could be compared to the likes of Pennywise (ninja technique?); this stat is actually her most convenient one due generally allowing her to stall for time via falling from the top of the screen from hiding up there or being knocked off the stage as a dummy, either case being regardless of whether the Agiri in question is a substitute or not.

Agiri also has a wall-cling that allows her to stick to a wall for 10 seconds over Lucario's minuscule 5-second one and a wall-jump akin to said Pokemon's except Agiri's takes far longer to stale and as such she can use it for massively longer periods of time...and yes, this technique actually a slight use in Agiri's moveset outside of being situational to the stage or enemies in question she's facing, though I'll remind you the moment we get to the move.

Despite her amazing strengths as a character, Agiri's most fatal weaknesses ironically come from her strengths; in being so small, nimble and magically floaty, Agiri has either forgotten or been forced to sacrifice any true defenses and endurability she could have otherwise had. Not only is her shield of 1/3 the normal HP laughably easy to break and combo against due to not being pushed back by her ironically inconvenient traction, or at least for this situation, but Agiri herself is incredibly light thanks to her small body, she being slightly more so than Jigglypuff; her floatiness unfortunately doesn't do her any favors in this situation and in fact makes her even more susceptible to vertical knockback that balances out her otherwise ridiculously convenient stats, which makes for the best way for enemies to defeat her...beware of Thunder abusers!






Standard - Death Bomb

Simply holding down the input does nothing, but once it's released Agiri will pull out a black bomb with a skull-design slapped onto it! This bomb-omb reminiscent item will stay true to its namesake and explode once thrown onto a surface or struck by an attack, though the size and power of the impending blast is dependent on how long you held the A button down for beforehand; Agiri can be made to produce the bomb at any given moment, even when she's being attacked, sent flying or even grabbed! This is incredibly tricky stuff with the stealth techniques since it perfectly complements Agiri's need to stand perfectly still whilst pretending to be a dummy; the real Agiri could choose to either hide away and get 5 free seconds on her bomb's production whilst being able to throw it from underground or the top of the screen, or keep herself open as a pretend-dummy in order to increase her bomb's power and throw it at her enemy when they least expect it....best of all, the foe will have no idea whether the Agiri they're attacking will be able to threaten them with a bomb or not!

In any case, simply producing the bomb with a tap of A will only have it able to inflict 2% with mere flinching as a incredibly small blast that'd only damage Agiri is she was attacked whilst holding it, with Agiri needing to have held the move down for at least 2 seconds in order for the impending blast to be able to actually damage enemies close to her. Holding the move for at least 5 seconds will create a SBB-radius blast all around the center for some fairly good blast range that inflicts 7% capable of KOing at 200% in the opposite direction of where the enemy was blasted, with the damage doubling and the killing effectiveness being reduced by 50% until you cap out with a 4 SBB radius blast that'll inflict 28% and can KO players at around 100% after 20 seconds; given Agiri's stealth techniques and unrealistic floatiness, being able to stall for up to around 10 or 12 seconds wouldn't be too unusual for her, but trying to reach max power in a match is something that doesn't happen all too often. And before it goes completely unnoticed, yes, Agiri can and is damaged by her bomb, though she does have one trick to avoid taking damage aside from simply keeping out of the blast's range; whenever she would perform a roll or spotdodge the bomb will in fact remain in the foreground where she was before, so if you end up dodging an enemy's attack you'll end up blasting them with the bomb and damaging them...a win-win situation!

I should mention now that this move is also Agiri's N-air due to the mind-gaming and transitional convenience of the button input, which allows Agiri to set-up this move and produce the bomb on either the ground or in the air; while Agiri suffers lag equivalent to that of Link's Down Special when producing a bomb on the ground, she has almost none when doing so in the air, which is great for catching enemies off-guard when they've just knocked you off the stage and possibly let their guard down under the pretense that you're a substitute...

This move essentially acts as Agiri's prime KO move, and is a very mind-game-orientated one when combined with not only her stealth techniques but also with the amount of control you have over the produced bomb's power. For instance, you could have the real Agiri pretend to be a decoy and stall while taking her enemy's attacks in preparation for what appears to be the creation of a powerful bomb, except Agiri hasn't actually held the A button down at all and in reality her bomb is weak...except since all you've done is sat in place enemies will think the bomb you have on you is a powerful one! This is a great way to scare your enemy and use their paranoia to set-up all whilst making them think the bomb you produced is a powerful one, only to have their cautiousness be for nothing!

There's one last trick you can perform with this move regarding Agiri's stealth techniques: if you happen to tap A right after holding down the shield input to initiate the production of a substitution, said dummy will magically be imbued with the ability to produce the bomb after it or the real Agiri has gone into hiding! In said case, the ability to create the bomb will be temporarily transferred to the dummy until it has created a single bomb, which it will automatically do anyway if the real Agiri was in hiding and recently revealed herself, though in the opposite case of the substitute hiding it will simply create the bomb the moment you release A; just be sure to do this before it automatically reveals itself so you can mind-game your enemy into thinking the substitute is the real you...now enemies will have absolutely no idea whether the Aigri that did in fact produce the bomb is the real one or not! Because you absolutely need more ninja-mindgames to fool the enemy into submission, right?

One more thing I should mention so you're aware of it for the tilts; Agiri will only throw her bomb with a Z + directional input command, which allows her to be able to use her ground and aerial moves while holding the bomb. There is no limit to the amount of bombs Aigri can create, though she won't always have the time or position to be able to make and use them effectively.



Dash Attack - Kool Kunais

Agiri produces a rather sharp-looking kunai which she slashes ahead of her in a surprisingly dynamic manner that inflicts 4% that KOs horizontally at 320%, which she stops in place to do. The attack is a simple and quick one, though if Agiri wasn't holding an item before using the attack she'll keep the kunai she used for the attack as a throwing item which she'll toss in a straight line at Sonic's dashing speed that inflicts a mere 2% with flinching before vanishing upon making contact with a foe or a surface; what's unique about the thrown kunai however is that it will take any one item it makes contact with along for the brief ride, with the item in question inflicting however much damage it would've if smash-thrown as it drops back down on the floor usable again once the kunai vanishes under normal conditions. For the most part however the kunai will end up dragging the targeted item off the screen with it, though if the kunai was thrown upwards and would drag an item with it to the top of the screen the kunai itself will vanish but the item will continue to fall afterwards, with the most obvious interaction being to quickly produce a kunai for the sake of juggling your bomb of death to stall its eventual detonation, though you'll have to jump or move back a little due to the nature of this attack and the input command naturally moving Aigri forward.

While the attack in itself is a rather simple one, choosing to hold down A for the attack will have Agiri perform another attack that has her rush over to her struck victim, providing they're still on the same horizontal plane as she is, and slash at them with her pro-cutting skills for some typical jab-damage of 1% per hit that naturally pushes enemies out of the move's range over time. Agiri will still keep the kunai anyway after using this second attack, which is pretty good for pursuing enemies and/or blocking them off with the anti-approaching type nature of the move, which is helped by the move's disjointed hitbox. That or you could simply perform the 1st attack on the enemy and then throw the kunai at them if you've nothing else to use it for in order to force their guard up.

Due to being a Dash Attack, Agiri is unable to use this attack underground, unfortunately.



D-tilt - Sneaky Shuffle

Agiri's crouch is a rather sneaky one...no, she doesn't get down on all fours and crouch like the ninja you'd expect her to be, but rather she DOESN'T appear to be crouching! By some trolling technique, Agiri somehow has greater hitstun/knockback resistance from attacks that'd hit her in this state all whilst being able to trick enemies into thinking she's simply standing still in order to produce her deadly bomb; you can in fact transition into this crouch even if you're holding the A button down for the Standard, though the noticeably large amount of knockback resistance you gain will easily give you away and you'll end up producing the bomb from the crouch anyway if you release A from there - still, this is a good emergency transition to defend against attacks that would otherwise KO Agiri and perhaps by some miracle keep enemies in the dark about whether you're a substitute or not. Also, the knockback Agiri would take from attacks while crouching will be more downward-orientated like that in proper Smash, which is useful since it'd put Agiri in her downed state and force enemies to waste a bit of time to move to her for a follow-up attack, and also sets up Agiri underneath the stage where she pull off a trick or two with her Aerials or Specials.

Agiri's actual D-tilt has her get down whilst holding herself upwards with both her hands while lashing out with a rather quick trip kick that inflicts 3% and knocks enemies backwards a little whilst making them trip, which will cause them to fall back if no ground is behind them. While said kick is useful in certain situations, it is in fact a cover-up of the move's real purpose that has Agiri force out 8 incredibly tiny spikes concealed in her school shoe, which travel and spread out over a platform's distance past her extended foot and each inflict a non-flinching prickly 0.2% to anyone who makes contact with them. While the damage dealt isn't too impressive, the spikes stay around until someone steps on them for some token damage (even Agiri!) and can in fact be used to detonate bombs and landmines of the sorts without Agiri taking damage from them...as to be expected from the cunning ninja. You can actually have as many spikes out on the stage if you want and for the most part they'll essentially appear as tiny dots on the ground that are almost impossible for players to see, and while the D-tilt attack is fast enough to allow Agiri to see to this goal if she wanted to, the kick in itself is rather lengthy due to Agiri emptying out the spikes in her shoe, though there's barely any ending lag and Agiri's foot will constantly be a damaging hitbox to enemies who would make contact with it. You do have better things to do other than litter the stage with small spikes however.

What's really sneaky about this move however, is that Agiri is ALWAYS performing the above attack whilst facing away from the screen, which obscures the item she's holding for but a moment; what's supposed to be the action for a basic tripping kick that's supposed to conceal a trap of sorts is in fact disguised as a secret ninja technique! If you tap A while Agiri is bending down she will in fact secretly bury the item she's holding into the ground directly beneath her which she can get back by re-using this input without an item, though she'll need to remember where it was to do that! The buried item will never vanish over time and is completely harmless to the players for the most part, though damageable items such as your Standard bombs can be set-off by attacking the ground that it's buried under....there's a REASON why Agiri's D-tilt allows her to project tiny hitboxes that are capable of detonating bombs!

If you double-tap A instead of single-tapping it however Agiri will not appear to have buried her held item underground, though she's in fact holding a fake version of the item! How she came to possess this fake item we'll never know, but it in fact only APPEARS to be an item, like a hypnotic illusion: the moment Agiri would attempt to perform her grab her fake item will vanish in a poof, and her foes will have been completely fooled! In the air, Agiri will attempt to throw her fake item normally, except it will only bounce off surfaces before vanishing for even more mindgames! And while it may seem rather obvious exactly when Agiri will attempt this mindgame, you could very easily use this move while underground after having produced a bomb so enemies won't have any idea whether the one you're holding is real or not! If you did bury your item while underground it will be positioned in the exact area as were it to have been buried while standing in that exact area, except here your opponent won't know that you've buried the bomb!



U-tilt - Adhesive-Jutsu

Agiri quickly performs a handstand in order to kick above her with both feet for 5% with decent upwards knockback that can KO at 265%, with the move being really quick to boot-up but having rather iffy ending lag as Agiri dizzily recomposes herself...this "attack" may appear to be normal, but remember that Agiri's a ninja so it obviously has a hidden agenda! In this case, holding A down for the entire attack will reveal that Agiri has somehow made her shoes adhesive, and if she would end up knocking a foe above her with her kick she'll end up sticking to them as they fly up! Agiri can and will continue to stick to her foe until they're obviously able to attack and knock her off of them, though Agiri is able to get off them and fast-fall by tapping down on the control stick, or tap upwards to turn right-side up whilst tipping the foe downwards into their footstooled state as they're released from Agiri's tricky grip; tapping right or left will simply have Agiri perform her second jump off her foe via a diagonal input that gives her some horizontal movement and obviously sets up for Agiri's aerial game. While Agiri is unable to use her attacks whilst sticking to foe, she can in fact use her Standard to produce her bomb, which is incredibly tricky stuff since the foe will be forced to attack Agiri in order to knock her off of them! And if she wanted to Agiri could in fact throw any item she's holding, though she's unable to throw it "upwards" where her foe resides due to it being inhumanly inconvenient for her...she could in fact throw her bomb down towards the stage in order to scare enemies into going higher in the air; who knows, you might even be able to make them waste their recovery! And finally, if foes do end up landing on ground and not knocking Agiri off of them she'll end up touching the ground first and slamming herself and her foe into the area of the ground where she's facing to knock both herself and her foe down, with only the latter taking 5% despite both characters being forced into their downed state through the ordeal; if there would be no ground for the foe to land on however, they'll end up grabbing hold of the stage's ledge or alternatively entering their footstooled state and taking the damage if said part of the stage is not available.

On a stage like Battlefield, Agiri is also able to stick herself towards the underside of the stage's Platforms, all whilst mysteriously being able to keep her dress and hair held upwards and away from the clutches of gravity! Even more oddly enough however is that Agiri is able to use her ground game normally from the underside of the platform, and oddly enough all her items and traps will magically be affected by this reverse-gravity situation to the point where a thrown bomb will actually end up arcing upwards instead of downwards! In the case of the D-tilt you're actually able to bury your items on the underside of the Platform, though you'll have to actually stick yourself back onto said platform in order to retrieve it. Agiri is also able to magically perform her jumps and still be have the underside of the Platform as her center of gravity, though there will never be enough room below for her to do this unless the platform she stuck herself to could be moved around; and you won't have to worry about the mind-screw of "reversed" controls either because using the U-tilt input while upside down will still make Agiri use it! Using said move or being knocked off the Platform will have Agiri return to her normal gravity settings.

Finally, this attack is usable whilst underground with the same attacking properties, though Agiri's legs will actually stick out for some visual indication where she'll end up revealing her location if she fails to connect the attack the first time.



F-tilt - Imposing Itemization

Agiri quickly reaches into the "pockets" of her school dress in a stylish cross-shaped manner before producing a set of kunai in-between her fingers in each hand which she slashes ahead of her in yet another cross shape for 7% that KOs at 230% and actually inflicts some pretty good shield damage; Agiri naturally suffers a bit of starting lag due to having to reach into her clothes beforehand but she suffers almost no end lag afterwards, which makes it almost impossible for her to be punished afterwards as the ninja skillfully places the used kunai back into the mysterious depths of her seemingly-ordinary clothing. While an ordinary attack for the most part, it has the unique effect of clashing with any weapon-based attack no matter how powerful and causing Agiri and her foe to be thrown off-balance just like in Brawl, except Agiri cunningly scatters her kunai ahead of her foe to inflict 6% onto them with multiple flinching hits that quickly push them back a small distance away from Agiri. Do remember that this isn't the quickest attack in the world to start-up however, so clashing weapons with an enemy is actually pretty rare.

If Agiri was holding an item beforehand however, she'll keep her crossed-arms inside her pockets until you stop holding the control stick forward; notably enough, whatever item Agiri was holding will be concealed in her pockets and completely out-of-sight from her enemies. Simply releasing the control stick will have Agiri produce her set of kunais without her held item in hand, which she'll take back out of her pockets after she's finished the attack, but in the meantime she has the slight bonus of not actually holding her item at the time so items such as her bomb won't detonate and enemies won't be able to steal or knock her item from her.

If you tapped A once before releasing the control stick however, Agiri won't take her item back out and is able to store it within her clothes and re-claim it by using this attack again while she's not holding another item. Tapping A two times will have Agiri store her item normally, except the next time she would grab a foe or be grabbed by them she'll end up placing the item in their hands! The foe won't know that they have the item on them until their throw or Agiri's ends, which is actually quite troll for interrupting chain-grab sessions since not all players will instantly be aware of the fact that they'll be holding an item AKA one of Agiri's bombs which she can make go BOOM in their face...unless they decide to throw it offstage or use it against you, that is. If you tap A for a third time however, the same effect as above will occur except this time the item will be stuck to the foe's hands and they won't be able to get it out of their hands until it's knocked out of them! Now they won't be able to use their grab since their stuck item will simply stick to them if they try to throw it, which'll be quite painful for them if Agiri stuck one of her bombs in their hands since they'll ALWAYS be damaged by the blast due to the bomb not detonating in their hands if they try to shield or dodge.

The above item-storage effect will be obvious to enemies for the most part like the D-tilt, but if you use it underground while holding a bomb you could trick enemies into thinking Agiri doesn't have a bomb on her or that she's buried it underground while it's really in fact one her! This obviously creates even more mindgames, and can make enemies either paranoid to grab you or your own grab attempts rewarding for the most part.






F-Smash - Double-Edged-Jutsu

Agiri doesn't just throw shuriken and kunai...she can also throw boomerangs! By using this move she'll end up producing a rather generic-looking one and holding it overhead behind her during the charge, a time that allows you to slightly angle the weapon's trajectory. Once thrown, the boomerang ends up travelling at the surprising speed of Sonic's dash as it pierces through everything whilst travelling back and forth towards the end of the screen, with there being a 1-5 second delay based on how long you charged the move for. Damage-wise, the boomerang only inflicts a mere 1-4% with flinching....if it hits enemies at the front. The boomerang is in fact far deadlier when striking an enemy in the back, where it'll inflict a far more competent 8-13% that actually sends foes flying for knockback that can KO them at around 215-180%; given the obvious delay, Agiri could very well choose to try and grab hold of her foe in order to have the boomerang hit them from behind for KO'ing knockback...

Especially since mysteriously enough, once the boomerang comes back onscreen it will in fact target the nearest enemy by entering the same horizontal plane as they're on before arcing its back to Agiri...but don't mistaken this for Link's weapon, because if Agiri doesn't do anything to retaliate her weapon will in fact smack her on the face for damage! Regardless, the boomerang will simply continue to travel away from Agiri and disappear for good like Link's does, except holding the attack input before the boomerang would connect with her will have Agiri re-throw it for the same effectiveness as the move's original charge. The boomerang is generally a good pestering and KO move for Agiri, but it has a rather sneaky use to it in that it can be used to detonate any of Agiri's Standard bombs she's holding! All the highly-visible ninja has to do is simply perform a spotdodge and she can blast enemies for quite a lot of damage...they'd better get away from her too, since she can throw off their dodge timing by simply manipulating the distance between her and her boomerang via roll dodges or simply throw the bomb towards her boomerang with good timing in order to make it go BANG.

Also, it should at least be fairly obvious to you that Agiri can use this whilst hiding underground or at the top of the screen, though the boomerang will only inflict the minimum damage due to not being able to hit enemies in the back.



D-Smash - Earth-Jutsu

Agiri produces a shovel and starts digging into the ground with it like a maniac trying desperately to recover something they lost...how unninjaly! The ninja manages to carve away at a height approximately proportional to Mario's height for every second she spends digging away during her unlimited charging time until the move is released; and as you'd expect from a ninja trap, most if not all of the hole will be obscured by the stage itself so it'll be rather difficult for the players to see exactly how much ground Agiri's managed to dig through, which is rather bad for the most part since she is in fact able to dig right through the other side of the stage! You'll hear a collapsing sound of sorts when this happens, and while you may think digging through the stage will doom Agiri you'd be dead wrong...do remember that she does in fact have a wall jump she can use to jump between the artificial gaps of the stage and back into the fray. To be fair however the player's controller will be rumbling the very moment they would end up breaking through to the other side of the stage, which takes a good second to do for some nice forewarning; just be sure you're using a Gamecube controller and your opponent probably won't know about your progress! Note that only one hole can exist at a time, with the former vanishing if Agiri decides to make a new one; this is providing there's nothing inside the created hole however, othewise Agiri will end up digging into nothing when she tries to re-use the Smash.

Oh, and don't think you can't use this move whilst Agiri is hiding underground via her stealth technique either; using this move down there will have Agiri carve away at the ground as if she had done so on the surface, except there will be no hole to indicate that Agiri is digging at all or and she'll have a headstart thanks to already occupying the ground in the first place. Agiri can still be attacked underground while she's digging due to somehow staying the same area while doing so and she'll come back up normally anyway, so if anything taking the time to dig a hole without your enemy knowing is simply setting-up; while the insides of the carved-up stage will mysteriously be inaccessible from then on, the ground directly above it can secretly be destroyed by inflicting 40% onto it in order to reveal your hole and make it accessible for more possible carving - perhaps the scariest thing however is that Agiri could have easily dug all the way through to the other side of the stage whilst underground and foes will have absolutely no idea whether that's the case or not unless they see something fall through it! A fun way to KO enemies this way is to make sure they're unknowingly standing above your tunnel and throw your bomb down at them from above so it not only breaks through the ground but also spikes them right down the center for an instant KO - and if they try to shield or spot-dodge the blast they'll end up tumbling through anyway....you just need to assist them in their deaths from there.

Note that if you would bury something an item via the D-tilt ground where there's a concealed tunnel the item will be buried at the bottom of the tunnel unless Agiri managed to break through to the other side of the stage, which will simply have the item buried beneath the breakable ground; just be careful you don't lose your item via the ground breaking this way, though you can have use this to your advantage by burying a bomb directly underneath in order to break the ground when enemies try to do so.



U-Smash - Fog-Jutsu

No, Agiri doesn't actually summon a fog but rather she produces what appears to be a white sheet that's as wide as a Platform and throws it above her a distance that ranges from 1/2 to 2 SBBs depending on charge. This cloth has the strange effect of magically yet comically wrapping itself around any item or character it makes contact with like a bunch of mummy bandages (though it can easily be torn through by the latter with a simple attack), with items appearing in the form of a Small Hothead-sized ball of cloth that has similar throwing distance and power to a Mr. Saturn item that rolls around and naturally re-acts to momentum and slopes; the item inside the cloth will be impossible to retrieve unless the player continuously mashes A whilst holding it to frantically unlayer the mass of tightened cloth, which has 1-3X grab difficulty depending on charge plus made all the more difficult by the player's damage percentage, though thankfully any progress they've made on the unwrapping will still be there even if they're disrupted. While Agiri could use her cloth to trap her Standard bomb and preserve it for later in a way via using her D-tilt to bury it, she can in fact use this to make limited items such as Assist Trophies and Smash Balls unable to respawn as well as trap special items that are apart of character's mechanics in order to force them to unlayer the cloth in order to get it back; the cloth is best buried out of their reach from there since they'll have no way to access it and throwing the item off-stage will obviously allow it to respawn. And on a different topic, foes wrapped up by the sheet will find that they've magically become invulnerable to outside attacks though their attacks will not be able to reach outside the the cloth, which has 20-45HP that needs to be torn away beforehand in order for them to be released; while Agiri could assist her foe in this manner to be able to damage them, she has better things to do, and the attack that ultimately destroys the cloth will end up being able to damage the opposing player....why not take advantage of this by detonating a bomb on your desperate foe? They'll be able to shield and/or dodge this anyway however; what they won't be able to stop so easily however is a gimping attempt you make on them by covering them with the cloth while you're deep under your hole and attempting to break through to the other side within one second in order to make them fall down to the bottom of the stage! Foes will obviously need to be able to break out of your cloth quickly in order to avoid their fate, or in the case where you don't stop you from breaking through in time, have a good recovery to use for getting back on the stage...something like Agiri's wall jumps would surely suffice!

All of the above assumes Agiri's cloth actually caught something however; if it failed to do just that, it'll instead end up floating back down on stage at the same rate a sticker would before obscuring any surface it comes across; you can even use it to cover holes dug up with your D-Smash! (not the best mindgame however) The cloth can also be used to obscure any characters and items it would land on, though enemies can break through it easily enough to make it rather ineffective to begin with. Agiri is able to throw her cloth down from the top of the screen if she was hiding there as a rather ineffective obscuring move and simple revealing move, and while it's destroyed fairly easily it can be used as a distraction of sorts against the enemy if they want to destroy it, and if they don't you'll probably end up making it fall over your substitute; if that does happen and you gave it the ability to produce your Standard bomb foes will have no idea whether it's holding the bomb or not! Said mindgame can also be applied if you choose to put the sheet over yourself with an uncharged use of this move, with said case automatically occurring if you chose to use this move whilst hiding underground; enemies will be forced to attack you in order to destroy your lingering cloth, but how do they know you actually have a bomb underneath!? To be fair on them however, the sheet happens to have the bonus of forcing any character who tries to grab another character with a sheet over them to take off the sheet first and deposit it behind them, which leaves them open for a wee bit of ending lag but causes all the truths to be revealed underneath! Foes can actually use this to their advantage as well to the point where they may not want to take the sheet off, though characters with the sheet on them cannot take it off until it's destroyed via outside interference, such as being blasted with a bomb.






N-air - Death Bomb

Just a reminder that this is the same as your Standard input, and that Agiri will suffer no lag upon producing her bomb in the air. You could pretend to be a decoy and have your foe knock you away off the stage, where you could just as easily use your other aerials on them...



F-air - Chain-Jutsu

Of all things she could produce, Agiri happens to throw out one of those chains that has a spike attached to the very end, with this one being 2 Platforms long; the move essentially acts like one of those Up Special tether recoveries you know from Brawl except this one is thrown at a mostly horizontal angle and if it doesn't connect with anything it'll break off from Agiri and become unusable until she touches solid ground again. If the chain makes contact with a foe however it'll end up wrapping itself around their waist and connecting the Agiri and her foe together between whatever distance there was beforehand; the foe can break free from their bonds pretty easily however by hitting the chain around them or that's connected to them for a total of 20%, though in the meantime Agiri can do things to her foe with her side of the chain that's actually wrapped around her waist; because of this, she is in fact able to hold an item and use the chain at the same time. The chain is pretty simple in that if a character is sent flying past the total length they'll take the other into the air with them and can end up dragging the other where they want if they move with more speed than the other; in the event where you decide to throw a powerful bomb at your foe you won't have to worry about being dragged off with them if the blast is powerful enough to break the chain.

Aside from wrapping around foes, the chain can be used as a tether recovery, albeit one that doesn't automatically aim at the ledge and can be broken by foes before Agiri has the chance to recover. The chain can will attach itself to surfaces such as walls however, which will leave Agiri hanging down from the bottom with an amount of chain length relevant to how much space there was between herself and the wall; if Agiri would end up touching ground rather than hanging in the air however she'll end up breaking her chain and rendering the entire action useless. While hanging from the wall Agiri can use her aerial game like she'd normally be able to and can in fact jump from said position (albeit still restricted by her chain's length), with she being able to break off from her chain by being knocked away from it or smashing the F-air input; tapping said input will allow Agiri to reel herself in towards the tethered surface providing she's dangled in the air. I should mention that Agiri's 2nd jump and wall jumps will continuously be refreshed whenever she would dangle down from the bottom of her chain so she can keep abusing them for increased aerial efficiency. Oh, and said dangling rules will also apply to Agiri or her foe if one of them happens to be left hanging in the instance where they've run off the edge and want to stay there for camping means or something, like Agiri charging up her Standard bomb.

If Agiri would produce her chain whilst hanging off the top of the screen, she'll end up making it hang from her hiding place as a "ladder" she can climb down from that's 3/4s as long as the total amount of distance between the area at the top of the screen and the area Agiri would fall towards were she to do so; in other words, the chain ladder thing will always be accessible for foes to attack Agiri from and they can even climb up it themselves, though it'll break upon taking 20% damage worth from non-projectile attacks since said moves will go right past it. While Agiri isn't able to use the rope to damage, she can leech off it to snipe at foes with her aerial game and what not until they feel like destroying the rope.



B-air - Weapon-Jutsu

Agiri kicks behind her with both feet in a painfully similar way to Snake's own B-air, with this variation inflicting a simple 6% that can KO at 275%. Oddly enough however, Agiri has her hands stretched out gleefully in front of her which appear to be completely devoid of items, and she won't exit from her laid-out position until you use a jump input, a Special attack or throw an item; she'll even continue to lay herself out upon landing on ground, to which you'll have to get up like you would normally if you were knocked down except you'll have no get-up attack to do so with.

While Aigri is laid-out in the above position, you can in fact tap A a number of times to have her adjust any item she's holding or storing if she's not holding one in order to have her be able to throw the affected item with a different effect. If you tap A once, Agiri will in fact produce two genuine copies of her item as she tosses one of them whilst having another to use later on! The interesting thing about this however is that the thrown item will only be half as powerful, which is applied to your bombs in that they'll only inflict half their accumulated damage/knockback as well as have their blast radius halved...while it may be obvious in some ways, this is a great way to trick your enemy or at the very least catch them off-guard into thinking that your bombs are weaker than they really are; do note that the second copy of the item you produced will in fact have its full power! Tapping A twice will in fact have the first thrown item be a fake that bounces off surfaces without damaging them or foes before vanishing upon touching the ground, and tapping A thrice will have the second item be a fake! In any case a 4th tap will reset the tap count to 0 like with the F-tilt, with this entire move being an excellent way to trick your enemy or make them paranoid when you've created a bomb after having been knocked off the stage by them by and recovered; the foe will know that you're going to tamper with your items via the animation of this move but they won't know in which way you will! And if you want even more mindgames, use this move while you're hiding at the top of the screen in order to toss a produced bomb and leave your opponent think it's either a real one or that you've used your main one up!

Finally, this move has one more nifty use: if Agiri's extended legs would make contact with a wall behind her, holding A towards said wall will allow her to magically cling to it under the conditions of the B-air, which allows you to mingle with your items whilst remaining stationary! In any case however Agiri will only be able to remain clinging to the wall for up to 12 seconds before her magic-syndrome induced adhesiveness wears off and she becomes unable to cling to the wall until she touches ground. Note that this isn't the same as wall-clinging, as Agiri gets all the options of her normal B-air here and can use it to remain stationary whilst being able to leech off a single item of hers in order to camp with it for a while.



U-air - Replacement-Jutstu

Oddly enough, Agiri takes out an ordinary wooden plank and holds it out above her on its sides; the attack in itself is also pretty ordinary in that it has rather short range and inflicts a mere 4% with knockback that KOs upwards at 380%, though on the other hand Agiri suffers very little lag for what is essentially a conveniently quick attack...

But of course, there's a lot more to this move than meets the eye...you see, if the wooden plank is struck by a close-ranged attack Agiri herself will in fact "teleport" to the opposite end of wherever the attack's hitbox came from, though she more-so instantaneously appears right next to her attacker to the point where she could very easily footstool jump them if they tried to attack and spike her from directly above; definitely a nice way to ward off enemies foolish enough to try and gimp you after having knocked you off the stage. And as a fun little Easter Egg, the wooden plank will fall from wherever Agiri was and bonk enemies over the head for 1% and extremely weak downwards knockback that'll only ever KO at 200% given the plank's timing. If said plank would fall to the floor instead however, it'll act as a generic throwing item with half the power of Mr. Saturn but twice the throwing speed and distance; it vanishes quickly if not picked up however...

Except if the plank would fall or be placed on a grabbable ledge or a drop-through platform it'll act as a pseudo-trap that makes said structures unusable! Players will no longer be able to go through the affected platform, while an affected ledge will obviously be un-grabbable; for specific reference however the plank is half as long as a platform so it won't end up affecting the entirety of any platform it lands on, but it should be more than enough if you planted it in the middle. Furthermore, characters who want to be rid of the plank's inconvenience will have to pick it up whilst standing directly on top of it, which is a fairly easy process to interrupt; don't forget how easy it is for Agiri to place the planks around the stage! Speaking of which, Agiri can only have 3 planks out at any given time; she can still use the U-air attack even if she would exceed her limits, with the 4th plank simply vanishing in an instant in the event of it being placed on an appropriate part of the stage or if the U-air's counter would be triggered. Along with being able to place them on platforms and ledges, Agiri is also able to use the planks to block off gaps small enough for the plank to sit on such as that of the top of her D-Smash dug tunnel in order to prevent enemies from entering her hole, though they can quite easily cast aside your planks in order to make you reach your 3-plank limit if they want to reach you.

Finally, if you use this attack whilst hiding up on top of the screen, Agiri will in fact plant the plank up there as a trap that will automatically fall down upon any enemy that would be directly above it providing Agiri isn't hiding or on that same vertical plane for the sake of her not being able to be hit by her own wooden plank; each planted plank takes one off your plank count to cover the stage in, though only one plank will fall at a time and the next one will not fall until a moment after the first one has stopped falling. The plank's "spiking" capabilities will naturally come in handy for Agiri for trapping her opponents or simply pestering them before preparing for greater things, though in all fairness you won't really accomplish too much with them given their weak knockback...they're JUST wooden planks, after all.



D-air - Mass-Jutsu

Taking a cue from the big boys, Agiri suddenly produces a rather lengthy and elegant-looking katana which she holds back with both hands before thrusting it forward; this essentially gives the move lag even more horrible than that of DK's F-air but is more than made up for with range that rivals King Dedede's F-tilt and damage that inflicts 13% and meteor smashes enemies for knockback that can KO them at around 175%. If Agiri would end up stabbing the ground with the blade she'll end up leaving it behind as a seemingly-ordinary weapon, except it has a strange allure to it that causes foes to pick it up over other items (if they'd try to pick them up in the first place) if placed within grab range of them due to its shininess! By the way, the weapon also happens to be incredibly heavy and is treated in any player's hands as a crate with a smaller damaging hitbox...and yet Agiri herself managed to mysteriously wield said katana. This heaviness obviously makes the katana rather impractical for Agiri to pick up in the first palce; the katana is actually designed to massively troll enemies by making them pick it up as a worthless item that gives them unnecessary lag when they'd try to use a Standard attack or pick up another nearby item such as Agiri's bombs in order to throw them off-stage. Still, they can try and break the katana by inflicting 25% worth of damage on it, but they'll be forced to pick it up and throw it anyway if it was sitting near a bomb they tried to pick up! Agiri can have up to 2 of her tricky katanas sitting around on the stage, which doesn't include any that foes are holding at the time; lingering ones must be thrown away in order for new ones to be planted.

If you performed the attack as a Smash input whilst above ground, Agiri will magically teleport via the typical cloud-of-smoke-ninja-scenario and re-appear on the ground directly beneath her before thrusting her blade upwards to make it inflict upwards knockback before then thrusting it into the ground afterwards, with the teleportation occurring the very instant the actual attack would be executed. You can use this to get back down to ground right away or with your foe well-spaced throw-off their timing by a mere moment due to there being a slight delay during the teleportation.

Using this attack whilst hanging on top of the ceiling will have the katana hang out from above for a moment of forewarning before dropping to the ground at Sonic's dashing speed with all its damaging properties in-tact; you can obviously use this up to 2 times in the one hiding session due to the katana limit imposed in the first place. If you'd Smash input the move however Agiri will teleport towards the ground with her katana ready to attack instead of throwing it downwards, though foes will have forewarning with the hanging of the blade so they'll know when you're going to attack them...the only question is, they won't know WHICH variation of the attack you'll use against them. Sneaky.






Side Special - Shuriken Special!

Being the pro ninja she is, Agiri whips out numerous kunais and shurikens like crazy, tossing them ahead of her at Sonic's dashing speed until they hit a surface or travel off the screen. In a way this move is essentially Shiek's Needle Storm on steroids in that foes are capable of being struck by the ninja projectiles for a surprisingly high amount of damage that can end up doubling or tripling that of said move...except 1/3 of the thrown projectiles don't even work! On the other hand, 1/20 of the thrown projectiles will actually stick around on surfaces and foes as bombs, though the latter probably won't notice them however, but if they do they'd better be prepared to try and dodge a disruptive blast of 7% that KOs upwards at 215% after 10 seconds! In all respect however, Agiri only has a limited amount of projectiles to use and will find herself emptied out if she throws them for 3 seconds straight! And no, she apparently cannot reload because she brought a limited amount of them with her to the Brawl.

This move can obviously be used whilst Agiri is hiding underground or at the top of the screen, which'll end up revealing her position in exchange for some decent "pushback" of sorts against struck enemies depending on where Agiri was hiding, and if the victim would be struck from above while on the ground they'll be pinned into their downed state through the knockback and will stay down for a further 0.8 seconds that gives Agiri some time to toss another slower yet deadlier projectile at them such as her bomb or boomerang.



Neutral Special - Bomb-Jutsu

Agiri takes out a rather large paper bomb and sits it out in front of her, which can be picked up and thrown like a normal item or knocked around at Bowser's weight. Being a bomb however, it has a lit fuse that'll cause it to explode via being hit by a fire attack or once 9 seconds but either case will only occur when the bomb is touching solid ground, with the impending blast causing nearby enemies to take 10% that'll blast them upwards for knockback that can KO them at around 210%. The blast also creates an obscuring smoke cloud twice as large as the blast itself that automatically cancels the actions of any character obscured by it and causes them to be "stunned" in place for the very brief 1.3 seconds it lasts for before subsiding, though said characters are still able to perform their attacks although they will completely miss their targets in the smoke (effects such as Agiri's Standard bomb can and will still detonate however...mindgames!?).

While the bomb's smoke affects Agiri as much as it does other characters, she can actually benefit from the cover of the smoke with her ninjutsu! See, if you manage to make use of the time that you're "stunned" for and input the usual commands for your stealth techniques thought to be only usable at the beginning of a stock, Agiri will in fact use the cover of the smoke to vanish from sight and re-initiate the inputted technique! Knowing that she can even do this in the first place adds a lot more depth to Agiri's game; not only will Agiri still be holding any item she was beforehand, but mysteriously enough her produced substitute will also be holding an identical copy of it! This not only obviously makes it more difficult for enemies to distinguish the real Agiri from the fake, but it also allows for some cool yet cheap tricks in conjunction with the Standard-produced bomb by you essentially being able to "produce" an extra bomb via your created substitute, which you can obviously choose to hide or even keep out in the open to fool enemies; hell, this time you can actually use your various projectiles like those from the Side Special to hit your substitute and detonate the bomb they're holding at the same time! You could even have your substitute hide underneath a set of sheets via the stealth technique and have their bomb available for you to blow up or lure enemies in as a trap, since you won't really have any other use for said stealth technique when you have the substantially better hiding underground and at the top of the screen variants. And randomly enough, escaping through the cover of the smoke in the first place will re-load Agiri's ammo for her Side Special, so feel free to go mad with it afterwards if you like!

Obviously enough, Agiri will drop her bomb towards the stage as a hazard if she was hiding up at the top of the screen, though if she would produce the bomb underground it will in fact remain buried underground with no visual indication except for the fact that Agiri won't be able to produce another until that one explodes; this won't even begin to happen until it's been unearthed via digging through the surface with the D-Smash, which will cause it to instantly explode and allow Agiri her chance to escape....I should mention now that Agiri can in fact hide underground no matter how much she's dug through since she won't be able to escape unless there is any for her to stand on in the first place, with she somehow magically being able to fit in-between even the thinnest amount of stage like some kind of bizarre magician. She won't be able to make any use of any Neutral Special bombs there since she'll need to actually break through the stage to unearth it in the first place and it won't end up exploding anyway unless you happen to be on a stage where there's more than one set of main ground. In any case however, having the liberty to hide beneath or above ground you've massively thinned is quite beneficial for the most part, since you're able to perform cool tricks such as hiding wooden planks at the top of the screen and getting them to spike enemies all the way to the bottom of the pit...and for one final touch, you could even throw your bomb of death directly down at your spiked foe where you're out of its blasting range and kill them in one hit!



Down Special - Clone-Jutsu

This one's not hard to imagine; Agiri performs your typical ninja hand-sign, and shortly afterwards 2 more copies of her will fade into existence on either side of her! This takes a rather punishable 1.2 seconds to start-up and you can only use it on the ground, but once you're done Agiri will have magically produced 2 illusory copies of herself each a SBB's distance from her, with she having mysteriously re-positioned herself among her clones if you tapped forward or backwards respectively as to confuse the enemy; the illusions will do exactly what Agiri does, but only the real one's attacks will have any effect at all. Note that the illusions will eventually fade out of existence once 5 seconds have passed, which'll also happen if they manage to "attack" or be attacked, or in the event where its actions would be out-of-sync with the other Agiris such as a fake running off a ledge when the others cannot do so...

But if a simple magic trick isn't good enough for you, smashing the input will in fact cause those illusions to instead become solid copies of Agiri! How the hell did she do that!? Regardless, knowing such won't change the fact that foes will now have to deal with 3 Agiris; thankfully though, it only takes one hit to vanquish a clone, regardless of whether it would hit or not via shielding or dodging, so as real as their attacks are they won't last for a very long time...but by some nonsensically convenient logic, whatever items, bombs, a clone was holding when vanquished will be left behind for the real Agiri to use! Since all 3 Agiris will move as one however and are physical, you'll have to rather careful as their individual attacks are hostile to each other, though there's enough space in-between them so you can use moves such as your Dash Attack, F-tilt and F-air without having them all hit each other on the back with them.

Agiri can in fact use this whilst hiding underground or at the top of the screen, which'll cause her to secretly produce a clone and hide away for a moment. While the clone, physical or illusory, can be vanquished with a single attack, what's really scary is that this clone can cause as much harm to herself or the stage to the point where she could suicide KO with her bomb, and no matter what the real Agiri won't affected! This clone cannot escape with smoke or produce more clones however, and once it's destroyed the real Agiri will be forced to reveal herself; combine this with the fact that the time the clone is out for is not added onto the power Agiri's bomb and you'll quickly understand that this trick is not one you can just mindlessly spam despite how convenient it sounds.

And thus with all the formalities out of the way, let's talk about the cool things you can do with clones. For one, you can obviously use them just to produce a whole heap of Standard bombs from a single one you've saved up from before and proceed to bomb the entire stage by jumping up into the air and throwing the bombs downwards, or even save them for later by having every Agiri store her own bombs via the D-tilt or F-tilt so when they're destroyed they'll end up dropping them on the floor for you to use! And yes, if Agiri cloned herself while having an item stored via her F-tilt that item will be dropped from the clone when it's vanquished...dangerous stuff if you stored a bomb and the enemy ends up attacking you so recklessly that they detonate it and blow themselves up! All you need to do is have the real Agiri positioned away from the impending blast or shield/dodge it and she won't be harmed by it, though the latter actions aren't all that effective for threatening your opponents seeing as how they can still destroy your clones even if you can't be harmed.

You can also use clones for simple handywork; have them bury multiple items in the ground at the same time with the D-tilt, produce a whole heap of cloths via the U-Smash, set-up a group of upwards-angled F-Smash boomerangs (so each boomerang doesn't end up hitting the clone/real Agiri in front of it) or even dig a whole heap of holes with the D-Smash! In any case you'll obviously want to have had the real Agiri positioned as far away from her enemy as possible so she won't be harmed, predictable as that may be, as if you manage to progress on the holes quickly enough the foe will be forced to go down each one of them in order to attack the individual clones. Essentially speaking, while Agiri has limitations on her moves such as only being able to create one D-Smash hole or have 3 U-air planks out at a time, she'll be able to produce 3X the usual amount with her clones, and they'll continue to stay out even if the clone that created them was vanquished. While something like a wooden plank can be thrown off the stage, D-Smash holes made by clones will not vanish until Agiri has finally lost a stock, though if another character was residing in the created gap when Agiri was KO'ed the hole will end up staying out.

There'll obviously be some moves where a single Agiri will end up inevitably de-synching from the rest of her cohorts if she successfully pulls them off, with moves such as the adhesive U-tilt and chain F-air being the examples. In the case of said moves, pulling off either one of them successfully via sticking yourself to the enemy with the U-tilt or using the F-air at all will mysteriously cause the other Agiris to vanish from sight in a cloud of smoke before re-appearing when there's enough horizontal space on the ground behind the controlled one for them to occupy; in the meantime you'll be able to control the clone/real Agiri like you would via creating one whilst hiding, except if the clone was vanquished the other Agiris will re-appear in the location where they temporarily dismissed themselves from - this is a rather odd way in which Agiri is able to store her clones for use in order to catch her foe off-guard later on.

I should finally mention that if Agiri would end up in a situation where not all copies of her would end up escaping the ones that weren't covered in the smoke will end up magically producing their own aesthetic smoke clouds to pronounce their leave, which will in fact have all the Agiris go into hiding and produce their own substitutes! The substitutes of the clones will end up being vanquished like a clone would be upon being attacked, though once the foe knows one's a substitute they'll know that the rest are anyway....still, you can massively clone your bombs even further this way by having the individual substitutes hold their own to the point where they'll end up blowing each other up and creating a deadly chain-reaction which can inflict a load of damage on enemies, all while you can have your clones make their own preparations underground or at the top of the screen at the same time! Not to mention you could make said substitutes hide somewhere along the stage whilst holding a bomb and damaging enemies when they least expect it, like having them all be positioned under sheets along the stage where even the slightest attack will set them all off! Truly frightening stuff indeed.



Up Special - Kite-Jutsu

Instead of leaping or using generic ninja magic syndrome teleportation like Shiek does, Agiri is suddenly tied to a ninja kite which takes her towards the top of the screen at 3/4s of Ganon's dashing speed whilst giving her amazing aerial maneuvering abilities akin to Super Sonic's maneuverability albeit half his movement speed. Agiri can drop any item she's holding from this position and while she has no time limit to how long she can stay in the air for she cannot attack from it and she'l end up gradually floating upwards anyway where she'll either self-destruct or have her recovery cancelled via bumping into a ceiling; if you want to cancel the flight early however you can do so by using L or R, holding down on the control or by jumping to have Agiri release herself from her kite which travels to the top of the screen as our favorite ninja falls in a typical non-helpless MYM state. Using this recovery whilst hanging from the top of the screen will have Agiri initiate it normally, except this time she'll end up flying downwards instead of upwards.

If you use this move on the ground Agiri will fly around normally like she would for the aerial version, except she'll end up magically producing a substitute that is in fact holding the string that's attached to the kite while Agiri herself is allowed infinite free flight at her previously spoken aerial speed. Here, Agiri can cancel the recovery and fall normally at anytime by using L/R, though she won't be able to use the aerial version until she lands on ground or has her recovery refreshed via being struck in mid-air. In the meantime however, Agiri is essentially able to bomb her opponent from wherever she likes until they attack the substitute in order to have it release the string and make Agiri's flight become that of her aerial one; if Agiri wants to return to where her substitute is however she can do so by holding down B to be reeled back in at Sonic's dashing speed, with the substitute vanishing in a poof of smoke once Agiri's finished with her recovery.

If you smash the input for the ground version however, it will be the real Agiri controlling the kite which is in fact nothing but a picture of Agiri in whatever condition she was in before that can't be distinguished from the real one! While most foes will still generally go for you anyway, the real Agiri has an advantage over her substitutes: she can in fact perform any of her attacks out of this state except for this one, with any of the attacks cancelling out the "recovery" and making the kite fly off to the top of the screen. And oddly enough, the grounded version of this attack is actually usable from underground, with the real Agiri being able to fly around forever while her produced substitute remains underground and is eventually attacked by her enemy, a moment you can use to drop your Standard bomb on a distracted enemy. Alternatively however, you can have the real Agiri hide it out forever underground while being able to control a fake Agiri kite and punish enemies who try to get near you; usually enemies will be able to tell that the real Agiri is underground if they haven't yet been assaulted by her bomb, though they'll be able to tell anyway by attacking the underground Agiri since the one on the kite will behave differently afterwards if it's the real or a fake. Not the most perfect mindgame, but one you can take advantage of to inevitably position yourself via the free flight to get the jump on your enemy.

The grounded version of the Up Special is also one of the many fun moves you can use your clones for, as they'll all end up flying around together in sync and dropping their bombs on the stage at the same time; the individual clones aren't so easy to get rid of this way either, as if you make them all fly on the kite they won't disappear even if their individual substitutes are attacked! So even if you don't plan on creating a rain of deadly bombs this way, you can still use the free flight for a rather deadly aerial set-up to produce Neutral Special bombs or use Agiri's other aerials for some camping fun.





Agiri's grab isn't so much a typical ninja one as it is her grabbing her foe's shoulders with both her hands in a not-so-scary manner. In any case, this grab can be performed out of the ground or from the top of the screen however; the former has Agiri reach out like a psycho zombie and attempt to grab hold of the target's legs to pin them in place, while the latter has her fly down as quickly as Bowser Bomb and bring down any enemies she comes into contact with before pinning them down in their grabbed state. Enemies will probably want to try to escape from this fierce ninja as quickly as they can via button mashing, but beware, for Agiri has a trick for that; holding Z for the entire duration of the grab will reveal that Agiri was holding her victim with a fake arm bomb that's permanently gripped to their shoulder until it explodes! Fortunately for the victim the arm bomb is very small and weak in firepower, and will only create a cloud of smoke akin to that of the Neutral Special after detonating within 13 seconds, with the cloud itself only lasting for 0.5 seconds...that's still enough time for Agiri to be able to use the smoke to her advantage and escape if she's able to reach her foe, however! In any case the bomb will for a brief yet inevitable set of "stun" unto the victim that essentially forces them to back away from Agiri not only since they'll be open to attacks from her but from the fact that she's able to re-grab them and use the produced smoke to escape and set-up elsewhere! Another saving grace for the victim of the grab however is that in the event where they'd be released into the tight space of Agiri's tunnel they'll be pushed upwards to prevent her from being able to directly re-grab them, with said ninja suffering a surprising amount of ending lag after releasing her victim due to having to "put-on" a new arm.

Also note that if Agiri has clones active via the Down Special, all the clones will vanish and the real Agiri will magically end up holding her foe, even if the real Agiri was actually hiding away in the first place! Aside from seriously messing with your foe's head, all the other Agiris that were out will end up dropping whatever items they were either holding or storing via the F-tilt, with only the latter having any like-hood of occurring unless the clone that performed the grab was in fact produced whilst Agiri was hiding; in short, you're basically sacrificing any clones you've "built-up" in exchange for their produced items which you're able to greatly use to your advantage when it comes time to using your throws in order to blast your enemy...



Pummel - Stall-Jutsu

Agiri does nothing but give her opponent a troll stare with her poker face as she grips onto them more tightly for as long as you hold the input, which makes it twice as difficult for foes to escape from Agiri's grip and makes them take full knockback from outside damage such as that of a F-Smash thrown boomerang; also, since you need to hold Z in the first place to use this Pummel AND to give your opponent a fake arm when they attempt to escape both will occur at the same time until you release the input. This tricky move can be used to stall for the impending smoke blast from the fake arm you gave your foe after re-grabbing them or if there was a Neutral Special bomb nearby....

And if you would produce a substitute in the place of yourself when you attempt to escape, said decoy will continue to hold the opponent and give them another fake arm! Note that the substitute Agiri will automatically use the Pummel on its foe until they escape before it just stands there and does nothing; in the meantime however you can have the real Agiri attack from one of her hiding positions, or even produce a clone to go after the foe with! Oddly enough, the real/fake Agiri is actually able to grab her foe even when they're being held down by a substitute, though this'll cause said decoy to lose her grip and vanish in a poof of smoke without giving the opponent a fake arm as to prevent an endless chain-grab combo since the real Agiri will have to give her foe a fake arm and release them if she wants to repeat the cycle. While foes will usually expect the real Agiri to go into hiding and leave a substitute behind to due to the massive convenience behind it, the real Agiri could in fact fake this action and simply proceed to use her throws...



F-throw - Ninja Bombing

All of a sudden, Agiri takes out a bazooka and blasts her opponent square in the face with it! Hey, Agiri herself actually once mentioned that she uses firearms of all the sort, as un-ninjaly as she can be! The impending blast inflicts 9% and surprisingly great knockback albeit with weak growth that'll make it KO only at around 225%, with said knockback being inflicted on the enemy in such a manner that it causes them to be bounced back and forth along the walls of Agiri's tunnel until they're shot back out. Pretty awesome-looking if ordinary for the most part, except when you fail to take into account the trick of sorts Agiri had up her school-sleeve; you see, she just blasted her opponent not with an ordinary bazooka but one that covers its victims in a magical blazing fire! This'll cause any parts of walls the foe would've bounced off during their impending knockback to be covered in said fire which sticks and causes anyone touching it to take progressive hits of 0.25% every 0.5 seconds until they die out after 2 seconds; even afterwards the foe will continue to have the fire on their body that spreads out twice as far as they are large whilst damaging them a little for 10 seconds, though the amount of time they'll be burnt for is cut in half for every time they would've bounced off a wall so they won't end up taking much damage at all. While Agiri herself can and will be affected by the fires of hell she creates they won't be enough to ever do her in as with her foes, though they do act as lingering hitboxes in which you can throw your Standard or Neutral Special bomb at in order to make it explode upon contact, with the latter bomb allowing Agiri to escape instantly while she's near or holding it providing she doesn't mind taking a bit of damage. If you didn't use this attack while inside a dug hole the fires that linger on the foe can and will obviously increase the area in which your bombs can potentially detonate, which is great for scaring them away if they're not prepared to shield or dodge the blasts.



B-throw - Ninja Collection

Agiri bends down whislt forcefully tugging at a string that suddenly appeared in her hand, causing every item on the same ground she is to be reeled in towards the foe as she shows them her great collection of stuff! The foe will end up taking 2% for every item that gets stuffed on top of them as they're knocked down and crushed underneath the pile, with all the items acting and responding like they usually would when sitting in place; this means that foes are forced to roll away and out from underneath the pile of items, as if they use their get-up attack they'll end up detonating any bombs Agiri left for them! To be more specific on the item pile however, it will be as realistically large as the items that were used to create it, and will act as a solid slope of sorts that allows players to take any items stuck into it, though whatever one they end up taking out first will depend on where the item was located beforehand in conjunction to where in the pile the foe wants to take an item from; if the stage was littered with 3 of Agiri's Standard bombs and one Beam Sword located at the left end of the stage, trying to take an item from the left side of the pile will give the player the Beam Sword first while taking from the right/left top or furtherest left will give the player a bomb. This throw allows Agiri to bring all the bombs scattered around by her clones in one place, with you being able to add extra fun into the mix if you place one of your Neutral Special bombs into the pile to make all those individual bombs detonate at once! I should finally mention that Agiri will not add items that she's buried with her D-tilt into the pile or ones she's stored inside her clothes, so enemies will still have to be wary of those items.

It takes Agiri about 1 seconds to reel in items from across the stage whilst she dumps items on her foe during that time at binding speed whilst having invincibility frames during said time for FFA cases; if you held the control stick for that entire second however, all the items Agiri placed into the one pile will have mysteriously been made sticky by her! Said ninja won't be affected by her own trap however, while foes are forced to suffer a similar effect to that which can be imposed via the F-tilt that makes their life very inconvenient if they try to use one of Agiri's bombs against her or think that it's okay to get one of their precious items back.

Also, if there were no items on the stage when Agiri attempted this throw, she will simply re-position herself at the very end of the horizontal plane she's on with magical ninja teleportation and the foe will take no damage whatsoever and will be spared of being given a fake arm; if Agiri did manage to stick an item onto them via modifications made by it through her F-tilt they'll still have it stuck on them!



U-throw - Aero-Jutsu

Agiri grasps onto her foes' hips and flings them up into the air above her as if they'd footstooled her! Wee! This is simple enough in that it positions foes for damage via a bomb thrown upwards by Agiri, though enemies are forced up at a very slight horizontal trajectory as well that while isn't all too convenient for keeping enemies on the same vertical plane as you, it does leave them open for your wooden plank trap if you've set one up and you can end up simply pushing enemies back out of your hole if you don't want them down there with you.



D-throw - Slam-Jutsu

Agiri performs a forceful action that knocks her foe down for 2% and sets them up in front of her; if she grabbed her foe while standing she'll force them down by applying pressure to their shoulders, while a grab from underground will have Agiri drag her foe down by their legs before fully emerging in front of them and a aerial grab will already have the foe knocked down to which Agiri will simply apply more pressure to them before getting off them. In any case the result of the throw is always the same, though if you continue to hold down on the control stick Agiri will follow up the slam by jumping on her enemy for 10% and bouncing off their body as it she'd foostooled them! This seems like a simple aerial set-up, but the force from Agiri's jump in fact damages the ground beneath her foe for the same amount as they took, which can in fact be used to blast the foe with a bomb you planted in the ground beneath them whilst using the jump to escape from its blast radius, or even using the damage to break through ground carved via hiding with the D-Smash in order to spike them down the center of the stage for a KO! Best of all you can perform all those above options simply by pulling off a successful grab from underground; all the better if you did so inside your tunnel since enemies will have very little space to dodge your grabbing attempt in the first place!






Edits as of 26/2/12:
*Agiri can only stay hidden with one of her stealth techniques for up to 5 seconds rather than 10. This not only gives her less time to set-up but also weakens the potential power of her bombs.
*Agiri's running speed has been nerfed from Falcon's to Shiek's.
*The bomb's power is drastically reduced to the point where it'll only ever inflict a maximum of 28% that'll KO at 100% after being held in for 20 seconds, which in itself is rather rare to occur in a match; Agiri can and will be able to make a lot of them during the match so keeping them at a reasonable power level is quite important.
*To keep with the nerfs made to the bomb, a good deal of Agiri's other attacks inflict less damage and knockback, even if that in itself wouldn't make her all that less powerful given her reliace on tricks. Moves that have been nerfed include:
DASH ATTACK
6%/280% >> 4%/320%.....4% >> 2%.....1.5% >> 1%
D-TILT
6%>>3%.....0.5%>>0.2%
U-TILT
8%/185%>>5%/265%.....12%>>5%
F-TILT
11%/175%>>7%/230%.....10%>>6%
F-SMASH
13-18%/170-140%>>8-13%/215-180%
B-AIR
13%/195%>>6%/275%
U-AIR
9%/275%>>4%/380%.....9%>>1% (note that the plank's downwards knockback is no longer considered a "spike" and is substantially weakened)
D-AIR
14%/120%>>13%/170%
NEUTRAL SPECIAL
14%/145%>>10%/210%
F-THROW
10%/145%>>9%/225%
*Agiri can now only create up to a maximum of 2 clones with her Down Special, with she being able to instantly create them as to prevent unnecessary tackiness via blowpipe, though she suffers a bit of lag in doing so that allows enemies to at least interrupt the move. A clone can be created underground, though if it's a solid copy it cannot escape through smoke or produce more copies of itself, and once destroyed the real Agiri will be forced to reveal herself, regardless of whether she's got more time left to hide or not. Essentially, the move is re-written to some degree.
*The timer of the fake arm's detonation is increased to 13 seconds compared to the previous 5 seconds.
*For elaboration, note that foes will ONLY be forced to pick up the sword from the D-air if they'd try to pick it up as an item while trying to pick up another nearby; they will NOT be forced to pick it up just by going near it.

Edits as of 12/11/12:
*B-throw's animation changed because the last one annoyed me enough to want to to so. It's also a bit more tacky funnily enough, but in nature fitting to Agiri, which is all the better.
 
Last edited:

smashbot226

Smash Master
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Waiting for you to slip up.
And now the moment/moveset you've all been waiting for...

A set I made for MW so he'd play Katawa Shoujo (hippo)



THE COACHMAN (AKA BARKER BUT FOR MW'S SAKE, HE'S THE COACHMAN)

The Coachman is one of the antagonists of Pinocchio, one mean mother who sells donkeys at Pleasure Island. He's rather sadistic and more evil than a bunch of other villains since he takes such pleasure in inflicting the pain that he does. However, we don't see all too much of him, much like the other Pinocchio villains, so he's a natural choice for a Warlord set. Or in this case, a Warlord set that I'm making. At any rate, the Coachman's trade is taking stupid boys and turning them into donkeys in order to sell them to... salt mines. While I condone his desire to reinstate natural selection to the human race, this obviously does not bode well for our dear Pinocchio. Luckily, the plucky puppet is rescued by Jiminy Cricket before he makes the full transformation. After that, he's never seen again. Warlord really seems to love those villains that appear for a short amount of time. So yeah, this clearly means the Coachman has moveset potential, right? Well, I guess the sarcasm isn't totally founded; in the films, he uses a whip to get his payload into crates to ship off to the highest bidder and has access to nameless minions, except those two nitwits John and Gideon. Ah well, let's make this train wreck happen.

=-=-=-=-=-=-=-=-=-=-=
STATS & OTHER COOL STUFF (Ranked on a 1-5 basis)


Ground Speed: 2 (If there was ever a HMA to be seen, the Coachman is a sight for sore eyes. Seriously, look at him. He's so fat. He's just pure fat. LOOK AT HIM. He probably couldn't dash faster than Ganondorf he's so... SO FAT. Granted, he uses his own momentum to his advantage BUT HE IS STILL SO GODDAMN FAT.)

Aerial Control: 4 (A good way that SSB defies conventional logic is that round characters move well in the air. Granted, that mostly applies to rotund yet smaller character such as Jigglypuff and Wario, but in the Coachman's case he moves considerably more quickly than much of the cast.)

Aerial Speed: 5 (I didn't feel like copypasting the elaboration for his ground speed but FAT FATTY FAT FAT FAT. Falls about as gracefully as a hummingbird tied to a safe full of rocks.)

Power: 2.5 (That bulk is not muscle, but he at least has some strong arms to help him out. No, not those two anthropomorphic morons who persuade ******** puppets into their minivans full of- never mind. Point is, he's not that strong so he lets his minions take care of the heavy lifting.)

Attack Speed: 3 (Breaking the mold of typical HMAs is that the Coachman isn't totally slow as hell. While this is a slowly growing trend in characters like Rufus from Street Fighter or Bob from Tekken, the Coachman mainly uses his stubby limbs and whip to attack, which are slightly below average in terms of attack speed, but his minions are rather swift in their movements.)

Jump Skills: 1.5 (In case you hadn't noticed, the Coachman is fat. So his jumps are goddamn horrifying, with his double jump barely beating out Ganondorf's in terms of height gained. Hell, even with his recovery move, he's the only dude in the game who can't perform the Hyrule Jump other than Falco. And not including silly immobile characters.)

Weight: 5 (He's as heavy as Bowser. Like, I shouldn't have to-)

Height: 5 (This interview is over.)


=-=-=-=-=-=-=-=-=-=-=-=-=
"Alright now, hop to it you blokes!"
=-=-=-=-=-=-=-=-=-=-=-=-=


NSpec (Business Supplies):​

Oh boy, there's nothing like explaining a mechanic before you even explain the move! When the match first starts, the Coachman rides in on his namesake coach, pulled by six donkeys, and steps off and in front of it. The stagecoach itself is rather small for a vehicle, only reaching about Ganondorf's height, but it makes up for it in width: a whopping three crouching Bowser-lengths. All this combined with its resistance to knockback and immunity to damage make it an excellent tool for... well, whatever the Coachman needs. The donkeys that draw the thing, however, are much smaller and just as fragile, with stats identical to Yoshi. Each individual donkey- or since they're side by side, each pair- make up 15% stamina, and if a foe manages to deplete all the health, the straps keeping them tethered to the stagecoach break and they're set free. Of course, they're rather wild, so they'll just run around the stage in a frenzy and ignore any attack's knockback or bash into pretty much anything- even the Coachman, his stagecoach, or, God forbid, other donkeys, for around 8% per charge. They're not very smart and will skedaddle right off stages unless the Coachmen or one of his lackeys sets them straight. Worse still is that the Coachman can't bring back one of his donkeys without a willing participant... maybe that nice plumber across the field can help you out?

With those specifics out of the way, the input itself does nothing on its own unless you're near the back end of the stagecoach. In which case, the Coachman reaches around in the trunk and pulls out a small wooden crate, just large enough to keep a Kirby-sized opponent inside of it. It's empty right now though and can be used as a crate-sized throwing item. Just be sure not to get hit during the opening animation, as it interrupts the entire thing and no crate is spawned. However, making the input when next to a crate has the Coachman slide the crate open... not changing much other than the crate is now open. He can close it by inputting NSpec again. Ah, but you're likely wondering what the Coachman will do if he's not near anything? Well in that case, the Coachman pulls out a good liter of Pleasure Island's finest and drops it to the ground. This acts as a normal item that will disappear after ten seconds from lack of use, and the Coachman can only have one of these beersteins out at a time. It looks so tasty... and it is. So tasty, in fact, that it entirely recovers the health of anyone who picks it up. It's harmless alcohol, right? And the Coachman isn't so selfish that he'd keep all the booze to himself- attempting to pick it up will result in a furiously shaking head from nice ol' Barker. What harm could it do- oh... is that a tail? And donkey ears?

Yes, dear reader, the Coachman has just duped his foe into drinking a drugged glass of whatever choice of alcohol suits you best and now their fate is all but sealed. This is a gradual process, however, and the foe can interrupt it entirely by killing the Coachman before they transform. Five seconds after using the drink, they sprout donkey ears, the size proportional tot he transformed character. This increases their vertical hurtbox by no small measure, especially considering they become longer on larger characters. An additional five seconds later, their feet turn into hooves. This becomes a nuisance for the slowly transforming foe, as it increases their trip rate and traction- suddenly sprouting hooves is not as easy of a change as it seems. And then, ten seconds later, the foe fully turns into a donkey... a highly stylized version of what they may look like as a donkey, but one nonetheless. As a donkey, victims are allowed a couple of inputs to ensure they're not completely helpless. Their ground normals are replaced with a generic donkey kick that's rather weak at 5% and won't be killing anyone any time soon. The special is replaced with a not-so-hearty bey from the transformed foe that doesn't really do much unless the Coachman is nearby in a Bowser-length radius around them. In which case he visibly flinches, leaving himself open for a couple of seconds. This also applies to any follower that happens to be nearby, whether they're on the field or in the background. Their stats change as well, making them identical to Yoshi in all but height, in which they're just a head shorter. But like the Coachman claims in the film, these stupid fools never come back... as boys, anyway. Or girls, or robots, or animals. You get the point: there is no cure. The foe only has two ways to get around becoming a donkey at this point- either take away the Coachman's stock before the transformation is complete or, well, kill themselves. There's some blatantly obvious interaction with donkey foes and the crate, but we'll save that for later. Can't have a single input be TOO bloated, right?

USpec (Sadist's Strike):​

The Coachman reels his whip hand back and keeps it there so long as you hold down the special button. Obviously, you can aim the trajectory of the whip lash by tilting the movement stick in the direction you so desire; he can even turn around! But I digress: once the special button is released, the Coachman makes a surprisingly fast movement with the whip. While most of the whip deals relatively little damage at 4% and measly knockback, the very tip is sweetspotted, increasing the damage (12%) and knockback significantly, and can be one of your primary killing moves on the ground or in the air. Oh yeah, it's a tether recovery for the Coachman, as if his recovery wasn't horrible enough. There's some additional interaction with the whip as well, specifically with donkeys and the stagecoach. Trying to use the whip on your minions isn't going to make friends any time soon, and you'll just be wasting your time.

When the whip strikes any part of the stagecoach, the Coachman automatically leaps on top of his namesake vehicle and at that point, you control an entirely different character. You're still able to use your special attacks normally, though they're obviously different when on top of the stagecoach. NSpec simply has the Coachman toss a crate behind his stagecoach, USpec works exactly the same, DSpec works exactly the same, and SSpec has not been thought of at this time. You don't retain any of your normal attacks, and instead of using any of them, the Coachman simply leaps off his beloved vehicle, dismounting right behind the stagecoach in record time. If he hopes off the stagecoach while it's in motion, it'll keep moving until the frontmost donkeys screech to a halt. Luckily, you don't have to be on top of the stagecoach to get it moving, which is where the whip interaction with the donkeys come on.

You see, if the Coachman decides to use his weapon against his carriage donkeys, the sudden "encouragement" causes all connected donkeys to start galloping their way forward, dragging the carriage along the ride. Naturally, the speed of the carriage depends on how many donkeys you have hitched, making out at Charizard speed with six donkeys and minimized at less than Jigglypuff speed with one donkey. They can also turn the stagecoach around when necessary, such as if their current route would cause them to run offstage, leaving the donkeys and stagecoach, essentially, in reversed positions. You can also use your whip on escaped donkeys to herd them back to a nearby minion, which results in one of your black-clad lackeys dragging them back to the stagecoach and strapping them in. These minions will do so for any stray donkey anyway, even for transformed foes. But who are these minions you ask? Well I'm glad you asked...

DSpec (The Coachman's Minion):​

Because that's exactly what I'll be talking about now. At the beginning of the match, the Coachman is accompanied by two shadowy-looking creatures of indeterminate gender, though there are fan theories that refer to them as stupid little girls who traveled to Pleasure Island. Here's a picture for reference:



They're about the same size as the Coachman, except they're a head shorter, and appear two at a time whenever the Coachman spawns. However, they don't do anything until you tell them to which, obviously, is what this input is for. You see, minions remain in the background until a foe gets near, in which case they'll try grabbing the foe in a rather sluggish manner. If successfully landed on an untransformed foe, they'll be brought to the Coachman and things naturally progress into his grab. If they nabbed a donkey foe, however, the minion will drag the donkey toward the nearest crate of stagecoach. Escaping their grasp while a donkey is thrice as hard as escaping from a normal grab, proving the minion's importance to the Coachman's gameplan. But like I said, they'll just stand around in the background and do nothing until you direct them as needed. They can't be attacked and they can't respawn if they're knocked off the stage, so this passive stance is great for when the Coachman needs to get things done himself.

Now if you actually make the input, the Coachman puffs a ring of smoke and points in the direction he's facing as the two minions near the stagecoach stand at attention. Uh oh, now they've left the background and are on the battlefield! Each minion will go after a separate foe or the one with the most damage taken thus far. Foes can attack the minions normally like any other character, but the Coachman can't really specify if he wants one minion to attack or both of them. It's a lesson in extremes and high risk vs. high reward, but their Wario weight ensures they can take some level of punishment. They even have their own double jumps and can DI! They don't have much in the ways of attack variety, however; once closing in on a foe, they'll swipe at them with a surprisingly swift haymaker, knocking their block off and causing a hefty amount of damage (14%) as well as enough knockback to kill medium weight characters at 120%. If the foe tries to jump over them, they'll perform an aerial thunderclap similar to DK's USmash, but angled- ergo, it's more focused on keeping foes grounded, but the damage (17%) and knockback threaten the foe into keeping their feet on the ground. If surrounded by multiple foes, the individual minion will raise its arms into the air and slam the ground, creating a miniature quake the size of Metagross', knocking foes away while dealing 13%. It's safe to say that minions are threatening in their own right, but it's important to know when to keep them out of the fight, since they don't respawn until the Coachman loses a stock, in which case they'll hop out of the stagecoach. How many of them does he have in there?

Oh, the minions have further priorities than which foe to fight: if there's ever a transformed foe on-stage, the minions will make a beeline for them, hurling them over their shoulder as they trudge back to either the closest crate or the stagecoach. They'll need to manually open up the crate, which takes about half a second to do so and all the while, donkey foes can escape the grab. It takes a full second for them to deposit donkeys into the back of the stagecoach. The Coachman can help out by opening up crates beforehand or even fight alongside his minions in a rather uncharacteristic manner. Of course, this single-minded attitude can get in the way of FFA matches, but minions can still help butter up untransformed foes foe the Coachman to transform. If the Coachman inputs DSpec again while the minions are in their aggressive mode, they'll suddenly shrug, step into the background, and slump back to the stagecoach. How obedient of them.

SSpec (We've Got To Have...):​

The Coachman reaches into a pocket inside his hefty-looking coat, before swinging a rather sizable sack of gold in a wide arc in front of him, reaching from above his head to a little below his waistline. Such a heavy bag would naturally hurt quite a bit, and it does- 13% damage is good and the killing potential is also quite excellent. But... you're using a bag of gold to strike opponents. This surely can't be your only goal, can it? I mean, imagine what would happen if the bag were to tear! All the gold would fly everywhere! And in this case, striking three times with SSpec does exactly that, causing a storm of golden coins to fly out of the tear and scatter around the battlefield. The Coachman is obviously distressed by this- so much that his side special attack is replaced by him searching for dropped coins. Of course, this won't do anything, and even if he's standing right above some coins, he won't pick them up. It's a simple way of informing the player that your SSpec is essentially worthless now. That's what you get for using currency as a weapon, you dolt!

Fortunately, you're not completely screwed in this regard. You see, when your bag tears open, gold scatters around the battlefield, covering the entire bottom floor of Battlefield if the Coachman were to perform the third strike near an edge. On small enough stages, some gold will even fly off stage! So what does the gold do, you ask? Well, for foes that decide stepping on coins is a good idea, their tripping rate is increased by a whopping 65%. Worst yet is that it takes 1.5x longer to recover from a random trip, so combining this with the NSpec's second transformation can make things pretty hectic. And if they decide to trod over coins, they'll slowly take damage over time, about a single percent per half a second. Haven't you ever seen Home Alone; small, round objects ALWAYS make the bad guys slip, including the Coachman in this case. His minions are obviously safe from this environmental manipulation, making tracking down foes so much easier. Of course, the Coachman is able to destroy his own gold using the stagecoach. You see, if the stagecoach travels over the coins, they're crushed, essentially clearing the way for the Coachman if need be. This also benefits your foe, as you're also helping them out by removing this certain mobility limitation. Such a decision, isn't it? It's what you get for using your own money as a weapon, you jack@ss.

On the bright side, you can recover this input... sort of. If you try tapping SSpec while next to the rear of the stagecoach, he'll reach inside and pull out an identical, albeit significantly smaller, sack of coins. This particular sack takes a mere two hits to break, deals 5% damage with lower knockback, and causes a smaller amount of coins to scatter once the bag breaks. Of course, you can have as many coins on-stage as you want. Just try not to make it so that you leave yourself with about as much room as your unfortunate foe.


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"You boys had your fun. Now pay for it!"
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Jab (Moment of Thought):​

The Coachman puts one hand to his waist and another to his ever present pipe. Seriously, it's like a rule for fictional characters to NEVER EVER drop their cigarette/cigar/pipe/potato under any circumstances. In this case, the Coachman exhales a Kirby-sized puff of smoke that slowly- and I mean SLOWLY- homes in on opponents. If the foe becomes exposed to any smoke cloud, they'll start coughing erratically for a full second, leaving them open for whatever the Coachman or his minions have in mind. Even better is that you can continuously spam the attack consistently up to five times. Keep in mind, however, that there are significant drawbacks to repeatedly spamming jab. For one, you take an additional 5% damage for each subsequent smoke you exhale, and then after the fifth one, the Coachman suffers a whopping 20% damage and starts coughing himself, except this time he can't do anything for a full two and a half seconds. If you want to avoid this conundrum, be sure to space each individual smoke cloud with three and a half seconds; it's how long a single cloud disappears if they haven't hit anything. You'll know when you can create another one without penalty when there isn't a single smoke cloud on-screen.

FTilt (Rope For A Noose):​

Reaching into a larger pocket underneath his crimson jacket, the Coachman flings a lengthy rope about three Bowser-lengths forward or slightly upward/downward depending on the direction it's tilted in. If nobody's in the way of the rope, it'll float for less than one tenth of a second before falling to the ground, the Coachman pulling it back to him. However, if the Coachman manages to "strike" at a foe with the rope, the Coachman pulls off one of a few different outcomes that depend on the angle of your rope and where your opponent may be. Any downward-angled rope will end up with the Coachman quickly wrapping the rope around the foe's feet... or equivalent to feet... as he pulls back and trips them, dealing a measly 3% damage but leaving them downed long enough for your minions to take a shot at them. Pulling at a prone foe instead has the Coachman drag the bound foe by their feet/neck toward the pudgy villain, giving him the split second he needs to land a follow-up attack.

A forward rope will not strike crouching or prone foes- it'll just go right over their heads, even if it's someone as bulbous as Dedede. Regardless, snatching a standing foe with the rope leads to the Coachman jerking his foe toward him, tipping the victim off balance and dealing a measly 2%. Luckily, they remain in an unfavorable position unless they can predict what the Coachman wants to do next. If a forward rope snags an airborne foe, the Coachman, being the rambunctious villain he is, stop their aerial movement/descent with a quick wrap-around of their feet, and then roughly pull downwards, slamming them into the ground for 6% and forcing them into an untechable prone. Before you ask, yes, it's possible to combo this move into itself by following up with a downward angled rope attack, leading into a very nasty follow-up situation that will likely involve the foe making their way toward donkey form. And yes, you can gimp with it if you manage to land the aerial version.

Lastly is the Coachman's more aerially inclined versions of FTilt. There's really only one result that can come from successfully landing an upward diagonal rope, since it'll sail over every grounded opponent's forms, but if you do manage to wrap someone up in mid-air, it'll lead to some dangerous consequences. You see, unlike in the forward rope, the Coachman's upward rope focuses more on the opponent's midsection, so what happens then? Simple: the foe's aerial movement is halted completely and they suddenly fall straight to the ground in a bind thrice as difficult to break out of as a normal grab. Don't worry about losing the rope, though, since Coachman seems to have an infinite amount of these. But if they do manage to land on the ground, they go right into their crouching state and if the opponent is fast enough, they will actually have the advantage at this point. At any rate, it's a perfect anti-air for opponents who love that sort of thing, and the difficulty in breaking out plus the complete halt in aerial movement/momentum can make for some nasty gimping potential.

UTilt (Angry Command):​

The Coachman stomps the ground he's currently seated on, yelling out, "Lazy bums!" If an opponent is in front of him, he'll (in)advertently step on thheir feet, causing them to yell in pain, jump into the air, and suffer a meager 3%. This questionable method of encouragement is left just that- unquestioned, as his stagecoach, attached donkeys, and minions slowly make their way to wherever the Coachman was stomping at the time he made the input. Other than not needing to utilize your USpec to get the stagecoach around everywhere, it lets you mobilize your two most important methods of stage and enemy control, as the minions won't do anything if they aren't already seeking out foes. The stagecoach will also travel far more slowly than if the Coachman were riding it, since he's not trying to intimidate the poor donkeys that draw it, leaving out the battering ramesque qualities it would usually have if the Coachman was riding it but keeping the gold-crushing aspect. You can still use it as a shield due to it's near indestructible nature, but try and leave the donkeys out of it; the speed of the stagecoach is decreased greatly with the loss of a single pair of donkeys, and despite the Coachman's abrasive nature, his angry commands won't get the donkeys back in line. As for the command itself, it lasts for a full second as the Coachman goes through the necessary motions for the dim-witted donkeys and minions to get the picture. If he's attacked during, however, neither of them will do anything but stand around like a bunch of idiots.

DTilt (Rolling Buckler):​

In what may be the Coachman's only true non-weapon physical ground move, the gluttonous villain uses his momentum to perform a forward roll, kicking out one pudgy foot during the recovery portion of the roll. While it's hard to call this move a killer, as the damage and knockback aren't anything worth writing home about, the ending lag makes this move very safe even on block. since the Coachman's entire body turns into a hitbox during the roll, though seasoned opponents will know that when the Coachman sticks his foot out, he's vulnerable to punishment if the opponent is quick enough. As is, though, Rolling Buckler is very helpful for the Coachman for when he needs to get (See: roll) around, since the move itself is rather safe during the move itself and hits at any trajectory his foes might attack from. Otherwise, you only need to worry about the lack of killing potential of this move and the distance gained; for every DTilt, the Coachman covers a pitiful Kirby-length. It would take about fifteen of these to get from one edge of Final Destination to the other, but if the foe is close enough, a rolling Coachman will indeed be a terrible sight to witness. There's an additional use in this particular move, however; on prone opponents, it has special properties; whenever it strikes a prone foe, it not only knocks them slightly into the air, but puts them in an untechable knockdown! Unfortunately, the ending lag for this move is horrendous, but you'll be able to work around that. Maybe even manipulate it...

Dash (Hitching a Ride):​

During his unintentionally hilarious super waddle of a dash, the Coachman heaves himself into the air- just barely- and starts flying forward belly first. His body becomes a moving hitbox protected by super armor for about three fourths of a second while covering two Bowser-lengths. If he's still in the air when this move ends, he'll transition into his normal aerial fighting stance. If he doesn't come into contact with anything, he lands flat on his face, going straight into prone as soon as he hits the ground. If he slams into a part of the stage, the same thing will happen except he'll briefly stick to the affected surface before peeling off like a pancake. All purely aesthetic, mind you. Additionally, if he hits a shielded foe or item, he'll bounce back backward a bit so he ends up standing slightly in front of where he made the input, putting him at a safe enough distance from the foe. Now if he hits an unshielding foe, things get dangerous: other than dealing the proprietary 12% damage, the Coachman flips the foe over so they're on their hands and knees while the fat man straddles their back as if they were a donkey. After a brief pause, the Coachman will then strike their rear end with his whip while roaring out, "Get to it," with the foe quickly moving in the direction the Coachman was flying toward initially at half their dash speed. They're only capable of dashing at this time and the Coachman can continue whipping his temporary steed for a brief speed boost and a miniscule half-percent of damage, with the foe being able to shake off the fat man with button mashes. As they're ridden across the stage, however, an additional effect will happen: any item they come across while ridden will automatically be broken or detonated. Additionally, the Coachman can even start up minion attacks so that he can ride the foe directly into them, creating a nasty one-two punch. Just be sure that he doesn't find himself in an unfavorable position; if he's tossed off, he's actually vulnerable to punishment by fast-enough characters. And yes, you can ride your foes right off cliffs, though you'll both be put into a footstooled animation briefly before being able to do anything.


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"They never come back... as boys!"
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FSmash (Wicked Pride):​

The Coachman calmly puts his palms together, leans his head back...



And then unleashes this rather frightening visage. It's certainly a Daveesque as ever, what with a facial expression supposed to do damage/an effect. In this case though, you can probably agree with me that Coachman's above face is frightening enough to leave a lasting effect. While the start-up lag is as sluggish as it sounds, requiring about a full second to charge even at its basic level, any foe caught within a two and a half Bowser-radius around Coachman gets spooked by the villain's sudden demonic appearance. But instead of running away or taking damage, they remain stunned in place out of fear for a minimum of two seconds- it depends on how long you charged FSmash. Better yet, it'll work on airborne foes, meaning they'll stay suspended in midair. Yes, the Coachman's creepiness can even break the laws of physics, even if they don't mean anything in the Smash world. Lastly, foe's who try to attack the Coachman via projectiles won't succeed so long as he has his **** face on; they just blink out of existence regardless of size, excluding Final Smashes. Hell, if that utility isn't enough, try this on for size: complete super armor throughout his grin. Which lasts for an extra half a second even after first appearing, but if your opponents manage to take jabs at you... somehow... Coachman won't so much as shrug.

USmash (Minion Upper):​

When you input this attack... well, Coachman doesn't do anything except jump. But judging from the name of the attack and, hopefully, your ability to infer correctly, you won't be looking at the Coachman for any sort of action. Instead, any on-stage minion will wind up their fist for a rough second of starting lag before swinging it upward, covering an impressive vertical distance of two Ganondorfs and an acceptable horizontal distance of a half a Bowser-length. Unfortunately, Minion Upper is still plagued by horrid ending lag at a second and a quarter, plus the Coachman's minions are put into an attackable state throughout the motion. Worse still is that unlike Coachman's FSmash, they don't have any armor whatsoever to protect them which, combined with their susceptibility to damage during this time, make for a risky maneuver. They'll immediately go back into their passive mode if they were already in it and if even a single minion lands an uncharged uppercut, it'll lead to minimal damage dealt at a whopping 17% and enough vertical knockback to kill Bowser at 115%. Yes, it's a very dangerous move and the minion's best way to off someone without resorting to transformation.

Given the horrendous lags on both ends, it'd be difficult to actually pull this move off. Luckily, the Coachman is here to help, something rather uncharacteristic of him; a la Ice Climbers, the Coachman can preemptively start up any of the minion's ground-based moves while he's still in the starting or recovering animations of nearly all his ground attacks, san the ones where the attack comes from the minions. Moves such as his Jab, FTilt, and DTilt all put foes into nasty situations that also leave them open for the Minion Upper and if the Coachman is quick enough, he can even follow it up with a quick FTilt. Better still is the Coachman's lack of action from this input; he's free to move around, jump, grab, and even use specials while the minions attack or charge up their incoming uppercut.

DSmash (Minion Crush):​

Yet another one of the Coachman's minion attacks. Don't worry, this is the last ground-based one, I promise. Every minion on-stage will draw back an arm and shoot it out in front of them for a meager Mario-length if uncharged. If they don't come into contact with anything, they turn their heel in an attempt to stop their slide, leaving them open for damage but not nearly as long as Minion Upper. If they come into contact with anyone whether they're standing, crouching, airborne, or even prone, they're lifted slightly into the air and slammed into the ground by the minion, suffering about 12% damage and low vertical knockback, killing Jigglypuff at a surprising 150%. The knockback, however, is too severe for the Coachman to perform loops with either UAir or FTilt. No infinites here, folks! Lastly, the minion and his victim cannot be stunned, knocked, or canceled out of the move once the minion has its grasp on someone. Minion Crush WILL, however, go through shields and pick up opponents in prone. Anyway, this particular move contrasts with the uppercut- it's rather quick and doesn't provide a lot of time for punishment from several foes, yet is very short range and rather weak in comparison. However, it's great for finishing a combo in order to give the Coachman some breathing room. Because a guy that large definitely needs all the breathing room he can get.


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"Give a bad boy enough rope, and he'll soon make an arse out of himself!"
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NAir (Spotter):​

The Coachman wildly waves his arms in mid-air, yelling "Catch me you idiots!" He's obviously talking to his minions and not you, you moron. So, doing the best they can, they come out of the background and start running at Falco speed, constantly staying below the Coachman and disregarding any foe, item, projectile, or what have you that might be in their way. Yes, they have complete super armor so long as they're trying to catch the Coachman, and they'll also knock anyone in their path out of the way for a meager 7% damage, but enough knockback to keep Coachman and the minions safe. If they're below the Coachman when he falls, they catch him and plop him back down on his feet before going back into passive mode, assuming that's what they were in prior to making the input. This is more of an insurance policy for the Coachman in case he's in a bad spot while mid-air, as he can follow up with any of his other aerial attacks since the ending lag for the NAir is so swift. His mid-air struggling won't do him much good- it's not even an attack, it's purely aesthetic- and he can be attacked, as well as the minion, while the latter is catching the former. It's still a nice way of diverting the opponent's attention to the rushing minion while the Coachman schemes some more.

FAir/BAir (Onward!):​

The Coachman points a stubby finger left/right and roars, "Get goin'," before the donkeys on his stagecoach suddenly become frightened and stampede in the direction the Coachman was pointing in! Talk about encouragement. The donkeys neigh briefly before making their move and even the Coachman as well as his minions can be caught in the crossfire. Luckily, the Coachman can plan this out and actually land on top of the moving stagecoach as it rolls across the stage, and in conjunction with NAir, you can actually create a constant wave of super armored barricades between the minion catchers and the stagecoach. The statistics on the stagecoach for this input are the same as the ones for a USpec activated stagecoach rush; in other words, use this for when you want to create a wall for your opponents, distraction for the Coachman/his minions to move closer, or to ride across the stage without a care in the world. Among other reasons. And yes, you can indeed short hop with this move while staying behind your stagecoach- a blatantly excellent way to advance on the foe without risking too much. Just try to keep some donkeys hitched while advancing; otherwise, you're not really going to be using the stagecoach all that much.

UAir (Tied Down):​

Oh boy, a Smashbot set with a UAir that drags opponents to the ground? This is certainly new, exciting, and not overdone at all! No sir! Okay, enough filler; the Coachman pulls out a rope identical to the one in FTilt and swings it in an arc above him. Well, not in a very large arc- it's only about a Bowser radius above and slightly at his sides. It doesn't even deal damage or knockback, but if it does hit anyone, it magically wraps around their entire midsection, arms and all. The bound foe will still retain some directional influence although it's cut nearly in half. And yes, trapped foes can break free of these binds with a little over a quarter more difficulty than that of a grab. However, the bindings instantly break if the opponent lands before they can do anything about it, but at a cost: the foe is put into prone, leaving them wide open for any shenanigans the Coachman or his minions may have prepared. While one can assume you can perform infinites between moves that knock foes high into the air in conjunction with this one, it's not possible, and attacking a bound foe breaks their restraints and slashes the knockback of the move landed in half, since the rope takes the brunt of the force. Worse yet is that the Coachman can't grab or use any rope-related attacks when the opponent is bound. And if it doesn't land, the Coachman leaves himself open for potential punishment due to the horrendous ending lag for when the Coachman lands mid animation.

DAir (Not a Belly Flop):​

But a butt bomb (hippo). Seriously, I don't see enough of this move for HMA DAirs, it's sickening. Well, not as sickening as this aptly-named move, which involves the Coachman putting all his focus on sticking his unfortunately well-endowed bum downward, increasing his falling speed by no small degree. Before I go into any specifics, yes, the Coachman can use this to land on the stagecoach or minions attempting to catch you more quickly. The difference in fall speed doesn't even seem to phase either; the Coachman lands or is caught with as much force as if he landed/was caught normally. As an attack, it's kinda of... well, I'd use a word befitting of the attack but last I checked it's censored. The hitbox is surprisingly small, as it only covers the constantly-moving hitbox directly below the Coachman's bum, the Coachman fastfalls directly downward from where he made the input, the damage (7%) and knockback is dreadful on grounded opponents, and he can't cancel out of it. It'll spike airborne foes but otherwise- and strictly as an attack- it's rather situational. You can Coachmancide with it but that requires serious prediction. You CAN, however, short hop with it and mix things up by short hopping with FAir/Bair and NAir, since doing both constantly will get the foe into the mindset that all you're doing is moving your most valuable components closer to them. In which case, they get a faceful of big fat arse. Oh, you can also use it to get to the ground more quickly and since the beginning/ending lags are quick, it's a rather safe method of movement. That's always nice.



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"How would you blokes like to make some real money?"
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Grab/Pummel (Heavy Lifting):​

Instead of lurching forward with his grubby paws like any other supposed villain would, the Coachman instead... smokes? If he's holding an item, he'll toss it around as normal but other than that, he doesn't do jack squat. Well, how is that a gra- oh, wait, his minions are reaching out in a rather large distance in front of them, about one and a half Bowser-lengths, and with quickness greater than most other grabs. Yes, the Coachman can throw out an item and his minions will grab if you decide to use the grab button over the normal attack button. If minions in passive mode, they'll briefly go into their aggressive mode for the active grab animation but, if unsuccessful, immediately return to the background. This clearly means that like with those two ground smashes, the minions will be central to Coachman's grab game, right? Not exactly; yes, you need the minions to grab foes, but they can't do any actual interaction until they reach the Coachman. Speaking of which, when minions DO grab the foe, they're heaved over their shoulder like a tied-up princess and carried straight to their master, dumping them onto the ground so they're directly in front of the Coachman. They'll do so even when the captured foe in question is a donkey, but at that point you're both sort of delaying the inevitable at that rate. If the foe wishes to escape from this rather strange grab, it won't be easy; have you ever tried shaking off the death grip of a rather large gorilla? Because that's about three and a half times more difficult than escaping from a normal grab! Luckily, it's nerfed to normal grab difficulty once the foe is dropped in front of the Coachman, which sort of leaves his pummel in the realm of nigh-uselessness. Speaking of which, he taps the bottom of his pipe so that some scalding powder falls onto the opponent's face, dealing 5% damage. Oh, one last thing about the Coachman's grab- whenever you do make an input, any nearby minion will perform whatever input that they can normally do while the foe is still in their grab state. Meaning you can charge up a USmash while the Coachman has his victim captive. Quite handy in some situations, I'd say.

FThrow/BThrow (Abuse):​

The minion steps into the background in the case of FThrow. Otherwise, both versions are identical; the Coachman lifts his back leg into the air before punting the foe directly in their face/back of the head, depending on the direction chosen. It's certainly painful at 15% and enough knockback to kill lighter foes at percentages as low as 100%. Sounds rather generic, right? Well, the knockback of the punt can direct the foe so that as they fly, they can fall into many number of traps, including being caged immediately if they're a donkey, bouncing off the back of the stagecoach so they rebound back to the Coachman, into a prepared minion attack, or, if they're large enough, a swift follow-up FTilt. Unfortunately, the kick itself takes a while to wind up, and the Coachman nearly slips when his heel connects with the foe's noggin, requiring about a full second to recover. It's a risky proposition in matches with more than one foe to deal with, but it's still a rather dependable killing move for when the minions are in a prime position to strike.

UThrow (Tied Up):​

In a flurry, the Coachman reaches into his inner coat pocket with a devious twinkle in his eye before taking out some rope, stepping in front of the foe so that the camera can't see whatever Coachman is doing, and then steps away from the foe to reveal a tied-up victim. The entire process is for naught if either the Coachman or his victim are attacked during the tying up phase. This obviously deals no damage of knockback but leaves the foe tied up, which basically means they're in a pseudo-grab state that is five times more difficult to break out of than a normal one. While tied up, however, they gain some surprising benefits that prevent UThrow from being overpowering. For one, tied up foes are completely immune to other rope-based attacks and their weight is slightly increased. They're also sprawled out on the ground, preventing many high and even mid hitting attacks to whiff completely. If you keep in mind that most of these defenses apply to the Coachman, it suddenly becomes clear that it's more difficult for him to deal damage than it was before. The same cannot be said, however, for your minions and stagecoach. And I haven't even touched down upon what the foe CAN'T do, other than the obvious restrictions pertaining to being in a "grabbed" state: control their directional influence. If you can get a hogtied foe off the cliff, they're pretty much done for unless they can miraculously break free when they're faling to their death. While this may seem like a far more difficult task due to the Coachman's inability to directly attack with anything other than DTilt and DAir- both of which are rather terrible at killing- this move definitely rewards players for stagecoach/minion integration than how the player takes advantage of helplessness.

DThrow (Disdain):​

After eyeing his foe for a brief moment, the Coachman scoffs and waves a hand at his foe, commanding the minion who brought the victim, "Take 'im/'er away!" The minion doesn't need to be told twice and lifts the foe high into the air before slamming them into the ground behind the minion. A rather painful-looking manner of dispatching unwanted goods for certain- a whopping 17% damage and enough vertical knockback to ensure even foes at 0% will be far enough away from the Coachman to let him do as he pleases for a brief moment. Other than that, though, there's not much else to say. However, if the Coachman uses this on a transformed opponent, he'll lean in and ask the frightened foe, "And what's your name," to which the foe replies with... well, not their name. The Coachman then nods and proclaims, "Aye, this'll do," before the minion picks up the transformed foe and heads to the nearest crate or, failing that, stagecoach. Yes, this version doesn't deal direct damage unless you use the pummel beforehand, but it does take transformed foes directly to their potential doom assuming they don't break out of the minion's grasp beforehand. Better yet, both the Coachman and the donkey foe retain super armor throughout their lengthy exchange, meaning that opportunistic bystanders can wail away on either one, although at least the Coachman can let his minion guarantee that the grabbed foe gets the worse end of the bargain.


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*Heaves a sack full of gold onto the table that says "Playstyle"*
=-=-=-=-=-=-=-=-=-=-=-=-=


At first glance, it seems like the Coachman can be described with a word dreaded by the masses of MYMers: versatile. He can hide behind his stagecoach all day, goad the foe into attacking for those ever-threatening drinks from NSpec, or go the Facilier route and combo with the minions. However, he doesn't particularly excel at any of these things, at least more so than anyone else. So would versatile be the best word to describe the Coachman? It depends on who you ask: essentially, all of these options the Coachman has access to help him get in, cripple the foe, and get out, with some killing moves sprinkled few and far between. Granted, it's easiest for the Coachman to transform the foe into a donkey since it basically signals the end of the match once a minion gets their hands on one, and it is indeed the most reliable way for the Coachman to combo outside of relying on the minions. But there are only two of those per stock, can be killed, and they only really need to focus on the Coachman to emerge victorious.

That's not to say the Coachman is without his strengths, obviously. His weight guarantees he won't be killed without difficulty, his movement isn't completely terrible if you factor in certain moves, and he has several moves that lean more toward debilitating the foe, allowing the Coachman an opportunity to deal easy damage or escape. However, given what you've (hopefully) read, one option is more lucrative than the others, since the minions provide the bulk of your killing power. You're probably thinking that the minions are far more of a threat than the Coachman and you'd be right, except the Coachman is the one with all the stocks and the ability to permanently cripple the foe's current stock with NSpec. The stagecoach is just as important because it's basically a giant block that the Coachman can use for defense if he wants to hide and offense throught he use of FAir/BAir and direct interaction. That's not to say that the Coachman can't hide behind his namesake all day, since smart foes will want to take down the Coachman as quickly as possible while minimizing the self-damage inevitably gained from the minions.

But like I said, the Coachman has an answer to that gameplan, just as he has one for zoning, mobility-reliant, and other mindsets. He can threaten foes with the rope, constantly pressure them and keep them on the move with his aerial commands and SSpec, mobilize his assets with FAir/BAir, USmash, and NAir, keep the foe in a perpetual combo between his rope, minions, and DTilt, or just ride around on the stagecoach all day. Are these all surefire ways to win the match? On their own, not always. But if you combine them? Certainly; the player's ability to shift their playstyle according to the flow of the fight is what the Coachman thrives at. How the foe plans out his attack, his offense, and his escape for when things aren't going his way are key to winning with the Coachman. Just like the character this set is based on... loosely speaking... in order to win, you've gotta scheme and improvise your way to the winner's bracket.


Now finish Lilly route (d)
 

majora_787

Smash Hero
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* * * Karkat Vantas * * *


The Knight of Blood




Karkat, also known as carcinoGeneticist, is a character from the MSPA webcomic Homestuck by Andrew Hussie. He's one of the same 12 trolls Gamzee happens to be apart of, some nasty aliens who play a game parallel to the one the main protagonists play.

Karkat is a crab in more ways than one. He constantly insults others in the style of a stereotypical internet troll, supporting his arguments with what seems to be empty logic. He is also often seen screaming, pounding his fists against his keyboard, or generally raging when talking to the other trolls. He is not particularly patient as when explaining himself, he makes even his most sound advice appear to be random insults and he becomes visibly aggravated when other people are having fun.
(Taken from the MSPA wiki article for Karkat)



Something to know about Karkat is that within his session of the game known as SGRUB, he is the Knight of Blood. When talking about combat, Karkat is all about making the foe bleed. His weapon, the Clawsickle(a sickle), and his companion, both induce a bleeding effect in his opponents. The bleeding slows the opponent, and a small red bar appears over their head. The bar will slowly lower. If the opponent is bleeding and standing still, the bar will empty after twelve seconds. If the opponent is bleeding and in motion, the bar will lower at double that speed. If they attack, the bar will jump down sharply, then cease lowering altogether until their ending lag has finished. Karkat stops the bar and/or replenishes it when he attacks with sickle attacks or sprite attacks. When bleeding, the opponent will take 2% per second. Their attacks will deal less knockback, they will be knocked farther, and they will not move as fast. It generally makes opponents want to keep a distance from Karkat, or they will be bled completely dry.








* * * STATS * * *


WEIGHT: 5
SIZE: 5
GROUND SPEED: 7
AIR SPEED: 6
FALL SPEED: 7


ALRIGHT, I'VE HAD ENOUGH OF THIS IDIOT READING OFF OF THE WIKI. I'LL TELL YOU HOW I WORK SO YOU JUST SIT BACK AND TRY TO ABSORB SOME OF THIS WITH YOUR MOSTLY-USELESS HUMAN THINKSPONGE. GOT IT? GOOD. LET'S NOT WASTE ANYMORE OF MY F*CKING TIME HERE.







* * * SPECIAL MOVES * * *



Neutral B: Diversion
I WOULDN'T EXPECT SOMEONE AS COMPLETELY F*CKING MORONIC AS YOU TO UNDERSTAND THE STRATEGY BEHIND THIS, SO DON'T WORRY ABOUT THAT. JUST TAKE NOTES. SO YOU SEE THAT RED BUTTON THERE ON THE RIGHT SIDE OF YOUR CONTROLLER WITH THE ON IT? PRESS THAT. WHEN YOU DO, I'LL TAKE THE HINT THAT YOU WANT ME TO MAKE A F*CKING DISTRACTION. I'LL DRAG MY SICKLE ACROSS THE PALM OF MY HAND QUICKLY, TAKE 7%, AND TRY TO FLING SOME OF MY DISGUSTING BLOOD IN THEIR EYES AND MAKE THOSE F*CK*SSES WRITHE ON THE GROUND FOR A COUPLE OF SECONDS. MY BLOOD'S NOT MAGICAL THOUGH, SO DON'T GET ANY BRIGHT IDEAS F*CK*SS. IT ONLY GOES JUST UNDER A PLATFORM ON THAT THING YOU HUMANS CALL THE BATTLEFIELD. WHEN I USE THIS MOVE, I GET A BLEED METER OF MY OWN, SO DON'T JUST GO AND USE THIS AS SOME KIND OF JERK-HAPPY PROJECTILE ATTACK THAT SOME KIND OF F*CKING ANGEL F*CK*SS WOULD USE TO SHOOT SOME GUY IN THE BULGE FROM 30 METERS. AND THIS HURTS ME MORE THAN IT DOES THEM. THIS DISTRACTION DOES NO DAMAGE, YOU GOT THAT? IT'S A DISTRACTION, NOT A WEAPON. WHAT DID YOU EXCPECT, F*CK*SS?

Side B: Pap



WHAT THE F*CK DO YOU MEAN, 'CAN I ONLY CUT THINGS'? THAT IS THE MOST F*CKING STUPID QUESTION I HAVE HEARD TODAY. NO, YOU IDIOT. IF YOU TILT THAT SILLY-LOOKING CONTROL STICK TO THE SIDE AND PRESS THE BUTTON AGAIN, I'LL REACH OUT AND PAP THE OPPONENT. ...WHAT? YES THAT'S AN ATTACK. SHUT THE F*CK UP. IT ONLY DOES 1% DAMAGE TO THE OPPONENT, BUT IT STUNS THEM FOR A HALF SECOND EVEN IF THEY ARE IN THE MIDDLE OF AN ATTACK. I'M PRETTY F*CKING AWESOME AT IT, SO I SHOULD BE ABLE TO NEGATE ANY ATTACK SHORT OF A GIGANTIC F*CKING LASER CANNON. HELL, I'M SO GOOD AT PAPPING PEOPLE THAT MY PAP WILL PAUSE THEIR BLEEDING METER WHEN THEY'RE RUNNING AROUND WITH OPEN WOUNDS LIKE MORONS. OF COURSE, IF THEY STAND STILL THE BLEEDING METER WILL LOWER 1.5 TIMES FASTER THAN NORMAL. THIS WHOLE EFFECT WILL LAST ABOUT 4 SECONDS EVERY TIME THEY GET PAPPED. BUT WHAT KIND OF THRESHECUTIONER WOULD I BE IF I LET THEM SIT AND REST? HA! FAT F*CKING CHANCE.

Up B: The Knight of Blood
WHO THE HELL ARE YOU TO CALL ME BORING YOU STUPID F*CK*SS HUMAN? YOU WANT TO SEE SOMETHING COOL I CAN DO? WELL FINE, HERE YOU F*CKING GO. PRESS THAT BUTTON AGAIN, BUT THIS TIME WITH THE CONTROL STICK POINTING UP. YOU'LL PROBABLY BE CONFUSED WHEN YOU SEE AN EXPLOSION OF BLOOD SHOOT OUT OF MY BODY AT A 20 DEGREE ANGLE DOWNWARD. WELL YEAH, I SUPPOSE THAT'S NOT EXACTLY F*CKING NORMAL. WHAT DO YOU MEAN, DOES IT HURT? OF COURSE IT F*CKING HURTS. I AM EXPLODING IN BLOODY CHUNKS YOU IGNORANT SACK OF BEATEN GRUBHUSKS. I TAKE A WHOLE 16% FROM THIS. BUT WHEN YOU USE THIS ATTACK, THERE IS ANOTHER THING IT DOES. IF YOU HOLD THE BUTTON DOWN FOR A FULL SECOND, A QUEST COCOON WILL APPEAR HOVERING JUST OVER THE HIGHEST POINT IN THE STAGE. TO BE HONEST IT BASICALLY LOOKS LIKE A BIG BROWN STONE SLAB, BUT WHAT THE F*CK EVER. IF YOU USE THIS INPUT ON A QUEST COCOON AND MORE THAN ONE STOCK LEFT, YOU'LL BE TOSSING ONE OF THEM AWAY FOR MY AMAZING ASCENCION INTO THE GOD TIERS. MY OUTFIT WILL CHANGE INTO THE KNIGHT OF BLOOD UNIFORM. OH, AND THE QUEST COCOON HAS ABOUT 30 HIT POINTS AND CAN BE BROKEN, JUST LETTING YOU F*CKING KNOW. THEN YOU HAVE TO USE THE BLOODY-CHUNK-EXPLOSION BULLSH*T TO CALL ANOTHER ONE.


YES I KNOW IT IS F*CKING AMAZING. WHEN I'M IN THE GOD TIER, THE UP SPECIAL DOESN'T DO ANYTHING. IT'S AN EXTRA JUMP THAT SHOOTS THAT SAME DOWNWARD GUSH OF BLOOD AS BEFORE. IF THAT GUSH OF BLOOD HITS ANY OPPONENTS, IT'LL BE LIKE IF I HIT THEM WITH MY DIVERSION . BUT SINCE I'M THE ASCENDED KNIGHT OF BLOOD, I CAN'T GIVE MYSELF THE BLEED STATUS ANYMORE. SO THOSE WORTHLESS F*CKERS YOU'RE PITTING ME AGAINST CAN SUCK ON THAT NOOK. AND OTHER THAN THE BLOOD FOUNTAIN THAT JUST SORT OF HAPPENS I GET TO JUMP UP TO FOUR TIMES. BECAUSE WINGS ARE AWESOME AND THAT IS ALL THERE IS TO F*CKING SAY ON THE MATTER. I'LL FALL MORE SLOWLY TOO AND ACTUALLY BE ABLE TO MOVE WORTH A SH*T WHILE AIRBORN. IT'S FAN-F*CKING-TASTIC ISN'T IT. OTHER THAN THOSE ENHANCEMENTS TO MY PERFORMANCE GOD TIER WILL ALSO LET ME USE THE BLOODY THING TO AN UNPRECEDENTED DEGREE. YES YOU F*CKING HEARD ME. THE BLOODY THING.

Down B: Blood Pact
THE BLOODY THING WILL LET ME MAKE BLOOD PACTS WITH OPPONENTS ON TOP OF GIVING THEM THE BLEED STATUS. WHEN THE DOWN AND INPUT IS PRESSED, A SYMBOL APPEARS AROUND MY FEET THAT EXTENDS HALF A PLATFORM AWAY ON BOTH SIDES. IF A STUPID *SSHOLE IS CAUGHT INSIDE, THEY WILL BE ENGAGED IN THE BLOOD PACT! MAKING BLOOD PACTS IS PRETTY F*CKING SERIOUS BUSINESS. IF I HAVE INJURED MYSELF ENOUGH TO THE POINT WHERE I HAVE BLEEDING STATUS AND HAVE INJURED MYSELF MULTIPLE TIMES, THE OPPONENT WILL TAKE THE ACCUMULATIVE DAMAGE OF THAT WHEN WE ENGAGE THE PACT. AND ON TOP OF THAT, WHATEVER BLEEDING STATUS I HAVE GETS APPLIED DIRECTLY TO THEM. YOU PROBABLY DON'T GET THIS BASIC SH*T, BUT IT'S PROBABLY SMART TO PACT WITH YOUR OPPONENTS BEFORE YOU ASCEND TO GOD TIER. YOU KNOW. COMMON F*CKING SENSE. THE BLOOD PACT IS A LIFELONG COMMITMENT, SO THERE'S NO WAY OUT FOR THAT POOR GRUBF*CKER. WHEN I USE ATTACKS LIKE THE DIVERSION THAT INVOLVE ME INJURING MSELF, THE OPPONENT WILL TAKE DAMAGE FROM THE ATTACK WHEREVER THE F*CK THEY EVEN ARE. ANYONE WHO'S BEEN FORCED INTO A BLOOD PACT WILL HAVE A GLOWING RED SYMBOL ON THEIR CHEST. THEN IT'LL BE TIME TO HIKE THEIR UNDERWEAR UP TO THEIR ARMPITS, TIE THEM TO A FLOGGING JUT, AND MAKE EXAMPLES OUT OF THESE SORRY SACKS OF SH*T. SOMETHING TO NOTE? BEING GOD TIER WILL LET YOU ABUSE BLOOD PACTS WITHOUT THE HASSLE OF TAKING BLEEDING DAMAGE YOURSELF. IT REALLY CUTS DOWN ON SELF-DAMAGE TOO, MAKING YOU TAKE A MEASLY 1% FROM SELF INJURIES.




* * * STANDARD ATTACKS * * *



A: Spin Cutter
NOW THAT THAT BRAINDEAD P*SSPAN IS OUT OF HERE, WE CAN GET DOWN TO THE BASICS. WHAT? ARE YOU SERIOUSLY GOING TO COMPLAIN ABOUT THIS BEING BORING? LISTEN YOU INSUFFERABLE PR*CK. IF WE ARE GOING TO GO OVER WHAT IT IS LIKE TO FIGHT AS ME, WE'RE GOING THE WHOLE NINE HUMAN MEASUREMENT UNITS. WE'RE ALL FINISHED WITH THE FUN STUFF NOW, SO WE'RE GONNA START GETTING ONTO BORING BASIC STUFF THAT'S ACTUALLY SOMETHING A SMART PERSON WOULD BE USING A WHOLE LOT MORE OFTEN. AND APPARENTLY THAT SMART PERSON ISN'T YOU IF YOU STOPPED READING. GOOD F*CKING RIDDANCE.

IF YOU PRESS THAT BIG GREEN [A] BUTTON ON YOUR RIDICULOUS CONTROLLER OF YOURS, I'LL SWING MY SICKLE AHEAD OF ME A SHORT DISTANCE THAT REACHES MAYBE HALF OF ONE OF THE PLATFORMS ON THAT BATTLEFIELD OF YOURS. DON'T EXPECT IT TO DO MUCH. IT DOESN'T HIT HARD. MAYBE 3% TOPS. ...WHAT? I DO THIS FOR A REASON, NOOKWHIFFER. PRESSING THE BUTTON ONCE IS AN INTERRUPTION ATTACK THAT DOESN'T EVEN INDUCE BLEEDING. BUT IF YOU HOLD THE BUTTON DOWN I'LL LEAN INTO THE SCUM I'M CARVING AND LET LOOSE AS FAST AS I CAN... 4, MAYBE 5 HITS PER SECOND FOR 1% EACH AFTER THE INITIAL HIT. SO WHAT'S THE POINT OF THIS? IF YOU USE IT INTELLIGENTLY, GOD F*CKING FORBID, IT WOULD PROBABLY BE PRETTY USEFUL FOR PINNING OPPONENTS AGAINST WALLS OR SOMETHING. THE SPINNING ACTUALLY RAISES THE BLEEDING METER AS THE OPPONENT IS CAUGHT IN IT THOUGH, SO IF THEY STAY IN IT FOR TOO LONG THEY'LL TAKE EVEN MORE DAMAGE.


Dash Attack: Flight Cutter
NO, THIS DOESN'T MEAN I TAKE OFF AND FLY AWAY LIKE ONE OF YOUR STUPID HUMAN CLUCKBEASTS. IF YOU'RE USING THIS ATTACK, I CAN ONLY ASSUME YOU'VE GOTTEN ME BETWEEN TWO THINGS YOU DON'T WANT TO BE BETWEEN. A LEDGE AND A GIANT FIRE-BREATHING TURTLE COMING DOWN ON YOU LIKE A SUBJUGGLATOR WITH A HEAVING METAL BAT? GOOD TIME TO USE THIS. TWO LARGE GREEN MET READY TO VIOLATE YOU INTENSELY WITH THEIR THROBBING PURPLE AURA? PRETTY F*CKING GOOD TIME TO USE THIS. DECIDING YOU WANT TO BE A SH*T AND USING IT OVER AND OVER AGAIN ON ONE OPPONENT? ... NOT A GOOD F*CKING TIME, STUPID. TO USE THIS ATTACK, PRESS THAT [A] BUTTON WHEN I'M RUNNING. I'LL CROSS MY ARMS OVER MY FACE WITH MY SICKLE READY, AND IF THERE'S SOMETHING IN MY WAY I'LL TRY TO CLEAVE THROUGH IT MID RUN. IF I HIT A WALL OR A PLATFORM, I WILL ATTEMPT TO BREAK IT DOWN TO GET AWAY. IF IT'S BREAKABLE, YOU'LL PROBABLY HAVE TO BREAK IT WITH SOMETHING STRONGER THAN THIS. YOU KNOW. AN ATTACK THAT F*CKING SMASHES THINGS, OR SOMETHING OF THAT SORT WHICH YOU CLEARLY WOULDN'T KNOW ABOUT. IF IT HITS AN UNBREAKABLE WALL, THEN I'LL TAKE THIS SH*T INTO MY OWN HANDS, BECAUSE YOU RUNNING ME INTO SOLID WALLS IS A PRETTY GOOD SIGN OF INCOMPETENCE ON YOUR PART. NOT THAT I DIDN'T SEE THAT COMING. I'LL RUN A SHORT DISTANCE UP THE WALL, ABOUT MY OWN HEIGHT, AND DO A PRETTY ACROBATIC PIROUETTE SO IF SOMEONE'S CHASING YOU INTO A DEAD END YOU CAN LAND IN A POSITION TO VANDALIZE THEIR UNDEFENDED DEFICATE DISPENSERS. IF YOU RUN ME INTO SOME SH*T OF AN OPPONENT, I'LL CARVE RIGHT THROUGH THEM AND KEEP RUNNING. THEY WILL TAKE PROBABLY ONLY 2% DAMAGE WITH MINIMAL KNOCKBACK IF THEY'RE HEAVIER THAN ME. NO BLEEDING HERE, THAT'S NOT THE F*CKING POINT.

Up Tilt: Bifurcate
THIS ATTACK IS PROBABLY NOT AS IMPRESSIVE TO YOU AS IT SOUNDS LIKE IT SHOULD BE, BUT WHO THE HELL IS HERE TO IMPRESS SOME STUPID HUMAN? IF YOU TILT THE CONTROL STICK UPWARDS AND PRESS [A], I WILL DO A FRONTFLIP AND BRING MY SICKLE IN A QUICK OVERHEAD ATTACK. THIS MOVE IS PRETTY SLOW FOR ONE OF MY TILTS, TAKING ABOUT A HALF SECOND FROM BEGINNING TO END. WHEN MY SCYTHE IS COMING UP OVERHEAD, IT WILL BE ABLE TO CLIP OPPONENTS WHO ARE TRYING TO BE SMUG LITTLE SH*TS AND HOVER OVERHEAD. THEN THEY'LL BE FLUNG FORWARD AND GROUNDED ON THE DOWNSWING. THE ATTACK DEALS 6% AND WILL KNOCK OPPONENTS FORWARD IF I HIT THEM ON THE DOWNSWING, THE 'BIFURCATION'. YEAH, THE TITLE F*CKING MEANS SOMETHING. GO FIGURE. THE DOWNSWING WILL CAUSE BLEEDING OBVIOUSLY, BUT THE OVERHEAD WILL NOT. FIGURED I'D THROW THAT OUT THERE, SINCE YOU'RE TOO STUPID TO FIGURE THIS OUT ON YOUR OWN.

Side Tilt: Blood Draw
IF IT KEEPS YOUR STUPID USELESS THINKSPONGE INTERESTED, I'LL GO AHEAD AND JUST GIVE ALL OF THESE ATTACKS DANGEROUS SOUNDING NAMES. DOES THAT SATIATE YOUR STUPIDITY, F*CK*SS? IF YOU GENTLY TAP THAT RIDICULOUS CONTROL STICK TO THE SIDE AND PRESS [A], I WILL QUICKLY CUT AHEAD IN AN ATTACK THAT RESEMBLES THE INITIAL ATTACK OF THE SPIN CUTTER. BUT OF COURSE, THIS ATTACK IS STRONGER DEALING 5% AND HAS ANOTHER PURPOSE ENTIRELY. THIS ATTACK WILL INDUCE BLEEDING AND IS VERY QUICK, BEING A PRIMARY ASSAULT TO KEEP YOUR OPPONENTS WOUNDED. FINISH WHAT YOU STARTED F*CK*SS!

Down Tilt: Amputate
OF COURSE THAT STUFF WON'T ACTUALLY HELP YOU IF YOU HAPPEN TO BE FIGHTING SOME REALLY SHORT JACK*SS. SO IF YOU HOLD DOWN ON THE CONTROL STICK AND PRESS [A] I'LL CROUCH DOWN AND TRY TO CUT THE OPPONENT OFF OF THEIR OWN FEET, OR JUST LASH THEM IN THE FACE IF THEY'RE SHORT. THIS IS A FAST ATTACK THAT DEALS 2%, BUT IT GIVES A HEFT AMOUNT OF BLEEDING WHEN IT HITS. IT DOESN'T CAUSE FLINCHING UNTIL OVER 100% DAMAGE, BUT IT WILL ALSO MAKE OPPONENTS LET GO OF LEDGES WHEN I CUT OFF THEIR KNUCKLES. WELL YOU'RE OBVIOUSLY SICK OF THIS EASY SH*T, SO I'LL JUST HUMOR YOU AND GET ONTO SOMETHING STRONGER AND MORE F*CKING RELEVANT.



* * * SMASH ATTACKS * * *



Forward Smash: Carve
ALRIGHT YOU BRAINDEAD SH*T. POP QUIZ. WHAT DID I TELL YOU ABOUT ATTACKS THAT MAKE ME BLEED? IF YOU GUESSED 'DON'T USE THEM ALL OF THE TIME LIKE A COMPLETE BULGE', THEN YOU WOULD BE F*CKING CORRECT BY SOME MIRACLE. IF YOU FLICK THAT YELLOW C-STICK TO THE SIDE, I'LL TAKE MY SICKLE AND RIP MY CHEST OPEN IN A BIG X. BLOOD WILL GUSH OUT OF THE WOUND AND GIVE ME DOUBLE BLEEDING STATUS, BUT IT'LL SHOOT OUT FOR A FULL BATTLEFIELD PLATFORM AND DEAL 14%. I WILL TAKE 14% AS WELL THOUGH, SO SERIOUSLY DON'T USE THIS NONSTOP. THIS ATTACK IS GOOD FOR STACKING SELF-DAMAGE AND RACKING DAMAGE ON BLOOD PACTED OPPONENTS, CONSIDERING IT'S THE SECOND STRONGEST DAMAGE DEALER I HAVE THAT I WOULD USE ON MYSELF.

Up Smash: Sickle Juggle
DON'T LAUGH, I PICKED THIS SH*T UP FROM A FRIEND OF MINE. HE'S CLOWNING AROUND IN A HORN PILE SOMEWHERE IN THIS STUPID CONTEST I'M SURE. IF YOU DO THE UP SMASH INPUT, I WILL ATTEMPT TO JUGGLE THESE STUPID THINGS. I WILL THROW A SICKLE UPWARDS A PLATFORM AND A HALF. IT WILL TAKE A FULL ONE SECOND FOR IT TO COME DOWN. HALF TO GO UP, HALF TO COME DOWN. EVEN YOU SHOULD UNDERSTAND THAT, I F*CKING HOPE. I CAN THROW UP TO THREE OF THESE THINGS AT ONE TIME. EACH ONE WILL DEAL 8% DAMAGE TO OPPONENTS AND GIVE BLEEDING STATUS TO ANYONE WHO TOUCHES THEM. BUT SINCE YOU PROBABLY WOULDN'T GET THIS UNLESS I TOLD YOU, I DON'T WANT TO BE UNDER THOSE THINGS WHEN THEY FALL. IF I AM, I NEED TO NOT BE DOING ANYTHING AT ALL SO I CAN CONCENTRATE ON CATCHING IT, OR IT'LL LAND ON ME AND HURT ME LIKE IT WOULD ANYONE ELSE. YOU GOT THAT? I'M NOT GAMZEE, I'M NOT GOOD AT THIS SH*T. DON'T PRETEND I AM, F*CK*SS.

Down Smash: Blood Slick
THIS IS ANOTHER ONE OF THOSE ATTACKS YOU DON'T JUST USE LIKE IT'S SOME KIND OF BOWL OF ENDLESS SUGARY TREATS. WHEN YOU PERFORM THIS ATTACK WITH THE [A] BUTTON WHILE PRESSING DOWN ON THE CONTROL STICK VIOLENTLY, I WILL SLIT MY PALMS AND SPLASH IT ONTO THE FLOOR AROUND ME. THIS WILL INDUCE A BLEEDING EFFECT ON ME AND WILL DEAL 5% DAMAGE. THE BLOOD, WHEN IT SPLASHES ON OPPONENTS, WILL HINDER THEIR MOVEMENT BY 25% AND WILL DEAL 5% DAMAGE IF IT ACTUALLY HITS THEM. WHEN OPPONENTS WALK OVER THE BATTLEFIELD PLATFORM-WIDTH BLOOD PUDDLES, WHICH NEEDLESS TO SAY DO NOT JUST DISAPPEAR UNLESS THEY GET WASHED AWAY WITH WATER OR SOME SH*T, THEY WILL SLIP AND PROBABLY FALL FLAT ON THEIR *SS. I AM NOT IMMUNE TO THIS FOR OBVIOUS REASONS, BUT I CAN MAKE POOLS OF THE STUFF EVERYWHERE IF I NEED TO. BUT FOR GOD'S SAKE TO NOD BE AN IDIOT AND THINK I CAN MAKE INFINITE AMOUNTS OF THESE PUDDLES UNLESS I'M IN GOD TIER, OR YOU WILL COST ME A STOCK LIKE A COMPLETE F*CK*SS.



* * * AERIAL ATTACKS * * *



Up Aerial: Hook Stick
WHAT'S NEXT ON YOUR STUPID-*SS AGENDA OF TRIVIAL THINGS THAT I HAVE TO EXPLAIN TO YOU ABOUT PLAYING AS ME? EVEN THOUGH, YOU KNOW, YOU SERIOUSLY SHOULD KNOW THESE F*CKING THINGS BEFORE YOU EVEN THINK ABOUT PLAYING AS ME. ... AERIALS? YOU MEAN AERIAL ATTACKS? WELL F*CK. YOU COMPLAIN ABOUT ME BEING BORING, AND THEN ASK ME TO EXPLAIN A SET OF ATTACKS THAT EVEN GAMZEE COULDN'T MAKE INTERESTING? MY GOD YOU ARE AN ABSOLUTELY INSUFFERABLE PR*CK. WELL FINE, LET'S WRAP THIS UP LIKE IT'S 12TH F*CKING PERIGEE ALL OVER AGAIN. WHEN I'M IN THE AIR AND YOU PUT IN THE UP-SMASH INPUT, I WILL ATTEMPT A TWO-HANDED OVERHEAD SWING WITH MY SICKLE. YEAH, YEAH, F*CKING BORING. SHUT YOUR WORD HOLE, YOU STUPID HUMAN. THIS ATTACK HAS TWO FUNCTIONS. I CAN CLIP FLYING OPPONENTS OUT OF THE AIR WITH THIS, DROPPING THE NUMBER OF JUMPS THEY HAVE LEFT TO ZERO. I CAN ALSO STOP UP-SPECIALS AND RECOVERIES AND PUT OPPONENTS INTO HELPLESS, BUT THAT'S A LOT HARDER THAN IT EVEN F*CKING BEGINS TO LOOK LIKE WHEN I HAVE TO TRY TO HIT A MOVING THING ENGULFED IN FLAMES. THE ATTACK ALSO DOES 6% DAMAGE AND UPWARD KNOCKBACK, BUT IT ALSO DOES SOMETHING ELSE THAT EVEN YOU MIGHT FIND NICE. IF YOU USE THIS SH*T CORRECTLY, I CAN GRAB LEDGES THAT ARE A LITTLE OUTSIDE MY ARM'S REACH WITH MY SICKLE. I CAN ALSO USE THIS ATTACK TO PERFORM A WALL CLING. SEE? IT'S USEFUL. IT'S SO F*CKING USEFUL THAT IT WAS SHIPPED OFF TO HUMAN PRISON FOR CRIMES AGAINST SAMARITANSHIP AND WAS LOCKED UP IN THERE FOR SO F*CKING LONG THAT IT WROTE A GIGANTIC PLAYER'S GUIDE TO SILLY HUMAN SAMARITANSHIP, PUBLISHED IT, AND BY THE TIME IT CAME BACK OUT OF PRISON, EVERYONE F*CKING LOVED THE BOOK BUT REFUSED TO BELIEVE THAT THIS ATTACK WROTE IT.

Forward Aerial: Repel
FINE. SOMETHING ACTUALLY INTERESTING. IF YOU USE THE FORWARD SMASH INPUT IN THE DIRECTION I AM FACING WHILE I AM IN THE AIR, I WILL CUT MY PALMS AND SHOOT A STREAM OF BLOOD AHEAD OF ME JUST LIKE IN DIVERSION. THIS ATTACK WILL DEAL 6% TO ME AND THE OPPONENT, PUT ME IN BLEEDING, AND WILL HAVE THE SAME EFFECTS AS MY BLOOD TENDS TO. IT WILL FALL ON THE PLATFORMS AND MAKE SLIPPERY PUDDLES, OR IT WILL SPEW ALL OVER OPPONENTS AND GET THEM THE F*CK OUT OF MY FACE. AND OUT OF MY FACE IS WHERE I WANT THEM TO BE WHEN I AM ATTEMPTING TO LONGJUMP ACROSS THE STAGE LIKE I'M FEIGNING ATHLETICISM.

Back Aerial: Propel
AS MUCH AS I WOULD OBVIOUSLY RATHER NOT CARVE MYSELF MID-JUMP, THIS IS MY AERIAL EVASIVE OPTION, AND IT'S PRETTY F*CKING IMPORTANT TO KNOW ABOUT. IF YOU PRESS THE FORWARD SMASH INPUT IN THE DIRECTION OPPOSITE OF WHERE I AM FACING, I WILL PERFORM REPEL BEHIND ME, WITH ALL OF THE SAME STATS EXCEPT FOR DOING 4% DAMAGE. ALSO, IT PUSHES ME FORWARDS A DECENT DISTANCE WHEN I USE THIS MOVE, AND AT THE SAME TIME PUSHES OPPONENTS BACK AT THE RATE OF THAT GIANT TURTLE'S DASH SPEED. THIS MOVE CAN BE USED TO GET WINGED ANGEL *SSHOLES OFF OF MY BULGE IN THE AIR, AND CAN BE USED AS A RECOVERY ENHANCEMENT. YOU WRITING ALL THIS SH*T DOWN? I AM NOT REPEATING MYSELF.

Down Aerial:
ARE WE ALL DONE WITH THE CUTTING? YEAH? F*CK, FINALLY. I AM NOT GOING TO CARVE MYSELF UP FOR EVERY ATTACK, JACK*SS. IF YOU PRESS THE DOWN-SMASH INPUT WHILE I AM IN THE AIR, I WILL PAUSE IN MID-AIR AND THROW TWO SICKLES DOWNWARD AT ROUGHLY A 20 DEGREE ANGLE. THE SICKLES WILL CAUSE BLEEDING, CAN BE REFLECTED, AND WILL DEAL 4% EACH WITH LOW KNOCKBACK. THIS MOVE CAN BE USED AS AN AERIAL PROJECTILE, EVEN THOUGH THAT 20 DEGREE CORRECTION WILL BE HARD FOR A USELESS F*CK*SS LIKE YOU TO MAKE.

Neutral Aerial: Sickle Swap
YAY, SOMETHING EVASIVE THAT DOESN'T REQUIRE I SLIT MYSELF. JEGUS. IF YOU SIMPLY PRESS THE [A] BUTTON WHILE I AM IN THE AIR, I WILL PULL A SECOND SICKLE AND SPIN IN MID-AIR FOR A HALF SECOND. ANY OPPONENT THAT IS HIT BY THIS ATTACK WILL BE PULLED IN, TAKE 7%, AND BE TOSSED OUT THE OTHER SIDE. THE POINT OF THIS MOVE IS TO HELP YOU GET PEOPLE WHERE YOU DO WANT THEM, OR GET THEM OUT OF WHERE YOU DON'T. SIMPLE AS THAT, EVEN YOU SHOULD BE ABLE TO DO IT.



* * * CRAB GAME * * *



GRAB
IT'S TIME I REALLY GET MY HANDS DIRTY I GUESS. MY GRAB GAME MIGHT BE TOO MUCH FOR YOUR WORTHLESS HUMAN THINKSPONGE, BUT JUST TRY TO WRAP YOUR SHREDDED THINKPAN AROUND THIS. IF YOU PRESS THE [Z] BUTTON, I'LL REACH FORWARD AND GRAB THE NEAREST UNLUCKY JACK*SS... ON THE END OF MY SICKLE. THIS GRAB DOES NO DAMAGE YET BUT WILL FILL THE OPPONENT'S BLEEDING METER TO MAXIMUM. THEY WON'T TAKE DAMAGE UNTIL I RELEASE THEM, IF I DECIDE TO DO THAT TO BEGIN WITH. WELL, LET'S GET THESE F*CKING THROWS OVER WITH...

PUMMEL
WHAT? WHAT IF YOU DON'T WANT TO THROW THEM? WHAT ARE YOU, F*CKING STUPID? WHY ELSE WOULD YOU EVEN GRAB THESE SMELLY, UGLY GRUBF*CKERS? TO GIVE THEM A REASSURING HUG AND A CONGRATULATORY PAT ON THE BULGE? FOR F*CK'S SAKE. I WILL NEVER EVEN UNDERSTAND YOU HUMANS. WELL FINE, IF YOU GRAB ONTO AN OPPONENT AND PRESS [A], I WILL CHURN THE SICKLE INSIDE OF THEM. THIS MOVE DOES 2% DAMAGE PER USE, AND I CAN DO IT PRETTY FAST, BUT THIS MOVE WILL ACTUALLY MAKE IT A LITTLE EASIER FOR OPPONENTS TO GET OUT OF THE GRAB WHEN I START USING IT. SO WATCH YOUR SH*T.

Up Throw: Sicklestorm
HERE WE GO. IT'S TIME TO ACTUALLY MAKE THIS SH*T SOMEWHAT CONFUSEABLE WITH SOMETHING ELSE THAT IS ACTUALLY REMOTELY INTERESTING. IF YOU FLICK UP ON THE CONTROL STICK WHILE I'M HOLDING SOME UNLUCKY SH*T, A BIG PURPLE CHEST WILL APPEAR OVER MY HEAD. IT'S ABOUT THE HEIGHT OF THAT FAT PLUMBER *SSHOLE, AND TWO TIMES AS WIDE. I'LL THROW MY VICTIM UP INTO THE CHEST, WHICH WILL CLOSE AND LOCK WITH THEM INSIDE AND FLY UPWARDS. I'LL TOSS THREE SICKLES UP AFTER THEM, WHICH WILL CUT THROUGH THEM FOR A TOTAL OF 9%. WHEN THE CHEST LANDS ON THE GROUND, THE SICKLES WILL FALL DOWN ON THEM FOR ANOTHER 6%. OH, FOR OBVIOUS REASONS, THE SICKLES CAUSE BLEEDING. IF YOU WERE TOO BRAINDEAD TO GUESS.

Forward Throw: Rage Shank
THIS IS PROBABLY MY STRONGEST THROW RIGHT HERE. WHICH PROBABLY MEANS AN IDIOT LIKE YOU WON'T EVEN USE IT. BUT I TOLD YOU IT WAS THERE, SO DON'T EVEN THINK OF COMING CRYING TO ME LATER. A CHEST WILL APPEAR IN FRONT OF ME AND THE OPPONENT, WHO I WILL TOSS INTO THE CHEST, WHICH WILL NOW BE ON ITS SIDE. I'LL THEN DO A SPINNING STAB ATTACK INTO THE CHEST, WHICH WILL DEAL 11% DAMAGE AND IMPRESSIVE KNOCKBACK, AS WELL AS DOUBLING BLEEDING. AND NOT ONLY THAT, BUT THE OPPONENT WILL BE IN PRONE WHEN THEY COME OUT OF THE CHEST. WHAT? A CATCH? OH F*CK YOU. FINE. IF YOU USE THIS THROW, THERE IS A SMALL PERIOD BEFORE AND AFTER I ATTACK WHERE I AM VULNERABLE. THE STARTUP LAG PERIOD CAN CAUSE THE ATTACK TO BE INTERRUPTED COMPLETELY. BUT IT'S NOT EVEN A F*CKING THING IN 1V1. SO DON'T MAKE IT A F*CKING THING.

Back Throw: Threshecute
THIS THROW BASICALLY HAS ONE PRIMARY FUNCTION, AND THAT IS FOR GETTING OUT FROM BETWEEN SOME FAT F*CK AND THE EDGE OF THE STAGE. IF YOU GRAB YOUR OPPONENT AND PRESS BACK ON THE CONTROL STICK, THEN I'LL START SWINGING THEM AROUND BY THE BLADE OF MY SICKLE. THIS WILL DEAL ABOUT 5% DAMAGE, AFTER WHICH ANOTHER BIG PURPLE F*CKING CHEST WILL APPEAR BEHIND THEM. DON'T EVEN ASK WHERE I GET ALL THESE STUPID THINGS. IT'S THE ONLY THING MORE STUPID THAN YOU. SO I WILL THEN FLING THE OPPONENT INTO THE CHEST FOR ANOTHER 4% DAMAGE, AND THE CHEST WILL GO FLYING LIKE A GIGANTIC ROCKET COVERED IN F*CKING GASOLINE SITTING ON THE SHORE OF A LAKE OF LAVA. THE LANDING, IF YOU DON'T FOLLOW MY ADVICE(YOU STUPID SH*T), WILL DEAL ANOTHER 3% DAMAGE. THIS IS MY ONLY THROW THAT DOESN'T CAUSE BLEEDING, BECAUSE THAT ISN'T EVEN THE F*CKING POINT.

Down Throw: Bloodgates
THIS CAN BE PRETTY F*CKING NASTY. I WILL FORCE THE OPPONENT INTO A CHEST, JUMP ONTO IT, AND LODGE THREE SICKLES INTO THE CHEST. THIS MOVE DOES 3% DAMAGE. BUT IT ALSO DOES TRIPLE BLEEDING TO THEM. WHEN THE OPPONENT BREAKS OUT OF THIS THROW, THE SICKLES WILL STILL BE LODGED IN THAT F*CK*SS' BODY. THE SICKLES CAN BE JOSTLED OUT WHEN THEY GET HIT HARD ENOUGH BY VIRTUALLY ANYTHING. AS A MATTER OF FACT, EVEN THE OPPONENT WOULD BE ABLE TO REMOVE THOSE STUPID THINGS IF THEY DODGED AROUND LIKE A PSYCHOTIC SH*T AFTER ESCAPING THE CHEST. BUT THE ISSUE IS THAT THE REMOVAL OF ONE OF THE SICKLES WILL REMOVE ONE OF THE BLEEDING EFFECTS AUTOMATICALLY. THIS GRAB CAN BE REALLY HARD TO USE CORRECTLY, SO I HAVE ABSOLUTELY ZERO HOPE FOR YOU. DON'T EVEN F*CKING WORRY ABOUT THIS THROW EVER.










Final smash: The Quadrants


THAT'S RIGHT, PR*CK. I'M GOING TO SUBJECT YOU TO THE GREATEST FORM OF TORTURE I CAN THINK OF AGAINST YOU HUMANS. WHEN YOU PRESS AFTER I GET THAT STUPID ORB OF GLOWING LIGHT, A GIGANTIC QUADRANT CHART WILL DROP ONTO THE STAGE AND I WILL SIT THERE IN FRONT OF IT AND EXPLAIN TO ALL OF YOU SH*TS EXACTLY WHY I HATE YOU SO MUCH AND WHY IT'S SUCH A BIG DEAL. I WILL SIT THERE AND EXPLAIN FOR PROBABLY ABOUT 20 SECONDS, LEAVING YOU TO TAKE 3% PER SECOND THE ENTIRE TIME WHILE I RANT ON ABOUT THINGS YOU REALLY DON'T CARE ABOUT. YOU F*CKING EARNED IT AFTER ALL THE B*TCHING YOU DID WHILE READING THIS SET.



* * * OVERVIEW * * *


...WHAT? I SWEAR TO GOD, I EXPLAINED EVERY ATTACK I EVEN F*CKING HAVE AND WHEN YOU SHOULD USE IT. WHAT ELSE DO YOU EVEN WANT FROM ME? ...I HATE YOU SO MUCH YOU DON'T EVEN KNOW. MY HATRED IS SCALDING RIGHT NOW WITH THE HEAT OF A HUNDRED F*CKING ALTERNIAN SUNS AND MILLIONS UPON BILLIONS OF BLACK QUADRANTS WORTH OF PENT UP RELENTLESS LOATHING. I CAN HONESTLY SAY I HATE YOU MORE THAN ME PAST, PRESENT, OR FUTURE. WE ARE SO UNBELIEVABLY F*CKING DONE HERE THAT YOU CAN CALL THIS MEMO COOKED.

-- carcinoGeneticist [CG] has blocked Reader --

-- carcinoGeneticist [CG] has left memo --​

Haha. Well that was fun to write. So, in summary, Karkat is based around bleeding out his opponents with cutting attacks and prolonging the amount of time they have the bleeding status for. This will let him rack up damage like none other over a match! Of course, he's also more of an evasive character, using blood slicks and sprays to disorient and distract foes. Of course, a lot of these tactics will provide risk to Karkat himself; the biggest example would be his recovery. The Blood Pact is a major damage dealer for Karkat, despite requiring him to risk his own well being to use it efficiently. This is where the risk of entering God Tier comes in. As earlier stated in the set, when the Up Special is held, this will deal damage to Karkat and summon a Quest Cocoon in a predetermined spot in the stage. This bed can be destroyed by anyone, but if Karkat stands on it and uses his Up Special, he'll pay one stock for the ability to use ANY of his self-injuring moves without bleeding status! This can be very helpful to his playstyle by removing a large amount of risk, but this will also put Karkat on the low end of stocks in matches.
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,527
To change things up, here's a post. . . without a moveset! Happy MYMing, everyone. Good to see MYM12 (finally) got going. I will probably edit something I want to hide into this post later on.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
MYminis coming 'atcha

MYmini #0


Golden Years

[Start-End of MYM12]
For this special MYmini, you have until the end of MYM12 to enter, so you just KNOW it's gonna be a big project. The essence of this MYmini is simple enough; take one of your older movesets, and refurbish it into something sparkly and snazzy. Give your moveset a fresh coat of paint, a new lease on life, and a second chance. Rewrite, tweak and re-present an old moveset to the masses.
Now, I must stress the difference between refurbishing, and remixing/remaking, which is something else entirely. When refurbishing, while you can make changes to the core of the moveset itself, the point is to make sure the moveset plays the same way the original moveset was intending to. Changes should be low-key, or in keeping with the moveset's original spirit and style.
The moveset you choose to refurbish must be at least 1 and 1/2 years old (or, if you have no sets that old, you must use your earliest set). If you have no movesets at all, yet still want to try this, you may freely choose a moveset from MYM4 to refurbish.


MYmini Week #1




Self Assist Sue

[10th Feb-17th Feb]
Due to a freak accident involving Gamma rays, you are now an Assist Trophy in Super Smash Brothers. What happens next? What do you do? What do you look like? How will you mess with the match?
 

FrozenRoy

Smash Lord
Joined
Apr 26, 2007
Messages
1,260
Location
Las Vegas, Nevada
Switch FC
SW-1325-2408-7513
Scizor


Scizor, the steel slasher, has joined the Brawl!

Weight: 10
Size: 7
Ground Speed: 7
Air Speed: 8
Fall Speed: 9

Scizor is a bit of an oddball in stats: It's ground speed is actually equal to Meta Knight, but it's weight is to DK-ish levels and it's size makes it pretty easy to hit, giving it a weird fast heavyweight feel, which translates to Scizor's air game: It flies through the air fast and it drops even faster. Scizor has three mid-air jumps, giving it four total jumps: But the last two jumps give almost no vertical rise, making them almost strictly horizontal recovery.

Specials:

Neutral Special: Bullet Punch

Scizor rushes forward with one of it's scissor-arms outstretched forward. It goes at a speed similar to, but a bit slower than, Marth's final smash. He does not stop until he hits an opponent, a wall, the edge of a platform/the stage or, on walkoffs, just before the blastline(Better hope the opponent isn't tailing you!), and this move cannot be canceled. Because of this, it is a very risky move on some stages(Especially Castle Siege and Isle Delfino). The move does 10% damage and knockback that, while not KO strength, can cause issues, especially lighter characters, KOing lighter characters at around 150%.

The move can be interrupted by physical moves, but projectiles will only do damage and will not interrupt this move. It has fairly minimal startup lag, but the ending lag if it misses makes it punishable. When it hits, it has significantly less ending lag.

When Bullet Punch is used in the air, Scizor will leap forward aproximately one Bowser length, moving slightly up. The upward movement will quickly become moot unless used near the stage though, due to Scizor's weight, making it strictly a forward-movement move when used away from a ledge. After it's first use, it will lose it's vertical boost, or in other words, it only lets you trade verical movement for horizontal movement. Opponent's hit by Scizor with this aerial version take 3% damage and minimal knockback.

Scizor does not become helpless after using this move in mid-air.

Overall, the move requires precise timing and prediction to land, but it's quick speed, decent damage capability and inability to be stopped by projectiles makes it a valuable special.

Side special: Feint

A quick swipe with Scizor's right claw, followed by a crushing blow with it's left claw. The first hit does no damage or knockback, but will hitstun shields, keep opponent's locked in Counter or a Reflector, and so on.

The second hit is a crushing blow, dealing 26% damage and knockback that kills light characters as early as 70-80%.

The catch, of course, is that this move works just like the move Feint does in Pokemon. Specifically, it only deals damage and knockback if the opponent was somehow guarding. Otherwise, the second hit does not do a single thing, leaving you wide open for your opponent to do whatever they want to you. The hit doesn't even do stun, so they can charge up a Smash Attack to whack you.

This attack will hit against all shields, all sidesteps, airdodges that hit it's hitbox, in addition to moves like Ike/Marth's Counter and Lucario's Double Team. The defensive move does not have to reflect/shield against physical damage, however, as it will also damage when it hits Fox and Wolf's Reflector, for example. The first hit will keep the opponent locked into whatever move/shield/air dodge/sidestep they were in until the second hit hits. The Franklin Badge does not activate this attack.

When used in mid-air, it has two moves, but both are pretty much the same. Use it to your front and Scizor will begin the animation for it's Back Aerial...but use it's front aerial. If it's used to your back, it will begin the animation for it's front aerial but use it's back aerial. Both moves have slightly more startup and ending lag when used this way, approximately three more frames of startup and three more frames of ending lag.

Overall, this move is extremely strong, but it can be very hard to land. Whiffing hurts a lot because of the fact the attack continues, but cannot even interrupt something. In the air, it provides mindgame options, but being even slower than it's usual aerials combined with it's super quick fall speed can be dangerous.

Up Special: Thief

Scizor charges up for a quick moment, before rushing forward, controllable much like Extremespeed, but it goes slower and it doesn't go quite as far. However, it also deals damage, specifically 8% with little knockback.

However, as it's name implies, this move is a bit of a theft. If Scizor runs into the enemy with this move while not holding an item, it will steal whatever item the opponent holds. If you press Z(Or the controller equivalent) as soon as you hit the opponent, you will immedietely drop the item. This is especially important for a nearly exploded Grenade or, say, Link's bomb, as if you drop it and thus instantly blow it up on your opponent, you will explode too...letting you get Thief back immedietely or perhaps even spike them with your down aerial.

It can also pick up items that are unowned, but falling in mid-air. It will not pick up items on the ground.

So overall, it's a recovery move with a small twist, but fairly easily gimped due to the charge up, even if it is fast. Scizor hates getting knocked off the stage.

Down Special: Metal Coat

Metal Coat is the item that evolves Scyther to Scizor. Here, it means exactly what you'd think: Scizor coating itself in metal!

After Scizor coats itself in metal, a process which is not exactly fast but not exactly slow, either. Think about the average time of Mario's forward tilt to come out. After use, Scizor will appear as if it had picked up a Metal Box. While this effect is active, all projectiles are reflected from Scizor, like it had picked up a Franklin's Badge. This lasts roughly fifteen seconds.

Unfortunately, it also comes with a fairly bad downside. Specifically, Scizor's falling speed is as much as it would be if it would have picked up a Metal Box...but with none of the reduced knockback and the like that comes with grabbing a Metal Box. In other words, Scizor becomes VERY easy to kill while this move is in effect if you can get it off the stage. The last two jumps of Scizor's, due to it's weight and initially falling speed, will actually lose ground in the air when used while this is active, only being useful for hopefully prolonging the last bit of the attack.

Overall, the attack can be deadly to characters who rely on a projectile game, due to being repeatable and forcing the enemy to either run or approach Scizor...but Scizor's easy deaths while it's active means the user must be ever more careful not to let the opponent overwhelm them. No matter what, this move promises chaos.

Grounded Assault

Dash Attack: U-Turn

Scizor comes out of his dash and with a wide swing of it's two mighty arms to the side, uses that to whack his opponent, preferrably right in the face. It deals 8% damage and decent knockback, starting to kill at roughly 140%.

The thing that makes this dash attack interesting is that, when it hits a solid object, such as an opponent, shield, item or wall, Scizor jumps back EXTREMELY quickly after the damage portion of the attack is done, leaping backwaords about one Bowser-width length away, with the first half of the leap acting like an air dodge. Because of this, this dash attack serves as an excellent spacing tool, in addition to being un-shieldgrabbable(Scizor leaps away and the air dodge invincibility occurs too fast to be grabbed) and even a killing move at higher percentages.

At the same time, it has a bit of ending lag at the end of the leap as Scizor floats to the ground a little, so particularly fast characters can still take advantage of the shield, while it has a lot more ending lag at the end of a whiff: Most characters can retailiate with a tilt.

Overall, one of Scizor's bread and butter moves, for spacing and damage/attack purposes.

Jab: Pursuit

A quick yet relentless strike, Scizor jabs it's claw straight forward. Deals 4% damage with light knockback and starts a little bit faster than Ike's jab. It doesn't do a lot of damage or knockback for a jab, but if the opponent rolls, Pursuit will make Scizor follow them and hit them before they can shield or do anything out of the roll!

Not that great of a jab, but it fulfills the purpose of a quick attack with a little bonus nicely.

Forward Tilt: Double Hit

A quick sideways slash followed by a slower, more vicious pummel. The first hit deals 5% and backwards knockback, setting up for the second hit, which does 10% damage and pretty good forward knockback, being a decent higher percentage killing option on lighter characters. At high damages though, you can DI out of the first hit by DIing back or, for some light floaty characters, up. The first hit deals relatively minor knockback.

This is a pretty good tilt, dealing fairly good damage and knockback, but it is far from the sweet and elite club of tilts.

Up Tilt: Aerial Ace

Scizor slashes upwards with one of it's claws, doing a quick spin as it does. Does a single hit of about 12% damage, it's knockback isn't great though, it doesn't kill for a long time, so don't expect it to be a killing move. But it goes pretty high up(And even a bit just in front as Scizor's claw raises), think a little higher than Mr. Game & Watch's flag attack, so it can pinch people out of the sky and be used to force mindgames on if they should use an aerial that can possibly be punished on landing if you don't use this. Fairly fast to come out with decent but not extreme end lag.

It's usage is very specialized, but it is pretty good at what it does.

Down Tilt: Natural Gift

Scizor makes a pretty quick downward sweep with it's claw, pinching it midway through. The move is a bit average on the surface, only doing 8% damage and while it's knockback isn't bad, it still won't be KOing Mario until 150-160% with forward and upwards knockback. It's ending lag is not great, but not face, about average for non-rapid down tilts.

So you're probably wondering what makes this special and that is the fact that, much like the original move derives it's power from an item, so does this: Specifically, the power to MAKE items. Regardless of if this move hits or not, an item will pop out of the ground when Scizor's claw pinches, plucking it out and sending it a Battlefield platform height into the air. If the opponent is hit by the attack, it is instead send flying forward and up about the height and length of half of a Battlefield platform.

Natural Gift will never produce the following items:
Poke Ball(Scizor does not trap his own kind!)
Assist Trophey
Smash Ball
Crate
Barrel
Blast Box
Starman
Heart Container
Maxim Tomato
Team Healer(in Non-Team Battles)
Hammer
Golden Hammer

Note that although it will not spawn Crates or Barrels, it CAN spawn Capsules: These are either Explosive or contain an item Scizor could make with Natural Gift. This move is risky, because it can produce a beneifical item...or a really bad item(Poison Mushroom moving towards you FTL).

Forward Smash: Giga Impact

Scizor rears back it's claw, then slams it against the ground in front of it in an absolutely devastating attack. This attack is very similar in power to Ike's forward smash, maybe even marginally stronger, but it comes out faster(Although still by no means fast, but not crushingly slow)...but it's ending lag is even worse and it's range is worse(Approimately 3/4ths the range of Ike's forward smash). If this gets shielded or rolled, you're in a WORLD of hurt.

Because of this move's devastating ending lag, you have to use it smartly: Specifically, engineering mindgames with it and Feint(Guard against the forward smash and be open to Feint or get tricked by the sneaky move and be crushed by the forward smash?) and annoying the opponent's defenses with Pursuit, U-Turn, Bullet Punch and the like.

Up Smash: Iron Head

Scizor's head shimmers metallic for this move, as he slams it upwards, head expanding a little in usual Smash limb expansion fashion. This is definately his fastest smash and overall comes out pretty fast for a smash attack, but it's range can be poor. It's ending lag is pretty average, maybe a bit worse. It deals 17% damage(About 24% fully charged) and pretty good knockback, KOing middleweights at around 115%-125% off the top.

While Feint and Giga Impact are savage prediction, early killers, Iron Head is the faster move, the quickest to land of Scizor's solid KO moves and the most reliable option...but it's range is poor, making it much easier to avoid. Nothing more needs to be said, really.

Down Smash: Superpower

Scizor slams it's claws to each side of it at the same time with extremely strong force, shaking the stage with it's massive force. This sends out a shockwave that travels about a Battlefield platform. Enemies hit by this shockwave take about 5% and are launched up about a first level battlefield platform, while items hit by this shockwave are sent flying up about the height from the ground to the top Battlefield platform, flying as if they had been thrown and thus dealing damage to anyone who gets hit by them(Smart Bombs will explode when they hit something solid, Motion Sensors will stick, Smart Bombs will stick to whatever they land on, etc).

The attack itself does 15% damage(20% fully charged), with decent knockback, although it is a bit worse of knockback than Iron Head and has more starting and ending lag(Though still faster than Giga Impact). Overall it's not as strong as Giga Impact or as fast as Iron Head, but it's item abilities make it extremely useful in item-on battles or to send campers popping up.

The Air Game

Neutral Aerial: Razor Wind

Scizor rapidly flaps it's insectoid wings, sending out a razor sharp wind in front of it, which hits up to 5 times at 2% damage each, coming out pretty quickly(Although it is hard to land all the hits, especially at higher damages). Enemies just outside of the hitbox, though, will be pushed away like with F.L.U.D.D, Squirtle's Water Gun, Isaac's move and the like. This means it can be an effective gimping tool, but Scizor's fast falling makes it risky.

However, this move will not damage damageable items, and it instead blows items forward a short distance, acting as if lightly thrown during the duration. This gives even more fun chaotic tricks with items.

Forward Aerial: Metal Claw

Scizor rears it's body back a little, before it's claws go metal and he drops them like they're hot. This move does about 12% damage with good knockback, though it can be a bit slow to start up. It also hits a bit above and behind him when he starts the swinging motion, but for only 6% damage and very small knockback. All knockback is horizontal with a bit if an upwards slant.

It is a relatively basic aerial, but it can be a bit laggy.

Back Aerial: Steel Wing

Scizor rears it's body back similarly to it's forward aerial, but this time, it's wings enlargen and turn metallic, hitting behind it. The attack hits twice, the first hitting for 5% and the second for 6%, with the first hit's knockback making it almost impossible for the second to miss(If Scizor is fastfalling and the opponent is both very light and at high damage it can, though). The second hit's knockback isn't that good, but using it against the edge can make it a decent guard option near the edge.

At the same time, this has a good deal more range than Metal Claw and pretty long range for a back aerial. While the startups are similar, there are subtle differences: Steel Wing comes out a bit faster and Scizor arcs his back further during Steel Wing. This means an astute player can tell the difference: Use Feint to mix it up!

Up Aerial: Headbutt

Scizor does about what you'd expect: Headbutts upwards! It is visually similar to an aerial Iron Head. It deals 8% damage with highly variable knockback: Specifically, it is based on weight. A heavy character won't feel the hurt on this much at all, but it becomes a combo move(You can land two of these in a row on Bowser until about 50% or so, though 3+ is out of the question), while light characters can make this quite the killer. The first time you use this in the air, Scizor will gain just a bit of vertical movement, allowing it's use in recovery, but there is no little pop afterwards. This is also why combos with the first two hits do not always work with three.

This moves versatility in role and pop make it one of Scizor's best aerial options.

Down Aerial: Strength

Scizor stomps down HARD with one of it's feet, dealing a strong 13% damage and meteor smashing the opponent straight down. This move's power massively depends on it's weight: Use this on Bowser and he'll just laugh at you. Use it on Jigglypuff and you can KO extremely early if it's off the side of the stage. It can also have great knockback against lighter characters, similar to Ganondorf's stomp, but it is not much more than a damage dealer against the heavier.

When this move actually connects, Scizor will jump off the foe's head, like a Footstool Jump. How high Scizor jumps depends on the weight difference: Hit Bowser and you'll barely move, hit Jigglypuff and you'll probably make it back to the stage!

This move's biggest downside is it's big ending lag if you whiff and the fact that thanks to how fast Scizor falls, whiffing this means you'll almost assuredly die. Thus, this move is very high risk, high reward.

Throws:

Although Scizor's throw game is not it's point, it's throws play various strengths into Scizor's game and give it a pretty good throwing game.

Grab: Vicegrip

Scizor lunges it's claw forward, attempting to snag the opponent in it. It has range slightly less than Charizard's grab.

Pummel: Vicegrip 2

A quick pummel, Scizor quickly pinches it's claws to deal 1-2% damage to the helpless foe.

Up Throw: Light Metal

Scizor fakes swinging the opponent up twice, before throwing them straight up. The opponent will shimmer metal during the two fake throws, which will shatter off when Scizor finally throws them. Deals 7% damage.

That's because, much like the ability it was based on, using this move makes the opponent lighter by approximately one JOE! ranking: For example, Mario would be about the weight of the Ice Climbers after this move was used. This weight reduction can make the opponent lighter than any default fighter in Brawl. As a result of this, the opponent gets hit farther, is a bit floaty and all the things you would expect from reduced weight. This move has set knockback so that you can't just keep using this to toss them to death because they become so super light.

Weight is reset, of course, when the opponent dies.

Down Throw: Heavy Metal

Scizor holds the opponent straight up, covering them in the metal effect as per Light Metal, then slams them against the ground, where the effect disappears. Sends the opponent flying up and forward, dealing 7% damage, at a knockback that's not killing, but is decent.

As you may have guessed by the ability Heavy Metal being the opposite of Light Metal, the name differences and such, this move does the opposite of Light Metal: It makes the opponent HEAVIER. FOr example, Mario would become about the weight of Wolf. The weight change comes with the expected: Faster falling, less knockback takena and the like. Just like how Light Metal can make foes lighter than anything in the game, Heavy Metal can make things heavier: You can really make a quick falling Bowser with this one!

Also as with Light Metal, it resets on death.

Forward Throw: Fling

Scizor flings the opponent forward with one mighty toss from it's claws, dealing 10% damage and pretty good knockback, KOing middleweights at around 145%. This move has a very useful secondary effect: An item is flung along with the opponent, flying 3/4th the distance of the opponent and following the same knockback pattern! It will not act as thrown of course, but as of it was made, so feel free to pick up anything.

This move uses the same list of things it can create as Natural Gift, with a notable exception: Smash Balls! Yes, this move can create Smash Balls, letting you gain acess to those kickass Final Smashes! Just be careful not to let the opponent get it, you hear me?

Back Throw: Slash

Turns around quickly, slashing the opponent for 7% damage before tossing the opponent away. The move can kill, but it's power is relatively low, and it's damage isn't that great. It's main use is having virtually no special properties: Got the opponent's weight right? Use this instead of the Metals. Don't want to generate an item? Toss 'em backwards! It's strength lies in it's relatively vanilla nature.

The only special thing about this move is that it turns Scizor around, so it will face the direction it threw the foe in.

Misc

Finasl Smash: Quick Attack

Scizor crouches down really quickly, before rushing forward about the length of Battlefield. If he does not hit anyone with this, the smash ends there: Nothing done.

But if he hits an opponent...the attack continues! Rushing and flying over the edge at the blink of an eye, quick as can be, Scizor slashes and crashes, always returning to the opponent(s) he hit to damage them. Enemies hit by Scizor's quick movements but not the initial Final Smash take minimal damage and knockback. But people hit by that rush forward? They take 57% damage and pretty damn high knockback similar to the Triforce Slash. Scizor, when done, will appear wherever he first activated the move and catch it's breath somewhat quickly, before resuming the fight.

Playstyle

Scizor's play style is heavily based in anti-camping: Mirror Coat will force either approaches or damageless running while you advance, Feint makes every shield, roll and sidestep think twice and it can close the gap with Bullet Punch, Superpower's popping even. Being a bit laggy but strong, Scizor wants to kill it's opponent's fast, and it has a lot of ways to do that: Slamming them off the side with it's smashes and Feint, gimping them with Heavy Metal or even making them really light for easier KOing!

Scizor is also equipped with some fun tricks for 2v2 and FFA: Superpower especially, as you can pop up opponent's for your aerial friend or absolutely troll brawls close to you, use Bullet Punch to pick off stragglers or Feint someone running from your friend! This isn't even considering the implications of item generation with a teammate to take advantage.

Yep.
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,527
Dry Bones
[COLLAPSE="Junahu"]I'm sure everyone expects me to orgasm over this set, so I'll pull a fast one and say I don't like it. The perfect crime! (ASTRO)

Nah, there's actually a lot of good stuff here. I'm sure someone will bash the random effects, but I quite like them, even if I do wish some more precise parameters were included to describe how often said effects happen. The interaction with reformations is pretty nifty, and it really does give Dry Bones a certain unique (and fitting) feel, as he adapts to constant little tweaks that are out of his control. And of course, you being Junahu and all, you absolutely nail the mule-headed refusal to die that should constitute Dry Bones' playstyle. Really quite impressed with this.[/COLLAPSE]

Scizor
[COLLAPSE="FrozenRoy"]Welcome to the community, Froy! :bee: This set makes it clear that you've been doing some set-reading; you have a pretty good knowledge of playstyle and move interactions, and your set is considerably more developed than the average first moveset. I'm really excited to see where you go after this. So I'll just leave you with a few recommendations, shall I?

1. Read this, Jun's better at explaining things than I am. It should really help you with making any moveset, but it's a stellar resource for making Pokesets.

2. Use some color to break up your set a bit. Don't worry about whether it looks perfect - just take a look around to see how other people are doing it.

3. Think about input placement. What makes a Down Tilt a good attack for creating items, exactly.

4. Always think about the logic behind your attacks. Scizor's Feint for instance, has a really cool effect that works into the playstyle well. But why does it work that way? Why should this punch have this special effect?

If I'm coming across as super-critical or I seem to be giving you a lot to handle, don't worry about it. Just take your time and have fun with movesetting. You'll pick it up as you go.[/COLLAPSE]


Necromancer
[COLLAPSE="MasterWarlord"]This is the most I've enjoyed one of your sets since, well. . . probably since Burter, all the way back in MYM9. There's a lot of clever stuff going on here, between the time stops, minion games, mind control, and posthumous action, and it all pulls together pretty well. The crazy concept compilation is just as well thought-out as it is in all your sets, but here it feels just a little more manageable than in sets like Gangreen. I'm not crazy about controlling the zombie horde while the Necromancer is still alive - really doesn't seem that useful - but of course I love the possibilities in manipulating it after death. This sort of thing hasn't been explored very much at all, and it's nice to see it finally popping up again. We must make this the hot mechanic of MYM12! (VAMPIRE)[/COLLAPSE]
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
MYmini #1 is a go.

Assist Trophy -- SirKibble


Yeppers, I’m joining the wonderful world of Brawl. As an assist trophy so I don’t get my butt beaten too bad.

In an effort to maintain my integrity, I think I’ll wear a costume.


Indeed, I look like Mr. Generic Kirby Cosplayer guy up there. Except my costume looks slightly cooler and gives me superpowers!! Well, not really, but I like to pretend it does.

With that in mind, I’ll randomly run around the stage (it’s hard to tell where you’re going in this thing!) trying to--what else--suck people in. I am Kirby after all, am I not? Actually, I’m not. I’m just wearing a costume, but if I manage to run into someone (again, it’s hard to see what’s going on, so any player is fair game), I’ll grab onto them and wrestle them to the ground, trying to inhale them and copy their powers. I, of course, cannot do this, but I will try my darnedest. In my intense attack, I can keep a player helplessly tussling with me for about two seconds average before they’ll break the hold.

If I grab onto anybody in the first ten seconds I’m on the field, I’ll run off a ledge and die after that. Sucks being an assist trophy, y’know? If I don’t get to try my hand at any inhaling, though, I have a secondary tactic! I have a plethora of stuffed Waddle Dees in stock that I’ll start chucking around for the next ten seconds. I can throw ‘em fast--about three per second--but not very far with Kirby’s awkward hands. That said, I’ll still be running around while I do this, so I can basically cover the stage in these Waddle Dee dolls that each deal 5% damage on impact. After I’m done and I leave, they’ll all stick around as throwing items for everyone else. Indeed, I insist you have a Kirby party even after I’m gone.

:kirby: :kirby: :kirby: :kirby: :kirby: :kirby: :kirby: :kirby: :kirby: :kirby:
 

FrozenRoy

Smash Lord
Joined
Apr 26, 2007
Messages
1,260
Location
Las Vegas, Nevada
Switch FC
SW-1325-2408-7513
WHY AM I EVEN COMMENTING I DON'T KNOW ****

Karkat Vantas: Alright, Karkat. We start with a little exposition on who Karkat is, which I can skip because I read Homestuck. Bleeding effect: Doesn't seem to bad, average strength, character fitting. I'm not usually a fan of bleeding: Not the effects, but I always thought that characters bleeding and stuff seemed very...un-smash, I guess. I think it fits here though, as it does not seem quite as...realistic, given the style?

Anyway...stats show me he's a bit fast but otherwise fairly average.

Specials look pretty good, but Blood Pact worries me: Does it work with Knight of Blood? Because you could do silly damage if you could. And then ascend to God tier with the massive damage you've incurred to yourself and your opponent to lessen the God Tier drawback a lot. Even w/o working with Knight of Blood, as I get it, it's unblockable 7% with Distraction. The fact it damages Karkat w/ bleeding might work to make it better, though.

His smash attacks seem...weak, I guess? The forward smash at least does: It seems like it is only really useful when God Tiered, because it deals pretty weak damage even when Blood Pacted unless you either kill yourself or God Tier later, or at least pretty weak damage difference and it seems like it sounds like it has decent start up lag. Up Smash and Down Smash seem more useful, though. Tilts all seem fine.

Aerials are pretty cool.

Grabs seem a bit out of place with the chests, but I get why the chests are used. The up throw seems a bit strong damage-wise: It does 15% damage(One less than the strongest throw in the game) and causes/helps along bleeding. The damage values between the down and forward throws seem odd too: Double bleeding + 11% seems a far cry better than shake-offable triple bleeding and only 3%(Triple bleeding should add 2% per second and the speed/power differences over double: Which is 8% or four seconds to equal the initial damage of the forward throw). It seems to me like without a way I can see for Karkat to punish all this dodging, it's only useful for trying to distract the opponent before going in for a God Tier.

Final Smash is amusing.

Overall, this set is pretty good, but I am not sure I like how important God Tiering is to this set: Some moves like Forward Smash and Down Throw don't seem worth it except with God Tier or to set up a God Tier. Some of the attacks seem a bit meh and while it's creative, it is not a big change that worms it over some issues, though I still consider it a good set myself. I think modifying the forward smash and changing around some other stuff(Like throw ratios) it could be even better...I can't exactly say why it is not too great but is still good, probably inexperience talking here.

If I had to rate it, I'd give it three Captain Falcons and a Ganondorf out of five Captain Falcons(3.5/5).
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
502
Agiri
Okay, first and foremost Kat this set is a read of epic proportions. In the chat we were running word count comparisons with stuff like Banbollow, Dark Bowser with his crazy boss moveset and match-ups, Dancing Frog Man sets, the entire Praetors movement. She outclassed Banbollow and the DFM set easily and the fact that it could compare to the other two is something to behold. That's all fine and dandy, but it really does make the set a bit of a chore to read through, when most moves clock in at 3-5 big thick paragraphs. It's not really a huge problem though, I suppose, but it will probably turn off a few readers Kat.

Which is a shame, because there's actually a lot of really cool stuff in this moveset. There's an absolutely shocking amount of depth to this set, with all the ways she can manipulate her bombs and mess with the foe's head, not to mention the underground/top of the stage/tunnel/duplicate games. The stuff is all really cool to think about and she feels like she has an incredible amount of options and depth, and would be a lot of fun to play. That, and a lot of it's never been done before too. I mean, she can hang out on the top blast zone from which she can drop bombs or fly down on a kite? How cool is that. I was a little worried you were only going to allow us to do this from the beginning of the stock, but the Neutral Special alleviated my concerns. Very fun stuff here.

But, that's not to say it's not also a very flawed work. The set suffers from some big time balance problems, she feels like she can get away almost too easily, is nigh impossible to predict, and can produce 7-8 clones of herself that will quickly cover the entire stage in traps and pits and such, as well as screwing with the opponent's head to an incredible degree. Yes the clones can hit each other, but they can simply use upwards/stationary/downwards attacks and it won't matter considering how much of a mess they can make regardless. That, and the set suffers from being extremely tacky. No, the Down Special I can actually excuse, but stuff like the Back Aerial just makes me shake my head with how arbitrary it is... and dear god the Down Aerial. She throws a sword at the ground that will force opponents to grab it if they come to close and functions like a crate with a hitbox...? Honestly, that's almost as bad as the horrifying Pancakes from Freaky Fred. I could forgive it if these errors just cropped up once, but the set feels so out of whack at points that I can't really excuse it's logic. Though perhaps it is fitting considering the character choice.

Anyway, it's just a lot of stuff that brings the set down in my eyes, but none-the-less, I actually ended up liking the set a fair bit. This is without a doubt the most ambitious set you've ever done, and it's a really cool take on the mindgame archetype. Maybe others will disagree with me, but this is quite a good set.

Karkat
Okay, obviously there is some fun stuff going on here, especially in the specials. I dig the Up Special and Blood Pact games, which actually ad a fair bit of depth to his strategy and make the otherwise underpowered self damage moves rather useful. That, and as far as I'm concerned, the writing style is pure gold. You pulled off a very good Karkat here, and the set, for me at least, was really fun to read. The set itself is also nicely in character, and really it comes together in what I think is your best work. Particularly notable is you finally seem to have input placement down, with the specials being the core/most interesting part of the set and the standards being ways to suppliment them.

Now I suppose I have to go into the flaws of the set... and unfortunately, that flaw would be the standards in general. For the most part, they are pretty much just "generic attack that makes the foe bleed" and their playstyle relevance comes down to being attack in X direction and knocking the foe around/making them bleed. It's a bit hard to build off the specials, but perhaps something that allows you to take advantage of the blood that flies around on the stage or something? I dunno, but I feel the problem your sets have is that you tend to have a lot of inputs that don't really do anything worth noting. Mind you, the stuff surrounding the standards is cool and all, but truth be told you need to find some more interesting attacks to play off what you've made in the specials. Mind you, I still actually legitamately enjoy the set, but I feel you need to be able to bring out clever ideas in more places than just a few inputs in order to become a major competitor.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,288
Location
Hippo Island
And now for something completely different!

HR'S WALL OF FAME

Rather than have a giant ranking of every single MYM12 moveset and putting them into a neat little best->worst list, this prestigious post is where I shall enscribe the names of all of my favorite movesets of the contest. Getting on here is no easy feat, even with my generally laid-back standards, but if you do see your set on here, consider it guaranteed to be on my voting list at the end!

*no sets yet, the contest just started!*
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,251
Location
Australia
Agiri
Okay, first and foremost Kat this set is a read of epic proportions. In the chat we were running word count comparisons with stuff like Banbollow, Dark Bowser with his crazy boss moveset and match-ups, Dancing Frog Man sets, the entire Praetors movement. She outclassed Banbollow and the DFM set easily and the fact that it could compare to the other two is something to behold. That's all fine and dandy, but it really does make the set a bit of a chore to read through, when most moves clock in at 3-5 big thick paragraphs. It's not really a huge problem though, I suppose, but it will probably turn off a few readers Kat.

Which is a shame, because there's actually a lot of really cool stuff in this moveset. There's an absolutely shocking amount of depth to this set, with all the ways she can manipulate her bombs and mess with the foe's head, not to mention the underground/top of the stage/tunnel/duplicate games. The stuff is all really cool to think about and she feels like she has an incredible amount of options and depth, and would be a lot of fun to play. That, and a lot of it's never been done before too. I mean, she can hang out on the top blast zone from which she can drop bombs or fly down on a kite? How cool is that. I was a little worried you were only going to allow us to do this from the beginning of the stock, but the Neutral Special alleviated my concerns. Very fun stuff here.

But, that's not to say it's not also a very flawed work. The set suffers from some big time balance problems, she feels like she can get away almost too easily, is nigh impossible to predict, and can produce 7-8 clones of herself that will quickly cover the entire stage in traps and pits and such, as well as screwing with the opponent's head to an incredible degree. Yes the clones can hit each other, but they can simply use upwards/stationary/downwards attacks and it won't matter considering how much of a mess they can make regardless. That, and the set suffers from being extremely tacky. No, the Down Special I can actually excuse, but stuff like the Back Aerial just makes me shake my head with how arbitrary it is... and dear god the Down Aerial. She throws a sword at the ground that will force opponents to grab it if they come to close and functions like a crate with a hitbox...? Honestly, that's almost as bad as the horrifying Pancakes from Freaky Fred. I could forgive it if these errors just cropped up once, but the set feels so out of whack at points that I can't really excuse it's logic. Though perhaps it is fitting considering the character choice.

Anyway, it's just a lot of stuff that brings the set down in my eyes, but none-the-less, I actually ended up liking the set a fair bit. This is without a doubt the most ambitious set you've ever done, and it's a really cool take on the mindgame archetype. Maybe others will disagree with me, but this is quite a good set.


I was fairly well aware that the sheer amount of massiveness in the set would scare off readers, and I was ACTUALLY thinking of Mr. Banbollow that whole time, humorously enough; hell, over half of what I wrote in most of the attacks and the whole set itself were actually strategies and reasoning behind each of the move's uses, with the whole moveset trying to be a kind-of step-by-step playstyle...except that kind of thing will massively turn against you when the entire set is composed of interactions and later-mentioned moves having interactions with like a bunch of the past mentioned moves that all need to be explained. It was partially for that reason that I didn't write a playstyle, as well as the sheer amount of options you could pull off at the start of the match; I tend to write my playstyle sections in linear manners so I thought I could try my hand at this kind of thing. I'll be sure not to do it in the future unless it's for a simple set.

I'm quite surprised that people actually "paid attention" to this set considering that I was the one who made it and what with the character choice. That and I knew the set would be incredibly reader un-friendly and difficult to read; for that, I greatly applaud and thank you for your efforts.

Funny enough, Agiri's character gave me a loooooooooooot of freedom with her moves in that I could essentially give her almost any move I wanted to due to she being a ninja and all; I knew that some people would find certain moves tacky but funny enough, I didn't think that anyone of them were necessarily out-of-place for her. That and I was actually FULLY CONSCIOUSLY AWARE that she was overpowered, though when you think about it sets that are overpowered aren't really overpowered because most other sets are overpowered anyway and that causes all the sets to cancel each other out and make a new level of balance....joking aside, I didn't really think people found balance to be the biggest issue in the world; I was originally going to get her to be able to make 2 extra copies of herself at maximum, and perhaps I feel I could have toned down the power of her bombs, though I'd rather keep the set the way it is.

I'm pretty happy with this set myself seeings how it only took me about 4-5 days to make as a kind of "experimental" type set that I didn't feel the need to try and absolutely perfect. Didn't quite know how people would feel about it when they got over the incredibly unfriendly organisation and walls-of-text, but I'm quite glad you like it; I'm also quite joyed that you confirmed that this kind of thing can have depth at all, so now I know I have a bit of a grasp on that.
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
Agiri
Okay, first and foremost Kat this set is a read of epic proportions. In the chat we were running word count comparisons with stuff like Banbollow, Dark Bowser with his crazy boss moveset and match-ups, Dancing Frog Man sets, the entire Praetors movement. She outclassed Banbollow and the DFM set easily and the fact that it could compare to the other two is something to behold. That's all fine and dandy, but it really does make the set a bit of a chore to read through, when most moves clock in at 3-5 big thick paragraphs. It's not really a huge problem though, I suppose, but it will probably turn off a few readers Kat.
Oh, talking about big word counts are we? I've done worse, twice (hippo)
 

smashbot226

Smash Master
Joined
Sep 1, 2007
Messages
3,027
Location
Waiting for you to slip up.
First thing's first

You two are fired.



Same for you, arbitrary number ranking system.

And now for the sets.


Necromancer was a set I was fairly hyped for because of a certain user's claims that it rivaled Beezwax in terms of set quality: a claim that I was unsure it would come to but was excited for nonetheless. Well, uh, I guess I should've learned a while ago to not listen to hype: Necromancer is a fine set, don't get me wrong, but for me, it's about a few rungs lower than Beezwax and Le'Quack. Both of which happen to be my favorite sets from you in the last contest. Onto the set itself, I can't help but feel some disconnect in what the Necromancer is supposed to do. In the long run, he's obviously going to want to fill the screen with zombies, projectiles, and pits, all while directing his zombies toward the foe or by powering them up via the blood pumper, forgot what input it was. You've got quite a few creative thoughts down on paper, such as the control from beyond the grave as well as the entirety of the grab game... but it never really amounts to anything other than a character who likes staying away from his foes while peppering them from afar or stalling to set things up. Another slight detractor for me is, well, the contradiction between how serious the character looks and the silliness of the moveset. You've got zombie summons and arcane spells... but then you've got blowing up zombies in an explosion of blood, pimp walking with a head at the bottom of your cane, and zombies dog piling or tossing themselves at opponents. It seems more like the set itself is unsure whether or not it wants to be refined and restrained or unhinged and borderline cartoony. Regardless, a fine day one set.

Dry Bones is a Junahu set... without a Junahuism! How very disappointing, I was looking forward to pointing whatever it might've been out! As for the set itself, it seems fairly standard. But I'm a little wary over the addition of random changes to Dry Bones when you happen to use normal attacks, as the player doesn't really have any control over them and some will change stats or functions of each move. It seems like an effortless attempt to add artificial spice to an otherwise bland moveset, though the potential playstyles by separating your head from your body are interesting. I couldn't really put a finger on how it's plausible to even play as Dry Bones until the playstyle section, wherein you fill some gaps that honestly needed filling in the first place. I do think you put too much of an emphasis on throwing bones to the point where all Dry Bones needs to do is go in, deal/take some damage, retreat while tossing a bone to cover their tracks, and mindgame the foe into thinking you're gonna toss a second bone when you're really about to recover all the damage you've taken. The afterword about the detachable head seems to get completely swept under the rug int he playstyle section when, in my opinion, there's far more potential there than everything else I've seen in the set.

Agiri Goshiki is the second longest set I've ever read. Or it might be the longest, either way Kat I'm going to tie you to the radiator and perform unpleasant things once I find you. That said, reading through this set is a clustershluck of inputs, to the point where Agiri is on the overpowered side. She has so many ways to screw with the opponents head between... well, goddamn EVERYTHING! The clones, the duplicate items, the sheet, the bombs, it just gets ridiculous! You would've benefited immensely from a playstyle section, though I imagine after writing such a gigantic set you'd feel tired enough to pass it over like you did the final smash. While I agree with FA on a couple of his detractors such as the inherent tackiness in some moves- DAir being the worst offender, by far- I'm more annoyed that the sensibility of it all is swept under the rug because, "She's a ninja lol." FA can defer that to being in-character but I'm not quite as lenient. However, I'll wholeheartedly agree to the amount of depth in this moveset, even if it all amounts to you slapping at least two functions for every input. Forced or not, Agiri has a bunch of varied ways to either rush down, trick up, or fall back, providing the player with an almost intimidating amount of ways to get what they need to get done. Though like I said, Agiri is indeed a little on the overpowered side for one reason really- the bomb. Somewhat like Boxer's Turn Punch in Street Fighter, it feels like a game changer based on the single hold-down of a button for a long time. While you argue this negates Agiri's ability to use her normals for a lengthy amount of time, her specials provide enough leeway to pretty much negate that argument since Agiri would only ever need her specials ALONE to do what she does best, delegating the normal attack button to a comeback mechanic. That said, this is still my favorite day one set, even if certain users will no doubt murder me for saying so.

Karkat's writing style got grating after the umpteenth time he referred to the reader as a f*ckwit. In-character or not, there's a difference between being charmingly insulting and just obnoxious. That being said, he does have an interesting mechanic in the bleed bar; his ways to prolong and activate are plentiful, but... well, that's all Karkat seems to be riding on. He can go into God Tier and troll up the match but it feels more like he's making the foe bleed for the obvious benefits of making the foe bleed. It never goes anywhere beyond that and doesn't give Karkat much of a reason to make them bleed outside of continuous damage. Blood Pacts expand on the bleeding mechanic a bit more in that any self-damage attacks you perform extend to the foe as well... but like I said, the bleeding never goes anywhere. You're able to extend the duration as well as... uh, like I said. Not to sound cruel, but it's a one trick pony that knows a neat trick but can't really take further advantage of it, making it somewhat of a dead end conceptually.

First off, welcome to the contest Frozo. Always good to see some new users. Scizor, as most newcomer sets go, could use some work. You've definitely got some ideas with Feint being a potential fake out mechanic, but Bullet Punch seems mostly useless. It's a misplaced SSpec that can't be canceled out of, which I feel it would benefit immensely from, even if you're only able to do so into other specials. In which case, Scizor would be far more threatening since you have a 50/50 offensive maneuver that can really screw up the foe's game: they'll either block and take a Feint to the face or not block and take a potential Bullet Punch. Thief seems rather boring for a recovery move, but you also downplay any flow between that and DTilt; perhaps if you're holding onto a weapon, you can actually give the foe whatever you're holding if you land USpec? It'd provide Thief with a little more depth in the same manner as being able to cancel Bullet Punch into other specials. And Metal Coat... Metal Coat Metal Coat Metal Coat. This one has some problems. It's sort of redundant when Bullet Punch already ignores projectiles- Metal Coat reflects them but it also gives you all sorts of nasty weaknesses for fifteen seconds- and you don't really expand upon it. Your heavily increased falling speed could account for incredibly quick short hopping aerials into each other, what with NAir repeatedly hitting the opponent assuming the player is quick enough and possibly transitioning into a couple of UAirs. There are some additional gripes such as his throws having status effects tacked on and trying to sell BThrow on it's normality, but to be perfectly honest? I'm tired. Like, sleep tired not set-reading tired. But take this as critique; you've got plenty of potential and I can tell you've got ideas just waiting to be expanded upon! The one thing I'd suggest to you is to think more about the ideas you have- hell, I mentioned the possibility of combining Mirror Coat with short hopping NAirs for potential (I'm unsure about the knockback on NAir nor the recovery rate when landing during the animation). Stuff like that is what truly makes movesets flow.
 

Akiak

Smash Ace
Joined
Jul 28, 2007
Messages
820
Location
In my secret laboratory.
Hey guys, it's been a while! Just wanted to say how happy I am for placing 21st, thanks to everyone who remembered my moveset, I appreciate it.
I doubt I'll be able to keep posting. I got caught up in a lot of stuff and that isn't going to change probably.
I've got a half-done moveset, if I feel like it I might end up finishing it and posting it, who knows. Meanwhile I'll just say thanks, it was fun while it lasted.
 

majora_787

Smash Hero
Joined
Jun 23, 2007
Messages
6,122
Location
Texas
You two are fired.



Same for you, arbitrary number ranking system.

And now for the sets.


Karkat's writing style got grating after the umpteenth time he referred to the reader as a f*ckwit. In-character or not, there's a difference between being charmingly insulting and just obnoxious. That being said, he does have an interesting mechanic in the bleed bar; his ways to prolong and activate are plentiful, but... well, that's all Karkat seems to be riding on. He can go into God Tier and troll up the match but it feels more like he's making the foe bleed for the obvious benefits of making the foe bleed. It never goes anywhere beyond that and doesn't give Karkat much of a reason to make them bleed outside of continuous damage. Blood Pacts expand on the bleeding mechanic a bit more in that any self-damage attacks you perform extend to the foe as well... but like I said, the bleeding never goes anywhere. You're able to extend the duration as well as... uh, like I said. Not to sound cruel, but it's a one trick pony that knows a neat trick but can't really take further advantage of it, making it somewhat of a dead end conceptually.
Would you like me to lie and say I wasn't going for obnoxious? :p

Anyway, joking aside. In the original draft, Karkat bled opponents because it was an alternative to getting knockouts; he could actually bleed them to death. Would that have been any better whatsoever?

He did have more excuses to make the foe bleed in general other than their damage. But Smady told me they were "tacky" and/or "stupid" so I cut them.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Junahu is an Assist Trophy! Wow! Profound gods be praised for this blessed event!

This mismatched duo, a metaphor for Junahu in general, appears from the Assist Trophy. It does, exactly what is shown here. They wander the stage together, with the elder woman occasionally slapping the younger sibling on the back. As she does so, the younger sibling coughs up an entire cheesecake. The delicious dessert flies towards the nearest foe until it connects, or slams into something else solid. Being pasted in the face by these crustless pies deals 6% damage.
Whether they hit or not, chessecakes lie wherever they land, sticking around for a little while, or at least until some fatty eats it. Eating cheesecake heals 6% damage. Considering all the domestic abuse that this Assist Trophy will be dealing out, there will be plenty of cheesecake to go round.

If, for some dumb reason you hate cheesecake, you can attack the older woman in order to distract her from her happy slapping duties.

 

smashbot226

Smash Master
Joined
Sep 1, 2007
Messages
3,027
Location
Waiting for you to slip up.
Would you like me to lie and say I wasn't going for obnoxious? :p

Anyway, joking aside. In the original draft, Karkat bled opponents because it was an alternative to getting knockouts; he could actually bleed them to death. Would that have been any better whatsoever?

He did have more excuses to make the foe bleed in general other than their damage. But Smady told me they were "tacky" and/or "stupid" so I cut them.
I'm actually curious to hear about these so-called excuses; if it gives Karkat a reason for the foe to bleed outside of continuous damage and he can expand upon that weakness further, I'm all ears.

But right now, Mini time.



Woah, it's Smashbot! All the way from MYM3! He looks... rather angry. But he's a robot, how can he look angry? Looks like he's ignoring all of his weapons in favor of running up to opponents, latching onto their backs, and yelling profanities into their ear! How rude! At the very least, Smashbot's bulk and weight will slow down any of his unwanted carriers, as well as halve their jumping height and double their falling speed. Foes can knock off the bot by performing any upward attack, although the bot is stubborn and will only release his victim once he takes 50% damage.

But his string of profanities has caught the attention of someone with more power; a rather rotund-looking man appears in the top corner of the screen, with text hovering over him saying, "Homura". He draws back his bow and fires a glowing white arrow toward Smashbot, hitting him instantly. After a three second delay, Smashbot explodes, with text slowly rising toward the top of the screen that says, "Homura has banned Smashbot forever for: no reason". This explosion will deal a hefty amount of damage- 26%- and will often OHKO all but the heaviest opponents, thought he explosion is slightly smaller than that of a Bob-Omb explosion. Then again, nothing's larger than that hippo of a ma-

HOMURA HAS KICKED SMASHBOT226 FOREVER FOR: NO REASON
 

lordvaati

Smash Master
Joined
Jul 7, 2006
Messages
3,148
Location
Seattle, WA
Switch FC
SW-4918-2392-4599
so eah, there was a moveset i was supposed topost last time.

then I went AWOL on the web. my bad.

that set shoulddebut heresoon, but I'll be working on a new one that should beup by onday ore tues day. a hint for that set: the character somehow makes part time jobs look good.
 

majora_787

Smash Hero
Joined
Jun 23, 2007
Messages
6,122
Location
Texas
Bleeding in general hindered the opponent more, and would kill them if they took enough damage from bleeding. Karkat's attacks were also less able to KO and was also at the same bleeding risks. That's the abridged version.
 

LegendofLink

Smash Apprentice
Joined
Feb 17, 2008
Messages
164
Location
Pennsylvania
The Necromancer

Is it weird that the very first thing that comes to mind when I think of the overall strategy of this set is some sort of unholy combination of N. Tropy and Elspeth? You have mass summons combined with projectile hell supported by freezing time. As you said in the set, it really does give the Necromancer plenty to do, and he'll certainly be spending more time keeping to himself than actively attacking the opponent. My only problem with the set is in the disconnect between the projectile and summon games. The projectiles are at their best when you can freeze them, but frozen zombies are rather useless. This means that you can't mix zombies and projectiles at max effectiveness without a lot of careful planning on you part which is easily disrupted by smart positioning from the foe.

Aside from that, though, it's a great projectile camping set, and the zombies keep it from cribbing too much from N. Tropy. Certainly great way to start off the contest.


Dry Bones

Don't get me wrong, there's a lot of cool stuff here, it's just that I don't think it was implemented in a good way. I love the concept of slowly distorting Dry Bone's body structure until you have a completely different character than when you started, but doing it through random chance on certain attacks is most definitely not the way to do it. It leads to spamming the moves to produce the desired results, and you can never be sure if you;ll get what you need. Aside from that, the set is appropriately, well, dry, though I wish you had done more with disassembling and reassembling his body. Combined with a properly controllable way to shift his bones around, I think it would have made for a much cooler set.


Agirl

I don't have time to read this monster of a set at the moment, I'll get back to you on that when there aren't so many others that need done.


The Coachman

And... This set is just weird, and unfortunately rather unfocused. It just does too many things. The donkey transformations are pretty much useless since the opponent isn't going to be stupid enough to drink the stuff unless they're already pretty much dead, in which case it would be more productive to actually KO them. The rest of the set is full of good ideas, it's just that they don't really go together and would better serve as centerpieces themselves than things added to pad out this set with "versatility."

the main reason that "versatility" has a negative perception in MYM is that a lot of sets use it as an excuse to have a lot of moves for a lot of different things that don't exactly feed toward a common goal. It is very much possible to be versatile but still have a playstyle, just look at The Necromancer for a recent example. Unfortunately, the Coachman lacks the necessary focus to pull it off.


Karkat

I'll get back to this one later as well, mostly because I need a break before reading what appears to be Hazama x 10 in writing style.


Scizor
(Dang it, stop forcing me to use red for the header colors!)

For a first set, it definitely works pretty well. I like the speedy brawler feel Scizor has, especially with the neutral and side specials (though I wish the side special still functioned identically in the air as on the ground). Where thngs start to fall apart, though, are the moves with seeming random effects compared to the rest of the set. Metal Coat is rather out of place as an ability Scizor could use, but at least it adds to the rushdown style with it's projectile immunity. being able to create items out of nothing is especially random, especially when Scizor is a melee based character and having a move dedicated to give him projectile fodder is very out of place. The Light/Heavy Metal effect on the throws is out of place as well, considering that it just kind of happens, with no explanation as to how or why.

Overall, it was an impressive first effort, and as long as you take away the lesson that you shouldn't reach outside of what a character normally does for random effects just to fill out attacks, you can easily improve on this.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
MYMini #1
Assist Trophy - KingK.Rool


When that Assist Trophy gets cracked, KingK.Rool emerges in a puff of smoke! But he's long since shed that roguish disguise you may have read all about around the time of MYM 4. Now you see his true form (which, indeed, has little to do with his namesake - another alias of that fiendish shapeshifter). The fabled KingK.Rool is a slinky, furtive weasel creature that looks an awful lot like something out of a Winnie the Pooh sketch.

So KingK.Rool casts his shifty eyes this way and that, then grins broadly and fades off the stage - all except for his eyes and his smile, which remain drifting there for a second longer before disappearing with a POP. He's gone off on a hiatus now!

But as we all know, this is just a trick and we're about to crack into an elaborate scheme of doppelgangers, identity theft and invisibility. KingK.Rool is about to impersonate either you - the summoner - or a random opponent. Play goes on and nobody can quite know who has been replaced with KingK.Rool in disguise (because he doesn't take control). The actual effect of the impersonation depends on whether he's helping out whoever rubbed the magic lamp and released him, or just harassing some poor sap that's trying to go about his own business.

1. If KingK.Rool has impersonated you, the summoner, you can either keep playing as is until you've taken 30% or been KO'd, at which point there will be a great puff of smoke and you'll reappear just where you were when KingK.Rool first vanished with that 30% simply taken off your damage bar... or...

You can tap the shield button, at which point the doppelganger-you will materialize overlapping you with a solid AI controlling it. KingK.Rool, disguised as you, will then proceed to fight your battles for you for the next ten seconds; his damage counter masquerades as yours, although when he vanishes, all damage that he took "on your behalf" will disappear. Use the opportunity to double-team your foe! Or, in an FFA, lose yourself in the chaos of battle and mislead the foe as to which is which! If you're KO'd, KingK.Rool will stop dead in his tracks, deflate, turn back into the weasel that he is, and vanish in a puff of red smoke. But if he's KO'd, there are absolutely no repercussions. Bait the foe into taking risks to kill "you", then punish! The options are limitless.

You'll usually want to split off from the KingK.Rool-you after you've already taken a few hits. The foe will be confused, trust me... especially if you factor in the other way this AT can pan out...

2. If it's the foe that gets swapped with the changeling KingK.Rool, play of course goes on as normal. They get to control what they think is themselves, and you're not any the wiser (unless you tap the shield button and nothing happens - maybe in an FFA they won't notice?). However, after they've taken 30% over the course of the battle, KingK.Rool's cunning disguise will fall apart, and they'll start bleeding duplicates (and the 30% he's taken on their behalf will not disappear). Every time they're hit by an attack, they'll slough off an exact duplicate; every time a duplicate gets hit, it sheds a duplicate. And to make matters worse, the duplicates behave as though they're on a team with everyone except the foe and one another - they'll not only attack the foe mercilessly, they'll beat on one another. It's a regular fighting spree! How on earth will they keep track of which one they are? Your damage counter rises whenever one of the fakes thems gets hit, so it'll skyrocket in short order, but it's of course just an illusion and the knockback any of them take is still the standard amount, regulated by the invisible damage counter hidden beneath the fake one.

This wild fighting spree lasts for ten seconds, during which you don't really need to interfere; the foe has plenty to deal with as is, trying to figure out first of all where they are and second of all how to deal with the AI-controlled fakes KingK.Rool is generating. What does any of this have to do with the first potential option?

While the fake foes are gambolling about, you can treat them as though they were items. Whenever you press A next to one, you'll pick it right up - once again in weasel form - and it'll transform into a replica of you. Your duplicates will only try to attack the foe and his duplicates (which will in turn try to attack your duplicates, as well as simply one another - but they multiply very quickly, so watch out, lest your "team" get wiped out too quickly). The pandemonium that ensues when your own identity becomes lost in a sea of fakers (because your damage counter is also replaced by a fake, universal one) has no rhyme or reason, and in an FFA onlookers are likely to simply make a WTF face and stand aside - but that's just what that weasel wants to see, sheer anarchy, and that's just what he delivers.

 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
NECROMANCER
Overflowing the stage with multiple homogenous minions is one thing, but having diverse strategies between multiple minion types (regular and fat) gives Necromancer a real spot among summoners. His options for mobility are rather elaborate at times, which makes the focus on ‘minion occupation’ even more appropriate. What I think boosts Necromancer into the upper echelon of Warlordian movesets is not his minion interactions, however, but his use of them to toy with his ingenious Time Stop, which actually seems a bit underutilized in the set. Necromancer has his various generic traps to set in there with jab and D-Tilt, but when he throws Forward Smash’s potential multi-balls and Up Smash’s column of rock, he creates a very interactive zone for obstructing foes in his path. Needless to say, there are no shortage of other juicy concepts I’ve been itching to see revisited throughout the set, albeit with new interactions with minions piled on to eliminate redundancy, such as burying zombies alongside victims and carrying minions around in a circle of their peers. Not to create unnecessary pressure on day one, but I foresee it being a challenge for you to measure up to or surpass Necromancer’s merit (or morbid nature…hooray for bloody fat balls!) with future sets.

DRY BONES
Well, this is certainly a trip down memory lane (I see what you did with that Final Smash name…), and not an unwelcome one at that. Dry Bones plays a relatively simple game of pushing his opponents slowly but surely around with his bone projectiles and occasional head toss as he stretches out his dusty old ligaments for range. Restricting Dry Bones’ separated hurtboxes to solely his head was a wise call, as leaving a poor stubby arm or leg onstage seems to serve little purpose, and extending them allows for more unique melee play. His toppling to pieces is the perfect centerpiece, giving Dry Bones his iconic staple as a way to tie together all his skeletal disfigurements. At times, the set does come off slightly awkward regarding extensions; they are fitting, but I can see the crowd who loathed a different Koopa extending his claws pouncing all over this. Regardless, it’s terrific seeing this MYM3 relic risen from the grave as a charming modern set with, to quote MYMini 0, a fresh coat of paint.
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
DAVIDREAMCATCHA

The above image is quite odd, surely you can post an accurate picture of his appearance? That would, however, be fairly inaccurate. For you see, as soon as the elusive Davidreamcatcha appears from the assist trophy, he turns his back to the screen and gets covered in a cloud of smoke! What's he doing? Why, he's taking the form of another, quite a common occurrence in the MYM watercooler chats. As soon as the smoke clears up, he reappears as a whole other person, one of the forms below, in fact! Davidreamcatcha disguising himself takes around 1 second, and he will use it at any time during the 15 seconds he's onstage, making sure to throw you offguard with his sneakiness.

The first of Davidreamcatcha's forms is Jeremiah Jonah Jameson, fearless publisher of the Daily Bugle! As soon as Davidreamcatcha takes the form of this gruff editor, he will start yelling gibberish at that cowardly foe, come on, take off that mask and face the great J. Jonah Jameson like a man! As he does so, he constantly exhumes a toxic smoke from the cigar permanently placed in his mouth. The smoke is thick enough to cover everything hanging around inside it, and will deal 2% per second to any foe hanging inside. It spreads at a rate of 2 Bowsers per second, meaning you must be quick to attack JJJ if you don't want the smoke to obscure the entire playing field. Attacking JJJ will cause the cigar to drop from his mouth and triggering another one of his disguises. The smoke does a good job of obscuring Davidreamcatcha's disguises, as it lingers for the duration that he's onstage...

The second of Davidreamcatcha's forms is WAAARRRIIIOOO, king of Garlic Heaven and the sexiest man alive. Once Wario's form has been chosen, he begins madly rushing towards the foe, attacking with brutal punches in front of himself as he does so! Wario's punches deal 4% each and hold you for 3 punches, before you are dealt knockback on the 4th. Wario can and will jump over all obstacles, and approaches at a surprisingly fast speed for someone of his size. He can even give himself a brief boost of speed by shoulder charging, which will double his speed for a few moments and drag foes in front of him, potentially right into your own traps! Wario is one of his most aggressive forms, and one of the most teamwork-focused, as he will often shouldercharge the foe straight into your traps for you, and knowingly does such near your traps and other obstacles that would be hazardous to the foe.

The third of Davidreamcatcha's forms is Pennywise, dancing clown extraordinaire (but also an eldritch abomination). As soon as Pennywise appears, he will release a barrage of balloons that float in front of him! These balloons form a neat little line the length of Battlefield and float a Bowser off the ground. If the foe comes into contact with them, blood will appear from them, coating the foe and creating a generic tripping trap across the ground. Outside this passive action, Pennywise can obnoxious;y twirl his noisemaker about for a big multi-hit combo that deals 3% damage per second and deals massive damage to shields. The balloons do not disappear until Davidreamcatcha disappears, and can work well with JJJ and Wario, as JJJ can obscure them while Wario can shove the foe right into them.
 

Junahu

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

Don't get me wrong, there's a lot of cool stuff here... but doing it through random chance on certain attacks is most definitely not the way to do it. It leads to spamming the moves to produce the desired results
While I understand why random distortions would be seen as a problem, I have to disagree with you here. Moves with random outcomes are only spammed when one of the outcomes is optimal. When Dry Bones' form shifts, it's not better, it's just different. If anything, the player doesn't WANT these, because it means having to adapt to the new change. It would be better for them to just use attacks normally, spot a change as soon as it appears, and try to catch the foe out with it before they notice too.

It's representative of Dry Bones' own brittleness, his inability to fight without something going wrong. Having reliable ways to induce this would kind of defy the point of having the deformations to begin with. If they were reliable, then these would no longer be accidental slapstick injuries

despite all that, I can understand why the neck and limb stretching might be seen as buffs. I may have to give them more solid disadvantages than "bigger hurtbox"...

smashbot226 said:
...I couldn't really put a finger on how it's plausible to even play as Dry Bones until the playstyle section, wherein you fill some gaps that honestly needed filling in the first place. I do think you put too much of an emphasis on throwing bones to the point where all Dry Bones needs to do is go in, deal/take some damage, retreat while tossing a bone to cover their tracks, and mindgame the foe into thinking you're gonna toss a second bone when you're really about to recover all the damage you've taken. The afterword about the detachable head seems to get completely swept under the rug int he playstyle section when, in my opinion, there's far more potential there than everything else I've seen in the set
I think I'll take this as a compliment. After all, it's the job of a playstyle section to bring the reader up to speed with how the moveset is intended to work, outline and emphasise various tactics and elements the reader may have missed, but also to step back and let the reader infer his own ideas and strategies into the proceedings.
I'm sure any reader would notice how useful his head would be. But I was much more worried about readers not understanding why his bone throwing is as useful as it is.
 

FrozenRoy

Smash Lord
Joined
Apr 26, 2007
Messages
1,260
Location
Las Vegas, Nevada
Switch FC
SW-1325-2408-7513
Assist Trophy - FrozenRoy

NO PICTURE FOR YOU

With one mighty upwards thrust of the Assist Trophy, you unleash the great and terrible...kind of overweight young adult.

This is not the Knuckle Joe you asked for.

Look at him, he's not even paying attention to the Brawl! In fact, FrozenRoy is so unattentive, he won't notice the Brawl for about a second and a half, merely sitting there, playing a game!

But when he does notice it, the magic of Brawl comes into play...and the power of the Assist Trophy begins, all based on what FrozenRoy was playing at the time!

He can be playing the following, with their effects listed:

Computer: Civilization IV. Four members of the Mongol Horde appear, rushing around and causing havoc! The Mongol Horde will split around, hitting anyone who comes nearby with punches of 5% damage but little knockback, rapidity or hitstun, a strong but somewhat laggy helmeted headbutt that does 13% damage and good knockback, a quick kick that does 2% damage but good hitstun or eat any food or other recovery item they come across. After some time of this, they will disappear in the usual Assist Trophy flash, along with FrozenRoy.

Nintendo 64: Super Smash Brothers! A polygon version of one of the original 12 fighters pops out, complete with the moveset they had in the original Smash Brothers! These function with all the AI of a level 9 computer and will not leave until they have been knocked out: But they are much easier to knock out, mostly being able to be edgeguarded to death at around 50% and straight-up knocked out at around 70%, depending on the character. This Assist Trophy will continue until the character is knocked out, at which point FrozenRoy disappears.

Game Boy Advanced: Swordcraft Story. Weapons fly out around FrozenRoy, dealing repeated 1% damage to anyone nearby until they settle down! Swords that function as Brawl's laser swords, strong hitting but slow Axes, long ranged Spears and Fan-like Drills all around! After about 10 items have popped out, FrozenRoy disappears.

Gamecube: Pikmin 2. A classic Pikmin enemy, the Red Bulborb, pops out of the screen! It will chase down anyone who comes near it, dealing either a single chomp that does 8% damage and decent knockback or a repeated chewing, Gulpin-type effect that deals 5 hits of 2% damage and little knockback. After a few seconds, it will fall asleep and disappear, along with FrozenRoy.

Wii: Super Smash Brothers Brawl! FrozenRoy appears to be in the middle of a game...and the entire stage is transformed into another random stage while he is! It can be absolutely any stage and ends after about 6 seconds, reverting to the original stage. It guarentees mayhem and havoc!

All of these have an equal chance of being chosen, but you can tell which will be which by seeing what he is playing during that second before anything happens. Prepare wisely!
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
COACHMAN
I’m very tempted to become infatuated with this set. The Coachman has a nice mix of combos that knock foes around between his stagecoach, minions and own unique moves (of which F-Tilt is a real gem). However, the set seems to disregard the line between cartoony and flat out tacky at times. It’s one thing to have his iconic BOYS face scare giant monsters into submission, but images such as that of him choking on his own smoke come off as just strange, while other aspects of the set, such as his gorillas’ grab being harder to escape from because they’re gorillas, are awkward, plain and simple. In addition, much of the set assumes the foe will eventually take the bait and drink the drugged alcohol, becoming a donkey in the process. Despite it healing all of their health, I see no real incentive for the foe to essentially put a timer on their functionality, when there’s no real indication that they couldn’t fight off Coachman fine without the boost. The set has a few worthy ideas scattered around, but the awkwardness of many other ideas bog them down.

SCIZOR
I'm glad you're coming to us with a bit of lurking experience under your belt, and it does show in Scizor to some extent. I enjoy seeing his interactivity with items, as this is a genre we've shied away from, but that still offers potential. Your knowledge of what constitutes an enjoyable 2 vs. 2 battle can also be seen throughout Scizor's moves, which can be used differently in battles against any number of foes. You'll build additional depth into your sets over time, so there's no use putting Scizor down for having more restricted uniqueness; I look forward to seeing this, in addition to you maintaining what seems to be a mix between simplicity and unique concepts. What I'd recommend you start changing immediately is, of course, the white text, as just bolding headers is still tough to distinguish from normal text.
 

MasterWarlord

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


MasterWarlord has spawned from the assist trophy! Due to being retired from such trivial things as work, he’s able to dedicate his full time to the MYM threads. In any case, when summoned, MasterWarlord sits in his computer chair at his desk in the background, un-attackable. If you try to hit him with a background hitting attack, he’ll be blocked off by some sort of psychic barrier.

Once every 30 seconds, MasterWarlord will do an action to one of the players at random. Every 30 seconds after that, MW will do an action to another random player but not one he’s already done an action on, vanishing once he’s done an action to all players in the match. Note that if an enemy of the summoner is ranked positively or the summoner themselves is ranked negatively, they are entirely ignored.

Just what actions does MasterWarlord do? They vary based off what star rating he has given the moveset. If they are unrated, then his general opinion of the set is used instead of the ranking.

If the set is ranked 9-7 stars, MasterWarlord will pull out a cheeseburger out from under his roll of fat before throwing it at the player. This heals them of 40% damage and increases their weight by 5 as they get fat. Somehow, this increased weight does not slow down them whatsoever, due to being fat making you generically stronger according to Warlord logic.

If the set is ranked 6 stars, MasterWarlord will summon 5 random minions from his various movesets to aid them. These summons last 20 seconds. Below is the list of possibilities and how likely they are to show up. You will never get a duplicate of the same minion, though the similarity of some of them may trick you into thinking you did.


  • Ghoul (Kel’Thuzad) 6%
  • Dark Goomba (Dark Bowser) 6%
  • Waddle Dee (Dedede Remix) 6%
  • Zombie (Necromancer) 6%
  • Zombie (Envy) 6%
  • Tuff Puff (Huff’n’Puff) 6%
  • Nagoshian (King Barbovor) 6%
  • Security Guard (Roller Coaster Tycoon) 4%
  • Piranha Plant (Dimentio) 4%
  • Snap Dragon (Illidan) 4%
  • Dark Koopa (Dark Bowser) 4%
  • Water Elemental (Antonidas) 4%
  • Waddle Doo (Dedede Remix) 4%
  • Zombie Head (Necromancer) 4%
  • Revenant (Zasalamel) 4%
  • Fat Zombie (Necromancer) 3%
  • Dark Puff (Huff’n’Puff) 3%
  • Dragon Turtle (Illidan) 3%
  • Revenant (Zasalamel Remix) 3%
  • Horse (Antonidas) 2%
  • Blood Elemental (Valozarg) 2%
  • Dark Bob-Omb (Dark Bowser) 2%
  • Raticate (Hugo) 2%
  • Phoenix (Illidan) 2%
  • Dark Thwomp (Dark Bowser) 1%
  • Zondark (The Count) 1%
  • Abomination (Kel'Thuzad) 1%
  • Chain Chomp (Iggy Koopa) .5%
  • Doom Guard (Valozarg) .5%

If the set is ranked 5 stars, MasterWarlord will stroke his beard in thought before deciding that the set needs to be more unsmash. This makes MasterWarlord gets up from his chair and enter the playing field, invulnerable, attempting to grab the 5 star set at Ganon’s dashing speed and Dedede’s grab-range. If he is successful, he will take out a pair of iron boots from his flab and put them on the foe, before dropping them carelessly. This increases the foe’s falling speed by 7 and weight by 5, but more importantly, whenever the foe lands from a trip to the air they’ll make an indent in the stage. The farther they fall, the bigger the indent.

If the set is ranked 4-3 stars, MasterWarlord will leap into the air before attempting to body slam the victim. This is quite laggy, but MW’s allies are immune to the body slam. The body slam deals 50% and spikes foes through the stage with power 3x as strong as Ganon’s dair. If you’re on the same platform as MW when he hits the ground (Everyone is vulnerable to this, even the summoner), you will take 15% and vertical knockback that kills at 110%.

If the set is ranked 2-1 stars, MasterWarlord will again attempt to grab the foe in a manner identical to the way he grabs 5 star sets. There is no visual difference here, so if you don’t know Warlord’s opinions you’d best be careful whenever he runs off to grab you. In this case, Warlord will eventually stop chasing after the foe, but only after 20 seconds. Upon successfully grabbing the victim, Warlord will devour them, dealing 30% to them. After this point, they must grab escape at 5x grab difficulty, taking 2% per second until they do so. Upon doing so, Warlord will shit them out in a ball of crap as large as Bowser. Victims must button mash out of this at double grab difficulty and cannot attack at all, only able to roll about at Ganon’s walking speed. Luckily for them, they cannot be damaged in this state and weigh twice as much as Bowser, making it somewhat difficult to KO them.
 

BladeKnight420

Smash Rookie
Joined
Sep 11, 2011
Messages
23
Wow, MYM 12 is already up? I had to go look at the top 50 in MYM 11 once I saw that MYM 12 was out. Shocked how high I got and that both my sets got on. Thanks to everybody who voted Penguin and/or Batman! Yes, I know this post is kind of spammy, but I never expected to actually make top 50, much less make top 50 twice!

I’ll try to see if I can comment some sets. Things didn’t go over as well in MYM 11 as planned, you see…Between Necromancer, Coachman, and Agiri, though, it looks like I’ll have my hands full.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Maybe If You Guys Made Movesets I Wouldn't Have to Comment

Necromancer

Necromancer instantly reminds me of Harbinger, a summons character who is designed to use and rely on his summons even after his death, though you avoided the mistake I made of making them uncontrollable between stocks. This makes especially good sense for an RTS moveset, where you play as a separate entity who controls both the zombies and the Necromancer at the same time.

The teleport seems a bit too nerfed; with a two second lock-on start up even slow characters will be able to pretty easily punish his teleport or hit him out of it with even the slightest effort. I also would have switched the inputs for the Down Special and Neutral Special; summoning zombies is his central mechanic, not stopping time, and Olimar plucks Pikmin with his Neutral Special, setting a precedent. Not a huge deal either way though.

The organization for the zombie mind control mechanic could have used improvement and some headers, but I do like how it actually plays, encircling opponents and drowning them in the zombies. I'm not as big of a fan of the way that controlling other players goes with the mind control however; several of the throws just have that metallic taste of awkward mechanics being added for the sake of completeness / playstyle even though they add more complexity than diversity. I also dislike the way you use pitfalls in the down throw in the same way that I disliked it in Hammerhead, although I do like how it works thematically. As far as controlling opponents go with it, I think that with the zombies it's probably his most interesting ability of them all and would have preferred that one of his throws give him true, complete control and avoid the awkwardness of having alternate input commands for his actual throws.

The standard moves are all fine, and I do like how you implemented the way that making him impale a zombie head on his staff changes his moves around, although they feel a bit like straight upgrades to further his prone abuse game rather than a strategic choice that Necromancer takes. I do really like how he can throw his heads off and latch them on to foes as a grabbing projectile (GENIUS?)

One of my favorite mechanics is how he can bury zombies to grab opponents out of their graves in classic B-movie style, and I think this would have been a lot simpler if it were just an extension of pitfalling zombies rather than the unnecessary, clotting complexity of underground opponents, burying players with zombies, and all of that detail. Staff Strike would probably still be balanced even without having to half charge to get the pitfall effect; that's a lot longer than Donkey Kong's Side Special, and I don't see that move trivializing matches for him.

While I certainly like elements of the set and the overall theme and feel that you get across, what trips me up at the finish line is the incredible lockdown focus this moveset has. I like all of the interesting set-ups, ways to balance and maintain the horde and use them to attack the enemy, especially once the Necromancer inevitably falls, but keeping opponents locked in prone, stuck underground and trapped in falling rocks doesn't appeal to me as much, since it doesn't seem like any fun to play against and near late-game he can reach a point where he's essentially just continuously stalling until he builds up an army so formidable he's almost untouchable when the opponent starts their next stock. That sounds painful for the opponent and boring to play as.

Dry Bones

If n88 is willing to sign off on a Mario enemy moveset he didn't make, that's pretty high praise. Dry Bones is a sneakily clever moveset; the different ways he can manipulate and change his body around are confusing and more likely to result in complete confusion than a uniquely built moveset (do the jab and down tilt do the same thing? Or if they're both done is it equivalent to reversing left and right? 9_9). You're clever enough to give him a very character relevant way to escape that though through his Down Special. Also, can you use the Up Special while you've turned into a pile of bones? What about your head?

You've got a very unique, smartly done way of controlling space with this character, and it's a breath of fresh air to see zoning done as controlling the areas the opponent can safely enter, not just covering the screen with projectiles.

Scizor

I actually love Scizor's base concept. You describe him as an anti-camper, but I think it might actually be more accurate to call him a physical camper, rushing in from the other side of the screen for attacks but easily making a hasty retreat, ignoring attempts at zoning to get in.

His ability to shut down enemy projectiles and zoning attempts is a bit too good though, being able to completely ignore projectiles and still have all his mobility is a powerful ability, and one that isn't in smash as it is for a reason.

Scizor's weakness is ultimately how much he gets distracted from his main purpose, and it's easy to determine how this happened; every move is some sort of reference pulled from the Pokemon games themselves. This is encouraged with moves like Metal Claw, okay with stuff like Bullet Punch, but some of this stuff is a little more questionable. Giga Impact is the universal physical Hyper Beam, and Scizor can't learn it naturally. Moves should generally focus on what the most noteworthy traits of the Pokemon are and building up on them, not throwing as much in as possible.

This is worst with the moves like the Down Tilt and the Metal abilities. While they are in the source games, they don't make sense as part of Scizor's battle tactics and end up dangling off of the core of the moveset as awkward appendages that don't fit Brawl or Pokemon quite right.

You've got a good feel for how a moveset should work, and Scizor is at its core a moveset with a very cool idea, but there's a lot of roughness that needs to be ironed out as well.

[COLLAPSE="Side Note"]I wonder how Junahu feels about Bullet Punch being the central move for this set seeing as how he didn't even have it until Platinum but it became his core move metagame-wise, even though it also makes sense for him as a character.[/COLLAPSE]

EDIT: I forgot to mention something else I wanted to talk about with the move Feint! Feint is a funny move in Pokemon, since it only works on Pokemon using Protect and Detect and is implied to be fooling the opponent into lowering their guard. The idea of having a first hit that lets him land the second bigger hit if the opponent is using some defensive attack is fine, but it seems funny that you say it only works if the opponent is shielding / reflecting / etc. That doesn't make cohesive sense, and making the move fit into the theme of the attack rather than the raw mechanics would have been a good move. Ask yourself what Scizor is doing for each attack and what is natural for the Pokemon, not just attaching moves on top of the base Pokemon like Legos.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,439
Comments, part 1

Amp
Here we have Amp, a delightful little Mario minion. I like the simplicity and charm of the set- little electrodes that discharge erratic electricity. I imagine them as a slow creep kind of character, the one you want to avoid ever coming near. Opponents definitely have to fight something they can't even touch without getting zapped, remaining true to their character- the amps are essentially blockade characters. Living environmental hazards. A nice little read.

Chantique
Chantique is a very solid moveset. It all makes sense, at least from my little knowledge of the character. At least, from my perspective, it makes sense for a Force user who can carry a whip and lightsaber. While the lightsaber attacks aren't as plentiful as the whip attacks, I do like whip attacks, given the fact I main ZSS. One thing I would have liked to see was utilizing the "emotional projection" or pheremones or whatever it is Chantique's race can do, since that's what makes her race unique. Or maybe it wouldn't have worked out, who knows.

Kang
Okay, Kang. Wooooah, Kang. Impressive stuff here. I will say that the concept of the whole move of Time Warp is pretty epic. Seriously. But I do have a problem, and you may know what I'm about to tell you. If Kang returns to the future, leaving everyone behind him, and you can see the past happening while in the future, and it eventually catches up, two things are to be believed here. The first one, which is what you imply, is that time in the future "waits up" for the guys in the past to get there. "The future eventually becomes the present" and such. While this seems sound, the concept of time travel, which will melt your brain if you think on it too hard, means that the future doesn't hold the door and wait for the past. The new future will keep on going, because time will keep ticking. And Kang will be forever stuck ten to sixty or so seconds ahead of the guys in the past. The past will never catch up, the timelines will never meet. It's like alternate universes. Hitchhiker's Guide to the Galaxy. Or maybe what you're talking about is what happened in Back to the Future, at the start, where they sent the dog into the future and he just reappeared after disappearing. I'm assuming that's what it is.
Now enough of the theoretical temporal arguments, and back to the supposed idea the set proposes. Kang is a conqueror in every sense of the word, completely dominating the stage and time itself within the game. I really love it. Macross missile massacres, building armies, creating huge colossi to flatten the foe, temporal descrepencies, all that good stuff. It seems a match with Kang would easily get chaotic fast. Strangely, I envision Kang as some sort of Ganondorf if he got mass futuristic technologies. And can control time. I'm not sure how overpowered Kang is, but the 3v1 barely does him justice, in my opinion. This is quite possibly the coolest set you've ever made, n88. Well done.
 

Smady

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

Smash Daddy
MYmini #1 - Assist Trophy

Smash Daddy has been summoned, along with his inseparable companion Work Desk! But what's this? It appears he has murdered Junahu! When he first appears, Smady is hostile to every player in the match except the person who summoned him, first aiming his gun at anyone who comes within two platforms of where he was summoned, then firing at them with perfect accuracy if they persist to be within that radius for another five seconds. However, the shots come out very slowly, dealing 10% damage and having twice as much hitstun as Falco's blaster, being hard, but not impossible to dodge. On top of easy spacing, as the opponent now has to avoid staying in range with Smady for too long, the table itself and Smady himself are solid, blocking any projectile attacks and causing the big man himself to retaliate with a normal attack if provoked by an enemy. After fifteen seconds or with 50% damage dealt to him, he disappears through a trap door in the stage below him, the desk dissipating soon after.

If the player who summoned Smash Daddy comes within a Bowser of him, he starts mumbling inarticulate lies about how it was an accident and that after his terrible self-insert mini, Junahu had it coming. This takes precedent over shooting the opponent. He then points the gun at the player and tells him to get rid of the body. From here, if the player presses the standard button next to the corpse on the desk, they pick it up like a regular item. From here, Smady emphatically tells the player to destroy it. To destroy the body, simply throw it off the side of the stage. If the player drops the body for more than two seconds, or if the opponent somehow picks it up, Smady will go insane and start shooting randomly at a much faster rate before disappearing through a trap door below him in the stage after ten seconds and the desk is destroyed as previously mentioned.

If the player successfully destroys the body, Smady picks up a police radio on his desk and says that he's "got the murderer," causing five SWAT members to spawn up through the trap door beneath Smady, all being a similar size to Captain Falcon, holding machine guns and being hostile to the enemy. These SWAT will not shoot immediately, but instead move at Ike's movement speed towards the closest enemy as one unit of five and try to negotiate them into being peacefully arrested, with Smady working as he usually does by giving the SWAT cover from the safety of his desk. The opponent is indeed arrested normally and loses a stock if they stand still for three seconds during what is essentially stun time if the SWAT reach them. This results in Smady happily grinning to himself and going down the trap door after them, his manipulation successful. Depending on what kind of match it is, this will lead to either mass chaos in a free-for-all as the player has to fight off all three opponents, or yet more keep-away as the enemy team tries to simultaneously guide the SWAT while fighting the summoners off at the same time.

If the opponent attacks the SWAT or resists arrest, the SWAT opens fire, their guns all having half the power, but twice the speed of Fox's blaster and ignoring each other as solid objects, making it easy to combine firepower, while Smady starts to open fire at the opponent with reduced accuracy depending on their distance. The SWAT members all have 15% stamina for health, making it difficult to dispose of them entirely without incurring damage yourself. The way to avoid this for the opponent, is if he can get the SWAT to hang around the area of the desk for five-ten seconds [less with more alive SWAT members], either by staying in the air far above, or by keeping just out-of-range on the ground, making it the summoner's goal to play keep away. If the SWAT are successfully guided like this, they find evidence of the murder on Smady's desk, now all sparking exclamation marks above their heads and aiming their guns at Smady. Smady will then point exaggeratedly at the original summoner, saying "he did it!", before being gunned down violently by the SWAT team. From here on in, the SWAT is permanently aggressive toward the player. If the player is killed before the SWAT are defeated, the SWAT disappear beneath the trap door, the last one to go down flipping over the desk on its side for good measure.​
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Darth Meanie





An Assist Trophy bursts open, and a magical blonde loli appears out of nowhere! Before anyone can ask how long she's going to be there, she waves a giant phallic wand, leaving behind a giant golden egg on the stage! She then disappears in a giant heart, leaving everyone confused, disappointed, and slightly aroused.

The golden egg is a regular item that doesn't do much, the only thing to do is to smash it open! Once you break the golden egg open, you'll find delicious edible gold inside, yum! The gold is a food item that heals 30% damage, how thoughtful.

However, there is a 50% chance that when you break it open, instead of gold, the egg will be filled with excrement! How awful! Why would she do that? The crap covers players in MYM9 era goop that makes them move and attack slower.

 

MarthTrinity

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

Well who's this supercute girl who just came out of an Assist Trophy? Why, it's MarthTrinity of course (providing MT were actually as adorable as Kayo Satoh)! When summoned into battle, MT strikes a cute pose, attracting everyone's attention as the camera zooms in on MT (sort of acting as the reverse of Tingle's zoom effect). With the focus on her, MT suddenly feels rather shy and embarrassed by the attention, still posing but with a noticeable blush across her face. The only way any normal Brawling is going to take place here is if you get right up close to MT so that you're within the zoom.

However...as the Brawlers near MT, they notice something rather...strange. They can't quite place it but, just being near MT slows their movement speed slightly, as if their focus is elsewhere. Then again, being away from MT also leaves you unaware of what's going on to you while the camera's zoomed in (as well as taking slight damage from the whole zoom bubble effect. Standing within MT's zoom for two and a half seconds confirms the Smashers suspicions however...

MT is actually a guy. Yep. At this shocking revelation, everyone in the battle will be affected differently. Anyone within MT's zoom will get an "!" like when spotted by a spotlight in Shadow Moses and will take 15% damage and moderately high knockback with a flame effect. That's not all however, after eight seconds of adorable posing passes, everyone in the Brawl will realize the truth. Anyone NOT within MT's zoom will take a whopping 30% damage and enter a shattered shield state!

Either way, MT doesn't mean any harm. She/he's just here because she loves being around the community and the Smashers! After nine seconds, MT flashes the peace sign, makes that random duck face with the pouty lips and vanishes.
 
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