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

FrozenRoy

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

I am going to start, straight-up, with my ultimate opinion of this set, and work my way down from there: I think it is the best set in MYM12 right now.

She has this wonderfully simple, yet as far I have seen unheard of, shield mechanic, as it starts off as a pitiful 10 HP shield, but as you pull out damage on the opponent, your confidence gets higher and you can take more damage, to a theoritically infinite level. And it loses 10 HP at the same time a normal shield would lose it, but it slowly regenerates. So you need to be careful with it, but it's a powerful tool.

But it works even more into the set than just that, as Yutaka can absorb damage like nothing with her Side Special, taking no damage like a boss...until the time is up and she starts taking 2% damage every second for even more damage than she absorbed! It can't be dodged...but it CAN be shielded. See where that's going?

Her recovery? Fairly broken, but Yutaka is light. We're talking lighter than Pichu light here. Characters WILL be able to whap her right off the stage easy, and with the two second startup, it is hard to abuse...but good to use. She can also hold off her person damage for longer, but then she'll take more damage overall...and she gets a massive penalty if her shield breaks. Also, she has this neat Neutral special buff, letting her trade increased damage and knockback for a 1/3rd chance of tripping on the buffed attack(s). But fear not, as tripping does not deter Yutaka's confidence, and in fact every time she trips, she pumps herself up a little, reducing the chance of tripped by half. Essentially, Yutaka can trade being open now for less chance of being open later.

After that, Yutaka's moveset is filled with all kinds of little goodies: A jab that has a wonderfully nice little flail, allowing you to risk a massive damage output for an almost assured chance of tripping out of it(Unless you've buffed your trips high enough, of course), an absolutely lovely dash which I will let those who have not seen it see for themselves, a down tilt that actually has her sleep for some fun effects, a forward smash that is horribly hard to use, but has INSANE damage potential, not to mention the Up Smash lets her just buff attacks with her shield power, at the cost of said shield power...there is a lot of fun to be had with little effects smattered throughout attacks which retain their purposes all throughout the ground game.

The air game continues the fun, with high risk, high reward Bair/Fairs, a neutral special with a strange buff and an amusing Nair, along with Yutaka's weird grab mechanic, in which she struggles with herself to actually keep the opponent grabbed.

Overall, though, Yutaka lives and dies on the shield and soaking up mechanic, along with the trip games, which gives her a strange, but very fun sounding, offensive-defensive game, where Yutaka has awesome defensive might and potential, but must actually be offensive to gather, gain and utilize the potential! It is pretty balanced too, without really any blatantly overpowering moves, but yet despite the fact Yutaka is not strong, she does not seem underpowered, even while exuding an aura of meekness and weak illness.

She also has a team-only mechanic, which I thought was pretty neat to have, essentially buffing teammates who help her out. Did I mention this set has Extras? Yeah, extras! I always love seeing them and Kat has put a lot of tender care into them, with loving attention paid to detail and little images, showing a true attention to the character as expected of a Katapultar set.

Overall, I really like this set for an introduction of many concepts not seen often, such as unique shielding and self-tripping, while also being executed with a certain loving grace and, perhaps most importantly, being quite balanced, paying attention not only to the concept but to a grand execution, along with playing Yutaka's character itself a great service. For this, I call it my favorite set so far.

Necromancer de Warcraft

Alright, I heard this guy was pretty good, but I'mma temper my expectations a bit. But before I even look at the set, you know what I have to say? That image of Necromancer is rad. But this is MYM comment, not image comment!

...

Still rad though.

I'll be totally honest: The zombie control part of the grab mind control confused me at first. I got it eventully and I am not sure it could be explained better, but I had to reread it a few times to really snatch the handle on it. As for the rest of the set, I am...not entirely sure what to make of it, I guess? The way you mess with the summons is cool, especially the zombie head tricks and fattening them up, but the mind control did not really seem all that cool as it could be. And I think the amount of things you can do in this set, at least reasonably, is a bit overstated, as while he has quite a few things to do, I am not sure all of them fit in to his playstyle and it seems like some are just kind of there to be cool or interesting without truly meshing into how the character plays.

I also think you might have overestimate how having him not die until all his minions are dead affects his survivability. It doesn't seem that hard to get rid of all the minions when he does, especially since he won't be there to help aisde from the Mind Control, so it seems like he still might die a little fast...

Overall, though, I think I did like the set for what it brought to the table, it just did not seem superbly good or anything. It is probably on a level similar to Doc Scratch and above Captain Hook. This comment seems to have less meat to it than my others...sorry.

Elsa Maria

Alright, here one I've been wanting to check out for a bit, so it's totes time to see it.

She is...a bit thick, hard to read and understand, I think. I dunno if it's the writing style or just because of all the tentamanipulation making it a bit complex, I can't say I really understood her well the first time through reading. The forward smash especially gave me trouble, I was just...never able to visualize it well. Does it just loop back to Elsa? Is it just a straight circle or just circular? My mind also variously thought of it as more spiral-y, or as a C looping back, it just had some real trouble there, even if it seems spelled out relatively clear. And while the playstyle is very defined(Make tentamaze, don't get in close, cool stage shenanigans), sometimes the moves seem almost...I guess the word I would use is "disjointed", working on a basis a lot like a single move rather than an interaction, which can make the maze seem a lot more disjointed rather than flowing and not contributing as well to the ideas.

But part of this is probably me. Honestly, I dunno why, but reading this basically made my mind go "My brain is full of ****". While some moves, like the NAir, I could picture fine, some just...I had trouble seeing them well. There are some good things, though, as the stage changing mechanic? Awesome. The minions popping up like that? Pretty useful. Sort of reminds me of Necromancer's passive zombie summoning, but more central. And the idea of making a maze behind all this is very solid. But I don't really feel it came together very well at all, ending up sort of messy, that kind of thing. Even rereading it, I...can't really say I particularly enjoyed it, though I wouldn't say I particularly disliked it either. I guess it seems like a lot of wasted potential, in my opinion. I'd probably put it somewhere below Karkat and Hook, but above the poorer sets this contest and Zasalamel.

And...since I dunno if I feel like commenting Gray right now, so you'll have this three comment post to keep your mind on. Have fun!
 

The Warrior of Many Faces

Smash Apprentice
Joined
Mar 22, 2012
Messages
101
Location
Everywhere and nowhere, as location is meaningless
In order to post pictures, you'll first need to upload them to a website that hosts images - photobucket and imgur are both pretty easy-to-use image hosting websites. I recommend the latter. Once you upload an image, the site should give you a bunch of different links to that image - in imgur, they'll be just to the right of the image preview. Look for the one labeled "Direct Link," copy it, and paste it wherever you want the picture to go in your post, right between a set of
tags, and presto you've got an image. Easy as pie, once you're familiar with the process. Though if you're going to have a lot of images you'll want to keep track of, it's probably best to set up an account - not required on imgur, but it comes in handy.
Thanks! This helps a lot! :D Incidentally, does that work with GIFs too?


PROFESSOR RATIGAN

Interesting synergy here, what with the traps coming together and the possibility of an attack-based Inner Rat phase. It’s an interesting combo with some deadly implications for foes.

On the other hand, the traps themselves are not a favorite of mine. They tend towards either being too hard to set up in the beginning or completely unfun for opponents when being bounced between traps. Especially since just destroying the traps isn’t an ideal plan in Ratigan’s case thanks to Inner Rat. Overall, I’m calling imaginative but overpowered on this set.



SHIFTRY

First of all, I love the leaf-based headers. Brilliant and way cool-looking.

Also, I like the synergy (I use that word too much, don’t I? XP) between the leaves and the wind (reminds me of Tropius, which is good) and Shiftry’s ability to hide under the vast carpet of leaves he sets out. Very much like Shiftry in my opinion. Fair fight? What is this fair fight to a dark type? Similarly, the Smashes all looking the same. I could have a lot of fun with that. :D

Bide is an interesting option, too. Better on inexperienced foes, though, considering how punishable it can be. His Jab turning foes around will mess with people a lot, especially the melee fighters without ranged attacks.

Fake Out making Shiftry vanish is a bit weird, though, as is naming three of his Aerials Wing Attack, Sky Attack, and Horn Attack when he doesn’t learn any of them (plus Gust for one of his throws). He does learn Torment, but using it as the grab is kind of odd.

Still, that’s just me nitpicking. Overall, this is a very good set that captures Shiftry very well.

On one very very trivial note, you might want to edit the post so that it doesn’t have both the Playstyle and a note saying that the Playstyle is coming. Unless, of course, you want to cause slight confusion for people. XD



GRAY FULLBUSTER

Love the icy captions here. Very cool (pardon the pun). Overall, the presentation was interesting: special move or mechanic, then standards that tie into it. A bit unconventional, but it does seem to work okay. It was a bit hard to distinguish whether Ice Knuckle was a Smash or a Special at first, though, and I also found myself wondering if you had all the inputs (so far as I could tell, you did, but it’d have been nice to have a list or something at the end).

The Pummel is a very nice option, although I find myself wondering what happens when you use Ice Make: Arrows on a frozen opponent… extra damage, anyone? Also, to compensate, you might want to slow the grab time a bit.

Overall, the strategy’s interesting: freeze foes and slide them to their doom. Lovely concept, and I don’t have complaints about it. Overall, it’s a very good set. Heck, it’s on my short list of vote possibilities (and it’s the first non-Pokemon set to get there). This guy just seems like he’d be fun to play.



JEFF MANGUM

…is this a joke set by any chance? Because this set doesn’t make a whole lot of sense. Neutral Special is just obnoxiously overpowered, Side Special is simply abhorrent (I draw the line at baby abuse, and since it’s Brawl, introducing a baby at all is baby abuse due to violence), Down Special is completely useless because who’s going to let a foe sit there for even one minute, let alone eight? Invincible dash attack? Guns from midair for a throw? Confusing presentation where you’re not even sure what inputs are being described?

In short: what the heck is this supposed to be? I really, truly cannot tell.



MASTER HAND

Okay, so I remember seeing you say that you made the move for the character, not for the playstyle. That being the case, most of my problems with this set are gone; it makes perfect sense for the character. It does seem a bit weird that Master Hand is destroying stuff, but on the other hand (heh, another pun; must be A Worldwide Punomenon), he’s a really big hand with a lot of power, so it makes sense that his actions could mess with the stage.

If this was a boss set, it would be perfect in my opinion. The best boss sets mess with your head, and stage-rearranging does that well. As a player character, though, I think this is a little overpowered due to stage rearranging being so easy.


CACTURNE

Interesting use of Spikes here (although there’s some ambiguous wording here; exactly how long do the thorns remain elongated?). It has some intriguing implications for melee combat.

Faint Attack too is good; its use for recovery is brilliant, even if it can be punished fairly easily. With Cacturne’s weight, though, this may be too good, making it too hard to KO him.

The Jab is intriguing; a skilled foe might make the enemy afraid to get close to him. Not sure that’s good for Cacturne, though, since he seems to be mostly melee; he wants people close to him.

His Forward Smash seems a little overpowered; while it makes some sense that a Sucker Punch could be saved, it shouldn’t work that way on a Smash attack. Similarly, creating a Giant Thorn via Down Throw is somewhat overpowered.

As for Final Smash, I can’t help but wonder how, short of damage, this actually helps Cacturne, unless Cacturne is the only visible thing onscreen.

Overall, I don’t think this flows as well as it could, since I’m reduced to commenting on individual attacks more than playstyle. (On the other hand, maybe that's just me.)

Speaking of which, the playstyle is an interesting one: a melee fighter who can deal with projectiles. It’s an intriguing idea, but if someone figures out a way to get around Giant Thorns, Cacturne’s vulnerable. Good effort, but needs polishing.


On another note, this last set makes my signature somewhat disturbing. XD
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
502


Cadbury Creme Egg: The Stage

Stage based on a confectionary product you say? How about we take a Cadbury Creme Egg and turn it into a STAGE! It's a fairly standard stage with no hazards, just being a giant Cadbury Creme Egg turned on it's side, slightly smaller than Battlefield's main platform. It's fairly thick, and does not have ledges that can be grabbed, due to being rounded.

The obvious gimmick of this stage is that the stage itself can actually be destroyed, releasing cream from the egg. The shell takes about 30 stamina to destroy a battlefield platform worth, which causes a small spatter of cream to fly out that heals anyone in the area around where it was destroyed by 10%. Crouching next to a hole in the stage allows the character to consume the cream, healing 5% per second. Unfortunately, the cream isn't the safest thing to actually fight in, as it causes characters who land in it to sink slowly, though they can attempt to escape by jumping, which pulls them up out of it slightly. If they sink underneath the cream, they start healing 5% per second but have 5 seconds to get out before they drown. They can still escape by mashing jump even underneath the cream, but it will take a bit of work, and if someone spikes you into it with a fair bit of force that may just be it. If the bottom side of the stage is destroyed, you can also fall through that. Any destroyed part of the shell will regenerate after a minute is up.

Obviously, this creates a bit of risk-reward to playing on the stage. While gaining access to the cream for healing is very helpful, opponents can also access it as well, and possibly spike you into it. In addition, if you destroy too much of the stage it'll turn pretty much the entire stage into a blob of quicksand which holds everyone out of the air... which surprisingly may be what aerial characters want, considering they can fly around freely while everyone else just tries to mash out. It creates a bit of a battle between characters who want the cream and characters who want the candy shell.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
I feel somewhat obligated to comment on this.

First, it's awesome to see one of these happen. Audio roundtables have been something that's been brought up several times in the chat (I'm looking at you, Geto), and it's neat to see one finally come to fruition. Moreover, I'm honored to be on the receiving end of it. I do quite appreciate everyone's input. I'll just try to respond to what I felt were some of the main points made in the review:

Underdetailed Shield Special
Looking back, I really could have been more clear there. When I said it wasn't attached to the ground, I was trying to convey the fact that it wasn't directly attached, and therefore made sense for it to be a structure capable of being hit and moved around, unlike the other structures. It does, in fact, rest on the ground, though. And then to be honest, some of the details like whether people sliding bounce off of it or not, I just really considered, hence the lack of explanation on those situations. And yes, it would be highly comparable to a rolling crate. *Insert statement about number crunching and somesuch*

Move Order and Organization
I'll be totally honest here, the original reason for the moves being in such an order is that I didn't want all the gifs and fanciness clumped together, followed by a more normal-looking set layout. The evolution of that was trying to make the moves that followed a given Special or Smash work with it, which went well at the beginning of the set and then slowly tapered off until the moves had almost nothing to do with the one they were following. So naturally, that might come off as a bit forced, particularly in my explanations where I was still trying to convince myself the moves were related (TIPSY). And on a final note, stillframes that link to animated gifs... Yeah, I could work that. Given that this is the first time I've heard a complaint like that, though, I'm going to excuse myself. ;)

Random Asides
Ice disappearing as new ice was created was, yes, first and foremost a balancing measure, though I think it makes sense if you think of it in the context of limited magical power as well. Not like I stated that in the set or anything, but hey.

I realize ice alone isn't a bane to every player or character, though I think they'd be thrown off--at least at first--by playing against someone who wasn't experiencing the same movement abnormalities as they were on ice. And then of course I gave him some means to use the ice for different offensive benefits and complements, so it's not all about the ice doing the job by itself.

And finally, for the record, yes,
I was Haylstorm
. And since no one seems to really remember, Ice Man's game was based around a freezing mechanic on several moves similar to Gray's Pummel, and a turn-your-ice-into-a-weapon Down Special similar to Gray's Neutral Special. Imagine the set focusing more around those two moves, and you'd be more in Ice Man's ballpark.
 

Smady

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











Smot is nearly as wide as two Bowsers, and stands as tall as Marth. Smot's arms make up a sizeable amount of his hurtbox. Brace yourselves: Smot weighs the same as Bowser, if he also ate Marth - he's extremely heavy. His general appearance in motion is kind of similar to Bowser's as well, Smot being lumbersome, if only slightly slower. Smot cannot jump into the air: jumping will cause Smot to extend upward, thinning himself out, but making himself into a taller mound of sludge. You can do this three times to bring yourself to one-and-a-half Ganondorfs in height, reducing your width to Bowser's - a truly impressive crap pile. Over a short period of not jumping, Smot will even back out again to his previous size. For as long as he's in this state, he will gain access to his "aerials" in place of his standards.

When being dealt vertical knockback, the result will be as if Smot had jumped; Smot takes a tiny amount of the vertical knockback given due to his extreme compactness, meaning that at the start of a match, even a powerful vertical move will only bring him as high up as one jump would have. At higher percentages, Smot will start to be pushed up higher and higher, topping out at his maximum jump value, allowing opponents to stop Smot from using his standards if they have the mettle to do so. Smot can only be KO'd by horizontal knockback, but can be insta-Star KO'd if a vertical attack is very potent. Suffice to say, knocking Smot off-stage is almost a guaranteed KO too, unless he makes use of one or two specific moves while falling to his doom.​





NEUTRAL SPECIAL: HOMUNCULI


Smot slowly squishes itself against the ground, causing excess fat to form in packets either side of him. Once the input is released, these packets separate from Smot’s main body of ooze, becoming entities of their own called homunculi. There can be any number of homunculi on the screen. They resemble a flatter, lifeless version of Grimer in appearance. By charging the move, with lag comparable to Marth's neutral special, Smot can make the homunculi who appear bigger. Their health, weight and size varies – the larger they get, the heavier they are and the more health they have. Similarly to Smot, they cannot be dealt vertical knockback, but have very small amounts of health. At its smallest, a homunculus is as tall as two Pokeballs, as wide as Kirby and has 15% health, but at max charge will be the size of Kirby in height, half as wide as a battlefield platform and have 40% health. The weight of a homunculi ranges from Jigglypuff to a hearty Meta Knight. The mass of the homunculus is reduced from Smot once created - making him smaller [not to a ridiculous measure, however], and whatever health they have is immediately added to Smot’s percentage, making it unviable to summon lots of them.

These little guys like to stand in place and do nothing most of the time, wobbling in place like evil purple jellies – they mean no harm, really! Without any further prompting from Smot with other moves, they simply stand in place, goading opponents to attack them. If used at the side of the stage, Smot will produce homunculi that curl over the ledge of the stage, even hanging off whimsically like stalactites. For Smot, this simply makes recovering more possible, but opponents can no longer cling to that ledge until they destroy the homunculus. This isn't a huge thing, so don't get overly excited about it. Uniquely, the homunculi are not solid, but if an opponent stands in them, they will be dealt 4% damage and flinching knockback every second. This isn't true for other homunculi or Smot, whose chemical compound body pushes his homunculi out of the way by sheer movement alone.

SIDE SPECIAL: POISON GAS


Smot holds his breath, recoiling, as his entire head increases in size, his mouth area especially to give more of an appearance of cheeks, coloured the same green as his tongue. You can charge this move with similar attributes to Fox's side smash, the charge time allowing the player to aim Smot's head in any direction in front of him. Smot will then release an opaque ball of poisonous green gas from his mouth, as well as causing a small explosion of the very same gas directly around his body by bursting his light purple bulges, even creating the gas in his place if he then moves away from his current position. Back on the ball of gas though, the size of this ball depends on charge time - varying from the size of a Waddle Dee, to the size of Bowser. The ball leaves a trail of gas wherever it goes, gradually reducing in size [and reducing the trail's size as well] as it travels in the air, at Falcon's dashing speed, lightly bouncing off walls and the floor and being a bit affected by wind hitboxes. The best defence against it is shielding, which causes it to helplessly be pushed back in the opposite direction. If at max charge, the gas will eventually be reduced to nothing after travelling the distance of battlefield, travelling half that with minimum charge. It takes thirty seconds for the bulges on Smot's body to grow back - until then, this move cannot explode them, obviously.

After all that, the gas is indeed important - it's in his bloody fake Pokédex description, after all. An opponent in the gas will take 1% damage twice a second, and flinching that at first happens once every second, but will progressively become more and more rapid as an opponent remains in the gas. After five seconds in the gas, an opponent will start flinching twice a second. The most important thing about the gas is that it cloaks your lingering [everything ever] completely, safely hiding your homunculi from any attacker. More than that, though, the homunculi are healed by the gas for as much as an opponent is healed by it, also increasing in size relative to the amount of health they have. While homunculi cannot outgrow their previously established max size, their health can exceed its limit this way. The gas lasts for 5-15 seconds before thinning out into non-existence, again depending on charge time.

DOWN SPECIAL: SUBSTITUTE


Smot hunches his head back and judders in a quasi-gargling animation, a pose which can be held for a similar time as Dedede's down smash. Smot then spews up an almost identical, blob of goo to his homunculus, except that it's a sickly dark green colour. The substitute varies in the usual sizes a homunculus would, based on charge time. The comparative disadvantage is that of higher lag, but as a trade-off, the substitute doesn't take any of Smot's health or mass away like a homunculus does. The product here is somehow, even more lifeless and non-sentient than a regular homunculus, not responding to anything you do, and standing in place. Also unlike your homunculus, these act as complete solids, meaning an opponent can't briskly move through them to get to Smot. Continuing the trend, these things don't take vertical knockback, having weight comparable to homunculi.

Substitutes have 15-30% health depending on charge time. Any non-disjointed hitboxes that pass through the substitute will have heightened lag at the points where they enter and exit the gooey body of the subsitute. Once destroyed, a substitute explodes in a big pile of goo for 10-15% damage to opponents. The explosion covers goop over everything within a platform in width and a Wario in height: depending on the mass of the exploded substitute, this area can be expanded to 1.5x that too. All the goop in that semi-circle shaped area will then glue everything in place for 2-4 seconds like a cob web, before dissipating entirely. This won't stick Smot up, but it will his homunculi and opponents, stopping any movement but still allowing normal control otherwise; this also sticks items in place.

By spitting up on top of a homunculus, you pollute its watery body, colouring it a handy green disguise as its chemical make-up changes. Keep your opponent guessing as to the authenticity of your various minions out on the field! A homunculus covered in goop like this doesn't grow any bigger, but does gain armour [acid armour] equivalent to the health that substitute would have had, and becomes solid like them too, fooling opponents all the better. They do not gain the advantage of lagging opponent attacks, encouraging a more upfront approach from foes. Once their goop armour is depleted, it explodes as normal, automatically sticking the minion in place, which is bad.

UP SPECIAL: SLUDGE ARM

Smot raises his arm closest to the screen up in the air, the rest of his body seeming to channel mass into that area, becoming slightly smaller - most notably of all, his other arm. This big arm starts to change colour and become more liquid-y in appearance, visually starting to wobble in place as the charge progresses. Charge timing here is similar to Dedede's forward smash. With gusto, Smot then smashes his arm down in its semi-visceral form, dealing 15-24% to anyone within a platform in front of him, and KOing at 100-85%, before the arm returns to normal. Powerful, sure, but Smot isn't exactly the best Pokémon for chasing down opponents - the real use of this move is its interactions. By using this move on a homunculus, Smot's still liquid-like arm re-absorbs them into Smot, recovering Smot's percentage by whatever health the homunculus had.

This move also acts as a recovery, in Smot's special case. As you will inevitably knock homunculus off on to the ledge naturally if pushed back into them - foregoing that you can put them there anyway - using your arm on them as you start to be slid off-stage lets you re-absorb those ledge-born minions, then climb back atop the ledge directly after that. So basically, having homunculus created on either side of you is actually a great way to ensure your future in a match, both for the later returned investment of health, and for allowing you an easy way to recover. This move does absolutely nothing on a substitute, or Big Green homunculus.​



GRAB: ENVELOPE

In a quite noticeable laggy grab animation, Smot stretches himself up slightly with his arms extended, before diving into the floor headfirst, with more reach but more lag if Smot is already in his "aerial" form. On an opponent, Smot's arms pin them in place for a traditional grab game, but he can, at the same time even, also use his body to shield a homunculus as well, even if the grab fails to hit an opponent. You can cover over multiple homunculi or substitutes, depending on how much reach you have [and their size]. In this state, Smot can grab release to return to his normal state, or use his pummel as normal, all the while keeping any of his minions he's hunched over safe from taking damage. The gas from your side special is still in play during all of this, allowing you some basic stalling for damage.

PUMMEL: SWALLOW
With homunculi or substitutes shielded under his body, Smot dips his head down and swallows every minion there in a quick motion. The way this works is pretty realistic to blob physics - the minions will fall slightly away from the mouth, but then naturally settle around whatever area of Smot they fall into, potentially standing on top of one another. They appear as bright spots on the outside of Smot's body to players. Some throws take advantage of this and they will remain inside Smot after the grab has ended, but whilst inside Smot they are not absorbed, they simply remain there and do not gain health from your poison gas.

By trying to grab again, Smot spits out all minions that are inside of him in a big mess, dependant on the minions' positions inside his body when he performs the grab. The substitutes are fine clogging up the inside of Smot's body, but the homunculi are not - they will tear away from Smot's body if he moves in one direction for too long [which can obviously be beneficial].

If there are no minions present or they are swallowed and an opponent is actually grabbed by the move, God forbid, you will actually pummel them. This works by Smot causing a huge wave of his own body goo to rise up from the top of his back, move up to his front, then come crashing down on the foe for a slow 4% damage a go. These waves can potentially catch homunculi trapped inside Smot's body, pulling them along and landing them next to the opponent. The poison damage rule from earlier still counts if the homunculi slips out and lands on top of the opponent while they're still grabbed, making this a lot more potent, though this is a little luck-based.

FORWARD THROW: SLOG
Appearing more and more like Muk, Smot slowly places one arm after the other up and then forward, clawing his way forward and pulling the opponent through Smot's body, it seemingly an irritating process for Smot too by his animation. For each arm that comes down, it deals 4% damage to the opponent as it hits them. You can continue to move an opponent through you like this by holding the forward input, or stand in place, as the foe still has to button mash out of the grab. When they do succeed or after a set amount of time, they will be pushed out of the side of Smot they are nearest to with no frame advantage for either player. At this pace, Smot travels half a battlefield platform in distance every second with the opponent being pushed forward at half that rate [they're being pushed forward as well as being engulfed by Smot], allowing you to stall, but also re-position the fight around your current set-up. If they overlap with a swallowed homunculi, they take passive damage as they would normally. You can still use your pummel after initially starting your forward throw to generically move around homunculi.

BACK THROW: FLING
Smot lifts the opponent up a bit, then swinging them over his head and letting go of them mid-swing, letting them hit the hard ground on the other side, causing them to ricochet at a low angle off the floor for 8% damage. This is not reliable as a KO, but it is good to position the opponent far off to the side of the stage on either side. After being flung, a foe becomes a hitbox of their very own dealing low knockback and 5-15% depending on their size, even damaging your minions. While this doesn't make much sense on a homunculi, you can use this to explode one of your own substitutes onto the opponent, using that to gain an advantage. Of course, flying at a low angle from the fling means an opponent can potentially just land in a homunculi anyway, without some player control.

DOWN THROW: STENCH
Pulling himself up or even above the opponent's stature, Smot then lets go unimaginably vile excretion from his mouth onto the hapless foe, before fecklessly swatting them away across the floor in front of him. The swat deals only 3% damage, but the residue left over from the vomiting act remains for seven seconds, dealing 1% every interval. Even the homunculus in the match dislike that smell, always keeping a distance of at least one platform between them and an opponent with the residue still on them, running away at Fox's dashing speed if a foe tries to close the distance. This even goes for a homunculus swallowed by Smot via his pummel, though there is some leniency here on the player with them fully leaving Smot's body - they will linger for a period at the edge of Smot, giving him time to get out of range. Luckily, your back is just about the best place they can be if you want to pummel them out onto a helpless opponent.

UP THROW: REGURGITATE
Smot seems to attempt eating the foe, but gets them caught in his large mouth [this defaults to the waistline, but on bigger opponents differs], causing Smot to instead try spitting them back out. For the next few seconds, Smot's body flares up all Muk-style as he sucks up the energy to spit them out as far as he can. If any homunculus or substitute is inside, they get caught up in this stomach whirlwind, battering a hit foe for 2% if the former or 4% if the latter. Smot's spit can be angled slightly, dealing 8-12% damage and KOing at 180-120%, it being more powerful if a bigger [lung'd] Smot is performing it. On the flip side, though, a smaller Smot will probably batter the foe more with swallowed up minions - and hey, they're easy to come by then too!​




FORWARD SMASH: SCREECH
In a pose similar to his down special, Smot seems concentrated, charging up energy in his mouth area for a time similar to that of Dedede's down smash. Once the charge is over, Smot lets out an echoing, high-pitched cry of some sort, the hitbox being several [3-6] recurring white lines travelling outward from Smot, travelling for a platform to two platforms in distance before dissipating. Every time one of these closely-knit bars travels over an opponent, they suffer the effects of the attack. On shields, it shreds, pushing back the opponent while also being able to completely destroy a shield getting near to max charge, devastating a foe's defence. On non-shielding opponents, this translates to 6% damage per bar and stun for one second each time, which doesn't stack. This will send airborne opponents into a free fall for 2-4 seconds.

On homunculi, this cry causes them to change form, answering the enigmatic cry of its poor Parkinson's suffering creator. They change from liquid-like, to pure sludge, immediately collapsing in on themselves to become a fifth as tall, but five times as wide; puddles one and all. These puddles never split up even if attacked - a homunculus is still a homunculus even when reduced to a primordial form like this one. However, this doesn't stop multiple puddle-like homonculus from gathering together and forming what looks like a full body of water. Depending on the charge of the cry, they will remain like this for 10-20 seconds before popping back into their regular shapes and sizes again.

In this form, homunculi are slower than usual, but still deal passive damage if stepped in: harder to attack, but becoming far harder to control. Unlike in their true forms, a homunculi liquefied like this is affected heavily by the tilt of the stage and gravity as a whole - on tilted stages, they will fall at the speed of water, dragging along foes with them for some fun sliding times. These fun times are stopped, however, if a homunculi is tipped off-stage, but this is easily stopped by placing a substitute at that end of the stage, as they cannot pass through them. Speaking of which, Smot isn't affected by these slip 'n' slide games, and neither are his substitutes - but if a homunculi is trapped inside, they are. If and when the substitute explodes, the homunculus will be spread in its liquid form all over the sticky web that forms from the explosion. Opponents caught in the stickier, purpler goop take the usual passive damage to an opponent if they get stuck in it, before falling to the floor as a puddle once the goop dissipates.

DOWN SMASH: POISON JAB
Smot brings his arm furthest from the screen up, it becoming larger as the move charges for slightly longer than even Dedede's forward smash [déjà vu]. This time the arm starts to become more solid, as Smot's mass starts to pile up all in one place, creating an almost glow of energy unique for this poisonous Pokémon. Finished, Smot hurls his arm down against the floor, dealing 20-27% and KOing at 110-70% depending on charge time. There's some minor terra-forming afoot here - he's jabbing the stage itself. Smot's arm hits the ground so hard it melts into it, leaving a sloped area as wide as Bowser, but of varying height to dissolve away entirely over a short period of time. This causes Smot to lose that mass from his body like with a homunculus, so has to be used with special care. The slope steepens with more charge time, allowing you to speed up liquefied homunculi or slow them down depending on what you want to do. You can of course play around with this quite a bit, for example placing two slopes adjacently to create a spike or a triangular indent in the stage.

UP SMASH: GUNK SHOT

Head cocked up so high he's facing up, Smot's mouth becomes full again as he charges up, this time with times similar to Fox's up smash. The player can angle the move slightly here. Smot then heaves up multiple [4-7] hunks of gunk the size of a smart bomb to Kirby, spitting them up two-three platforms in distance, scattering them somewhat to maximize range. This deals 12-16% damage if it hits foes and weighs them down to add 1-3 to their falling speed statistic, the bigger the heavier. This is similar to a sticky ball, staying on an opponent until directly attacked for 5-10% health [again, the bigger the better] when it is destroyed. Once it has reached its maximum height, a gunk shot will fall back down again at a far slower pace than the one it had when shot up by Smot originally, and like your poison gas, is easily affected by enemy wind hitboxes.

This gunk shot can even attach to ceilings, or the bottom side of platforms. A foe may not be quite so slippery when they have a Kirby-sized goo ball stuck on their front. The importance of it is that it can be used like a ledge-born homunculi by Smot and his up special, poison arm, as he can grab onto a gunk shot and use it to pull himself toward it. It can also function as a rope, so if a higher platform exists that Smot needs to get to, he only need shoot a gunk shot up there. He can then use his up special and he climb up to it, reposition himself on the platform above through blob goodness. In the case of higher places, you can place multiple gunk shots in a line, and Smot will quickly ascend up them with just one press of the up special.​



JAB: POUND
Smot puts those big arms to use, swiping them each back-and-forth in front of him, hitting opponents for 3% each time and potentially creating a little standard combo, especially if they don't know how to DI! This is one of Smot's fastest moves and easy as fodder for pressuring an opponent getting too cosy right next to you. Using this move on your minions has its own effects - homunculi react by moving out of the way, etching away from you a half-a-platform step each time, while substitutes can simply be sled across the floor for that distance each time. So with a real dumb opponent, just slap a homunculi right under their feet.

FORWARD TILT: MUD-SLAP
Channelling his inner Muk, Smot raises one arm high up before bringing it thundering back down to the ground in a quick motion, damaging opponents in the way for 5% and causing them to flinch, as well as pushing them back with low knockback. This is another general move for pressure, but has an obvious interaction with your liquefied minions - this'll splash them up extremely high into the air, and potentially onto higher platforms if you're very adept at it. The angle of this jump depends on what part of the puddle you hit with your slap - the tip of Smot's hand causes them to jump far but low, while the palm has the opposite effect. Differentiating where each puddle ends while on the screech timer makes this quite tricky to use well. If you're simply hitting the floor with nothing else there, this creates a small amount of wind that can push around your various airborne projectiles and gas, with the angle and power differing in a way quite the same as what was just described, though obviously on a greater scale.

DOWN TILT: LIQUIDIZE
Apparently wanting in on the fun too, Smot dramatically dives into the ground below him, becoming liquid like everyone else is in this set. Smot works in the same way homunculi who are liquidized work: he's one big puddle, and he can travel much faster as well down slopes, or simply move about twice as fast for a platform before re-appearing with some bad end lag. During all this, his potentially huge, flattened hitbox deals 6% and low upward knockback - so if nothing else, this works as a way to get rid of your hurtbox and extend a hitbox for a moment. By holding the input, Smot won't travel forward - and on drop-through platforms, this move takes a whole new route. Smot instead "leaks" through the platform, soaking his way through before leaking out of the platform in multiple huge, thin stalks of oozing Smot goodness, the time this takes depending on how far down Smot has to transfer his body.

Once you're on the floor, the tendrils remain behind you - when you first move away from them, your body simply phases through, leaving them in place. These tendrils work just like your gunk shots and ledge-minions, letting you pull yourself up them quite naturally to the platform above. Keep in mind that these are very frail, even to Smot himself - just walking through them will have Smot destroy and reabsorb them, which can be avoided by careful use of your up special. The tendrils are identical in most ways to the ones on Brinstar Depths, snapping and breaking with just a few attacks from the opponents, but also sticking things in place that fall into them, such as enemies, items or your projectiles, making this an oft-times risky gambit. Your homunculi also get walled off by them and don't have the bulldozing skills Smot has, even in their super smooth liquid form.

UP TILT: MUD BOMB

Smot dips his head back and starts to inhale harshly, causing suction marks to appear around him that drag in random bits of dust and stuff on the floor, as well as any puddles of homunculi that are right next to him, sucking them up into his mouth [it's unlikely to suck up much else]. You can hold this pose for the same time you can charge a Mario forward smash, plus angle the eventual mud bomb a small amount. Smot follows this by shooting a bubble straight up in the air, filled with debris [mud] and everything else you sucked up, ranging in size from half the size of Jigglypuff to a real one. This bubble floats up at a rather moderate pace of Fox's dashing speed for two platforms, then starts to slow down, eventually coming to a full stop at about four platforms up in the air, before coming back down. If it comes into contact with anything, it explodes, releasing everything inside the bubble and a huge gust of debris that deals 10-16% damage and KOs at 220-175%.

The debris inside the bubble has a very, very Smotian interaction with your gunk shots. If they're lodged on something, the dust compacts the gunk shots, making their chemistry harden. This not only makes the gunk shots two-to-three times as sturdy to destroy, but also makes them flat on top, making them platforms of their very own pretty much, even if they're leeching off of something else. The other route solves just that problem - hitting gunk shots in the air - including clusters of them if they're close together - causes the mess of gunk and mud to detonate and immediately compact, forming a platform of its very own in mid-air! This platform, however, has a fall speed due to not actually being attached to anything, but can be attached to other platforms with further gunk shots to be fully-stabilised. By using your down tilt on a platform, you can also connect it to the floor with tendrils to do the same thing. If a liquid homunculi was being carried along for the ride, it pops out on top of the created platform in its normal form due to the violent convulsions inside the bubble, now treating the platform like it's new home. You can do this just as easily without gunk shots, by causing a bubble with a homunculus inside to explode over a pre-existing platform.

DASH ATTACK: DUNK
Appearing to sort of, but purposefully trip over himself, Smot holds his two arms overhead and crashes into the floor in front of him, halting any momentum he had [which probably wasn't much anyway]. He quickly regains his composure, though this animation is not nearly as comical as it sounds. The fall deals 6% damage to foes, flinching and low knockback forward if close to Smot at the start of the move, or upward knockback if they were only hit by the end of it. Performing this crash on a substitute lets you crush them out of existence, though it's very easy to also fake it and crash over the top of a substitute, in the small gap created below Smot in the animation. By crashing into a substitute filled with a liquid homunculus, it gets squeezed and like a sponge, releases the water-y substance, before bouncing back into place, not destroyed. This is okay mindgames in the gas, although if the opponent is paying very close attention it won't work. Like your mud slap, simply landing on the floor causes a huge updraft of wind, far greater than the one in mud slap - essentially pushing all gas and projectiles several platforms forward and up, away from Smot. This is obviously less controllable, but far more powerful.​




NEUTRAL AERIAL: SLUDGE BOMB

Smot hurls up a single, big sludge bomb in his mouth, holding it on his tongue for an extended period if the input is held to let the player angle it in any direction, otherwise spitting it forward. The sludge bomb moves through the air slowly, dipping sharply after travelling for three platforms - it goes at the speed of Ganondorf's walk and explodes, like a bomb, if an opponent touches it, dealing 10% damage and high, but not especially notable knockback, KOing around 200%. The really important aspect of this move is that it attracts your homunculi like bait. While it's travelling through the air, they will shuffle along at a fast speed to keep up with it on the ground, and will all snuggle up to it once it hits the floor. Once it does hit the floor, though, it automatically explodes as stated above within five seconds, re-dispersing your minions, and potentially your opponents. Keeping this thing in the air is a good idea - it can get caught up in a blown-up substitute's goo web or your down tilt tendrils. An enemy attack here will also cause it explode.

The sludge bomb attracts liquefied minions too, allowing you some direct control over them if they're pulling an opponent around, or just to force them to go into safety or something. As you'd expect, trying to force them up your slopes will slow them down, but speed them up considerably if you have them rushing down a slope. With multiple sludge bombs, in a row, a puddle of homunculi will chase after the first, but due to the God-given laws of momentum, will generally fail to stop and run a little far ahead, then inadvertently getting stuck on the next sludge bomb. This allows you to pull them in some interesting ways, especially given how slopes influence their momentum.

DOWN AERIAL: SLUDGE WAVE
Smot fills up his mouth with sickly purple sludge, before vomiting it down himself, letting it drip down his front side at the slow speed of Ganondorf's dash. This speed can pick up, as it falls down your body [obviously gathering more speed if you're taller] and also if it heads down your slopes, but can come to a crashing halt against a wall or other such object. Hitting your other set up stuff on stage, it will largely tumble through it - both going over the object if it is tall enough and phasing through it due to sharing similar chemistry. The wave drags along opponents and causing constant flinching and 4% damage per second, the downside being that it never actually does speed up that much to qualify as a good slide. However, if it comes into contact with your homunculi liquid, it can be sped up insurmountably, letting you also control it with some sludge bombs. If you hit a substitute, the homunculi liquid is blocked by it, but the sludge wave can continue on the last leg of this journey up and over the substitute, potentially taking an opponent with them.

UP AERIAL: GRAB
Smot reaches up for something - the player gains controls of him as he raises his Muk arm, it able to extend itself a bit beyond its usual reach, whilst also keeping Smot from collapsing into his "standards" form for the duration of the move, sticking him in place [which all Smot's aerials do, but I will mention it explicitly now]. What happens next depends on what is grabbed, and is largely pretty open-ended. With nothing in hand and letting go of the directional inputs, Smot simply swings his arm back down again for another generic slam to the ground for 10% and now with medium knockback, this time even pitfalling opponents who are super close! If Smot grabs any loose projectiles in the air, he simply grabs them then slams them onto the ground in front of them, whatever effect that may have. This goes for opponents – Smot grabbing them, then slamming them onto the ground like so many throws, them rebounding off it with high horizontal knockback and taking 8% if they only hit the floor. Grabbing onto a structure like a platform - even ones you yourself have created like in the gunk shot and mud bomb combo - allows you to neatly climb it by pressing up on the directional input, being a true shortcut compared to other methods.

If you grab a gunk shot or a cluster of them lodged onto something, you can do the same thing, or use the directional input to drag them out of place, either leaving them floating in the air somewhere, or pressing down to slam them into the ground too. The standard input here lets you simply let go of the structure. This even goes for mud bomb'd gunk structures, letting you detach them from space and pull them down to Earth, cast them off in another direction, or attach them elsewhere perhaps. You can always climb up there, then do the same thing if there are similar structures above that one - almost like cleaning.

FORWARD AERIAL: SLUDGE


As if about to throw something, Smot rears his arm closest to the screen back, holding this position and angling at the player's discretion: comparable to Luigi's forward smash. Once finished, Smot launches the tip of his now glowing arm like a rocket punch in the chosen direction, it travelling at Falcon's dash speed to twice that depending on charge. The arm detracts from your overall mass like other moves. The trajectory of the arm is more like a lob, having a definite arc, but this can be widened quite significantly. The arm retains its chemistry until it hits an opponent: Like Smot himself, the arm basically just phases through everything, but carries your projectiles along with it due to the wind it has built up behind it, allowing you far more direct control over your projectiles and other business. The arm will slide down your slopes pretty well too, pulling along anything in its way in a similar manner to projectiles, again due to the wind built up behind it.

The attack part of the move is indeed not as important, but still quite significant. The arm forces the foe to absorb it if they touch it [the sludge quickly disappears at the area where the opponent is touching it], inflicting the foe with a toxic status effect [as seen in the above picture]. This damages for 2% as well as flinching twice a second, which can last for anything from 1-8 seconds depending on how much of the arm they absorb, the maximum amount signalling that they absorbed all of it. It may be appealing to a foe to deny you of mass, but this level of flinching is especially terrible when combined with your slippin' and slidin'. In terms of knockback, the arm carries the foe along with it to a point, but can be easily shielded or dodged if used by itself, being better if combined with other elements of your game. Another arm grows in its place right after on Smot, but he can simply walking over to it and will automatically reabsorb it in the same way an opponent does.

BACK AERIAL: RETREAT
Smot bends backward an absurd amount, until eventually he touches the floor behind him, continuing to pull the rest of his body in this way. Smot need not reposition his body, his blob qualities letting him instantly appear in his normal, "standards" state. For as long as he's creating a poisonous bow shape and oozing into his new position, the bow is immune to damage and is in fact a hitbox of its own, dealing 4% damage to foes and low knockback away from the bow, though all the while Smot is perfectly vulnerable on the other side of the animation. This attack is a good way to move out of your aerial form, which doesn't have many ways to deter a more defensive approach from afar. Like in the dash attack, there's also a small space in-between where you were and where you appear [differs depending on Smot's size], so you can use this to generically sheild something... from in front! To compensate for earlier in the move, Smot at least gains control back very fast once the move is over.​




THE POISON TYPE
Smot's a poster boy for poison-types, with clouded motivations, but his morals are clear - he's only creating pretend life, and in a typically bizarre way, using puppetry to confuse, and eventually control the opponent through pressure. There's the mindgames - a homunculus is easily confused for a subsitute, and even then, the situation may call for simply letting the minion do what it wants, if Smot gives the opponent a reason to attack him directly. Like any good poison-type, Smot's main objective should be to try and get inside his opponent's head to prod them into making the wrong move, but that is only the tip of the iceberg here, as Smot has some very tangible and real goals to attain at the same time. Fortunately, setting up for some sliding fun isn't all that difficult - once you have a slope out somewhere, it's a vehicle for transporting your liquefied homunculi and there's an infinite amount of ways to go from there. A Smot player has to make many decisions even in a single match - his entire brood is relying on him to win. Placing a slope in the wrong place alone could end up screwing you over, which is why it's so important to out-think your opponent. What may sound like mumbo-jumbo in other playstyle sections is actually fairly important here: Smot has a notably steep difficulty curve.

This slip 'n' slide is a complex one, but not unintuitive. Your liquefied homunculi act as your control unit, letting you test out the slopes and actually pull off the KO in the end, especially when combined with the sludge wave. Natural set-ups are bountiful here - an earlier set substitute generally can be easy to place next to the side of the stage, or you can pull a ledge-homunculus up with a sludge bomb after you've upped your defences enough not to need it, then promote it to door stop. Your slopes act as speed boosts, or pit stops, letting you control the rhythm of your slide to some extent. The slipping aspect is pretty automatic in some ways as they tend to be, but your portion of control - with the sludge bombs, and backing up the homunculi with some of your own attacks like sludge and sludge wave - is able to distinguish when it really starts and stops going at full pace, so you decide when the time is right to strike. The ability to just rip apart tendrils holding sludge bombs, use your stage control to make other perches and then retry the situation from a different angle is always a palpable option, though the one constant is generally the slope. Keep in mind, that ledge-homunculi from earlier could be the saving grace here, as they block the opponent's recovery once they're off-stage. Even if it's inconvenient to have two substitutes created to both stop overflow of your liquids and guard the ledge, you may simply have to make a choice.

Though seemingly a one-trick pony, Smot has some other stuff going for him that makes him less than the Smooze using slip 'n' slide tactics. Your projectiles that can be used for stage construction - the mud bomb and gunk shot combination specifically - can be bombarded into the air to KO at high percentages. A foe who's used to you crafting with them, blowing them around to try and hit them or putting them on the floor is going to be easy to pressure, especially if you do have that aforementioned slip 'n' slide on the ground. One of your most important moves, screech, has a pretty underpinning effect of neutralising an enemy shield, or just straight up stunning them - either way, it's a great way to set up for your couple of huge overhead palm strikes, up special and down smash. Of course you can always do the blatant - use up aerial, put crap on the ground that the opponent then steps on, or throw it right in their face if they're that stupid. These methods are quite passive much of the time, and only your minion slide is the concrete, hard set-up way of getting a kill, but this flows very well into your countless means of dealing passive damage to a foe. They're constantly building up their percentage unless purely running away - they're in the danger zone far earlier than you are. If they are running away, then take this time to do... well, just about a million things Smot can do with that spare time, and maybe that'll persuade them to come back into the fight.

Preserving your minions is of the utmost important, and this is another area where Smot has many, many ways to combine tactics and strategy to thwart assault on any of your prized slabs of flesh. A few moves just straight up shield them - your dash attack, back aerial, most notably your grab - but also keep in mind tricks like your stench throw, and the importance of a lingering sludge bomb. Swallowing up your minions whole has its advantages, and there's no shortage of tricks there either: like kiting your minions so that they appear to be coming out of you and into something like a cloud of gas, but then moving forward and progressing your game with a shaken opponent. An opponent who gets too smart can be dealt with coyly: jab a homunculi under him, where he's likely not ready to attack it, or use your down tilt and hit him from a long distance away, where he either has to give up his minion chase, or come face up to you when you recollect yourself. Obviously keeping in mind here, these sorts of options become a lot better once you have a good stage control set-up. Here's a good example: the opponent has to guess if you're leaking through a drop-through platform, or attacking them. And if they come to attack you underneath, prepare a special trap for them. Staying one move ahead of the opponent is generally a must, but your gas is also a bit of a safety net if things get too out-of-hand.

The poison gas is crucial, so no wonder Smot is legendary for it. The gas acts as the other great benchmark in an average Smot match along with the slopes, as it creates a window in which Smot can act somewhat incognito with his set-up, plus heal up his minions so that they're strong enough to survive the inevitable rebuttal. The opponent isn't completely powerless here - Smot can't get the gas past them if they so much as shield, plus he can only surround himself with gas when he has his bulges ready. So you may only get a short strip of gas, but it's still a huge advantage and keeps Smot from being a fish in a barrel to more aggressive opponents. The mindgames within the gas are pretty thorough: substituting, bluffing, swallowing. Creating stuff outside the gas works too, like a sludge bomb, which to the unknowing opponent could mean some homunculi coming their way. Using moves whilst the gas settles that require a lot of charge time [quite a bit of Smot's arsenal] is also a key strategy. If you start pushing gas in their direction and away from yourself with mud slap, you can send the message that you want them to come in close, perhaps alluding to there being hidden traps in the gas either side of you. One of Smot's biggest strengths is that through much decision-making, there's never going to be a repeat of the same set-up or match twice.

Your stage control is insane, because it is more-or-less game mode levels of creation. You can create platforms, play God with them with the up aerial, and even destroy them just as easily. If you don't want to do this yourself, and some of that is a bit obfuscated when you want to fight an opponent, use your homunculi as bait by placing them in areas you want expanded on or destroyed... by the foe. It's far easier to do this kind of stuff when the match also takes place around the subject area, and thankfully, your stage control works pretty well into the rest of your moveset. Stuff like mud-slap lets you easily place a homunculi up on a high perch, you can lead a sludge into your slopes after directing gunk shots on their way, use a failed attempt to KO with a projectile to your advantage by pushing it to interact with something else - the possibilities aren't endless, but you have a lot of leeway to be imaginative. Think of the stage as more of an extension of your fist, than a limitation due to your lack of movement. It's constantly on - none of that sissy falling or jumping, your aerials fittingly being a large part of how that mindset is really viable on Smot.

FINAL SMASH: GIGA SMOT
It's as if he ate a super mushroom, for a whole buncha seconds! The beautiful part of this is that you may think that it has actual benefits, what with Smot's body being an ammo bank in of itself, but those moves scale up too, making this just as useless as on anyone else. Well, aside from being ridiculously heavy. On the plus side, everything you create while giant downscales when you do too, so you don't have to deal with giant homunculi and other glitches like that. Don't let anyone say that I don't care about the QA department.​


 
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ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
502
Shiftry
I don't think this set is quite as bad as I've been lead to believe, but on a whole, it is quite unexciting. The specials create a decent basis for a moveset, with him being able to snoop through leaf piles and create windstorms and the like. It's fairly fun, though I don't feel the windstorms flow all that well with the leaf pile snooping. The Up Special is probably my favorite move in the set, clustering all the leaves around him where he wants them to be, and the like. The pseudo invisibility going on here is far from entirely unique though, it's been done before and quite frankly needs an interesting execution to be appealing anymore.

And that, to me is where the set fails. Past the first 3 specials, the set kind of falls apart. The awkward Down Special is just the start, most of the attacks are fairly generic and don't contribute especially much to the playstyle. I get what you were trying to do with the Forward Smash and I want to approve, having done something similar in Doc Scratch, but it really should just be on the Down Smash in the context of this set. There's also stuff like the Pummel, which feels horribly tacky/OoC/useless. The moves do on some level flow in to the base playstyle, it's just they don't really expand on it in any meaningful way. It's an okay take on a genre where you need to be way more than okay to mean anything nowadays.

Master Hand

This is a nice little departure from your usual style Nick, you aren't trying to overwhelm the foe with projectiles here, as you said. Instead, reconstructing the stage to take advantage of the slow but powerful and wide ranged nature of your attacks is quite a clever concept, and you make some rather cool use of some of Master Hand's moves. In particular, I like the way you utilized the bombs in conjunction with the pitfalls and wind and such. I admit I wish you had done a little more with the holes the fingers drill in the stage though, that stuff is really cool but you don't make enough use of it.

The main thing I suppose is that I don't particularly like the way you repair the stage. How it all works makes next to no sense, and feels like a very awkward balancing factor. And I feel the flow here is really pretty loose, not entirely in a bad way, but a lot of moves don't really flow besides destroying the stage and being easier to hit with on a smaller stage. It doesn't amount to especially much on a whole, and when the set has about 7 less inputs than the norm, it leaves a bad taste in your mouth after reading it. Not a bad set, but I can't say I genuinely like it either.

Zombie Master

At it's core, I like some of the set's concepts. The minion reviving mechanic is actually reasonably cool(if albeit I wish there were more uses for it, doesn't seem like there's any point besides it being faster than standard spawning minions, and I'm just assuming it's faster since you never specify). I also, on some level, like the minions themselves, if solely due to how advanced they are. The Skull Servants aren't all that fascinating on their own, but they feel excitingly competent and come with a rather impressive selections of abilities that are a breath of fresh air for minion sets. The other minions aren't quite as cool, and ultimately they don't really flow together to my dismay. I would also love a move that let us directly control said minions, with such a big movepool I think it would be fun to let the player select from it themselves as opposed to relying on an AI.

The actual set past the specials is unfortunately pretty terrible. I get that you were gearing this towards FFAs, which is fine but I feel that FFA bonuses should be way more natural than this. You might want to check out Nurse Joy or my own Jin-Gitaxias if you want an example of how FFA geared stuff can be done well, not just having awkward interactions that only work in FFA. Most of the moves are fairly uninteresting lightning blasts and the like which just stun or position the opponent into a minion horde mauling them. The minion use is also really anticlimactic, they don't do anything other than just bash the foe around between each other, which considering how advanced you made the minions is really disappointing. I do think you have what it takes to make a good set though, Froy. Just keep at it.

Smot
Now HERE is an exciting set. Smot really has some absurdly clever interactions, with how he can disguise his own minions as each other, swallow them and use his various throws to manipulate them and have them run around, or perhaps create drop through platforms that he is so good at navigating and utilizing with the homunculi hanging off them or his Down Tilt webbing. What's really awesome though, is how he KOs his opponents. Slip n' Slide has been done before sure, but it's never been done in such a controllable manner with so many nuances and ways to take advantage of it. He even has some unique edgeguarding methods with the Homunculi dangling under the stage, or the gunk shots weighing the foe down. Heck, why not punch a mud shot at them while they try to recover with the FAir? This is all great stuff, and aside from just being unique it's also incredibly versatile.

What rather impresses me about the set in particular, is how a lot of the moves subtleties come in such handy, considering Smot on some level actually feels underpowered with his awkward up close game and lack of recovery. He needs to take full advantage of his ability to be creative with the Up Aerial and how he redesigns the stage and sets up his minions. As well as the Smokescreen, which comes in incredible handy with preserving your minions and also creates some pretty interesting mindgames with the afformentioned ability to disguise your minions and the like. You can hide your projectiles and even your created platforms, too. If I had to force some criticism, I do feel that he's a bit awkward to play on a whole, with how precisely he has to space himself with some moves like the Forward Tilt. It's not a particularly noteworthy flaw though, and contributes to his need to utilize all his clever options. Amazing set here Smady.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
MYmini

Peeps


Peeps, sometimes called Marshmallow Peeps, are a deliciously disgusting confection sold mostly around Easter time, but also adapted to other holidays such as Halloween and Christmas. The Peeps shown above are the classic Easter ones--yellow chicks and pink bunnies. Anyhow, bust open an Assist Trophy and a dozen or so of these yellow and pink marshmallow goo monstrosities may come pouring out. They’re about Pikmin-sized, and run around the stage wildly at about Mario’s dash speed, generally stopping and turning around at ledges, but having occasional bursts of profound stupidity. They don’t do anything on their own, but players can use them in one of two different ways.

First, a player may press the Attack button to pick up and eat a Peep as it’s passing by. The sugary beast heals the player 10%, and all’s well and good. However, as anyone who has any kind of experience with Peeps should know, one is about all a reasonable person can endure before the process of eating Peeps becomes painful and revolting.

A second Peep isn’t so bad, though, really. You’ll still get the 10% healing, but your dash speed and jump height will both drop a little for the next five seconds. Three Peeps hits quite a bit harder, rendering you incapable of dashing at all for the next five seconds, and cutting out your mid-air jump entirely for the same duration. Finally, if you’re bullheaded enough to down a fourth Peep, you’ll kill over, passed out, for five seconds. Even if somebody knocks you around, you won’t regain control for that full length of time. Overall, you can heal 40% with the tasty little devils, but how much are you willing to pay for it?

Naturally, most players aren’t going to push themselves beyond probably the second Peep. That’s where another aspect of these dangerous treats comes in. By pressing the Grab button instead, a player can pick up a Peep and not eat it. He can press the Grab button again to throw it if desired, or he can get within grabbing distance of an opponent and press the button, executing a no-nonsense grab and force-feeding his opponent the Peep! Maybe you’re not willing to go past two Peeps yourself, but your opponent would sure like to see you go there! Enjoy your stomach-aches!​
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
EVERLASTING GOBSTOPPPER

You can suck 'em and suck 'em and they'll never get any smaller!​
The Everlasting Gobstopper appears in Smash as an item! They simply lay on the ground once they are spawned, able to be picked up by anyone. If they are picked up normally, they can be used as a simple throwing item that deals weak damage and knockback to those thrown at it, the main buff here being that they'll bounce backwards after hitting someone, meaning they can bounce into someone else or even hit the person who threw it - this is useful if you can space yourself out and catch it, however.

If you press the grab input while standing by the Everlasting Gobstopper, you will pick it up and begin sucking on it. This heals 3% per second, and true to Wonka's words - it never ends! However, by taking 50% damage or major knockback, the one sucking on the gobstopper will spit it forward, acting as though it was a thrown item. A much safer alternative? If a player sucking on a gobstopper is pummeled, they will be asked for the gobstopper instead of the normal pummel. If they manage to get pummeled 5 times while they have it in their mouth, they will take it out and give it to the one who pummeled them - which causes them to start sucking it.
 

Smady

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

Senzu Bean
MYmini #8 - Easter/April Fools

These beans are magic! They can heal any wounds instantly, just by consuming them, and even scale up to the most powerful fighters in the universe - apparently they grow exclusively on Earth, because no intergalactic bandit ever stocked up on them and took over the galaxy. The Senzu Beans come in a small brown bag, which carries 1-6 Senzu Bean(s) at complete random. An opponent who picks up the bag can eat a single bean to recover all their health, or take out more one at a time (up to six) and carry them around with them. You could just eat all of them at once, denying your opponent the item, but you can also keep them in hand, drop the bag in place and flee with them. From here, you can then use the usual input to throw them around, potentially to an ally - you can eat the beans very quickly if you catch them in mid-air.

The dropped bag lasts for as long as the beans do or wears out after a set time, and can be left with beans inside it too. The player who holds the bag can press another input to shake the bag, generating a faint, but noticeable rumble on the controller to signify if it still has beans inside of it. This is especially useful in free-for-alls and team matches, letting a smart player utilize the bean bag for mind games, made even more competitive by the fact you can knock the item and beans out of an opponent's hand like other items. In the end, it may be best to simply throw the bag off-stage altogether, if it's too hot of a situation for you, or throw the bag right into the den of wolves, if it benefits the character you're playing as. Depending on how many beans are in the bag, it'll either have varying degrees of pathetic damage and tiny knockback, to doing absolutely nothing with no beans inside it and failing to even reach its usual trajectory. And to think, these little things once just quenched your hunger.​
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,439

Infamously wielded by the Joker, this pistol is a trick and a treat. If you think a bullet is a treat. The item looks like a normal pistol. It looks deadly enough. When you press A while holding it, the character will make a motion to fire, but instead of a bullet, a comical flag with BANG! written on it pops out. It was just a joke! But press A a second time, and the flag will be shot out like a harpoon, and impale anyone who gets hit by it. It it's nearly identical in property to Falco's laser, except it deals 20% and heavy stun. Now who's laughing?​
 

Katapultar

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


The most debatable confectionery is now an item you can eat in a Brawl! The chocolate cornet is a totally unique item that lies on its sides and with two different consequences effects depending on which side you pick it up from - is the skinny end the head, or the fat one?

When you throw the cornet, the chocolate inside it will instantly be squeezed out as a stream that's as wide as 2 SBBs and instantly pushes away any character it squirts - if you picked up the cornet from the skinny end it'll go out away from you and can gimp/space enemies, but if you picked it up from the fat end you'll be the one squirted for what you can make use of as a recovery or insta-spacer. In any case, the cornet will harmlessly flop off any surfaces and become a mere bread crust that heals 2% upon being eaten, but the real "meat" of the item obviously lies in the chocolate that stays on stages like ice terrain (having resistance to it does not help - IC and Gray), and if it slops onto a wall it'll slither down to the floor and cover it - floors are covered with chocolate for 15 seconds, so make the most of it with you sliding smashes and cool stuff if you fancy. Chocolate can also cover characters, which will give them a portable ice effect until they stay still for at least 1.5 seconds and let it slide off onto the ground, which is quite convenient.


If you tap A when holding a chocolate cornet in the same way you'd use a Fire Flower, your character will start eating it! If the fat end of the cornet is facing them, they'll put it to their mouth and lick it, where they'll be healed 1% per 0.1 seconds for a total of up to 20% healed - the cornet can still be thrown this way, but every 1% healed weakens the stream's length by 0.1 SBBs, naturally. If the skinny end of the cornet is facing the character however, they'll take a bite out of the bread only to have some of the chocolate splatter out in front of them! This is your balance between healing and goop, where you'll be healed 12% (half the cornet and the bread) in exchange for only creating a SBB's worth of choco-stream.

So okay, I know a lot of confectioneries have asked you all this question, but how do you eat your chocolate cornet? From the skinny end of the fat end?




 

MasterWarlord

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


Play as: Cairne Bloodhoof (1)
Play against: The Count (1), Zondark (1), Zondark (1), Zondark (1)
Stage: Bottom layer of Castle Siege

Your win condition is to kill the Count, who thankfully cannot summon any more Zondarks to aid him in this battle. Instead of vomiting acid into your body, though, the Count has a far more sinister KO method. . .You see, whenever the Count attempts to start pummeling you, he will take out a cross and proceed to begin nailing you to it. If he nails your arms to the cross before you escape, you’ll be stuck carrying it around as you attack, halving your movement and increasing the lag of your attacks by 1.2x per arm nailed. When your legs get nailed to the cross, it’s game over and an insta KO, and all of those Zondarks helping him won’t make life any easier.

Of course, Cairne is well equipped to fight 1 stock matches thanks to Reincarnation – as a matter of fact, it’s an outright requirement that you get killed and resurrect before you kill off the Count, to die for the sins of all the Demon Hunters and Dreadlords. . .Otherwise, the Count will just come back.
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
502
Random One Day Set is Go



Grim Poppet

Grim Poppet is a creature from Magic: The Gathering, appearing in the Shadowmoor block. The creature itself is a Scarecrow, animated wood beings that lurk the plane. In the case of Grim Poppet, it's signature feature is the vessels of acid it carries around. On that note, all Scarecrows have some rather flimsy construction, being made largely of cloth and sticks...


Stats

Size 10
Fall Speed 8
Traction 7
Weight 4.5
Jumps 2
Movement Speed 1
Aerial Speed 0.5

The Grim Poppet is huge, being slightly taller than Bowser and just as wide... and unfortunately has a rather disappointing weight value. Worst of both worlds. On top of that, not only is he clunky on the ground, he moves through the air with all the grace of a drugged rhino being launched out of a catapult. At least he doesn't slip much.

The good news though, is those vessels of acid he carries actually serve as a surprisingly effective defense. Each vessel is about the size of Wario. They are solid and cannot be attacked through, and contact with the top of them deals a whopping 16% and upwards knockback that KOs at 110%. Yikes, that's some strong acid! By default he holds one behind him and two in front of him, making him a tad more vulnerable from the back, albeit not enough to make Captain Hook's Forward Smash significant.



Specials

Neutral Special


The Grim Poppet takes one of his vessels of acid and slams it into the ground in front of him. Which acid vessel is chosen during the start up lag, you can press up for the top one in front, down for the lower one in front, and sideways for the one in back. He will not swing the vessel down until you do this, though you can press any other button to cancel. This pours the acid over the ground in front of you in a puddle the width of two Bowsers. This puddle deals the same damage as it would in the jar, but only lasts for 5 seconds and uses up the acid in the jar. Fairly uninteresting goop trap, I suppose, but you can be damaged by it yourself, as a warning.

You can also swing an empty acid container down, in which case it serves as something of a grab hitbox. The container will get caught over the opponent, and they lose the ability to attack or dodge, or only able to run around and shield while mashing out with grab difficulty. They also have their fall speed increased dramatically, so good jumping over those acid puddles is going to be more than a bit of a pain. If you miss with this, he'll just leave the vessel on the ground, though you can easily pick it up again by grabbing it like an item. There's plenty of use for leaving a vessel on the ground, as we will obviously just bash it around as some weird momentum based rolling projectile like all the other cool kids.

Lastly, if a foe lands on top of an empty acid container, they'll get stuck in it in a similar manner as to on the ground. Only this time, they lose the ability to move with their legs trapped, making it serve as a pseudo grab for the Poppet. Unfortunately, attacks only deal half damage to the container and the foe can still shield, making it not as good a damage builder as you might hope. The same applies if a foe lands in an empty acid container set on the ground.


Side Special


One of Grim Poppet's arms suddenly pops out of it's socket, and falls to the ground in front of it. I told you the construction was flimsy. While the arm is on the ground, it will still hold onto the jar of acid if it had one in it's grasp. You lose your top front arm first, then your back arm, then your lower front arm, then the arm that wasn't holding a jar of acid. So yes, you can potentially drop all four of your arms out on the stage. This won't -DO- anything in particular on it's own aside from allowing you to leave acid jars as traps (and why not just dump them out, covers a bigger area), but obviously this will become significant later.

One last thing is that the arms can be knocked around, taking knockback like Jigglypuff at the same percent Grim Poppet is at, including from your own attacks. Damage dealt to the arms, however, means absolutely nothing. If the arm is knocked off the stage, you lose it for the rest of the stock, so be careful. You can pick these back up by standing next to them and grabbing them like an item.


Up Special


This move is different in the air and on the ground. In the air, any containers of acid you're carrying will be stacked on top of each other on the back arm, before the rest of the body disassembles itself into one long chain of arms. This chain's length will vary based on how many arms you have. With only one arm this is a horrible recovery even for a tether, but with all four it's a way longer tether than any currently in the game. The stacked containers also serve as a wall, which I suppose you can use to gimp. If it misses he'll just reassemble himself with half a second of lag. The process of turning into this chain of body parts takes surprisingly little time despite what you might think, and you don't get sent into helpless afterwards. That said, this doesn't deal any damage or knockback.

Used on the ground, he'll the upper jar of acid on his front up above his head, as though asking god to pour him some more beer. The motion of doing this deals 8% and mild upwards knockback, and will stay above his head as a defense against aerial opponents. This will also refill an empty acid container with acid if you hold it over your head for 3 seconds. How? Don't ask, it's MAGIC: The Gathering after all. On a last note, if you are playing doubles with two Grim Poppets, you can have a -TOAST- with this, as they clang the acid vessels together. How awesome is that?


Down Special


Now here's the inputs where you actually get to make use of those arms you dropped on the ground. Aren't you EXCITED? Anyway, using this move will switch which arm Grim Poppet is attacking with. It goes in the same order the arms fall of his body, looping back to the first arm if you use this controlling the last one. This has no lag and a slight animation as the other arm twitches. Unfortunately, you can't use this in the middle of another attack, so don't think you can create some sort of ridiculous combo with this.



Standards


Jab


Grim Poppet swats forwards with his hand, dealing 3% and flinching knockback. If he's holding an acid vessel, he will swing it forwards instead, dealing 5% and slightly better knockback. This also swings the acid vessels top forward slightly, allowing you to catch an opponent falling out of the air.

Dash Attack


Grim Poppet ducks his head down and rams it into the foe, dealing the foe rapid flinching hits as both characters grind to a halt over the length of two Battlefield platforms. This can drag the opponent into acid, but unless the spacing is pretty precise the scarecrow will go sliding in right after them. This deals rapid flinching hits of 1% that usually add up to 14%, the last dealing mild horizontal knockback.


Forward Tilt


Grim Poppet slams his hand down in front of him, dealing 8% and decent diagonal knockback if he's not holding a jar of acid. If he is, he lobs it forward two battlefield platforms. This deals 12% and horizontal knockback that KOs at 155%, leaving the jar out on the stage afterward. Just be careful not to throw it off a ledge. If there is a hand below the jar as it flies the hand will grab it unless it is otherwise preoccupied. This allows you to toss your acid jars around all over the stage, the top remaining a hitbox or a potential grab all the while. As a matter of fact, maybe you can pass the opponent off a cliff while they are trapped in a vessel...

Up Tilt


The Grim Poppet swings one claw above him, dragging opponents in the air down to the ground and dealing flinching hits that add up to 9%. Notably, you can use this with an arm lying around to drag the opponent into a jar of acid, or a puddle of acid. The later is somewhat riskier as the arm/scarecrow himself will take the damage and knockback as well, as the attack gets cancelled by the rim of the vessel before it falls in.

With a vessel of acid in hand, he will simply raise it up and shake it, creating a small spray of acid that deals rapid flinching hits which add up to 13% and upwards knockback that KOs at 170%. This hitbox lingers for a little bit, so potentially you can capitalize on it by grabbing them afterward or pressuring them into it with another arm or two.


Down Tilt


If the arm is not carrying a vessel of acid, it simply does a low stab, dealing 6% and popping the opponent up into the air. If it is carrying a vessel of acid, it will instead bowl in along the ground, creating a trail of acid as it goes along until another arm grabs it. The vessel rolls along at Ganondorf's walk speed, and leaves the same kind of acid goop that it does with your Neutral Special. It will run out of acid after rolling 2 battlefield platforms and it evaporates at the same rate as usual, while the rolling barrel deals 9% and small upwards knockback itself.


Smashes


Forward Smash


Regardless of whether or not he's holding a vessel of acid, this attack is largely the same. The selected arm swings forwards, launching about a Bowser width-2 Bowser widths if not attached to the body. This deals 13%-17% and knockback that KOs at 160%-120% with no vessel, and 16%-22% and knockback that KOs at 130%-100% with a vessel. This serves as a mobility option for arms to travel about the stage, first and foremost, but it's a decent melee option due to the fact that it's not especially slow.

Up Smash


Grim Poppet's arm grabs in front of it and before tossing the opponent upwards if it isn't holding an acid vessel, flinging them upwards for 11%-15% and knockback that KOs at 225%-180%. Fairly unexciting on it's own, but this can actually grab another arm to swing it upwards, holding it above the ground. This allows you to create stacks of arms to reach high up into the air and swat the opponent back down to earth. Or, perhaps, launch the Forward Smash from a high perch to get an impressive degree of reach out of it due to it taking longer to fall to the ground. Pressing Up Smash with that arm again will launch the arm it's holding into the air twice Ganondorf's height. Also, if the opponent whacks your arm with something that does more than a smidge of knockback, it'll drop the other arm it is carrying as well.

Using this with a vessel of acid will have the arm in question raise it up and poor out the acid down in front of itself, dealing the same damage and knockback as when it's in the jar or poured out on the floor. He'll pour it for 2-4 seconds based on charge, which somehow does not deplete the acid in the vessel. This creates a defensive wall in front of the arm in question or in front of Grim Poppet, which is particularly notable when used from a high perch made of arms, creating a towering wall of acid.


Down Smash


For once not using his arms, Grim Poppet goes Warlord set on us and stomps down in front of him, dealing 15%-20% and pitfalling opponents. If you stomp on an arm with this, it pitfalls the base into the ground, preventing it from taking knockback. Picking it up or using Forward Smash will uproot it from it's pitfall. You can even pour acid over the arm, as it's not taking knockback from it and damage means nothing to it either. This move unfortunately has a fair bit of end lag, to warn you.


Aerials


Neutral Aerial


Grim Poppet headbutts directly in front of him, dealing 7% and weak diagonally forwards knockback. Not exciting in the least, I know, but he needs -SOMETHING- to defend himself in the air with when he's armless.

Forward Aerial


This move is rather similar whether or not he is holding a jar of acid. Grim Poppet swings his arm downwards in a similar manner to Mario's Fair, dealing 12% without a vessel of acid and 16% with one. Either way, the result is a strong spike in terms of knockback. Also note that detached arms will use this in the air when the input is pressed, even if the body is on the ground. The same is true of all aerials involving your arms.

Back Aerial


Grim Poppet swats his hand behind him, dealing 7% and average horizontal knockback. With a keg of acid, this deals slightly more damage and knockback, and also allows you to catch foes flying behind you in the acid. If you swing the arm behind you with this while it's still attached to your body, it will instead swing upwards dealing 12% and upwards knockback that KOs at 150% if they hit the rim and the same damage as usual in contact with the acid or grab if they come into contact with an empty canister.


Up Aerial


Grim Poppet headbutts above him dealing 9% and upwards knockback that KOs at 195%. This also has an interaction with a tower of hand- oh who am I kidding that would just be awkward and silly. Again, you need some way to defend yourself in the air if caught without your arms, and you can't afford to have a blind spot above you.


Down Aerial


Grim Poppet curls his arm into a fist and punches downwards, dealing 13% and a strong spike. If the arm is dis-attached it will launch towards the ground at a rather ridiculous speed when you use this. You can potentially use this off stage as a more reliable way to KO the foe than the FAir, but you will lose the arm in the process. But hey, better to give an arm to kill the foe than an arm and a leg, right?

If the arm is holding a keg, he'll turn it upside down and dump the contents out. If a foe is trapped inside they'll fall out in helpless, potentially into an acid pit. This will instead create an acid waterfall if the vessel is filled with acid, which deals the same damage and knockback as usual and will pour down an infinite distance for half a second.



Grab Game


Grab


Grim Poppet reaches out with one hand in an attempt to grab. This doesn't work if the hand is holding a vat of acid. This is actually ridiculously slow for a grab, unfortunately, but to make up for it Grim Poppet has some seriously powerful throws.


Pummel


The hand squeezes the foe, dealing 3% at a reasonably quick rate.

Forward Throw


Grim Poppet lobs the opponent forwards, dealing 7% and average forwards knockback. If there is a vat or hand out on the stage, he will toss it to the nearest one. If he throws them at a vat, they land in it at the end of the throw. If he throws them to a hand, that hand will proceed to grab them and toss them to the next nearest hand or vat in the same manner as the regular toss, or just forwards if it's the only one on the stage or the last one in a chain. This deals the same damage as usual with each toss.

Back Throw


Grim Poppet drops the opponent on the ground behind him and stops on them three times, dealing 20% and pitfalling them with double escape difficulty. Stalling for a more ideal set up? You betcha.


Up Throw


Grim Poppet tosses the opponent upwards for 4%, and then proceeds to smack the opponent with every acid vessel it is currently carrying. Each vessel deals just enough damage to kill MasterWarlord's favorite cat, AKA 10%. While 34% is an absurd amount of damage, it requires you to have all your vessels on you at the time you use this, and the attack doesn't really do much knockback at all, in fact so little that at low percents opponents will be able to quickly hit you in return.

Down Throw


Grim Poppet dunks the opponent into one of his vessels if he is currently holding one. If the vessel is full of acid they will be launched out with even more damage and knockback that usual, 20% and knockback that KOs at 85%. If the container is empty they have to escape with 1.5x normal difficulty. If he is holding no such vessel, the Poppet will merely toss them towards the floor and slam his head into them, dealing 15% and upwards knockback that KOs at 130%.


Final Smash

Grim Poppet begins spinning around like a loon, dealing 20% and horizontal knockback that KOs at 85% on contact with him. He will also spin around any arms on the stage, attached to him or no, which deal the same damage and knockback. If they are holding one of the vessels the vessel will deal 30% and knockback that KOs at 60% on contact. The main body can jump around and move forwards and backwards at Ganondorf's dash speed. All parts of you are invulnerable during the 10 seconds in which this Final Smash takes place.


Author's Comments: So, this set really was just made for fun, and I hardly expect it's going to be anything particularly noteworthy. The main reason I made this was I've been feeling a tad unmotivated to do sets lately, and I figure making a one day set at least gets me in the right mindset. That and after Gatstaf and Slaking I want to believe I can still make one day sets that you people at least find tolerable.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,251
Location
Australia
Made in like, 1-2 hours. Join the fun!

Cherry



Cherry is Minami's dog from Lucky Star. She is docile most of the time, but not to everyone...



Specials


Neutral Special

Cherry digs a hole! If you tap the input it'll be like a pitfall that's 0.5 Kirbys deep and doesn't trap people, but if you hold the input it'll be a visible pit that's twice as deep. You can move around at walking speed with the latter version to cover more ground, but the tap version is beneficial because any item thrown on the affected ground will be buried there and can be picked up by any character. You cannot level ground that's already been leveled, but you can re-bury it by using this move while in it, which takes twice as long as it took to create the hole; items can be buried this way (and made inaccessible by other characters unless they have stage-destroying moves), and foes inside the pit during this time will be pitfalled.


Side Special

Cherry barks! Anyone a SBB in front of her will be pushed back, even if they were shielding, varying from 0.1 SBBs at one second's charge or 2.5 SBBs after 30 seconds! Every use of this move weakens the timer by 7 seconds however, but thankfully doesn't reset it. This is a very fast move and Cherry will continue dashing if she used it from there. Use this move to push enemies into pits, balls or even offstage!


Up Special

Cherry produces a tennis ball from doggy-hammerspace! It's an item, and when thrown it'll bounce off surfaces while dealing flinching 3% - this happens for a while before the ball loses momentum and simply rolls around. If you use this move while a ball is out, Cherry will automatically move towards it at Sonic's dash speed before and reclaim it! She does this with the same grace that Fox goes about things, but gets two extra mid-air jumps that let her move in any direction towards her ball if she can get it. This can't be canceled, and if Cherry fails to move past an obstacle she'll be forced to give up, or worseoff fall to her death if she failed to recover this way; further more, foes can toss your ball off the stage to kill you even if you do succeed, but if you hide it in a pit they'll have a harder time getting to it! (note that this won't work if a ball is fully buried)

Fun fact: items in Cherry's mouth are covered with dog saliva, and foes who try to pick these up will suffer 0.1 seconds of hitstun for every second Cherry held the item for. Also, food items that can actually be picked up like normal ones (such as those found in this week's mini) will be contaminated, and other characters will not be able to eat it if Cherry held it at all - on the other hand Cherry heals an extra 1% and gains 1.1X the amount of that item's buffs for every second she holds it in her mouth! So tempting, but be patient like a good little doggy...


Down Special

Cherry takes out a juicy bone, just like with the Up Special! It can be thrown with half the power of Mr. Saturn, or eaten by Cherry to heal her 1% every second and also boost her movement speed by 0.05% at the same rate for 10 seconds once you're done...not for human consumption! Other characters won't even be able to eat the bone anyway, though they can easily knock it out of her and throw it off the stage, where she'll have to wait 15 seconds for another one. Using this move with a bone out has Cherry retrieve it like with the previous move, which is deadly since foes won't know whether you're trying to get your tennis ball! Funny how we still don't know how dogs' minds work...



Smashes


F-Smash

Oh my! Cherry gnashes her teeth with warning, and then lunges forward with a ferocious bite! The attack is small and has poor range, but Cherry moves forward like Wolf's F-Smash and the entire front of her is a damaging hitbox that can be angled - you can even hit low-lying enemies with this! In any case, the bite deals 12-20% and KOs in the opposite direction at 160-135%, making for Cherry's most reliable kill move. The move has a bit of starting lag before the charge, but comes out instantly; feel free to play keep-aways with this move if you need to, but you'll propel yourself forward in the process so try to corner the foe with this.


U-Smash

Cherry gets ready. If an item flies over her, she'll jump up and catch it in her mouth! If she was holding an item during this time she'll drop it, which can fall and hurt enemies. Catch tennis balls or bones with this.

If an item is flying towards or away from Cherry either vertically or horizontally, she'll dash/jump towards it at 1.15-4X the speed to catch it and deal 10-15% that KOs at 200-170% to anyone in her way! Turn your thrown items into deadly weapons this way, but watch out for the lag!


D-Smash

Cherry faces the screen, begging as she stares into the souls of the audience. Every second she holds this, they'll feel sympathy for her and throw 3-5 food items randomly onto random parts of the stage near her! Don't let foes eat the food! Better yet, using either your Up or Down Specials when food is nearby will have her go get it for infinite recovery!



Standards


Standard

Cherry lunges forth a SBB, dealing 3% with flinching. If you tap the control stick forward or backwards during this time she'll bounce either behind the victim or away from them to her original position, recovering at the same time as her foe. If you hold A even after the attack has finished from a bounce, Cherry can crawl back and forth in a ready position, and if her foe tries to shield or stay still for up to a second she'll bounce back at them again! You can cancel out of this at anytime, and overall play with your foe this way.


Dash Attack

Cherry rushes forward...is she trying to get her ball? Or is she just running around aimlessly? Here, Cherry leaps forward like some kind of superhero, knocking enemies away for 6% with semi-downwards knockback that sends them sliding forward a little and puts them into prone, only KO'ing at around 230%. Afterwards though, Cherry slides forth along the ground with traction that makes Luigi look planted, and she's allowed to use her ground attacks during that time. You can have Cherry turn around at any time and her Dash in the opposite direction by holding the control stick backwards for a while - Cherry will automatically stop moving about when she hits a foe or ledge.


F-tilt

Cherry stares into your soul. If she does this for 1.2-2 seconds at random, she'll suddenly move towards them like with her Up/Down Specials and deal 12% that KOs at 180% upon contact! Oh noes! (hint: use this from Dash Attack) Foes can evade this by getting out of Cherry's line of sight beforehand (except they won't be able to tell), or they can simply attack her before she gets to them. Cherry will travel through her pits to get to her enemy, but if a ball or bone is in-between her or them she'll suddenly stop moving to maw at them! She'll also automatically eat any food items placed in-between her without hindrance this way, so don't let any get in-between her!


U-tilt

Cherry stands on her hind legs, and smacks the area diagonally above her with a paw or two! Each hit deals 1% with fractional upwards knockback, and is stupidly spammable in-between despite the lag, which can keep enemies pinned for an annoyingly long time. Cherry's paw will also catch items, making it a win-win situation with fun.


D-tilt

Cherry sits, and can crawl! She'll sniff the ground while doing so, and if she encounters something invisible, she'll bark! Find doggy-made pits with this. If you tap A however, she'll slap a paw ahead of her, and will deal 1% at a rapid rate or 5% that KOs at 235% if the opponent is crouching! They might be too, if they're trying to hit you with a low move. Cherry's paw will grab any items near her, automatically doing so if it's buried in a small pit.



Aerials


N-air

Cherry braces, and then pounces at the nearest thing 1.5 SBBs near her! This could be an item or a foe, and she deals 10% that KOs in the opposite direction at 200%. There's lag to this though, and thus it can be dodged compared to the Up and Down Specials but not easily punished.


F-air

Cherry smacks both paws forward! This deals 2% and surprisingly poor knockback, but still enough to push enemies back a little since the move is ridiculously spammable.


B-air

Cherry kicks behind her like a horse, dealing 7% with knockback that surprisingly bucks enemies upwards into balls, KO'ing at 200%. If she lands on ground this way though, she'll suddenly dig up a bit of dirt and fling it behind her 2 SBBs, dealing 2% with flinching as well as contaminating food with the power of dirt!


U-air

Cherry stands upright while you hold input, and she'll leap up to follow any character who gets higher than her in the air. This ignores her jumps, and in fact refreshes them! This has a bit of lag though, and you'll have to use your second jump to reach the enemy in the first place.


D-air

Cherry stall-then-fall pounces down, catching any items she gets in the process, but then she'll throw them up twice as high as she would've thrown them there herself! Enemies hit by Cherry take 10% and are knocked down (they're KO'ed offstage at 215%), though they'll be able to punish Cherry instead if she had to throw an item upwards. If Cherry lands into a pit with this without getting an item, she can either cancel with a Neutral Special to cover it and pitfall the foe, then finish them off with a F-Smash, or not tap the input and dirt 2 SBBs above her like with the B-air.



Grab

Cherry gnashes her teeth, and bits into the foe's ankle! Does she hate them? Regardless, she won't be letting go until they escape with 2.5X grab difficulty, but thankfully they can still move around and attack...with Cherry tenaciously gripping onto them all the while in whatever direction she bit into them - biting from behind is generally better than biting from the front. Still, Cherry has Super Amour from every attack that would hit her unless it would KO her, which is likely since she weighs less than Jigglypuff, but she'll take 1/8th less from an attack's damage for every second she holds on until after 8 seconds she won't be able to take damage and the foe will have to shake her off. How persistent!

Foes take 1% every 0.5 seconds Cherry bites down for, but by tapping Z she'll bite down even harder and cause 5% with good hitstun, though her foe will recover before she does and this stales rather quickly, and not to mentioned eats up your precious grab time. If you hold the control stick in a direction while still holding Z however, Cherry will pull her head in that direction, and the foe will take 2.5% passive damage every 0.5 seconds if they choose not to move and have their speed temporarily cut down to 3/4s, but a ridiculous 4% and 1/3 speed cut instead if they move in the opposite direction! Foes can still hit Cherry when she's trying to "drag" them around though, so you're not exactly getting that much damage difference with this move, even if the foe is slowed - note that if Cherry tries to drag her foe downwards they'll have to crouch if they're not standing on a drop-through platform. You cannot change directions once you initiate one, as there's a limit on how hard you can be on the foe. If you hold B instead of the control stick when you're doing this Cherry will shake at the opponent, and if she does this for 2 seconds she'll force them to drop any item they're holding, which is good if they tried to steal your ball or bone.

Without holding Z, tapping the control stick away from the foe will have Cherry let go like a normal grab release, while tapping the control stick towards the foe will have Cherry bite at them for 5% with knockback that KOs at 250% as she drags them forward without flinching them. Tapping the control stick upwards has Cherry footstool off her foe, while tapping downwards pulls them down into prone along with 4%.


 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,251
Location
Australia
[COLLAPSE="Cacturne"]This set feels, or -felt- funny...in a way. Probably because of the combination of the Pokedex-esque descriptions for each attacks (which add quite a nice sense of atmosphere to the set) in tandem with the fact that it was posted on April Fool's, and that a Cacturne set had been posted all the way back in MYM8....that, and Rool wanted to make him. How strange.

But this is your Cacturne, quite obviously. The organization feels a bit more dynamic compared to your past sets, and somewhat clean as well. And naturally, I do like the great inclusion of character justification for a Pokemon (you've got quite a good balance between the grass and darkness), but there are times where it gets perhaps...a bit too extreme. One example would be Faint Attack, which while I can understand you wanting to capture the chasing nature of his character in his description, turns him into some kind of magic psycho ghost thing when you make him able to teleport, even if it works with his playstyle...it's even more understandable when you realize that Faint Attack has the Pokemon teleport in some cases, though it'd be completely forgivable if the distance was limited to a reasonable amount. Then again, he is kind of a Pokemon, and with a lot of magic moves.

Much to my surprise, the way in which you execute moves reminds me of my own style, trying to make each move distinctive yet relevant at the same time. With that, the coloring, and given your occasional set posting, it'd seem to be that you put quite a bit of work and planning into this set (even if he is just a Pokemon), so props to you.[/COLLAPSE]


[COLLAPSE="Zombie Master"]As one of the peeps in the community who actually knows about the main TCG, I'm quite obligated to maw into this. The set contains as much surprise as your character choice (with surprisingly similar artwork to Night's End Sorcerer, actually), even more so especially considering the somewhat excruciating detail for a one-day set. Your minion choice is humorous enough to feel like it was picked out at random from all the many, many monsters you could have picked, especially since Red Eyes Zombie Dragon and Dark Dust Spirit can't even be summoned by lil master in the game! It's also funny because the Skull Servants seem ridiculously strong individually, considering how each one has freaking 40HP compared to poor Red Eyes who only has 25 and seems really small, but I understand that was balancing. Also, I wonder what a set for Ill Bludd would've been like instead... *shivers*

This set has made me realize that you're truly the type of guy who's willing to put detail into even the slightest of things, which is truly remarkable (as are your descriptions for this matter)...but perhaps you'd be willing to upgrade the organization on your future sets, if at least to make the bold headers for the main attacks colorful to further distinct them from the attack descriptions?

I won't parrot what FA said about the main technicalities, which I admittedly wouldn't have been able to get a grasp on in the first place, and for how quickly you made this set. There are little flairs that I like within this set, such as Zombie Master being able to revive enemies as he does with his card, as well as have the minions essentially be characters on their own to a high degree, which makes sense considering that the summoned monsters are on the same league with ZM in the actual game. This does seem to tell me that your mindset in making Yu-Gi-Oh! monsters revolves around the other players being treated like Monsters rather than actual Players whose life points you'd have to whittle down, which would be my interpretation. Interesting indeed.

Definitely not as simple as Night's End Sorcerer, but Zombie Master seems to be quite the mark of improvement...you say you haven't really done anything, but I'm sure you've been watching, learning and reminiscing during all those weeks, have you not? Demnyx should be interesting when the week passes...[/COLLAPSE]
 

FrozenRoy

Smash Lord
Joined
Apr 26, 2007
Messages
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Location
Las Vegas, Nevada
Switch FC
SW-1325-2408-7513
A quick little reply to Kat:

Funny enough, the minions were almost all chosen at random, except for Skull Servant: Skull Servant actually appears in Zombie Master's artwork(near the bottom left), so that's why I chose it and why it was the main minion. Though I did have a criteria for the other three(I wanted an aerial minion, a minion who it would make sense to do a one-time attack and then another ground-based minion).

An Il Blud set? Interesting... *Totally not writing that for future thought*

As for organization...maybe, it really depends on the set. I usually prefer either very simple organization or cool stuff like Kanade's images, so I am not sure how satisfactorily I could do it, but testing it can't hurt...and I know for a fact I have one set I want to make that will have a large organizational difference.

Thanks for the comment. :)
 

Junahu

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

Party Bag
These delightful bags of treats only appear from Party Balls (though party bags can spawn outside of party balls on certain days of the year, such as a Mii's birthday, Easter, Halloween, Christmas etc).
A simple paper bag, the Party Bag will spew out one candy food item every 2 seconds if left alone. This will happen until the bag has exhausted its supply of 15 treats, at which point the bag vanishes.
You can hit the bag with attacks to knock more candies out of it, though the treats will pop out of the bag when it lands after being hit, so strong attacks will just send the delicious sugary goods to the far corner of the stage.
Alternatively, you can pick up the Party Bag, carrying it around like most items. When some greedy porker picks up a Party Bag, it stops giving out treats until it is put back down (though it will drop a treat every time the person carrying the bag is struck)

And... that's about it. It's a bag that dishes out food items. Deal with it.

 

FrozenRoy

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



Bacon doesn't count as candy? Well **** you man, 'cause this bacon is breakin' the rules by getting delicious chocolate drizzled aaaaaaaaaaall over it.

Nom nom nom *****es.

when this item appears, and it is pretty rare, it will immedietely draw everyone's attention to it. And I don't mean that figuratively: It has a constant suction effect that draws anyone, anywhere on the stage, towards it, with the effect being stronger the closer you get to the bacon. When you get it, you'll hold it like any old item and be unable to use your jab, which is instead replaced by eating a bit of the bacon, which heals 8% damage and takes a bit and is accompanied by some OM NOM NOM noises, which would be customized depending on the character(Listening enough for all the characters is a task far beyond my scope, but I just want to say imagining R.O.B. giving a robotic, deadpan "Nom. Nom. Nom." amuses me). It will still attract people to it while held, but at only half strength. It can be taken by dealing enough damage to the opponent, 25% total, wherein they will drop it, or by grabbing and then pummeling the opponent three times, which will cause the grabber to take it immedietely.

After it has healed 104% damage(13 uses), it will be completely devoured and disappear. It will also do this if left alone for as long as any normal item.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
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Not wasting countless hours on a 10 man community
IRON TAIL



Iron Tail is a villain in the vein of the Burgermeister from the stock motion Easter Special “Peter Cottontail”. His namesake comes from his tail getting run over by a child on a skateboard or something or other, resulting in him having to amputate it and get a prosthetic tail. Ever since, Iron Tail has sworn vengeance on children everywhere, and intends to ruin the Easter holiday. He attempts to become the chief Easter Bunny of April Valley by challenging Peter Cottontail to a contest to see who can give away the most eggs, and due to Peter staying up all night partying (No I am not even kidding) Iron Tail wins despite delivering only one egg. Iron Tail gets his obligatory villain song upon his success, though Peter attempts to use time travel (Yes, really) to defeat him – again, who’s the villain here, folks? Well, clearly it’s Iron Tail, as he’s voiced by Vincent Price, has pet spiders and bats, is friends with those horrible people from Halloween town, and uses –MAGIC- from a spellbook!

STATS


Falling Speed: 8.5
Jumps: 7
Traction: 6.5
Weight: 5.5
Aerial Speed: 5
Size: 4
Aerial Control: 4
Ground Movement: 3

Iron Tail’s iron tail gives him a bit more heavyweight of stats than a generic anthro bunny should have. While he’s far from a heavyweight, his fall speed suffers massively from the addition of his tail, limiting the mileage he can get out of his bunny jumps.



Iron Tail has two pets who he makes extensive use of throughout the film. His trusty bat Montresor, whom he is constantly seen flying on the back of, and an unnamed spider. They are constantly out at all times, but stay in the background when they are not attacking. When in the main playing field from an attack order from Iron Tail, they can be attacked like normal characters, though will re-enter the background as soon as they are done with their attack/exit hitstun. They do have their own invisible damage percentages, both of them having weight comparable to Meta Knight.


MOVESET


SPECIALS


Up Special – Away, Montresor, Away!


APRIL FOOLS DAVID.



BRONZONG

I know you wanted to avoid Tropius comparisons, but good lord, the two leaf tornados in the moveset feel almost entirely out of place with the meat of Tropius’ games involving the leaves and invisibility. Sure, it lets you move the leaves around, but it’s easy enough to cover most of the stage in leaves anyway, and Shiftry is more of a close ranged character that doesn’t need projectiles. Something that felt really obvious to do was to let Shiftry be invisible when overlapping with a leaf tornado, which would make much more sense than hiding in a handful of leaves lying on the ground, but that’s neither here or there. The tornado is really a central part of Shiftry’s character, and that along with Lick and an emphasis on his Pinocchio nose over his nutcracker jaw makes him feel rather tacky for a Pokeset. For gameplay, the main appeal of Shiftry’s invisibility is in combination with his counters, punishing the foe for hitting him willy nilly. It really did excite me the first time, but the sheer quantity of counters made it lose some of the appeal – the filler in this set is among some of the most obvious I’ve seen with stuff like –Lick- desperately trying to spruce up an abomination of a grab-game.

GEODUDE

Let’s open the comment with the shocking part first, shall we? I actually think this set’s fairly decent, I’m not on the hate train with everyone else, and MW is the last of people who’s a hipster for the sake of being a hipster. I don’t even think he’s that overpowered, as he’s not that tough to crack once solid rock is gone thanks to his token super heavyweight status. I agree with you that it is dumb to think of Rhyperior as a rushdown character when he makes such heavy use of his superarmor early on and has to camp once he loses Solid Rock due to hitstun existing. I just wish that he had a couple more projectiles/ranged attacks to make use of, as once he loses Solid Rock a good chunk of the melee attacks in his set become relatively useless due to a lack of superarmor there to cover him, leaving him with a rather limited moveset later on. Granted, it’s not like it’s all entirely irrelevant thanks to him being able to use it all when Solid Rock is up. In conclusion, the mechanic lets most of the moves be more (Wait for it, Joe) generic in a more acceptable manner than most sets, but the set still doesn’t feel linked enough for my tastes.

15 MINUTE MOVESET

I’m astonished that I’m even commenting Paper Man, and it makes me feel almost as bad as all of those people who commented QWOP in MYM 11 five years too late when nobody cared about comments for the set to start with. You know how painful this set is, so let me bring up two –new- points. First, him getting all his papers back if he entirely runs out feels very, very tacky, and he should just get insta KO’d. If you’re worried about balance just give him more papers – you acknowledge in the set that foes will just keep him at 1-3 papers or so to keep him weak, and it just feels like something to punish enemies who fight Paper Man for the first time. Second isn’t so much a complaint so much as it is sheer amazement that you would make an OC specifically for MYM, given how intentionally generic his actual character is, and then not give him any power worth using or seeing in Brawl, much less MYM. You never actually make use of the fact that the substance that makes up his body is –paper- rather than some other generic substance, and lord knows we have plenty of chars that can split themselves up already. Sure, there’s not a lot to take advantage of in paper, but you don’t even have a paper airplane in there for crap’s sake, and furthermore, it’s a generic OC made for MYM, there’s nothing to be true to here. If there’s not enough you can do with paper, make his body be made up of some other substance.

PARKINSON’S SUFFERER

Smot’s minions acting on their own despite formerly being parts of Smot really make this feel like a one of a kind Pokemon that could come to exist in the Pokemon Logic where Grimer and Muk are man-made sludge that’s come to life – the animated sludge fuses into a single entity, then sort of unfuses but sort of doesn’t to make those “minions”. Of course it’s all left open to interpretation, which fits with the Pokemon mythos nicely – there’s so much that can be inferred if you look at as more than a mindless children’s game.

Now, the actual set is quite nice with the minions as is with the foe confusing which type is which, as you –want- them to destroy the substitutes while the homunculi live in most cases. You also use the solid status of the homunculi on a regular basis as well, so you can eventually take advantage of foes not wanting to destroy substitutes as reverse psychology later on. The real highlight is more of what Smot can do with platforms and slopes, though, as it gives a shocking amount of mobility to a character that’s physically incapable of leaving the ground and makes picturing him being played in SM levels much easier while still flowing into his main style in a way that’s incredibly rare. While the set feels a bit too concerned with stage construction at times, is a bit slow, and his status as being set on the ground make him lean towards impractical and underpowered, his Poison Gas remedies this all at once. Constant flinching hitboxes that the foe can’t do much about to shield Smot make him far more viable in a very natural way, and you manage to make this very otherwise overpowered move concept work on a character like Smot. All the while adding all the more potential to mindgames for this Poison Pokemon made up of many minds.

KI VILLIAN NO LONGER RELEVANT THANKS TO HADES

I would say that I like Medusa’s vectors staying out where she can manipulate them later like Else Maria, but most of all her moves are “exceptions” to the mechanic to the point where moves that the moves that aren’t exceptions may as well be the actual ones. That said, what is there with the vectors is cool enough in combination with the vector plates, zooming the foe off-stage or where-ever, potentially even into a vector cage. The highlight of the set, though, is undoubtedly the grab-game, and despite being unconventional it still has the normal amount of inputs in it, shockingly. Implanting one of four moves inside the foe you can set off at any time is very interesting, and it only gets even better in her boss mode where she can give up multiple Specials to implant vectors inside the bodies of all three foes.

LIGHTWEIGHT FEMALE PROTAGONIST

Elsa Maria doesn’t really flow nearly enough, and as a result the set just comes across as something where each move is just another token way to put out a vector on the stage. The stuff with the minions/passive stage control is more exciting than the meat of the set, and it’s very rarely brought up and moves rarely play off it – it’s just more something to keep in mind that could be relevant to pretty much any moveset. When the moveset isn’t just putting out vectors for the sake of putting them out, it’s even worse with moves like the dsmash and the aerials cluttering the thing up. Perhaps the points here are exaggerated, but the set just doesn’t flow and the concepts aren’t strong enough – it feels very much like it’s –trying- to be Warlordian (It’s an FA set after all, and you’ve succeeded at this before), but it ends up just being very, very “meh”, very forgettable.

IRON TAIL



MALE STRIPPER

 

ProfPeanut

Smash Ace
Joined
Oct 1, 2008
Messages
727
The 8th MYMini

Toon Bubblegum

1647446428177.png

It's cartoon bubblegum. It does exactly what you think it does.

What, do you really need an explanation? Fine. Cartoon bubblegum appears on the stage like any other random food item would, taking the guise of a normal 2D
rotates-with-the-camera pack of gum. Gets eaten like one too. However, any character that decides to snack on this treat will find themselves chewing it for four seconds instead after healing about 3%. Don't worry, movement and attacking is still possible, even when the character in question starts to blow a pink bubble of gum from his mouth, which will slowly grow bigger over three seconds, becoming the size of Bowser, until- POP!

Of course, any damaging hitbox will pop the bubble earlier, but the resulting area covered in gum will be less than the just-short-of-a-Smart-Bomb-explosion area it could reach. Walls, floors and ceilings will be covered with the stuff, as well as any characters within range (especially the one who blew the bubble in the first place).

And now the gum will do just as gum does. Did you land on a surface with gum, or with yourself covered in gum, or somehow ran straight into a gum-covered character? Congratulations, you are now connected to that surface by an elastic link of indestructible gum. Now, you could keep on attacking and moving away from the gum and pretend that the fight's moving on like normal, but a long gooey tether will stretch out from that surface. The moment you stop struggling, jump into the air without a great deal of force, or move back towards the gum-SNAP!-you'll get flung straight back and end up back on that surface in prone, as though hit by an attack with the most accurate knockback in the world. Hey, maybe if you're far enough, your helpless snagged body will damage anyone along the way, whether they're stuck in the gum too or not. If you're stuck to a wall or ceiling, you'll be flung back and instantly tech (I dearly hope you know what that means), hovering there until you try to move away with more force than random aerials.

You can get stuck to multiple or wider surfaces of the stage, in which case you'll snap back to the center of all those surfaces, connected by a web of gum. And all that gum stretched from the stage to the characters is sticky enough to catch physical projectiles, items, minions, props and other characters in its sweet gooey hold as well. Don't bet on someone else to knock you out with a fully-charged smash; the gum will pull you back the moment the hitstun ends, or if you somehow reach the blast zones (and whoever hit you is probably now stuck to you thanks to the gum as well). If you're stuck right next to another character, you can both play Balimese Slapping Fish. It's not like either of you are going anywhere.

Of course, the whole match would end up never finishing if everyone was stuck in pink adhesive disaster radius. The gum will all instantly disappear after about fifteen seconds of the bubble first popping, which is probably Master Hand noticing the sorry state you're all in. Meanwhile, enjoy those fifteen seconds of struggling within a relentless sticky candy jumble.
 
Last edited:

FrozenRoy

Smash Lord
Joined
Apr 26, 2007
Messages
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Location
Las Vegas, Nevada
Switch FC
SW-1325-2408-7513
Grim Poppet

I told myself I would read Smot, but this set had some cool artwork, not to mention being a one-day set, so I thought I would check it out.

Stat-wise, he is essentially a very large heavyweight, with huge size, terrible aerial stats, yet only a 4.5 in weight. Always fun to see these, I think. Well, so far, anyway.

The set itself is definitely very meta in it's creation, and a bit sarcastic on the specials, but I think this actually works pretty well, but it provides the job of build-up with a good little bit of amusement.

The set itself is very focused: Acid and the manipulation of it's four arms, which it can drop from it's body via the side special or Forward Smash, with what arm you are attacking with being chosen by use of the Down Special. The set itself definitely shows the fact it is a one day set, with fairly short descriptions on all the moves, but it makes up for this by being very upfront and very economical with it's descriptions: There really isn't any confusion on what you can do here or what it's point is. This guy doesn't even have a playstyle section!

But really, why would he need one? It's pretty obvious what you want to do: Set up acid, be it by dumping it out or by placing it it with your arm-popping Side Special and mess around with spreading your arms around. He's actually got some really cool ways to do this, like the fact his Up Smash, which usually just grabs in front of it usually for a pretty weak attack, allows you to grab arms in front of and hold them up in the air and create entire chains of arms, swatting opponent's out of the sky...or perhaps you'd rather combine it with your Forward Smash, which will travel further distances from it's higher perch. He can also have his arms use aerials, like using the down aerial to sacrifice any further use of the arm during the stock to strongly spike an opponent to death. While certainly not exploring everything possible, the range of things to do with spreading your arm's hitboxes and hurtboxes around, along with messing around with dumping acid traps that also hurt you around, the acid containers ability to be grab boxes...I do say I like this set, though I imagine more seasoned MYMers will find more fault in it, especially since it is pretty simple.

I don't really have any balance concerns or anything off the top of my head with this. While I am sure in some cases it use a little fine tuning, it actually seems very well balanced. To be honest, I...actually really liked this set, definitely more than Elsa. I'd say it's above average as a set and probably worth a reg vote, quite possibly a placer, and probably a set I found quite enjoyable reading, probably more than a decent amount of sets. The gray made me strain my eyes at times, but I think that might just be because I have a lot of trouble with similar colors on backgrounds as a whole, it seems light enough to be readable enough though.

In short, although it was just a one day set to assauge unmotivatedness, it turned out good IMO. Keep at it!

Smot

I had the pleasure of previewing this set and helping out when it was about half finished, so I had a bit of inside info on it. I actually intended to comment on this the day it came out...but then I fell asleep. And then I meant to comment the day after...but I got busy. So yeah, sorry about such a long delay.

Reading the set, I really don't like that dash attack. It's horribly awkward to envision in usage and doesn't do all that much: What it does do could have been easily accomplished with another, less awkward animation as well. The up aerial also isn't awkward to envision, but seems a bit awkward otherwise: "the player gains controls of him as he raises his Muk arm" sounds a bit odd to me and somehow just feels...off, even if the rest of the move functions logically and understandably. Can he move like this? ...For that matter, can he move while in his standard aerial pose? Does this mean any of the other interactions involve player activity, or are they auto? The fact you can move around the Gunk Shot and stuff seems to suggest they might, but at the same time they sound automatic, and it all seems a bit odd. While a minor nitpick, I also want to nitpick Sludge's use of "The arm forces the foe to absorb it if they touch it": It probably should have been worded as simply being absorbed into the foe, rather than forcing the foe to absorb it, which sounds a bit odd due to the arm part to me and seems like it might trigger some people crying out that it hurts opponent's characterization or some crap. I dunno. Just seems like it could be better worded.

The playstyle is very long, perhaps even too much so: I am not quite sure how to put it, but some of it seems like less what a playstyle should do, explaining what a set does coherently and stuff I believe, and more like...hyping, I guess? I doubt it was intentional and I suppose that stuff like hearing people talk about Smot before I read it may be the cause, but I just sort of got the general feel of that when I read the section. It may have also been a bit redundant at times as well, but with a set like this that can slide I think.

As for Smot himself, since I have not really talked about the set quality much yet have I, it's pretty good. Lots of lovely interactions, but without a flowchart, and a great deal of creativity involved. The set is very sound, with a lot of options, though at times I feel it could have used a bit focus and it seems to be overloading with creativity to the point it loses a bit of direction to me. But it is still one of the better sets this set, even if I don't think it overtakes some of my higher choices this set, I think I both enjoyed it and it seemed a bit better than Kang. So take that as you will.

Also...I get you probably did not feel like making a Final Smash, I think that the way you worded the Final Smash leaves a bit of a bad taste in my mouth, especially given it's place as the last thing on the set.

Ended up with only two set comments after all, heh heh...
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,527
15 MINUTE MOVESET
I’m astonished that I’m even commenting Paper Man, and it makes me feel almost as bad as all of those people who commented QWOP in MYM 11 five years too late when nobody cared about comments for the set to start with. You know how painful this set is, so let me bring up two –new- points. First, him getting all his papers back if he entirely runs out feels very, very tacky, and he should just get insta KO’d. If you’re worried about balance just give him more papers – you acknowledge in the set that foes will just keep him at 1-3 papers or so to keep him weak, and it just feels like something to punish enemies who fight Paper Man for the first time. Second isn’t so much a complaint so much as it is sheer amazement that you would make an OC specifically for MYM, given how intentionally generic his actual character is, and then not give him any power worth using or seeing in Brawl, much less MYM. You never actually make use of the fact that the substance that makes up his body is –paper- rather than some other generic substance, and lord knows we have plenty of chars that can split themselves up already. Sure, there’s not a lot to take advantage of in paper, but you don’t even have a paper airplane in there for crap’s sake, and furthermore, it’s a generic OC made for MYM, there’s nothing to be true to here. If there’s not enough you can do with paper, make his body be made up of some other substance.
Painful? Oh please. Anyone who thinks this is painful probably cries when they get their shots from the doctor. Now then, onto more relevant things.

I'm not entirely crazy about that regeneration mechanic either, but I thought without it he was basically crippled regardless of how many papers he has in his body. I've been meaning to slightly rework the mechanic to be more FFA-compatible - instead of the person with the fiftieth paper getting the free grab, that honor goes to whoever holds the most papers, and Paper Man only gets back the papers they were holding. Haven't found the time to make that edit (and a few other choice ones) as of yet, though.

As for the character/power choice complaints, this was in fact a random superpower wiki RNG challenge I took on for the hell of it/because Dave's a hippo. Also, since when did SWF have a Hulk smiley? :hulk:

I was planning to make some edits to the set to better flesh out his shield-pressure game - the Forward and Down Smash are a bit redundant. I'm thinking FSmash might better be replaced with something that had papers already laying around on the stage execute some kind of attack. It would help enhance his paperplacement game a bit (in turn making the shield pressure more interesting) and also maybe make foes think a bit before rushing in and snatching up every pile of paper they can.

But now I'm considering trying to edit it to make you like it less than Black Puddle Queen, since that would give me the top and bottom of the rankings. :75M:
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
G.i.n.t.e.g.g!


҉҉҉҉ ҉҉
Good Morning!

annoying game gets annoying moveset..

Billy Hatcher
This fun loving sprat is Billy Hatcher, the hero of Morning Land. Donning the legendary Chicken Suit, Billy saves chicken-kind from the looming threat of the Crows.

Oh, and he does this by making gigantic eggs.


⁞⁞⁞Gigantic Stats⁞⁞
Old Billy is of the same ilk as Ness and Lucas, short and dumpy and light and cute and cuddly. Yet his movement speed is a cut above those two. It seems this kid has been getting his morning excercises!
His traction is a bit wiffy, but I'm sure we can put something solid in his path to stop him sliding too much.
Billy's attack speed has taken a few too many pages from Lucas' book, so be prepared to attack a little earlier than usual, because there will be lag. Still, his movement, especially in the air, can cover for this weakness quite well. And it's not like you'll be going toe-to-toe with anyone anyway...



⁞⁞⁞Gigantic Specials⁞⁞
Neutral Special: Eggseption
Something you need to know right off the bat; Billy is nothing without an egg. Sure, he can attack and KO and junk, but he's totally vanilla about how he does it. So if you want eggcitement, you need an egg!
Tap this input to spawn an egg, roughly Billy's height (and slightly heavier than him too), which Billy plomps down in front of himself. If you hold the input (or press it when next to an egg you already have), Billy then begins waxing his new pride and joy, which for reasons completely incongruous to the source material, causes the Egg to grow.

An egg can grow to be twice the size of grumpy old Bowser, and roughly 1.6x his weight too. However, simply rubbing your egg will only take you halfway to this size.
In order to make it grow all the way, you need to roll that egg around. This is done simply by walking or dashing against the egg (it's quite solid, but that means the foe can push your egg around too). No matter how big the egg is, you can push it at roughly 3/4 Billy's dashing speed. Foes can also push an egg at this speed, assuming they can run that fast. If two players are pushing the egg from opposite ends, the one who started pushing first gets right of way.
It takes roughly two trips across Final Destination in order to grow it to its maximum scale.

So, we have a big egg. It's solid, so Billy can camp behind it.. eggcept he doesn't have any projectiles to camp with. Ok, let's roll the egg into foes instead!
With a baby sized egg, running into a foe simply deals a paltry 5% damage as you fly past. A middling sized egg (Bowser's size) deals multiple 3% hits as it drags the foe along. Each hit knocks the foe upwards slightly.
But it's the big eggs that offer the most fun. Roll a fat boy into the enemy, and they'll be pitfalled... TO the egg! Now stuck to the egg's surface until they wriggle free, you can continue to roll the foe 'mit oef'. You're free to roll them offstage, or roll them to a point where you can comfortably attack their protruding body. You could even manipulate the egg so that it's resting on top of the foe, which not only delays their ability to escape, but also deals 6% damage per second.

But, what else can eggs do? Welp, inquistive reader, you can hit your egg with attacks (wow!). It'll take all the usual knockback from the attack, potentially sending it flying around much faster than you could ever roll it. What's more, if the egg collides with something while it is careening away, it deals 3/4 the damage and knockback that it took from the attack.
Yup! You can use your egg as a gigantic projectile. But! So can the foe! Yikes!

And also be sure to take good care of your egg! Since it takes damage and knockback from attacks, even yours, it can be KO'd too. And when that happens, you'll have Egg on your face.

... OK, not literally, but you'll be eggless for at least another 6 seconds

extra notes:// Despite being solid, eggs cannot 'usually' be stood on top of.
Also in spite of their solidarity, using rolls to navigate around eggs is possible.
Thrown sticky items like Unira and Gooey Bombs can stick to an egg's surface. Even some decidedly non-sticky objects can become stuck, such as bananas, bob-ombs, and generally anything else that hurts when touched.
An egg will follow the laws of physics whenever it comes to slanted terrain. In particular, Green Hill Zone is very difficult to control an egg on
Eggs ignore traction altering ground such as ice.
If a situation arises where a player is squashed between a wall and an egg, the foe takes 15% damage and vertical knockback. The egg is also pushed backwards from the recoil.


Side Special: Boomerang Egg
Billy the Hatcher gives the foe a little kick. "kick!"
Yes, he even says that sometimes.

It deals 6% damage and Billy steps forward while doing it, so the attack does at least have a little reach. It does little else on foes though, so go ahead and kick your egg. You little man..

This kick sends eggs flying forwards 2.5 stagebuilder units. The egg then succumbs to homesickness and returns to Billy (or rather flies back toward where Billy was when he kicked it). The boomeranging egg defies all known laws of gravity, travelling in a straight line even if the egg is flying through the air.
On contact with the foe, the egg deals 8% damage and repellant knockback (5% for small eggs, 14% for giant eggs). Notably, if the foe is struck by the underside of the egg, they will be knocked downwards. A handy thing to know next time the foe is trying to recover..

The distance travelled during this attack does count towards making your egg grow. But before you start spamming this attack to kingdom come, you need to be wary of two things; Reflectors/perfect-shielding and outprioritisation. If the foe slams that egg with a powerful enough attack, it'll stop dead. And that gives the foe a great chance to commandeer your egg for themselves. And yes, you can indeed be hurt by your own egg.

Down Special: Scrambled Egg
Taking out an egg shaped bell, Billy rings it with a tiny hammer. This somehow causes Billy's egg (assuming he has one) to eggsplode.
Eggsplosions affect an area 1.3x the size of the egg itself, dealing a potentially whopping 100% damage, along with knockback that KOs from 90%.
The eggplosion will affect Billy too, should he stand too near his egg when he does this.

In addition, the egg's damage potential is only 100% when at its maximum size, So it's notably less with smaller eggs (along with proportionally less knockback). It is also reduced by any damage the egg took from attacks. Still, eggsplosions will always deals at least 25% damage.

You'll still need to wait a short while after detonating your egg, until you can create a new one. But this time it's only 4.5 seconds, so it's almost always better to detonate an egg rather than let it be KO'd by the foe.

Up Special: Eggs over easy
Billy hops up into the air, recovering about as far as Link's Up-B. There's no hitbox or attack properties to this recovery either, so you do not want to be caught offstage under any circumstance

As you can probably guess, this move will come into its own when used near an egg. In such a case, Billy will automatically hop on top of the egg, using it as an elevated platform of sorts. From this perch, Billy can use any of his grounded attacks, even if the egg itself is airborne.

If the egg is still on the ground, Billy can run left or right in order to roll the egg in the opposite direction. Unlike pushing the egg, rolling it around like this carries with it a certain level of inertia, making it harder to gain speed, and harder to stop.
Billy can also make the the egg hop into the air (by jumping). It will leap 1.3 stagebuilder units upwards, which is a pretty good feat for an egg. If you jump your egg into the sky, and then it falls onto a foe, they'll take up to 16% damage and fairly strong downward knockback. They could even be pitfalled into the egg, assuming the foe was standing on the ground and the egg was big enough...

If/Once the egg is airborne, trying to jump will cause Billy to hop up off the egg, with his second jump intact (but unable to use his Up Special again until he lands). You can also dismount your egg by using Up Special a second time.

⁞⁞⁞Gigantic Grab⁞⁞
Grab
Don't be expecting anything grand here; Billy grabs the foe using his hands!
As I'm sure you've already guessed, you can indeed grab your egg too. Doing so will have Billy brace himself against the egg, preventing foes from pushing it around. However, if the egg takes knockback from an attack, it'll take Billy along with it!

Actually, this grab isn't all that unique. Any old grab from any old character will have this effect when used on an egg.
A moving egg cannot be grabbed. So keep it in motion to prevent greedy egg thieves.

Pummel
Our Heroic Hatcher pounds away at the foe's stomach with his free hand. It deals 2% damage. And, yes, you can pummel an egg. Doing so causes the egg itself to reverberate, become a hitbox dealing that much damage.

Any character's pummel will have this effect on an egg, so don't go thinking Billy is special or anything...

ForwardThrow
Billy shunts the foe forwards, whilst still maintaining a hold on them. This deals a small 3% damage, and moves the duo forward a small distance.
If this throw shoves the foe into a solid object, like a wall or... an egg... the foe takes 14% damage and relatively sharp upwards knockback, KOing from 110%.

As you may have rightly assumed, this throw is more frequently used on his egg, allowing Billy to reposition it without releasing his hold on the egg.

BackwardThrow
I'm not even going to insult your intelligence by describing this throw. You know what it's going to be. And if you don't; go read the forward throw again.
Just... don't go slamming yourself into any walls, ok?

DownwardThrow
Billy yanks the foe down to the ground, into the prone position. This deals a steady 9% damage. On an egg, this rolls it 180 degrees, without making it move anywhere. Contact with the egg as it spins deals 9% damage and slight upward knockback. This is also probably the best way to release your hold on an egg early.


UpwardThrow
Billy punts the foe into the air, dealing 11% damage into the bargain. They take upwards/backwards knockback from this kick, potentially sending them over an egg that's sitting just behind them.
On an egg, Billy tosses the obstinant oef into the sky, with it dealing 6% damage to anything it collides with on the way. This is a relatively comfortable way to get your egg up onto a platform, or simply into the air at all.

⁞⁞⁞Gigantic Ground Attacks⁞⁞
JabAttack
Hey there Punch-Punch-Kick! Long time no see! How's the kids? Good?... oh...
Sorry for your loss. I guess your wife is taking things pretty hard. Look, I'll just get out of your hair now. You keep keeping on okay?

Deals 5% damage all together with the final hit knocking the foe away. The third hit is a bit slow to land, but it's really meant for punching your egg forth a little.

ForwardTilt
Get outta mah shed face! A double palmed push dealing 8% damage and a neat package of mostly fixed knockback. You won't be KOing with it, but you won't be punished for it either, so all is good. While no slower than any other forward tilt, the exaggerated wind up is a fairly obvious tell, so the attack "feels" predictable. The range is good enough to stop most foes from casually walking away from the hitbox.

Naturally this attack works a treat on eggs, since it's a shunt that works irregardless of the weight/damage of the egg. A small, damaged egg may be better moved via the Jab Combo, but the big burly boys are best left to the Forward tilt


UpTilt
Remember those flipper enemies from Super Mario 64? Man they were annoying. You'd be walkin' along, and fwoop! Launched right into the air. and god help you if they cornered you...

Well, this attack has nothing to do with that.

Billy leaps off the floor while punching the air, kinda like a "yaaa I did it!" pose... except this one hurts people. 8% on the sweetspot (the big fist), and knockback so generic that it defies description.
Foe goes up, as do eggs.

DownTilt
From his crouch, Billy thrusts both feet into the foe's shins. This results in 7% damage and turns the foe around, as if struck by Mario's sexlicious cape.
Used on an egg, the egg twirls around like a fatty ballerina. Foes struck by this, take 6% damage and are knocked to the opposite side of the egg. So if the foe was on the left, now they're on the right... and likely right in your face. Quick! Grab em!

DashAttack
Billy feels the need to go slightly faster than before, and becomes what Junahu always feared; a moveset with a dash attack that doesn't stop the players dash.
For a breif moment, Billy pumps his legs a bit faster, running 1.4 times as fast as he normally can, for 0.4 seconds. It's an almost entirely laggless and totally spammable speed boost, but it has two big problems. First off, it has no hitbox, none at all. Secondly, you cannot stop, slow down or turn around during this move. So when you take this speed boost, you're committed to it.
Obviously enough, when you're pushing around an egg, a speed boosting dash attack will let you push the egg around that much faster. The egg will also deals 1.4x as much damage/knockback/pitfall-stun when it collides with foes.

⁞⁞⁞Gigantic Smash Attacks⁞⁞
ForwardSmash
Billy hops into the air like some wire-fu martial artist, then boots the foe away with a mighty kick.
Like every other regular attack in this entire moveset, Billy's forward smash does little that would surprise you. 18-27% damage. It'll KO decently well, even if the hitbox itself is puny for a smash attack.
On eggs, well.. the kick sends the egg rolling away at a pretty pelting pace. Unless it hits something, like a foe, or a wall, it'll roll right off the stage before having a chance to slow down. Runaway egg!

Protip, you absolutely do NOT want the foe to reflect your runaway egg back at you. That'd be embarrassing.


UpSmash
Billy performs a sacharin sweet star jump, angled in the direction you tilt the analogue stick. This wide (relatively so) reaching attack launches foes or eggs at an upward angle, dependant on which direction you tilted the stick. It also deals 16-20% in damage.
Uncharged, this attack won't KO, but the knockback climbs absurdly if you charge this attack. However, the main duty of this attack is to launch your egg at a controllable arc, you know.. like a projectile or somethin'.

DownSmash
Billy hops into the air (noticing a trend?), then slams both of his floppy feet into the ground. This spikes nearby foes up off the floor with 20-25% damage tacked on. This damage tails off to 14-22% on the outer edges of the hitbox, which is relatively wide reaching. You may be able to KO with this attack, but you'd sooner KO with forwardsmash.
While you could stand next to an egg and use Down Smash on it, that'd be kinda dumb, since you have better attacks for vertical launching. However, try standing on TOP of the egg, jumping it into the air, and THEN using Down-smash. As you may have guessed, this spikes the egg downwards, at a ferocious speed, taking Billy down with it. Do this too close to the ground though, and it'll crack upon landing. Do this again, and it'll shatter, leaving you with no egg at all.

⁞⁞⁞Gigantic Aerial Attacks⁞⁞
NeutralAerial
Because of how difficult it is to get an egg into the air in the first place, Billy's aerials are pretty stunted in their utility.
Take this Neutral Air for example. Billy whirls his arms and legs around like a cartoon throwing a tantrum. nearby foes are trapped in a bland series of 4% hits culminating in nothing interesting.

Ok, no sorry, I lied. The final hit knocks the foe in the direction you tilt the analogue stick. So you could use this on a foe and an egg symultaneously, in order to knock them both in the same direction.
Don't forget, eggs are solid, so you can use them to limit where the foe can go in midair...

ForwardAerial
The Hatcher winds up a massive punch, which he aims at a 45 degree downward angle. It's laggy like all your worst nightmares, but once the hitbox comes out it deals 12% damage and sharp downward/forward knockback. This would spell death offstage, and it'd be satisfying to land even on-stage. The hitbox even lingers a bit, which I have been informed is a good thing.
Oh yeah and hit your egg with this attack or whatever...
Look I'm not your babysitter. You can use ALL your attacks on eggs.

BackwardAerial
Billy twirls around and harshly headbutts the foe behind him. The recoil from this attack freezes both Billy and his victim in midair for a brief moment, after which they begin falling straight down (with Billy having a minor frame advantage over the foe)

It should be noted that being able to leap up and headbutt a flying egg to stop it from being KO'd, is a pretty important skill for Billy players. Think of it a bit like soccer; the foe is shooting for a blast zone, and you gotta save that egg.

The attack also deals 7% damage, if you care about that kind of stuff..


UpwardAerial
Billy performs an overarm pitch with his right hand. Of course, he's not throwing anything, but instead slapping whatever's in his way and making it go upwards.

Boring..

8% damage, fast, light knockback, and clearly intended to be used to juggle eggs (like all the best attacks)

DownwardAerial
Stall and fall kick! The generic attacks continue in this tried and true(?) Brawl staple. Billy kicks downwards as he plummets to the earth below. This deals 10% damage and light knockback, but also bounces Billy himself back up into the air, 1.3x as high as his midair jump.

Hey! Here's a super duper secret! You can use this on an egg! It doesn't even have to be airborne! Just keep down-airing to use that egg like a trampoline.

⁞⁞⁞Gigantic Final Smash⁞⁞
Good Morning!
5am? Oh dear me. Just let me sleep for 10 more minutes...
Sorry, but you cannot sleep during this Final Smash, it's genuinely impossible. It's also impossible to be KingK.Rool's Umbreon Moveset..

"**** a Doodle Doo!"

Billy crows like a true rooster, summoning the dawn of a new day. Sunlight begins pouring onto the stage (not literally), drowning everything in a bright glaring light. It's almost impossible to see anything, other than Billy himself who is aflame with... um.. flames, and the outline of the stage itself.
For the next 7 seconds of this blinding light, touching Billy deals multiple flinching hits of 3% fire damage, Billy can run faster, and he can summon up to three eggs now, for a veritable omelette.

oh yeah, and his eggs will be on fire too, so foes won't be able to steal Billy's eggs from him, at least until the Final Smash ends. Enjoy.
⁞⁞⁞Gigantic Playstyle⁞⁞
Eggs are like soccer balls, mixed with walls.

To be perfectly honest, that's all you need to know, your imagination can do the rest.

 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
New MYmini time!

MYmini Week #9
The Cosplay Guerrillas


[8th Apr-14th Apr]
Do you know what a cosplay is (in the context of MYM)? It’s a set of 4 specials for a character, with no other attacks. These bite-sized moveset treats are the focus of this week’s MYmini, which was very kindly suggested by SirKibble. You can make a Cosplay for any character at all… BUT! But, it cannot be for a character from any series or source you’ve already made a moveset or cosplay from. So if you made Sonic Remix, for example, you can’t show up toting a Tails cosplay, ok?
 

TWILTHERO

Smash Lord
Joined
Aug 19, 2007
Messages
1,880
Location
Canada
Week 7: Extra Extra [Ver 2.0]:
1) Board the Platforms by ProfPeanut (6 votes)
2) Vs Mode Boss Battles by MasterWarlord (3 votes)
3) Pokemon Trainer by SmashDaddy (2 votes)
Card Battle by Kholdstare (1 vote)
Bonus Mode Remicks by FrozenRoy (1 vote)
Are you a Lucker? by ForwardArrow (1 vote)
Trap Battle by Junahu (1 vote)

Congrats to winners; will have week 8 poll up soon!
 

Katapultar

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





[ Okita Sogo ]


Okita Sogo is a recurring character from Gintama, a semi-gag anime/manga that takes place in the Edo period of Japan 20 years after aliens opened the doors to said country instead of Americans. As a result, the Gintama world is a rather bizarre one where almost anything can exist although it remains faithful to the real Edo period of Japan above all else. One of the main traits of Edo Japan Gintama keeps in and utilizes is the military police force Shinsengumi: Sogo himself is the 1st Division Captain of Gintama's Shinsengumi and is in fact named after the real life member Okita Soji just like all the other recurring members of said force.

At 18 years of age Sogo is a swordsman prodigy who tends to isolate himself from others, though this serious aspect of his character is mostly downplayed in favor of a formal yet casual mannerism that makes Sogo's comically sadistic side all the more crazy; he even attempts to kill the Shinsengumi Vice Chief Toshiro Hijikata just so he can take his position! The Shinsengumi members are essentially "secondary" main characters who are used as comic relief most of the time, though they still have mini-arcs dedicated to the more serious aspects of their character and their origins; the serious side of Sogo is admittedly tainted from having naturally killed many people for the sake of his job if only to protect the ones he cares about. On the other hand, Sogo argues that some things can only be seen through tainted eyes.

At 170cm, Sogo is a mid-heavyweight who not only carries many questionable tools on him but a tainted soul which weighs most his stats down to slightly-below-average. This makes Sogo a rather chunky character but you'll need that aspect of his character to survive, and maybe have a bit of fun at the same time...



[ Specials ]


[Neutral Special - Rocket Launcher in Edo Times, lol]


While all Shinsengumi members use rocket launchers the weapon is synonymous with Sogo. Here he'll take one out and haul it over his shoulder while you hold B, to which you can aim it in any direction. Once B is released Sogo will fire out a fast yet erratic projectile that explodes into a 1.3 SBB blast upon making contact with something. Damage done by the impending blast varies based on where in the blast the victim was caught, to which they can take as little as 8% that merely scratches them or a mighty 25% that can kill at 90% if they were hit by the initial projectile dead-on. The blast from the rocket launcher is as dangerous to Sogo as it is to enemies to which Sogo could even blast himself away by shooting the floor beneath him if he wanted...


[Side Special - Be Lazy and Use a Taxi to Run Over the Enemy and Go Places]

The Gintama Shinsengumi actually drive around in modern day police cars though Sogo can't be bothered doing that right now. Instead, he momentarily raises his hand and calls out to a taxi! It takes 0.5 seconds for Sogo to call the taxi before he has to wait 3 seconds for it to arrive, to which it will park itself in the background where Sogo initially called it until a player enters it like they would a SSE door. Once a player enters the taxi they can "move it around" at a walk/run/dash pace similar to that of Falcon's which can run over other players for 18% that kills at 90%, though it has a rather difficult time turning. The taxi itself is a solid that's immune to knockback though the player inside it takes half the damage and hitstun they would've normally done to them. The window in the back of the taxi is kept down to show the player riding it, who is strangely able to use any of their ground-attacks through the window with the added bonus of the taxi's momentum. After 5 seconds the taxi will kick players out if they didn't use L/R to do so beforehand; afterwards Sogo will have to wait 10 seconds before he can call the taxi again.

Needless to say, the taxi's service is quite useful for travelling around the stage quickly along with many offensive purposes. Players other than Sogo may be interested in using it and thus may want to knock him out of the way.


[Down Special - One Of Snake's Landmine]

Sogo's crouch has him bend his knees in a manner so only his feet are touching the floor, a state from which he can crawl from that has him shuffle his feet for a surprisingly fast crawl. The Down Special has Sogo plant a landmine into the ground (from his crouch) deep enough so it's completely obscured as quickly as Snake planting a C4. A second after being planted the landmine will detonate upon being stepped on into a Blast Box sized explosion that inflicts 16% with upwards knockback that can KO at 130% to anyone struck. One landmine blast will set off any others within range to the point where they can potentially create a chain blast. Sogo can have as many landmines onstage as he likes and they won't vanish until they explode. This makes them good for scaring foes though Sogo has to be careful not to step on them himself.

When one takes into account that the taxi will drive over traps like landmines without making direct contact with them, the Side Special suddenly becomes a far more useful move for running around terrain without risking damage to yourself. Inside the taxi Sogo can plant mines on the stage while moving around and/or even detonate them with his rocket launcher without the risk of KOing himself.




[Up Special - Rocket Punch AKA Two Different Attacks Because There's Not Enough Space]


Sogo outstretches his limbs before he flies in a chosen direction at the same speed and distance Wolf travels with his recovery. Enemies hit by Sogo take up to 15 hits of 1% and are dragged along with him before they're sent flying in the opposite direction for knockback that can kill them at 233%. Like most MYM recoveries Sogo does not enter helpless, but unlike most MYM recoveries this isn't necessarily a great recovery by any means. On the other hand, it's fast, provides Sogo with a burst of speed and allows him to drag enemies wherever he wants them, even if they happen to be shielding or have Super Amour.

If you hit a grounded enemy, Sogo will magically transition to holding in place for a grab before putting a dog collar on them! This creates a metaphorical sense of master and servant between him and the foe. And yes, this collar is connected to a 2 SBB long chain that Sogo holds in his hand that acts like every other chain move we've seen before in that any character who attempts to move past the maximum length of the chains will drag the other character along with them unless that character uses an equal amount or more force to resist or pull the other character along with them instead; this applies to cases of both dashing and knockback.

While Sogo doesn't have the best dashing speed in the game to pull foes around with, he's actually holding the chain that ties him to the foe's collar as an item that he can throw to keep himself from having his own chain being used against him. Said chain is then dragged around wherever the foe would go in the appropriate physics, to which Sogo can keep enemies from moving past the chain's limits by standing on it or even re-grabbing it to re-grab hold of the foe. Things only get worse for the foe when they realize that the chain they're dragging around can in fact detonate landmines though this can be good or bad depending on the situation.

This move provides Sogo with even more incentive to use his Side Special for the sake of dragging chained foes directly into his landmines, to which they'll have no choice but to jump, shield or dodge. The chain Sogo uses to drag foes around with is incredibly hard and cannot be broken, to which they have to remove the collar around their neck with 5X grab difficulty; even if they do this however the chain and collar remain on the floor as an item that Sogo can use to detonate his landmines.
 

BKupa666

Barnacled Boss
Moderator
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Aug 12, 2008
Messages
7,788
Location
Toxic Tower
GARBAGE MAN
…there were ever balance problems with the set? Garbage Man works perfectly well against multiple opponents, as his management of multiple opponents appears much easier said than done, and the truck mechanic changes from Beezwax place him on more even ground against a crowd. That said, he introduces a great stage control mechanic with his garbage, having victims caught in an extended aerial state when buried rather than simply in an animation where jumping out is mandatory.

Through his manipulation of more prominent elements (garbage and dirt) while strategically applying oil, fire, and a trap or two where necessary, Garbage Man fits neatly into what I call the ‘stage occupation’ genre, where he profits from his foes’ restricted movement. He does so particularly well through the moves that subtly manipulate foes into DIing into his truck or even off the stage itself, giving him control over essentially the match itself instead of just the stage (moves like D-Tilt confusing buried foes on how to react is a great highlight). Although I feel Beezwax had more innovative gameplay to offer with his momentum shenanigans, Garbage Man has enough sandbox tools for stage control to be considered in a comparably positive light.

RHYPERIOR
This was discussed in the chat prior to my full reading of the set, but I find Rhyperior’s use of his physical traits to be both a blessing and a curse for him. The idea of building momentum with his tail by dash dancing is a cool strategy to include as a base, without even having to waste move inputs to create it (this is something you’ve done well before, using Octillery’s unique physical aspects for his mechanic, as well as something I’d like to see more sets do in the future). However, the falling to stomp appears terribly tacky; why do Warlordian trucks and boss sets not create shockwaves but Rhyperior does? He has enough moves to launch about his boulders without fastfalling onto the ground next to them, so it feels like a thoughtless addition for the sake of pimping out the (obviously awesome) character.

With this out of the way, Rhyperior has an interesting playstyle base, creating a dangerous stage with his boulders while tanking away with his rocky skin. His vulnerability becomes more of a balancing factor when opponents remove this outer layer, which seems to give his boulders the additional layer of being a buffer between him and opponents. Possibly where I’d like to see this strong base fleshed out is in terms of the strategies Rhyperior puts to use throughout the game; his methods for sending his projectiles at opponents are generalized into stomping the ever-loving crap out of them, when they have potential for more (maybe multi-rock chain reactions or something). Without much meat and potatoes, the set falls into middle-of-the-road Pokeset territory.

SMOT
Well, it has been said that this contest’s Smady-style Poison set has been long overdue, but with Smot, I can safely determine that it has been well worth the wait. His style of stage occupation requires him to mix up his methods for doing so; he cannot simply spam away with homunculi to overwhelm opponents, and instead must intervene more directly by throwing in substitutes, or even combining the two for additional mindgames. In addition, because of his mechanic for alternating between standards and aerials gives him additional layers of versatility he can use to solidify control over ‘fat chunks’, as he knocks them around with standards one second, then influences the blobs in certain directions with N-Air the next.

His use of pits for altering the momentum of his homunculi is indeed pretty sweet, enabling him to alter the momentum of his puddle-shaped parts, as well as throw out additional stage obstacles for foes to take into account when working around Side Special’s gas. Aside from balancing out his gameplay, said gas also inhibits aggressive opponents, potentially putting them in harm’s way when they’re throwing punches at an explosive substitute. Possibly why Smot is as appealing as he is as a set is that his best concepts flow together marvelously into a style that is reactive to opponents, but gives him a near playground of options to put to use; he even offers minion defense and basic movement between platforms as innovative tactics.
 

TWILTHERO

Smash Lord
Joined
Aug 19, 2007
Messages
1,880
Location
Canada
MYmini!


Albert Wesker

Albert Wesker is the main villain in the Resident Evil franchise and probably the most important character in the series too. Power-hungry, knowledgeable and infinitely cunning, Albert Wesker was a man who sought power and domination over the entire human race, all for his own gain. half_silver28 was also ***** by him until he was in tears. =D

Wesker rivals the height and running speed of Marth, has below average weight and jumps being exceptionally good. His attacks are also very fast, decently damaging and have good priority. However, there are stuff that hold him back.

Wesker has a mini mechanic. You see, if Wesker goes 30 seconds without being injected (see down special), suddenly, he'll look really tired and move really slowly across the stage. His attacks will also be twice as slow and do half their original damage, overall crippling him. That's why it's important to inject yourself every now and then. Luckily Wesker already injected himself before the match began, so you don't have to worry about it just yet.​

Neutral Special - Sunglasses "Mortals are so weak..."
Wesker will...take off his shades which only takes half a second. Yeah, seriously, he'll throw them at the opponent like an item, dealing off 10% damage. Now, Wesker reveals his dark red eyes, now seeing more clearly and what it does is that every 3rd attack (whether it's a projectile, physical hit, etc.) that's about to hit Wesker will now be auto dodged matrix style. Not only that, Wesker also gets a 1.2x damage boost and 1.1x speed boost, as his red eyes radiate off him. Man, Wesker's a cheap jerk even in Smash! Wesker can also lose his glasses by attacks aimed towards his head...which is probably not the best way to lose them.

Luckily, there is a downside. This also speeds up the process that Wesker has to inject himself twice as fast (so he now only has 15 seconds to inject himself.) Not only that, the boosts will also be negated when Wesker is tired. In order to return Wesker back to normal, press the B button again for Wesker to reach into his trenchcoat for another set of shades (where does he get them all...?)​

Side Special - Jaguar Dash "You can't run forever you know!"
Wesker will charge straight at the opponent wherever are, tracking them, with very little startup. If they're in air, he'll stop wherever they are, and if they're off the side of the stage, he'll stop by the edge. He'll move at a very fast speed of Sonic's dash speed, though this isn't an attack at any means. As soon as he reaches his opponent, he'll stop in his tracks, suffering half a second of ending lag.

Luckily, you can cancel the dash anytime you want by performing any smash attack or his up special teleport. You can catch opponents by surprise with his very fast forward smash. Watch out though, his smash attacks have a good amount of recovery as well, so smart opponent may be wary. This is a good way to close the distance between you and your opponent, though note that Wesker is not safe while dashing.​

Up Special - Phantom Move "Do I frighten you...?"
Wesker will teleport (giving you half second to pick the direction of your choosing) 3 stage builder blocks (4 if you hold it a little). Wesker will simply teleport straight upwards if you don't input a direction. This has very little startup, though half a second of ending lag. Though Wesker can only use his up special once in the air, he will not enter helpless state. This is a good way to get away from your opponent, and play some mind games.​

Down Special - Injection "Your new god only deserves the best..."
Finally we get to the injection. Wesker will pull out a syringe of uroboros, injecting himself with it. Wesker will heal himself 5% and he can do whatever he wants for another 30 seconds. This move also has very little lag at both ends, so you can do this move almost anytime you want.

Don't inject yourself too much though. If Wesker injects himself without waiting at least 15 seconds, he'll actually hurt himself 5% damage (and the timer when he needs to inject himself again won't reset.) This is why you need to be very careful when playing as Wesker.​


"A new world order is at hand..."
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629

It's the Grumpy Old Troll!

BACKGROUND

"When we were young ones, me and my brother would joke about him being grumpy because he had no penis and he needed the long beard to cover his penislessness." - Renowned Scholar and expert on the Grumpy Old Troll, bad2dabone49

The Grumpy Old Troll is a mythological creature, known to live underneath the dirtiest of bridges. Anyone who dares to cross this bridges will be confronted by the Troll and asked to solve a riddle for him, upon which they will be allowed passing. If they fail to solve the riddle, the Troll will attempt to kill them in a vicious act of brutality. The cause of his temper is unknown, but Scholar bad2dabone49 has come up with a logical solution. Those who have spotted the Troll in settings outside of his bridge have noticed that his beard appears to be sentient, as he has been spotted reaching for things with his beard.

STATISTICS

Traction: 8
Falling Speed: 6
Movement: 6
Size: 6
Aerial Movement: 5
Weight: 5
Jumps: 4

SPECIALS

Neutral Special: Bridge Building

Hopping up and down and kicking, the Grumpy Old Troll starts performing some sort of dance routine. The Troll enters this state with minimal startup lag, meaning that you can't really pressure him like most trap characters. The Troll will stay in this state until you press the input again. While the Troll is hopping, you can control his movement, him moving at Mario's dashing speed as he hops. He can jump during this as well.

Once the Troll leaves an area, part of a bridge immediately pops out from under the ground. The entrance to the bridge appears where the Troll first starts using this move, the middle sections while the Troll is moving, and the exit when the Troll ends the move. The bridge is the size of a Battlefield Platform, and automatically floats 1 Kirby off of the ground. As the Troll can jump during the bridgebuilding, he is free to create all sorts of wacky bridge designs as he moves about the stage. Unfortunately, the Troll can be hit out of this by any attack, meaning that the foe can end your bridge building early.

Once the bridge is up, anyone can stand on it and use it as a non-drop through platform. However, if enemies pass the entrance to the bridge and stay on or above the bridge for two seconds, the Troll enters a furious state, glowing red as smoke comes out of his head like a teapot. For the next three seconds, the Troll's movement speed doubles and the lag on his attacks are cut in half, meaning the Troll can use this time to attack the foe or simply continue to build more bridges without any problems from the foe. Either way, the foe does not want the Grumpy Old Troll to enter this state, even though he is still vulnerable.

Up Special: Tornado

The Grumpy Old Troll begins rapidly spinning, having recovery/movement properties like Mach Tornado. Hitting anyone with this will cause them to take 5% and cause the Grumpy Old Troll to bounce away from them, potentially being used as a getaway option.

If you press the up special input while you're spinning, the Grumpy Old Troll's speed will cause him to create a tornado of his own, which he sends out from himself. It moves forward at a speed slower than Ganon's walk speed, about 1 Battlefields. If it catches anyone, it causes them to answer a shieldbreaking stance. Though considering it moves SLOWER THAN GANON, you deserve that punishment if you get hit by it.

Down Special: SOLVE MAH RIDDLE!

The Grumpy Old Troll screams out the move name, pointing forward. If anyone is within 2 Battlefield Platforms of him, they will be locked in place as a random yes or no question takes up a dialog box at the top of the screen. The foe can press A or B (A for yes, B for no.) If they don't answer within 3 seconds, The Grumpy Old Troll automatically enters his "angry state", so they want to think fast. If they answer correctly, The Troll enters a shieldbroken stance - if they don't, the Troll will punch them in the face for 15% damage and good knockback.

If the Grumpy Old Troll asks a dizzy foe, they will still have to answer. However, the question will be blurred, leaving their choice to Lady Luck.

Side Special: Mad Charge

The Grumpy Old Troll leans forward as he charges forward at his normal dash speed. If he comes into contact with a foe, they will be hit by his head and be launched backward with 10% damage. The Troll comes into this state with very little lag and can exit out at any time with no lag - making it perfect for pursuing the foe while your lag is halved and movement speed is doubled.
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
Warning: This is a Dave set. Made in a short timeframe. Insanity awaits.


THE ONCE-LER


The Once-Ler as he appears in Smash

How bad can I be? I'm just doing what comes NATURALLY.



The Once-Ler is a character from Dr. Seuss's the Lorax, this specific incarnation hailing from the 2012 animated feature.

In any case, the Once-Ler appears as a main character of the Lorax - he leaves his small yet abusive family looking for material to use for his invention, the Thneed. He finds the Truffula Forest and chops down a single tree - awakening the Lorax, the guardian of the forest. He agrees to harvest the tuff of the tree rather than chop them down, but is eventually egged into chopping down more trees for quicker production - by his family, who come to the Once-Ler to leech off of his money and work for him. With that, the Once-Ler gives into greed (mostly in the fantastic song "How Bad Can I Be?") - slowly growing from a small shop to a series of factories as he chops down more and more trees. The once bright, wide-eyed young man became a greedy, arrogant entrepreneur who was too blinded by his own success to notice the damage he was doing to the ecosystem.

Eventually, despite warnings from the creatures of the forest, including the Lorax, he continues this trade until he eventually destroys the forest - which ends up turning him bankrupt and driving the creatures in the forest away. He does eventually return to his former self once his family leaves and viewing the destruction he caused. He found the last Truffula Seed around this time, but didn't trust himself enough to plant it. This does, of course, become relevant to the plot when Ted visits him. But this isn't the time or the place for that, as this moveset is pulled from when he was greedy.

The Once-Ler's snazzy green coat has been pimped out with trinkets and props from sheer "I need to spend my money on SOMETHING" level-greediness, helping the usage of props in the moveset a bit. Some of his attack library is inspired by the original version of the character, who is also available as a Wario-style series of costumes for the Once-Ler.




Stats

My company's an animal that's trying to survive - struggling and fighting just to keep herself alive.



Traction 9
Size 9
Movement Speed 6
Fall Speed 6
Aerial Speed 5
Weight 5
Jumps 3


The Once-Ler Woodcutter


The Once-Ler's entrance has him riding in onto the stage atop the Woodcutter - he will be on it when the match starts, able to jump off whenever you want. The back of the woodcutter is Ganon's height and 1.5 Battlefield Platforms long, the front being 2 Battlefield Platforms long. It can be knocked around by being attacked, weighing 1.5x Bowser's Weight.

The woodcutter is subject to the laws of physics much like anything else with wheels should be, rolling down slopes and whatnot. If the woodcutter gets knocked offstage, The Once-Ler can only regain it the next stock (he doesn't appear in the typical floating platform that the others do when replaying it, he instead performs his default entrance.)

If the Woodcutter comes in contact with an obstacle, it will stop in place before a large amount of Seussian balloons pop up from the side. It will drift upwards at a speed equal to Ganon's walking speed over the obstacle, before the balloons retract into the side and the Woodcutter drops to the ground. The Woodcutter will automatically fly upwards if it falls off the blast zone in a scrolling stage, and will automatically move if it goes off the side in a scrolling stage.

It should also be noted that the Woodcutter is immune to anything happening below it, basically all ground status effects. Doc Scratch, of course, doesn't appreciate the Woodcutter not slipping when he slips. But Arrow would've hated this moveset anyway, amirite? Hook revenge besides the point, this means people will be fighting over the Woodcutter as a camping platform if the ground is covered...



THE LORAX



This guy here? He's the Lorax - a mystical spirit that protects the Truffula Trees. He speaks for the trees, because the trees have no tongues. Why is here, you may ask? He's going to plant some Truffula Seeds - the thing that EVERYONE needs.

Every 20 seconds or so, the Pikachu-sized Lorax will appear at a random location on the stage (however, he cannot appear more than half a Final Destination away from the location the Once-Ler was at when he first appeared) and take out a small brown seed, planting it into the stage below him with about as much lag as Snake planting a C4. He points at the seed very quickly, covering in a bright flash before retreating off the stage. Any attack that hits the Lorax during his time onstage will cause him to retreat early, potentially preventing the seed from being planted. This also has a notable side effect: every time the Lorax is hit, another 10 seconds is added to the time it takes for him to appear, becoming a bit discouraged from the attacks he's given. This time is reset upon the Once-Ler losing a stock.


Once the seed is in the ground, it will grow into a Truffula Tree after 5 seconds - nothing can be done to stop this process. The tree, once grown, is half as wide as Mario and as tall as Ganon, acting as a solid wall of which can be stood upon. Every 5 seconds, it will grow half a Ganon taller, stopping when it's as big as 3 Ganons. Once the tree takes 15%-40% damage (depending on size), it will topple over, away from the person who attacked it. If anyone, including the Once-Ler, is underneath the tree when it falls, they will take 12-25% (also depending on size) and be launched away - one of your best killers. The tree will stop toppling over if it comes into contact with a solid object, like a wall or your Woodcutter - but will continue falling if that object is removed.

Once it's on the ground, the tree lays on it's side and can be launched around to turn it into a damaging hitbox, dealing as much damage as it did when it originally fell - it weighs from Mario - just above Bowser, depending on size, of course. The tree doesn't disappear until it is destroyed by taking another 15% damage or taking exceptionally good knockback, causing the fragile tree to break apart and disappear. This is likely something the foe will want to do more than the Once-Ler, as he benefits far more from having a tree on the ground rather than a tree rising tall.

If the foe performs an aerial attack by the tree's top, specifically, the fluffy "tufts", they will yank out the tuft. Truffula Trees that are standing tall will regrow tufts after exactly 2 minutes, while dead can't grow tufts at all. Once the foe has the tuft, they are able to use it as a throwing item - this deals no damage, but does deal a bit of flinch. Things work a bit differently if the Once-Ler has a tuft, he will pocket it, unable to throw the tuft like the foe can.

One more thing about the Lorax, now that we've discussed Truffula Trees. Many of the Once-Ler's moves can apply status effects to the trees, such as coating them in goop or setting them on fire. If there are any trees like this, as soon as he is done planting a seed, the Lorax will run towards the tree, jumping over all hazards in his path to get to it. Once he's by it, he will wave his hands and in a flash, the tree will have all those nasty status effects eradicated - staying at the same exact health it was. He will also make trees that have fallen on the ground automatically disappear, if he gets to one. He can still be attacked to send him back in the background and add to the time in which he appears - something the Once-Ler may do, as he prefers the trees being used to his liking. Of course, this will start to deplete the supply of trees onstage...



Specials

Down Special

The Once-Ler extracts a cigar from his coat pocket, lighting it and giving it a few puffs. This causes a cloud of smoke 1.5x the size of Bowser to appear from the cigar and stay 1 Battlefield Platform away from where the Once-Ler smoked. The direction in which it appears can be chosen during the startup time. The smoke remains onstage for 8 seconds after it appears, anyone who enters the smoke will take poison damage of 2% per second as long as they are in the cloud, and will be footstooled in midair. The footstooling here is far more important than the poison, as you can force a foe fleeing into midair to fall back onto the ground - possibly into into the path of a falling one.

Also notable is the effect on the Lorax - if he enters a cloud of smoke, he will cough for half a second while standing still, before moving forward again. Also note that he if he is planting the seed, he will stop for half a second before starting again. This gives you not a way to knock him away right off the bat, but it acts as a delayer - allowing you to vacate the area where the seed will be planted or to cause him to temporarily stop when he is rushing to restore the trees you've worked so hard to be the way you like...


Side Special

The Once-Ler pulls out a small remote from his coat, pressing a button as he chuckles. As soon as this happens, the Woodcutter will start moving either to the right or the left (with the direction able to be chosen during startup) as the multiple axes on the front begin spinning around the front of the vehicle. The axes on the front deal 9% and insane knockback to whoever is in front of it/on it, acting much like spikes in how they launch foes away. The Woodcutter will stop in front of trees to deal cutting damage to them, causing them to fall forward in front of the Woodcutter - before it moves across the tree. The Woodcutter only moves at Ganon's walk speed, and won't stop moving unless it comes in contact with a wall or as mentioned - a tree. In the earlier case, it will only move if you input this in the opposite direction, causing it to turn around and whir to life again.

Pressing the input again causes the Once-Ler to press the button again. This causes the Woodcutter to begin moving even faster - at Ganon's dash speed.

Pressing it for a third time (or holding the input) will have him press it yet again, which causes it to grind to a halt. Naturally, this move allows you to position your Woodcutter about - which has obvious benefits, such as using it to camp or having it shield your approach.

If you tap this special and immediately press a jump input, the Woodcutter will sprout the balloons and automatically move 2 Ganons upwards, while still moving forward.


Neutral Special

The Once-Ler takes his trademark axe and tosses it forward, able to move as soon as he is done throwing it, allowing him to runaway or possibly attack the foe while the axe is being tossed. You are crippled, however, as you can't use your axe-based attacks while the axe is flying about. The axe haphazardly spins through the air like a boomerang, covering half of Final Destination and moving at Fox's dash speed. You can change the direction you toss it in during the startup time, allowing him to catch foes offguard. The axe will deal 10% damage and good knockback to any foe it hits, making this a very good projectile especially given the short startup time. After traveling the covered distance, the axe will return back to the Once-Ler.

Now, here comes the extremely obvious interaction - the axe's speed combined with it's...axeiness, will cut down a Truffula Tree no matter how much health it has, also able to cut down individual segments. This allows the Once-Ler to cut them down from a good distance away - not unlike the tree cutter, which will likely take a while to get to those money-making trees.


Up Special


A claw appears from the back of the Once-Ler's jacket, sprouting up from the back and extending 4.5 Battlefield Platforms in the direction you choose. If this grabs on the foe, it grabs and they are dragged across the ground in a prone state to the Once-Ler's feet. After this, it retracts back into the Once-Ler's jacket as he suffers some brief end lag. This is a state from which they can button-mash out at average grab difficulty, which is very useful for them - given that the Once-Ler will probably be trying to drag them into something awful.

As expected, this is a tether recovery - but it doesn't suck. Besides having the obvious effect of allowing the Once-Ler to tether himself up to the Woodcutter, iif a foe is on the edge of the stage, the claw will still grab on them and drag them down to the Once-Ler. They'll end up going down with him if he can't get to the stage. Unlike Grim Poppet, the Once-Ler is too cool to have a horrible tether.

If the claw grabs onto a standing tree, the claw will launch the Once-Ler towards it at Fox's dash speed, a state he can use his aerial attacks during - much to his delight. More importantly - if the claw picks up a fallen tree, it will bring it to the Once-Ler and keep it above his head for a brief second, before it throws the tree in the direction you pick (attempting to throw it in a downwards direction will have it be thrown in the same angle, except upwards). This gives him a far more direct way of launching fallen trees than the foe.



Standards


Jab

The Once-Ler pulls out a cigar, poking forward with it. This is a pretty standard jab, dealing 6% damage and dealing some hitstun that holds them in place for a very short time. There is a second hit, in which the Once-Ler tosses the cigar forward like a generic throwing item, dealing the same amount of damage and knockback if it hits the foe. It disappears upon falling to the ground.

One of the much more obvious things here is how this gives Once-Ler another projectile, useful when he attempts to camp atop the Woodcutter.


Dash Attack

The Once-Ler hunches forward slightly as he darts forward head-first. If the Once-Ler comes into contact with anything during this time, he will grab onto it and suddenly bound over it in a large leap of faith. If used on the foe, this deals 4% damage and some decent hitstun. Your most notable purpose is a getaway option, especially if you and your foe are on the woodcutter while it drives itself straight off the stage - or bounding over the Woodcutter of any trees that may be in the way.


Forward Tilt

The Once-Ler steps forward a small stage builder block as he swings the axe forward with a mighty chop! This can be angled like Bowser's forward tilt. If this hits the foe, they take 12% and are launched away with good knockback. The most obvious purpose here is the use as an obvious GTFO, especially if you need some space.

This also serves as a much more...direct way of chopping down trees. Every swing you do with this will remove 25% of the tree's health, swinging it when it has 25% or less will cause it to fall down away from the Once-Ler.


Up Tilt

The Once-Ler reaches forward in a quick grab. If he succeeds in grabbing a foe in front of him, he will stop them in place and quickly spin them around, dealing 2% ala Mario's cape. The grab out-prioritizes any attack options from the foe, meaning he can stop their approach in place and send them away. If the foe was dashing or walking when the Once-Ler grabbed them, they will continue doing so as he stops them in place and spins them, meaning they will walk for a brief second in the opposite place - much like a classic cartoon gag.

If the foe was holding an item in their hands (not a prop, much to FA's orgasmic delight) when they spin, they will drop it on the ground. This is much more relevant when you take the fact that they can take tufts from trees before you can...


Down Tilt

The Once-Ler points the head of the axe at his stomach, hunching forward as he pushes the handle of the axe at his foes. What would normally be considered a stupid move does, surprisingly, work rather well - if this hits the foe, they stumble 3 Battlefield platforms backwards and fall into a prone state, taking 4% damage. One of the more notable uses, outside a simple spacing tool, is the use of this one your Woodcutter - you can push a foe backwards off of the back, which will be the most likely part fought for, onto the front - which potentially is covered with whirring axes. Mwahahaha! ...Am I getting the evil laughter right?


Smashes


Forward Smash


The Once-Ler leans back slightly, as the above boot appears from the- actually, I think a a picture reference works best when trying to describe this sort of thing. Just imagine Joker as ol' Oncie and the boxing glove as the boot seen above.

You can angle this very slightly during the startup lag, alebit it is very limited with only three possible angles (forwards, slightly upwards, slightly downwards). After this is released, the boot springs forward from the Once-Ler's coat, extending a full 3 Battlefield Platforms. He leaves it out for a full 1.5 seconds afterwards before it reels back in. Getting hit when the boot is extending deals 7-14% damage and excellent knockback. This deals excellent shield damage if fully charged, eradicating 75% of the standard Brawl shield - meaning this is your best way of tearing down your foe's main defense. The chain and the boot are solid, meaning foes can walk upon them - making it much easier to get to you, especially with the opening they have during your end lag. You'll want to make sure this hits them, or else you're not going to have the best time. Still, the knockback and possibility of breaking their shield is more than worth the risks. Don't let the boot hit ya on the way out.

If you hit a Truffula Tree with this, the tree will shake and instantly have it's tuft fall to the ground - allowing you to make use of it from afar, especially when you can have your claw come in and take it shortly afterwards. This best works when your foe is attempting to take the tuft themselves.



Down Smash

A barrel of toxic schloppity schlop, left over from the Once-Ler's experiments on the environment, appears in his hands. After the brief starting lag, the Once-Ler tosses the schlop 2 Battlefield Platforms in the direction you chose, it falling to the ground shortly after. If the foe gets hit by the schlop, they will be coated by it, their traction being cut in half and their ground movement slugging by just the slightest bit. This effect lasts for about 5-12 seconds, based on charging time. It can also cover walls and trees, though this doesn't seem to have any noticeable effect...

If it falls to the ground, it will remain there instead, becoming a trail as wide as 3 Battlefield Platforms. This has the effect of causing foes to slip and slide around on it - just like ice. It stays on here 5-12 seconds, just like how it stays on the foe.

Should the Once-Ler's cigar hit the schlop, the schlop will be lit aflame! This makes a trail of fire that deals 5% damage and good knockback should anyone fall into it, lasting for 6 seconds before it and the schlop it was covering disappears. The Once-Ler can also light foes covered in schlop on fire, which will cause them to take 2% per second over the next 6 seconds, though they can stop the fire by performing 2 rolls. You can also light trees covered in schlop aflame, which causes them to take the same damage as a foe and fall to the ground once they take enough, remaining a firey hitbox until the fire runs out or the tree loses all of it's stamina. Of course, the Lorax will try to eradicate this...



Up Smash

The Once-Ler swings the axe above himself, looking like the Penguin King as he does so. This also has similar charge/attack properties, dealing roughly 9-15% damage and launching them away with good knockback. The Once-Ler very much needs an anti-aerial attack, given how many people are going to be trying to jump on the Woodcutter if the ground is covered and dealing with foes jumping up by trees to take tufts.

If the Once-Ler hits a tree with this, he will grind against the bark of the tree, sending bits of bark and sawdust backwards when the axe swing is over (once again, think Dedede). These fly backwards 1.5 Battlefields before disappearing, dealing rapid hits of 1% and flinch/push to any foe who gets hit. This works especially well when a Woodcutter is moving towards the tree with the foe in tow - you can push them at the Woodcutter before making your escape.



Aerials


Neutral Aerial

The Once-Ler spins his axe around himself, able to manipulate his direction as he moves through the sky. The axe deals rapid hits of 2% as he spins it around himself, but also acts as a shield - absorbing all hits. The most obvious use is as a defensive tool if you're standing on your Woodcutter.


Forward Aerial

Given how many moves the Once-Ler has that pretty much force them to move up into the air, he need some sort of all-purpose aerial pressure move: this is it. The Once-Ler pulls out his axe and performs a flurry of swings, his arms become a blur as he does so. This lasts about 2 seconds and deals a large amount of flinching hits that add up to 10%, before launching them away with great knockback. Probably one of your best aerial killers. You can also use the multiple hits to position them a bit.


Back Aerial

The Once-Ler reaches an arm behind him in what appears to be a generic aerial grab, holding them out for a second before putting them back. If the foe comes in contact with his arm, he holds them in place for a second before using his free hand to butt them backwards with the handle of his axe, dealing 8% and launching them with strictly backwards knockback. Outside spacing them away from tufts, this is especially when he's being launched towards a tree from his up special, as the grab hitbox becomes much more potent when you're moving at a fast speed.


Up Aerial

This is very much a generic "grab above you and drag the foe down" as the Once-Ler reaches his hand above himself to grab onto the foot of the foe above him, tossing them down the ground shortly after, dealing a token 3%. His hand out-prioritizes any attack that may be directed at him here, giving this a purpose as an attack you can use to deter foes attempting to attack from above as you stand on your Woodcutter.


Down Aerial

The Once-Ler turns to face the screen as he raises his axe triumphantly above his head, before tossing it downwards at and incredibly fast rate. The claw from the Once-Ler's up special follows in the background shortly after, staying just behind the axe as it falls. The axe plummets down to the ground at the speed of the Ice Climber's stall and fall, dealing 15% and great downwards knockback to foes who are hit in the head by this. This is a gimp, but a not at all ridiculous one like Ganon's or DK's, with the possiblity of the foe getting back to the stage still possible. Of course, this counterbalances the fact that it's a projectile. Still, the great range here makes it excellent at things like knocking them downwards into fires or the front of your Woodcutter.

The axe travels about 4 Ganons downward before the claw grabs it and brings it to the Once-Ler, during which the Once-Ler can only slightly control his DI without the possibility of attacking. The Once-Ler can press the input to bring the axe upwards early, which can help him fake opponents out or defend himself in a FFA, where another foe will attempt to attack while you seem preoccupied with that one.



Grab Game


Thneed

I've grown okay with unsmash grabs that actually don't grab the foe - one of my main issues with Beezwax. Now I'm doing one here. Man, am I a huge hypocrite or what?



If you have no tuft, the Once-Ler simply shakes his head in disapproval, acting more as a taunt than anything useful. However, if you have tuft pocketed, the Once-Ler will pull out all of the Truffula he's gathered out and begin molding it all into some sort of odd creation. After 1.5 seconds, he will reveal his creation...a Thneed! What's a Thneed, you may ask? A Thneed's a Fine-Something-That-All-People-Need! It's a shirt, it's a sock, it's a glove, it's a hat - BUT IT HAS OTHER USES! Yes, far beyond that! You can use it for carpets. For pillows! For sheets! Or curtains! Or covers for bicycle seats! Simply put, the Thneed can be made into anything - from nails to hats. It can also be either an incredibly hard or incredibly soft material, depending on how you make it work.

The properties of the Thneed made depends on how many tufts you had when you used this. Your grab-game changes drastically when you make your Thneed, as is about to be covered.

When you enter the grab, the Once-Ler strikes a pose as he takes out the Thneed and eyes it greedily. He will be able to execute any of his "throws" from this stance, and will exit upon pressing the grab input again or from specific throws. If he is attacked while he's holding out the Thneed, it will fall to the ground in front of him, where the foe can grab and toss it away. The Once-Ler can pick it back up to have his grab-game restored. This does, of course, make your up tilt far more relevant to your game...

Oh, did I mention that the Lorax will attempt to pick up any Thneed that is laying on the ground? 'Cuz he will. Then he'll pocket it, and continue along his merry way ruining your beautiful hazordous wasteland with no way to get it back. More reason to keep him away...



Pummel

If you've gathered any Theed since you first made the Thneed you're currently using for your grab, the Once-Ler will extract it and add it onto his current Thneed. If you don't? The Once-Ler destroys his Thneed, allowing him to start anew.


Up Throw

The Once-Ler steps into the background as he holds the Thneed out into the foreground, changing it into what appears to be a circle...it's the size of Kirby with one tuft, adding a Kirby on for each subsequent tuft. stay in the background for 5 seconds, suffering 1.7 seconds of end lag as he steps back into the foreground when this is over. He can press the grab input to leave the background early, if he wishes.

Should the foe come into contact with the Thneed as he holds it out, he will lunge out on them and wrap it around them, molding it into a carpet! From here, the foe can button mash out at 1.5x grab difficulty (with .5x grab difficulty being added on for each tuft in the net), while the Once-Ler can beat up on them. The foe wrapped up in the Thneed carpet has no control until they button-mash out, meaning the Once-Ler won't show any mercy if he decides to push them into the path of the Woodcutter or what have you. After they button-mash out, the Thneed falls to the ground in front of them.



Forward Throw

The Once-Ler begins forming the Thneed once again, this time creating a big bouncy net (with a support at the bottom, meaning it can't just magically stand up on it's own), the height covering 1 Ganon for each tuft. The Once-Ler places it down in front of him shortly after this. Now, if anyone moves into the net, they will be launched backwards at the speed they were walking into it. While this mostly works well at restricting the foe, it also works wonderfully well in the case of trees - if a tree falls on your net, it will be bounced back upwards and fall in the other net - unpredictability certainly helps in your gameplans. The net will be dismantled after it takes 10% damage.


Back Throw

The Once-Ler grabs all of his Thneed and forms it into a large chain, the length depends on how many you've gathered, of course (1.5 Battlefield Platforms for every tuft). He takes a small nail from his back pocket and nails the Thneed chain into the ground, as he continues to hold the other end of the chain. The Once-Ler can't walk very far from it while he's holding the chain, and any attack will cause him to let go of the chain. However, he can throw the chain out in the direction he desires by tilting the control stick in any direction and pressing jab, the chain reaching 2 Battlefield Platforms outwards before falling back down to the ground. If the Thneed reaches something, be it the woodcutter, a tree, a wall - anything, it will attach to it. The superstrong material of the Thneed will hold the Woodcutter in place, delay the tree from falling for 4 seconds (before it automatically snaps), and given the solid nature of the Thneed chain, can form interesting wall/platform combination when combined with a wall or another platform, sectioning off areas of the stage or what have you.

Now, of course, the foe is tethered to whatever the Thneed is tied onto, unable to move away from the Thneed, only able to move closer to it. The only ways to to get rid of the tether is to take 20%, which will snap them away from the Thneed automatically, deal 18% to the Thneed (the Once-Ler's axe will cut the Thneed immediately, making moves like DAerial or NSpec extremely useful for this purpose) - or stand still for 4 seconds, as their idle animation while chained has them attempting to remove the Thneed. Once they get out of the chain, the Thneed can be picked up and tossed about.

This has some pretty obvious uses, tether in the path of your Woodcutter and watch them scramble, tie them in front of a tree and pressure them while it's aflame or simply let it fall down on the foes. The possibilities are endless!



Down Throw

The Once-Ler gathers up all his Thneed and begins molding it into something new and exciting....a platform? The Once-Ler molds the Thneed into a large platform, before placing it down in front of himself. The length of the platform varies by how much Thneed you have, of course (1.5 BFPs for each tuft). The platform is surprisingly strong, being able to hang slightly off the stage with relatively no problem, and acting just like any other platform - with grabbable edges and whatnot. The main thing here is how extending the platforms slightly off the stage extends how far you can have things like your Woodcutter move - you can also cover up enemy traps with this platform. The platform can take up to 20% damage before reverting back to it's normal form, which can, of course, be tossed about. Having foes on your slightly offstage platform can help you quite a bit if you plan to gimp them, as you can easily willingly sacrifice your Thneed by attacking it from afar.

Of course, a much more subtle but more valuable purpose than the other mentioned ones - The Lorax will never attempt to plant seeds on Thneed, which means you can indirectly control where he plants his seeds with this.



Final Smash
The Once-Ler laughs maniacally with the Smash Ball aura glowing around him...until the Lorax pops out from the background, hitting the Smash Ball out of the Once-Ler (who falls into prone on the ground) and using it himself. When the Lorax uses the final smash, hundreds of Truffula Trees appear and the stage turns into a beautiful looking garden, Barbaloots play in the background and birds fly ahead...of course, this will only last for a short while. Do you know who you are? You're the Once-Ler! You should have all this trees taken advantage of in no time! This environment will, however, disappear if 20 seconds go by without a tree being chopped down.

As more trees disappear, the stage grows more darkish, hellish and barren as smog covers the sky. The wildlife disappears as well. The stage's environment remains this way until the Lorax comes back and plants another seed....



Playstyle

Playstyle Section? Pssh. It's a sandbox moveset, play how you want - even if you've got some very strict guidelines and pressure coming at you every few moments.

No, to be honest - this was a quick and somewhat disjointed moveset. I don't think it needs a full playstyle section. However, I will be updating this section with segments/individual strategies based on comments/questions I receive.



EXTRAS


Up Taunt

The Once-Ler extracts a wad of bills and waves them around a bit - admiring the new money he's made from the Thneed and his changed personality.


Side Taunt

The Once-Ler replicates the last few seconds of How Bad Can I Be, as he clenches his fist and yells out "HOW BAD CAN THIS POSSIBLY BE!?"


Down Taunt

The Once-Ler gets angry with the foe, yelling out "I'm figgering on biggering and biggering and biggering and biggering!" in regards to his chopping down of trees.


Victory Pose 1

The Once-Ler is sitting in a large chair, with the back turned to the screen. Only his arms are seen, which are completely green.


Victory Pose 2

The Once-Ler is seen tuning his guitar a bit, strumming shortly after.


Victory Pose 3

The Once-Ler pops a marshmallow in his mouth, chewing and giving the screen an evil smirk right after.

Here, Arrow - buy yourself some manners.
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
Week 7: Extra Extra [Ver 2.0]:
1) Holiday Changes! by webcoroma (6 votes)
1) Board the Platforms by ProfPeanut (6 votes)
2) Vs Mode Boss Battles by MasterWarlord (3 votes)
3) Pokemon Trainer by SmashDaddy (2 votes)
Card Battle by Kholdstare (1 vote)
Bonus Mode Remicks by FrozenRoy (1 vote)
Are you a Lucker? by ForwardArrow (1 vote)
Trap Battle by Junahu (1 vote)

Congrats to winners; will have week 8 poll up soon!
Fixed. You can't cover up democracy, TWILTy.
 

Smady

Smash Master
Joined
Apr 29, 2007
Messages
3,306
Location
K Rool Avenue
User Rankings Week #6, #7, #8

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

To get on this list, you need to have made a moveset in this or a previous Make Your Move, as well as having posted in the Make Your Move 11 thread. The cut-off point for tallying is 3:59PM on Sunday EST, 5:59PM PMT or 11:59PM GMT; other removals or changes are at my own discretion. The breakdown of points is as follows:
30 points for a Moveset
5 points for a Comment
4 points for a Secondary Submission
2 points for a Secondary Submission Comment
1 point for a Regular Post
+Regular Posts do not stack
+Secondary Submissions are MYminis, Joke Movesets and other miscellaneous submissions
Again, updating this extremely late, and this time a triple! Haven't had that in a while. This one documents everything from the 19th through to the 9th, which is a golly long ways to go. Sorry about that - I've been pretty busy the last few weeks, for one reason or another. I'm also sorry for not commenting sets on the page.

The tri-week was actually fairly nice, if you look at the sets produced, we were given a few really interesting ones and first-time entries into the contest from Kupa and myself, for one. Lots of diversity in the placings foremost, with the top guy getting hell of points, while there still being people laying quite low. Speaking of first place, this time it was Katapultar, who posted a tidal wave of commentaries, as well as two sets, Medusa Gorgon and Cherry. What an impressive showing from old Kat! He'll make leadership yet [at this rate he'll have my support]. In second with no less an impressive showing was good old ForwardArrow, posting minis, comments and one set in the form of Grim Poppet, a one-day Magic the Gathering affair that has little feedback to its name. Lets get on it people. In third was FrozenRoy - a similar story here; steady minis, dedicated commenting and one set got him his placing. Check out Zombie Master too - like Grim Poppet, it has barely any comments at all.

Overall User Rankings



Points: 132, Movesets: Agiri, Fibrizo, Yutaka, Kirika, Medusa Gorgon, Cherry

Points: 99, Movesets: Doc Scratch, Elsa Maria, Grim Poppet

Points: 92, Movesets: Scizor, Night's End Sorcerer, Zombie Master

Points: 72 Movesets: The Necromancer, Zasalamel, Garbage Man

Points: 55, Movesets: The Coachman

Points: 55, Movesets: Trine

Points: 43, Movesets: Smot

Points: 38, Movesets: Angel, Gray Fullbuster

Points: 35, Movesets: Amps, Chantique, Kang, Angel, Paper Man

Points: 32, Movesets: Cacturne

Points: 30, Movesets: Rhyperior

Points: 30, Movesets: Professor Ratigan

Points: 30, Movesets: Master Hand

Points: 29

Points: 17, Black Puddle Queen

Points: 15, Movesets: Poison Ivy

Points: 14, Movesets: Dry Bones, Kirby Enemy Team

Points: 13, Movesets: Gardevoir, Tropius

Points: 12, Movesets: Captain Hook

Points: 11

Points: 4

Points: 4

Points: 4, Movesets: Vergil

Points: 1, Movesets: Karkat, Terezi
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,288
Location
Hippo Island
HR mini go!

SUNBURN


Sunburn is a phoenix/dragon hybrid and one of the characters from that toy story MMO, Skylanders: Spyro’s Adventure! Sunburn is the only known creature to carry such…unique heritage, and he is immensely proud of it. Then again, a lot of poachers and wizards in Skyland find him valuable as well, and he was routinely stalked by them to the point that he joined the Skylanders partially to have a safe haven. As you’d expect from a creature like this, Sunburn focuses on fire magic, and he can do some rather interesting things once the heat is on.

Neutral Special: Flamethrower Breath
Sunburn releases a beam-like stream of fire that reaches forwards for 1/5 of Battlefield, with a Kirby-sized plume on the end. He keeps going for as long as you hold the Special Attack Button, dealing 1% every .1 seconds the enemy is caught in it. The fire has transcendent priority and despite its static nature is considered a projectile. Moderate startup and end lag.

If you keep the move going for 3 seconds, Sunburn will become enveloped with a fiery sheen. This deals 3% and set vertical knockback as high as Ike is tall to those who come in contact with it. If Sunburn hits an opponent with an attack while it’s active, the knockback of the attack will take precedence. This effect lasts for 5 seconds after Sunburn finishes with the main attack, and if you manage to activate it again during the duration, it’s reset. Note that the fire effect will not damage opponents who hit Sunburn’s shield, but it does still give you some retaliation against shield-pokes.

Side Special: Phoenix Dash
Sunburn’s entire body is set ablaze as he dashes forwards for 1/3 of Battlefield at an above average speed, appearing like a jet from Hell. He deals 11% and 60 degree upwards knockback that KOs at 165% to those in his way. This has below average startup lag and moderate end lag. Like Meta Knight’s Drill Rush, you can adjust the angle of the dash mid-flight, but due to the speed and distance he travels this primarily a last-moment adjustment than full flight control.

If you have a sheen of fires activated from Flamethrower Breath, Sunburn negates any projectiles in his path, and the move deals an extra 2% along with greater shield-stun, but it takes 2 seconds off the timer for the sheen. Use this chance to approach then pressure your opponent with your passive hitbox!

Up Special: Immolation Teleport
Sunburn spreads his wings, halting in midair if need-be, as 4 fireballs appear ½ of Battlefield away, 1 in each cardinal direction, with below average startup time. If they would appear inside a solid platform they will appear as close to it as possible. These fireballs are the size of Kirby (except for the upwards one which is 1.3x larger) and deal 10% with vertical knockback that KOs at 185% to anything coming in contact with them After .5 seconds, Sunburn will teleport to the upwards one, giving a small roar as the fireballs disappear with moderate end lag.

Of course, you could also hold the control stick in one of the cardinal directions to select a different fireball to teleport to, which will cause that one to acquire the larger size, or you can press the shield button to cancel the move with below average lag. You can change your selection as often as you want until the teleport occurs, but you may only use it once per air time even if you cancel it. On the bright side

If you have a fire sheen active when you teleport, then a trail of fire will be created from your starting point to the fireball you teleport to. It’s as thick as the larger fireballs and has the same damage and knockback too. These trails last for 1 second after the teleport finishes and as the hitbox extends all the way to the outer edge of the fireballs, it makes the teleport itself completely safe. As a tradeoff, this removes the fire sheen, but only if you follow-through with the teleport.

Down Special: Inferno Spiral
Sunburn roars as a fiery twister flares around him, the size of Mach Tornado! This has moderate lag on both ends and lasts for .5 seconds. The twister deals but a single hit of 10% and outwards knockback that KOs at 140% to those who dare to get in its way. When it ends, it turns into a single party-ball-sized…ball of fire, that shoots up into the sky before crashing back down to the same spot 3 seconds later. It disappears on contact with enemy characters or when it touches back down, dealing 11% and KOing vertically at 155%. If this move is performed in the air, Sunburn will keep moving with the tornado of flames following him.

With a fire sheen active, Sunburn has super-armor for the duration of the move, but every hit he absorbs removes one second from its duration.

Cosplay Strategy

In a full moveset, Sunburn would play as a weird zoning/hit-and-run mixture. Because of this, his specials are hard to place on any other character and achieve similar synergy. The fire sheen will extend to weapons attached to the character, such as Marth’s sword. Heck yes, stronger disjointed hitboxes! Characters who could use a recovery boost or have an aerial playstyle might get some mileage out of Immolation Teleport. Inferno Sprial can work as a defensive move, and with the sheen bonus it can be great on a defensive tank such as Bear Hugger or Dark Gaia. Rushdown-heavy characters will probably want to avoid picking this up unless they have a projectile standard attack.

Overall, if you want to see how these specials function at full potential, you’ll have to wait till Sunburn gets a feature-length moveset, to be posted on December 21, 2012. (smirk2)
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,251
Location
Australia
[COLLAPSE="Billy Hatcher"]This is a surprisingly Ju-ish character whom you can draw lots of emotion from for your (seemingly) natural writing style and make it work with the nature of the series and the set - a great character choice for you I'd say.

Your trend of making all attacks universally consistent by making the foe be able to do the same things you can to the egg is interesting enough to warrant a similar feel to what Rool said about his Lucio Fulci in that different match-ups would provide cases of foes with different attacks and thus different ways they'd exploit your egg. Yet Billy very intentionally has almost nothing unique he can do with the egg compared to his foes aside from simplistic actions, except for the eggsplosions, which gives him the feel of a punky little kid playing with fire. On a different note however, the egg pitfalling effect is intriguing, and feels like something that'd happen in the nature of Silly Billy's games, completely ignoring the fact that there might be yolk inside that egg - it is by far the most eye-catching aspect of the set.

Simply enough, Billy doesn't have much, but he'd be quite viable in Super Smash Brothers 4 game thingy given the design of his set. That, and you joined the fun when I told peeps to, which in itself is awesome.[/COLLAPSE]


[COLLAPSE="The Once-Ler"]The Once-Ler's dynamic nature and the fact that he comes from a film thingy I haven't seen compelled me to read the set all the way as soon as I saw it; I gotta say, that's one pretty awesome picture you provided for him, given you're trying to represent his villainous side....like, how many villains do you think on average get on Top 50s compared to protagonists?

The set does a good job at building itself up from scratch, giving the peeps something to look forward to. The problem is though, given the large need to stay absolutely true to the source material with the forcefulness of The Lorax's implementation, is that you end up kind of straying from the goal of trying to kill enemies only to go through a fabricated elaboration and receive a reward that is rather anti-climactic and overall unnecessary; that is, you basically get a grab game for chopping down trees, and that's all - no special way to kill the enemy aside from binding them. These mechanics aren't all that easy to successfully implement into Smash in an amazing way though, even if they're quite fun to read and follow, though here it gets quite confusing - one thing that stumps me is the image of the Woodcutter which appears to have a giant wooden pole coming from it and defies your explanation, making it a little hard to imagine.

Perhaps I'm being a bit too unfair on you though. You did make this set in one day or so, and were obviously promoting a film you liked very much - that's an aspect of the set I greatly approve of, along with some well-placed GIFs and images that make for eye-candy of a set.
And no, just because you said The Lorax was good doesn't mean I'm going to watch it....though the last line at the bottom beneath the GIF was quite hilarious.
[/COLLAPSE]
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
The problem is though, given the large need to stay absolutely true to the source material with the forcefulness of The Lorax's implementation, is that you end up kind of straying from the goal of trying to kill enemies only to go through a fabricated elaboration and receive a reward that is rather anti-climactic and overall unnecessary; that is, you basically get a grab game for chopping down trees, and that's all - no special way to kill the enemy aside from binding them.
The implementation of the Lorax was a bit of a tough call for me, it was either bring him in or have Once-Ler plant the seeds himself - it would feel very awkward for the Once-Ler to immediately plant a seed and chop the trees down a few seconds later. Still, I do enjoy the way I implemented it - it gives the Once-Ler a downside he needs and one that stays true to the character, if he lets the Lorax run about he loses a lot of his methods of dealing damage to the foe. If he actively gets rid of the Lorax, it gets harder and harder to get trees. It's a decision that does weaken his methods of attack - needed because of how many options the guy has.

Not every moveset needs a special way of killing the foe, and even so, I felt that the Once-Ler's killing method was obvious enough - he profits off of the confusion and destruction of the trees. They're massive hitboxes that just fall across the stage, and he takes advantage of it in every way he can - he segments off parts of the stage, covers parts in sludge and has the Woodcutter covering yet another part. The grab-game, I felt, just added on to his options - when you think about it, every one of his throws can help him profit off the tree-cutting. He can bounce trees off of the Thneed, delay their falling and whatnot. Also note how they help him take care of the foe - tie the foe down near a tree, bind them up.

one thing that stumps me is the image of the Woodcutter which appears to have a giant wooden pole coming from it and defies your explanation, making it a little hard to imagine.
When I describe the "front" and the "back", the front is describing the large wooden pole - the one that has axes swinging around on it. The back is describing the rest before that.

Now to prepare for FA's "I hate this more than Hook" comment. (tipsy)
 
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