• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

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

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,251
Location
Australia
Yeah, Kat, that's not the final version. I just wanted to get that in there to prove that I did have his moveset mainly done. I'm working on the presentation right now for him, and his main feature will be in that version that really makes him unique. Hint: Moon, give me your power!
Sorry about that - I was quite harsh with what I said. I'll give him another read when he's fully done.



I felt the want to response to Kat's comment.

On playstyle sections...it is not as much that I don't like writing them, as much as I have a very hard time writing them. That little playstyle section at the bottom? That's the product of about 2 hours of thinking, if you can believe it. XD I have a very hard time describing playstyle on stuff, I think, because when I look at what I said in my moves, it all seems...self-evident. Like when I am writing it, that all I would do is just go over what is known already, which I get the impression is not in style for playstyles? I could be wrong, but yes.

For the Side Special...yeah, that was probably a bad idea, but I just love that solo action command so much! In retrospect, it would have been smart to replace it...maybe with a counter? But yeah, this was probably a bad idea.

But it lets you imagine sick Ike air guitar solos with his sword, so I'm happy.

As for the water-clone thing...heh, yeah. It's what makes the Demyx fight so memorable, so I felt it's inclusion was a must, and it ended up being really fun to work with, even if I am sure a good deal of people won't like insta-KO mechanics.

As an aside note...gotta read through the rest of the Organization for commenting. Might be slow, but I hope it will be good.
Fair enough on the Playstyle sections. It's not like you HAVE to write them in - they just make the movesets look more professional and guide readers with all the interactions and stuff that weren't present in the main moves (like, if you describe a move but without adding its uses into the set with the other moves and what not). I remember on one set I had to rewrite the playstyle section like, nearly ten times or so...that was incredibly annoying. I guess with your style and the way your movesets work, you don't really absolutely need a playstyle section, as it's easy enough to understand the stuff going on anyway.



[COLLAPSE="Lexaeus"]Tackling someone who relies on sheer brute force sure is something compared to the rest of the movesets here, even if he does control the earthy earth to a degree. The set basically uses the commonly seen simplistic approach that's used in Kingdom Hearts over actually using physics to break the earth, though in doing this you inevitably sacrifice a degree of interest and ideas that were otherwise present with Zexion...not that their potential can really be compared. Lexaeus wants to smash his opponents to oblivion, and can do so right away, or he can really turn things up with his DBZ-esque charging and earth-shattering moves if they choose not to get near him - the spire and power-up seem to be the main focal points, and you make a note to knock your enemies away before you attempt the latter, which is the only real way it'd work without a spire, which can be destroyed by either character to use to their advantage (a good bit of Kingdom Hearts universal tribute I should have actually mentioned on Larxene even if that never happened in her battle).

The spire is pretty simple in how it works and seems to be consistent with the nature of Lexaeus' attacks as if he'd used them on a foe, but the one Special that confuses me above all is the Down Special, not only in description but in how it works - it seems that area has to be attacked and will always make shockwaves whenever it's struck, to which you just simply batter it over and over to stress your opponents out. The third paragraph especially confuses me in how Lexaeus is able to use his Down Special again over a focal point, and what is the nature of the "spiking knockback". Also, wouldn't foes be able to use Lexaeus' focal points to their advantage and and make him trip, even if he has his power-up....no, wouldn't Lexaeus himself trip just by making the shockwave in that case? The execution of this one particular move is rather shaky, so much that I just had to mention it, especially how it doesn't seem to really play in with the other moves when it could otherwise destroy spires from a distance or even knock enemies upwards instead of just simply doing something as trivial as tripping them.

Given your work on your other sets for this movement and the contest overall, it seems you probably had to rush this fellow out to some degree, as he's not quite as satisfying as your other reads...then again we are talking about a fellow who gets next-to-no characterization in CoM and just gets beaten down by Riku.

[/COLLAPSE]


[COLLAPSE="Vexen"]Vexen is quite interesting, and a surprisingly fitting character for one such as you for some reason...in any case, actually putting the whole replication and data gathering into the set for a clone with the Down Special instantly makes this a good deal more interesting than your previous sets for this movement. It takes on the incredibly simplistic hue of your other sets however, and the exclusion of any replica-supporting attacks (aside from U-Smash) works for Vexen's character, as well as the fact that if a portion of his set revolved around that he'd be rather difficult to use before then. An interesting focal point though, would've been to have some of Vexen's moves force opponents into situations where they have to move/attack to get out and subsequently provide the scientist with data for his project? This would've been more than possible given that Vexen could have made an ice mist that enemies have to move out of, or create ice walls between them that they have to shatter with attacks that provide Vexen with data, and when you do have your replica out you can actually use these traps to your advantage by ganging up on the enemy - all the while you have your shield defending yourself, which perhaps could have done with the ability to create or regenerate it with lag while your replica attacks the enemy (the D-Smash is the closest thing you have for this). There's quite a lot of potential that could have been had with this, and oddly enough you handle all this while barely delving into any ice genres and barely using any traps in the set to the point where it's like you're actually TRYING to avoid making use of the mechanic....probably the same case with the other XIII members in trying to stay true to their battles, but then again you have the Replica, and that weeeeeeird snowball.

The mechanic feels quite interesting and makes it more so than Roxas/Axel (not judging Saix yet as I write this), but there was quite a lot of potential you had with this moveset that didn't get used, which I do quite wish was...but now that I think about it, you HAVE delved into icey movesets before, but that don't mean you can't re-use them for a new concept. [/COLLAPSE]


[COLLAPSE="Xaldin"]For what you had to work with, this set's organization is truly win. Props to you on that. Xaldin seems quite more technical than some of the other Organization members, given you have to handle his lances and move them around the place. Oddly enough, of all the moves the Up Special is easily the most interesting one in tandem with your lance-placement that has a bit of an interesting twist to it similar to what's seen with Zexion, except foes can't really do anything about these lances and pretty much have to wait until Xaldin hits them with the Down Special placement, though at least that does prevent foes from simply being distracted by trying to rid you of your lances....it also works quite interestingly together with the Up Special, because you're sending yourself towards areas that foes can't do anything about, and in this case will probably want to avoid. Add moves with obscene range such as the D-Smash, and you have a character who's as annoying to face as in his Boss Battle, much like Demyx (in that sense, you take a much more formal approach).

Xaldin's a fair bit more interesting and solid in terms of execution compared to Lexaeus, but the XIII member who takes the cake of all yours, or at least in my opinion, is definitely Zexion.[/COLLAPSE]


[COLLAPSE="Xigbar"]And now, we get to a new user's XIII set, and one with quite the potential. The way you implemented the teleports and upside-down stance into one mechanic is quite interesting (even if the distance the former lets you travel seems a bit extreme), and making the singularities influenced by Xigbar's jumps makes him quite technical and a character filled with opportunities, even though they almost feel like set-balancers to a degree. This also leaves quite a bit for the rest of the set to fill in, but you quite a decent job at that, even if you're quite the master of over-elaboration to some degree (which isn't necessarily bad).

There's quite a lot of fun to be had in the set, and that's not even taking into account the reality-warping stage-shifting tricks he does in his boss battle! That'd be hard to implement in the game anyway without making things needlessly complicated, which virtually all the XIII movesets in the movement have done an excellent job of - this one's no exception, to some degree, even given the many complex set-ups.

If I have one minor qualm, it's that for all the insane damage Xigbar's able to dish out, he seems to lack a killing move almost to the point where he doesn't have one! This might just be your writing style not really making this too obvious, as the D-Smash sounds like it would seemingly be able to score KOs, though with all the moves that create the same pink crystal shots and set-ups Xigbar seems quite strapped for moves that actually deal knockback despite being able to rain hell on his foes...he's obviously a character who can deal obscene amounts of damage very quickly and repetitively.

Without getting too messed up or tacky, there are quite a good deal of mechanics of interest and consistency that put this set quite high on the XIII movement for me, so well done Smashbot.[/COLLAPSE]


[COLLAPSE="Xemnas"]And now for the big one - I pretty much expected Xemnas to be more dynamic and imposing than the other XIII members, and booooooy is he ever. Having the set entirely gray is a great visual break from your other sets that I sure appreciate, and the opening for his set doesn't come too far from Dr. Facilier's top-notch one (which, for your information, I doubt few or any sets are able to top), showcasing his godliness...I barely say this about any sets though, just that I'm reminded about it by the latter.

Xemnas does quite a lot here, and compared to Xigbar you take some unique creative liberties that really make him shine - some of these moves are on the extreme side however, such as Nothingness pretty much making Xemnas invincible while he has it out and seems to randomly make other characters take massive amounts of damage from attacks; it's interesting because you can use it as both an offensive weapon that deals tons of damage with that ridiculous damage buff in tandem with moves such as the F-Smash, or do the obvious and shield yourself with it. There are parts of said move and other parts of the set which seem to imply that Xemnas is capable of moving along with his piloted Nothingness AND move it by itself, to which the attack description implies that you do the former despite later parts appearing to describe the latter...a bit confusing unless I didn't look right. But in other news, the entire idea of being able to turn enemies into both Heartless and Nobodies, which I had an idea for a looooooong time ago - a very interesting aspect if you combine this with Nothingness, and works perfectly with Xemnas' goals and the fact that he's the leader of the Organization, so he's the only one who it'd be really fitting to have do in the first place (it also somehow reminds me of a certain white cat from last contest)...it is a bit intrusive to the playstyle to a degree though, and somewhat confusing.

The Down Special...very interesting stuff you have going on there, but the idea of killing an enemy by reducing their damage percentage will obviously and inevitably get contradictory from the fact that you're going to be damaging them with your moves anyway (you never seem to acknowledge that in the set...at all) - if your moves actually healed the opponent instead of damaging them when they were in this state things would be a whoooole lot more interesting, as you'd actually be able to drag enemies in for interesting combos and chain-grabs since their damage percentage would be lower. Genius. Even more genius though would've been to give the Heartless/Nobody scenario a way to work with Invitation to Nothingness since they perhaps can't really take damage...also, it'd obviously make sense for Nobody characters to be able to enter Nothingness, no?

As dynamic as the ideas are, fitting for Xemnas, the core concepts seem a little disjointed and rather confusing, as much as I wish I didn't think of them that way. Still, this is a very likable set in my eyes, possibly due to its Final Boss nature and those great ideas, which you've worked up in the spades for this movement - that, and you did manage to put quite a bit of effort into both your sets. [/COLLAPSE]
 

Smady

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

Barry Burton
MYmini #9 - The Cosplay Guerrillas

Neutral Special: The Buddy System


Barry holds his gun up to his eyeline and the player is allowed control of, aiming it over a wide area, releasing the input causing Barry to fire. A shot from the magnum travels instantly to its destination and causes 15% damage with high knockback, but results in punishing end lag for Barry too. When you next use the move, it'll also have more start lag as you reload the gun - at any point during this, you can shield to cancel out. This allows you to load the magnum without firing it. The magnum's uses go beyond just head-to-head matches, though - the gun can be used on prone opponents to push them further along on the floor in stun, while it can also safely shoot people off of the ledge merely by hitting their clinging hands. The effectiveness of the move is offset by its lag, but it comes in far more use when you have a team member to cover your six while you reload, and punish foes from afar without interfering in your team member's tactics.

Down Special: Helping Hand

Barry puts those big guns to use, grabbing like Bear Hugger at the floor. If he catches an opponent, the results vary. If they're standing, he trips them for 8% damage, leaving him with a frame advantage as well. On an opponent clinging to the ledge, he tries [potentially wastes his energy] pulling them off of it, causing them to fall. You can use this on a team member too - either pulling them up from the ledge, or rolling them behind you depending on how the team member reacts. You can also pull up prone allies with this move, the benefit to this all being some comfortable super armour during it all. Use this move to give your side the edge in a team brawl, or trip opponents to then space away with a well-aimed magnum shot to the gut.

Up Special: Scramble

Being no Spring chicken, Barry has to just do all he can to accomplish a third jump, getting about as much leverage as an [imaginary and already crappy] first jump, but with extended horizontal reach. His animation is scrappy, Barry struggling all the way up. If he grabs the ledge - whether or not there's someone on it - he immediately climbs on top, making him immune to most ledge hogs. As with his other two specials, this has a more profound effect in team battles, letting you climb over a team mate on the ledge but leaving them in place, to further edge hog or recover, figuratively-speaking. On an opponent regular, Barry will deliver a desperate shoulder barge for 7% damage and medium knockback, sending the opponent down into a free fall for a short while, or straight into prone if already on the ground. Prone can be achieved if the foe is near to the ground in the air anyway. Barry ends up landing further from the foe on the ground himself, generally with no frame advantage for either, letting you at least camp with your magnum if nothing else.

Side Special: Irish Whip

Barry reaches out a long way with his arm... or as long as he can, trying to grab whatever's in front of him. If he grabs an opponent, he shoulder barges them for 5%, before then throwing them in a direction chosen by the player. Barry is given free reign after this, while the foe is stunned for a short period [a couple of seconds at very high percentages], allowing Barry to unload on them. The distance which the opponent is thrown varies depending on their current percentage and they're turned so their back is facing Barry when he does this, making it hard to counter attack. If thrown to the ledge, a foe drops to it automatically, again letting you flow into a basic magnum follow-up. On a team mate, you don't damage them, but can defend them against enemy onslaught. Thrown allies aren't stunned or turned from their current facing or actually thrown at all! They're simply shoved behind Barry - he's their protector, after all. This goes both ways - Barry can just as easily grab an ally behind him and shove them in towards the enemy, using them as his shield... oh Barry.​
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
502

Meat Wagon​

A Meat Wagon is a generic unit used by the Undead in Warcraft 3. It's notable for being a solid siege unit, but more importantly for being able to carry around corpses for Necromancers to reanimate. Unfortanately, we already have a Necromancer running around who is quite popular, so alas the Meat Wagon will have to do without him. But hey, flinging corpses around is -FUN- right? Meat Wagons carry around 8 corpses, the maximum amount they are allotted in game.

Neutral Special​
The Meat Wagon launches a corpse out of itself, dealing 18% and knockback that KOs at 80% on contact. Unfortunately, this is depressingly slow, but you can angle it nigh perfectly to hit an opponent anywhere on the stage, and hold down B to delay it as long as you want. Unfortunately the projectile is slow enough moving that most of the time opponents will be able to dodge it without much trouble, and this will use up one corpse in your arsenal. Such is the fate of being a big, slow predictable siege unit.

After a corpse lands, if it lands on-stage, you can go ahead and pick it up again like an item by standing next to it. Doing so stashes it back in your arsenal.


Side Special​
Meat Wagon shreds a single corpse in it's grinder, before spraying it forwards as a blast of blood and gore, dealing rapid hits that add up to 14%. This also leaves some goopy flesh lying around on the ground, that is incredibly sticky and hard to move around in. Quite disgusting if I do say so myself. Anyway, it slows the movement speed of opponents standing in it too a crawl and causes them to trip after dodging. In addition, tripping in the goop causes the foe to be trapped with grab difficulty, which at higher percents sets up nicely for a corpse getting tossed at them.

Up Special​
The Meat Wagon charges forwards at Fox's dash speed, the grinder in the front whirring. The Meat Wagon will travel 3 battlefield platforms with this, and has a bunch of lag on both ends of the attack. If this hits an opponent, it will deal them rapid hits that add up to 15% before rolling over them, dealing one last hit of 6%. This hit will either spike them in midair or launch them out the back on the ground. If it rolls over a corpse, you can either press B during the half second it's rolling over it to reclaim the corpse or just let it fly out the back, dealing 12% and knockback that KOs at 150% and launching two battlefield platform widths. This will also launch the goopy flesh back the same distance, except that will put the opponent into prone and deal 8% instead, with the grab hitbox obviously getting them afterwards. Due to the nature of this move, if you have some flesh goop set up with a corpse or two in front of it and run over an opponent, you'll trap them and hit them with the corpses. Isn't that nice?

Down Special​

The Meat Wagon produces a large cloud of poisonous gas in front of itself, the size of Bowser. The cloud slowly expands to twice Bowser's size before fading out over the course of four seconds. If someone comes in contact with the cloud, they turn slightly greenish and take 1% per second for the next four seconds. In addition, if it comes into contact with a corpse or flesh goop, it will cause that particular object to deal the same status effect when the foe comes within a stage builder block of it. Notably, the corpses will even keep this when you reload them into the Meat Wagon, it's a permanent change.

The other thing about the disease is that it stacks when coming from multiple sources. This increases the time it lasts by 3 seconds and the damage per second by .5% for each source of disease. Sources of disease include the base cloud, or each separate corpse or pile of flesh goop. A corpse that lands next to a diseased corpse or a pile of flesh goop becomes diseased as well. This will eventually force the opponent to be very careful of where your corpses land as the stock goes on...
 

Smady

Smash Master
Joined
Apr 29, 2007
Messages
3,306
Location
K Rool Avenue
And there's more where that came from.

Roxas is the first set of this movement, and it has some good points, but I can't say I was too enthralled by the playstyle, which is combos and more combos. What Roxas has is a lot of melee attacks, which are complimented by the easy aerial superiority he can gain in his specials, combined possibly with some of the smash attacks to make things tougher on the opponent . It's nothing new, but it's at least pulled off with some good taste, and is pretty easy to imagine working directly in Brawl, which I'm sure was part of the goal. There isn't much else I have to say about it, other than it's a typical genre set, it's well-written [minus a few odd moments], has a great organisation... I can't complain about the quality of its craftsmanship. I still don't like it, though – I think probably because the grab game would break character for opponents [plus no throws], and while the specials may work into a working playstyle, it isn't one that resonates strongly with me. If you want to play as Roxas in Brawl, though... this may be as realistic of a set as you could ever read. To an outsider, it's serviceable.

Larxene is a smart take on a character bursting with potential, creating moves smartly and carefully to prevent the set from overloading on one main concept or other. It's rare that a moveset stays that clever until the very end, but this is one of those – it's another basic premise, but super thought out and works wonders when you consider the characterisation placing in the playstyle. Exactly as you say at the start, she loves playing a game of cat-and-mouse, and yet she needs all of these gimmicks and magic syndrome-y type moves to keep the pressure on her side, or else she becomes totally limp. In particular here, love the way you handle the portals, and the duplicates, to allow you to surround the foe from anywhere on the stage if played intelligently enough.

When you get later into the set, you reap what you earlier sowed by playing off the electrical blades, again wonderfully flowing into the early set-up of the match, trying not to overwhelm but entrap an opponent if you're sneaky and think far enough ahead. This recommend playstyle undoes her shortcomings, while still leaving things very open-ended: I do love when a set rewards you for playing a certain way, without it locking down an exact flowchart or set of moves. Larxene's an open book from the flow standpoint, especially when taken into account how her specials play into almost every move in a unique way. Never do these concepts mesh in a way that seems broken either, it's a calculated approach to this kind of set, which I especially found enjoyable. You're honest in the set about its flaws and yeah, most of them are actually fairly fitting for the character, and are overcome with preparation more than anything. I think it's a great moveset.

So Marluxia! Cutesy Beau, the male one this time, and it has a fairly good start indeed, giving us a bit of that old Make Your Move 5 original character, along with a mix of recent memories of Shiftry by making heavy use of tornadoes. It's simplified on every level, which it puts to great use throughout the set – you have leaves, more powerful dead leaves; a tornado pulls around the leaves, getting hit reduces the death [aka KO] counter. So it's easy to imagine, and works well as a solid base for the rest of the, as you call it, rushdown, giving it a twist to make it appealing to jaded individuals like myself. The only aspect I found to be out of kilter was the opponent's pummel pushing up the death counter... everything else in this self-contained system works pretty flawlessly, if sacrificing a bit of balance, as Marluxia slides elegantly into being overpowered. This is largely solved by the lack of many moves that create the leaves in the first place, which are needed for the tornado to be that useful. For my liking, though, I would have preferred if you did have more ways of manipulating and creating leaves, as it does feel a bit too grounded. However, can't argue with it being a good set and I welcome another one from you, MT.

Onto Luxord then, this set is confusing, but that boss fight video helped for sure. Specifically, the way the side special deck works [stationary, but it can be added to the neutral special deck somehow], the up smash and how it looks, the down smash as well, and the portal on up special need some editing. Oh, and the down aerial too [how does it expand in terms of appearance exactly?]. It's a worthwhile set, so I think it'd be worth going back and making those more easily-understood before people brush over the set because of them. Maybe this comment will remedy that, anyway.

When you first come to moves like the jab, you assume that's just general tackiness, but if you look at his boss fight, this is actually accurate to that. He needs his cards to fight at all – and the cards actually work independently well enough that you can more-or-less throw out a “deck” to circle you much like Dingodile's crystals, then go onto other business, including further set-up. It's a smart way of handling this frigging insane character and his weirdo persona, plus it's a great fit for your style of set, Kat. I think where the set really grows to be its strongest is when the creation of cards becomes stage construction though – by far my favourite input is the up aerial, pulling everything up to the air in a very flash-y, Kingdom Hearts way and helps his aerial play diversify immensely. Of course you have awesome stuff like the forward smash too, even letting you create an instant death card, and it not seeming overpowered. It's really good at its peak, but gets dragged down a bit by how impractical it sometimes seems. It'd be so hectic with everything out you'd want in this set, it would be hard to keep track of it all, though it's also beneficial just to have crazy amounts of cards out due to certain inputs. So yeah, another great set in this movement, except the silly grab game. I'm starting to see a pattern...

I'm not too knowledgeable about Demyx, but he seems like a care-free character, so that his set is centred around all these complex mechanics to do with instant kills and duel-offs and moving music just doesn't sit well. It isn't intuitive like I want it to be, though this in of itself gets some of the message of the character across quite well. I'm not against the time limit being imposed on the foe, but this is an idea that even with care could go awry easily: it would've been fitting had the set pulled back and gratified the reader. This would be in-keeping with the personality of Demyx – seems like a joke, but serious when he gets down to it – but here, lots of the ideas either feel repetitive or convoluted. The ideas behind the notes were solid, but you didn't need that many inputs for them. And the water here really could just be like any other generic energy beam or something the way it's used. Heck, I guess it is like that in the game too, but I was grasping enough to hope that'd save the set.

Where I find the set succeeds is in building up some forced pressure like in his fight, even if it's ham-fisted. As said, the kill mechanic is obvious, but could be worked into – especially with the water elementals – well enough given the right execution. With no flow into it whatsoever, it certainly forces the foe to play in a certain way to counter it, which automatically shifts Demyx to prefer use of his superior defensive options too. This isn't particularly great when given little attention like here, but the set isn't awful or anything. I could see the set become good with some... mid-level tweaking, mostly by dismantling the mechanics in the specials and making the notes more intuitive, plus work into the grab in some way because that seems ridiculously obvious. Like with Zombie Master, though, you're making edgeways.

So Axel is the second Khold set in the movement, and a lot better than Roxas, though still far from perfect. It has been a long time since I read the original, so I can't remember if the mechanic was done then... either way, it certainly makes his many combo-centric moves more interesting. Personally I think there could be less combos here. This playstyle is one Rool would call a “berserker,” in that Axel goes to town once he gets a combo in and wants to stay in for as long as possible. Once the opponent breaks off, though, Axel has a small degree of versatility in being able to copy his last move used, or explode his throwaway weapon to finish off an opponent if he got them hard enough. I actually do like the nature of the side special enough that I kind of wish it had more uses than it does, especially in a moveset full of so much combo fodder. Either way, though, it's alright as far as sets in this genre go. Not quite as atypical as Roxas, this set stands out in the crowd for sure – still, I'm not quite sure how I feel.

Zexion's my favourite set of yours ever Peanut, there are so many clever ideas in here! It feels like a real breakthrough for you, in that it really feels like it has the strength in gameplay to match its visual splendour. Lets start at the beginning – the clones, I love the way they work with the depleting of health but letting the foe go too far, bringing the clones back to full health. Like many of the concepts in the set, this is explained extremely well, which helps immensely. Aside from that, it's a guessing game, but one that feels like it has real bite to it with the solid clones, and the vast amount of options that make grasping the true lexicon a hugely fun game of hot potato. The open way you let the lexicon be passed around makes for some fascinating mind games, and the fake damage is again, a great way to deal with all those fake attacks. It's only a small thing, but it helps to keep the foe totally unaware of what their actual percentage is, while Zexion at any time can shed it away if he comes under pressure.

This is related to the only time when the set fails to hit its mark: that grab game, which bizarrely, either through wording or oversight, does not make use of the illusion damage in an interesting way, just amounting to a pummel more-or-less. I know, stacking all that damage at once would be too much – this is the perfect time for a full grab game, where you could break up his options with the illusionary damage to make it balanced. I complain heavily about this because it's really the only thing keeping me from loving this set outright. A tonne of bite-size ideas condensed into nearly every move, with limited tackiness despite every move having huge ramifications on a great central concept that keeps it all grounded. Well done, Peanut.

Laxaeus was an interesting genre set, being a heavyweight male antagonist that doesn't step too far from what makes the archetype so appealing. It's able to put enough of a twist on this with its shockwaves and rock spires [plus the projectiles that come from it], that the huge, brute-ish moves are complimented well by long-range pressure, without feeling forced. The only section fo the set that didn't work as much for me were the spires – they didn't seem that intuitive to aim and such, but you at least have plenty of variety in hitting them in different directions that it's only a matter of some positioning, really. And yeah, the neutral special is actually a lot more interesting on a character like this who is already a heavy-hitter, making him into a juggernaut if he can buff himself enough. I've warmed to inputs like this which cap out and become useless, even if they're not my preferential for moves by a large margin.

My favourite part of the moveset is probably the down special, though, if only because it provides some psuedo-terraforming without altering the stage at all. It seemed very nifty to me how it helped in his grounded approach and was simplistic enough that even a lumbering, huge character like Laxaeus can take advantage of it. What you'd expect filler from in this moveset is surprisingly good stuff, just advancing on the positioning of Laxaeus mainly to make him feel like a dangerous opponent at any point of the stage, which makes sense. As seems the way with this movement, the extraneous bits are done well and not just phoned in, though this is less so, I felt, than Zexion. But that was duplicates, this is HMA with limited creativity, which is more impressive.

Vexen's definitely the best of your sets this movement Khold, sans the as-of-now unposted Saix. The two mechanics work together really well, giving Vexen an easy way to camp in the start of the match with his shield, so that by the time it's shattered he's already well on his way to creating a replica. Once it is completed, Vexen gets to act like the mad scientist he is, simply egging on his creation and cowering in fear. There's not much explanation gone into the replica's behaviour, but simply that it'll copy the foe's behaviour is enough – it essentially makes it into a ditto match [if you give the AI enough credit] wherein Vexen plays the puppet master. Aside from that, he has options available to create traps, and play more turtle-y. It's a defensive playstyle and makes dividends off of past projects from you, Knight Man for example, with the natural shield mechanic, but it has a layer on top of that which is quite multi-faceted. This is with the camping, projectiles and more elaborate set-ups at Vexen's disposal, giving him interesting pressure games when he has the shield too. The one thing that bugged me was that awkward grab game... you could've at least made it like, slide across frozen surfaces or something. Hardly ruins the set though, which overall I do like.

I'll finish the rest off tomorrow.
 

Katapultar

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



P
A
R
A
D
O
X




Paradox is the sole antagonist of the Yu-Gi-Oh! 3D Bonds Beyond Time anime film blatantly designed to showcase the individual protagonists of the first 3 Yu-Gi-Oh! series because of an anniversary or something. He hails from the future, where the world has randomly been destroyed by a children's card game, so he did the most obvious thing to fix that by going back into the past and trying to kill the game's creator, that guy from MYM6 who got a really long moveset made for him by Dancing Frog Man. For some reason however, he acts like a bad guy and steals the protagonists' main monsters and turns them into Sin versions of themselves just because he's a jerk.​


S
T
A
T
S






Paradox possesses a rather imposing-looking Duel Runner, those vehicles that allow the protagonist dudes from Yu-Gi-Oh! 5Ds to play CARD GAMES ON MOTORCYCLES, with this particular one being as wide as 1/2 of Battlefield and giving Paradox weight equivalent to 1.5X that of Bowser's; he's not likely to be getting off it anytime soon. Paradox can move around in his Duel Runner at the same astonishing speed Wario Man can, with he even being able to travel at higher speeds if he continues to ride and gain momentum at 1.1X his current riding speed foe every 2 Platforms' worth of distance he covers. While incredibly fast however, Paradox needs to rev up his machine for twice the starting lag of Wario's bike, so players will know when he's about to make a move. Paradox is actually able to jump with his motorcycle too, though he'll only end up performing a small pathetic hop akin to Ganon's first jump if he did so from standing; by gaining momentum via travelling however, Paradox will be able to perform a jump with all his momentum in-tact, he jumping into the air for 2 SBBs worth of distance per 3 he traveled, so he still has aerials like a normal character.

If Paradox runs into a character with his Duel Runner, he'll end up running them over and knocking them down for a simple 10% as he keeps going as if nothing happened like the jerk he is; he can do this even if his victim is in the air as well, which will cause them to be spiked towards the ground for some rather odd reason and be knocked down no matter how far. Despite how long and strong Paradox's Duel Runner is however, players can still attack or even grab it from anywhere to damage Paradox normally, with they being able to ignore the hitbox in front of Paradox's Duel Runner if they hit or grab it from the front with a disruptive move; this is a bit of a crippling weakness for Paradox given how predictable be becomes when he revs up for his dash, though he can still perform his jump to hop over his enemy or even use the shield input to enter the background via spotdodge to get around the main plane his enemies resides in; this nifty trick can be performed for however long Paradox wants to stay in the background for, but at the cost of he being forced out of the dash and skidding for a wee while once he leaves it, plus we all know he won't be able to drive around forever given the limited space that Brawl stages provide...which is quite bad if he goes offstage. Just because he'll be moving around most of the time however doesn't mean Paradox doesn't have a shield; he'll end up projecting a rather large dark-purple yet transparent barrier around him that doesn't shrink or take pushback, and instead of allowing Paradox to roll-dodge he's able to rev up his motorcycle and perform his dash out of his shield in order to throw off enemies who'd try and pressure him out of his shield.

And before you ask, yes, all of the above mechanics that compose Paradox are, in fact, impractical for a proper Brawl. Except you see...​





Paradox is in fact a Boss Character you fight in a 3v1 match, just like in the film! You always fight him in the Sin World as depicted above, it essentially being a field spell designed to add some frightening visage to the game; here, the stage in question is composed of ground that's twice as wide as Bridge of Eldin and just as tall as said stage. Oh, and there are also two buildings blocking off the sides of the stage just like with Shadow Moses Island, only here they have a whopping 145HP and don't come back once destroyed; their destruction is the only way to make the side blast zones of the stage accessible, as otherwise you'll have to aim for vertical or special KOs in order to kill a player...that, or you could destroy the ground beneath you in a similar manner to the Green Hill Zone stage, only here the destruction is permanent and here the stage is destroyed in fragments of 1/24s, with each area having half the HP of one of Green Hill Zone's. While Paradox would more or less be inclined to destroy his enemies in a game, he doesn't mind killing and destroying the surrounding area to accomplish his rather questionable goal, what with he going about killing thousands of innocent people just to get to one man; that, and he has ways of getting around any destruction caused to the stage as to become the last man standing.

And before we begin, Paradox will spawn on one side of the stage while his foes will spawn all the way on the other side near each other, where they'll be able to interact and set traps...that said, Paradox can reach them quite quickly with his speed despite how ridiculously long the stage is; thankfully he won't ever have to worry about driving off the stage to his death and crashing out of control, unless his foes decide to band together and destroy the surrounding stage and/or the wall near them...doing so however can mean a quicker death for them, however.

And finally, if one of the enemies would die they won't respawn until all 3 allies have been killed. Once this happens any part of the stage that's been destroyed will return back to normal, which also happens if Paradox is KO'ed.​



S
P
E
C
I
A
L
S




Z Neutral Special Z

Paradox revs up his Duel Runner for twice as long as it'd usually take him to start up a dash before he drives forward at 1.5X the speed of his normal yet blisteringly quick dash, where he can move about, use his Standard Attacks and what not until you tap B again or if he is struck out of the dash.​


Z Side Special Z

Paradox sets a Yu-Gi-Oh! card face down! You know what the back of one of those looks like, don't you? The sticker-sized card is placed directly behind him, which he can do out of his dash or when he's in the air, in which case the card will stay afloat in mid-air, oddly enough. Up to 5 cards may be placed around the stage and anymore will cause the oldest one to vanish; players can destroy a card by inflicting 25% onto one, though if Paradox set it on the ground they'll be forced to use an attack that'll inevitably damage the ground beneath them to get to the card...that, and it's probably better to leave the cards be for now since they don't really serve any kind of purpose just yet...​


Z Up Special Z



Paradox's Duel Runner transforms into a flying machine of sorts, with there being a bigger picture of it linked to the above picture since the linked one would be too big to fit on this page. It takes a lengthy yet rather dramatic 2 seconds for Paradox's machine to transform, though it has Super/Anti-Grab Amour when doing so and in any case your foes won't be able to stop you from doing so in time at the start of the match. Once transformed, Paradox is allowed infinite free flight, albeit a rather slow one that has the villain move around at Ganon's running speed, with he needing to "rev up" for 0.4 seconds before he can start moving. Essentially speaking, while Paradox could quite easily go off to the top of the screen and camp up there like a coward, his machine is rather slow in this form, and the only defense he has while up in the air is his dodge and aerial attacks which aren't even that good for close range; and since this is a 3v1 match, you should at least expect your foes to be able to attack you from above even if you do try to camp away from them. If Paradox wants to return his floaty yet clunky machine to its normal form he can do so with another use of this move, which is thankfully instantaneous despite his bike falling like a rock.

Note that while most of Paradox's attacks are the same when in his flying machine, his Neutral Special will in fact be replaced with_____





S
M
A
S
H
E
S



All of Paradox's Smashes are usable in the air and involve him taking a generic Yu-Gi-Oh Trading Card which he dramatically raises above him in the style you'd expect from the series. If he has a card set with his Side Special however, using a Smash Special input will have him raise a hand dramatically towards the position of the first card he set, which will cause it to suddenly flash a dark light and quickly flip over. From there, something will begin to materialize directly above the card's position....​




Z F-Smash Z



The first of the monsters that Paradox can summon with his Smashes is the terrifying Sin Cyber End Dragon, a massive flying machine dragon that acts as an imposing boss figure 1.5X as large as Giga Bowser, though it thankfully doesn't obstruct or push enemy players in any way or form. Being summoned above Paradox will make the dragon follow its master around wherever he goes due to that actually happening in the 5Ds series with all the monsters, while being summoned onto a card will make the dragon remain in that one spot. In any case, Sin Cyber End Dragon is just as tough to destroy as it looks; you'll need to use an attack that inflicts 29% or more in order to KO it in one hit Yu-Gi-Oh! style, which will cause it to instantaneously disintegrate into nothingness. While there aren't too many attacks that'll inflict that much damage in one hit, using a stronger is in fact quite worthwhile, as any attack that inflicts 30% or more will cause the dragon to go flying in the direction its master is residing in, with every extra 1% worth of damage from there making the dragon fly 2 SBBs further before being completely destroyed; if the dragon manages to reach its master, it will end up crashing into for an unavoidable amount of damage equal to however much damage the foe's attack inflicted -28 though along with however much knockback the foe's attack would've inflicted as a tribute to the main game. While Paradox could simply drive out of his monster's range to avoid taking any damage, he could just as easily use his shield to soak up the damage as well, just providing he's standing on the ground when doing so due to he being unable to dodge the massive body of his monster.

Oh, and by the way, simply using the un-charged version of this attack will cause Sin Cyber End Dragon to be summoned; if you charge this attack further or use it again while the monster's out it will cause the beast to perform its obligatory single attack. Here, the Sin Cyber End Dragon will open its 3 mouths and charge blue plasma energy in them - one for each enemy. Note that you can in fact charge this move while moving around via the Neutral Special, though you'll have to stop in order to make the dragon release its attack, with it remaining stationary for the attack's duration; once that's done, each head will aim at one of each of the 3 players so all of them have been targeted before all 3 heads fire off a blue lazre beam twice as large as R.O.B's that remains for a split second - the attack pierces through shields, and inflicts 13.3% on the individual enemy with knockback that KOs the victim at 240% no matter how heavy they are. This attack can be charged for any amount of time, which will cause the dragon to prolong its beams for twice the amount of time charged; given that you can't shield against these beams and they're always fired at an angle depending on where the victims are, they can become quite the obstacles for enemies to try and roll past, and the damage they inflict onto the stage will in fact refresh with every 0.5 seconds to the point where this can be your prime move for stage-destruction. Naturally, the Sin Cyber End Dragon will be able to concentrate more of its beams on one enemy if any have died, with it targeting the nearest player with two of them if there are that many left, while all 3 beams will focus on the one enemy if the other 2 have died; this is naturally an excellent way to destroy the stage beneath them, which forces them to roll towards or away from the dragon to prevent themselves from being spiked into the created abyss to their deaths.

And while monsters usually have to be brought back with certain cards in the Yu-Gi-Oh! game, Paradox can simply summon another Sin Cyber End Dragon if his current one dies, though he'll have to wait for 10 seconds before he can do so again.​



Z U-Smash Z



Sin Stardust Dragon! Just about everything regarding this beast can be compared to boss Ridley, from its size to its rather crude idle stance. This monster takes its name literally too, with it constantly spreading blotches of black stardust over anything below it that causes absolutely anything the stardust makes contact with to not be able to take damage or be destroyed for as long as the dragon stays in that area, because that's just its effect translated from the game here into Brawl; in any case, Stardust is still able to destroy any part of the stage not underneath it, with Paradox even being able to summon Cyber directly beneath Stardust in order to make the former invincible while the latter is above it, with your Side Special cards also being completely invincible at the same time. In any case, Sin Stardust Dragon pretty works works in the same way as Cyber physically speaking, except players only have to worry about killing it with an attack that inflicts 21% or more so it'll be dying more often than the aforementioned monster.

Sin Stardust Dragon more than makes up for that not only with its mechanic, but also with its attack. Here, the beast will rear its mouth back before firing a white beam about 170 degrees below it so its not touching the falling stardust, with said beam inflicting multiple hits of 5% every 0.2 seconds so it'll end up inflicting 25% every second and sending enemies flying away with knockback that can KO them at around 300% if they're exposed to the beam for that long; that, and Stardust is able to continue firing forever in order to rack up damage on the stage and/or aid Paradox as he moves around the stage. The only thing that actually charging the attack will determine is which angle the beam is fired, with a full charge allowing Sin Stardust Dragon to fire its beam directly ahead of it in order to act as a rather ridiculous obstacle to enemies and quickly destroy the wall behind them. Using this attack again when Stardust is attacking will cause it to stop for whatever reason you'd want it to.

And by the way, it's not only possible for Paradox to have Sin Stardust Dragon out of the stage with Sin Cyber End Dragon at the same time but to also have them both following him at the same time; in this case, the secondly summoned monster will tag along behind Paradox, with its attacks not damaging him or the other monster next to it. And since you can obviously have both monsters attack at the same time and move Paradox around as well, the match can and will get pretty hectic from there...​


Z D-Smash Z



Sin Rainbow Dragon; this intimidating beast is quite comparable to Rayquaza in terms of size and length, but its attacking and defending power are on quite another level...mostly because it has absolutely no defense, and can in fact be KO'ed with absolutely any attack! The beast might seem like a poor choice to use against your enemies for this reason, but the raw, concentrated power in its attacks more than makes up for said weakness...

The attack in question simply has Sin Rainbow Dragon fire off a rainbow colored beam directly beneath it before very slowly moving its head until it has covered the area directly in front of it, all of which takes a rather ridiculous 20 seconds to accomplish. Said beam is incredibly powerful however, it inflicting concentrated hits of 40% that KO upwards at 80% to any one foe hit by it, with all struck areas of the stage taking this much damage; on the other hand, players are actually able to run up the Rainbow Dragon's beam in order to reach it, simply because the beam itself has a bit of a tendency to cone out a little in front of the dragon to the point where it can be too wide to even consider rolling past or dodging. Two hits from this beam will usually be enough to KO most characters and destroy the surrounding ground, though Paradox must wait for the dragon to finish its attack before it's able to move around with him again; in the meantime however, Paradox can not only move around to attack his enemies with his other moves and/or run them over but he can also tinker with his dragon's attack...

If you re-use this move while Sin Rainbow Dragon is in the middle of attacking, said beast will start to glow a black color that in fact causes it to absorb any other Sin monsters around directly into its body, which not only speeds up its attacking process by 1.4X for each one but increases its inflicted damage by 10%, with this buff lasting until Sin Rainbow Dragon is killed off. You can end up destroying the entire stage and killing off your foes fairly quickly with this power, though note that any Sin monsters you won't be able to get back any Sin monsters you fed to the Rainbow Dragon until it dies.​




G
R
A
B


Did you know? Paradox is in fact an android. He reaches out in order to lift a foe a small area in front of his Duel Runner/flying machine off the ground with telekinesis just because he can (and because his kind can actually do this in the series), with he grinding to a halt and turning his machine so it's facing the screen beforehand in the event of performing this grab out of a dash, this obviously making his hitbox significantly smaller for the entire duration of the grab. You are, of course, fighting against 3 opponents, though you won't have to worry about the other two all that much seeing as how you can still make your dragons attack them, though just to be safe Paradox will automatically have his shield up and surrounding both him and his foe to keep outsiders from entering or saving their allies as easily as they'd like to be able to. And because this is a 3v1 set, enemies have twice the difficulty of escaping from Paradox's grab, though thankfully the madman is only capable of concentrating on one enemy at a time. This can be used in the air, but only if Paradox has his flying machine active.​


Z Pummel Z

Paradox slams his opponent into the ground for 3% at the same rate of a normal Pummel, though the move is quite troll as that same amount damage will be subtracted from the ground beneath the foe to the point where if you manage to break the ground beneath them this way Paradox's next use of this move will have them tossed into the abyss below for an instant death. Note that if the section of the ground that would break would also cause Paradox to fall in as well as his foe the ground where Paradox is on will not break until he's left that area, though in any case you'll be perfectly safe via using this grab from your flying mode.​


Z F-throw Z

Paradox will simply toss his foe aside for 12% that can KO at around 155%, though with non-attacking dragons on the stage he'll also have them send out a blue fireball at the held victim that travels at Mario's walking speed towards them that inflicts 20% that KOs at 125%, though Sin Cyber End Dragon instead fires out 3 in a row albeit each with their total power divided among each other. The fireballs can be a hassle to out-prioritize, though if not dealt with foes can end up risking the very ground they stand on.​


Z D-throw Z

Paradox holds his foe in the air for a moment before slamming into the stage for 13% that leaves them knocked down, though the last summoned non-attacking dragon will follow up with this by flying directly above the victim and, oddly enough, attempting to crush them with the full weight of their body. Both the victim and the stage will end up taking 1% every 0.2 seconds that can quickly turn fatal if the dragon isn't killed in time, though if Paradox wants to call back his monster he can use the same smash input he used to summon them in the first place; for the most part placing Sin Cyber End Dragon for this role would be a good idea due to the damage resistance it has, though on the other hand Sin Rainbow Dragon can be a good lure for foes due to being easy for them to kill or if you want to use Cyber to wail on them with its homing beams - just remember that Stardust won't be able to inflict any damage to the stage if it attempts to crush a victim if you want to keep the stage in-tact for some reason, with it stopping after dealing 50% onto them due to foes not being able to escape on their own.​



A
E
R
I
A
L
S



Z N-air Z



Paradox raise yet another card into the air to indicate a summoning, except this time he's using the Magic Card, Sin Cross, which causes a Giga Bowser-sized cross-shaped portal to appear in the designated area that can and will automatically be one of Paradox's cards if he had one set, with the cross itself thankfully not bearing any effect on the stage for the time being. If one of Paradox's dragons is killed whilst the dimensional tear is out said dragon will have its head pop back out 2 seconds after its death in order to allow Paradox to initiate its attack or use it for one of his other attacks, though the dragon will only be able to fire out projectiles, albeit at a different angle depending on where the cross was placed; if Cyber or Rainbow were using their projectiles at the time they died they'll continue their onslaught afterwards, making this a good way to farm the latter's immense power. The cross that the dragon resides in will lose its power after 10 seconds however and will take the dragon back with it while said artifact continues to shrink for another 10 seconds that prevents Paradox from using this move again until the cross is fully gone.​






S
T
A
N
D
A
R
D
S


While the Neutral Special exists for Paradox to be able to use these moves out of his dash, if you didn't utilize that otherwise he does have the unique ability of being able to execute any non-dash-attack Standard move whilst attempting to turn around or stop, which will have said move carry over its effect in the case of the former.​


Z Dash Attack Z

Paradox already has a damaging move he initiates during his dash, so here instead using this move will cause any one monster remaining stationary on a card to spread their wings for a moment's warning before flying towards their master at twice his dashing speed (similar to THAT ONE move Ridley uses in his boss fight where he flies across the screen in the blink of an eye) as their bodies become damaging hitboxes that inflicts 24% that KOs at 125%. In any case, the monster will now fly above Paradox for what is essentially a re-positioning move on their behalf, except do note that the monster in-question still has its card lying on the ground and still able to take damage...this can be destroyed by a foe in order to get rid of Paradox's monster, though as I said before, the foe will be helping Paradox destroy the stage if they try to do so. For them, they'll be forced to either attack the monster directly or risk destroying the stage - the monster will probably do more damage however, so the latter might be the best choice.​


Z F-tilt Z



This move is a summon in the same manner as the Smashes, with a forward input summoning in front of Paradox and a back letting him position the Sin Parallel Gear on any of his laid-out cards. Said machine is as large as Kirby and only randomly floats around harmlessly yet erratically at 1/5ths of the Smash Ball's speed, with it being killable by any attack. If it manages to make contact with a Sin dragon, however...​



The two will merge to create this terrifying beast, the Sin Paradox Dragon! This mighty creature takes up as much space as you see it doing in the above picture, though its resistance to damage is ridiculously great to the point where it'll take an attack that can inflict 41% or more on it in order for it to go - not gonna happen so easily.

The Sin Paradox Dragon is commanded with the same inputs used on the dragon that merged with the gear, which gives this beast a rather nasty attack of its own:​














F
I
N
A
L

S
M
A
S
H




Over anything else, Paradox raises a card above his hand to reveal his trump card: Sin Truth Dragon, one of the 3 strongest monsters in the entire world of Yu-Gi-Oh!. A brilliant light suddenly flashes over the entire stage, and ultimately, the dragon of truths is summoned at the very edge of the stage, with Paradox and his machine neatly fused at the top of its head as but a tiny dot...yes, this dragon happens to be THAT large. And guess what? YOU have to fight it now!

Sin Truth Dragon is truly massive, so massive that it'd probably be too big to fit in the Bridge of Eldin stage itself. None the less, that amount of extra space is provided for this occasion, the very final stand against Paradox!





P
L
A
Y
S
T
Y
L
E



Paradox's goal is to kind of destroy the world, but first he has to beat his opponents in what could only be implied as a "children's card game". This game is rather complicated however and is riddled with endless strategies, so Paradox will have to become a bit of a tactician. In any case, he can choose to either try and completely obliterate his enemies or destroy the surrounding area around them so they have absolutely nowhere left to fight.

Given the ridiculous amount of space he has between himself and his foes, Paradox can very easily set-up without being interrupted by his enemies. He can summon one of his dragons to either follow him or position them by placing a card on the stage, with Sin Cyber End Dragon being good for attacking enemies directly and keeping them on their toes, Sin Stardust Dragon being good for both concentrating on one area of the stage and protecting any of your traps or monsters as well as keeping an endless beam projectile out, while Sin Rainbow Dragon is your beast for causing total annihilation to the stage and your enemies at the same time despite being the slowest and most vulnerable of all the dragons - a good finisher none the less.​






Loved the presentation on this one, though that's just about it. Reasons for not completing it include the fact that it was attempt shortly after making Fibrizo as to not invoke 3v1 cliche in MYM12, not being able to think up more ideas as well as the ideas that were present not coming together as well as I hoped. The first reason was the biggest one for dropping this set.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,288
Location
Hippo Island
overall it seems to be a simple case of tempuraing the opponent and then running up to them with your fork to instantly kill them, something that feels rather terrifying (in a vague way, like fridge horror)
I see what you did there.


In other news, I really like Stinky Pete. I would have never thought to actually include his box in the set like that. Incorporating both his "show-canon" and his actual personality into the set, as well as the nod to the Toy Story 2 game, come together to make me feel all fuzzy when I read it. Maybe this will turn out to be my favorite of the sets posted on Org XIII day after-all.
 

The Warrior of Many Faces

Smash Apprentice
Joined
Mar 22, 2012
Messages
101
Location
Everywhere and nowhere, as location is meaningless
We pretty much managed to get in all the fellows, but two peeps decided to troll the movement by posting two sets for irrelevant characters in-between the movement.
Ah, okay. That explains a lot.

CHERRY

I must admit, I was grinning as I read this moveset. So
very doggy! I especially liked the tennis ball and the Down Special; the
latter especially works well with Cherry’s contaminating-of-food ability. Pick it up quickly, put it down, head to the next food; with luck, you have a small cache of food that no one else can get!

For a dog, who tend to not be particularly deceitful (based on my experience, anyway), you’ve got some interesting mindgames here. Is it the ball or the bone she’s heading for? Or is that her Forward Tilt?

I kinda missed the Final Smash, but I have to admit that since Cherry seems to be an ordinary dog, Final Smashes would be kinda hard to create for her.

Overall, pretty darn good considering it was made in 1-2 hours.


BILLY HATCHER

I must say, you were a bit eggscessive with the egg puns here. XD

And if the game is anything that that song you linked me to… well, let’s just say it’s on my list of Video Games Never to Buy.

Okay, let’s talk about the actual moveset now.

For a game that you don’t seem to like, this is actually a pretty decent moveset. Everything flowing into the eggs limits him somewhat, but on the other hand, those eggs are the sort of thing that a player can rely on without being predictable.

Some of these moves are quite creative. I like his Down Aerial, in particular. Be better if he was a more aerial character, but oh well.

I was also wondering something about his Final Smash. He gets three eggs during the FS, so do they stay after it ends?

Also, eggsploding his egg seems out of character for someone who’s supposed to be protecting them. On the other hand, all the abuse being thrown the egg’s way is probably OOC also, so it’s probably necessary to make the set work.

Overall, pretty well-done! Eggcellent work! (Oh dear, now you’ve got me doing it! XD)


THE ONCE-LER

Honestly, this doesn’t seem as disjointed as you say it is. Seriously, the trees and everything you can do with them really leads to some very interesting combo possibilities. Light ‘em on fire, chop ‘em down on a foe. Or chop a bunch of trees down on a foe at once. Even better if they’re all on fire!

As for the method of actually getting the trees there… well, that did feel a bit awkward. Considering that the Lorax is necessary for the set, though, it’s tolerable.

I also found it funny how the Final Smash is the Lorax trying to fix the damage done… and benefiting the Once-Ler even more. Ironic and funny!

And you included taunts and victory poses! I like those in movesets; gives them more depth.

Personally, I prefer my grabs to be actual grabs, but the way you handle the throws makes this tolerable as well.

This is a pretty good set, so keep up the good work!


ROXAS

Kudos on the presentation here, because this is really really good visually! I especially like the silhuettes that illustrate his specials.

The set is not quite at the same level, I’m afraid. While you’ve done an okay job here, it feels a little unfinished. I can see that his aerial game is good, but without a playstyle section, I feel a bit lost as to what Roxas does best. Additionally, I’d have liked to see a Final Smash.

His grab, while being of the non-grab grab type, is a unique and mindgamey option and thus is a nice touch in my opinion.

Overall, this set needs some polishing, but it’s otherwise good.


LARXENE

First off, your presentation rocks. I don’t know if you made the sprites or got them from somewhere else, but they are fantastic. Plus you’ve got a nice computery feel to the whole thing, which kinda sorta fits with Larxene’s lightning.

Plus, I think I smell a Doctor Who fan if that “wibbly wobbly” is any indication.

But none of that has to do with the moveset, so I should stop babbling and get to the actual review, shouldn’t I? XD

Overall, Larxene gives me the overall feeling of a Death of a Thousand Paper Cuts; just harry the foe with weak attacks until you can finally KO them… or someone else does it for you. Either way works, so long as you’re still standing at the end, right?

I like the interactions with the embedded knives, especially the electrocution potential. I’m gonna refrain from making the obvious “shocking” joke, but if an unwary opponent has forgotten that a knife has been electrified…

I have to wonder about the duplicates in the Smashes; do they stick around after the Smash has ended, or do they vanish?

I also like the potential for KOing with a couple of her throws. I rather miss the effectiveness of throws from Melee; this brings me back to happier days when throws were potent weapons in most characters’ arsenal.

Thundaga sounds like it’s got potential, especially if she can attack after firing it…

Even better, you added something practically unheard of: a playing-against segment. A nice way of highlighting her weaknesses as well as her strengths. A good finishing touch.

This is, quite frankly, one of the best sets I’ve seen so far. Maybe the best; I’m not sure yet. Either way, this set is extraordinary.
 

webcoroma

Smash Rookie
Joined
Feb 28, 2012
Messages
21
Location
San Jose, CA, USA, Earth.
Assist trophy: Michael Reynolds from Illbleed



Hailing form a cult classic video game, Michael Reynolds is the creator of Illbleed and the main antagonist in the game. He is the father of the main character, and likes to scare people.

In Brawl, he sends out one of three random boss from the game to attack the players. Note how I say players. That's right, even if you summon him, you are a target as well. He can send out Cashman, a giant head with spider legs. (Charges the players, does 50%) OHNOMAN (yes, in all caps), a headless fellow with jaunty striped pants (attacks with a pair of sickles. 25%, does a three hit combo) Or he sends out Rachel...a giant worm that looks like a tremor. (
this thing) (30% if she rams you 50% if she bites you) all bosses last 25 seconds.
 

Junahu

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

MYmini Week #10
I’m so Jet-lagged I’m using Kholdstare’s suggestion

[16th Apr-22nd Apr]
I am 100% serious. Here’s the MYmini;
“I have an idea for a MYMini: rewriting physics. Either:

  • Make an item, stage, event match, ect. that deals with changing the physics of SSBB or introducing a new addition to the physics engine
  • Rewrite SSBB’s entire physics to how you would want them
Or something to that effect. I want to see minis that deal with the laws of physics of Brawl
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,439
MYmini Week #10
I’m so Jet-lagged I’m using Kholdstare’s suggestion

[16th Apr-22nd Apr]
I am 100% serious. Here’s the MYmini;
“I have an idea for a MYMini: rewriting physics. Either:

  • Make an item, stage, event match, ect. that deals with changing the physics of SSBB or introducing a new addition to the physics engine
  • Rewrite SSBB’s entire physics to how you would want them
Or something to that effect. I want to see minis that deal with the laws of physics of Brawl


 

TWILTHERO

Smash Lord
Joined
Aug 19, 2007
Messages
1,880
Location
Canada
So, this...is my power...

Playlist, Click Here!




You may know him as the Persona 4 protagonist, but he recently got a canon name in the anime (and the upcoming fighting game) known as Yu Narukami. Anyway, in the game, he's a silent protagonist (though the player makes all the talking choices) and he arrives in Inaba from the big city to live with his uncle and little cousin, so he can study high school, and make friends. Pretty normal right?

Okay, you wouldn't be reading this if you were avoiding spoilers. When the town's suddenly having random murders, hanging from atop electrical wires, he discovers the power of Personas, and he suddenly is able to go inside the TV world. Together, with his friends, they'll have to do everything in their power to prevent all these murders, and find the true culprit. So it's basically Scooby-Doo, except with, y'know, Personas!

In the games, Yu uses 2 handed swords for combat (though he started off with a golf-club 6_6), and wears glasses to see through the fog of the TV world. While his friends carry Persona powers too, Yu carries something unique about him: his Wild Card ability, which lets him use multiple different Personas, instead of just one, allowing him to customize his playstyle to fit the occasion. So click on that playlist button...because it's go time.


Size - 7/10
He's around the size of Marth here.

Jumps - 6/10
Nothing impressive, but nothing terrible either.

Traction - 8/10
Surprisingly really good. Very unlikely you'll trip while running too.

Falling Speed - 7/10
He falls around the same speed as Link. He's not really an easy target in the air.

Now you're probably wondering where important stuff like Weight or Running Speed are right? Keep on reading to the specials...

Special Trait - Persona Abilities
When you're playing as Yu Narukami, you're bound to be switching Personas a lot...which will be explained more in the down special, but for now, let's talk about how they effect his stats. Now, each Persona that Yu has will have their own personal stats. Those stats will be Weight, Physical Power, Range Power, Attack Speed, and Running Speed. Every other stat remains the same no matter the Persona.

Weight and Running Speed are self explanatory. Physical Attack means...well the moves that hit with Yu's swords and other techniques. Range Power means stuff like projectiles and magic spells. They'll do an extra 0.2x the ordinary damage for each stat point after 5, though it'll lower by the same amount if it's below 5 (e.g. if one Persona has a 7/10 on Physical power, he'll do 1.4x the ordinary damage, but if he has 3/10 instead, he'll do 0.6x the ordinary damage). Attack Speed means attack will either be 0.2 seconds laggier or faster overall depending on how high that stat is. The higher the stat, the faster it is, and vice versa.

If there's still something you don't understand, let me know, but for now, let's talk about other things. Each Persona has different smash attacks when activated, though some may share the same moves. They also have things called Passive Skills which will be put into effect automatically as soon as the neutral special is pressed.

Anyway, here are the Personas! (Click on the name for an image)

Izanagi
Weight: 5/10 (KOed around same time as Mario)
Running Speed: 5/10 (Same as Mario)
Physical Attack: 5/10
Range Power: 5/10
Attack Speed: 5/10
Overall, the most well rounded Persona. Nothing really changes. Izanagi will also be your default Persona at the beginning of a match. Weak against nothing.

Jiraiya
Weight: 4/10 (KOed 15% sooner than usual)
Running Speed: 9/10 (Runs as fast Captain Falcon!)
Physical Attack: 4/10 (0.8x the ordinary damage)
Range Power: 6/10 (1.2x the ordinary damage)
Attack Speed: 6/10 (0.2 seconds reduced in lag overall)
The speedy one of the bunch. Switch to this Persona for quick getaways.

Tomoe
Weight: 6/10 (Lasts around 15% longer than Mario)
Running Speed: 3/10 (Runs a bit faster than Ganondorf)
Physical Attack: 7/10 (1.4x the ordinary damage)
Range Power: 3/10 (0.6x the ordinary damage)
Attack Speed: 5/10 (stays the same)
The strong yet quick in execution Persona. Not much of a ranged fighter though.

Konohana Sakuya
Weight: 3/10 (Slightly lower than Marth's weight)
Running Speed: 6/10 (Only slightly slower than Marth)
Physical Attack: 3/10 (0.6x the ordinary power)
Range Power: 8/10 (1.6x the ordinary power)
Attack Speed: 5/10 (stays the same)
The main Persona you're gonna use for ranged combat. Just don't get hit.

Take Mikazuchi
Weight: 8/10 (KOed around same time as Snake)
Running Speed: 5/10 (Same as Mario)
Physical Attack: 9/10 (x1.8 the damage!)
Range Power: 2/10 (x0.4 the damage)
Attack Speed: 4/10 (0.2 seconds increased in lag overall)
By far the main powerhouse of the Personas. Best stay away from this if you're thinking of ranged combat though.
Special Trait - All Out Attack
Yu has an alternative way of KOing. In order to to achieve this alternative KO move, he must first knock the opponent down to the ground. After he does that, provided that the opponent is on the same ground level and is within 2 stage builder blocks, press any taunt to quickly have the following thing to happen below:


Example of an All Out Attack. The pains i had to go through to get this GIF...

Yeah, it's time for an all attack! Yu will then rush in, attacking the opponent with a barrage of hits, with smoke and cartoon signs. At the end of the 3 second animation (which cannot be interfered), the opponent suffer an average of 15% damage with knockback KOing at 75%. Ouch. When Yu wants to perform an all out attack, the opponent can't get up. Note that Persona stats will have no effect on this.

Of course, the opponent has a chance to fight back with a button mashing contest. If you're at a percentage higher than the opponent by 25%, you have to mash A 15 times in 3 seconds for it to work, before the opponent mashes 10 times. If they are within 25% damage, first one to press A 10 times wins, while if your percentage is lower by more than 25%, you only have to do 10 mashes while the opponent has to do 15. If your percentage is lower by more than 40%, this is guaranteed to hit. Of course, there are ways to guaranteed those seconds, but I'll explain that later. If they do manage to avoid an all out attack this way, Yu will be knocked down himself, right next to the opponent.

Now, in a match with at least 3 characters, if one of the characters (besides Yu) is knocked down, the other opponent (whether it be teammate or foe) can perform a taunt to initiate an all out attack of their own. This time though, they'll temporally team up with Yu, and for every extra character in the assault, it'll deal off an extra 20% damage, for a max of 45% damage, with 3 allies. In this event, it's impossible for the opponent to fight back.


An image similar to this quickly appears when about to do an all out attack. In a 1 vs 1 match, only 1 box (AKA Yu) will appear.

Neutral Special - Persona Summon
Yu will shout out, "Persona!" summoning out his selected Persona. The Persona will be about the same size as Yu (with the exception of Take Mikazuchi, who's 1.2x the size). Upon summoning them, their passive skill(s) (has nothing to do with stats as they are passed on as soon as Yu switches Personas) will be put into effect immediately, and Yu also instantly gains their smash attacks (he has none otherwise). The Persona will constantly be following Yu behind him, even during knockback.


Yu about to summon out Izanagi.

Main reason you don't want your Persona out all the time is that it can suffer damage too, and it'll transfer over to Yu. It won't suffer knockback though, and thankfully, if Yu chooses to block, the Persona will block too (though the shield drains twice as fast). You can simple press B again to make your Persona disappear. As for the passive skills, every Persona has at least 1, but some have more:

[COLLAPSE=Passive Skills]Izanagi
Main Persona: Being Yu's main Persona, it gets the exclusive ability to suffer 0.75x less damage if it's being attacked. If Yu reaches over 75%, the Persona will suffer even less to 0.5x the ordinary damage.

Fool Arcana: If Yu reaches 80% damage or higher, his regular well rounded stats of 5/10 will be boosted up to 6/10, so you can potentially use this for a comeback.

Jiraiya
Magician Arcana: If Yu reaches 80% damage or higher, Jiraiya's smash attacks (no other moves affected) are now 1.2x faster, making them really fast and effective attacks later on. Jiraiya's only passive skill.

Tomoe
Chariot Arcana: If Yu reaches 80% damage or higher, Tomoe's Power Charge smash attack (down smash) will have the effect increased from 2X the ordinary damage to 2.5X the ordinary damage.

Counter: Every physical 5th hit that Yu is hit with will have the knockback absorbed (will still take damage), and this will give Yu enough time to go for a counter attack. Projectiles will not affect this.

Konohana Sakuya
Priestess Arcana: If Yu reaches 80% damage or higher, Konohana Sakuya's Up and Forward smashes will have their hitboxs grow 2X the ordinary size, making them much easier to hit opponents with.

Take Mikazuchi
Emperor Arcana: If Yu reaches 80% damage or higher, Take's smash attacks will do 1.2X the ordinary damage.

Powerhouse: If Yu's in the middle of performing any attack besides his smash attacks, he'll have super armor against hits that deal below 10% damage. Likewise, smash attacks performed by opponents will negate this.
[/COLLAPSE]

Side Special - Persona Position
This move actually has 2 uses depending if Yu's Persona is out or not.

If it's not out, Yu will do the same animation as his down special, switching his Persona...except he's not. Instead, this move will do nothing, and is mainly used as a fake out, attempting to mind game the opponent. Do note that Yu is left open for an attack, though he can immediately cancel the animation into any attack to defend himself.

If it IS out, Yu will stick his hand out, causing his current Persona to move a stage builder block forward every time this move is inputted...and that's it, taking little to no time at all. This is the ONLY move where Yu can choose to move his Persona in the left or right direction. Yu's Persona will still face in the same direction where he's facing. They can't travel further than 3 stage builder blocks from him, or otherwise, they'll disappear at any attempt to extend the distance. If Yu decides to unsummon his Persona, and call them back, their position will be reset behind him.


Up Special - Backside Of The TV
A television the size of King Dedede appears above Yu (yeah, it's a prop, what are you going to do?) Yu will reach out to the TV, going inside it. Input a direction, and Yu will reappear 3 stage builder blocks in that direction, coming out of another TV. The whole animation will take a whole second. Now, these TVs will stay on the battlefield wherever they appeared, floating in midair. Attempting to do another up special will make the original 2 TVs disappear.

You can actually throw projectiles inside the TV, and it'll reappear outside the other TV (still firing in the same direction). You can also jump into the TV yourself as a way of transportation. If you and your opponents with in 1 stage builder block of the TV, you can also throw them in the TV. Be warned, the opponent can do the same to you...

Down Special - Persona Change
Yu will quickly switch Personas (which takes only half a second) by swiping his hand in front of him, indicating he did so. While just pressing down B will just go in a simple order of Izanagi to Jiraiya to Tomoe to Konohana to Take Mikazuchi, you can press certain buttons to get the specific Persona you want. Press B again for Izanagi, up for Jiraiya, down for Tomoe, left for Konohana and right for Take. Yu isn't invincible while doing this, so use this when you're in a safe spot.

As an extra note, if Yu has grabbed the opponent and press B instead of A to pummel, Yu will switch Personas in the set order, thus making it a handy way to switch. That said, Yu is only allowed to switch 2 times before the opponent breaks free.


Neutral Combo - Critical Hit
Yu will do 2 swipes of his sword, each dealing off 2-3% damage before doing a spinning attack dealing off 5% damage with knockback KOing at 170%. Like most jabs, a pretty fast move, with hardly any lag at both ends. The range is comparable to most sword users, though the last hit has some decent vertical range.

As you can see from the GIF below, Yu can land a critical hit. Every 3rd attack with the last attack will deal off 8-9% damage with the opponent grounded for a second. This not only does extra damage, and you also get an opportunity to land an All Out Attack!

Dash Attack - Shove
Why yes, the move is generic as it sounds. Yu will attempt to shove the opponent away as he dashes forward, and if it connects, it deals off 9% damage with knockback KOing at 180%. This has 0.4 seconds of beginning lag, though 0.6 seconds of ending lag. This move actually has decent priority and a decent hitbox as well. Yeah, nothing special really.

Alright fine, I lied a little. If Yu has his Persona out, they'll dash forward a stage builder block in front of him, doing the shove as well, effectively extending the range. Persona stats still apply to here.

Side Tilt - Attack
Probably the most boring attack in the set, Yu will simply do a vertical slash forward, with decent range, and upon connecting, it deals an average 9% damage with knockback KOing at 160%. Has 0.4 seconds of startup recovering quickly with 0.2 seconds of ending lag. Yeah, this time, I'm serious, nothing special here, though you can use it for a decent poke.

Down Tilt - Tripping
Yu will do a similar beginning animation of his side tilt, but instead will attempt to trip his opponent, sticking his leg out. This has somewhat bad range, and will only do a small 6% damage. To top it off, it has meh worthy priority, and has 0.6 seconds of startup, but it's pretty safe with 0.2 seconds of ending lag. And since the opponent is tripped, it gives you an opportunity for an all out attack.

During the animation of this move, Yu will avoid any non low hitting attack, and proceed to trip them, making this move act somewhat like a counter. Pretty useful for mind games with his side tilt, but smart opponents can easily see it coming.


Up Tilt - Around The World
Yu will throw his sword straight at his opponent within 2 stage buider blocks (if they're not in the range, he'll simply throw it straight upwards). With 0.6 seconds of lag at both ends (so not a spammable move), it moves at the speed of an aura sphere before returning to Yu and upon hitting, it'll deal off 12-13% damage with knockback KOing at 180%. His main ranged attack move, so use it wisely.



A couple notes before we get to the actual Smashes. First of all, since there are 5 different Personas, that means 15 different smash attacks in general. During the smash attack, the Persona will continue having super armor, so it can't be out prioritized/interrupted. However, if the opponent attacks Yu while he's charging it/before the smash attack happens, it CAN be interrupted. The Persona will do their smash attack wherever their position is (assuming it was moved with the side special).

If you decide to do a smash attack without Yu's Persona summoned, he can still do them, though it'll take a whole extra second for Yu to quickly summon his Persona. They won't stay on the battlefield too as they'll immediately disappear upon finishing the smash attack. On top of that, you can't charge smash attacks without the Persona, so it's best have your Persona out before attempting a smash. As a final note, there will be several power up smashes where Yu will glow a certain color. Yu can only glow one color at a time, so doing a power up smash will override the previous one.

Izanagi
Forward Smash - Cleave
Yu will stick his arm forward, making Izanagi rush in 1.5 stage builder blocks to do a fierce horizontal slash with his blade before return to his original position. This has a great horizontal hitbox and upon hitting, it'll deal off 17-24% damage with horizontal knockback KOing at 130-100% (depending on charge). Starts up pretty fast, though has some rough ending lag. It's a good move for gimping if used effectively, but can be dodged, leaving Yu wide open.

Up Smash - Ziodyne
Yu raises his arm upwards causing Izanagi to do the same, making a lightning bolt, similar to Pikachu's thunder in size, drop downwards extremely fast from the sky, homing into the nearest opponent within 2 stage builder blocks (if no one is in that range, the lightning bolt will drop right on top Izanagi, though nothing happens). Upon hitting, this will deal off 15-22% damage while knocking the opponent to the ground for a good 2 seconds (if opponent is over pit, this move can spike only if the opponent 60% and above). There's average lag at both ends, so spamming is not wise. While this sets up easily for an all out attack, this move can be easily blocked if they see it coming and spot dodgable if timed correctly (almost impossible to dodge in the air though), so abusing it is not a good idea.
Down Smash - Rakunda
Yu concentrates as Izanagi sticks his hand forward. If a foe is within 2 stage builder block range in front of Izanagi (move does nothing otherwise), a greenish aura surrounds them which will cause their defense to be lowered, so now they take 1.25x the ordinary damage for 10-20 seconds (depending on charge). Has 0.2 seconds of startup, though 0.8 of ending lag. The effect is not stackable, though the timer can be reset.​

Jiraiya
Forward Smash - Brave Blade
Jiraiya will throw a large shuriken at a very fast speed, the size of a warp star, travelling 3 stage builder blocks, and upon hitting, this will do 12-18% damage with knockback KOing at 140-110% (depending on charge). Has 0.6 seconds of lag at both ends, so abusing is not wise...at least not without better preparations. Anyway, the shuriken has decent durability, though it's no mach tornado. Decent for a ranged game.

Up Smash - Garudyne
Yu will raise his hand upwards, causing Jiraiya to do the same. A quick green twister the size of Ganondorf will appear around Jiraiya, blowing opponents away with 10-15% damage with a set knockback of 2 stage builder blocks (depending on charge). There's some moderate beginning lag, though this has a whole second of ending lag.

Luckily, even if the opponent is blocking, they'll still be blown away by that set knockback, and Yu will be safe...provided that the opponent isn't blown in his direction.

Down Smash - Sukukaja
Jiraiya will concentrate and suddenly, Yu will glow a light green color. Suddenly, Yu's attacks are now twice as fast, making most of his attacks virtually lagless. Has 0.5 seconds at both ends and combine this with Jiraiya's passive skill and you can practically continuously spam smash attacks.

The drawbacks to this move is that it only lasts 5-10 seconds (depending on charge) and if Yu gets hit even once, he'll lose the glow immediately. This move will be unavailable if Yu is already glowing light green.
Tomoe
Forward Smash - God's Hand
Yu motions his hand forward as Tomoe does the same. Suddenly, a gigantic fist the size of Bowser slams down 1-3 stage builder blocks (depends on charge) in front of Tomoe with 15% damage while knocking them to the ground for 2 seconds (if they're in the air when they get hit, it's instead horizontal knockback that KOs at 120%). This starts up pretty fast though has 0.8 seconds of recovery. A good move for keeping foes away from you, and sets up for an all out attack nicely.

Up Smash - Mabufu
Tomoe will spin her staff thingy, causing multiple ice blocks (2-6 depending on charge) the size of Kirby to instantly appear and home on to the nearest opponent within a stage builder block (if they aren't in range, they'll just appear next to Tomoe.) If an ice block hits, it'll do 4-5% damage each with knockback KOing at 150%. Has little startup, and average ending lag. While it's decent for damage racking, you might wanna look for something else for range play.

Down Smash - Power Charge
Tomoe will concentrate and then Yu will suddenly glow red. Suddenly, the very next attack that Yu hits with (so missed attacks don't count) will have 2x the ordinary damage. With 0.5 seconds of lag at both ends, it wouldn't be unwise to use this move here and there. Main problem is that if Yu gets hit once, he'll lose the red charge immediately, though charging the move can extend it all the way to 5 hits. You won't be able to do another Power Charge until the red glow is gone. You can use this move and do something cool like immediately switch to another Persona, and do a different attack.
Konohana Sakuya
Forward Smash - Agidyne
Konohana waves her hand forward before having a fireball the size of Bowser appear in front of her 1-3 stage builder blocks (depending on charge) and upon hitting it'll deal off 17-24% damage with knockback KOing at 130-100%. This move starts up pretty fast, though it has somewhat heavy ending lag. Since Konohana is based on range play, this move should never be forgotten for that purpose.

Up Smash - Maragidyne
Konohana quickly summons 1-6 fire balls the size of Kirby (depending on charge) that will slowly home into the opponent and upon contact, they'll each deal off 4% damage with flinching knockback. This has little beginning lag, though average ending lag. Only 1 barrage of fireballs can be out at a time, and after 5 seconds or if Yu gets hit, the fireballs will disappear immediately. That said, it's great pressure and damage racking move, and with the Konohana passive ability, it'll be dangerous then.

Down Smash -Salvation
Yu concentrates as Konohana does the same, which will suddenly have Yu's health restored by 10-20% (depending on charge) and this will also remove any status conditions he has. Has 0.5 seconds of lag at both ends, and it's good to heal yourself with if you're constantly taking damage from your Persona being hit. However, considering the opponent can just attack Konohana's super armor while it's healing, it's not wise to use it all the time. Still, don't forget about this move.
Take Mikazuchi
Forward Smash - Vile Assault
Take vertical slams his electric rod thingy to the ground, creating a shockwave that travels 2 stage builder blocks. If Take does this over a pit (if he was moved with the side special), the shockwave won't happen. Getting hit by the shockwave will only do 10-15% damage, though it always trips the opponent (impossible to hit opponents in air). If Take manages to hit the opponent with the actual rod, he'll deal off 20-25% damage instead. This move actually starts up decently fast (comparable to Link's forward smash), though it has heavy ending lag, making it pretty easy to punish if blocked. This sets up easily for an all out attack.

You can actually hit an opponent who's already grounded with this move (rod or shockwave), with 10% extra damage, though the opponent will quickly recover from their grounded state, though you should be safe. It's up to you if you want to try and KO them with an all out attack or get some extra damage, but allow them to escape. If you have Jiraiya's speed boost, you can quickly link 2 forward smashes with that boost, though timing is strict.

Up Smash - Mazio
Take will aim his electric rod straight upwards, before releasing a lightning bolt that fires straight above him, extending 1-3 stage builder blocks (depending on charge). If an opponent gets caught, it'll deal off 15% damage, and knocks the opponent straight to the ground, making this an effective anti-air (though impossible to hit opponents right next to him.) Watch out as this move has average beginning lag, though heavy ending lag. Still, it sets up for an all out attack nicely if timed right.

Down Smash - Rakukaja
For our last power up smash, Take will concentrate and Yu will glow orange. Suddenly, Yu will take only 0.75x the ordinary damage for 10-20 seconds (depending on charge). Has 0.5 seconds of lag at both end. Combine this with Take's passive skills, and you got a beast who can muscle through almost anything.

Neutral Aerial - Aerial Assault
Yu just does two horizontal slashes in a similar fashion to Marth's (though a bit slower), each dealing off 5-6% damage with knockback KOing at 150%. There's a little lag of 0.3 seconds at both ends. Decent range and priority, but otherwise, nothing special about it. Mainly used as a get off me move.

Forward Aerial - Slamdown
Yu will simply do a straight downwards dive, doing a vertical slash. Range is pretty decent, and it only has 0.2 seconds of beginning lag, though 0.5 seconds upon landing on the ground. Upon hitting, it'll deal off 13% damage, and if you hit the opponent by the tip of sword, it'll spike opponents (hitting anywhere else will do knockback KOing at 140% instead). It also has good priority.

Obviously, if done over a pit, Yu may fall to his doom (unless there's a TV below him or something), though you can cancel this move by using the down special to switch Personas.

Backwards Aerial - Back Slice
Generic move go! Yu will simply do a horizontal slice (similar to Ike's back aerial), which will deal off 11% damage, with knockback KOing at 140%. It starts up really fast, with only 0.2 seconds of beginning lag, though has 0.5 seconds of cool down. Has decent range and priority. Could be helpful for sending opponents away from you I suppose.

Upwards Aerial - Around The Air
Yu will throw his sword straight at his opponent within 2 stage buider blocks (if they're not in the range, he'll simply throw it straight upwards). With 0.4 seconds of lag at both ends, it moves at the speed of an aura sphere before returning to Yu and upon hitting, it'll deal off 10-11% damage with knockback KOing at 180%.

While this seems lazy and is just an air version of his up tilt, it DOES give him a ranged game in the air. It's also slightly faster than his up tilt version, though with slightly nerfed damage.

Downwards Aerial - Killer Bee
Yu will do a 45 degree diagonal dive downwards with his sword, and upon hitting, it'll spike opponents straight downwards with 10% damage. There's a rough half a second of startup, though Yu recovers really fast. Has okay priority, but it can be beaten by most anti air moves.

As you see, Yu has 2 diving moves that spike. The forward aerial offers more damage, better priority, starts up twice as fast and will be easier to set up for an all out attack since you'll land right next to them. This move however offers an alternate angle to attack from, is safer in general, and you don't need to hit by the tip to spike. However, while you can still save yourself from doom by switching Personas in midair, since this move travels faster than his forward aerial, it's a bit riskier to do. Neither moves should be neglected though.


Grab
Yu will simply try and grab the opponent with one arm, with standard range. Starts up pretty fast and recovers pretty quickly if you don't grab anyone. Yeeeep.

Pummel - Smack
Yeah, not going to try and be fancy; Yu just generically smacks his opponent with the hilt of his sword, dealing an average 3% damage at average speed. Having Jiraiya as your Persona will give you enough of a speed boost for faster damage racking.

Forward Throw - Cross Slash
Yu will push the opponent forward and will quickly summon Izanagi to do a fierce cross slash, which will deal off 11% damage with a set knockback of 2 stage builder blocks. This will also automatically make your Persona Izanagi again, so use this move if you wanna switch back. If Izanagi is already your set Persona, this will deal off 15% damage instead, making it a good damage racker.

Backwards Throw - Throw Back
Yu will position his opponent behind him before doing a quick sword slash which will deal off 10% damage with knockback KOing at 160%. Yeah, this makes it the only throw that can actually KO albeit at a high percentage.

Upwards Throw - Toss
Yu will simply throw his opponent upwards with one arm, a set distance of 2 stage builder blocks...but this also deals no damage whatsoever. That said, you have a full second before the opponent recovers to do something. You could switch Personas or do something like Izanagi's upwards smash.

Downwards Throw - Take Down
Yu will simply throw his opponent down to the ground in front of him. This does only a little 5% damage, though they'll stay on the ground for a second long enough for an all out attack (or Take's forward smash). Use it to try and catch the opponent by surprise.


When all hope seems lost, Yu managed to grab the smash ball. As he prepares to activate his final smash, Yu will be reminded of all the good times he had with his friends during the time he was in Inaba. Power rushes through as they all give him inspirational advice to not give up, to get back up and to keep fighting. Because of this, Yu awakens his ultimate Persona...


"I am thou, and thou art I...
From the sea of thy soul, I come...
I am the one who shed light on thy path, I am the original God...
Izanagi-no-Okami."

Okay, on to the good part since you guys don't care about the emotional stuff. As said before, this is Yu's ultimate Persona. In turn, all of his stats are now a perfect 10/10, being that powerful now. While Yu gains no passive abilities when he has Izanagi-no-Okami out, instead, if the opponent attempts to damage Yu through attacking Izanagi-no-Okami, it won't work as this Persona is completely invincible. Izanagi-no-Okami also will last for a fairly long while, going up to 25 whole seconds before it transforms back to regular Izanagi.

Izanagi-no-Okami also comes with his own unique smash attacks:


Forward Smash - Myraid Truths
Yu will aim his arm forward, shown below, before preparing one final blast, that reaches 3 stage builder blocks forward. Upon hitting, it'll dealing off 25-35% damage, with knockback KOing at 90-70% damage. Starts up very fast and with little recovery, making this one of the best moves in the game (granted it's a final smash move, but hey.) It also looks freaking awesome.
Up Smash - Megidoloan
Izanagi-no-Okami raises his arm upwards, before suddenly a orb of energy shines down on Izanagi-no-Okami, before releasing a big bang attack, causing an explosion with a blast radius of 3 stage builder blocks and upon hitting, it'll deal off 20-30% damage with knockback KOing at 110-90% damage. Has average startup, though somewhat heavy ending lag. Has amazing range, but can be risky for a final smash.

Down Smash - Mind Charge
Izanagi-no-Okami will concentrate as Yu starts glowing yellowish. Suddenly, the next 3 attacks Yu does will deal off 2x the ordinary damage, though you only have until the final smash wears out to do those hits. This has 0.5 seconds of lag at both ends, though Yu actually has super armor while performing this move. Use it almost immediately.

Reach Out To The Truth
Yu is an interesting character. In a way, Yu is kind of a character that's versatile, but at the same time, he does have a focus. This mainly draws from his two mechanics; Persona switching and the All Out Attack.

Before we get to the All Out Attack, let's first talk damage racking. If you've been paying attention, Yu has all sorts of ways to damage rack, whether you want to rush in and slash stuff, or play a safe keepaway game. First of all, you want your Personas to be out most of the time. Sure, you put yourself up to taking more damage, but having access to faster smash attacks will help alot. That said, you shouldn't have your Persona out when you don't need it.

Let's talk about an offense game. Generally, your main Personas for this will be Tomoe and Take. Tomoe offers faster speed and the great Power Charge smash, while Take offers more damage in general, and you can power through hits easier. Take may be a little slow, but you can be creative and do something like use Jiraiya's speed up smash. Both of their forward smashes can be effect damage dealers. That said, playing this way means Yu is vulnerable to ranged attacks, consider neither Persona play a decent keepaway game.

If you DO want keepaway though, look no further than Jiraiya and Konohana, the latter especially. Jiraiya's forward smash and Konohana's forward and up smash will be really useful for this. If the opponent starts closing in on you, you can either switch backing to a physical based playstyle or you can alternate escape with the up specials TVs. Don't forget your default Persona Izanagi though. His smashes are really good, especially his upwards one. His down smash will also help greatly in terms of damage racking.

While all this damage racking is all nice and good, what's Yu's main focus though? He kind of has 2 options in a way. He could try gimping the opponent, and thanks to his side special which lets you move his Persona, it can be effective. Stuff like Jiraiya's and Konohana's up smash will also be great for harassing opponents too. That said, opponents with great recoveries might be able to avoid this gimping (at least, they'll survive until they hit 100%). What's your other option though?

Knocking the opponents smack down to the ground of course. If you've been paying close attention, there's plenty of options of that can knock opponents to the ground. The standard combo, down tilt, Izanagi's up smash, Take and Tomoe's forward smashes, 2 of the aerials and the down throw will knock opponents down easily, and will set up for an all out attack quite nicely. Just remember to make sure your percentage is fairly lower than the opponents, if you don't want them to kick out.

Yu is seemingly quite a good character and has a little bit of everything right? While that's true, he does have his weaknesses. Obviously, having your Persona out is risky and can make you suffer a ton of damage. Yu will also struggle against characters that can adapt to situations easily.

tl;dr: Yu has a little bit of everything, but at the same time, has a focus on either gimping or setting out for an all out attack; both of which he excels at though he's better at doing the latter. Use him how you want to play him.

"Bonds of people is the true power."

TWILT's note: This moveset was actually planned for quite a long while believe it or not. I'm pretty happy how it turned out, though I'm cool if no one else likes it lol. Anyway, hope you can enjoy reading it!
 

SirKibble

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

You’ve unlocked the ●Outer Wall● stage!



MUSIC SELECTIONS
Mischievous RobotGravityScorching BackRunning Hell (Curly's Theme)MoonsongLast CaveEyes of Flame


The Outer Wall is a location in the game Cave Story. It serves as a connection point between the Egg Corridor and the Plantation, and only by scaling its treacherous heights can the player proceed to reach the Doctor’s Throne Room and save the day. Perhaps more importantly, it has the wonkiest gravity this side of the Himalayas.

In Brawl, the Outer Wall stage has a base about the size of Battlefield’s. Rising up from the left side are a series of stage builder blocks and Battlefield platforms arranged somewhat haphazardly. There are also thin vertical walls protruding up from the left side of some of these platforms. Essentially, this forms a wall along the left side of the stage comprised of these various stage parts, and although it’s quite possible to make your way through them, to do so would be folly, as nothing lies beyond but a drop to your doom. If you can knock your opponent past there, kudos to ya, but they’re likely to hit a wall on their way.

Now, let’s get to that absurd gravity. For the characters duking it out, nothing appears to be any different. You fall down at the same speed you always have. However, for reasons unknown to the greatest of scholars, everything else falls left. Yes, everything affected by gravity that is not one of the 2-4 players in the match behaves as though gravity were leftward. That includes items that appear in the match, gravity-affected projectiles your character has, and even non-player characters like Assist Trophy and Pokeball summons. The gravity pulling them left is not as strong as the gravity pulling you down, however. It’s only about half as much so, and what’s more, it’s not particularly good at holding things down. Any item or projectile that hits the left wall and isn’t destroyed upon hitting it (such as a thrown capsule item or a Pokeball that bursts open) will bounce back up (which is to say, to the right) to half the distance it started from, before repeating the process.

Naturally, this affects some characters' gameplay more than others, particularly projectile users. Depending on the side of the stage characters are on, they may suddenly have a higher-speed projectile to fire at opponents or they may barely be able to get one past their own face. Upward flying projectiles won’t come down at all, of course, giving some characters a unique type of juggling game. Here are some examples of affected moves:

- Mario’s fireball
- Diddy Kong’s peanut popgun and banana toss
- Yoshi’s egg toss
- Link’s (and Toon Link’s) arrows and bombs
- Samus’s bombs
- Ice Climbers’ ice shot
- R.O.B.’s gyro
- King Dedede’s minion toss
- Olimar’s Pikmin toss
- Snake’s grenades, remote missile (when abandoned), Up Smash rocket, and C4s dropped in midair
- Sonic’s spring​
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,251
Location
Australia
Erk... fifteen movesets? I have no idea how you guys managed fifteen movesets for an organization with thirteen members. (Unless the Prospector and Iron Tail or whatever his name is doesn't count; speaking of which, hasn't Iron Tail been done already?)
Needless to say, my brain is exploding slowly at the sight. Still, I'll try to get reviews for them in... eventually... maybe...
Quite appropriate, though, considering it was Friday the Thirteenth. I assume that was planned?
We pretty much managed to get in all the fellows, but two peeps decided to troll the movement by posting two sets for irrelevant characters in-between the movement. Funny stuff tends to go on like that around here.





[COLLAPSE="Tropius"]Now I actually miss those protagonist sets that were all the rage with you back in MYMXI, as they had their own characters to be filled out and you actually knew how to embody them with your writing style...and how many people would actually post sets for those kinds of characters? Pokemon's a different style, where the creature can be interpreted in many ways; the series is also open to quite a lot of satire, which you do make some fun use of as many people have noted. It seems your Tropius is quite the clumsy fellow, and you're the Pokemon Trainer trying to teach him how to be cool - that in itself is quite an interesting way to use Pokemon to your advantage.

Also, it's funny, because ever since Aisling EVERY set you've posted has always been posted right after one of mine, with your two sets in this comp being posted after I've posted my 2nd and 4th ones respectively....that cycle broke recently, but still.[/COLLAPSE]


[COLLAPSE="Roxas"]The first set of the XIII Movement as well as the first of your 4. Gotta say, I really loooooooove that sunlight for the first part of the set of which follows your trademark putting-more-visual-focus-onto-the-specials thing which is also apparent on your other 3 sets - don't worry, I won't mention this factor in those comments. What I will mention however is that Roxas is completely different to the other 12 members in that he doesn't really have any cool elemental powers so he's a tad more difficult to impress with, if on a completely different level; he is a video game protagonist, after all.

There isn't really a whole lot to be said about the set in terms of it's concepts, character potential and execution with what you were given - barely an ounce of appeal can be found, though that's something you can hardly be blamed for given that somebody had to make the set. While one could argue that Roxas does in fact have way more potential, it seems you were trying to capture his time in the XIII given he doesn't get any magic aside from the Smashes, the Forward and Upwards of which are XIII-ish. The Grab seems a bit out-of-place for Roxas given he'd be more than capable of using a full-throw set for his combos, and he only uses that particular Reaction Command when fighting against Samurai Nobodies - to add to that, it also seems rather tacky in that you're kind of forcing the gameplay of Kingdom Hearts onto the Smash Universe and subsequently onto your opponent as well.

Finally, Roxas using two Keyblades in the set poses a good number of questions both storyline and gameplay-logic wise. I believe he only used the style on a few occasions in the series such as his fight against Axel (not completely familiar with the DS game), and most of the game he's using a single Keyblade to which you'd be obviously taking a good deal of his moves from - this seems a bit awkward to implement, but at the same time this obviously gives Roxas more potential than what he would have with only a single Keyblade...then again it's not easy trying to think of cool moves when they're not provided with the game without going overboard. One main gameplay problem I have with the implementation of dual-Keyblades is with Roxas' Neutral Special where he throws one of them but is completely vulnerable when he could just easily fight with his other one....with that alone, as strange as it may seem, Roxas could have probably had a lot more potential had his character and implementation been a bit more confirmed and refined - this would only really apply for a Roxas set with more love for the character though, as I'm quite aware that you probably felt quite rushed when doing this set. Somebody had to make the character, and the fact that you choose to do so is commendable on its own, especially knowing that you'd get flack like this in the process.[/COLLAPSE]


[COLLAPSE="Larxene"]I didn't quite expect you to go back to your E-Card making ways with this one...but then again I kinda did at the same time. Funny that. Also, lol at trying to trick people into thinking that Corridors of Darkness are called "Black Portals"; Professor Peanut didn't provide that information to the peeps who haven't played the game! (even more lol that the Youtube link randomly leads to random Corpse Party music instead of the boss fight) :facepalm:

A minor quibble, but making your daggers able to be picked up by other characters doesn't quite feel right (for her source material, character to a degree and so on), especially when you go about calling your enemy a "thief" in the D-tilt. (isn't Larxene the one who's the bad guy here? Seriously!) I call this a minor quibble because it'd probably be easy enough to simply make the daggers shock other characters who try to pick them up, or even go as far to make them unable to be picked up by other characters...then again, you don't quite like inconsistent logic so making Larxene able to pick up her daggers but not other characters obviously wouldn't work well with you - a reason why not everyone takes note of this in their sets, but still a fair point.

Moving onto other things, your small ideas and attention to Brawl mechanics do tickle my fancy - a move that doesn't deal damage to a shield? Just reading this set is giving me all sorts of little ideas I'd want to elaborate on sets with no potential, if you know what I mean (no set has ever gone so far into knockback growth along with the attack power, though it does get a bit confusing). A nice little charm to your sets that's probably not the most obvious thing about your sets when you have your one-of-a-kind writing style and organization. These ideas obviously work well with Larxene, her character which is actually quite fleshed out at the start of the set for those unfamiliar with her antics.

As you delve into the set, you don't really give a whole lot of attention to some of the Specials and their interactions, but you do this in the playstyle section to bring all that fun and excitement together - a good deal of it is left to the reader it seems though, like with the Smashes and the Throws...not that I, personally enjoy solving puzzles that others leave for me. With all the potentially elaborate natures of the attacks you throw out however, you keep the set simple and don't go to overboard with things, being quite careful not to turn Larxene into an elaborate schemer instead of the opportunist she (apparently) is. Even without the old-style Ju-organisation to beat out Kholdylocks, it's a solid addition to the movement.[/COLLAPSE]


[COLLAPSE="Marluxia"]Your first set in what seems to be forever most certainly does not lose its taste in terms of casual tone which overtakes whatever character you're doing the set for. It's interesting to see you use the death-clock mechanic as the centerpiece of the moveset (the only real path really), though it seems to be a bit underwhelming in terms of the damage not always being fatal (and normal for that matter), as well as the fact that the numbers can be increased by foes by having Marluxia be Pummeled and not just hit by any attack - I actually thought this implementation would play a role in the set later on but it doesn't. And let's not forget about the fact that you have to counter with the move in the first place, which'd be quite a pain when doing so is easier said than done in a proper match even if it works against projectiles...to be fair, it could be a mechanic or even have the move work right away without needing to counter, though I suppose either one would be rather imposing, especially the former case.

Along with the Neutral Special, the set is somewhat devoid of anything that could be considered greatly intriguing, seemingly yet simply trying to bring that counter down, and repeat the process the enemy isn't dead by then. In addition, some moves, a few, seem a bit on the awkward side such as a throw that randomly puts the enemy's death counter by 11 and is the only move in the set to do so, along with the fact that you have an Up Special that interacts with something that can only be created by the Down Special (which you have to counter to get) which is then interacted with a Side Special that only seems to exist for the sake of altering petals. Even more strange is that the Down Special is the only move in the entire set that's capable of petals at all, and can only be used with the Up Special out of all the moves in the set...you say that "some of Marluxia's moves" can create petals, but it seems that only the Down Special can do so, and thus it seems that you're never going to be able to exploit them at all in a proper match.

The set felt a bit, well, somewhat straightforward, with Marluxia trying to get to one goal which may not given him what he wants, even if he seemingly has many ways of going about it - he doesn't seem to feel all that much of a mastermind in that sense, or at least to me. To tell the truth, I was actually expecting quite a bit from this set given that most of your sets get very, very high placings and the hype Reznor got last contest, as well as the fact that you don't make sets often, but Marluxia didn't quite do it for me despite how things seems like they would've otherwise headed in the opposite direction. My apologies MarthTrinity.[/COLLAPSE]


[COLLAPSE="Demyx"]First of all, I'm glad you've brought up the organization a little from before with the colored attack headers. Secondly, I'm quite shocked that you kept the mechanics of the water-clones from the game that make the peeps die if they don't destroy them...in an in-explicit manner! Obviously given by your emotive wordings and your implementation of this mechanic in the first place, you're making this set for Demyx from a kind of satirical fanboy point-of-view by putting the focus on the water-clones and bringing that frustration to the battlefield as a weapon for you to use in a fun manner (then again all Organization peeps are doing that, are they not?), to which I can obviously relate to given the fact that I was involved with this movement in the first place...I feel for ya. Quite the fanservice you have there, and informative for those who aren't familiar with the series - he also totally ***** set-up characters.

The Side Special seems a bit somewhat complicated, perhaps forceful and not all the necessary since your grabs and traps will delay the foe anyway - Demyx sure as hell wouldn't want to use something that has the risk of punishing him instead of his foe. And while the clones do seem to attack in-game, perhaps it'd be best not to have them attack at all since the foe will be pressured enough trying to kill them them for their lives without being hit by Demyx in the process. (he doesn't move around during his boss fight when he's using the move, so yeah....) Perhaps an interesting way to have implemented Demyx would've been to give him some big set-up moves that he can charge by taking advantage of his distracted foe while they're attacking his clones? There isn't a huge amount of depth on the fact that foes are actually FORCED to attack your clones at all compared to other sets where the minions are optional to take out, but none the less that shouldn't be expected from you. And while I know you don't like writing playstyle sections, here's my advice: try to use them to your advantage when thinking up how the character would work and how their attacks would connect together and transition from start to finish...or something like that. With some fun little gimmicks, if a little redundant at times, Demyx is probably....somewhat equal if a little better than Zombie Master. [/COLLAPSE]


[COLLAPSE="Axel"]Funny how you made a moveset for Axel in MYM7, placed with it, seemingly considered him one of your favorites, yet still decided to make another set for him for this movement...I gotta say, the fire on the Special headers is just too awesome. Really.

You seem to be dedicated to making Axel a combo character (obviously) in a vain which he'd be fun to play and stick true with Kingdom Hearts, just like with your last set for him. There is some cool stuff in the Specials, especially the unique Side Special replication move, though it seems to be lacking complete detail such as whether the flames do the attack themselves while Axel is able to move or whether he does it himself, though I'm guessing the former. And on a lesser note, the nature of the Side and Down Special inputs seem like they'd be a wee bit difficult to pull off properly, but then again that's kind of why we have hitlag (and Neutral Specials). Similar to Roxas in its reserved manner, even if Axel is able to pull off a good deal more dynamic stunts in the series such as creating walls of fire and turning the ground beneath him to cinders - I can see where you were coming from, but...yeah. I do like this a fair bit more than Roxas, and would more so if there was more elaboration on the Side Special, which appears to be the main attraction of the set. A rather unique rendering of an old set of yours though, even if its not taken all the way to a degree.[/COLLAPSE]


[COLLAPSE="Saix"]Still commenting on this even though the Organization's not complete, but all the moves are in-tact, and that's all you need right? Saix is a rather odd fellow in the series who actually acts like a Nobody, completely devoid of emotions, but once you reach him in battle his fighting style is completely something else - that of a violent madman. This set seems to embody his organized state, somewhat questionably, all while removing a good deal of his boss aspects in favor of simple, rather bland set-up moves - a counter fits Saix, but I can't quite see him making a random moon trap or teleporting; it seems of all the sets you made, this one was the most rushed of all, especially in terms of there seemingly being no core concepts to work with. There aren't really any shockwaves, or impulses of madness - you even had those claymores which magically spawn that enemies could potentially use! The berserker aspect is really missing here.

If this isn't the final version of Saix, then I'm sorry, and I'll comment on that one when it's edited in. If this is the final version however, this comment ends here.[/COLLAPSE]


[COLLAPSE="Zexion"]Your style seems to be as inviting as usual, but from there you set the writing aside for more serious matters. Illusory damage is unique, an idea that seemingly hasn't been used in another set beforehand, adding another layer to the endless potential of mindgames. Compared to most of the other XIII sets seen so far, this one is actually elaborate in the way it goes things, with a very clever game-plan that actually lets you spread out parts of yourself to your illusions - not the easiest thing to keep up with however. The moveset ends up being surprisingly simple and not all that dragged out in the end, like with the other sets, though that's not necessarily a bad thing. It's then around the end or so where Zexion starts to get into the extreme moves where actually trying to chase the clones and beat them down actually matters - you then of course, have your moves which have the chance of revealing Zexion's true identity, which are a nice touch to the set with the decision making, and, dare I say, character. As I said, simple, but there's quite a lot to like about this set.[/COLLAPSE]


[COLLAPSE="The Prospector"]The gigantic box is a very interesting concept, yet despite its potential physics abuse the set ends up being quite simple for what I'd expect from you. The concept of dragging enemies under the stage without actually going through it or travelling above towards it, needing to do so by DIing sidways, is quite fitting from what I remember about the film, but also a little confusing to wrap one's head around - especially since it seems you can only cling to the bottom of the stage with your U-air, and only use your Specials, to which you seemingly need to drag your enemy down there with you, or at least from what I read. It seems rather questionable, especially on stages where this would otherwise be rather difficult if not impossible - you'll probably find some way to defend yourself or de-bunk me on this though.

Outside of that though, there's quite a lot of good stuff going on with the box and the geyser - my favorite part of the set would definitely have to be the D-Smash logic of the pitfalls. Along the set, I was sort of imagining that The Prospector would have a move that seals the enemy inside his box and throw them off in, but that'd be rather contradictory to his character in a certain way and would deprive him of his box. For what it's worth the set has some nice little ideas to it, you seemingly taking advantage of another way to pitfall enemies that difers from your other sets - not that I have a problem with that. Good job.[/COLLAPSE]


[COLLAPSE="Tempura Wizard"]Funny how a set for this character was made 6 MYMs after Eggplant Wizard. The set follows what appears to be putting mechanics that are stat effects at the start of the match, which makes for some assumptions and also makes those attacks rather easy to read - some of the effects are rather random and seemingly extreme, though, especially when they can't attack when deep-fryed.

With that in mind, the set does seem to leech off its mechanic quite a bit in an incredibly straightforward manner yet sometimes vaguely described...especially the part about killing the enemy in one hit if they're tempura'd when you hit them with your fork....yeeeah. The KO mechanic does seem a bit too simplistic and especially effective for its own good, and the ideas presented are a little lackluster compared to that of your previous sets this contest - overall it seems to be a simple case of tempuraing the opponent and then running up to them with your fork to instantly kill them, something that feels rather terrifying (in a vague way, like fridge horror) and leaves little room for opponents to fight back if they can't attack the wizard at all.

There's nothing wrong with how you go things by putting the main stat effect at the start of the set, though I'd suggest trying to describe it in a more straightforward manner and if you can, make the stat effects placed somewhat relevant so you can take advantage of them. Good luck on your next set, though![/COLLAPSE]


[COLLAPSE="Iron Tail"]A rather ridiculous villain with an underwhelming goal he seemingly executes in serious ways that work with his rather intimidating appearance...MAGIC!? Now that's just downright bizarre. A very Davian character indeed, but then again any cartoony American character who uses lots and lots of props is one - but as a result, the character feels rather disjointed in how he goes things, which is by no means a fault of yours - blame the peeps who made the character. I think it has something to do with the fact that there's a bit TOO MUCH Iron Tail can do and does in the film (yes, I looked at that Video Compilation despite the fact that you probably thought I wouldn't, which makes virtually everything I saw in the set believable), and as a it's very difficult to capture this dictator-rabbit quite well without looking awkward in the process. Perhaps that kind of character with a lot of leeway is simply very well-suited to you. Regardless though, you do implement the very most important factor that makes up Iron Tail and his rather awkwardly necessary goal to getting revenge on children everywhere: Easter Eggs.

The gameplan of the set most certainly seems strange: you hit the opponent with green poison damage and then try to come and have them come after your eggs, thinking that healing off that damage is far more important than actually beating up on Iron Tail despite the fact that they can do both at the same time just by simply holding the egg and hitting him with Specials or something...forcing the foe to hold an item sounds like something I'd have done or would want to do with certain characters, but here you do manage to make use of your minions by getting them to hold your eggs and have foes chase after fake eggs, which is crafty indeed (we have the magic bubblegum too, which has a very shaky implementation and surprisingly doesn't make enough use of the fact that it's BUBBLEGUM). A problem that is somewhat prevalent in multi-man sets and greatly underlooked despite how minor it is though, is the vagueness of the initial positioning of the minions and such since they determine where certain moves will be used, though I'd kinda assume they use them in front of Iron Tail if they haven't been knocked away.

I think with this set, I felt that the process in which you go about things to achieve the goal were good, with the positioning of the minions and the chase for the fake items, wind hitboxes and spiderwebs, but the means to the end weren't all the great since your only reward seems to be poison damage that is actually not exploited all that often (this is both good and bad in terms of both characterization and gameplay, I believe, but it's handled fairly well I say), and as you said, Iron Tail is massively lacking in KO moves, only having the U-tilt, U-throw, possibly N-air, B-air and D-air. With this, I actually think I understand your movesetting strengths and weaknesses a whole lot more with this one moveset in that you have some good ways of going about how your character plays to get to their goal but the method in which you kill can be a bit sub-par....now, I may be wrong, but perhaps your better sets are the ones in which the great ideas actually allow you to kill your opponent in their process of using them...(your two Top 10 placers) Regardless, Iron Tail does seem and is most likely your best work of this contest, he being somewhat decent on his own to a degree. [/COLLAPSE]


[COLLAPSE="Yu Narakumi"]Ever since you announced this I've been quite looking forward to it's release, given that Persona 4's Protagonist obviously deserves a moveset. (and alongside Naoto in the same contest no less!) With that, I generally expected it to return to the old TWILTing ways of "weapon-selection" with the multiple Personas - for me, making Yu use the Personas of his friends is actually very fitting rather than being questionable given the elaborated bonds of the 8 protagonists (despite not using Teddie and Naoto's personas...the latter is actually quite fitting for this contest!); he's basically fighting for them in a way, and works with the final boss fight of both the game and the last episode of the anime. (as of now, until August) The All-Out Attack also looks quite fun, especially if you were in a Team Match with Naoto. I also like how you've kept to the stylish lettering and layout that Vergil brought about, which brings about a unique flair for your own style.

Onto the moveset itself, (lol, television portal recovery, but how would any foe other than Naoto be able to do the same to do you? They don't have Personas...) the main set itself actually does a pretty good job of not overusing the Personas and encouraging such to stay true to the game (far more so than the anime where they didn't use weapons!), although the moveset does get quite unnecessarily statistical (in that you'd kind of have to keep looking back to see the Persona's stats and stuff to see how much damage you're actually pulling off), and maybe the moves don't really play off as well as one would like them to like with the TV portals (though that wouldn't really be paying tribute to the series in the best way - having a Dolphin Slash recovery with the Persona you're using wouldn't have been all that bad either) though you might have intended for him to be a basic character in those regards - trying for an all-out attack is a fun enough goal that's obviously not the only one you can go for, just like in the game, and it'd be satisfying to use (knocking the opponent down with Izanagi's Ziodyne for 2 seconds might be going a bit too far though).

While it may not be the best set on the planet, you do a very good job doing what you do best, which is paying tribute to the character both through working gameplay and organized GIFs that are satisfying to the eye. I'm not quite sure whether I like this set or Vergil better though, as character bias kinda has me by the throat with this one despite Vergil's clean execution. (doesn't mean this one isn't clean though) Very awesome. [/COLLAPSE]
 

Smady

Smash Master
Joined
Apr 29, 2007
Messages
3,306
Location
K Rool Avenue
User Rankings Week #9

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
The surprisingly on-time and single-week edition of User Rankings [post conspiracy theory here] and it's a big one. This week had about twenty movesets in all, largely due to the Organisation XIII movement put together by ProfPeanut and Smashbot, huge kudos for them on its huge success. Aside from that, we also had, as you'd expect, a massive increase in commenting, plus the usual minis. It says something that this week is more active than the three-week User Ranking from last week. Also, sorry to Twilt that I have to interrupt his moveset's immediate reception and it can't even be included on here, I will comment it very soon.

In first place, unsurprisingly, is our current champ of the overalls, Katapultar, who posted Luxord as part of the Organisation XIII movement [great moveset, I recommend it] and also a lot of comments. He was a downright machine, pushing out comments for all the movement within a day, maybe two. In second was myself, which is no shock given my stockpile of comments - I'd have even come first had I not wussed out of this movement. In third for far more respectable reasons was Smashbot, having a butt tonne of comments first, then following that up with Xigbar and Xemnas to cap off the Organisation XIII movement good and proper. Did I mention that Kat has 13(4) points this week, and Luxord is the 4th (as in 134) Nobody posted? Think about that to tide yourself over until next week.

Overall User Rankings



Points: 134, Movesets: Agiri, Fibrizo, Yutaka, Kirika, Medusa Gorgon, Cherry, Luxord

Points: 115, Movesets: Smot

Points: 104, Movesets: The Coachman, Xigbar, Xemnas

Points: 95, Movesets: Gardevoir, Tropius, Zexion, Lexaeus, Xaldin

Points: 95, Movesets: Black Puddle Queen, Roxas, Axel, Vexen

Points: 67, Movesets: Captain Hook, Once-Ler, Iron Tail

Points: 65, Movesets: Dry Bones, Kirby Enemy Team, Billy Hatcher, Larxene

Points: 35, Movesets: The Necromancer, Zasalamel, Garbage Man, The Prospector

Points: 35, Movesets: Scizor, Night's End Sorcerer, Zombie Master, Demyx

Points: 30, Movesets: Marluxia

Points: 30, Movesets: Karkat, Terezi, Tempura Wizard

Points: 15, Movesets: Professor Ratigan

Points: 11

Points: 5, Movesets: Vergil

Points: 4, Movesets: Amps, Chantique, Kang, Angel, Paper Man

Points: 4, Movesets: Angel, Gray Fullbuster

Points: 4, Movesets: Doc Scratch, Elsa Maria, Grim Poppet

Points: 1, Movesets: Shiftry
 

TWILTHERO

Smash Lord
Joined
Aug 19, 2007
Messages
1,880
Location
Canada
Week 8: Easter/April Fools:
1) Peeps by SirKibble (5 votes)
2) Everlasting Gobstopper by MasterWarlord Davidreamcatcha (3 votes)
2) Cadbury Creme Egg by ForwardArrow (3 votes)
2) Chocolate Cornet by Katapultar (3 votes)

3) Senzu Bean by SmashDaddy (1 vote)
3) The Third Day by MasterWarlord (1 vote)
3) Toon Bubblegum by ProfPeanut (1 vote)
3) Chocolate Bacon by FrozenRoy (1 vote)


Congrats to winners! Will have week 9 poll up soonish!
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Leftover from a distant mini...eat your heart out, Chris!

TIGGAH


Who could forget -that- face? Anyways, straight from the Hundred Acre Hood, Tiggah returns from the depths of MYM3 as a 3 vs. 1 boss! Players are treated to a brief cinematic cutscene prior to the fight, where the opponent walks in on Tiggah negotiating a deal for 'honey,' understandably infuriating him. He hops onto the back of a getaway car, driven by Pooh, leaving characters in the dust...at least, until an Orange Tigger police car drives after him in pursuit. The characters leap onto the car's front, giving chase from a distance of Battlefield behind Tiggah's car.

Tiggah has 400-700 HP, depending on the boss difficulty, and can be damaged on or off of his getaway car. If his car is dealt 100%, it grinds to a halt, as Tiggah hops off to fight and Pooh hops out to repair its busted exterior for twenty seconds or so, before starting the car chase again. The police car brakes as well during this time, allowing characters to hop off and attack Tiggah on the street, which is 1.5 times the length of Final Destination. Of course, Tiggah's attacks can hit the police car as well, which will not stop, but will be pushed two platforms back from Tiggah's car with each 100% it suffers; this proves annoying, considering hitting Tiggah on his car entails leaping over the street between the cars and damaging him between his attacks, which are devastating at close range. Both cars' fronts are half of Battlefield's size...not much room for maneuverability, especially on Tiggah's side.

In some instances, one of the three characters may wish to take Tiggah's hits instead of allowing the car to be damaged, as if it is pushed back three times, Tiggah's car gets away and the team loses. Characters who fall into the road itself are juggled for multiple hits of 12%, racking up damage absurdly fast. Because of this, the periods when Tiggah can be fought in the street without obstruction are a valuable commodity, although Tiggah certainly isn't ready to go down without a good, old-fashioned Tiggah-fight!


CAR ATTACKS

Super Bass
Tiggah yells to Pooh, "Turn dat shit up!", for Pooh to turn his favorite 'Tiggah Boi' track up to maximum volume. Aside from obliterating his opponents' eardrums, this surrounds Tiggah's entire car with a weak soundwave, which pushes characters back lightly, dealing 5% in the process. To penetrate the soundwave and get to Tiggah, opponents must attack while leaping over, using a moderately strong attack to overcome the music's priority and enter the inside of the car's 'bubble' of sorts. If a character fails to do so, they will most likely either be juggled by the soundwave, or bounced back onto the street, where the juggling becomes much more severe. In addition, unless they want to suffer the wave's damage, characters will have to wait out the music's ten second duration in close quarters with Tiggah, where his melee range attacks can really put the hurt on them. Fortunately, after a single use, the car's speakers blow, causing Tiggah to release an expletive; he can no longer use the move until the car is stopped and subsequently repaired again.

Orange Tigger Treatment
Tiggah performs this move at close range should opponents land on his car; its results are devastating, but the attack can be avoided if opponents dodge the punch Tiggah uses the start the action. At random time periods, Tiggah punches forward with properties similar to Wario's F-Tilt, albeit with stun instead of knockback. As long as players dodge the hit (which is somewhat telegraphed), Tiggah refrains from making his move, but if he lands it, hoo boy, he is going to town. Tiggah drops the foe to the ground, kicking their legs out from under them, before dragging their upper half over the car's edge, dragging their heads on the moving road for multiple hits of 5%, pummeling them here and there for additional pain.

Characters can mash onto the car with triple grab difficulty, although they may wish to hold off on this; although they'll be suffering plenty, Tiggah is entirely vulnerable during this time, allowing the remaining two characters to jump over and deal some damage (although Tiggah releases the foe after he's lost 50 HP). He won't be making this easy, of course; while he holds the foe down, their heads block the attackable portion of the car, and he has a nasty habit of cranking up Tiggah Boi before he does the move to make things tougher on your teammates.


Guzzle
Tiggah extracts a large honeypot from hammerspace and begins chugging it lustily. From here, one of two results can occur (both have an equal chance of occurring). The first of which involves Tiggah continually chugging the honey over ten seconds, healing 10 HP each second. Simply put, he is able to heal quite a bit of damage rapidly unless foes intervene; if he is dealt 30% while chugging, Tiggah puts away the honeypot and continues the fight.

However, there is also the chance he chugs 'bad' honey, causing him to audibly yell a word that rhymes with 'yuck' before slinging the honey at the foes' car. The honey creates an arc half the length of Battlefield, gimping aerial foes into the street and coating grounded foes. While this deals no damage, opponents now dash and dodge at half their regular speed and must double-tap the input to jump, due to the stickiness on their feet. The honey effect last for ten seconds, serving the dual purpose of keeping foes on their own car and rendering them vulnerable to whatever attacks Tiggah has in store next.


This One's No Yolk
Tiggah pulls an egg carton out of his hoodie pocket and begins throwing the small white balls at the police car fast enough to turn his arm into a blur (a tactic used by thugs to fog a windshield, forcing a car to stop). The eggs come in a massive barrage, dealing 5% and knockback KOing around 120%; to dodge, opponents must alternate between dodges and shielding, as alone, both options are futile against the barrage.

Foes aren't the only ones impacted by the eggs, however; if three eggs hit the police car's windshield, the car begins spinning out of control, with characters on its front traveling in and out of the background as it continues forward (this lasts for seven seconds). With the car's fast spinning and high momentum, opponents must be careful timing jumps at Tiggah, as if they jump anywhere but at his car, they are flung from the car, with a high likelihood of being KOed. The car spins fast enough to make this timing challenging, but not impossible (although Tiggah continues egging the car during this time, certainly making this arguable at times).


Backing It Up
The last and most devastating of Tiggah's car attacks, he snaps his fingers, causing Pooh to put the car into reverse until it crashes into the police car (usually occurs over two seconds). Opponents standing on their car during the collision suffer 36% and massive skyward knockback, likely KOing them if they have upward of 50%. Slightly more damage and knockback is dealt if an opponent is crushed between the cars while in the middle of the road, with their survival being unlikely at best. Tiggah may back into the police car anywhere from one to five times, depending on his foes' ability to dodge the hit or whether or not they are spinning or coated in honey. Characters can hop onto Tiggah's car to avoid their car's hitbox, although he can punch while backing up, and characters with their heads held to the road as the cars collide...yeah, not a pretty picture. Each collision deals full damage to the police car, bringing it closer and closer to being pushed back from Tiggah's car.

GROUND ATTACKS

Pouncing Pro
Without warning, Tiggah pulls out his trademark attack: he lunges at the nearest character, suffering from slightly punishable landing lag if he misses, but landing on his foe if his attack hits. He'll roll over and over with his foe, dealing 5% per half second, until the foe mashes free with as much difficulty as escaping from Master Hand's grab; if other characters hit the rolling duo, they are pulled in as well, with all characters having to mash free separately before Tiggah stops rolling. Tiggah travels at Fox's dash speed toward the nearest blast zone, hoping to roll foes right to their doom before bouncing back to center stage, or at the very least, position them near the blast zone to increase the potency of his following attacks.

Tail of a Wail
Tiggah rubs his 'tail' briefly to increase its solidity, before springing all around the stage, moving at a rapid pace with one large jump each half second while honing in on the nearest opponent. Characters caught under Tiggah's 'tail' suffer 15% and enter a pitfall effect with twice its usual escape difficulty. Tiggah can bounce around for a maximum of ten seconds if he does not land on any opponents, but if he does, he'll instantly cancel his bouncing, immediately beginning a more devastating move out of which to combo his victim. Being the best bouncer around, Tiggah will be using this move nearly every third move, attempting to render foes vulnerable to his dangerous attacks. The fact that the following attack can leave traps lying around to make evading his bounces difficult is just icing on the cake.

Tiggah Troupe
Tiggah takes out a cell phone and makes an expletive-laden call to an unknown source. Anywhere between one and ten seconds later, a swarm of promiscuous Piglets sprints in from either side of the screen; the crowd is approximately a Battlefield wide and a Mario tall, dealing multiple rapid hits of 3% to characters who come in contact with them while healing Tiggah for the same amount. The Piglets come in from the side of the screen that will result in them pushing victims -away- from Tiggah (and likely off the screen to a KO if the foe is anywhere near the opposite blast zone).

Piglets move at Mario's dash speed, being fast enough to catch vulnerable characters off-guard and slow enough to prove annoying to foes who must leap over them to safety. Once Piglets leave the screen, they're still not done causing trouble; while dashing by, they leave assorted feminine products, such as makeup and pregnancy tests, littered around the ground the passed over. If a character attempts to dodge overtop one of these, they trip, leaving themselves open to Tiggah's more rapid attacks (that conveniently require frequent dodging). These items fade after nine seconds, although more likely than not, Tiggah will have returned to his repaired car by then.


Tiggah Guns
Tiggah pulls out two Super Soakers, one in each hand, and prepares to super soak dat ho...err, foe. With little lag, he begins spraying a thin stream of compressed water out of both guns, with each stream reaching off the blast zone and being as thick as Porky's energy. Contact with either beam pushes victims back at 1.5 times Sonic's dash speed, almost guaranteeing a KO if the player is close to a blast zone. Characters are pushed back even while shielding, and are thus forced to dodge, although considering the thin nature of the streams, this is not extraordinarily difficult. Of course, Tiggah will be doing all in his power to ensure a hit, moving one stream of water up and down in front of him at a gradual pace, while following close behind the nearest player with the other stream at the same time. Escaping this attack without getting blasted requires precise timing on multiple dodges, although fortunately, Tiggah stows the guns after just three seconds of firing, so as to save 'ammo' for later.

Rolling Up
Tiggah bounces a short distance into the air, as a juicy watermelon three-quarters the size of a Smart Bomb blast spawns underneath him. He then proceeds to roll forward on top of the melon, gaining up to Mario's dash speed as he nears his opponent in an attempt to flatten them. Should he succeed, he'll deal 10% and flatten the victim, rolling a platform past the character before looping around to crush them again. This can potentially rack up damage at an absurd rate if the victim does not mash free fast enough.

The entire front of the watermelon flattens characters, while colliding with Tiggah himself deals 9% and moderate horizontal knockback. Players can deal 25% to Tiggah as he rolls to knock from off the watermelon and render him vulnerable for a second, although if Piglets happen to be rushing by, characters still might be unable to get off a clean shot at the guy. This can either prevent the foe from capitalizing on Tiggah's lag, or give him an easy target to flatten in the first place. If uninterrupted, Tiggah rolls for around five seconds before his watermelon vanishes.


Standing One's Ground
Tiggah performs a brief dance while pulling his hood over his head, seemingly doing nothing at first...until a new arrival appears in the background, yammering to 911 into a cell phone: a mildly overweight unshaven orange-hispanic Tigger wearing an orange jumpsuit. This guy seems frustrated that Tiggah always ends up getting away, and is ready to take matters into his own hands in self-defense. He plops his large posterior on the ground and extracts a handgun, firing a shot at Tiggah every second for the next nine seconds.

While Tiggah's frequent movement is enough to ensure he'll rarely get hit (although occasionally, he will), characters in hot pursuit may not be so lucky. Each shot deals 20% and above average horizontal knockback; although the shots are fairly telegraphed, dodging the shots may mean falling from the air into one of Tiggah's attacks. Of note, if Piglets are summoned while this mysterious Tigger is at work, they'll immediately turn around and retreat upon the next shot, potentially catching foes attempting to jump over their crowd for an easy KO. After the 'attack' ends, Orange Tigger police arrive in the background to let the gunman off with a warning...aside from frustrating those hoping for them to take action against Tiggah, this has no impact on the fight.

Upon Tiggah's defeat, Pooh leaps from the moving car, grabbing onto a balloon to escape before the car begins spinning over and over. It shortly explodes, leaving a smoldering wreck...it would seem the reign of Tiggah has ended. That is, it would seem so, if a 'Hoo-hoo-hoo-HOOOO!' weren't heard, echoing in the distance. Will the tenacious Tiggah ever return again?

If defeated in the streets, Tiggah simply collapses facefirst, before his body is carried away by a crowd of Piglets. Hoo-hoo-hoo-HOOOO indeed.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Some of these comments have been lying around a little while. <_<

ELSA MARIA
As I think I said before, Elsa reminds me a bit of Urabrask in that she has a little bit of a playground method to her moves. You gave her an abundance of ways to play around with her tentacles, and it makes for a really interesting set to imagine. I also like how you incorporated her barrier into making the stage dark and shrouding your attacks so the opponent has a harder time anticipating and dealing with them. I do think it would have been cool to give Elsa some more direct control over her minions, perhaps to give her a way to forcibly summon them in a location rather than just wait the time. Still, I did find this a rather enjoyable set. Nice work, FA.


RATIGAN
Well, this is a fun set. Lots of entertaining interactions between traps and ways to make them work together certainly suit Ratigan. And then you have all those ways to pressure foes into traps and such; it turns out to be quite fun to imagine this set actually playing out. The inner rat mechanic is a nice homage to Ratigan’s character, though I feel it probably could have been capitalized on a little more. The only other thing bothering me about this moveset is parts of the way you presented it. There are several instances of referring to something before you get to it, like ways to manipulate traps we haven’t been introduced yet or interactions with a blimp we have to assume will be covered later. Normally stuff like that doesn't bother me, but it seemed to pop up a lot here, to the point where I felt it detracted a bit from the reading. I don’t think something like that’s a deal-breaker by any means, but I still wanted to point it out. Not to make it sound like a big deal or anything; I do still like the set a lot.


SMOT
An OC Pokemon, eh? That’s something we don’t see often. Anyway, Smot’s a pretty fun set, particularly in the ways he melds a few well-known playstyles to make something of his own. The vertical knockback limitation also made for an interesting set to picture. I’m not familiar with the majority of your Poison-type repertoire, but Smot seems to take every trope that should belong to a Poison-type and run (err, creep? slink? ooze?) with it. There were a few things that got a little confusing for me, just because I had a hard time envisioning them, such as the recovery, which seemed straightforward enough until I got into the explanation of it relating to homonculi and for some reason I just couldn’t figure out how the thing worked. Disregarding petty complaints like that, I really liked the set. Lots of fun ideas put together very nicely.


MEDUSA
I’m going to come right out and say this is possibly my favorite set of the contest so far, definitely up there at least. You’ve really captured the essence of Medusa’s character, Kat. Everything I hoped would be in her set is here, and then some. And what’s more, you made it all come together into an interesting and functional playstyle. Some of the inconsistencies with what the vectors affected, or maybe I should say exceptions for a variety of things, were a little bothersome, and I get the feeling she’d be overpowered thanks to those special pummel antics, but overall, this is the kind of set I was talking about it my interview when I mentioned sets that give an experience to the reader. Maybe it’s because I just recently watched Soul Eater, but I was really impressed how fitting to Medusa just about everything in the set was. The sets makes few if any compromises to Medusa’s actual fighting style, just translating it into the Brawl inputs, and it makes the whole thing a neat exploration of the character, I feel. And then, like icing on the cake, you gave her a boss mode as her kid form. Seriously, man, I love this moveset.


DEMYX
You have an incredibly honest writing style, Froy. Honestly, it’s refreshing, in a way. And you have some cool ideas here, where Demyx is basically given one solid KO move that requires him to stall the match and distract his opponent long enough to make it work. I do fear the move is probably overpowered (I realize it’s annoyingly strong in-game, but perhaps instant death is a bit too much here; maybe just a powerful hit?) And another thing that’s just come to my mind. How do things work in free-for-alls with that? Are there more clones? Will it KO all opponents if the timer runs out? Just curious, kinda. Anyway, take all that with a grain of salt; I’m not known for my proficiency in balancing sets. I do wish you had a few more moves with an obvious stalling purpose, though all the pushing around via water does that to an extent. So, in summation, I like what you did with this set, and it was definitely an entertaining read, though I think there are some balance issues with his KO method.


AXEL
I like what you do here in taking a simple-but-interesting concept in the Specials and building the rest of the set around it in a practical way, Khold. Axel’s moves all work fine for comboing on their own, but a player who neglects their Specials is going to be hard-pressed to make them of any real use when it comes to winning the fight. That said, I think the Specials, being the definite core of this moveset, could use a little more elaboration, in particular the Side Special. I’m guessing it’s basically just a way for him to use two moves at once, but a voice in the back of my head sort of thinks maybe the firey recreation of the move happens at the same location he used the move before. That could open up some cool combo possibilities. The Up Special is also a little drab, would’ve been nice even if it had some kind of fire hitbox or something. Probably my favorite thing here is the Down Special. Especially when thrown into his combo-centric playstyle and with a few projectile-ish moves, it would really keep the opponent on their toes. All in all, I really liked the overall style of the moveset, despite its flaws. Oh, and it’s worth mentioning that the presentation is fantastic!



I'll get to more of the Org. XIII sets and such hopefully soon.
 

The Warrior of Many Faces

Smash Apprentice
Joined
Mar 22, 2012
Messages
101
Location
Everywhere and nowhere, as location is meaningless
AZULA


Agni Kai: http://www.youtube.com/watch?v=Q2W2TeUUYps&feature=related



Fiery femme fetale Azula has joined the Brawl!

The fourteen-year-old Azula hails from the Avatar: The Last Airbender universe. She is the daughter of Fire Lord Ozai and was appointed as his heir. After Zuko failed to capture the Avatar, Azula was sent to do so, becoming a major threat to the Avatar and anyone around him. Her Firebending skills are phenomenal, as is evidenced by their unusual blue color and her ability to shoot lightning. However, her close combat skills are nothing to scoff at; she is exceptionally fast, has exhibited competency at acrobatic feats, and has surprising skill at hand-to-hand combat.

STATS AND MECHANICS

WEIGHT: 4 She’s light, but not overly so.

SIZE: 4 Somewhat short, but she’s not full-grown yet, so it’s justified.

GROUND SPEED: 4 She’s in no hurry, so she’s simply walking calmly.

DASH SPEED: 7 She begins to dash, upper body tilted forward and arms pointed backwards for better aerodynamics. Pretty fast for a teenager.

TRACTION: 8 She’s no amateur, to be slipping and sliding around. Still, she’s as susceptible to the odd banana peel or just plain carelessness as anyone else would be. It just doesn’t happen nearly as often.

FIRST JUMP: 6 She’s got a decent jump. Not exceptional, though.

SECOND JUMP: 6 Jumps pretty well for someone in midair.

AIR SPEED: 6 Eh, she’s okay on that score. Not phenomenal.

FALL SPEED: 5 Falls at an average speed.

CROUCH: 8 Think Snake’s crouch and you have the idea.

WALL JUMP: Yes. She’s capable of running on walls in her home dimension, so bouncing off them is a piece of cake.

WALL CLING: Yes. Talented girl, isn’t she?

GLIDE: No. Not that talented.

Azula exhibits no special mechanics. However, unless otherwise noted, all of her flames are blue. Even her lightning is more of an electric blue than the stereotypical yellow electricity.


STANDARD ATTACKS

Neutral A: Flaming Jab

A straightforward right-hand punch, except for the small burst of flame that extends half a Kirby beyond Azula’s fist. The fire by itself does 2%, and should you somehow take damage from the fist and not the fire, that would do 2% as well. Taking both fist and fire results in a total of 4% with minor flinch. Not bad for a jab.

AAA: Fiery Followup

The Jab is followed up by an identical jab from her left fist. She then uses the momentum from this punch to perform a spinning kick with a flaming right foot. Unlike the jabs, this kick does not shoot the flames beyond the actual kick, but it does do 5% damage with minor knockback. Very minor start and end jag on the kick.

Forward Tilt: Falcon Flaming Kick

A simple kick to the enemy’s abdomen (assuming Falco’s size; smaller characters like Kirby get hit in the head) that shoots fire in a manner similar to her jab. The fire still does 2%, but the kick does 5% damage, resulting in 7% when combined.

Up Tilt: Lightning Touch

Electricity dances around Azula’s fingers as she thrusts them upwards. 4% damage, only minor knockback to speak of.

Down Tilt: Trip Kick

A sweeping kick trips the enemy, knocking them down and dealing 3% damage.

Dash Attack: Acrobatic Attack

Azula propels herself forwards a short distance, landing on her hands, then launches herself at the opponent in a double-legged kick. Does 7% damage and okay knockback.


SMASH ATTACKS

Side Smash: Mario Ripoff Open-palm Strike

In a move very reminiscent of Mario’s side smash, Azula performs an open-palm strike with flames just in front of her hand. This move deals 13% damage if both hand and flames connect at max charge, with decent knockback. If only the fire connects, 8% damage is dealt with flinch, again assuming max charge.

Up Smash: Dual Fire

Azula looks up and punches both fists upwards, spouting flames around her arms. Deals 14% damage with some knockback at max charge.

Down Smash: You Will Burn

Leaps just above the ground while her right foot gathers flames. She then blasts the ground with the fire as she comes down. Deals 20% damage with minor knockback at max charge.




AERIAL ATTACKS

Neutral Aerial: Regular Kick

Just a plain midair kick with no fire. 2% damage, nothing to write home about.

Forward Aerial: Spin Kick

This is a bit better than the other aerial kick, although there is some startup lag due to having to, y’know, spin to get this kick going. Plus there’s actually fire this time, similar to the final part of her AAA. 8% damage with minor knockback.

Back Aerial: Elbow

She elbows whoever is behind her sharply. A decidedly quick move which deals 3% damage and disrupts any attacks they perform in the next half-second. Definitely one of her more useful aerials.

Up Aerial: Flip Kick

She flips in midair, kicking the enemy with both feet. Sorry, no fire. 5% damage with minor knockback.

Down Aerial: Sweeping Kick

Sweeps downward with a swift foot. Spikes foes downwards if you hit the sweetspot on the tip of her foot right when her foot is at its lowest point in the attack. Otherwise, deals 7% damage and knocks the enemy one Kirby downwards. Once again, there is no fire.


GRABGAME

Grab: By the Throat

Azula grabs her enemy by the throat if they have one. If not (such as with Kirby or Jigglypuff), she grabs their head instead. She holds characters smaller than her up so that they see eye-to-eye.

Pummel: Feel the Burn

Azula lights her hand on fire briefly, dealing 2% damage.

Forward Throw: Heat Wave

Swiftly tossing the enemy forwards two Kirbys, Azula follows this up with a burst of flame. The throw does 10% damage total.

Back Throw: Not Worth It

Azula casts the enemy behind her; he/she/it is not worthy of her attention. 2% damage.

Up Throw: Thermal Toss

Tossing the enemy upward, Azula shoots several small fireballs at the opponent, propelling him/her/it upwards. The final damage tally is 12%, and the maximum height that Azula can propel the foe is about a Captain Falcon and a half above Azula’s head.

Down Throw: Footstool

Azula drops the enemy on the ground, then proceeds to use him/her/it as a footstool. Not especially damaging; lasts for 2 seconds with 1% damage each second. Rather humiliating, however.


SPECIALS

Neutral Special: Firebomb

Azula cups her palms around a ball of fire that charges over five seconds. Size pretty much matches Samus’s Charge Shot, but it acts more like Lucario’s Aura Sphere in that it deals 2% damage to anyone touching it as it charges. When uncharged, it deals 10% damage and flinch. Each second of charge adds 2% damage while retaining the flinch. However, when fully charged, it will explode with the force and radius of a Bob-omb instead of the 20% damage you might have expected. Naturally, this is one of Azula’s better KO moves. However, at full charge, it is a bit slow.

On a more trivial note, the explosion’s flames are orange as opposed to the actual Firebomb’s color.

Side Special: Lightning Strike

With a mighty roar of thunder, Azula blasts lightning from her index and middle finger (as seen below) to either side. This attack deals 12% damage and stuns for two seconds.

But that’s not the end of it. If the lightning doesn’t hit an obstacle, it will keep going for the length of Final Destination. If anyone else is hit by the lightning, they will take 6% damage and flinch. A decent damage-racking option, but Azula has to recharge for 10 seconds before she can use lightning again, so this isn’t a spam attack. Still, stunning an enemy can be quite useful for Azula, especially at higher percentages if she has a charged Firebomb. Or she could stun the enemy in order to charge the Firebomb. Depends on the situation.




Up Special: Rocketing Flight

Azula uses fire under her hands to propel herself upwards. Minor startlag. This can be steered with the directional controls and can actually keep her in midair for up to 20 seconds. Marvelous recovery move, obviously, but it comes with a heavy price: for each second using Rocketing Flight, there follows two seconds in which her fire moves do half damage when she lands. Since that’s nearly every useful move except for Lightning Strike, this should be used judiciously. This, by the way, is why she can’t be in midair indefinitely; the flames eventually get weak enough that she can’t sustain flight. Also, if Azula actually uses it for the full 20 seconds, she will fall straight down and take 15% damage upon landing. Additionally, she can’t use Rocketing Flight again until the half fire damage period is over.

On another note, any foe that touches the flames takes 2% damage and is knocked downwards about one Kirby.




Down Special: Burn it All

With a clenched fist, Azula shoots fire at a 135-degree angle (if facing left) or a 315-degree angle (if facing right). This lights the ground in front of her on fire, equal to about a third of Final Destination. These flames last 5 seconds, are about Kirby’s height, and deal 5% if touched. But if she hits the same area again with this move, the 5 seconds are reset and the flames shoot up to Ganondorf’s height. This doesn’t stack any further. Can be used for slowing down the opponent, making them jump to get to you instead of just walking. Oh yes, and any items caught by the fire are immediately incinerated, not counting Dragoon pieces or the Smash Ball.

Azula’s Theme: http://www.youtube.com/watch?v=40lWnTM7Bck


FINAL SMASH

Sozin’s Comet

This comet increases Firebending a hundredfold, but only comes once every hundred years. When Azula has the Smash Ball, however, the comet defies its own rules and comes immediately, fueling the power Azula needs for her Final Smash.



The comet streaks across the sky at a slow rate, only leaving the screen when Azula’s Final Smash ends. However, the comet remains in the background and cannot affect players directly.

But enough about that, you want to hear about the actual effects of her Final Smash, I’m sure.

To begin the party, Azula blasts off the ground in a manner similar to her Up Special until she is hovering exactly one Azula above the ground. The flames in this case are far bigger than usual, dealing 8% damage and knocking foes to the ground.

But she’s not done yet: once she’s hovering, she begins to blast flames in every direction, creating a large circle of flames over the course of three seconds that deals 15% damage and hitstun for every second spent inside. The size of this circle is such that if Azula were at Final Destination’s exact center, only the very edge on both sides would escape the flames. Additionally, the flames slowly drag foes towards Azula at the rate of one Kirby per second; unlike Lucario’s Final Smash, however, no damage results in touching Azula at this point.

All the while, she’s laughing her head off, obviously drunk with power.

But wait, she hasn’t finished yet! Next, she blasts the ground directly beneath her with yet more fire in a focused beam. Any poor player who gets hit by this takes 50% flinchless damage which, in addition to the 45% that they've probably already taken from the flames, pretty much kills them during the explosion that results from Azula blasting the ground with that beam. The explosion shares the radius of the flames from earlier. This explosion KOs from 70%; even without 70% damage, there is significant knockback involved with this explosion.

In other words, if you’re caught in this, you’re pretty much sunk unless you’re below 35% and avoid getting hit by anything other than the flames and the explosion.

However, the strain of channeling that much power is somewhat wearying, and Azula finds herself unable to use Smash Attacks or Specials for five seconds after using the Final Smash.

On a trivial note, the actual explosion is orange, but the flames that cause it remain blue.


PLAYSTYLE

Okay, so now you'll want to know the overall strategy involved when playing Azula.

Regardless of whether you want to attack from range or up close, speed is a necessity. Good Azula players keep on the move, stopping only for good reasons, such as charging her Firebomb. With Azula, you simply want to avoid getting hit if you can avoid it.

At range, the Firebomb is a necessity, but her Lightning Strike can help keep opponents off of you or give you a chance to charge Firebombs. Oddly enough, her Down Special is far more useful when it comes to incinerating objects, since most people can just jump over the flames. I suppose Ganondorf could be kept away, but for the most part, you shouldn’t waste time setting Down Special as a trap.

Up close, you want to keep the opponent off-balance. She’s good at that, what with all her quick attacks that flinch or knock back the enemy. Rack up the damage, then smash the opponent.

Odds are, though, you’ll be best served with a mixture. Her Smashes aren’t exactly easy to KO with, so you need Firebomb. But she doesn’t have enough ranged attacks to remain a camper. So with Azula, you should mix up her ability to keep the foe off-balance at close quarters with judicious use of her ranged attacks. The proportions of range and hand-to-hand is up to you; just don’t neglect either of them. Usually, the Firebomb is best saved for when the opponent is at higher percentages; it’s by far her best KO option. Close combat is better for damage racking.

However, as you might have noticed, Azula has a horrible Aerial game. Keep her out of the air if you can avoid it, because she simply can’t keep up, especially against the likes of Falco or R.O.B.

Overall, with Azula, you want the opponent not to have time to set up or attack. If for some reason the enemy has the upper hand, however, retreat and blast them from afar. And if you value your stock, stay on the ground.

You really don’t want to have to use Rocketing Flight at all; it’s there for when the inevitable happens. If you’re good, though, you can delay the inevitable long enough that it simply doesn’t matter due to their high damage and several lost stocks.


EXTRAS

Up Taunt: There’s a telegram for you, ma’am Messenger Hawk

A Messenger Hawk (see below picture) appears from nowhere and lands on Azula’s outstretched arm. Azula takes its message, reads it, and smiles triumphantly. She then lets the hawk fly off. If you attack Azula during this taunt, the hawk flies off, shrieking in panic. Also, you can hit it as it flies away, but that would just be cruel.

You want to know what the message says? If I tell you, Azula will kill me, so I’ll leave that up to your imagination.



Side Taunt: No Escape

Azula lights her hand on fire (damageless, of course) and arrogantly declares “You can run, but I’ll catch you.”

Down Taunt: Cruelty to Animals

A possum chicken (see picture below) hops out from the background (even if it has no business being there). Azula notices it, contemplates it briefly… and then lights it on fire, laughing cruelly as the frightened creature scurries back into the background with its body ablaze.



Idle Animations: Stands with a fighter’s stance, arms held in front of her with open palms. Occasionally checks her forehead with one hand for loose hairs; finding none, she resumes her previous stance.

On-screen Appearance: Two Fire Nation soldiers carry in a palanquin decorated in red. She then steps out and assumes her fighting stance, while the soldiers carry the palanquin away.

Symbol: The symbol of the Fire Nation. You’ve seen it a lot already:




Upon Selection (Wiimote): “Let’s burn it all!”

Kirby Hat: Azula’s hair and Firebomb are gained.

Victory Pose 1: One Hair

She stands onscreen haughtily, with one single hair out of its hairstyle. Noticing this, she frowns fiercely, fixes the hair, and mutters to herself. “One hair out of place… unacceptable.” She then imperiously snaps at the losers “Again!” while taking a fighting stance. Character reactions will vary from frightened to amused to bored to eager, depending on the character.

Victory Pose 2: Ashes

With frenetic excitement on her face, Azula declares “Yes! We defeated you for all time! You will never rise from the ashes of your shame and humiliation!After which she calms down somewhat and remarks “Ah, that was fun.”

Victory Pose 3: Playing with Fire

Azula weaves fire in an elaborate pattern, spelling out the word “Loser” or “Losers” (depending on the number of combatants) with a smug smirk on her face.

Loss Pose: You Will Burn for This

Azula, with a frustrated scowl on her face, angrily shoots flame at the loser every couple of seconds (which conveniently misses).

Alternate Costumes:

Default is red. The alternate costumes change the red on her costume with green, yellow, blue, white, or black, leaving the rest untouched.

Snake Codec:

Snake: Make one joke about “playing with fire” and I’m gonna hurt you, Otacon.

Otacon: W-wasn’t gonna!

Snake: Good. Now, who is she?

Otacon: That’s Princess Azula.

Snake: Another princess? How many are there in this tournament?

Otacon: Don’t even think about underestimating her, Snake. She may be younger than both Peach and Zelda, but she’s far more ruthless. And she’s a very skilled pyrokinetic (they prefer the term “Firebender”, though). She can even shoot lightning from her fingers.

Snake: Is she immune to explosives?

Otacon: Well… no.

Snake: Then I’ll be just fine.

Role in Subspace Emissary:

Ever wonder why Marth was presiding over an empty castle in a burned-looking field? Wonder no more.

Marth gets a different intro, one where he and his troops are defending their castle against Azula and a number of Fire Nation soldiers. Marth goes through a level in which he fights thirty Fire Nation soldiers, some with typical melee weapons and some that can Firebend (not as well as Azula, of course).

After this, Marth and Azula battle; Marth defeats Azula, but has lost all his troops. On the other hand, so has Azula, so she retreats, leaving Marth alone to contemplate his loss… up until that Subspace Bomb detonates, that is.

Azula isn’t far enough away to have missed the detonation, so she goes to investigate, wondering if she can use it to her advantage somehow. By chance, she doesn’t encounter Meta Knight, Marth, or Ike. Instead, she touches the detonated area and is sucked in.

Azula isn’t seen again until just before the Great Maze. If Marth was un-trophy-fied, a short cutscene plays in which he… um, has to fight Azula again before she’ll listen to reason. How repetitive, but she apparently still harbors a grudge from last defeat. At least Meta Knight and Ike can help him this time if they were un-trophy-fied as well.

After Azula loses again, Marth explains the situation and Azula grudgingly accepts that she needs to work with him. Still, she still bears a major grudge against Marth, which might come up if a sequel to SSE ever appears…

Trophy:

Azula: The daughter of Firelord Ozai, Azula is ruthless and dangerous. Aside from her considerable skills at close combat, she is a Firebender, capable of generating and controlling fire. Her ability to shoot lightning is a sign of skill and focus among Firebenders.

Sozin’s Comet: For her Final Smash, Azula calls Sozin’s Comet, which only appears once every hundred years and grants Firebenders incredible power. Hovering above the ground, Azula saturates the area with flames, then causes a large explosion to finish her victims off. She’s laughing as she uses this; the power must have gone to her head.


Stage:

This stage doesn’t actually have much to do with Azula, but I thought it’d make a cool stage, so I’m tacking it on here:


LION TURTLE

STAGE MUSIC: http://www.youtube.com/watch?v=bVBaJSMYoT4

Na Mo A Mi Tuo Fo Shin Di…



Na Mo A Mi Tuo Fo Shin Di…



Na Mo A Mi Tuo Fo Shin Di…

The Brawl has begun on this mysterious moving island!

The stage initially looks like the first picture, but with detail comparable to the second (i.e. you can see the whole island, but it’s been scaled down enough to see and battle around individual trees).

Na Mo A Mi Tuo Fo Shin Di…

The stage at this point is unremarkable, with the trees being the main talking point. They’re quite solid in every way; you can even participate in a treetop battle, although that does make it easier to knock you off at higher percentages.

Na Mo A Mi Tuo Fo Shin Di…

After about two minutes, though…



Na Mo A Mi Tuo Fo Shin Di…

The island reveals itself as a gigantic Lion Turtle, lifting its head regally. It’s quite friendly (or at least not hostile), but it does get up and shift around, throwing players around but causing no damage. Clever players might take the opportunity to inflict damage on their off-balance foes, though. Eventually, it settles in a new position; odds are, it’s settled partially off-screen, limiting the area in which you can battle.

Na Mo A Mi Tuo Fo Shin Di!
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,251
Location
Australia
[COLLAPSE="Azula"]Now that you have your first set, we (or at least I) can truly welcome you to MYM! A no doubt interesting character that breaks away from the usual Pokemon and Nintendo/Capcom/whatever stuff, it seems that you've put quite a bit of effort into making a good first impression. It works, and feels quite like a seasoned MYM5 set with those extras at the end (it also feels like a Xialon Showdown moveset, too, if you've seen one of those in MYM7, 8 or 11).

Even the most simple attacks of Azula remind me of Lucario in that they extend out as hitboxes - at first it seems preposterous that both the fist and the flame would hit an enemy, but then I realized that the flames are essentially an extension of Azula's attacks and that getting hit by the fist would result in being hit into the fire, or simply being hit by both attacks at the same time. This in itself is quite interesting, to a degree. There is a noticeable attention to detail that takes into account the shapes of certain characters such as with the grab, too. The moves aren't all that amazing for the veteran MYM'ing standards (this is me kind of judging that you've read a good portion of the MYM12 sets, however), but at the same time none of them are written-off and are rather refined; for all I know this is probably how you imagine Azula to be in Smash.

The extras really do make your work into the set shine, and are by far my favorite part of the set. They depict cruelty that'd otherwise be absent with only the main set, and almost tempts me to advise you that perhaps Azula's set could have had a bit more of a cruel streak to it against foes - for example, being able to control a fire to burn enemies and push them around would've been a lot of fun, making her feel like the villain she is depicted as. The set is in the vein of a seasoned fighter though, in which as I said reminds me of Lucario - along with her victory poses, Azula seems to have come to the Brawl to actually fight, and not necessarily torture her foes.

What I can say, is that this is quite likeable on a number of levels, and with your eager participation in commenting (along with character choice), I can only wonder who you'd make a set for next.[/COLLAPSE]
 

Katapultar

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

Keroro Platoon






These guys? They happen to be frog-like aliens called Keronians who want to take over Planet Earth, or what they'd like to called Pekopon...they're not as terrifying as one would make them out to be however, as their first attempt at taking over a household ends in utter failure and dooms most of the Platoon members to servitude to the Hinata Household. From there the series works on an episodic basis that tends to deal with the Platoon's attempt to conqueror Earth in a comical fashion, though they tend to have their plans thwarted so many times that nobody really sees them as a threat; still, they can show cases of competency at times, especially when it comes to saving one another or stopping other aliens from conquering Earth. Quite a lot of surreal hilarity ensues, especially when you're dealing with frog aliens who possess rather ridiculous advanced technology that acts as an excuse to let the writers do whatever they want.​


The Members


Keronians are small creatures, being no bigger than a Pikmin (minus the root/leaf) and having just as little chance of actually succeeding in the big bad world of Brawl; each of the Keronian members of the platoon possess a weight statistic of 0.5, a shield that only has 30HP and can't escape from grabs on their own! Luckily though, each of the members are rather nimble creatures that can get around quite easily despite their small size (somewhat similar to a tiny Marth), with the stats varying from member to member. Also, each member of the Platoon can hold items, though it only takes one decent hit from an enemy to have their held item fall out of their hands and onto the ground, which is kind of a balancing factor since they can hold more than most characters would ever be able to. In addition, enemies are able to take items out of the frogs' hands as if the item was on the ground!


Sergeant Keroro




The main character of Keroro Gunsou, also known as Sgt. Frog in the English variation. While he's technically supposed to be the leader of the Platoon given his title, he acts like anything but the part; he's lazy and incompetent for the most part, and would rather construct Gundam models than plans for World Domination that would otherwise bring him fame and glory. It's fairly difficult, if not impossible to take him seriously...and guess what? YOU have to control him! Keroro isn't really the most able-bodied member of the Platoon, so thus he can only move around as effectively as a tiny Mario...not a very good sarge at all; Keroro's obviously gonna have to rely on his trusty Platoon members, especially since the entire team loses a stock if he's KO'ed!​


Private Tamama




The young and "cutesy" member of the Platoon. He is a cheerful little fellow who admires and is greatly loyal to Keroro to the point where he'll exhibit jealousy towards anyone else whom his sarge would pay more attention to. Tamama possess surprisingly competency in the area of martial arts which he uses to please his sarge, with he even being able to fire a yellow energy beam from his mouth at his enemies! In Brawl Tamama starts off right behind Keroro, and will follow him wherever he goes and attack when ordered to...except when Keroro would be grabbed by another character. Should this happen, Tamama will rage with jealously and start attacking the enemy who grabbed Keroro on his own accord to the point where he won't stop attacking them until he made to do otherwise by certain circumstances or is KO'ed (these attacks will be revealed soon enough). Speaking of which, the Platoon does not lose a stock if Tamama is KO'ed...who knows, that cunning Keroro might even find some benefit in his absence! In the meantime however, Tamama is mostly in place to prevent enemies from being able to pummel Keroro to death and even blindly do his sarge's bidding on demand...​


Corporal Giroro




The most serious and battle-hardened of the Platoon, as you could probably tell from his rather dramatic skull symbol and serious appearance. He's constantly trying to persuade Keroro to focus on competent world domination plans and spending the Platoon funds on weapons of death and destruction instead of Gundam models, but is constantly dragged into his sarge's ridiculous plans and feats of laziness to the point where he's occasionally attempted to go solo, where he himself has shown to be more competent at World Domination on his own than Keroro could ever be; the only thing stopping him from doing this is his Platoon's "enslavement" in the Hinata household...otherwise he probably would have taken over all of Earth by now.

In Brawl, Giroro spawns behind Tamama, and is obviously used as a war machine of sorts who could probably hold his own against another character with his armada of weapons and bullet hell which you can control with button inputs just like with Tamama. What restricts him in battle is not enslavement however, but his tendency to keep his sarge in check; should he find Keroro simply slacking off and not attempting to join the fight with him for at least 5 seconds, he will automatically attack him in order to "motivate" him! Despite this, Giroro places his priorities in engaging his enemy; he won't attend to his lazy sarge until he's either knocked back or has succeeded in knocking away his opponent...and don't think it takes long for him to do so either, as he's got long-ranged moves ready for dishing out punishment! After landing on successful attack on his sarge, Giroro will attempt to pursue the nearest enemy if he wasn't already planning on doing so beforehand, with he being able to shield and dodge if needby. His need to go war-crazy can be a bit of a liability to the rest of the team in some cases...perhaps Keroro could make Giroro go down as a war hero by making him suicide with the enemy while he gets to paint his Gundam models? Two birds with one stone!​


Major Kululu




The Platoon's resident genius inventor who just happens to be a heartless jerkass. Even his own teammates are suspicious of him since he'll deliberately make crazy inventions just to screw them and everyone else over for his own amusement, but things somehow work themselves out as per the episodic nature of the series. Kululu takes every major aspect of his character into Brawl, where he at the edge of the stage if there's room; he cannot be controlled in any manner, and will just sit there laughing his "kuku" laugh whenever one of his teammates or an enemy is damaged. He doesn't do anything as of yet, but when he does, beware...

And though he's a jerk who usually gets his own way, he can in fact be KO'ed by enemies...the only real thing stopping them from doing such is that they'll have to get through Keroro's Platoon first. He unfortunately cannot and will not be attacked by his own teammates, since that's just how things happen in the series; he may be a complete arse to everyone around him, though he IS the one who makes it possible for most of the Platoon's schemes to come into fruition, so being rid by his own teammates isn't an option...how troll.​



Tilts




F-tilt - Froggy Kung-Fu


As if parodying a Pokemon Trainer, Keroro yells "Go, Tamama!", and the little guy runs up to the nearest enemy or obstacle made by them to start pounding away at it for the sake of his master! Until you re-use the input or make Tamama do something else, he'll pretty much act a Mite enemy from SSE (size, power - easy mode) infused with the fury of the Knuckle Joe AT (but not necessarily power); at mid-close range you get a kung-fu kick that deals little more than 3% and flinching and has Tamama bounce off the target and proceed to hit them with some lightning fast punches and kicks that only cause about 7% per second without any flinching. Tamama is easily swatted away as his attacking pattern is easily predicted, but can deal some pretty good damage against the likes of stunned or sleep enemies, he actually being smart enough to not flinch them with his approach kick.

At any time Tamama is running towards an enemy, you may cancel this move into another one...​


U-tilt - Tamama Impact


Steaming mad, Tamama charges energy in his mouth for 2 seconds before he lets it out as a fierce beam! Said beam is comparable to R.O.B's fully charged one, only this one explodes upon the first thing it makes contact with and deals a solid 15% that KOs at 160%, with the blast actually being fairly large enough to catch nearby characters - note that Keroro is able to move while the move is being charged. If Tamama does not hit anything upon the initial firing, he'll raise his head and subsequently angling the beam so it hits everywhere diagonally above him and ultimately directly above him, and the attack ends from there if no character was hit. Oh, and hilariously enough, Keroro can actually be hit by Tamama's beam (little guy won't stop for some reason...), but for some comically miraculous reason he won't ever be KO'ed by it no matter how high his damage percentage is. Giroro will actually dodge the beam and continue with whatever attack he was doing in the process, while Kululu will try to dodge the attack like a normal character, but can still be hit and KO'ed by the beam.​


D-tilt - Tamama Jealousy Ball


Crouching will make both Keroro and Tamama crouch, but only Tamama performs the attack as he begins to charge a dark-purple energy ball in his hands that embodies all his hatred jealously! This ball is comparable to and even has the same charge rate as Shadow Ball, but is fired off instantly once the charge is complete, slightly curving towards the ground and hugging at it until it hits a character, whereupon it'll deal 12% that KOs at 200%. Like it's name suggests however, this is the one move Tamama will use when Keroro is being held by a foe, but this time he throws it without having to charge and it's power will increase by 1.15X for every 0.5 seconds Keroro has been held for and/or for every time he's been grabbed by that same character, but it's power can only max out at 23% that KOs at 115%...ouch! The jealousy ball will attempt to follow the foe performing the grab, even if they release or throw Keroro, and will go right through the sarge to hopefully score a clean blow on the enemy...if it doesn't however, the ball will come right back to Tamama, where it's able to hit both him and his allies for a potential KO on them! I mean, I guess it doesn't really matter if you lose Tamama, but he's the only one who can and will try to protect the sarge from grabs, but at least he'll try to dodge the ball if it comes to him.​



Smashes



If you couldn't tell from the coloring, Giroro's the guy who handles the big stuff. Input a Smash and Keroro will point forward whilst saying a command along the lines of "Go get em Giroro!", to which the latter will respond "Roger!".​


F-Smash - Gung-ho Grenader


This Smash will make Giroro charge ahead at the enemy, where he will take out a 2-handed ray gun and fire it ahead of him whilst moving; each shot travels at a similar pace to Fox's blaster and inflict 0.5-1% with tiny hits of flinching that force enemies to try and block or avoid the shots by jumping/dodging to prevent themselves from being left open. Once he's within a Platform of his target however, Giroro will flip towards them and take out what appears to be a grenade which he in fact throws down his enemy's throat upon contact before landing behind them. The grenade will always connect if Giroro manages to make contact with his target, and will explode after 4 seconds and deal a surprisingly powerful 18% that sends the victim flying upwards for knockback that can KO them at 155-115% should the blast not be blocked or dodged. This is quite a powerful and direct way to score a KO, and Giroro will attempt to spotdodge any projectiles that would come his way, though he leaves himself completely open to attack when flipping unlike Keroro in which allows enemies to send him flying quite easily or even grab him. If he succeeds in his assault, Giroro will remain wherever he was after his flip, though if he fails and is knocked back he will return to Keroro, just like he always does in the end.

At any time Giroro is running towards an enemy, you may cancel this move into another one...​


U-Smash - Missile Brigade


Offensive play not your style? Then try something more...campy! This Smash makes Giroro take out a a missile launcher and fire 4-8 (small) rockets that home in on the enemy; they are essentially smaller and weaker versions of Duon's missile attack that each inflict 5% and can KO at 180%, and are actually deadlier than they seem since the missiles will never stop pursuing their target, and if one hits the enemy and knocks them away the others will continue to chase after them! Being reminiscent to said boss' attack however means that they can hit one of the Platoon members! Giroro will always shield against his own missiles if he can, though its generally up to the player to defend Keroro from the shots, while Tamama will simply try to out-maneuver them instead of blocking them.

One thing I should mention about this attack: this is Giroro's weapon of choice to punish Keroro with when he's slacking off, and he'll use it even if he's in mid-air. This might seem like a bad thing to Keroro, but you can actually turn it into a benefit if you can lead the missiles into your foes...or even into Giroro himself! Giroro will remain equipped with the missile launcher after using the attack at all, though he'll keep the missiles on stand-by until he's forced to use it again, doing so with significantly less starting lag.​


D-Smash - Plant Invasion


Kind of random, but something Giroro attempted when trying to singlehandedly invade Earth was use a gun that caused whatever surface it shot to instantaneously sprout giant plants that would wreak havoc nearby and provide him with a shelter to camp at. This move will see Giroro fire at the ground beneath him with the aforementioned gun, which causes a giant green root to sprout out of the ground and all the way towards the top of the screen at Mario's dashing speed. The root itself will be 1-3 SBBs wide, though it is not solid and can be destroyed with 25-60% worth of damage which will cause it to magically vanish via the series' own logic; in the meantime however, the root has leaves 1-2 (drop-through) Platforms wide leaves protruding out of it at various areas; the lowest one will be 1 SBB above the ground located right or left randomly, with the next one being a SBB higher than that one and located on the opposite direction of that one and so on. There is no limit to the amount of roots that can be onstage, and they're allowed to overlap each other. One thing that's unique about root, also, is that all projectiles will travel right past them and deal 1/3 of their damage to them - even items or projectiles that detonate upon contact will not explode, such as Tamama Impact. The mere existence of a root also serves to occasionally change the AI of some of the commanded Platoon Members, such as using the leaves of the root to avoid projectile-type attacks or even using them as a perch whenever they have an angleable weapon such as a cracker launcher - Tamama Jealousy Ball and Giroro's missile launcher can also be used this way.​



Standards



Standard - Kero Flip


Keroro performs a flip that propels him at twice his usual dashing speed across a Platform's distance. This inflicts no damage, but lets cunning Keroro steal any item from an enemy he comes into contact with! (providing he's not holding one in the first place) Keroro can use this to steal back any items his foe took from him or simply steal an item off his foe. Note that the flip is actually quite fast and Keroro has invincibility frames during it, though he suffers a fair deal of ending lag afterwards and since he doesn't damage foes he can easily be punished out of it...but of course, that's why you get your teammates to attack the enemy while sneaky Keroro steals from the distracted enemy! The flip can also be used for maneuvering purposes, or even getting around enemy traps, including Giroro's rockets.​


Dash Attack - Abusive Keroro


You heard right. Keroro reaches out in a grab manner that's obviously too weak to actually grab human-sized enemies, but rather his own platoon members! Once he gets one, he'll comically wind them up behind him before you get to decide in which direction do you throw them with excellent knockback that has poor growth that'll KO them at 200% - if an enemy is struck by the flying Keronian they'll take 4% with flinching and will be bounced off the enemy diagonally upwards. Keroro can actually keep his ally wound up continuously to use them as a shield from enemy attacks or grabs (their spinning bodies cover a fair radius around him), or he can put them down behind him with a use of Z.

Aside from using your allies as shields or projectiles, tossing them will force any rockets homed onto Keroro to home onto that character, and also instantly provokes Giroro to use said attack onto Keroro as soon as he recovers from the knockback. Now all you have to do is run past your enemy and BOOM!​



Specials



Neutral Special - Frontline


What's this, Keroro's actually doing something right for once!? With a shout of "Fire away boys!", our little green kermit draws a comical-looking ray-gun and fires out a lazy-looking bullet that travels very slowly and deals a non-flinching 7% at a rate of 1 for every 3 shots Falco would fire...oh my! Double-tap this move however, and both Tamama and Giroro will join in on the action! These two will aim their guns at the same enemy as Keroro (when they can), with Tamama's gun having the same properties as Fox's blaster that flinches a foe every 2 seconds while Giroro's packs more of a punch and fires off missile-like projectiles that travel fairly quickly and deal 8% with surprisingly good knockback that can KO at 215%, albeit at a rate of 1 per second. Even after Keroro stops firing all the frogs involved in the attack will keep their guns as items, which Tamama and Giroro will use to damage enemies whenever the opportunity arises...this isn't always a good thing however, as enemies are more than capable of taking these guns off their hands and using them for themselves! (said guns will magically enlarge to fit in their hands and will subsequently deal more damage, but the shots are quite likely to miss against crouching frogs. This applies not only to guns, but all items, with normal items like Beam Swords shrinking in a frog's hand) If Giroro has his gun in his hand, he'll use it to punish Keroro if he slacks off instead of his missile launcher - if Giroro was holding said weapon at the start of the attack, he'll use that instead, firing off 1 missile every 0.4 seconds with heavy start-up and ending lag.

While you're holding down B to continue firing, Keroro is actually able to command Tamama and Giroro to attack (while they're not shooting) by tapping or smashing the control stick to respectively perform a Tilt or a Smash. If both frogs are shooting with you however, you can direct the control stick to change their behavioral patterns: up makes the frogs scatter out while still being within firing range of the enemy, forward makes them huddle in front of Keroro while backwards does the opposite, and down makes the two frogs continue to fire at the enemy even after you finish firing until they're attacked or said enemy gets KO'ed. Also, Tamama and Giroro's shots will not damage Keroro, but the sarge's bullets can hurt his comrades! Thankfully Keroro's shots will only damage his partners at best and not flinch or provoke them, or at least for now...

And finally, if you throw your ray-gun or any other kind of weaponry item to any un-armed Platoon members other than Kululu, that member will actually short-hop towards the weapon and catch it, using it when you in the place of their ray-gun when you initiate this attack with them; said frogs will also attempt to pick up any weaponry lying on the floor that's near them, and will actually do this when they're pursuing their enemy with the F-tilt or F-Smash respectively.​


Side Special - Laundering Leadership


Keroro raises his hands into the air to indicate that he wants his Platoon members to pass him something, which causes the nearest one in the input direction with an item to toss it towards their sarge, providing he wasn't holding one beforehand. If Keroro was already holding an item, he'll swap items with that member, but smashing the input will cause Keroro to toss that item to Kululu (if he's not there he'll drop it on the ground), but we'll get to that later...

The most obvious use for this move is to have Keroro swap his crappy gun for Tamama or Giroro's better guns to let him use for his Neutral Special input - be aware that if you fire Giroro's more-damaging gun at him however, he'll attempt to fire at you with either your previous gun if you swapped that with him, or his missile launcher, which is generally better.​


Up Special - Alien Hovercrafts


Keroro calls out "Kululu!", which causes the latter to briefly halt his current activity if he's engaging in one and toss a tiny ball towards his sarge, which in turn transforms into a small hovercraft the moment Keroro catches it! The hovercraft is a flat arrow-shaped device that requires two hands to handle its two joysticks, so if Keroro is currently holding an item the ball will travel past Keroro and land on the floor below him as an vehicle he or another Platoon member can drive by tapping B when near it; just watch out as a hovercraft can be destroyed in the same way as Wario's motorbike, and it won't produce parts.

It takes about half a second for the hovercraft to start up, but once it does it'll give Keroro free flight in any direction at Ganon's dashing speed with excellent traction for a whopping 20 seconds (in which Giroro will not attack him) in which he can use his Standards and Smashes to command Tamama and Giroro. For all that time Keroro could indeed be a cheapo and camp, but he ascent into the air is rather slow and it takes only one solid attack to have Keroro be knocked off his machine and have it fall to the ground, vulnerable to attack. Keroro is able to defend himself during this time however if you press B, which causes a ball-shaped tip protruding from the end of the machine to fire a red beam that needs to be charged for well over a second and inflicts 8% with impact stall and KOs at 300% - the attack only fires in a straight line however, so you can't quite fire away at enemies and hide from them at the same time. You can jump off the machine at any time and transition into your aerial game. Also, the hovercraft acts like a small drop-through platform to other players, though it's so small that only one other Keronian would be able to fit on it with you - if you park the hovercraft right next to Tamama or Giroro when they're starting up their D-tilt or missile launchers respectively, they'll end up getting on the hovercraft with their sarge, where they can camp high up in the air to give the foe a taste of refined bullet hell. Giroro is far more recommended for this than Tamama since while you could park Giroro down on the ground to spam D-Smash or run up to enemies with his F-Smash, Tamama can only really hit enemies with his Jealously Ball that'll come right back to the sarge and his little blue friend if it misses.

There can be up to 4 hovercrafts onstage which you can set-out when you've got an item in your hand. With these, you can make Tamama and Giroro ride and attack the enemy if you direct them into one with their forward inputs and make them come back down to the ground prematurely by inputting one of their attacks - in the air, Tamama will mostly hover in the air with a surprisingly maniacal expression on his face, as if he's drunk with power, while Giroro will remain composed on the offensive and actually focus on attacking enemies with the hovercraft's beam instead of being a coward like his sarge.

Finally, as a note, Kululu will always attempt to recover back onstage with this move whenever he's knocked away (this doesn't count to the total hovercraft count), where he'll return to his original perch while shooting at any enemies within his range...sometimes he'll even deliberately shoot at his own allies, even Keroro!​


Down Special - Gundam Models!


If you don't know what Gundam is...well, they're essentially giant mechas, which here, are scaled down to toy-sized bits that can be constructed into a model. With this move, Keroro takes a bunch out and starts working on them like crazy, forming a generic wall of Gundam models that's a SBB in diameter for every 1.5 seconds spent building. This wall is not completely solid, and characters can walk through it with their speed cut down to 1/3, being able to destroy the many models it's composed of - if a character tries to input an item grab while inside the wall however, they'll end up holding one of the Gundam models as an item which they can throw for a non-flinching 2% or shatter by tapping A; every SBB has 15 Gundam models in it and they can be shattered the same rate as a Pikmin Pluck. Finally, if an item is thrown into the slew of Gundam models it'll be trapped in there and will be prioritized if a character tries to pick something up from there - there is no limit to how many items you can stick into the tower of Gundam models.

Keroro will continue making Gundam models until you release B, but just like with the Neutral Special he can command Tamama and Giroro to attack for him! Don't let Giroro catch you making these models for anymore than 3 seconds however, as otherwise he'll start attacking you and subsequently destroying your precious tower despite the fact that it'll defend you from the incoming missiles...​


Grab




The Kero Ball is a small bomb-shaped device that essentially does random thing when you press one of its buttons, and was favored by Keroro as his pride and joy until it was confiscated by the Hinata family...but here in Brawl, Keroro can take use it to obliterate his puny pekoponian enemies! Providing Keroro wasn't holding any items beforehand, he will hold the Kero Ball as one, even being able to take it out while he's in the air.

And before you ask, yes, you can actually grab enemies with the Kero Ball: simply tap Z and 4 black floating objects that look like staplers will appear behind Keroro before they fire out light-blue tentacles that travel at Sonic's dashing speed across the screen. These ignore Keroro's allies and his Gundam models, aiming to ensnare enemies in a grab that they have 2X difficulty escaping from (often being stuck in a rather humiliating situation all the while if their character is comical enough), you being able to wail on them all you like until one of your moves sends them flying at it's KOable percentage. As good as that may though, not only can the tentacles be out-prioritized by any old melee attack (they ignore projectiles) but they take a small while to fully wrap themselves around enemies, which keeps them in place for no longer than 0.5 seconds and lets them retaliate with a quick attack. The tentacles are stationed at Ganon's height, and are solid so your other platoon members can use them as a bridge to attack enemies with, which is a neat way to avoid their grounded traps. Keroro cannot move while the tentacles are in the process of trying to grab an enemy, this move being rather impractical to use in a 1v1...you can still try if that's your last line of defense, though.

There are other uses for the Kero Ball too, which can be accessed at any time by holding A and using a directional input. (tilts and dash attack let you use those respective attacks since directional input with Z makes you throw the ball)

A forward input makes Keroro teleport to the opposite end of the stage with relatively little lag, which is useful for not only maneuvering the stage but also moving past enemies and sending Giroro's missiles at them! If you smash the input instead 1.5 SBBs of the the area around Keroro will pulse for a short moment, teleporting any objects within that vicinity instead - your foes have time to attack you out of this, however, though you can use this to redirect missiles or even your Platoon members. If there are no objects within this range of you however, Keroro will instead end up having all items on the stage be teleported towards him, even if someone was holding one! A fun way to steal Giroro's missile launcher if you so desired.

A backwards input has the awesomely magical effect of making Keroro intangible for the sake of moveset convenience, which makes him completely invincible and stops homing objects from doing just that, but the sarge takes 5% a second with this up and if he's at 180% or higher he'll fade away and he KO'ed! Using Z again will return Keroro to normal, but in the meantime he can move about and command the other Platoon members to attack at his command. Also, Giroro will actually attempt to attack Keroro for slacking off just out of frustration, but those attacks obviously won't do squat on Keroro and will just go right past him!

An upwards input has Kero Ball glow blue for a moment before Keroro is levitated into the air! Interestingly enough he is actually treated as being on the ground and thus can use these inputs to command his men while he rises up into the air at the same rate as his falling speed (which is about average; just be sure you don't kill yourself with this!), with he being able to cancel the levitation by either losing the Kero Ball or smashing the control stick downwards like how you'd usually fall through a platform.

The down input causes another Keroro to appear behind the original one in a poof of smoke! This Keroro clone appears without his own Kero Ball, which means he's able to be given items, though he acts independently and will mindlessly spam the Down Special. What also makes this move less broken than you'd think is that Keroro himself isn't really the one who'll be doing the attacking, and every clone that's made shares Keroro's newly halved weight and shield for every time he makes a clone though thankfully Keroro gets his stats reverted whenever a clone is KO'ed. In actuality, clones are almost utterly useless since they're only good for mass use of the Down Special...problem is, not only does making clones make Keroro far easier to kill with each one, but they'll also always be targeted by Giroro's attacks since they themselves can't and won't attack! Giroro's frustration will also be multiplied, and he'll attempt to attack each and every one of these Keroros with his missile launcher or simply go rambo at them with his ray-gun; naturally, you'll get a huge storm of rockets and free Gundam models in the process if you decide to spam this (to which you can easily transition to the forward input to conveniently teleport), though the former can obviously be stopped by enemies who would decide to attack Giroro - remember, there's quite a lot you have to take into account.

The Kero Ball essentially serves as Keroro's main weapon for subduing enemies when he's alone or when you feel you really want an edge over your enemies with all the convenient tricks it can dish out. Keroro can toss the Kero Ball into his Gundam models to preserve it (which isn't really all that useful), or even toss it to one of his allies: Tamama will pretty much just play around with the ball's functions like a deranged manchild and do things that won't help his sarge (mostly teleport spam) except make him intangible whenever he would be attacked in which is basically a auto-dodge that deals 10% to Keroro per dodged attack and has the same self-kill function as the back input, while Giroro will actually be serious with the ball and attempt to use it's grab function on enemies, though he'll attempt to use it's teleportation function on Keroro to make him go to war like a man! This makes Keroro appear at the top of the screen on top of an enemy, where he's able to transition to his aerials - Giroro will only use this on Keroro once (it's unavoidable), and will only do so when he's been provoked or Keroro slacks off.

Also, foes can take the Kero Ball away from it's froggy holder, though they won't be able to use it and it's better simply being thrown off the stage so they can never use it again....Keroro is still somehow magically able to initiate the staple-object grab with said input, however. Don't ask me how.

You can also give the Kero Ball to Kululu, if you dare...​





Aaaaaaaaand this guy...wait, what was his name again? Oh yeah, it's Dororo! He's the last member of the DK Crew- I mean Keroro's Platoon. He is a calm and collected ninja who generally acts as a bit of a lone wolf, and came to love the Earth to the point where he generally acts all environmental and will only support his Platoon's activities if they involve taking over Earth through peaceful methods. Although he's possibly the most skilled of the Platoon in combat, he's generally forgotten by the rest of the his teammates and sometimes used as a butt monkey.

Dororo does not appear to his teammates at the start of the match, only appearing to his sarge (rather reluctantly considering their comically shaky past) whenever he's in peril (either he's at over 150% or at least two other Platoon members have been KO'ed) or at a random 15 second interval of the match with a 1/3 chance of appearing, though either way he'll drop down from the top of the screen right next to his sarge - if Keroro is offstage during this time, Dororo will appear at the closest ledge and extend a hand to try and help him back onstage; that, or take the other option and attack the opponent who's trying to KO his sarge.

Dororo is rather independent, and will go about attacking the enemy with his blade unless otherwise called up by Keroro, dodging attacks from any of the other Platoon members in the process if he can, and also picking up any weaponry that's lying near him to use against enemies. From afar, he'll approach the enemy with a small leap into the air at the same horizontal plane as they are, slashing furiously with his sword to block any pitifully weak projectiles that deal 4% or less. Getting slashed by him from here deals 12% with surprising impact stall that gives the other members time to attack the enemy, but otherwise sends enemies flying off the top of the screen if their damage is 300% or more. Dororo's other attacks at close combat are simply generic Meta Knight-esque slashes with worse damage and range, but will occasionally use a telegraphed attack that chases after enemies within 1.5 SBBs and deals 9% that KOs at 230% if it hits. Finally, Dororo will sometimes brace himself for a good 2 seconds before performing a powerful slash that's greatly comparable to AT Lynn's, leaving Dororo 2 SBBs on the other side of his enemy and hitting them for a powerful 16% that KOs at 140% - this is not used often however, generally when the foe is at 100% or more. Also, Dororo is quite faster than the other Keronians, moving like a tiny Falcon and having 3 mid-air jumps that overall give him the best survival rate - he pesters the enemy like no tomorrow, but can be swatted away like a fly just like the other frogs. Dororo will stay alongside his teammates until he's KO'ed.

So basically, Dororo is your back-up guy who can run around and attack like an offensive AT, but he won't necessarily win the match for you alone. Feel free to use him however you like, though...​



Aerials


Stuck in the air all by his lonesome, Keroro calls to his grounded troops for help! Will they answer his call, or will they just ignore him? That depends...​

N-air - Falling Frog


Keroro desperately calls out "You gotta help me guys!" while comically screaming and flailing his arms about. Perhaps somewhat reluctant (minus Tamama who loves his sarge, and Kululu for not caring), the Platoon members will cover the landing site for our little green hero (they'll be at the edge of the stage if Keroro is offstage), playing defensive all the while with whatever weapons they're holding and shooting at any enemy in their sights - if you have more than one members for this task while Keroro is onstage they'll have their backs to each other to cover both sides. And for some strange reason, Keroro's falling speed is massively reduced with his flailing but his aerial speed is increased drastically if he had some momentum left, because you're actually able to command Tamama and Giroro to use their grounded attacks while in the air when they're trying to protect you. Their attacks largely unchanged in this manner, but neither will attempt to approach enemies with their F-tilt and F-Smash respectively, only using it when an enemy gets near - a good idea perhaps would be to make Giroro plant a root for Keroro to stand on from here. You may also use the Neutral Special at this time to manually command your frogs to attack with their weapons.​


F/B-air - Frog Kick


Keroro actually does something PHYSICAL for once and kicks outwards with both his froggy feet. Surprisingly enough, this actually deals 3% with twice as much Impact Stall as Zelda's Lightning Kick for some crazy over-elaboration, which gives you time to command your other Platoon members to attack (like with the N-air) so you can fall down like a hero! The other members will attack and disregard whether they'd hit Keroro in the process if you do this, though letting the attack run its course isn't all that much better as the foe only takes a fraction of hitstun as Keroro is left massively open to an attack...at least he's doing something right for once though!

Oh, and by the way, you can re-use the input when one of your Keronian buddies is 1.5 SBBs within you to have them do a flying kick at that enemy that deals the same properties as Keroro's - with two kicks however, the foe will actually take some decent hitstun that gives them less recovery time then the frogs, while 3 will KO them at 200%. 4 kicks in a row will KO at 170%, and finally you can actually get Kululu of all people to join in on the action for 5, which'll KO the foe at 120% should they be graced with such an attack. In other words, this move is deadlier than it looks and can deal up to 15%.​


U-air - Firing Upwards


Keroro shoves both his hands up into the air, which serves only to deal a pitiful 1% that only serves to push enemies slightly away from the frog, but thankfully more so and with flinching if you used this in the middle of a jump. At the same time however, this is a command from the sarge that makes the other Keronians fire their guns upwards, or directly at the enemy Keroro hit if there was one. If Tamama and/or Giroro do not have guns, they will respectively fire their upwards attacks upwards instead, Tamama Impact and the missile launcher respectively - also, if you have Dororo out, he will home in on the enemy with his Lynn-style slash, meaning that the one enemy will face a great deal of pressure from all but one frog. Even after you land on ground however, you can keep holding this input to have the frogs home in their attacks and assault the enemy if Keroro struck one.​


D-air - Kero Bomber


Sneaky Keroro takes out a bomb, the staple of a gag! This is an item, but one too heavy for him to lift alone as he starts plummeting to the ground! This deals 2% with a weak spike that won't KO until about 755%, but the most obviously exciting part of the move is that you now have a bomb! Keroro is very panicked by this as the 5-second timer starts ticking down, he being able to throw this to his other comrades to make them toss the bombs and attempt to throw them at the enemy like a hot potato, but once it goes off it implodes into a 2.5 SBB radius! The blast deals 18% to all hit by it, and knockback that's particularly fatal for Keronians in that it'll kill them as early as 30% while not getting to normal enemies until quite some time later on - what's particularly fatal about this bomb for Keronians as well, is that it deals just enough shield damage to instantly put theirs out of commission! If the bomb hits the floor, or is struck an attack or struck when the holder is struck, it will be set-off, so you could actually suicide one of your froggy friends into an enemy this way if you want to be more of a jerk than Kululu. Oh, and enemies can naturally pick up the bombs from your Platoon members as well as Keroro and chuck it at you how they like....not good at all.​




Kululu Interactions




Ever wondered what Kululu does with the items that he catches and collects? Why he messes with them of course! The effects he produces through tinkering vary from item to item, with he producing a completely random one that's impossible for any of the players to see coming...unless they try it out. It takes Kululu 3 seconds to finish his work which he does facing away from the screen before he holds the item in his hands for a second with his "kuku" chuckle before dropping it on the ground in front of him (if Keroro was in the middle of his U-air he will instead toss it into his hands right away if the sarge wasn't holding an item) - Kululu can and will accept any number of items, and is pretty much invulnerable to being damaged by thrown items. Keroro can make Kululu give him the modified item with his Side Special or simply throw said item at him, but should he really risk it? Also interesting to note, is that Kululu will attempt to modify any item that's within a SBB of him (he will magnetically draw it to himself or something, which will most likely occur in FFA Matches), and foes are more than welcome to throw items at Kululu for him to modify if they're able to reach the little yellow frog...(seriously, killing him only deprives the Platoon of their recovery!)

Oh, and if you're holding an item when you're right next to Kululu, he'll actually forcibly take it from you to modify! What a jerk!​



The first and probably most obvious item you can give to Kululu is a ray-gun, or any shooting weapon for that matter such as Giroro's missile launcher. Kululu may end up hopefully making a shrink-ray (poison mushroom), an auto-trigger (makes every other projectile of the same kind onscreen automatically "hit" the target the first shot hits), a diseaser (halves damage/knockback for 3 seconds and cannot stack), or even modifying the gun's damage output to almost triple, and give non-homing projectiles homing properties. On the other hand, he may sometimes make an enlargement ray (super mushroom), a reflector-ray (instantly causes the projectile to bounce off the first or first two walls or characters it hits at random), or even a healing gun! It's a wild card for sure, but the effect will either be beneficial for damaging enemies or helping your other Platoon members...who knows, you could even give Giroro a healing missile launcher and trick him into using it on you when you slack off or provoke him! (he won't fall for his more than once, however, and will throw the gun at Keroro) You'll need to test out the gun on something, mind you, but there are plenty of frogs people for that, no? :smirk:
You can in fact test these weapons out on roots created from the D-Smash in order to make mutant trees, which is probably the path of least risk despite the fact that the projectile will not vanish upon hitting said root

Kululu will apply the above effects to weapons like Beam Swords and fans as well, which can even affect the user instead of the one who was attacked....sometimes he'll even mix an individual effect for both the attacker and the struck victim! Kululu also likes bombs quite a lot, and will attempt to randomize their timers, blast radius', how much damage they inflict and exactly when they'll explode...try not to give Kululu a bomb if you have any sanity at all, because he usually attempts to make the blasts bigger and stronger more often, especially when there are more characters onstage.

There's also a chance that Kululu will pour some of his Parasite Miracle GP01 into any kind of item he receives, and it'll become animate and fly around! Weapons will actually attempt to attack random players with the erratic nature of a red turtle shell item (because Kululu is enough of a jerk to not have them exclusively aim for enemies), while anything like an Item Capsule or Mr. Saturn will fly around harmlessly, and Bomb-Ombs, Urinas, Bumpers and all the sorts will act as mobile traps. Once these items have expired they will attempt to fly off the top of the screen like a Smash Ball, so having a root out to be able to catch these can be handy. Oh, and Kululu may occasionally STACK this effect alongside the ones you saw above, or even make the projectiles of your shooting weapons bring any items they touch to life in this same manner - why not shoot your stray ray-guns with this and have them fire all about on the stage? Also, if you give Kululu a weapon that's already been modified, he'll just add another effect onto it!

By the way, Keroro is actually capable of entrusting his plethora of Gundam models to Kululu (hint: face Kululu and use the Kero Ball to teleport the models to him since he'll likely be at the edge of the stage and will take them all), which is actually rather uncharacteristic of him admittedly since he freaking loves his Gundam, who wouldn't want to take over the world with animate Gundam toys? That's right, Kululu will actually be nice for once and pour some of his super juice into all the models in order to bring each and every one of them to life! The models will now hover 2-3 SBBs above the arena to shoot at the enemies with their weak rifles for non-flinching 0.25% a second, though they can be destroyed with any attack so long as it at least causes flinching or knockback - no Fox Blaster will do these little guys in! The Gundam models will only really rack damage on enemies however (it's not much, but there are a lot of them and enemies actually have to traverse the air to kill them), but Giroro will approve of these toys use and will not attempt to attack his sarge while they're out, approved of him uttering a line that consists of something like "Finally putting those things to use!". This way, Keroro can play with his Kero Ball for however long he likes or build more Gundam models while he gets to be lazy and command the others without worry, but if you do this you won't necessarily get missiles to exploit from provoking Giroro, but this is only a single downside to something that's otherwise quite convenient. On the other hand however, it takes Kululu 1.1 seconds to work on each individual Gundam model (that's like, nearly 20 seconds), and he will not attempt to finish any other creations until then - in that time, Giroro will still try to attack Keroro for being lazy, so be careful....or not!
Gundam models can be made animate with the effect of Kululu's modification on weapons if they're struck instead of being destroyed, and can even be shrunk or upsized to quarter or quadruple the power of their shots, which is generally much quicker than giving them to Kululu. In addition, any special effects you gave to the Gundam model will be passed down to the individual bullets that model fires out, so you could end up shrinking enemies who are struck by their bullets!

Also, there's a 1/15 chance that Kululu will be a total jerk and implement your weapon with a 1/8 chance of actually exploding in your face when you try to use it! The damage is as fatal as a Blast Box, and really, Kululu doesn't care if you die, or even if you lose a stock, or even if you lose the match, or even if he dies in the blast...you can also catch your enemies in the blast, too (hint: give the weapon to another Platoon member to test the water). But seriously, trust Kululu at your own risk.



One final thing about shrinking and enlargement: a Keronian will be slightly bigger than Ganondorf when giant, and while they can still be grabbed they'll escape with the same difficulty of a normal character. This also applies when they've been grabbed by a character who has been shrunk. Your projectiles will also generally get bigger and more damaging when you grow giant (though not by that much at all), as well as the opposite when you're shrunk, so feel free to turn Giroro into a giant or something like that. And generally speaking, the frogs don't really have any physical attacks they can exploit with the size change, but Keroro can actually grab foes who he'd be similar size to with his Dash Attack (if he's giant or if they were shrunk), but they're actually able to escape at grab difficulty unlike his somewhat-willing comrades. And just in case it wasn't obvious from the fact that mushroom effects do not stack in Brawl, you cannot do the same to said effects from Kululu, despite the fact that the anime/manga does go that far.



Playstyle


Keroro and his Platoon come to Brawl with one purpose in mind: to rule over and enslave it!...or at least that's what they SHOULD be doing...you see, the Keroro Platoon has a bit of internal strife to them compared to other multi-man sets you've seen before, with most of it depending on Keroro, the leader's actions. Do you want to go get your precious comrades to go on suicide missions while you play around and camp? Or will you be a good little froggy and actually TRY to fight against those other Brawlers and conquer them? The choice is up to you, my friend...

Despite outnumbering most enemies, the one thing you need to remember when playing as the Keroro Platoon is that each one is individually weak - unless you're Giroro or Dororo, or possibly Tamama, you generally won't be getting much win against your enemies, and even those fighters who seem solid enough in Keronian standards fail to stand up to that of a single humanoid being; you will, of course, be wanting to gang up against your enemies as such...don't be afraid to send both Tamama and Giroro on your enemy at the same time!

To map things out, you have Tamama and Giroro standing next to you at the start of the match at your beck and call. You can laser-spam with your Neutral Special to scatter your soldiers out on the battlefront, camp with Gundam models, have Giroro run up to enemies and blast them with a grenade or spam missiles at them, have Tamama fire a beam from afar, or finally, use the dreaded Kero Ball to crush your enemies asunder...by grabbing them! From here, you then begin to realize that Keroro actually has quite a lot of projectiles at his disposal (after all, he does observe those foolish pekoponians from afar and strikes with almost anything!), but if you don't bother to use a Standard, Dash Attack, Neutral Special or an Aerial and simply choose to camp, Giroro will get on your case and actually force you to go to war instead of being a lazyass...

Now, this is where the internal strife begins, along with some of the fun you can have with the crazy green froggy; this is also the time to use the Kero Ball, either by going intangible or teleporting so you're on the other side of your foe. Get those missiles on your opponent, or be a coward and use your Dash Attack to send them towards Tamama, or even Giroro! (Dororo too, if he's there, or Kululu if you like)

You can also have quite a lot of fun with your wildcard, Kululu. A good tactic would be to give your ray-gun to him or the pre-mentioned teleporting items to him for him to work on, and from there you can choose to test the gun out on a root if you were a coward and made Giroro do that for you while shooting enemies with the gun, or fire it at enemies, or even at your own comrades! Enemies won't know what to expect from the weapon's results, and neither will you, but hey, that's the nature of the series - make the most of whatever you've been given, unless you really somehow have absolutely no way to exploit it. You could end up making your comrades giant, making your foe tiny, raining bullet hell on them, or even getting a gun to heal or add HP onto your roots. Don't forget that you can make a Gundam army.

Oh, and as for Dororo, well...you don't really need him THAT badly. He's just there as a bonus fellow who you can give guns to and bully by throwing him into enemies and all that - he starts off where you do, so if you're healthy feel free to pick on him with the Dash Attack...he's quite used to it from the main series!

Keeping the team together is suggestible, but if you can't manage to do that you'll be in a bit of a tangle. To remind you, Tamama and Giroro respectively house some of your attacks and act as extensions of your arms, while Kululu covers your recovery and wild card. As for Dororo, there's no real loss in losing him. Enemies will obviously be going for the sarge since only he needs to be KO'ed for a stock, which is kinda why you cower in the first place - Dororo might want to stop you from doing that, but if you really want to you can actually kill him off with your Dash Attack or a powerful ray-gun, but in doing so you'll lose a lot of power...why not steal his fabled missile launchers from him to use beforehand?

While probably as unlikely as leaving Giga Bowser as last in The Showdown, if you're left only with Keroro, your chances of actually making a come-back are almost zero given that he has almost KO options by himself. Actually, he pretty much has none at all, except for his bomb. Unless you want to be a coward and stall for the timer on a Timed Match or simply annoy the hell outta your enemy, you should probably commit suicide, because Keroro has been proven time and again to not be capable of doing anything by himself.

Overall, the Keroro Platoon simply want to conquer, but have no one true way to do this from start to finish: they have many plans. They aren't straightforward in their execution or with each other either, so regardless of the outcome you'll end up with quite a lot of insanity...​




Final Smash


The Keroro Platoon's combined attack: the Keroro Platoon Deathblow! Randomly enough, Tamama is the one who produces the rainbow Pokeball-sized energy ball in his hands; if he's not present one will instead fall down from the sky on top of Keroro. If Tamama is present, the attack will start of with him hitting the ball towards, Keroro, who will hit the ball to Kululu, who will hit the ball to Dororo, who will hit the ball to Giroro who finally sends the ball flying towards the foe at full power; a full-on strike from the attack is odd...it merely bonks the enemy on the head for 65% and knocks them down, but that's all it does...if all the members are present, that is. The ball really only starts off at 10% power but gains 11% for each time it is hit, and inflicts a quarter of the its collected damage on enemies it passes by with some hitstun. Essentially, the less members that are present, the weaker the attack will be; if Keroro should somehow find himself all alone he will raise his hands to the sky but nothing will appear...he can't do anything by himself, can he?​





I attempted this set long before MYM12 started and it was really fun to work on (it kinda almost feels like Agiri 0.2), but I stopped due to the source material being 300+ episodes of an anime which really got on my case, so I left it alone for months. But then I realized that this set looked really cool and that I should finish it regardless, which I believe I managed to do in about...3-4 days. I'm proud of a few things in the set, but there was blatantly too much to draw from and there's also probably a lot of inconsistencies and mass confusion regarding the nature of the set.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,251
Location
Australia
[COLLAPSE="Player99"]I guess this is your dynamic Sonic Remix eye candy set of MYM12, eh? Been waiting for this for a wee while. I'm guessing that he's basically an OC rendering of you via City of Heroes, and his playstyle seems to revolve around the rather intimidating buff move which is set-up in an interesting manner that means you actually have to choose which buff you want. The moves are all but basic in their purest form (minus the main buff move to a degree), meaning that rather than cater to MYM, you're actually catering more so to the Brawl engine - surprisingly easy to read through despite the imposing nature of image sets.

What excitement the set can and does give is essentially offered by the set's organization and your enthusiastic writing style brought over from the blue hedgehog-retake. I was actually expecting actual digital computery manipulation when I heard of his powers rather than a simple brawler set, but it's hero material enough, as this isn't a set for a super-villain - you do manage quite a good job of emulating the Smash feel of the nature of this fellow's attacks, as his big moves are his data-manipulating moves while he still possesses some melee attacks, which shows me characterization wise that he doesn't abuse his powers or completely rely on them. One thing that hits me with the set is but a nitpick on the one-second timer of the buff move, which wouldn't necessarily give you time to do all those actions like you mentioned in the playstyle, yet I know that at the same time the whole nature of the move is fragile in how it needs to be balanced correctly, and that making the number too high would overpower 99... 2 seconds would probably be enough to get those actions done like you mentioned them, but as you mentioned 99 seems really meta-focused in that you absolutely have to get all those inputs down to get the most out of him. In a way, that's actually a genius way of implementing the "getting the most out of your video games feel" with this one move, and I commend you for it.

Overall, what you've done is very respectable and quite cool, even if it's not the most amazing set out there unlike your thematic image header. I can kind of imagine some people liking it for what it does, however.[/COLLAPSE]
 

The Warrior of Many Faces

Smash Apprentice
Joined
Mar 22, 2012
Messages
101
Location
Everywhere and nowhere, as location is meaningless
[COLLAPSE="Azula"]Now that you have your first set, we (or at least I) can truly welcome you to MYM! A no doubt interesting character that breaks away from the usual Pokemon and Nintendo/Capcom/whatever stuff, it seems that you've put quite a bit of effort into making a good first impression. It works, and feels quite like a seasoned MYM5 set with those extras at the end (it also feels like a Xialon Showdown moveset, too, if you've seen one of those in MYM7, 8 or 11).

Even the most simple attacks of Azula remind me of Lucario in that they extend out as hitboxes - at first it seems preposterous that both the fist and
the flame would hit an enemy, but then I realized that the flames are essentially an extension of Azula's attacks and that getting hit by the fist would result in being hit into the fire, or simply being hit by both attacks at the same time. This in itself is quite interesting, to a degree. There is a noticeable attention to detail that takes into account the shapes of certain characters such as with the grab, too. The moves aren't all that amazing for the veteran MYM'ing standards (this is me kind of judging that you've read a good portion of the MYM12 sets, however), but at the same time none of them are written-off and are rather refined; for all I know this is probably how you imagine Azula to be in Smash.

The extras really do make your work into the set shine, and are by far my favorite part of the set. They depict cruelty that'd otherwise be absent with only the main set, and almost tempts me to advise you that perhaps Azula's set could have had a bit more of a cruel streak to it against foes - for example, being able to control a fire to burn enemies and push them around would've been a lot of fun, making her feel like the villain she is depicted as. The set is in the vein of a seasoned fighter though, in which as I said reminds me of Lucario - along with her victory poses, Azula seems to have come to the Brawl to actually fight, and not necessarily torture her foes.

What I can say, is that this is quite likeable on a number of levels, and with your eager participation in commenting (along with character choice), I can only wonder who you'd make a set for next.[/COLLAPSE]
Thanks for all the positive feedback! I’m glad you enjoyed the set. :D

It’s interesting that my set feels like a MYM 5 set; it’s somewhat understandable, though, since I browsed through a decent portion of the sets from the previous 11 years. MYM 5 must have left a bigger impression on me than I thought. As for the Xialon Showdown sets… never read them. Haven’t even heard of Xialon Showdown. There were enough characters that I recognized that I pretty much only read those until MYM 12. Otherwise I’d never catch up to the present. XD

Honestly, I hadn’t even noticed the resemblance to Lucario until you pointed it out, but you’re right: it does kind of feel like Lucario. Which is interesting seeing as he’s not one of my better characters.

Anyway, yeah, it is how I imagine Azula in Smash. I have difficulty thinking up stuff for a set if I can’t imagine it in Smash. Odds are, my sets won’t be overly complex, since I’m usually thinking “Okay, would this work in the game?” I realize that that’s really not necessary, but it’s how I think. On the other hand, if someone decides to actually make MYM Smash, my characters should be easier to program for. XD

I had a lot of fun with those extras. They’re something that I always liked in earlier years, and something that I’ve missed during MYM 12. So I’m glad I’m not completely alone on that front. :D And yes, she could be more cruel in her battles, but unless there’s a point to it, she won’t. She fights to win, as you said, not necessarily to be cruel.

As for my next set, it’s already being made. Inspiration struck me a couple days ago, and since I was pretty much done with Azula anyway… so yeah, the next set should be coming within the next week or so. It will be an interesting one, I think.

Now, for some reviews of my own:


MARLUXIA

Huh. Deadly flowers. Whatever next?

The tornado, you have to admit, is rather similar to Tropius and Shiftry; on the other hand, it works for him and seems in character. Plus the dead petals are a nice touch that distinguishes him from both of the Grass Pokémon. The bigger problem is that you haven’t distinguished what criteria are necessary for the teleport. I assume it has to do with whether there’s ground under your feet, but I’m not sure.

His Down Special is an interesting idea. It does a good job of keeping the pressure on and forces the opponent to wonder: is moving in close good because he can pummel Marluxia, or is it bad because he’ll take hits? With his reach, it’s probably a bad thing to move in close… but he can attack at range. A very nasty dilemma. If it wasn’t a counter, I’d be calling overpowered. As it is, it is exceptionally hard to counter unless you’re paying attention and don’t attack during his Down Special.

That Pummel’s pretty darn useful. Good thing it is a pummel; since Marluxia won’t be getting too many of them in, it’s down to relatively fair levels. Overall, he has a really good grab game. That on top of his exceptional specials, and I am beginning to see a trend in overpowered-ness.

Up Special is very useful; indeed, with the above in mind, perhaps too much so. Still, at least it’s not an instant-home teleport.

The Final Smash is a bit contradictory. A downward slash dealing upward knockback? Maybe I’m not visualizing correctly, but that just seems weird.

The Forward Aerial, though, I just plain like. It requires skill and prediction, but if you pull it off, you have a very useful tool. This is, quite frankly, one of my favorite parts of the set.

The Playstyle section helps a lot, highlighting that if even one of those potentially overpowered things is overlooked, Marluxia may well be doomed. That does help somewhat, but I’m still not seeing many potential weaknesses for balance. Still, this is a pretty creative set.


LUXORD

This is a very unconventional set, and I’m not sure that I like it. No offense meant, but in general, I’m not a fan of sets where even the jab is as potentially complicated as a special.

Still, I can see the work you put into this. Luxord seems to epitomize mindgames. Is this card explosive? Is it portaled? Or is he just trying to trick his foes into thinking that it’s special? Or is he trying to make you destroy a nonspecial card for a KO later on? Cautious foes may well end up completely paralyzed.

On a slightly unrelated note, the first paragraph of the grab is in small print, which is somewhat distracting. Might wanna fix that.

Speaking of the grab… my, what an odd one. Not one that I personally would favor, nor do I think it quite fits. Luxord doesn’t excel in luck, he excels in mindgaming, and rock-paper-scissors becomes a lot more reliant on luck when it turns into A button-B button-Z button. Which, by the way, is why I personally wouldn't use it; I don't favor luck in Brawl when it comes to movesets.

Still, you’ve acknowledged that this set has some awkward focus, which I assume means it fits the character. And if it fits the character, who am I to argue with it?

Overall, this set isn’t one of my favorites, but I can see it working for players more fond of mindgaming the opponent than I. The set’s well-done for the most part, it’s just not my style.


More reviews on their way.

On another note, is it just me or does every single member of Organization XIII have a “Z” in their name?
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,251
Location
Australia
Thanks for all the positive feedback! I’m glad you enjoyed the set. :D

It’s interesting that my set feels like a MYM 5 set; it’s somewhat understandable, though, since I browsed through a decent portion of the sets from the previous 11 years. MYM 5 must have left a bigger impression on me than I thought. As for the Xialon Showdown sets… never read them. Haven’t even heard of Xialon Showdown. There were enough characters that I recognized that I pretty much only read those until MYM 12. Otherwise I’d never catch up to the present. XD

Honestly, I hadn’t even noticed the resemblance to Lucario until you pointed it out, but you’re right: it does kind of feel like Lucario. Which is interesting seeing as he’s not one of my better characters.

Anyway, yeah, it is how I imagine Azula in Smash. I have difficulty thinking up stuff for a set if I can’t imagine it in Smash. Odds are, my sets won’t be overly complex, since I’m usually thinking “Okay, would this work in the game?” I realize that that’s really not necessary, but it’s how I think. On the other hand, if someone decides to actually make MYM Smash, my characters should be easier to program for. XD

I had a lot of fun with those extras. They’re something that I always liked in earlier years, and something that I’ve missed during MYM 12. So I’m glad I’m not completely alone on that front. :D And yes, she could be more cruel in her battles, but unless there’s a point to it, she won’t. She fights to win, as you said, not necessarily to be cruel.

As for my next set, it’s already being made. Inspiration struck me a couple days ago, and since I was pretty much done with Azula anyway… so yeah, the next set should be coming within the next week or so. It will be an interesting one, I think.
Glad I hit the mark with the assumption and didn't just go tell you to make Azula more cruel just because I thought she'd be that way with the extras. I guess people don't really make extras nowdays because they're a bit of a hassle and sometimes it's not always the easiest thing to bring across the character, especially since set quality has obviously risen far beyond the likes of MYM5-6...and I don't think anyone would want to go and do hardcore extras. That said, extras have pretty much become something that people, I'd at least say, would appreciate a lot more nowdays than back in the old where it was as obligatory as making a playstyle section nowdays.

Oh, and MYM5 influenced me a lot too, so you're not alone on that one.


LUXORD

This is a very unconventional set, and I’m not sure that I like it. No offense meant, but in general, I’m not a fan of sets where even the jab is as potentially complicated as a special.


I actually somehow knew you wouldn't like Luxord since I do kind of know what you actually like in sets, but that's alright. It's completely impossible to try and please everyone.


On another note, is it just me or does every single member of Organization XIII have a “Z” in their name?
You mean X? All of the members have this letter in their name, actually, because their Nobody names are actually anagrams of their original names back when they were whole but with an X slapped on, possibly just to sound cool.
 

ProfPeanut

Smash Ace
Joined
Oct 1, 2008
Messages
727
Zexion has undergone some revision, with some further elaboration and an improved grab game. Let that be a lesson to never skip out on throws again. This post will have something more relevant later, such as a mini, although I may consider finally adding a playstyle section.
 

The Warrior of Many Faces

Smash Apprentice
Joined
Mar 22, 2012
Messages
101
Location
Everywhere and nowhere, as location is meaningless
Glad I hit the mark with the assumption and didn't just go tell you to make Azula more cruel just because I thought she'd be that way with the extras. I guess people don't really make extras nowdays because they're a bit of a hassle and sometimes it's not always the easiest thing to bring across the character, especially since set quality has obviously risen far beyond the likes of MYM5-6...and I don't think anyone would want to go and do hardcore extras. That said, extras have pretty much become something that people, I'd at least say, would appreciate a lot more nowdays than back in the old where it was as obligatory as making a playstyle section nowdays.

Oh, and MYM5 influenced me a lot too, so you're not alone on that one.

I actually somehow knew you wouldn't like Luxord since I do kind of know what you actually like in sets, but that's alright. It's completely impossible to try and please everyone.

You mean X? All of the members have this letter in their name, actually, because their Nobody names are actually anagrams of their original names back when they were whole but with an X slapped on, possibly just to sound cool.
I can see how extras could be a hassle, but to be honest, I quite enjoyed making them for Azula, so you’ll likely be seeing them in all of my sets. If they’re appreciated due to being rarer these days, well, that’ll be the icing on the cake. :D

Huh, would ya look at that. One set in and you already know my style. XD Still, I suppose my reviews are more than enough to go on style-wise.

Oops. Yes, I meant “X”. XP

Review time!

DEMYX

Okay, so you can probably anticipate that this isn’t gonna be one of my favorites.

Overall, I can tell that this is being true to the character: the unassuming person who is quite dangerous when he needs to be. The sheer irritation of his duplicates and the ways that he can stall for the insta-kill all seem fitting for him.

It’s the insta-kill that’s the problem.

At least with Marluxia it was a counter and thus avoidable for a careful opponent. Here, short of managing to take advantage of the long implementation to knock Demyx for a loop or managing to take out six-eight clones while avoiding Demyx, they have twelve seconds to live. Despite your balancing attempts, that doesn’t appeal to me, especially with Side Special’s stalling capability, Side Smash’s ability to push foes away from the minions, and the ability to direct the grab location for yet more stalling. And don’t get me started on the problems with the Final Smash; I honestly see little way to avoid having a clone on stage if they keep popping up when one dies. Now, if there weren’t any reinforcements after the initial wave, that might be reasonable.

This just suffers from balance issues, plain and simple. Still, it fits the character, so it’s not as big of a problem as it might have otherwise been.


AXEL

This just looks plain cool. I recognize the style from Roxas, but I think I like this style better; the flames look cool.

Erm, pun unintended.

I also quite liked how you changed the color as you move from left to right. I saw that with Roxas, too, but it looks cooler here.

Anyways, on to the moves part of the set.

The Neutral Special was a little confusing. Does he actually hit with those chakra, or is it that if he uses other moves after he gets more flame damage? It was somewhat ambiguous.

The Side Special, though, is impressive. Simple, but it has so many potential uses. I could have a lot of fun with that one. *evil grin*

The Down Special, too is intriguing. Random explosions make everything better. XD I take it that the chakras either regenerate or can survive being exploded?

I rather like how the Neutrals flow into each other with all those quick hits. Provides a distinct advantage while still requiring skill to use properly.

A ranged Smash is a bit unconventional, but I like the way you handled it. It’s a bit weak for a smash, but hey, it’s ranged anyway and can hit multiple foes, so who cares?

I would have liked to have seen a Final Smash, but overall this is quite a fun set to imagine.


Skipping Saix, since it seems to be under maintenance, so next up is:

ZEXION

Going for Added Alliterative Appeal with those attack names, eh? I heartily approve (and really wish I could think up some alliteration-related quip to go here. XP).

This is a genuinely cool set, with very well-done mindgames. With only two animations for four specials, all those duplicates, and the myriad methods for misdirecting the opponent’s search for the true Zexion, this is a very appealing set. The Up Smash in particular is good, giving a “reset” should the real Zexion be revealed through happenstance (which is quite likely to happen in Brawl). I can hear the evil laughs of those playing Zexion, and the frantic reactions of everyone else… which may lead to a match where everyone is Zexion in an attempt to spread the confusion. Imagine the chaos. *evil grin*

Even the complicated grab, which normally inspires controversy from me, is good. Initially I wasn’t a fan, seeing as it’s a Transformation Grab, but the sheer usefulness of the subsequent mindgames is too cool to leave a negative impression.

The Final Smash, though, is a bit weird; since I assume that the teleportation is an illusion, shouldn’t it do illusionary damage? Or am I to assume that he’s just dragged everyone into the book where illusionary damage is real damage? Huh. Y’know, that makes sense (assuming I’ve read the situation correctly, pun intended).

Overall, this is a truly excellent set, even if I myself wouldn’t play Zexion (I’d lose track of my clones way too easily).


LEXAEUS

Nice job! A simple set, but with so much potential. Smashing the foes with his tomahawk is his bread and butter, but the spires, focal points, and power-up gives him several different options for different situations. It even extends to the Final Smash; if for some reason you want to do less damage with it, you can do that. It’s rare to see a set with options that isn’t complicated, so it’s nice to see it here.

Offensive strike? Lexaeus can do that, either smashing the foe with the tomahawk directly or shattering a rock spire. Defense? Lexaeus has that covered too, with those same rock spires and the focal points keeping people off your back… which can allow for a power-up. Maybe start defensively until you’re powered up, then go on the warpath?

This is, without a doubt, a set I’d play given the chance. Well-done!


VEXEN
You’re handling both fire and ice? Interesting.

You’ve heard me gush enough about your visual presentation, so let’s skip that and move on…

More fun with duplicates, only this time we’re duplicating the opponent. Less confusion, but this is certainly as difficult to deal with. Sadly, only one duplicate at a time, but hey, if you manage to duplicate someone really useful like say, Kang…

His Up Special is also quite useful. No upward movement, but it’ll still stop your fall. Not so good if you’re falling off the stage, though. Still, it’ll buy you time. Maybe a Warp Star or something will spawn before the platform melts.

Another freeze-the-floor mechanic? Somehow it was more novel when Gray Fullbuster did it. Maybe that was just because I hadn’t seen it when Gray was submitted.

The Dash attack is nice, though. Possibility of freeze? Yes please! Plus it seems like it’d look cool.

The Back Aerial’s good as well. Who doesn’t like being able to fake the opponent out once in a while?

Interesting grab. Not my style, but I see how it fits Vexen’s style.

I did notice a bit of a mechanics problem: namely, if your shield is destroyed, what happens to the Jab and other shield-related attacks? Additionally, I could have gone for a Final Smash.

Still, this is a solid set with some enjoyable mechanics.
 

MasterWarlord

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


All slopes will now have varied physics based off their size. Minimum size slopes barely have any differing movement on them at all, but steeper slopes have more severe movement changes. The slope that we're going to use as an example for these changes will be the slope on the right side of the Melee Yoshi's Island stage.

Standing still on top of a slope will cause characters to slowly slide downwards at a quarter the speed of Ganon's walk. Marching up the slope will cause chars to be slowed by the speed of Jigglypuff's dash, while going down will speed them up by the speed of Ganon's. If someone is laying in prone on a slope, they will slide down it at the speed of Ganon's dash (This does not impede their ability to act while in prone).
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,251
Location
Australia
[size=+4]Ghost Physics

Characters in Brawl are already capable of going through other characters (especially bosses) and drop-through platforms, so why not take it all the way? As it's name suggests, characters are now capable of going through semi-solid things such as characters without actually being pushed outside their perimeter. Characters can also go through walls (summons and ATs cannot however), but items will not spawn in them and projectiles will still be stopped if they touch one from the outside, but on the inside they'll actually magically spawn on the outside and simply defy all logic to do so. In addition, characters are completely capable of dropping through solid ground and will fall through it as if the game was glitched, meaning that more people will most likely die when they accidentally try to hit down on the control stick or something. lol. Also, strangely enough, characters can still place their traps on walls and floors, and will actually be bounced off them when they take knockback due to some strange logistical inconsistency put in place to actually make them useful to characters in the first place.

Characters with good close-ranged aerial games will most likely benefit from being able to drop through the main stage and come back up with an aerial attack, but their foe is quite capable of doing the same to them. The abilities of campers are also severely weakened since players can just camp inside the walls or fall through the stage.

You can turn this option on in Special Brawl, and even give it to only one character to be cheap!
[/SIZE]
 

Smady

Smash Master
Joined
Apr 29, 2007
Messages
3,306
Location
K Rool Avenue
MYmini #10 - I’m so Jet-lagged I’m using Kholdstare’s suggestion


STAIRS

everyone hates stairs I know this as someone who is mentally disabled LMAO no not really I hated wheelchairs. anyway, if someone fall down the stairs by the tripping then you should be able to be pulled long until the bottom of the stairs then when you enter the prone states. DELAWARE. in the prone states you could also be a wall to the stairs and be a combo for even A ZSS SAMUS PLAYER and this is also true if you have someone coming up stairs grapist style. to stop this unbalance the game does not allow people to come up stairs but with real physics from IRL where you have actual step technology 2.0 where you have to stand on real steps or you fall back down. even my sixyaerold girl nephew could make this mini LMFAO

 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
502
Larxene
As often as we've seen duplicates and portals used before, I don't think we've ever really seen them together. In combination with the Side Special knives, you can make for some really nifty combos and such with the portals and both Larxenes attacking the foe at once... that said, I do feel once you get past all that, Larxene really turns out to be kind of basic. There isn't much to her game beyond finding as many ways as possible to pincer the foe between her and her clone/knives. Well yes she has standard issue Brawl attacks which flow into this style pretty well, most MYM characters can at least half decently play as a Brawl character at this point. Not that I'm saying I disagree with your choice to use Brawl-style attacks, if anything considering the character choice and the knives lying around the stage it'd be awkward for her to use anything fancier. It's just a bit dull to read, even with your usual excellent writing style, and they don't add much to her game beyond just the bare necessities, juggling in the aerials and the ability to electrocute knives aside.

I'm probably just complaining too much over the set being simplistic, but really I don't find Larxene's concept quite interesting enough to justify it. That aside, the trap the opponent between you and your clone aspects are actually really kind of fun for what it's worth. Constantly throw out knives, which loop through portals to hit opponents from all sorts of different angles with different timing, you could make for some very flashy Kingdom Hearts style combos with that. It's not as strong a basis as what you did with Giant Bat or Mummy Men, nor is it really as well executed as Kirby Hugo, but honestly I can't name a ton of things that would improve this set, so on that note you can consider it a job well done.

Marluxia
This is a set I certainly understand liking, it's a decent take on combos with the petal tornado being a multi-hit slow moving projectile, as well as a few moves that allow Marluxia to vary up his combo game a bit. I don't really mind that you didn't use the petals much otherwise considering the tornado is his main tool for comboing... but really it loses it's appeal rather quickly when the rest of the set doesn't have much to supplement it. The Down Smash provides some additional pressure and the Back Throw gives some nice variety in the combos, but I don't really feel he's really as dynamic or has as much depth with them as per-say, Larxene or even the recently posted Player99. I'm also not really a fan of the Death Counter, the mechanic feels very... awkward in Smash Bros if you know what I'm saying, sort of feeling like one of those super mode meters we've all come to dislike, especially in the context of it only really having a few set moves that are good at building it up since you made the counter go to bloody 30 and just have some moves deal 11 hits. I suppose that's number crunching, but Marluxia just feels overly straightforward and rather predictable in an actual match, especially in the context of the Death Counter being pretty much his only KO move besides the occasional gimp. Still, I would not call the set bad, just sort of lacking.

Luxord
Trust me people, you will have no idea what is going on if you do not watch the video first. And even then, the set's writing style is really hard to get through at points, probably the worst case for me being the Side Special. And yes, on the surface this set is absurdly tacky, but after watching the video I do feel that it makes sense for this character, with just how wacky and nonsensical he really is. At any rate, once we get past what initially feel like major flaws and realize they really don't mean much, the meat of this set is actually quite something. Luxord's got a bit of a crazy little game he plays with his cards, while the blanks do fairly little they can still function as distractions, walls, and the like. There's also the ever present risk of hitting an explosive card, especially with Luxord being able to shuffle the deck, and also stuff like the Forward Smash being able to generate special cards that feel incredibly fun to utilize. I'm rather impressed the Instant Death card doesn't even really feel that overpowered, considering how you can only make one, it takes four seconds, and you need to portal them into it or get them to hit it.

And you know, for probably the first time with one of your sets I feel the execution of said great concept actually really works out. Stuff like the Up Aerial, the ways to modify your number of blank and explosive cards, the ability to create a save of your set-ups with the Up Tilt... there's an absurd amount of depth here, and unlike with some of your earlier sets it doesn't come with any truly terrible tackiness or particularly bad balance problems. The set still has both those problems but I find it largely forgivable and in smaller quantities than usual here. The only part of the set I really dislike is the grab, which comes down to just random luck that while being fitting, doesn't really add much to his game and just ends up really awkward. Perhaps having all Luxord's minigames incorporated in a more intuitive manner would have been a better choice, though I must say I already really love this set and would call it by far my favorite of yours ever. With a grab game that was as solid as the rest of the set... well, it would have been up with the best in the bloody contest.

Xigbar
I really wanted to like this set honestly. I do love bullet hell as a genre, and Xigbar can play a rather intense variation of it with his mass portals and long-lasting projectiles that go through everything. Not to mention for whatever reason I find the prospect of him walking upside down in the air really cool and it would probably make for some great fun had you actually capitalized on it at all. Unfortunately, the set's execution was pretty bad to watch unfold, with most of his attacks being absurdly redundant past the specials, just launching more projectiles with most of them not even being unique. On top of that, you have the singularities he makes when he tries to move through the air at all, which he has no way to get rid off. This is actually rather ruinous for him as the game goes on, as I feel he actually loses most control over his projectiles if he wants to survive or move through the air at all. He desperately needs either the singularities to be placed on an actual move or to have them be removable by some sort of means. Even with that though, the set feels so redundant in it's gameplan and thoroughly unstrategic in it's bullet placing, it just comes across as a mess.

Perches Poxtrot
I think the original leader of Organization XIII here has probably the most focused under the stage game I've ever really seen, and you make it work way better than usual with the stage cling and the ability to dig through the stage. Prospector feels the best equipped to deal with characters under the stage I've seen, and it all flows rather nicely, not to mention you make the process of actually getting them through the stage pretty deep in it's own right. Unfortunately, that's really the only part of this set I actually like, sadly. The box game really just comes down to tech chases and stalling, which feels terribly bland to play against and on top of that it doesn't really flow into his under the stage game beyond some basic positioning. I guess you can suicide KO them as you mentioned, but truth be told I was never a big fan of suicide KOs as a major playstyle element, since he can only really use them when he's already ahead.

On top of that, I may as well bring up a very DM-ish complaint, but it's actually relevant here. You see on a stage like Yoshi's Island or Delfino Plaza, the under the stage gimping game, uh, doesn't work. I mean, with Vorinclex or Bowser they can still place their holes in the stage just fine and work off that, but here if the stage doesn't have an underside, or even one that's easy to get through, the only part of Prospector's game I actually like kind of falls apart. It's not a complete deal breaker, but when the rest of the stuff is just using the box to stall/tech chase/suicide KO, and those two aspects don't really flow together... yeah, this set doesn't really do anything for me. You've had a great contest otherwise Warlord, but I have to say this set is a bit of a dud.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,439
Planetoids




The Planetoids stage is the first ever randomly generated stage! Every time you pick this stage, it generates a large map, about Hyrule Temple's size. The stage is set in space, and there are 2-5 round, "planetoids" on the screen. The size of them depends on the amount of planetoids- the more there are, the smaller they are. A two-planetoid stage will always have a large one and a small planetoid, which resembles Earth and the Moon in their proportions. The planetoids themselves are bare in terms of interactive objects, but they do have visual variety, such as swampy, desert, plains, islands, rocky, ect. Okay, well planets may have water on them.

Now, what is this all leading up to? Oh right, physics. Planetoids have different gravity than normal stages. In fact, it's very much like Super Mario Galaxy in 2D. You can walk around them, under them, ect. You never run off the edge. If you jump, you fall back down to the planetoid- unless you were in sufficient range of another. Each planetoid has a gravitational field, and the larger the mass, the stronger it is. If you jump into another planetoid's gravitational field, you're pulled to it.

Now, this means knockback doesn't function normally. You're going to have to Star KO foes on a Planetoid stage. Get it? Star KO? Hehe. Projectiles and thrown items also behave differently, as they curve around objects in relation to gravity. They do retain some of their properties, though. For instance, Fox's blaster may appear to curve, but it's really "going straight", as it will loop around and come back to him at the same height. Some characters may have funky instances with this stage, like Drifblim's negative fall speed.

As an added bonus, after playing 100 matches on the Planetoid stage, you can unlock "Planetoid Gravity" in the Special Brawl menu. Checking this option will allow you to have this physics feature on any stage in Brawl. Imagine the shenanigans that could go down! Or the game breaking...
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,251
Location
Australia
Incomplete Set #9






Nano Shinonome and Hakase "Professor" Shinonome are main characters of Nichijou, a gag anime/manga series that makes you think you're on drugs. Nichijou translates to everyday life, but the characters are anything but ordinary; Nano is a robot built by Professor Hakase, an 8 year old genius who's so smart she doesn't have to go to school. Despite her apparent intellect Hakase is every bit a child that one would expect of her. Nano acts as a surrogate mother to the Professor, teaching her common sense which didn't seem to come with the Professor's apparent intellect. Despite being a robot Nano looks and acts every bit human since she can feel pain and emotions. The only thing that sticks out is the wind-up key on her back, which she is self-conscious of since she wants to be seen as a ordinary human. Cue to various gimmicks installed in her body for fun by Hakase and you know that Nano is a robot.




In Brawl you control Nano, with Hakase just...sitting there. Fortunately she's invincible so she can't be attacked by enemies. Despite not being an active player, Hakase plays a important role in Nano's game. You see, she carries with her a remote that activates a number of Nano's functions, which are done through attack inputs. At first Hakase will happily comply with any request from the controller, but after 15 seconds she'll get bored and fall asleep. If this happens Nano will be severely restricted to the number of attacks she can use and will have to hold off for 30 seconds for Hakase to wake up. The attacks that Nano can use without Hakase are marked with a :dev:.

Luckily the Professor can be enthralled as easily as a kid in a candy store. She has a fondness for food that has her scurry over to any on the same ground she's on. Hakase essentially acts as a Munchlax in this manner, with the food she eats keeping her around for the amount of seconds it would have healed. There are other means of easing Hakase's boredom which are found in some of Nano's moves.





Size: 5.5
Weight: 9
Ground Speed: 9
Aerial Speed: 9
Jumps: 9
Fall Speed: 6
Traction: 1



Taunts


Side Taunt - Discipline



Professor loves eating but Nano has to tell her off sometimes. When near Professor, Nano will tell her not to eat any snacks. Professor sad because she can't have anything to eat! She has to wait for Nano to tell her when she can eat again. Professor worried that Nano might hog all the food for herself! Professor go to sleep then.





Standards


Standard - Spring Roll

Nano's arm opens up to reveal a delicious spring roll that heals 10% to whoever eats it. Professor loves spring rolls so she built this into Nano, she'll head over to the roll and eat it if she's in the mood. Alternatively Nano could tap A and eat the roll herself, but she should share with Professor! Nano can keep the roll out mash A to smack people with it like a paper fan. Beware the power of the spring roll! Just don't let others eat the spring roll as they'll do so if they grab Nano, hold A to close the arm if necessary. Professor doesn't have unlimited spring rolls so Nano can't generate another one until 10 seconds have passed if the roll is eaten.


Dash Attack - Oh No! :dev:

Nano trips over! Silly Nano, her foot detached! Maybe Professor should fix it for her.


F-tilt - Fun Gun

Nano's arm opens up to reveal a pointed arm cannon. Professor designed a fun gun that Nano could use to shoot people for each tap of A. It fires beans at people if they're a Battlefield's distance of Nano, hurting them for 2% and the beans bounce off them. The beans bounce off people and can be eaten to heal 1%. The beans go far from Nano and near people who might want to eat them, but Professor wants to eat the beans too! Beans are fun because they are small, and you can throw them in certain festivals.


U-tilt - Toaster

A toaster pops out of Nano's head and sends toast up. The longer the toast stays in the toaster, the toastier the toast will be. Professor built the toaster this way because toast coming from Nano's head is fun, but the toast only stays in for up to 1 second, which is too short. People won't expect the toast to fly 1 - 3 SBBs and scald them with it's hotness for 3-7%. Once the toast has gone up it'll come back down again in 2 pieces that somebody could eat for 2-5% worth. Professor likes toast because it's a quick and easy breakfast when you're going to school or work, but Professor doesn't have to do either!


D-tilt - Cake

Nano's crouch has her bend down with both knees, but with this a large birthday cake pops out of Nano! Professor put a birthday cake inside Nano so she could celebrate her birthday anytime! The cake hits people for 9% that KOs at 200%. Then the cake can be eaten in 8 slices that heal 2% each. Anyone who tries to go over the cake will automatically trip from it's squishiness!


Smashes


F-Smash - Key Turn

Professor's pride and joy, the wind-up key on Nano's back, can be turned like a jack-in-the-box if we're together. The result of turning the key is really cool and fun. Professor turns the handle around once for every 0.5 seconds spent charging. Once she's turned the handle around and has had fun, the handle starts turning every second. Once fully turned, Nano's most super awesome fun gimmick activates:







SUPER-POWERED TOE MISSILE!!!​


Yay, Nano's big toe fires off! It moves in random trajectories that make it circle where it was fired in a 2 SBB radius. It can hurt people inside the radius for multiple hits of 5% per 0.5 seconds and average hitstun. The toe missile circles around for 2 seconds for every time the key is turned. Then it falls to the ground. But don't worry, Professor made sure the toe magically comes back on Nano's foot like in a gag series! She can use it again! Professor can have as much fun as she likes!


D-Smash - Stereo

A disc-inserter pops out of Nano's forehead, which shocks her! If Professor is near Nano she'll insert her favorite music into her head. Nano is a jukebox! It takes Professor a second to insert the disc, but doing so makes her really happy! She'll pick a random song out of her 3 favorites: Hare Hare Yukai, Motteke! Sailor ***u! or Don't Say Lazy. The background music is changed to Professor's favorite song! Yay! People in a 3 SBB radius will be able to hear it, Professor didn't make it too loud or else neighbors will complain. Being able to hear the music makes Professor happy and keeps her occupied by dancing to the song, but if she can't hear it she'll get bored really quickly in 5 seconds and fall asleep. But music wakes her up!

Professor knows anime music makes people happy! Everyone including Nano who can hear the song have their speed doubled. People will want to do things faster in life so they'll want to go up to Nano, or maybe not. Oh no! Anime music eventually stops! Once it stops playing Professor becomes sad because she can't listen to her favorite music, whether the timer of the song runs out or the jukebox is damaged by having Nano hurt for 50%. But never fear! Professor can fix or re-play her favorite song! Fun!


U-Smash - Sakamoto :dev:



Sakamoto is a kitty cat that stays with Professor and Nano. Professor found him in a box one day and gave him a scarf that gives him Minoru Shiraishi's voice!

Sakamoto pops out of Nano, who Professor put in there just in case there was a emergency. Sakamoto is so helpful! Not really though. He's a cat. Sakamoto runs around like a cat to pick up food on the ground and will then bring it to the Professor.


Aerials







Grab

Nano triggers a function Professor installed that makes her arm move by itself to grab people! Don't look away Nano, you just caught something!

Unlike a human's arm, Nano's is easily detachable.


Pummel - Spare Hand

Nano usually grabs with one arm, but now she has twice the fun! Two arms are better than one for twice the hold!


F-throw - Shocking Results

Nano nervously looks at the victim of her grab, but activates the electric function Professor installed for blackouts! Both are shocked in different ways! Looking away in fright, the victim is electrocuted for a random 3-11%. Nano does this twice if she's holding the victim with both hands!


B-throw - Detachable Parts

Nano tries to release herself from the grab, but she clumsily rolls back! Silly Nano detached her arms! Her arms remain on the person she was holding and keep them gripped for 2X the normal grab duration; 4X if Nano held them with both arms. Once the victim is released from the disjointed grab, the arms fall to the ground. Normally Nano will only lose 1 arm, which still allows her to grab with the other. It's only when she uses her Pummel to grab with both hands when she'll lose both at the same time!

Unlike normal people, Nano has to care for her arms! Without them she cannot grab things such as items. She can retrieve them with A if she reaches one but some mean person will probably chuck it off the stage beforehand! Nano not worry! If she loses her arms Professor will give her new ones with a certain move!


U-throw -





Special Grabs

Normal grabs boring. Nano is a fun robot, so Professor installed something special at random! It has a 1/10 chance of occurring whenever Nano uses her grab.

Rocket!!!: Professor likes rockets! When activated, Nano's arm detaches and flies off at Super Sonic speed! It takes a while for the ignition to start-up but rocket arm can grab people from distances!

Grapple Arm!: Nano's arm flies like a rocket, but it has a extendy chain! Unlike rocket grapple arm starts up instantly. It grabs anything it makes contact with before returning to Nano! But if grapple arm doesn't make contact with anything Nano is left stuck in place for 2 seconds...while that's happening her arm grabs something offscreen and returns to her! It could be anything; item, even a fallen teammate (they'll have 999%)!



Specials


Neutral Special - Milk

Nano's chest opens to reveal a milk container. Professor was especially careful in modifying Nano to make sure she could holds lots and lots of milk and keep it cool - Professor loves milk! When Nano doesn't attack, the milk becomes more! She could tap B to drink the milk herself and heal 15% plus 5% for every second she didn't attack, but Professor wants milk too! Nano can walk up to the Professor and give her milk, which will make her very happy!

Nano has to be careful not to spill the milk from tripping or being attacked, otherwise it'll cover the ground and ruin the food! Milk covers 1 SBB of the stage for every 5% it would heal, and is ultra-slippery fun! Everyone moves 2X faster on milk, but have 2X the difficulty of stopping! Milk also ruins food, making it inedible and doubles slipperiness. Professor sad because the milk is wasted, but the puddle only lasts for 12 seconds. Professor wants Nano to be careful with her treatment of the milk, because she can only use it every 30 seconds once it's gone.


Side Special - Explosively Stupid Explosion :dev:



Nano stumbles forward, carrying the momentum she had beforehand. She'll stumble for 0.8 seconds, and if she touches a character, obstacle or is attacked within that time a big explosion is made! Professor made sure that as a safety measure exploding would be done if Nano collides, resulting in going places! The more momentum Nano and the obstacle she collided with had, the stronger the blast and damage will be. For every speed rating of "1" the blast does 5% to both of them, which can potentially result in a lot of damage! If Professor knew this beforehand, she'd make Nano as fast as Sonic! The emanating blast also chucks every item, trap and summon into the air as if a Giant had thrown them up! But don't worry, the blast doesn't KO either character. Nor does it affect the Professor.

If Nano doesn't hit anyone when she stumbles, she'll trip! Oh no!


Up Special - Rocket Feet

Nano's feet have rockets underneath them that allow her to fly! Professor built this because rockets are fun, and can be used as a heater in the winter. Professor designed the rockets so Nano can fly forever, but she can't do it herself! Professor does it however she likes and makes Nano fly like Sonic the Hedgehog. If somebody's near delicious food, Professor makes Nano fly to the food! If Nano's in trouble, Professor keeps her away from trouble so people can't reach her at the top of the screen! If Nano's winning, Professor makes her fly to the nearest person! Nano can use her air attacks when flying because Nano needs to have fun for Professor to be happy! Professor can shut down the jets prematurely if she wants to or else they'll shut down once she gets bored and falls asleep. Professor has much fun with rockets and is occupied for 5 more seconds!


Down Special - Fun with Robot

Professor loves tinkering with Nano's body! She often makes modifications offscreen that are cute and funny! Nano doesn't know about them!

Professor needs to be near Nano in order to have fun. Nano looks concerned, but Professor upgrades her with complicated process she can't understand! It takes 1 second to complete and a attack input from the controller. Professor upgrades that attack in a super cool way!

[collapse=Attack Upgrades]
Professor upgrades however she likes! The upgrade only works for certain moves and changes based on the food Professor has eaten the most of, counted by % it has healed in total. Therefore Professor only upgrades when she's eaten something delicious! Brains smaller than Professor's cannot understand the next part!

Standard UPGRADE

Beans: Professor replaces the spring roll with a tiny bean! It's unnoticeable but cute! Bean smacks like paper fan with terrible range for 2% a hit. If Nano can hit somebody with it, she heals 1% per hit! Oh no, but people can heal 1% every time they hit her as well! Everyone wants the beans even though they are really tiny!

Milk: Professor replaces the spring roll with a bottle of milk! Milk can be drank to heal 25%, or can be smashed to inflict 20% that KOs at 120%. Smashing milk bottles is bad! But a 2 SBB puddle of milk is left behind where the bottle is smashed! Professor doesn't give Nano money to buy milk so she can smash them over people! Nano can generate another bottle of milk after 5 seconds have passed.


F-tilt Upgrade

Spring Roll: Professor replaced Nano's fun bean gun with a fun spring roll gun! When shot, the spring roll fires really quickly for 3/4 Battlefield and hits people for 12% that KOs at 200%. The spring roll cannon is slower than the bean gun, but spring rolls are tasty, and pack more punch!

Milk: Professor installs Milk Cannon! It takes 1 second to charge but the milk bottle is fired at speeds greater than sound! People who get hit take 25% that KOs at 70%! It makes Professor sad that the milk might travel past people and go to waste, Nano has to wait 8 seconds to generate more milk if she misses. But if the milk hits, the glass breaks and generates a 2 SBB puddle!

[/collapse]


Professor tired after making modifications. Professor go to sleep right now. Hope that Nano can look after herself with her new upgrades.


Final Smash

A beam of light comes down on Nano. Her wind-up key pops off her back. Professor didn't anticipate this, but Nano looks happy so Professor is happy too! Nano seems to be human, she can't do any of the cool robot things she could do beforehand. Not to worry! Professor planned for this day. The wind-up key that Nano wanted off her back is a weapon that Nano can throw as a weapon. It blows up anything it touches in a big Smart Bomb bang that does 35% killing at 50% because Professor made it do that. The key is Nano's only weapon so she must protect it at all cost, but now Professor can do whatever she wants! Nano won't become a robot again unless she loses a stock. Nano sad now, and so is Professor. But at least she's a robot again! Robots are fun and cute!


Playstyle

Professor small so she has to rely on Nano to help her. Nano is a great friend, not no Nano for you.

Professor designed Nano so she could have fun with her. But other people can have fun with Nano too, which upsets Professor if they are bad people.

Professor made sure Nano would capitalize on food. Professor loves food! Give her some and she won't be bored! Professor installed lots and lots of food in Nano so she could litter it and stuff. Nano will always be healthy if she eats food.






Nano is extremely versatile, yet at the same time her options are limited.


Extra Awesome Extras


Victory Pose 1 - Fun things are Fun!



Professor rolls on floor! Nano watch in curiosity! Fun!


Victory Pose 2 - Paper, Scissors, Rock!

Professor and Nano play Paper, Scissors, Rock with hilarious end results!


Victory Pose 3 - Sleep like Pikachu!

Professor sleep. Nano smiles warmly.


Fanfare

1: 24 to 1: 27 of the opening.




Snake Codec (made using Clefable Mad Lib to impress my boss and make friends!)

Snake: Hey Otacon, there's a girl playing dress-up here...
Otacon: That's not a girl playing dress-up, that's Hakase!
Snake: Hakase?
Otacon: Yes Snake. Hakase made her first appearance in Nichijou and is
Snake: You don't say? I still think Hakase is a pint-sized brat.
Otacon: Don't underestimate Hakase Snake! Hakase can invent cool things and use smartness!
Snake: All right. I'll be on-guard.
Otacon: Good luck Snake.


Snake: Otacon, there's a girl with a screw on her...
Otacon: Snake, you didn't!
Snake: What!? It was there from the beginning!
Otacon: Oh, you mean Nano Shinonomoe. She's the caretaker of Professor Hakase, the one who created her.
Snake: What, you mean that shorty playing dress-up!?
Otacon: Hakase may be a child, but don't underestimate her. She does nothing but spend her days eating, playing and sleeping yet she's still able to make things we wouldn't be able to within 100 years. Her age makes her unpredictable, even to her creation.
Snake: And...that makes her dangerous in this situation?
Otacon: If you mean the risk of Hakase installing something that shouldn't be inside Nano Shinonomoe, then yes. Not even Nano knows what Hakase will do next.
Snake: Oh God...


Snake: Otakon, I'm fighting a girl with many contraptions coming out of her! It's obvious that she's a robot.
Otacon: Of course she is you stupidhead.
Snake: I'm not a stupidhead!
Otacon: Well that's what you are compared to that robot girl's creator Hakase Shinonome. See that girl sitting there eating food? She's so smart she doesn't have to go to school.
Snake: I wish I was that smart.
Otacon: Well you're not you loser.
Snake: I bet she didn't make that robot. The show lies.
Otacon: Well it is a gag series. Everything is a lie in a gag series.
Snake: Yeah.
Otacon: Yeah.


Role in Brawl's lame story mode

Zero Suit Samus and Pikachu are seen fighting against a massive swarm of R.O.Bs after going through the first level with ZSS. With limited space and a crapload of enemies to deal with, dodging the bullet hell they're receiving is the best the duo can do. In consequence of dodging numerous clustered projectiles, a facility wall in the way is destroyed. At the same time this happens all of the R.O.Bs strangely shut down, saving the 2 from dying. In the ruins of the wall they notice a little girl amidst a number of computers. The most curious thing about her was the switch in her hand and the fact that she was wearing a lab coat; she was presumed to be the one who shut down those R.O.Bs. She introduced herself as Hakase Shinonomoe and explained that she had been taken prisoner and forced to upgrade the R.O.Bs with weaponry. She was super happy when ZSS came along because the blonde could help escape and her find her guardian. Oh, and she also notices Pikachu, who she hugs with a loud "kawaii!", gandering affection from the Pokemon. Before they try to escape Haksae requests that the trio search for the pieces of her guardian...

The next level has the trio explore the facility in order to find the 6 pieces of Nano that consist of the limbs, torso and head. When they're all brought together Nano will be complete with the level! A piece will either be in a hard-to-reach location requiring wall jumps or tethering, or in the invisible grasp of a enemy that must be killed. Despite Hakase not being a playable character, she is absolutely invaluable. You see, there are TONS of enemies in this level who are after the escapees, and Hakase can use the remote in her hand to shut them all down at once. You'd think the level would be a piece of cake with that, but no! There are some areas Hakase can't get past, so it's up to ZSS and Pikachu to activate switches so Hakase can advance!...these switches can be somewhat hard to find and don't HAVE to be activated but it sure pays off; if a player tries to advance through the level without looking after Hakase, they'll be overwhelmed by the enemies very easily.

Having collected 5 of the 6 parts of Nano, Hakase is overwhelmed when she spots the head of Nano. She hurries to the head to pick it up and reattaches it to the rest of Nano's body. With this, ZSS and Pikachu stand back in slight awe as Nano reactivates. Overwhelmed with joy, Hakase runs up to Nano and hugs her her, finally being united. She introduces ZSS and Pikachu to her guardian Nano and asks if she can take Pikachu home with her, but before she gets her answer ZSS explains that she needs to find her amour and destroy the facility that's creating the R.O.Bs. In gratitude Hakase and Nano happily join up with ZSS and Pikachu to destroy the facility.

The next level plays out as usual, being the level where ZSS regains her Power Suit and fights Ridley. When the 4 encounter the purple dragon Ridley grabs Samus per usual and painfully scrapes her across the walls. Desperate to help her friend, Hakase presses a switch that reveals twin lazre cannons for each of the shocked Nano's arms. The robotic girl fires at Ridley, obliterating the monstrous dragon instantly. Everyone except for Hakase stand shocked at the massive power concealed within the 8 year old's guardian, with Nano scolding Hakase for installing something so dangerous inside of her. For once Hakase stands up for herself and exclaims that Nano would need such power for this situation. Samus reminds the girls of Ridley's defeat and that the exit to the facility is only steps away, relieved that it's not going to self-destruct (yet)....but before they can, Ronald McDonald appears in front of the group and nabs Hakase and Nano! Samus and Pikachu aim their weapons at the clown, who they have to battle in a 2v1. Despite their chances, the 2 lose the battle and their anime allies. Ronald exclaims that he only needed Hakase and Nano, the other 2 are unnecessary. Samus and Pikachu mourn over their loss a little but realize they have to keep on moving and hope to see their friends once more.








This one I'm the most distant with of all my incomplete sets, having advertised it back at the end of MYM9. I might have dropped it due to having not watched all the episodes which I was going to wait on, as well as being far too ambitious with it for my own good. It could have ended up really fun too. It wouldn't be fun if people couldn't see the extras and stuff I thought of though, which is why I posted it here.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
ROXAS
This feels somewhat vanilla to me, although there are a few unique set-ups I see within the set. Roxas’ F-Smash wall allows him to create a barrier between himself and his opponent, which I assume he can pursue with his fast speed and attack through with his disjointed keyblade, while his opponent is helpless on the other side. His grab also contains a pretty cool concept, toying with the foe on which input they must press to counter an attack. Granted, the idea could be expanded upon by throwing in more inputs, or by having visual indicators of which input Roxas is using that he can falsely duplicate to throw off his victim, but it deserves credit for being included in the first place. What definitely warrants expansion is the overall playstyle; the combo moves don’t seem to serve much purpose on their own, despite being understandable in a more focused context.

LARXENE
On the other hand, this is a set where I feel the simpler attacks are entirely justified, given just how much room there is to toy around with the centerpieces. Combining the use of portals with that of duplicates grants Larxene quite a degree of control over the stage, but only if she is able to use it effectively. Her weaknesses are pointed out cleverly in quite a few of the moves, giving the player reason to consider lesser-known gameplay elements in their strategies, such as shieldstun and the DACUS (my personal favorite is how her duplicates must adapt to the knockback growth during their gangbanging). While Larxene’s shortcomings are made clear, she is also given reasonable ways to make up for them, primarily through her ability to cut her portals off from foes and summon her knives back at will. Her gameplay feels like more of an exposition of her calculating, controlling personality than a path to a KO at times, but the sheer ingenuity of the main set decreases the impact of this to me.

MARLUXIA
Marluxia comes off as a bit stiff conceptually, as he must first land a counter to create his counter (very punny indeed), then work to lower said counter with his regular moveset. However, his methods for actually lowering said counter are fairly interesting regardless. Creating petals before putting them to use in a whirling dervish is sure to come in quite handy in landing multiple stunning blows, each of which I assume lower the counter as individual hits. The lockdown qualities of many of Marluxia’s throws also seem especially accessible, given the set-up his tilts provide, and aid him despite being avoidable on their own. Although the aforementioned stiffness in creating the counter seems to be a balancing factor, Marluxia’s general versatility combined with her ease in lowering the counter while racking damage with petals gives off the impression of overpoweredness. Granted, much of this comes off as intriguing to read, such as surrounding a foe with petals to gradually increase their damage to the point where the counter strike can KO them, but since Marluxia’s overwhelming strength doesn’t seem to be a focal point, it comes off as mildly haphazard. Much like the above two commented sets, there are parts of Marluxia that please my palate, while others I find a bit more questionable, although they do not detract from the rest of the set in this instance as much.
 

Smady

Smash Master
Joined
Apr 29, 2007
Messages
3,306
Location
K Rool Avenue
I meant to continue commenting last week, but I got caught up on Xaldin. This set was an infuriating read and I can't quite place my finger on why, and that may be a large part of why I don't like it. The placement of lances strategically around the stage is good enough as a base for the set – the distinction between the two types is decent mindgame fodder, but it's not a concept that can be lightly played off of to a great degree of success. Here, I found many of the inputs between the specials and smashes to be too mild in their effect in tandem with the abandoning of lances, and not great on their own either. When you do reach the smashes, the pay-off isn't redeeming and I felt quite underwhelmed. It's another set of yours that is nonetheless easily-imagined and certainly nothing feels out-of-place. If I were to nitpick any one thing in particular, it'd be that grab game – it's too situational when Xaldin can already place his lances around as situational traps. It's a decent enough special, on a grab it's the one instance in the set where I'm questioning the choice of input.

Next is Xigbar, who I sadly didn't like either, and for much the same reason... it's not different enough from any camper or projectile spammer out there already. You do start out with an interesting base – ignoring the stage, using the singularities and portals to create a caged environment or anything else you can think of, made up, uniquely, by actual hitboxes rather than walls. That is plenty to take advantage of, but Xigbar is far too content with merely preserving his walls of projectiles and comfortable at creating new ones if something does go wrong, that his role is more of caretaker than an active player. This obviously makes the balance a non-issue, but it's the wrong way to go about it – everything is too safe and Xigbar never seems in any danger as soon as he's set-up. This wouldn't be that negative, but the set also lacks innovative ways to interact with these walls of projectiles, mostly just playing off the introductory singularities. It's reliant on those much of the time for even rudimentary flow in fact; not bad in of itself, but in combination with the set's other problems, it seems like a dull character to play.

Wasn't expecting much coming into Xemnas, to be honest, but I found this set to be actually very enjoyable in parts, and has plenty of fun quirks to it that serve the character's traits very well. He's obsessed with the nothingness, that much you make painfully clear, and all of his flow – as well as all the tackiness – is there to fuel his obsession with it. From this perspective, his OCD when it comes to interacting with it is also justified, along with all the contrived ways in which he throws out magic that, for the most part, is smartly designed to give him better range and pressure from his entrenched position. The mechanics of the nothingness are another good aspect here, generally being conceptually balanced despite being a huge boon for his already naturally good camping. The balance is actually fairly remarkable when you keep in mind that a lot of his more ridiculously overpowered moves are tripwired to the nothingness, making him fully reliant on it.

Where the set loses some points is in its boning up of some key elements in the specials, and just how tacky it can get. What I'm talking about here is the obtuseness of stuff like the thorns, randomly having an interaction in the aerials for some reason, and stuff that lets you stalk the opponent with projectiles from a great distance. It's good, but forced pressure, and it makes one too many an instance in the set. Plus, I feel the design is a bit sloppy in places – that grab game is nicely done, and yet I could easily see the nobody separation being a core part of the moveset without having to single it out to the grab game alone. You could've easily cut corners in lots of places to make the set be more natural in its flow with concepts like that, which I think is something you should work on with your movesets in general. Despite my complaints, I do indeed like this set, a strong end to this, overall, darn good movement.

Prospector shows off how versatile you are as a moveset maker, being similar to past works of yours like Crawdaunt in being simple without being simplistic. This set has some good stuff it too; the clinging and gimping under the stage is very inventive and the up special in the vein of Ginyu is a welcome addition here, I'm glad you took creative license in places like that to make the set work. This set's basically an amalgamation of all Stinky Pete's different appearances, which certainly isn't a bad route to take. The stuff with burying the foe in the stage is not good, though – this is more-or-less stun, and tacky stun to boot. Plus how the box works doesn't really flow into the gimping well, considering how ridiculously hard it would be to align a box dropping on top of an opponent off-stage while also being able to get down there yourself. The two big parts of this set don't seem connected strongly enough, though they work alright by themselves anyway. The way the box works is a toss-up for me too – on one hand, it's dead simple and easily implemented, on the other it's very much standard wall abuse and feels like a heavy burden to have around for the foe [which is obviously a slight plus too]. I wouldn't rate the set highly, but I can respect others who do.

How'd you manage to post this between Prospector and Iron Tail? Genius. Tempura Wizard is, y'know, not good by any means, but certainly inspiring of an actual full-fledged set for the character. Instant kill mechanic from such a hippo projectile like that? A character who has this much potential and is this awesome? I'd welcome a full set on that with open arms. The problems with the set are obvious – his attacks are way too simplistic to the point that the set doesn't begin to approach an interesting playstyle. You don't get much fun out of this guy beyond the initial shock value, and there's obviously quite a bit of room here for fun, with magic and playing touch-and-go with an insta-kill fork. I can't say the set is underwhelming, as I had no expectations going into it, but it's not as far-fetched as you may think.

So Iron Tail, the first Dave set in a while that isn't loathsome, but certainly is obnoxious with its personal jabs and tackiness here or there. To be fair, I am giving this set a tough ride – it's clever in its use of damage racking, and though it is painfully obvious in how it uses the two minions, it manages to break a small, noticeable amount of new ground in that genre. It's a game of bait-and-switch, of course fitting to the character, but also fun to imagine in an actual match, especially with other human players. This links into the boss mode too, making the psychology behind the characters differ depending on the pressure Iron Tail wants to exert, as largely he'll be the one producing the eggs, fake or not. The minions, while as said not executed fantastically, they serve their functions decently and provide some nice stalling to aid to the damage racking. It's all self-explanatory, without being uninspired, or same-y.

The set clearly goes too far on several occasions, though, and you're happy to let it. Those couple of aerials especially, the switch teleport and freefall button, are ridiculous, as is the generic pitfall smash and the one copying Espeon's main mechanic. Then you have stuff that like the prop-stealing [this move is actually really good just used with items]. Plus that bubblegum is terrible, in-canon or not. On an unrelated note, there's also a fair bit of disconnection in the various minion interactions where it doesn't feel like Iron Tail is particularly well-covered whilst directly controlling them, but that's more of a nitpick. As a bit of a saving grace, these abominatino features do help give the sense of a childish prankster, also notable in elements of the writing style. It's a small thing, but worth pointing out here when it's only a mild thumbs up. It's good to see a semblance of personality in your sets that isn't pure, unabashed cynicism, I hope this marks a change in your movesets.

I don't like Yu, sorry Twilt. I told you a long time ago that it doesn't make sense for him to summon those personas, and I still hold that opinion – these are the party's individual persona, they are unique to those members. Having Yu summon them seems... oddly meta, and doesn't make much sense. I also don't feel like they flow particularly well. In the game, their very different statistics and attack methods compliment each other, the obvious result of putting them all on this character being that he doesn't feel like he specialises in anything. I guess that's the point of the wild card, but I would have vastly preferred if you had gone another route, like hand-picking certain persona you feel represent your ideas about Yu as a player best, or just using his initial one. And to be honest, after I disliked that first part that much, it was pretty much impossible for me to like the rest of it. Just try to think more carefully about the character next time, and I'm sure you'll have another set on-par with Vergil.

Azula is a newcomer set, and I won't say what everyone is thinking. It's at times a hearty transition from the series to Smash, incorporating those extras for one thing and in the least, knowing how to emphasize the specials, to give her some kind of base... even if they are at the end (which is seen as unintuitive). Where you need to do some learning is in the rest of the moveset, which doesn't really play off of that end base of the set. The moves work fine, but they should at least work in ways that would aid you using those specials. The logic in Make Your Move is as follows: you can make a basic moveset that fits a character, but an elaborate one (whether the inputs are simple or not) is always better, because it not only makes them feel more unique, but also opens up windows of opportunity for the set's development. By comparison, you could see why Azula seems kinda close-minded in that regard. Glad to have this promised set posted finally, though, Womf.

So we come to Keroro Platoon, and I'm sad that I can't remember all these characters' names, as I really do love this moveset. It shows a lot of caring devotion, through attention to detail and thorough, very informed description on your part, Kat. This is an excellent writing style here, and makes the set an absolute breeze to understand and read – on-par with Kirby Enemy Team in that regard, for sure. In every other way, though, this set is the superior for me. It has countless zany quirks that only build on the established team members' personalities, while adding to an overall eclectic playstyle that ends up feeling defined, whilst still extremely open-ended. The way it works statistically is straightforward, but this is used to the set's severe advantage as it pretty much plays on every single aspect of the Hugo genre in one peculiar, nonsensical way or another, my golly.

Lets list some stuff I really like about this moveset. First and foremost is the way you can experiment on those random plants you make via Kululu, giving a reason to what was before that one of the only loose ends in the set. That's so good I almost wish it was more central! The homing stuff with the missiles is executed superbly here, and it's fantastic to see it return in the grab game for an input that seemed random at first - “wind walking” to trick the homing was a really brilliant little idea. I love the Tamama move where he throws what is essentially a hothead at an opponent, also when they're grabbing Keroro, for it to potentially rebound and start killing off members of your team. Oh, and that too is lots of fun – the suicidal nature of the Keronians is almost as hilarious conceptually as flying gundam models, but not quite. Outstanding work here, Kat.

After the fact, but I got Player99 read and it seems alright. The basic premise is essentially a combo system built around power-ups, which is quite unique in terms of playstyles that work around set combos. The combos aren't particularly unique by themselves, but the moveset is simple enough that it works well as a Brawl set without them, so you can just casually go into a mode of attack at any point which naturally leads to getting a power-up or something. The way this works isn't that intuitive though - the player has to act pretty erratically in some cases to stack those power-ups in the second of downloading, and the set misses any opportunity to remedy this in the moveset. Some kind of shield mechanic, or unique way of executing his basic movement or attacks, or anything of that nature, would've been a good sub-point for the playstyle if it was there, as is it comes off as a bit bland. It felt most weird when he's mixing and matching power-ups - it seems difficult to go from combo'ing for the offensive buff, to then shielding for the defensive one. I can appreciate the timer-based playstyle here, more than anything, which is neat in how it forces the player to pick a load-out, which then creates a unique paradigm for the match for both player and opponent. Could've been a bit deeper, though.
 

smashbot226

Smash Master
Joined
Sep 1, 2007
Messages
3,027
Location
Waiting for you to slip up.
Thank you for setting a precedent Smady (crs)

My first set for catch-up is Gray Fullbuster, a set which I admittedly vaguely remember. However, I distinctly recall his ability to create ice by being naked and that he followed a similar organization to one of your other movesets, Angel. The latter part is definitely helpful, as you actually sort out which inputs are relevant to which. As for how he works, it's amusing to say the least. I'm not entirely sure some of the inputs are relevant to your slip-n-slide style of gameplay, particularly the Stairs special, and why you'd want to intentionally break ice at all if he's immune to the traction-****** effects. Otherwise, an entire gameplan designed around forcing your opponents to slide into your various structures and attacks would be far more interesting if some of it isn't really necessary to Gray's playstyle.

Master Hand is a boss set that surprised me, to be fairly honest. Caught me off guard with what you made of it, Nick. It's definitely fitting with the choice of character, all things considered, due to the amount of potential you have with shifting the stage around. While there are obvious balance problems similar to Marvin's in that you can potentially clear the entire stage and leave your unfortunate fodder floating forever, you clearly made it out to be a boss set. Hell, it's even the last part of your post. Beyond that, I'd have to say it's a nice change of pace from your usual style and certainly one of the more creative sets involving an already existing character. Needless to say, it's also a much-needed breath of fresh air for the boss glove- I always found his lack of controlling the world around him to be odd.

Cacturne, I find, is a rather simple and grounded- no pun intended- set that takes a couple basic ideas for specials and works with it. This may sound like a silly complaint as well, but at some points this just feels you're making a set for another character entirely- Cacturne's portrayal throughout the set seems to be Yamazaki with his complete relentlessness and downright foul play. Yes, he's a dark type, but he's more persistent than... arsehole-ish. Spikes also seems too good to actually turn off, considering the armor Ingrain grants almost nullifying his need for a shield. Yes, you could argue that your aerials are helpful but it's nothing your ground game cannot already supply. Regardless, I like the attempt at trying to balance Spikes out so that some more defensive-minded players won't feel apprehensive toward ever using Spikes. My only other actual complaint is that the grab game feels very lackluster for someone who can grow spikes out of his hands. Really, it does seem like a wasted opportunity to me.

Zombie Master is another card game set that- wait. Wait, what? Did you just statistically murder him on purpose? Even if he's designed with FFA/Team battles in mind, you do not usually get played that often with those horrifying stats. Statistical **** aside, you really do make this set quite clear in what it wants to do: summon a mess of zombies and let them do the dirty work. You quite clearly did make this set to favor FFA/Team battles, as you'd have some sort of puppet doing the dirty work Zombie Master obviously will never be able to do on his own. My favorite part about this set, however, isn't necessarily the summons, though I do find how the importance of numbers to be decently implemented, is the revival mechanic. While I admit I was reticent and reluctant to believe that this set could function at all, I was proven (slightly) wrong with that humdinger. And then the rest of the set goes on to detail how Zombie Master can empower his servants and keep himself away from the opponent. While I still believe this set to be underpowered regardless of whatever one can do with it, there's no doubt you're improving. Yes, I know I say that with every set you make, but it's not exactly a falsehood except possibly to some users.

Due to me being tired as hell, I'm going to finish and comment on some of Organization 13, Peaches Crotchrot, Iron Fail, and Teriyaki Wizard tomorrow.
 

FrozenRoy

Smash Lord
Joined
Apr 26, 2007
Messages
1,260
Location
Las Vegas, Nevada
Switch FC
SW-1325-2408-7513
Funny enough, the statistical **** was deliberate, even if I may have gone too far: Basic idea was "really weak character, strong minions" in that regard.
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
502
Momentum Physics

You thought you had me beat Nate? Well maybe NOT! I don't care if I lose all dignity and get no votes in the mini poll, I am not making freaking Labyrinth David Bowie. No-one should have to suffer through that.

Turning on this particular setting causes everyone in the match to play like a terrible MYM momentum set. AKA, they will slide around constantly, unable to stop their movement once they start moving, and players lose access to their dash attack. Instead they can use their entire moveset while sliding around, and they gain speed and a little bit of power the longer they slide around. Jumping into the air causes you to keep your momentum flying forwards. So how do you prevent yourself from dying? Well, using an attack will magically cause you to slow down based on how much horizontal knockback the attack does. The more it does, the more you'll slow down. When you are standing still, you can turn around, as well. As a last note, using your bair will cause you to reverse direction without any change in speed. But that doesn't make any sense, you cry? I have no answer to you, but we -ARE- a terrible MYM momentum set here.

As an aesthetic effect, everyone is wearing rollerskates instead of their normal foot apparel, or lack of for this. In some cases, it makes the character in question look quite silly.
 

ProfPeanut

Smash Ace
Joined
Oct 1, 2008
Messages
727
The 10th MYMini - Wait, I'm not completely done with the movement?

Motion Sensor Utilization
(Or: Why It's Probably A Bad Idea To Push Sakurai To Make Better Use Of Motion Sensors)


1647794254812.png

A funny item appears onstage, though rarely. Isn't that that weird app they slapped onto WarioWare: Twisted? Eh well, looks harmless enough, maybe you should just pick it up-OMGWTFBBQ why is the stage tilting?

Are you playing with a Wii Remote, nunchuk attached or otherwise? Then congratulations: the entire stage now follows your commands! Simply tilt left or right, and the whole arena will tilt in that direction at the speed of Brinstar Depths (you did play on that stage back in Melee, right?). Past 45 degrees, any ledges facing down become ungrabbable, which may not even be a word but aptly describes the phenomenon. Of course, you're risking killing yourself by leaving no room for you to fight on, so I'm gonna leave it to you to tilt appropriately in order to mess up aerial advances or gain gradual ground leverage. I'd use slope physics, but that would be stealing (chew).

If anyone knocks out the character who grabbed this item in the first place, they'll gain control over the stage's tilt. This whole phenomenon lasts for twenty seconds, after which the stage will have had enough of your shenanigans and slowly tilt back to normal. If you're not using a Wii Remote, tilting the analog stick for quick smashes will produce the same effect, though deprive you of quick smashes in return. Shame on you for playing with the wrong controllers!
 
Last edited:

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
810
3DS FC
1908-0105-4965
The Weird Rider

Click the picture for some epic space cowboy music.

Coleman Grey was a paranormal investigator in the Old West before he got abducted by giant space ants. These space ants - who wanted nothing more then to experiment and see if they could survive on our planet - changed him, giving him 3 eyes, enhanced human abilities, slow-aging, and a distaste for human food. After traveling the stars on his rocket-space horse Thunder for around 100 years, he learned that the Ants were going to invade Earth, so Cole warned Tom Strong and the planet's other heroes about the invasion. After leading a resistance against the invaders, Coleman left to persue more deep-space adventure.

Stats
Size : 8
Weight : 7
Ground Speed : 5
Jump Height : 6
Aerial Speed : 4
Aerial Control : 6
Fall Speed : 8
Traction : 7

Special Attacks

Down Special : Shield Generator
Cole throws a device onto the ground 1/2 SBB in front of him. After .75 seconds, time enough for Cole to get out of range, a dome-shaped purple shield, the size of half a smart bomb blast, covers the area surrounding it. The shield itself acts as a very solid object; nothing can penetrate it, inside or out, essentially cutting off that portion of the battlefield. Since it's so impenetrable, Cole can't attack from the inside, ultimately nullifying this as a camping tool. The walls of this shield - inside and out - act a bit like bumpers, bouncing anything that comes into contact with it - be it characters, projectiles, summons, or otherwise - off in the opposite angle. A lot of Cole's matches will revolve around just that. Don't think it's just for bouncing, though, as Cole can easilly use this to block off portals, minions, traps, and other such distractions that could get in the way of his fight. If Cole wishes to take the shield down, he can do so by pressing the Down Special again. Using the it again while it's up and Cole has projectiles inside the shield, they projectiles are saved, along with all the momentum they may have built up. Oh, and the shield automatically disappears if he camps in it or keeps an actual opponent in it for over 6 seconds. Nice try, competitive smashers (D).

Up Special : Rocket Boots
The Weird Rider seems to have borrowed some equipment from his one-time partner Tom Strong! The Rocket Boots work in typical rocket boot fashion. allowing Cole to zip around the stage, flying at Mario's dash speed for up to 7 seconds. While using his rocket boots, he can perform his aerials and specials like he normally would, with the added ability and use of his grab and throws, with minor variations. If an attack deals more than 10% damage to Cole while he's soaring across the stage, the boots experience a mechanical breakdown and send him plummeting - though he can safely turn them off with another press of the Up Special. The one downside is that once the rocket boots are turned off, they won't be able to be used again for a short time, but a quick run around on-stage should get them ready to go again.

Neutral Special : Quickdraw
Quick as a flash, Cole draws the more powerful of his two pistols and fires a shot. He can fire shots at a rate of 1 per .75 seconds, in up to 3 round bursts. Holding the special button between shots allows Cole to quickly angle the weapon up and down a few degrees, thus changing the path the rounds bounce off of the shield from. Each shot deals 7% damage okay knockback, though this move won't be KOing any time soon. Cole's best use for these shots is one of surprise: Cole can fire shots toward his shield and hit enemies above him, or on such a different plane that they'd never think they'd get hit. In addition, it's quite an easy move to pull of a combo with, as it has the ability to knock unsuspecting foes right into Cole's hands.

Side Special : Molecular Agitator
Cole reaches into his pocket again, this time pulling out two small yellow balls. He tosses them forward, trying to get them to stick to a wall, including his shield. If they come into come into contact with a wall, they transfrorm into a bit of a one-way door throught that wall. Basically, you can walk through that wall where the agitators are placed, but not the other way around. The agitators stay up for 4 seconds at a time. Cole can shoot his bullets through the agitator, and allow them to bounce around with no chance that they can get out.

Standard Attacks

Jab : Projectile Spammer
Cole whips out his secondary pistol (the second gun in the picture) and begins firing out small shots, which deal 1% damage each. these come out rapidfire, as fast as Fox's lasers, and Cole controls as if he were holding a cracker launcher for the duration of his firing, with the ability to jump - holding A after firing off a few shots will instead begin charging your Forward Smash.

Forward Tilt : Repulsor Grenade
Cole reaches into his pocket, pulls out a small grenade, clicks it, and throws it forward. Like the Neutral Special, it's aimable, though this time by holding the A button. After two seconds (after he throws), it will explode in a circular blue burst, which has 1/2 the circumference of a Smart Bomb Blast. It deals 15% damage and decently high knockback, and can be bounced off your generated shield to add a bit of surprise to your attack.

Up Tilt : Rope-Em'-Up
Cole pulls out his trusty lasso, and twirls it a bit. After a brief bout of start lag, he tosses the rope up, attempting to catch any airborne opponent and pull them down to his level. The lasso has a range or 3 SBBs, and will grab everything it comes into contact with, before Cole pulls it down. When he's pulled it down, characters will be stunned for a brief moment, before he kicks whatever's in front of him away, dealing 7% damage and fairly good angled knockback.

Down Tilt : Buried "Treasure"
As Cole crouches down on the ground, he reaches into his trechcoat, pulling out a small, black box. Cole takes a quick second to bury it, before getting up and walking away. The box he buried is of course, an explosive, and will explode if walked over. The explosion deals 5% damage, but no really noticable knockback, instead stunning opponents for just the briefest moment.

Dash Attack : Shoulder Barge
While dashing, Cole gets the brilliant idea to bash into his opponent straight on. He throws his shoulder forward, which, if contacted with enemies, deals 4% damage and pretty good forward knockback. The best part, though, is that Cole keeps on running even after he's made contact, for as long as you hold the A button, he'll keep his shoulder forward. The problem is, the priority of this attack is a bit low, so a good, solid hit from the front will be enough to stop it, as will a good hit from any other angle.

Smash Attacks

Forward Smash : Charge Shot
Cole pulls out his more powerful pistol, and begins to charge up his shot. The charge animation is fairly typical for one that charges a powerful projectile attack, as the gun and large white orb glow brighter and Cole's jacket flails in the wind. At full charge, Cole fires off a powerful soccer-ball sized shot that travels at the speed of one of Samus's charge shots, and deals 15% damage. However, every time it bounces off of Cole's shield, it gets a bit faster and a bit stronger by 1%, along with dealing a bit more knockback, which is already really good, capping at 30%.

Down Smash : Electric Current
Cole holds his wrist, charging up an electrical current in his glove. Once released, Cole shoves his hand in the ground, sending an electric current rushing under the ground. At full charge, the charge extends out 4 SBBs, dealing 12% damage to anyone who touches it, though barely any flinch. It lingers for 3 seconds before disappearing. While this is good for getting opponents into the air, it has another awesome use: since the shock goes along the ground, it can pass underneath your shield, and once it gets underneath, the electricity is able to disrupt the shield device. Once this disruption occurs, the shield disappears for just a quick second, releasing every projectile that's bouncing around in the shield. It's long enought to do this, but just short enough to keep anything else from getting out.

Up Smash : Arc Shot
Cole whips out his trusty pistol, pointing it upwards and charging it, much like his Forward Smash. This time, however, he's not charging it to bounce, he's charging it to fall. At full charge, the shot flies upwards 6 SBBs at Captain Falcon's dash speed. Once it reaches it's peak, it shoots off in a downwards arc, landing approximately 4 SBBs away from his original position. The shot, at full charge, deals 20% damage and good knockback in whichever way it hits the opponent. The most interesting part, however, is the way it bounces off your shield. See, when it hits the shield, the shield rebounds it by, well, bouncing it in an arc. The arc it bounces in is identical to the one it hit the shield with, though unlike your Fsmash it does not gain any momentum. This move is especially good when you need to overwhelm your opponents in order to get in close, or when you're playing the bullet hell game from far away.

Aerial Attacks

Neutral Aerial : City Slicker SlobberKnocker
In true rough-neck fashion, Cole delivers a good ol' haymaker, hitting directly in front of himself. This hit is a hardy one, dealing a good 4% damage and okay knockback for an attack of this sort.

Down Aerial : Double-fist Slam
Cole clasps his hands together, bringing them above his head. After the briefest bit of lag, he slams them downward, sitting about a bit as he does it. This deals 6% damage, and good downwards knockback. Combiong into this and from this move is pretty easy, if you can get opponents in the right place.

Up Aerial : Rocket Boot Dive
Cole flips, his boots facing upwards. He fires them up, letting a blast escape them, which deals 7% damage and okay knockback. The main thing, though, is that this shoots Cole downwards, in what is a controllable angle. The best part of all of it, though, is that it allows him to not only bounce his own body off of his shield, but also control the angle of which he bounces, allowing him to chase down enemies that may have gone a wrong direction.

Forward Aerial : Roundhouse Kick
Cole takes a tip from Walker: Texas Ranger, delivering a feirce kick in front of him. The kick itself deals 7% damage, and knocks opponents forward at a slight angle. More comboing from the shield and back, but at least he can actually follow up, with multiple options.

Back Aerial : Rocket Boot Blast
Cole kicks his feet out behind him, dealing an initial 3% damage, but with only stun. After a brief moment, he fires up his Rocket Boots to full power, leading to an eruption of fire from the boots, which deals 8% damage and good knockback. It also launches Cole forward, allowing him to space himself 2 SBBs forward, also turning him around in the process.

Grab and Throws

Grab : Tech-Lasso
Cole uses a fairly standard tether grab, which has a range of 3 SBBs and resembles Samus' own tether. In the air, on his rocket boots, he can use this too, along with the ability to angle his grab up and down, though the angled grab is a standard grab, no tether. His pummel is fairly standard shaking by the collar, 1% damage each shake.

Down Throw : Mercy Kill
On the ground, the Weird Rider will throw the opponent on the ground, face down, before shooting them in the back of the head and walking away, dealing 10% damage. No knockback is dealt, though the opponent is stunned for 1 second. In the air, since he can't really lie them face down, Cole just throws them downward and shoots, not spiking but dealing okay downward knockback. One of the best ways to bounce opponents off of your shield while in the air.

Back Throw : Not Worth the Time
Cole apperently decides that this isn't the man he's looking for, and throws the opponent behind him, kicking for good measure. This deals 7% damage and fairly good knockback at a slight angle.

Forward Throw : Hog-Tie
Cole gets a smirk on his face, and holds his opponent with 1 hand. With his free hand, he reaches into his pocket, pulling out a rope with some red sticks attatched to it. He takes a quick second to tie the opponent into the rope, before kicking their hindquarters away. The match resumes as normal for about 3 seconds, beforw the sticks - sticks of explosives...explode. This deals 8% damage and good knockback.

Upward Throw : Range Shooting
Cole tosses the opponent into the air, pulling out his pistol as soon as they've left his grasp. In a flash, he unloads 3 shots into them, each dealing 2% damage and stun, leaving them hanging in the air for a brief moment after the move is finished. Cole can easily follow up on this attack, leading the opponent into an honest to god combo.

Final Smash : Thunder
Cole grabs that Smashball! Upon input, Cole calls for his trusty Space-Rocket (and honorary horse) Thunder! Cole gets in, and basically turns into Dragon Yoshi. Yep, it's a clone final smash, but Cole IS a rough space rider!

Playstyle(s)

Singles Playstyle
Cole's singles playstyle is pretty dtraight forward: mix your bullet hell with your combos. The shield is your friend, but you don't want to just throw it up immediately. Cole wants the enemy to get a bit of a startup - traps, minions, portals, etc - so he can cut them out of the match. Cole wants more than anything towards the beginning to cut them off - it's a tactic of War, the enemy with more supplies will win. Once Cole's put the shield up, he's ready to rock - he can wear opponents down with combos, made all the easier by shield, which you'll use as your bumper - enemies will be bounced right back to you. A lot of combos will start in the air, with your rocket boots and grabs in the air, only to be followed up by your actual aerial attacks. Your standards are a bit more trappy - grenades and your buried explosives can help keep enemies busy as well. After enemies are knocked away, Cole can throw up that Molecular Agitator onto his shield. Throw in some projectiles - your jab, your Fsmash, your FSpecial, and let em bounce around. Go back to your combos at this point - bounce projectiles like your USmash and Jab off of your shield to approach, or even bring them to you, and go crazy. If any is needed, your DAir and BAir can help a lot in getting around the stage quicker, bouncing your own body against the shield to bounce you into enemies, or just launching you in the general direction. Once you've got enemies nice and damaged up, it's time to unleash ny and all fire power you've stored up and have bouncing around inside your shield, and attack with everything you've got. Cole likes to overwhelm opponents, and almost always has one or two options available to hime, always has multiple routes to take at any given point in a match - don't be afraid to go on the offensive, or the defesive for that matter - just keep playing until you finally get the upper hand.

Doubles Playstyle
Cole may not look much like it, but he's an invaluable partner when taking on two enemies. The main reason is just how well he can isolate: throw a shield around one opponent, throw some bullets in there with the molecular agitator, and you've got 6 seconds of not only great damage racking, but also 6 second of isolation for the opponent. It's not like he's the only one who can bounce stuff off of his shield! Basically, Cole likes to turn his 1 v 1 game into 2 v 1, cutting off one partner for a bit while his team wails on the other. It's an effective strategy. And hey, got a summoner? Keep em safe for a couple seconds inside the shield, while Cole roughs it taking on 2 enemies on his own. Healer? Get Cole in there with his pard' and you got 6 seconds of free healing! Cole really shines in 2 v 2, as he really gives his partners time to shine as well.

Anti-Boss Playstyle
No, Cole does not have a boss mode, but he ceertainly is no stranger to taking on huge opponents. This is the man who stared down the Modular Man without batting an eyelash! Cole once again takes the role of the isolator in 3 v 1 fights, though in a very different way. Since most bosses dont take knockback, his comboing is largely downplayed - though the shield becomes no less important, as he now has the task of cutting off any minions or traps a boss may have, or simply protecting team mates, using the shield as it was meant to be used for once. His gunslinger ways are most useful in these situations, as he can still fire an absurd amount of bullets all over the place, and bounce them off his shield. He can best be described as a Bodyguard to his partners, as he'll best be teamed with a healer (like Nurse Joy) and a summoner of some sort. Really, he's in his element here, possibly better than he is in 1 v 1, as bosses allow him to exploit the full potential that his shield has.

Extras

Taunts

Upwards Taunt : The Weird Rider unsheathes his pistols, spinning them menacingly at the opponent, before re-holstering them.

Forward Taunt : Cole gives a good-natured tip-o-the-hat to his opponent.

Downward Taunt : Cole lights up a pipe, and the visual effect stays until he's hit, after which the pipe will fall and smash on the ground.

Entrance Animation : Cole appears flying in, dramatically landing Iron Man-style with the rocket boots.

Win and Loss Poses

Win 1 : Cole appears sleeping, resting up against Thunder and huddled by a Space-fire.

Win 2 : Cole flies in on his rocket boots, striking a generally badass pose, and hovering for the remainder of the screen.

Win 3 : Cole tosses a grenade onto the screen, scattering opponents. He then walks on, laughing, and picking it up. It's just a dud, suckers!

Loss : Cole claps. He's not a bad guy or a poor sport!

Series Logo:


 
Top Bottom