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

BladeKnight420

Smash Rookie
Joined
Sep 11, 2011
Messages
23
Everything I want to read is either so old it's already commented to death, or it already has a fair bit of comments anyway. It's hard to keep up with the likes of Katapultar.

This time, though, I read the set for a character before anyone else. Besides Katapultar, anyway, but that seems like an impossible feat.

Anyway, here's my opinion, from the not-so-famous creator of Penguin and Poison Ivy.

Chakravartin, the Creator

I'm not sure what to think on this one. It's very hard to judge the character even with the video when he's a god, and while you do put in his signature projectiles and time-stopping, he did a lot more brawling in the actual video. Flashy close quarters combat and button mashing stuff. That, and I don't recall him making a giant mountain in the video. I guess he is "the creator" and you put in some other stage creation stuff to go with it, but he doesn't really fight by creating stuff, does he?

I'm just trying to think of something constructive to say, though, as it is a pretty fun set. With a villian this cliche and bland, I can see why you took the route you did. He sounds like he'd be an interesting boss too, definitely. It is kind of weird that others can block the swords for the guy the swords are homing in on, but you make so many of them at once as a boss I guess it doesn't matter. Good work.

Now I'm going to go back into hiding until I can actually read another set before 5 people have commented it.
 

Junahu

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

MYmini Penultimate Week [N88 Edition]
Amalgamation Nation


[18th Jun-25th Jun]
Surely you're all familiar with Amalgam comics, the joint Marvel/DC venture that brought you such lovable characters as Dark Claw (Wolverine+Batman), Bizarnage (Bizarro+Carnage), and Captain Marvel (Captain Marvel+Captain Marvel). Your mission this week, should you choose to accept it, is simply to write an assist trophy, event match, boss, fiend or other extra that somehow incorporates a mish-mash of two characters from separate universes. Or maybe even a whole host of amalgamations! Because even though Bowser and Ganondorf are both awesome, we all know that Bowserdorf would be even cooler. Keep in mind that the characters you combine must come from different sources, and you don't necessarily need a picture of your invented character if you can manage to describe them, which shouldn't be too hard, if you can provide pictures of both component characters.

Tired of creating extras? There just so happens to be a second option for this mini, which is a bit different from the usual fare, if it requires a bit more thought and work to really do well. Rather than creating a new character with an extra to accompany it, your goal is to combine two existing movesets into one character, picking your favorite moves from each set and mapping them onto the normal input layout to form one new moveset made from entirely recycled material. (You may need to add a few notes on how certain things interact, and basic mechanics and statistics. But hey, it'll be fun, I promise!)
 

Hyper_Ridley

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

Awww yea, Asura's Wrath moveset! What a great anime, they should totally make a game out of it!

"Super-ultra-mega bullet hell" is a fun idea, but I can't help but wish that he had some more straight-up melee attacks, his Buddha form was the one that was about ranged/mystical attacks. On that note I'm not sure how viable his set-up would be in a real match; apart from his swords and the sun, the other stuff seems to go away too fast for him to reliably keep more than 1 of them time-frozen at once. Again, giving him some more close-range moves would help him buy time to get more swords in play or prepare a simultaneous hit. Bah, I probably sound more negative to than I really am lol.

And really, we all know his quirky golden spider form should have been his final smash (tipsy).
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
502
Chakravartin

Awww yea, Asura's Wrath moveset! What a great anime, they should totally make a game out of it!

"Super-ultra-mega bullet hell" is a fun idea, but I can't help but wish that he had some more straight-up melee attacks, his Buddha form was the one that was about ranged/mystical attacks. On that note I'm not sure how viable his set-up would be in a real match; apart from his swords and the sun, the other stuff seems to go away too fast for him to reliably keep more than 1 of them time-frozen at once. Again, giving him some more close-range moves would help him buy time to get more swords in play or prepare a simultaneous hit. Bah, I probably sound more negative to than I really am lol.

And really, we all know his quirky golden spider form should have been his final smash (tipsy).
Since for whatever reason the reception to this set has been awkwardly negative(I strongly feel it's my best this contest), I'm responding to your comment HR! Then again, every single set of mine has gotten an awkwardly negative reception and especially after I've heard other people -DO- like this set and Falz just got murdered like that I'm inclined to defend it.

My justification out of the way, the reason I went the heavy projectile route I did was largely that, for what it's worth, his 3rd form was still pretty campy. Most of the time he was spamming projectiles on Asura or even knocking him away with the Up Smash. Yes he did use a lot of melee attacks... largely after Asura had delivered a huge shock to his system and he was furious. Could've gone for a Lucario-esque mechanic I suppose, though those are incredibly awkwaard to work with in set making and also would've felt a bit random. Still felt that a fair few moves in the set were melee attacks, enough to represent that aspect of the character just fine.

As for impracticality... I don't really see it. The main other projectiles you'd want to manipulate(Down Tilt, Up Tilt, Down Smash), none of them really move all that fast in terms of movement speed, so he wouldn't have too much trouble freezing them especially with the low end lag on the Down Smash and Up Tilt. On some level I suppose going crazy with Down Tilt shenanigans probably would be impractical, but all things considered it probably should be. Gives Chakravartin more reason to zone with stuff like his aerials/Up Smash/terraforming what have you. On that note what close range game he already has is pretty good at buying time(Up Smash/Forward Tilt/Forward Smash/Bair are pretty darn good at keeping the foe away), I can't see how a few more punches and kicks would help him there. Given you're a huge fan of practicality and don't read as many sets nowadays as you used too I can certainly understand where you got the idea he'd be a bit awkward to use and admittedly I wonder sometimes if the set's a bit more caught up in what it can do than what it can practically do... though even then his base gameplan with the swords is pretty darn unique, and if you want to go really crazy you can always try the boss mode(that is it's main reason for existing, honestly).

Again, this is just me trying to defend the set, take my words for a grain of salt if you want.
 

Smady

Smash Master
Joined
Apr 29, 2007
Messages
3,306
Location
K Rool Avenue
Chakravartin's a fun, unique twist on a playground character, based around his swords and paving their way right to hit an opponent. The addition of the suns to store the mass projectiles is a good way of making the set more practical in a competitive game, and there are plenty of moves that stand out as particularly imaginative picks for their chosen inputs – the aerial that deletes a segment of the stage in a Xemnas fashion being a personal highlight. You get plenty of mileage out of the idea of Chakravartin being a caretaker to the swords, and build a half-decent terraforming game with the slopes, at least in terms of giving the playstyle natural versatility. It's a smart bottleneck, if a bit derivative. The boss mode reminds me of Banbollow's [name drop] in being an easy transition from the normal set, not extinguishing any of the positive elements in the main set. I don't love the set – I generally dislike the use of counters in standards, grabs in aerials and then there's stuff like his forward smash Wario Charging him into the air. It gets gimmicky: gives more options, makes Chakravartin more bland overall, when the odd move crops up like the above. I certainly enjoyed the set, and it's your best this contest, so great job nonetheless.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
CHAKRAVARTIN
Where my interest primarily lies in this set is not in his projectiles themselves, which are fairly straightforward and weak, but in his methods for grouping them together, ensuring that they actually make an impact on opponents. Although his Time Stop appears to be a centerpiece of the set, I came away from my read-through envisioning it as more of a complementary tool, used to provide assistance when Chakravartin needs a brief safe period for compiling his swords with moves such as Side Special and Down Tilt.

I don’t feel Chakravartin introduces all that much with his terraforming itself, but I very much enjoy his ability to alter the terrain based on how he wants to use his projectiles. Rather than creating a pit or a hill and leaving it there, he can stomp them down or fill them in with U-Smash, remaining a versatile character while still having this aspect of his game flow into his bullet hell style. Chakravartin coaxing opponents into using their shields offensively to rid the stage of his projectiles is also a great touch that feels even a bit underutilized in the set, as it seems there would be more he could do with to mess with shields during a Time Stop. Aside from this and a grab-game arguably less interesting than the rest of the set, Chakravartin is certainly among your best of the contest so far, and with the inclusion of a juicy boss mode, has a case for being in the upper echelon of your sets in general.
 

The Warrior of Many Faces

Smash Apprentice
Joined
Mar 22, 2012
Messages
101
Location
Everywhere and nowhere, as location is meaningless
Joe: A fair point, and I’m not saying that either move is totally useless. I’m simply saying it’s not as good at forwarding Y2K’s or Fox’s main agenda as something else might have been. Of course, since I can’t think of anything better, I won’t suggest replacing it; I was simply noting that it was a little out of place. To be frank, had Fox not been in Brawl and someone had submitted his moveset here, I’d have had the same comment.

***

DARK FALZ

3v1 sets… sorry, I just have difficulty telling what’s OP for them. 1v1 I can tell fairly easily, but when it’s 3v1 I have no idea, thus short-circuiting my brain. Nonetheless, I’ll try to give this a decent review.

Lessee… Insane recovery abilities. Even Azula wasn’t this bad. Still, it is 3v1, so that’s excusable. Next, soul stealing. An interesting and terrifying idea. Not so much the long-distance grab as the damage shift, although I do like the long-distance grab better. Pummel adds to the mindgames, and Forward Throw can really mess people up for a while.

And then you pull out the instakill cloud. Gloriously sadistic… and even for a 3v1, I think it’s overpowered. Brilliant, but overpowered.

And then the Jab. I don’t want to sound grumpy about this, but Jabs are meant to be weak, 3v1 or not.

And then the black hole, which I actually like for once. Not as if you needed more ways to play with their souls, though.

And then the Special Smashes, which you appear to have forgotten to elaborate on. Such as, when the heck do they trigger???

Overall, this set had some good ideas, but… not so fond of a lot of the execution. Love the soul theft, however.


***

BOULDERGEIST

…sure looks like a boss set to me. No knockback because he’s stuck in the stage? Feels more like a SSE boss than an actual character.

So, a very defensive set. Like a camper on steroids, since part of you literally can’t move short of grabbing your own head. Floating boulders help with that, as would the Bomb Boos if they weren’t so aggressive. Stalagmites make up for this, though, and Roar helps keep people out of your face. Literally. Being able to smash parts of the stage out of existence with the Down and Forward Smashes also helps if you’re not on a scrolling stage; as mentioned with Bowser Sphinx, it’s simply impractical to destroy a moving stage.

True Form is what really clinches my dislike of the whole thing, because it emphasizes how underpowered Bouldergeist really is (ironic for a giant stone statue ghost). From what I can tell, all the lag on the stone form makes Ganondorf look good. Once that lag’s gone, though, you’re in deep trouble since you can only use overnerfed specials. True to the character? Probably, and I can respect that. Doesn’t mean I have to like it.


***

THE BEHOLDER

Only ten seconds to recharge that monstrosity of a Neutral Special? I feel like you’re shooting a Prismatic Wall on steroids! I think that could use a nerf. Or at least a longer cooldown.

The Up Special actually could make him the ultimate antiair character with all those eyebeams, especially the grab. People will almost certainly elect to roll past you instead, which might work in your favor. Heck, he’s pretty much the ultimate camper with all those projectiles, although if you use them haphazardly, the cooldown will bite you pretty hard.

The problem with this set, as I see it, is that you used up every interesting concept in the Neutral Special, thus rendering the rest of the set a bit boring. I think you’d have done better to introduce the Neutral Special last. However, this is an interesting set that feels very much like the Beholder.


***

STAR-LORD

A close-range projectile? That’s kinda weird. Then again, that’s Bowser’s fire breath in a nutshell. On the other hoof, they’re bullets. Alien bullets. One would think they’d go farther. Granted, this changes with the high-velocity bullets, but with everything else… Nonetheless, his mobility helps make this more useful, since he can cover a lot of ground pretty quickly.

I’m also not really a fan of that off-screen ally for recovery; couldn’t he just come in and help his teammate? I realize there’s probably nothing better, but…

Total Recall, however, is a very interesting idea, and the one that I like the best on this guy. It reminds me of Vexen in how it charges and of Doomsday in how it works (albeit on a smaller scale). This is just really cool.
The Up Aerial drones are also a cool idea, giving Star-Lord even more ways to get a Neutral Special off at close range. Even without that, though, they’re still cool. Homing explosive drones = awesome.

But then… Thanos. He can summon Thanos. WHY?

Overall, mixed feelings on this one. I want to like it for Total Recall and drones, but Thanos kills that chance. On the other hand, Total Recall and drones make it so I can’t dislike it either.
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
Right, it also is a Spine-Move thus will further corruption, as well as launch foes up for an aerial-follow up :)
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
1 - Warlord
2 - Smady
3 - FA
4 - Dave
5 - Kibble
6 - Kupa
7 - n88
8 - Rool
9 - Jun
10 - Kat
11 - Silver
12 - DM
13 - Kholdstare
14 - HR
15 - TWILT
16 - Tirk
17 - Phatcat
18 - Agidius
19 - Koric
20 - Plorf
21 - WoMF
22 - merge
23 - Geto
24 - BladeKnight
25 - Peanut
26 - DFM
27 - Smashbot
28 - Majora
29 - MT
30 - KoppaKirby
31 - GW
32 - LoL
33 - Lionheart
34 - Wizzerd
35 - MDA (*shudders*)
36 - FRoy

Roll 3 numbers. You must make a 20 minute SM using nothing but the rolled MYMers' sets. Alternatively, make an SM using one chosen MYMer's sets and ignore this rolling process entirely.

You have an option to roll a number from 10-25, here. Rolling a 10-25 number will signify the amount of characters total there must be, with you having to have at least one moveset from all 3 MYMers, though it is preferred if you evenly divide.
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,527
And now, presenting the lone survivor of a cancelled joint trainer project. . .

 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,251
Location
Australia
[collapse="Galvantula"]Galvantula has always felt to be a Pokemon with pretty good potential as a set for some elaborate web set-ups (nice organization, by the way). It becomes a bit bland and somewhat overpowering when all those electric attacks merely stun the opponent in place however, and how part of your set tries to get the opponent into these - there's a bit too much reveling in stun when certain moves like the F-Smash should be expected to KO or at least take advantage of the foe's stun to knock them away (Galvantula has almost no KO moves aside from his F-air, possibly U-tilt and F-throw and they are all very weak). "Stun" via electricity could have been interpreted in a way where the foe isn't completely helpless when ensnared in the webs such as slowing them down or making them more prone to certain effects - there is the control-reversing of which is somewhat decent and the Up Special threads that are likable, however. Despite this set being made on a whim, it's a good lesson to take from in not getting too focused on certain "part-way" goals to KO'ing and trying to avoid redundancy when the important thing to realize is how these characters can make use of the traps they set.[/collapse]
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,527
The set wasn't exactly made on a whim, Kat - it was completed with the intention of being part of a three-part Pokemon Trainer moveset, which should explain why the moveset feels a bit specialized. Some alterations were made to keep it from being too inept on its own, but there are still quite a few remnants from its time as a team player. Though I admit I should have paid more attention to the smashes as I was looking over the set - they really should be more useful for killing.
 

majora_787

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

Colossus IV​




"Thy next foe is....
In the land of the vast green fields....
Rows of guiding graves...
It is a giant indeed...
But fearful, it is not."​


Phaedra is the fourth boss in the game Shadow of the Colossus, and one of the sixteen creatures created to seal away Dormin's essence. Known under many names(Equus Prime, Equus Bellator Apex, the War Horse, the Pincer Horse), Phaedra is a horse colossus that is known for being one of two colossi that are curious toward the player instead of actively destructive. It lurks in the Grave Fields, and when it spots the player it will wander around and attempt to get close before staring and giving the player a prod with its sharp feet. The player is able to defeat Phaedra by hiding out in one of the underground tunnels, causing Phaedra's curiosity to take over. When it is bent over looking into the tunnel, the opportunity arises to hop onto its back end and climb onto its back to defeat it.



Phaedra's awkward body structure places its body high above the ground. Attacking its legs will deal 30% of the damage to Phaedra itself, and will also cripple the leg briefly if over 20% is done in three seconds, causing Phaedra to hunch in the direction of the broken leg and stumble for about a second. However, Phaedra's legs usually deal 7% on contact when in motion, making abuse difficult.





* * * STATS * * *​


WEIGHT: 35
SIZE: 25
GROUND SPEED: 4
AIR SPEED: 1
FALL SPEED: 10

Phaedra is a hulking beast that doesn't take up quite as much space as it appears; but it is still very large. Opponents on top of the colossus can use its back as a platform, and deal double damage by attacking its face. Opponents who contact Phaedra's legs while they are moving will be knocked back with 7% damage. This also counts as a cut attack for involved sets. Phaedra's body is situated two ganondorfs above the ground, and attacking that body is what does damage. Attacking Phaedra's legs can cause the colossus to stumble if they are hit hard and fast enough, but this is only temporary. Other abilities assigned to this boss include the ability to attack through warp objects in stages. Attacking a warp pipe with Phaedra's pincers allows you to injure opponents standing by the other pipe. Phaedra can be knocked out if it is tipped over by two or more of its legs being destroyed in the same timeframe, or whenever 50% damage is accumulated on its face. When tipped over, the colossi's weight is cut in half and they can be forcefully relocated off of the stage with a lot of hard hits.







* * * SPECIAL MOVES * * *​



Neutral B: Low Howl​
Phaedra lets out a low howl that affects all opponents onstage. The move has a roughly five second cooldown. It destracts opponents from doing things such as shielding and charging attacks for about seven seconds.

Side B: Stare Down​
While not quite as good at this as other colossi, Phaedra is able to stare down opponents in front of it if they are both facing each other and have line of sight. This move stuns opponents for about a second and a half. However, it leaves Phaedra completely open to attack.

Up B: Balance​
Phaedra will stand upright on its back legs, sliding all opponents off of its back. Its legs are invulnerable during this move. Phaedra is able to grab onto ledges within three platforms distance of its legs when it is upright, but otherwise this move is not very useful. The move is mostly useful if Phaedra is knocked from the stage but is at or above a platform to grab onto. If it has fallen below that point, it is very unlikely that Phaedra would get its legs up in time to hook into the edge of the platform. Opponents on the ledges Phaedra hooks into will be buried and dealt 14% damage.

Down B: Tunnel​
When the input is held, Phaedra will make a small tunnel over about a second in the platform it is standing on. This does nothing at first, until Phaedra makes another. Opponents with sizes 10 and under can travel between the two holes. However, Phaedra can also attack through one hole and out another. Four holes can be set up at once on any given stage. If an opponent is buried while standing on a hole, they will be forcefully launched out of the corresponding partner to that hole.



* * * STANDARD ATTACKS * * *​



A: Dry Off​
Phaedra shakes its body for about a second. This move is mostly useless unless opponents are using Phaedra as a platform. This move will throw opponents off for no damage and will prevent them from grabbing back on.

Dash Attack: Dry Off​
Considering Phaedra's dash could hardly actually be described as more than long-strided slow ambling, its dash attack is essentially a move that is a moving version of Dry Off. This move can lead Phaedra to edges, but it will not walk off of them.

Up Tilt: Hop​
Phaedra crouches down and hops slightly. The move launches Phaedra up Bowser's hight off the ground, and throws opponents on its back upwards for no damage. Opponents under Phaedra's feet when it lands will be buried in the ground for 12% damage. Phaedra can move as far as 2.5 battlefield platforms in a direction if the control stick is held in midair.

Side Tilt: Poke​
Phaedra bends its head down a bit, and sticks its front leg out, hanging it over the nearest opponent within three platforms. The pincer stops over the opponent, there is a half second pause, and the pincer is brought down on that spot. The move buries opponents for 13% damage if it hits.

Down Tilt: About Face​
Phaedra begins to turn around in place, slamming its pincers down as it paces in a tight circle for about 3/4 of a second. Its legs are invincible during this attack, and if an opponent is hit by any of the feet they will be hit hard for 8% damage each.



* * * SMASH ATTACKS * * *​



Forward Smash: Rear Slam​
Phaedra rears up onto its back legs for a full second before slamming its front legs down into the ground. This move is one of Phaedra's more devestating. Opponents will slide off of its back when it rears back, causing them to be kept on the ground momentarily. When the attack hits the ground, any opponent on the same platform will take 10% damage and be stunned for about half a second. The move will break shields as well. Opponents in the air or on different platforms are unaffected. If an opponent is hit by the brunt of the attack, they will take 25% damage and be knocked through the platform that they are standing on regardless of width. If the platform in question is the ground and there is no underside, the opponent will simply be buried. The move will also damage opponents who are within tunnels. This move is able to close off tunnel exits if this move hits them directly, leaving opponents with only one exit.

Up Smash: Jerk​
Phaedra rears its body up and flails its head about frantically. This move shakes opponents off the body, and opponents hit by the head flailing will be thrown away with 9% damage.

Down Smash: Scrape​
Phaedra jabs its front pincers into the ground and begins digging into it. This knocks opponents away from the front legs for 7% damage, and also causes projectiles to fall from the underside of the platform in question that deal 12% damage.



* * * AERIAL ATTACKS * * *​



Due to its extreme size and weight, Phaedra does not have a real air game. However, because of the fact that its legs deal damage on contact, Phaedra is able to make a mighty attempt at a bound. Opponents will find it very difficult to stay on top of Phaedra during jumps, as they will be pushed off in the direction behind Phaedra. Contacting its legs will deal damage as if it were walking, and its landing functions very much like Rear Slam in that opponents on the ground when Phaedra lands will not be stunned, but instead thrown sky high with 12% damage and will be in prone. Opponents Phaedra lands on will take 30% damage and will be buried and knocked thoroughly through the platform, unless it is a grounded stage.



* * * GRAB GAME * * *​


GRAB​
Phaedra reaches up and back with one of its pincers and stabs diagonally with it, impaling any opponent that is within two battlefield platforms in front of Phaedra.

PUMMEL​
Phaedra stomps the grabbed opponent into the ground and twists its pincer slightly for 4% damage.

Up Throw: Bite​
Phaedra awkwardly pulls its pincer up to its face and picks the opponent off with its mouth before tossing the opponent up into the air for 7% damage.

Forward Throw: Slide Scrape​
Phaedra scrapes its pincer forward across the platform a couple of times before tossing their opponent away from them for a total of 18% damage.

Back Throw: Slide Scrape​
Phaedra scrapes its pincer back across the platform a couple of times before eventually getting the opponent off and leaving them with 14% more damage.

Down Throw: Impale​
Phaedra raises its pincer and stabs it down into the ground, dealing 20% damage and leaving the opponent buried.










Final smash: Dormin's Grip​

Phaedra enters a vulnerable state that looks as if it is stunned, and the sigil on its face will glow brightly. If Phaedra is injured, the opponent most responsible for the damage dealt will be assaulted by black tendrils that will stun an opponent for six seconds and deal 70% damage. If Phaedra is not attacked, however, the glowing will subside after eight seconds and its wounds will be healed.
 

majora_787

Smash Hero
Joined
Jun 23, 2007
Messages
6,122
Location
Texas
* * * BASARAN * * *​

Colossus IX​




"Thy next foe is....
In the land of blackened earth where trees nary grow....
It sleeps in a dry lakebed...
A rude awakening."


Basaran is the ninth boss in the game Shadow of the Colossus, and one of the sixteen creatures created to seal away Dormin's essence. Known under many names(Thundering Tortoise, Storm Echo, Nimbus Recanto), Basaran is a tortoise colossus that is known for being one of three colossi that fire highly dangerous energy blasts. It lurks in the Ash Mire, and when it spots the player it will very slowly move toward the player from its cave, all the while firing its concussive bolts. The player is able to defeat Basaran by leading it to one of the geysers outside the cave and getting it to stand on top of one when it goes off. This knocks Basaran off balance, and the player can tip him over by shooting the feet that he is balancing on. At this point, the player is able to climb up Basaran's body to the shell, move up to the head while on its back, and attack its weak point.



Basaran is armored and massive save for a few places. If the opponent were to attack Basaran's face or back, he would only take half damage due to the stone plating that protects him. However, 1.5 times normal damage can be dealt by hitting his stomach and the top of his head. Basaran can be used as a massive moving platform, and it is easier to grab onto it like a platform because of all of the "ledges." His abilities are to launch high-speed high-power concussive blasts, as well as create geysers in the stage. Other than that, he uses his grotesque weight and stability against his opponents before they can use his weight and geysers against him.





* * * STATS * * *​


WEIGHT: 60
SIZE: 35
GROUND SPEED: 1
AIR SPEED: 0.5
FALL SPEED: 25

Basaran is massive and grotesquely heavy. He can barely move at a speed, he can't jump or climb ledges, and his fall speed makes it impossible to recover anyway. So where does that leave him? Well, Basaran is a massive tank that is more than capable of wrecking opponents by dropping his weight on them and firing high power concussive blasts. He can also form geysers in the stage that he can use against opponents to increase his attack range, but these geysers can be used against him as well. If a Geyser went off under Basaran and forced him onto only two legs, an opponent could knock him over by attacking his unprotected underside, and push him slowly off the edge of the stage.







* * * SPECIAL MOVES * * *​



Neutral B: Geyser​
Basaran pulls up its front leg and stabs it down into the platform beneath him. This move throws opponents within a platform of it back with 10% damage, and buries foes under it with 20%. When Basaran pulls his leg back, he will have created a geyser about Bowser's width in size. The geyser will begin erupting when heated or when large explosions or ground-shaking events occur on stage. Occasionally they will also erupt on their own eight seconds or more after their last eruption. When geysers begin erupting, they will spill over with water for about two seconds before erupting. They will spew water up to the top blast line (but not off screen). Opponents caught in the geysers will be knocked away in an arch for 12%. If Basaran's body is over a geyser when it erupts, he will be forced onto either his hind legs or his front legs. If a hard enough blow is dealt to his stomach in this position (about 25% to 30%), he will be tipped over against his will and he will fall onto his back a couple of platform lengths away. Of course, opponents hit by the geysers are easier to hit with his concussive blasts, and this can also force opponents onto his back and away from his stomach. Basaran can place as many as five geysers on a stage.

Side B: Crack Shot​
Basaran lifts its head up and begins to charge up a concussive blast. The charge takes a second and a half. The shots will go for the nearest opponent at almost 1.5 times sonic's run speed and will explode in a huge blast that is half that of a smart bomb fo 35% damage. The move will break shields and reflectors. Your only hope is to dodge the attack. Basaran's move has a cooldown of five seconds.

Up B: Body Slam​
Basaran lifts its massive body high off the ground, stretching its legs out, and lets his body drop after 3 seconds right onto the platform. This move shakes the entire stage, stunning opponents for 11% damage if they are standing on the stage instead of in the air or on their own platform. Opponents on top of Basaran will be thrown up off its back for no damage. Opponents underneath Basaran will be buried into the platform for 40% damage. This move will cause all of the geysers in the stage to erupt instantly, but will seal off any geyser underneath Basaran. This move is also Basaran's best chance at forcing opponents from its stomach.

Down B: Eruption​
Basaran rears up on its hind legs and slams its front legs down onto the platform. This move will knock opponents away for 20% damage if they get hit. This move will cause nearby geysers to erupt(within 3 platforms) normally instead of instantly. This move can also cancel eruptions if used properly.



* * * STANDARD ATTACKS * * *​



A: Concussive Bolt​
Basaran fires a weaker concussive blast that goes down in front of it at a 50 degree angle, exploding on contact with the first thing it hits for 30% damage.

Dash Attack: Concussive Bolt​
Basaran uses its concussive bolt attack while moving. Basaran does not need to stop moving while using this attack. When moving, Basaran fires slightly faster by a quarter second, but the attack does 25% damage instead of 30.

Up Tilt: Rage​
Basaran shakes its head and its body in attempt to throw opponents from its back. Opponents on Basaran's head will get thrown off for 15% damage, but opponents on the body will be bounced around toward the back of the body for 5%.

Side Tilt: Punt​
Basaran pulls its leg up and kicks in front of it for 19% damage. Opponents hit by this kick go flying far, but the move has nearly two seconds of startup.

Down Tilt: Tail Sweep​
Basaran swings its tail behind it, then turns and swings it in front of itself before turning back around and swinging it a third time. This move deals 19% per tail swing, and each swing takes about a full second windup.



* * * SMASH ATTACKS * * *​



Forward Smash: Blaster​
Basaran tilts its head up and fires a large concussive blast straight ahead of it. If the blast hits anything, it will explode with half the radius of a smart bomb for 35% damage and huge knockback. The projectile moves at Sonic's run speed.

Up Smash: Shake-Off​
Basaran lifts its front legs followed by its hind legs, shaking its shell. This move is good for forcing opponents off of Basaran's back, knocking opponents up and back for 12%. If opponents are caught under its feet they will be buried for 25% damage.

Down Smash: Stomp​
Basaran begins to stomp its legs one at a time clockwise starting with its front left, one every half second. The stomps stun opponents nearby, and each foot will deal 20% damage if it hits an opponent. Opponents on Basaran's back will be shifted away from whatever foot stomps. Using this move near erupting geysers or pre-eruption geysers will cause them to restart their pre-eruption timer.



* * * AERIAL ATTACKS * * *​



Due to being incapable of jumping, Basaran only has one actual aerial attack. If Basaran attempts to jump, it will come down on the ground and initiate a weaker, faster version of Body Slam that will take one second, stun opponents on the same platform as Basaran, cause any geysers on the platform to erupt, and will deal 25% to opponents underneath it.



* * * GRAB GAME * * *​


GRAB​
Basaran lifts up a leg and slams it down on a nearby opponent in front of him, pinning them to the stage.

PUMMEL​
Basaran grinds the opponent into the ground, dealing 4%.

Up Throw: Target Practice​
Basaran flings the opponent up off its foot and shoots them out of the air with a concussive blast for 20% damage.

Forward Throw: Kick​
Basaran shakes the opponent off of its foot, sending them rolling along the ground for 16% damage.

Back Throw: Scrape​
Basaran scrapes the opponent against the ground to get them off of its foot. This deals 16% damage.

Down Throw: Grave​
Basaran lifts its leg up and slams it down on the opponent again, dealing 22% and burying the opponent.










Final smash: Dormin's Grip​

Basaran enters a vulnerable state that looks as if it is stunned, and the sigil on its face will glow brightly. If Basaran is injured at this point, the opponent most responsible for the damage dealt will be assaulted by black tendrils that will stun an opponent for six seconds and deal 70% damage. If Basaran is not attacked, however, the glowing will subside after eight seconds and its wounds will be healed.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,251
Location
Australia
[collapse="Phaedra"]Didn't think you'd ever make a set for one of these despite the talk of this game in the chat. This means via your style some of the details aren't fully elaborated on (some of the wording used to describe the terms are somewhat vague), and not to mention many of the basic moves do the same thing as others such as shaking foes off your back and pitfalling them - the Neutral Special just seems to completely disable shields and charging attacks unless you can dodge it, and the Side Special seems like it would be impossible to use. For what it's worth however, the set is actually pretty decent with the tunnels and actually capitalizing on them with the stomps to launch foes in another direction instead of just wailing on them, and the area where you make the tunnels and step on foes is where they'll be unless they can jump high enough to get on your back, and they can just keep jumping in place if you try to shake them off. It's a pretty good idea coming from you, I must admit, and you've got guts to attempt such a large character in the first place.[/collapse]


[collapse="Basaran"]Basaran feels weaker as a set than Phaedra despite feeling a lot more like a colossi with those significantly greater percentages (wondering if those blasts can actually hit him given how large they are....). He's similar in that he brings in the element of which was his weakness in-game, which does seem a bit strange despite it being fairly powerful - a character of extremes indeed when his attacks seem like they'd be very easy to avoid and he'd have a hard time hitting aerial characters outside of those blasts. The main thing I see here is using the geysers to camp with your crack shots, though they are still interesting how they can be used against Basaran if he decides to place too many on the stage - a bit strange, and not that much of a strong playstyle though (the excessive lag on the Side Special and Up Special aren't really helped by the fact that those moves are on other inputs which would be more convenient to use). [/collapse]
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
It's Time For Movesets!

Negi Springfield




"A little courage is the real magic."

Negi Springfield is the main character from the manga Mahou Sensei Negima. A ten-year-old boy from Wales, he is the son of the legendary Thousand Master, a famous hero known as a Magister Magi, who saved the Magic World, but vanished shortly after his son's birth.

The Thousand Master was thought to be dead by all except Negi, who took up his father's staff and followed in his footsteps, becoming the youngest graduate from the magic academy in Wales. From there, his journey took him to Japan to continue his training and search for his father.

Until then though, he is the English teacher for class 2-A at Mahora Academy, an all-girls middle school that is more than it seems...


Movement


Negi is a ten-year old boy, and has the height and legs to match. His walk is one of the slowest in the game, a fairly thoughtful stroll forwards. His dash on the other hand, gives him a boost of speed through wind magic that propels him faster, around the speed of Pikachu. This extends through the rest of his running animation, giving him a very fast run, as light wind trails behind him.

His small size and wind affinity also makes him a very slow faller, falling around the same speed as Lucario, but still having excellent air control. His initial jump is a bit low, making it good for shorthops or combos, but his double jump is truly excellent, propelling him upwards and forwards quite quickly, if not as extremely as Ness's double jump.

Negi is also one of the very few characters with a glide; unlike other characters who soar on their wings, Negi uses his father's staff as a vehicle, propelling him forward. Like all glides, his speed increases while he moves downward, but slows when he moves upwards, stalling out and ending the glide if he stops. Because Negi does not have multiple mid-air jumps like the other characters who can glide, Negi does not enter helpless state if he ends his glide after already having expended his mid-air jump.

Up Special - Instant Movement


Instant Transmission is a ki-based technique that lets its user move in a short but sudden burst of speed, as if by teleporting. Negi is able to recreate the technique using his own mana.



When used on the ground when no one is standing on the same platform, Negi flashes suddenly and fades away, instantly reappearing a distance slightly less than half of Battlefield forward. He always stops at edges and will never move off of the platform he is standing on with this move though.

If there is another player in front of Negi on the platform though, Negi will instead move directly in front of them. If he smashes up on the move instead of tapping it, he moves directly behind them. Like all teleports, this is not safe on its own, and Negi can easily be countered by a wary opponent, especially if they have attacks that hit both in front and behind them.

Negi can also cancel mix-up the opponent by cancelling his recovery into another use of Instant Movement, reappearing in the same place as if spot-dodging, or on the other side of the opponent. He cannot continue to do this as long as he wants though, he is limited to only two movements at once.

In the air, this functions much more like a traditional teleport recovery such as Zelda's, and can be performed in any direction. He can still teleport twice in sequence. Unlike Pikachu's Quick Attack though, which is almost instantaneous, he must input the move again mid-teleport, making it slower and possible to punish.


Saggita Magica




Saggita Magica is Negi's most important attack and the foundation of both his zoning game and his KO strategy. It is the most fundamental of all offensive magic in the series, a basic projectile that can fire attacks of almost any element.

Down Special - Element Shift

Negi holds out his right hand, which faintly glows with a single sphere of light, changing the element of his Saggita Magica. Negi starts with LIGHT element arrows, which glow with a faint goldenrod. Next, he uses LIGHTNING element arrows, which glow a fiercer orange. Finally, he uses WIND element arrows, which glow a faint, light blue.

This move takes almost no time to use, can be cancelled immediately, and can be double tapped to quickly shift to the next element in the series.

Neutral Special - Magic Arrows

Charging up Negi's Saggita Magica works almost identically to Lucario's Aura Sphere. Pressing the button once causes him to start charging, while pressing it again causes him to release however many arrows he has charged, up to a maximum of seven. Charging up all seven arrows takes slightly less than two and a half seconds. Unlike Lucario though he does not immediately fire on pressing the B button once he has a maximum of seven arrows. He can store his charged arrows by shielding, immediately cancelling the attack.

When released, the arrows travel at a speed and arc similar to Pit's arrows. Their flight path is a little unusual; the arrows spread out at first, but then all weakly home in on the nearest enemy. You can override this with your own DI, pushing the arrows up, down, or two the sides. With several arrows, this slight staggering makes the move very difficult to dodge or powershield.

LIGHT arrows deal 3% damage and light knockback, but with multiple arrows, the total knockback increases. With all seven arrows you can kill reliably around 140% damage.

LIGHTNING arrows deal 2% damage instead and weaker knockback. They also have an electrical effect which gives them extra stun. Multiple arrows increases the length of the stun, which can allow for combos.

WIND arrows instead deal no damage, but trap the opponent in magical binds, trapping them and forcing them to button mash to escape. More arrows makes the move more difficult to escape, and each arrow corresponds to about half the difficult to escape of a regular grab. Enemies trapped in wind binds cannot be attacked, but can be pushed around by effects such as wind or water.



When wind arrows are shot into the ground, it creates a magic circle that glows briefly before vanishing. If an enemy steps over it, they are trapped in wind binds, and cannot move, but cannot be attacked either, opening opportunities for Negi to set-up or prepare a mix-up.

Cancelling

When Negi is in a stance where he is charging his magic arrows, he can cancel the move into some of his other attacks, using the arrows to increase the strength of his other moves.

Up Special Cancel - Arrow Rush



By using Saggita Magica during Instant Movement, Negi forfeits speed and precision in exchange for defensive power. Negi charges forward in the direction the control stick is angled, much like Fox's Up Special, but the start-up is significantly faster. Negi is surrounded by a field of magic, the size of which depends on how many arrows he had charged. With merely one arrow it barely reaches past his own hurtbox, but with all seven arrows it is large enough to make attacking him very difficult.

LIGHT arrows makes the charge deal 6% damage and decent knockback, while LIGHTNING arrows deal 3% damage and allow for a follow-up opportunity if it lands. WIND arrows deal no damage, but push enemies away from him automatically.

Forward Smash Cancel - Mahoken



Literally, 'Crushing Magic Fist,' Mahoken is Negi's signature move. Improvised as a fusion between his magical abilities and his martial training, By pressing the A button while charging up Saggita Magica, Negi wraps all of his charged arrows around his fist, then strikes at his opponent with a fierce punch that takes on the attributes and damage of the arrows he uses.



When used normally, without any arrows charged, Negi's forward smash is still an effective move, using Hakkyokuken style martial arts to overcome his small size. He coils up slightly, then takes a sudden, powerful step forward and completely extends his fist for an explosive punch that deals
12-19% and can kill around 150% when uncharged. It is extremely fast and can be angled up or down, and can kill at lower percentages when angled up, much like Luigi's Forward Smash.

With
LIGHT arrows the technique becomes Oka Hoken, Negi's most effective killing move. Even a single arrow of light has significantly more killing potential than Mahoken does alone, and with a full suite of seven arrows even Bowser will be killed outright before he reaches 100%.

With
LIGHTNING arrows he uses Raika Hoken, his prefered form. While it isn't quite as good at landing kills as Oka Hoken, it makes up for it by dealing the same stun that it deals when used as a projectile. For that reason, it is often best used angled downwards, to keep the opponent close by for a combo.

With
WIND arrows the move becomes slightly differently, as he slams both palms forward against the opponent with Fuka Hoken. This deals the damage that Mahoken would deal normally, but also traps the opponent in wind binds. Unlike either Mahoken or Wind element Saggita Magica though, this is considered an actual grab attack, and cannot be shielded.


Zoning Game


Alongside Saggita Magica and Instant Movement, Negi has a few other attacks that he uses as part of his long-distance zoning game. Although his suite of projectiles is surprisingly thin, judicious use of them alongside his mobility options lets him play an effective game at distant range and control his opponent's approaching options.

Side Special - Lightning Spears



A more powerful, but slower lightning projectile to supplement Saggita Magica. Negi shouts,
"Iacutlatio Fulgoris!" and holds one arm up and one arm out, generating a spear of lightning. The actual generation of the spear takes fairly little time, but it lingers in midair for a little over a half second before firing, although Negi can move sooner than that.

The spear itself, while large, travels at a rate around the speed of Wolf's blaster, traveling straight forward when fired from the ground, and at a barely downward angle when fired from the air. The spears deal 7% damage fairly strong knockback and stun, similar to Ness's PK Thunder. If the spear hits anything, be it an obstacle, stage, or opponent, it will embed itself into it for one second before vanishing, but this is a purely cosmetic effect.

Negi can only have two lightning spears out at once, one aerial summoned spear and one ground summoned spear. Firing a lightning spear from the air, and then a second immediately from the ground, will result in them reaching the ground at about the same time, and is a fundamental spacing and zoning tactic.

Up Smash - White Thunder

White Thunder is a powerful lightning attack Negi learned by sneaking into the forbidden section of the library at the magical academy. Although he relied on it as a powerful ranged attack early in the series, as he began to encounter more dangerous enemies he learned long, lyrical spells were too slow to be practical in real combat. Still, Negi found ways to integrate this move into his evolving, fluid style.



Negi chants the invocation for the spell, "Fulguratio Albicans!" and opens his hand skyward, firing a white lightning bolt straight up, like a backwards version of Pikachu's Thunder. His attack however is more diffuse, hitting a wider area , but the damage tapers off the further it gets from the center of the bolt. The bolt deals 14-22% damage and fairly strong knockback, although the strength of the move decreases the further away the opponent is. It's start-up however, is around the same length as Pikachu's Thunder.



Spacing Tools


Up Tilt - Deflexio

Negi takes his staff off his back in both hands and holds it vertically, thrusting it forward in front of him. He holds it out for a moment in front of him, dealing 5% damage and flinching knockback to players who touch it and protecting him from attacks. If the tip of the staff hits, it deals 9% damage again and pops opponents up into the air slightly.

Negi holds his staff up so that it reaches up past him, the top of the staff extended out into the air, making a fantastic, anti-air poke. At the beginning of the attack his staff fires a gust of wind that pushes enemies in the air away from him.

Down Tilt - Flans Saltatio

Negi crouches down and grabs his staff, then sweeps it out in front of him in a long ranged, low strike that deals 7% damage, with the crook at the end of the staff dealing 11% damage and extra knockback. While he swings, a gust of wind releases from his staff, knocking anyone on the ground in front of him who avoids the attack itself into the air and away from him. It's slower than most down tilts, but the range and air blast make it an effective long range poking tool.

Down Smash - Circling Staff Strike

Negi takes his staff off his back, and closes his eyes, focusing. When the smash is released, he drops down in a fluid motion and twists to build up force. A burst of wind sucks enemies in towards him before he releases a whirling blow that deals 14-22% damage. At the end of the attack, a second gust of wind blows nearby players away from him, giving him some breathing room during the attack's brief ending lag.

Neutral Aerial - Lightning Axe



Negi raises two fingers in the air directly above him, and incants the spell, "Dios Tukos!" His fingers glow with an electrical spark, and he swings them down in a smooth arc. At first, the hitbox of this attack is tiny, a mere 1% damage flinching attack at the tip of his fingers. As he swings it down though, it grows in strength, dealing 11% damage and good downwards knockback at the end of the long-lasting attack.

At the end of the attack the field of lightning has grown into a full axe that hits a good distance in front of him and below him. If the blade of lightning hits the ground, the final hit deals 15% damage and very strong upwards knockback that kills around 100%.

The early hits of this attack do knock the opponent into the final blow, but even with the hitstun of electrical attacks it's very easy to DI out of and avoid the attack, taking only minimal damage and leaving Negi open to a counterattack.


Forward Aerial - Flans Exarmatio

Negi pulls his staff out and in a fluid motion swings diagonally in front of him, dealing 9% damage and releasing a gust of wind. The wind knocks enemies away and slightly upwards, while the attack itself knocks enemies diagonally down. The wind doesn't usually affect enemies on the ground, but can be effective for air-to-air spacing.


Approaching Tools


Negi isn't just a zoning character, and doesn't rely solely on ranged play and spacing to be effective, although he can poke as well. His projectiles can serve just as well at aiding in his approach as they do in zoning enemies out, especially when used in combination with Instant Movement or any of his other zoning tools.

Glide Special - Lightning Decoy



Negi makes a cutting motion with his hand and shouts, "Evocatio!" This summons elemental spirits in his likeness around him, all armed with various weapons made of lightning. The longer Negi holds this attack out, the more spirits he'll summon, up to six, although that takes two full seconds.

These spirits, which could not possibly be confused for Negi himself, will fly towards the nearest enemy at the speed of Mario's fireball, and strike with their weapons for 3-5% damage and weak knockback. Their weapons have minimal priority and any attack that strikes them or their body will cancel the spirits out. Since they are not actual projectiles though, they can't be reflected or as easily avoided as Saggita Magica is. If they are not attacked preemptively, they fade away after just one attack.


Glide Attack - Sword Swing

Negi reaches to his left side and draws a short sword he keeps with him. He rarely uses it, but when fighting on his staff it can be effective. He swings his sword diagonally in front of him, dealing 12% damage and forcing him out of his glide. It's quite similar to Meta Knight's glide attack, but has slightly greater range in exchange for less knockback and speed. It works best in conjunction with Lightning Decoys to cover Negi's approach.

Forward Tilt - Flash Punch

Negi takes an incredibly fast step forward, almost as though he were using Instant Movement, and appears two thirds a battlefield platform forward, his fist fully extended.

Any opponent caught in his sudden movement takes 6% damage and below average knockback, as well as a not insignificant amount of hitstun. At low percentages, Negi can combo this into itself, but the opponent will quickly be knocked up out of the vertical range of this attack.

The attack's one main weakness is that the hitbox doesn't come out as soon as you might think it does; the opponent is only struck after Negi reappears from his dash. You can jump to the other side of an opponent and surprise them with this attack though.


Dash Attack - Martial Exercises



Negi moves forward at a slightly slower pace, performing several different attacks as he moves forward for 3% damage each, with the last hit dealing 5% damage and moderate knockback. The final hit has punishable ending lag, so if it would not land players can cancel it into another ground move or a special.

Up Aerial - Flipping Dragon Descent

Negi performs a flipkick, but one significantly different from the usual fare. Rather than somersaulting backwards for a fast attack, Negi flips forwards, bringing both hands up as he spins, dealing 2% damage each. At the end of his spin, his leg kicks down for another 6% damage and fairly good knockback.

Back Aerial - Back Kick

Negi does a strong kick behind him. Like all back kicks, it works well both as an approaching tool and as a general close range attack, dealing 9% damage and good knockback to any enemies hit by it. It's one of the fastest back kicks in the game, making up for its lack of range and power.

Down Aerial - Tumbling Strike

Negi crosses both of his hands and strikes downwards for 7% damage. It's relatively fast, but has extremely short range, along the lines of Ness's Down Aerial.

However, if Negi lands or is about to land after landing this attack, he automatically rolls forward quickly, dodging before he actually touches the ground, giving him a completely new angle to attack from a jump-in or a hasty retreat.


Close Range


These are Negi's options for when he is at point blank with his opponent. Even at very close range, Negi has a number of surprises that he can use to great effect, and the rest of his moveset is still just as effective.

Jab - Elbow Strike

Negi takes a large step forward, angling his side to the opponent as he thrusts his elbow forward. Most of the range of the attack is made up from the step that Negi takes initially, as his elbow barely stretches out in front of him at all.

Regardless, the move is too fast to react to, deals 6% damage and quite a deal of hitstun to opponents, letting Negi use most of his quick moves for a follow up. His second attack is a follow-up uppercut with his left arm, dealing 6% damage with decent knockback that sends opponents reeling.

The attack also has very little ending lag, making it extraordinarily safe, even against shields. Unfortunately, when it hits shields it has quite a bit of shield push, and pushes enemies right out of Negi's reach.

Grab

Negi's grab is quite similar to Ness's; very quick, but short-ranged. It has about the same start-up speed and range as his jab, but more ending lag. His pummel is a simple kick that deals 2% damage.

Back Throw - Flip Kick

Negi pulls the opponent in and leans back, throwing himself and his enemy in midair. Halfway through his flip, he kicks the opponent away, bouncing them off the ground behind him for 9% damage and above average knockback.

Up Throw - Uppercut

Negi yanks the opponent down, and simultaneously delivers a powerful upwards punch, dealing 8% damage and sending opponents into the air. Enemies are left reeling, allowing him some combo opportunity at lower percentages, but at higher damage enemies will be too high to hit.

Forward Throw - Mahoken

Negi holds the opponent and activates any arrows of Saggita Magica he has available, then wraps them around his fist and punches for 7% damage plus the damage and effects of any arrows he has charged. Knockback is fairly weak, but can kill almost as well as his Forward Smash can with several charged arrows.

Down Throw - Magica Release

Negi pulls down on the opponents arm and then kicks them down for 8%, knocking the enemy prone. Before the enemy can react, he releases all arrows of Saggita Magica he has available almost straight down, bouncing the opponent off the ground.


Final Smash


"Ras Tel Ma Scir Magister"




"Veniant Spiritus Aeriales Fulgurientes! Cum Fulguratione Flet Tempestas Austrina!"
"Come, Spirits of Air and Lightning! With Lightning Cries the Southern Storm!"

"Iovis Tempestas Fulguriens!"
"Jupiter's Thunderstorm!"


Negi prepares himself by calling out his personal incantation, then begins to chant in Latin his most powerful spell. Wind gathers around him, and he flies up into the air on his staff, standing on it.

At the end, he shouts "Iovis!" and generates a sphere of wind and lightning in his hands. He shouts, "Tempestas!" and thrusts it forward in front of him. Finally, he shouts, "Fulguriens!" and releases the spell.

A cyclone of hurricane force winds propel forward, dealing rapid hits of 1% damage and pulling opponents into the center of the storm, where lightning bolts repeatedly hit for 4-5% damage. The final hit of the attack is a wicked bolt of lightning that deals 12% damage, blasting anyone caught in the storm away for a relatively nigh guaranteed kill.


Combos


Negi has a diverse set of combo options for all sorts of different situations. Clever use of Saggita Magica, Instant Movement, and careful attention can lead to a lot of damage opportunities. Not all of these combos are guaranteed, and many can be easily punished if the initial hit does not land. At the same time, this is not the limit of Negi's combo ability, and is designed more as an illustrative guide of what attacks are available rather than an exhaustive list. Different match-ups and creative strategies can lead to even greater damage output.

Any Damage Level

Jab (first hit) > Jab (second hit) - 12%
Jab (first hit) > Forward Tilt - 12%
Jab (first hit) > Mahoken - 20%+
Lightning Spear (aerial) > Lighting Spear (Ground) - 14%
Lightning Spear > Saggita Magica - 9%+
Lightning Decoy > Glide Attack - 15%+
Down Aerial > Forward Tilt - 13%

Low Damage Combos

Jab (first hit) > Jab (second hit) > Up Aerial - 16%
Up Throw > Up Aerial - 14%
Back Throw > Saggita Magica - 11%+
Down Throw > Forward Tilt - 14%+
Down Throw > Up Tilt - 13%+
Forward Tilt > Forward Tilt - 12%
Up Aerial > Down Aerial - 13%+

Mid Damage Combos

Jab (first hit) > Jab (second hit) > Up Smash - 19%+
Up Throw > Up Smash - 17%+
Lightning Spear (aerial) > Glide Attack - 19%
Down Aerial > Dash Attack - 18%

Situational Combos

Arrow Rush (Lightning) > Forward Tilt - 9%
Saggita Magica (Lightning) > Lightning Axe - 17%+
Down Throw (Lightning) > White Thunder - 28%+

Instant Movement Combos

Lightning Spear (aerial) > Lightning Spear (ground) > Instant Movement > Forward Tilt - 20%
Saggita Magica (Lightning) > Instant Movement > White Thunder - 18%+
Saggita Magica / Lighting Spear > Instant Movement > Jab (First Hit) > ...


Playstyle

Negi has a very balanced, versatile suite of abilities. He has a very solid zoning game, some good close combat options, and some nice spacing tools as well. Bringing them together into an effective playstyle is where Negi really shines though.

Zoning is where most players will immediately be most comfortable, and his two projectile specials work very well at it. Lightning Spears are good at clearing areas that the opponent doesn't want to be at while Saggita Magica can be used to pick at enemies while they're maneuvering and chip at their weakened defenses. A well-placed binding circle from Negi's wind arrows can also be an excellent aide in his distance-play game. Negi can't keep it up forever though; there is a delay between when Lightning Spears can be fired again and Saggita Magica isn't that threatening without several arrows already charged.

Negi does have solid spacing and zoning tools once the battle gets into closer range, about a battlefield platform or so distance between the characters. His Neutral Aerial and Forward Aerial are fantastic at clearing space; one forces the opponent back with wind while the other creates a large, lingering hitbox to threaten with. Combining these two moves alone Negi can push opponents back and fish for a chance to slam them into a ground with his lightning axe for a potential KO. On the ground, his up tilt and down tilt do fantastic jobs of keeping enemies back from whatever angle they approach from when timed well, poking at enemies with some needed long ranged melee moves, and blasting enemies back with wind. Good prediction and timing makes it very difficult for enemies to get in on Negi, but when they do these moves are just a bit too slow to get them out of the way.

Worse for Negi, his out of shield game is somewhat weak. His jab and grab are fairly short ranged, so most larger characters can tipper him and chip at his shield while the most common moves out of shield prove useless. His Forward Tilt can be good at moving his hurtbox out of the way or his Up Aerial for a quick attack, but he doesn't have strong options like some other characters. What it takes to really bring his offense to the next level is a little bit of courage; use of his Instant Transmission to rush in on the opponent before they can close in on him. Lightning Spears, Saggita Magica, and summoned spirits from his Glide Special all force the opponent to dodge, shield, or eat an attack, giving Negi the perfect opportunity to teleport in and continue the assault in melee range. Even if the opponent shields the attack, he has mix-up opportunities in a second use of his Up Special, his Forward Tilt, and his jab and grab to confuse the opponent into what he's going to do next. With a little more risk and excellent timing, Negi can even combo off of his projectiles into more melee attacks and toss the opponent away for massive potential damage. While it can be risky, it's the best way for Negi to counter opponents with stronger close-range offense than him, by rushing in on them before they can react.

Negi can put the enemy almost wherever he wants off of a properly landed jab attack; he can lead it into most of his moves, launch opponents into the air to juggle or move around with wind, combo into a Mahoken for a KO attempt, or go into a Forward Tilt or Up Aerial and chase. The weakness to this move is of course it's limited range, so the best opportunity to land it is immediately after a teleport while the opponent deals with projectiles launched moments prior. Negi can approach more traditionally too, his Glide Attack and Glide Special flow together easily, and the strong lateral movement of his second jump combined with his effective back aerial, up aerial and down aerial give him effective aerial approaches as well. He can even do a dash in with his dash attack to chip down the enemy shield then finish with a powerful blow or cancel into something else to mix the opponent up, like his grab or a jab, or even just a shield to throw the opponent off.

Negi has loads of options out of almost any situation, and although he is not without weakness, a little ingenuity can convert most situations into a positive scenario for him. He is most effective however when he plays against the enemy's strengths; zoning characters who struggle against distance while rushing down those who would prefer to be left alone. Not only that, Negi can easily transition between all of these styles of play, moving from zoning to rushdown in a moment, and using all of them is key not only to winning the match-up, but the psychological battle with the opponent. He can use wind arrows and air blasts from staff moves to gimp enemies with bad recoveries or KO with his aerials or ground moves. Mix in all of his options to keep his approach and his tactics unpredictable and strike at where the opponent's weakness is, and, in the hands of a skilled player, Negi can take you far.


Match-Ups


VS Diddy Kong - 45/55

Diddy Kong is another well-balanced character in Brawl, and the two of them have many interesting options at their disposal. Immediately obvious is how the bananas will be used in the match-up; they offer Diddy a tool both to protect himself from teleports by Negi in and let him limit his out of shield options even further. Negi on the other hand can also grab them and use them against him to extend his ground game that already offers options for slick combos and further extend them.

Negi's zoning is undoubtedly stronger than Diddy's, as Lightning Spears override peanuts and Saggita Magica can spam in on opponents. Negi also has an advantage offstage with his better second jump and strong Neutral Aerial which can make it very difficult for Diddy to get back to the stage with his Up Special or Side Special as opposed to Negi's wider options.

This match is really a technical exhibition for both characters as they attempt to build damage on each other as quickly as possible. Negi will focus on zoning and looking for the right moment to strike in while Diddy will approach with bananas to try to force him down.

VS Falco - 55/45

Falco's reflector doesn't help him much against Neg's projectile game, as the animation is simply too long and only hits from one direction, giving him an easy opportunity to teleport in and punish him. The same goes for his blaster; while it is powerful and can shut down Negi's attempts to charge up his arrows, there is enough delay for Negi to take advantage of the move and get behind if he isn't careful. Falco's Down Smash however is very good at keeping Negi from mixing up sides with his Forward Tilt or Up Special and can hit him either side he lands on.

Negi's aerial game really shines in this match, as Falco has a high fall speed and below average air control that Negi can use to force him offstage with his Neutral Aerial and Forward Aerial, and try to attempt a spike with his Neutral Aerial or Down Aerial. Actually edgehogging Falco is more difficult though, so he'll likely want to teleport back to knock him away with wind or light arrows.

Keeping in mind the range of Falco's Phantasm is important, as it puts Falco in close range faster than Negi can, and his Forward Smash and kicks just outrange Negi's closer ranged moves, although Negi's Forward Tilt at least outranges his attacks. Avoiding letting Falco avoid Negi's projectile game and get in close is key, his chaingrab and Down Aerial chase can be dangerous.

VS Snake - 60/40

Snake traditionally has one of the best zoning games in Brawl, but Negi can keep up with his in this match-up. Wind attacks from Negi's staff are fantastic at messing up Snake's grenade set-ups and forcing him to take damage from his own attacks, while Saggita Magica can be used to poke at Snake's own attempts to set-up.

Careful use of Negi's Instant Transmission is absolutely key against Snake, who has his ridiculous range on his Up Tilt and strong Forward Tilt to counter a poorly telegraphed rush-in, but if Negi succeeds Snake is an ideal character for him to use his mid-range combos and perform mix-ups upon.

Snake is also very vulnerable to Negi's spacing and mid-range game too. His mortar slide is a bit predictable and when launched into the air Negi can pretty easily juggle him due to his mostly predictable aerial moves and slow speed in the air.


Extras


Animations

Down Taunt - Powerful Sneeze

Negi breathes loudly and deeply for a few moments, rearing his head back before releasing a hurricane force sneeze. This taunt also creates a powerful wind hitbox around him that knocks enemies far away for set knockback, making it an extremely circumstantial edgeguard, much like Luigi's Down Taunt.

Side Taunt - Power of the Elements

Negi gets into a fighting stance, and holds his hands out. Swirls of wind and sparks of lightning crackle around him.

Up Taunt - Poked Pride

Negi swings his staff forward and spins it around. "That's the power of western mages!" He says.


Victory Pose 1 - Spot of Tea

Negi sits cross legged and slowly sips at a cup of tea like an English gentleman. A moment of peace at last.

Victory Pose 2 - It's Magic

Negi rides on his staff, floating just above the ground in mid-air.

Victory Pose 3 - Class Troubles

Negi is too busy to celebrate his victory, he's got papers to grade! He goes through a pile of papers with a red pen and sighs.

Loss Pose - Good Sport

Negi claps excitedly. He may not have won, but he's proud of the person who beat him. That's inpressive!


Minion

Minions were a MYMini idea from way back when in MYM7, where they essentially function as personal assist trophies for the character that uses it. And now I'm brinigng it back.

Albert Chamomile



Albert Chamomile, most commonly referred to as Chamo, is Negi's familiar. A chain-smoking, dirty old man of an ermine, he has unique magical powers and world-weariness that makes him an excellent advisor to Negi in some things and a horrible one in others. While in general, he's looking out for number one, he's always there to bail out Negi when he's in trouble.

As an ermine, Chamo has the unique ability to form Probationary Contracts, called Pactios. Western Mages can form contracts with other people to form a partnership, granting the new partner a card that lets them borrow from the mage's power and summon a special personal artifact for them to use.

When Chamo is summoned to the stage, he shouts out, "Don't worry bro! The cavalry is here!" And summons one of Negi's first four partners through a magic circle to assist him temporarily.




Asuna Kagurazaka is the 8th Student in Negi's class, and also his roommate at Mahora Academy. A headstrong orphan girl, she assisted him when a vampire was plaguing the students of Mahora Academy and first discoverd his magic. When summoned, she jumps at the opponent with a flying kick for 12% damage, then swings her sword at them several times for multiple hits before finally leaving, saying, "I'll leave the rest to you, Negi!"

Nodoka Miyazaki is the 27th student in Negi's class, a shy, introverted member of the Library Exploration Club. When summoned, she reveals her artifact, a diary that lets her read her opponents' minds. Whenever the opponent attacks, she shouts a warning to Negi, slowing down time to allow him to react. She remains out for fifteen seconds before disappearing, saying, "Please be careful Negi!"

Setusna Sakurazaki is the 15th student in Negi's class, a member of the Kendo club and a trained Shimeiryu swordsman, a special form of magical exorcism. Already aware of the world of magic, she assisted Negi when mages attacked in Kyoto. When summoned, she pulls out her artifact, a short blade that multiplies into 16 blades. She then fires them all off at the enemy for 4% damage each, then jumps in for an unblockable slash of her blade for 11%. After than she leaves, saying, "I leave the rest in your hands, Negi."

Konoka Konoe is the 13th student in Negi's class and Negi's other roommate. She is the granddaughter of the principal of Mahora Academy and the daughter of one of the Thousand Master's allies, but until she was kidnapped in Kyoto she was utterly unaware of the world of magic. When summoned, she pulls out her artifact, her two fans, and begins chanting in archaic Japanese. If Negi is near her when she finishes her 10 second long incantation, she waves her fans, fully healing him of all damage. Konoka can only be summoned once per stock. After that, she leaves, saying, "Do your best, Negi!"
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
502
Negi
I love how everyone is already super tense with regards to this set. Without even reading it. It's like DM just planted a freaking nuclear bomb in the middle of the room.

In any case, the set stays extremely true to Brawl conventions. By extremely true, I mean it is probably more In Smash than Roxas. Funny how in MYM that's an incredibly gutsy thing to do. You also have a freaking element swap mechanic in there, something which in movesetting is... usually considered a bad sign. The element swap though, makes it clear you're trying to respect the character you're making a set for and translate his fighting in series as directly as possible. Surprisingly enough though, the set actually manages to flow, albeit without a single hard move interaction in the entire set. Using a Run Away style trick with the Instant Movement, Negi can set up his spacing very precisely, and aside from that he has his moves of all ranges which do a nice job covering and supplementing each other. You've got some solid spacing stuff with all the wind hitboxes, approaching tools to allow him to charge alongside his projectiles to combo off them... stuff we've admittedly seen before, but usually to further a more Un-Smash purpose. There is admittedly a lot of depth in here, albeit in a manner that is slightly unconventional for MYM.

What I suppose I will bring up that's a complaint for me personally, is that it hardly introduces anything new into the realms of competitive Brawl. I mean, for the most part Negi is just using a jumble of Brawl attacks, refined into a playstyle that's well suited for him and admittedly works just fine without any sort of flowchart(which you have mentioned countless times you've been trying to avoid). It obviously works fine as a transition into the game, but it loses a bit of the excitement factor that a lot of other sets have. Admittedly, I can't argue to you that this was the wrong decision though, your goals in this set are clear and I respect them. The question is will MYM accept this direction, and honestly I don't think that is clear yet. We'll see in the other comments.

Admittedly though, I wonder if in part my respect for this set comes from how long we've discussed it.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,251
Location
Australia
[collapse="Negi Springfield"]Nice to see you coming back to make a set for a character you wanted to make one for. I can see this given the sheer trivial information packed into the set and the somewhat professional grip you have on your writing (that, or it's just nostalgia with your ways) - there are times when the writing gets a bit long-winded as to make the simple attacks look more elaborate than they really are, but it's all in good taste. Honestly though, it's commendable that you even went out to make a moveset for the main character from such a long-winded series given all the sources and power levels you'd have to pull from and ponder over. The set feels like a different kind of art compared to most others made here in that it's like a library for Negi himself, but not going into too much detail or even attempting to spoil the series - I for one was surprised he actually used as many physical attacks as he does here, and it's a pretty good balance between what powers he wields.

In the end I realize this set isn't just service to the character, but also to Brawl when you do something as rare as show a list of combos and a long playstyle. I also quite like the addition of the LFP minions and how you make them true to being supportive characters in how they don't KO foes for Negi but help him do so, along with their departing lines. This set is most certainly on a different wavelength than most others in this comp, but it's one I can appreciate for the direction it moves in and trying to make a set for a character without worrying about what others would think of it.[/collapse]
 

FrozenRoy

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

Looking at just the mechanics, this actually does not seem as broken as it was made out to be, but I gotta read the moves too, of course.

Why would you always go left if you tripped from the D-Tilt? It seems to me the logical thing to do would be to DI whatever direction is away from Garbage Man, which both helps them get out of the trash, away from Garbage Man and his tires and, if it near the end of the move, possibly just roll right away. Also, can't they DI out by DIing upwards? The scooper doesn't seem to have a top, anyway.

Pfff, the Down Smash is called GARBAGE DAY. I did not even see that when I named this comment. I love it.

Looking over this set...I do not feel that it is the 3rd most OP set of all time. Garbage Man is actually very vulnearable to grabs, due to the fact that the glass is very easy to break and grabs will stop all his momentum(Just try grabbing a dashing Sonic to see that grabs stop your movement), forcing him to accelerate once more, plus giving opponents a good vantage point to jump over him if need be, as how I understand it jumping up to where you could grab him would act as a solid platform due to the truck being solid and thus give back jumps. Even Ganondorf's bad second jump should be able to make it over and since Garbage Man takes so long to turn around and doesn't have a ton of moves to hit behind him, this isn't too hard. The fact that the Garbage Man himself doesn't have a lot of defensive options means he does feel like he has a big vulnearability, especially against aerial characters due to having bad aerials and their ability to wall of pain the Garbage Man himself by weaving in and out and using aerials. Don't forget that they can land on the front of the truck and refresh their jumps(Or grab him). Garbage Man certainly has options to deal with this, but he gets a bit hard to be the 3rd OP...

This is a good thing, though. I prefer my sets less broken, not more. The set itself is pretty good I think. Everything flows around the trash, from the brawl ice oil slick preventing them from getting around it well to the flamethrower flaming them up to things like hiding if they tripped. It's all pretty sleek stuff, I think, though I feel that at times the execution of how some moves would work faulters a little, like the Down Tilt, and the aerials feel very lacking after a bombastic start to the set, though that's understandable given you are working with a garbage truck. It did not feel as good as Manfred or Black Hole Bowser, but it did feel good. You definitely started picking up your contest around here, I think.

The Creator

Chakravartin, I think, is a really neat set. I concur that the campy nature of this set doesn't really go again what's seen in the fight, seeing as most of it is him flinging around suns, swords and weird black energy and really most of the physical fighting coming as he gets beat. The swords, I think, are really cool due to being the primary way he KOs rather than just damage racking, which makes his setup all the more important. His time stop is handled competently and well, he has cool grabs, his terraforming is not too complex and yet does what he requires too and, to me, the set doesn't feel disgustingly OP. Perhaps a bit strong, but not OP.

You definitely go all out with this high potential character, grasping at everything your mind can get at from the multitude of options, and it comes here in a coherent set. Chakravartin is a decent damage racker with a variety of options, but instead of also having an easy time KOing, his excellent durability combined with this is counterbalanced by not being a grand knockout artist, often relying on his swords for these and thus not requiring setup to damage rack, but rather to KO. The brawler aspects of Chakravartin's battle, while not brought to the forefront given most of the battle is not spent doing it, are not forgetton via moves like the Forward Smash, Down Aerial and the Forward/Back throws, maintaining the sense of Chakravartin as not just a master of creating, but a master of the physical, truly a god.

If I had one complaint, it might be that Chakravartin's setups require a lot to keep around and working, so it might be a bit too hard for him to keep around his setup as wanted, though I think it's not as big of an issue as to make him unplayable and that it is perfectly acceptable in the set. I'm sure other quibbles could be found by those with more knowledge than I, but as for me, I enjoyed it.

Negi

I don't feel like making a witty title. Sue me.

Negi is a set that is certainly very in-smash, something I like, but has a fair amount of elements I don't. I think the arrows could have been used more on different attacks than just cancels and, like, a throw, while maintaining the in-smashness.

I also felt like a decent amount of the combos you put in the combo section do not simply work and would have liked a little help on what makes them situational, like perhaps a note on what sort of DI is needed to get out of it or how size effects it or whatnot. An in-smash set needs some details like this to keep at it, you know? I believe it would have helped the set.

The way the images were put in somehow seems a bit haphazard as well.

Still, at it's core, Negi is a simple set that does simple things and is effective at that, but somehow felt dissapointing to me, so I cannot say I liked it all that much. It's got a nice base, though.

Wasted Potential

Galvantula is an awesome Pokemon.

But unfortunately, while entirely understandable the set would be a bit underwhelming due to it being part of a Pokemon Trainer set, the set is...well, underwhelming! You've got some really good ideas here, like that Down Tilt and the Up Special, but most of it just creates sort of boring stun and the like, which also doesn't work too well when, like Kat said, there is not as much to take advantage of it. The grab is also pretty neat though, giving him a more non-traditional grab and yet allowing him a full compliment of throws.

All in all, though, the set is just underwhelming, presenting good ideas but just not really taking them anywhere neat, with little really feeling able to be made largely commented on...probably would have been fitting enough in the context of a Trainer set, though.
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
810
3DS FC
1908-0105-4965
One Day set, Go!

RED TORNADO

Red Tornado is a character from DC comics, being one of the more popular B-listers in the line. Created and built by the supervillain T.O Morrow as a way to infiltrate the Justice League, the android Red Tornado eventually turned over a new leaf and now is a member of the League. He is a wind elemental, able to create winds and tornadoes so powerful they can level buildings in seconds. He's also super resistant thanks to his well-built body, and with his winds he has been known to travel at speeds so fast he is invisible to the human eye. However, as an android, it is devoid of emotion, and is troubled by his almost futile attempt to understand them.

Stats
Size o 8
Ground Speedo 4
Weight o 9
Jump o 7
Aerial Speed o 10
Fall Speed o 6


Special Attacks

OOOUp SpecialOOO
A red cyclone manifests itself underneath Red Tornado's body, propelling him up 3 SBUs . The tornado itself reaches down up to 3 SBUs, and if there is no stage underneath him, the falls into helpless. If it does touch down, Red Tornado now has the ability to move forward and backward at a speed of 3 for up to 10 seconds, or until he's dealt 15% damage. He takes only horizontal knockback in this state, effectively halving it. He can also use any attacks besides standards from here, giving him an approach option. Any opponent caught in the cyclone will be dealt 5% damage from a grab hitbox, before being thrown in a random direction, with good knockback. There is a 10 second cooldown time in between uses, preventing spamability.

OOONeutral SpecialOOO
Red Tornado puts his hands above his head and creates a 1 SBU wide and 3 SBU tall red tornado, which he then throws forward fairly laggily. This tornado slides along the ground at Ganon's walk speed, turning as it runs into walls, and continues to move until it falls off the stage. The tornado has a suction that reaches out to both sides, as powerful and length wise as Kirby's. Anyone sucked in is dealt 6% damage and is thrown out the top for decent upwards knockback. He can have up to 5 of these tornadoes out at a time, and any tornado that runs into another simply push against each other, turning itself around and going the other direction. Creating a new tornado simply gets rid of the oldest still active tornado. Tornadoes can be destroyed by attacks that deal more than 15% damage, causing them to dissipate.

OOODown SpecialOOO
Red Tornado crosses his arms before throwing them out to his sides, engulfing himself into yet another tornado, the same size as his neutral special. Using this out of your up special makes him simply sink down into his already-existing tornado, which fixes itself to match the size. He can move around at a speed of 3, acting similarly to that of the other tornadoes in terms of damage and knockback. If he runs into any of the other tornadoes, the "bounce" off of him, moving in the other direction, giving him good control over where the tornadoes go. By pressing the neutral special, he can make this one of his regular tornadoes, letting it off on it's own. After 3 seconds, if he's still in the tornado, it fizzles out laggily, leaving him open to attack, which also happens if you manually cancel using the down special again.

OOOSide SpecialOOO
Red Tornado throws his hands out Hadouken style, creating one long, sideways tornado out of his hands. The tornado reaches about 2 SBBs forward, and pushes and character hit by it back up to 5 SBBs depending on weight, though while dealing no damage. Anyone who falls into it simply is pushed out too. The Tornado itself only lasts for as long as Pikachu's ThunderBolt. It can also be used to push around your pre-existing tornadoes, once agian giving you good control over where exactly they go. The lag on this again leaves something to be desired, but opponents should be too far away to punish you anyway.

Standard Attacks

OOOJabOOO
Red Tornado simply and effectively delivers a punch forward, reaching 2/3rds of an SBU forward and dealing 4% damage. The knockback on this is pretty damn good for a jab, good enough to be effective at knocking people into your tornadoes. As a jab, the lag on this is minimal, though not to the point of being like Pikachu or Falcon's jab.

OOOForward TiltOOO
Red Tornado's eyes glow blue, as he shoots a light blue laser from them. This happens extremely quickly, with the laser being the size of R.O.Bs, if a bit slower to travel. Anyone hit is dealt 7% damage and large amounts of hit stun: this is a perfect way to keep enemies where you want them for just a few more moments before you catch them in a tornado.

OOOUp TiltOOO
Red Tornado once again puts his hands above his head, this time creating a very short, wide tornado, which he continues to hold for up to 3 seconds maximum. This tornado, which barely reaches 1/4th of an SBU in height, creates a very powerful suction hitbox that reaches 5 SBUs above Red Tornado. This will obviously pull opponents who are trying to approach from the air down to your level, but as the ending lag is extremely small, it can flow nicely into your Neutral Special, allowing you to catch opponents in one of your cyclones.

OOODown TiltOOO
Red Tornado delivers a downwards punch, which deals 5% damage, and pitfalls any opponent it hits. Pitfalled opponents are still fully vulnerable to your tornadoes, though this is an especially weak pitfall that will only keep opponents down for a small while. Of course, this still helps, as it gives you time to catch them inside one of your tornadoes without too much fuss.

OOODash AttackOOO
As he runs, Red Tornado quickly turns into a small tornado, continuing at the speed of his dash, covering a good SBU distance. Anyone who is hit during this time is dealt 5% damage and tossed into the air, just long enough to cover the ending lag of this attack, which, while not bad per se, is still fairly long compared to other dash attacks.

Grab Game

OOOGrabOOO
For his grab, Red Tornado creates another same-sized tornado out of his hand, giving him an entire SBU of grab length, plus a bit of suction. Opponents who get caught in this tornado are dealt constant 2% damage per second for the entire 5 seconds they can be trapped in, but breaking the grab works as it would normally. Getting re-grabbed resets the timer for the automatic release, however. Red Tornado can also grab one of his pre-existing tornadoes, provided an opponent is already inside, and can use all of his throws on IT, having largely the same effect. As such, he has no pummel.

OOOForward/Back ThrowOOO
Red Tornado pushes the tornado he's holding the opponent in away in the direction the attack was input, not affecting any of the tornadoes he's got out on the stage at the moment. The tornado travels at the speed of any of the other tornadoes, having the same properties, only holding opponents in and still dealing the constant 2% damage. The goal here is to either space the opponent away from you to give yourself some breathing room, or, in fact, bounce the tornado off of another, send it back to you, and re-grab, resetting the timer and keeping the opponent trapped and constantly dealing damage.

OOOUp ThrowOOO
Red Tornado surges his power, launching opponents up and out of the tornado, dealing 15% damage and good upwards knockback that kills at around 160%. This is one of your best KO moves, as Red Tornado will almost always be knocking opponents upwards anyway. It also flows fairly well into your Aerials, provided you can get yourself up there fast enough to follow up on it.

OOODown ThrowOOO
Red Tornado stops the cyclone, pounding opponents down with his fist, dealing 16% damage and bouncing opponents off the ground. This is more of a move used to deal damage than anything else, but it does put opponents into prone, leaving them open for more attacks. Unfortunately, Red Tornado can't infinite this, as the ending lag is long enough to allow opponents to get away.

Aerial Attacks

OOOAerial JabOOO
As was his grounded Jab, Red Tornado simply punches, though this time the punch is angled down, allowing you to put opponents into any tornadoes down below. This deals 3% damage and okay downwards knockback.

OOODown AerialOOO
Red Tornado spreads his hands and angles them downwards, though not directly downwards, at the ground. He then creates 2 long, thin cyclones, one from each hand, which reach all the way to the ground, 1.5 SBU away from each other. These act as almost solid walls, dealing 3% damage to anyone who touches them, trapping opponents between them should they get caught. This can also be used to trap tornadoes between them, bouncing them back and forth, allowing you to hold them in certain positions. Any opponents caught from your grab will also be bounced around in here, as well as taking the 3% damage every time a wall is hit, making this good damage racking.

OOOForward AerialOOO
Red Tornado whirls himself into a tornado (sinking into his current one if he's using his up special), and snakes forward, the top and widest part of the tornado flying in an arc before going to the ground. This will catch any opponent that happens to be in the way of the opening of the tornado, spinning them around inside and dealing 1% damage per second the are trapped. After 3 seconds, the tornado disappears, dealing decent knockback to any caught opponent, as well as letting Red Tornado regain control immediately, with almost zero ending lag afterwards.

OOOBack AerialOOO
Red Tornado turns around in the air, opening a tornado from his hands. This tornado is small and not too wide, though it does create a suction that is as powerful as D3's inhale. This doesn't do much besides bring opponents closer to you, but then again, that IS exactly what you want, making this a good move to use in conjunction with your grab.

OOOUp AerialOOO
Red Tornado quickly throws his hands out to his sides, creating a pushing effect in front and in back of him. This will push any opponent that is caught in the 2 SBU range back 3 SBUs, making this a fairly good GTFO move when Red Tornado needs his space.

Smash Attacks

OOODown SmashOOO
Red Tornado throws his hands up, charging this attack. When the charge is released, Red Tornado throws his hands down, and two tornadoes appear on either side of him. He then makes a pushing motion to both of them, sending them moving in both directions. The charge time affects how fast they travel: full charge shoots them away at Falcon's dash speed. The speed also affects the damage dealt: these tornadoes are faster and more violent, simply knocking opponents back and dealing 15% damage at full charge, as opposed to sucking them up.

OOOForward SmashOOO
Red Tornado, as he charges, summons a tornado which engulfs him. Upon release, he suddenly disappears...he's traveling faster than the speed of light! At full charge, he will reappear 4 SBUs away from his original position, delivering a fierce blow that deals 20% damage and good upwards knockback to anyone it hits. Exactly where you reappear is aimable, giving this good potential for mindgames, though he does go into helpless in the air after this attack, and he ignores edges when using this move.

OOOUp SmashOOO
Red Tornado takes a battle position for the charging animation, looking as if he's ready to attack. When the charge is released, he shoots himslf upwards, propelled by a tornado, up to 4 SBUs, his body acting as a hitbox. He remains a hitbox until he reaches the height of his ascent, afterwards he becomes fully controllable again. If he hits any opponent, he deals 14% damage and good upwards knockback, though coming into contact with anything stops his flight.


OOOFinal SmashOOO
Red Tornado has grabbed the Smash Ball! He summons up all of his energy, creating powerful winds, and gathering them up to create a Tornado the size of Giga Bowser! This deals 25% damage and great knockback to anyone it hits for the entire 10 seconds it's controllable, as the tornado moves at Pikachu's dash speed around the stage! Afterwards, Red Tornado returns to his regular form, free to continue the match.

OOOPlaystyleOOO
Red Tornado is all about spacing and making his tornadoes, and making sure opponents get into the tornadoes. His grab is his best way to damage rack, and keeping opponents in is as easy as bouncing them back for another grab. Once you've used all of these options, it's as simple as re-grabbing them. Of course, positioning the tornadoes takes a front and center, too, as Red Tornado never wants opponents to feel safe, and always wants them on edge just due to the sheer amount of tornadoes. Keep pressure, keep vigilant, and soon enough, opponents will be falling right into your hands.​
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,251
Location
Australia
[collapse="Red Tornado"]A rather obscure character choice, I must say - was almost about to misread his name as Red Tomato! The set is very straightforward in its execution, at times the writing being a bit shaky for the time you wrote it in. The Up Special is a pretty cool way to open the set which comes across as a way to move around and get enemies into the air, if a bit difficult to understand and possibly extreme move along with others when you use SBB method of measuring so freely (the tornado words as being 5 SBBs tall so it seems he'll be perched all the way up there, and 5 SBBs is very tall). By simply making tornadoes, separating your hitbox from the ground with a damaging one that makes it dangerous for enemies to be underneath you and bouncing those tornadoes you could have had a pretty cool concept on your hands with some tweaking to the effects of the moves. It is somewhat fitting for this character to have a one-day set, though, even if the image is of surprisingly quality taken from the cartoonnetwork site when it looks like a photoshop job.[/collapse]
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
810
3DS FC
1908-0105-4965
You are quite right with the 5 SBU thing, Kat. I actually meant 3, not sure how I missed that

:phone:
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
502
Red Tornado
I'm not truly surprised this set turned out the way it did given it was made in one day, but this strikes me as a character who is capable of doing... a little more than just dropping tornado grab hitboxes. The entirety of his game is a basic trap(and a grab trap of all things, which would become pretty tedious for players to deal with) and various extremely boring ways to pressure the opponent into it. It flows alright, but this is an extremely easy to playstyle to pull off and aside from the grab game you do absolutely nothing with it. The grab might have been acceptable, but it only has 3 throws, one of which is just filler, one of which is your generic mechanic based KO move, and one of which is a blatant infinite(the tornados never dissipate, just keep throwing them at the other tornado and they will reach absurd percents and then die to the Up Throw). There's hardly anything to talk about here given how utterly little there is to the set, and what makes it incredibly painful is that not only are none of the ideas unique, most of them have been used before excessively. I'd advise in the future not forcing out sets in one day "just to have another set", given I've made this mistake before and it usually had horrible results, and the same seems to have happened to you here. This set's hardly even worth a glance.
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,527
Luxord

I've finally got some free time to do a little bit of catch-up, so I thought the first moveset to check out would be the one that's been hyped to hell and back, promised a crapton of SuperVotes and treated like the inevitable contest-winner. Sadly, I wasn't particularly impressed. I will admit that you've got a lot of good ideas, Kat, but you don't need me to tell you that. You've been having them since before I even joined MYM, and no end of people have started to acknowledge it lately.

Luxord puts that right on display, with a whole host of fabulous and spectacularly excessive ideas in each move. It reminds me of Gengar, except where Gengar was sort of a sly parody, Luxord is played absolutely straight, and manages to go even farther over the top than everyone's favorite MYMX contest winner. I posted an article a while ago that indirectly compared movesets to Lego models. Something I never directly stated in that article, but could easily be inferred by the reader, is that you have to consider not only individual moves when writing, but also what they contribute to the moveset as a whole, and how well they fit together.

Luxord rejects this philosophy entirely. In addition to the moveset's commitment to introducing new spectacular ideas as often as possible, there is almost no logic behind the placement of Luxord's inputs, and at points it even seems deliberately counter-intuitive. Up Special has him place a trap down on the stage, and Down Special is a recovery? What madness is this? You're going out of your way to defy Smash's logic and control scheme, and I haven't the slightest clue to what purpose. For another example, look at the Smashes, which can for some reason be charged forever, and sometimes allow you to move while charging them. You want Luxord to be able to touch cards while he's charging, I get that. But he is already beyond broken on a conceptual level (we'll get to that in a bit). He really does not need infinite time to touch all the cards he wants. You could just as easily have him walk forward as the attack is executed, or automatically affect cards within a certain radius. The Dash Attack introduces what practically constitutes a new mode of play, and the controls are vague and confusing.

The moves in the set all revolve around manipulating cards, which does give them all a common thread. Nevertheless, Luxord seems to be lacking in playstyle because of his ridiculous power level. Why does Luxord need to con the foe into attacking things when he can just blow up the explosive cards with his Forward Tilt? Just casually throw out an FTilt whenever the foe is near five cards or more, and you're probably getting a hit. It's stupidly easy for him to spread cards, and he can even use his Forward Smash to specifically create explosive cards. Heck, he could even hit the foe with his Down Aerial, then use NSpec. That would create a tiny cage around them with one or two explosive cards. And the explosions are pretty powerful, capable of KOing superheavyweights at 140%, and dealing 12% damage themselves. If he got tired of doing that, he could always revert to being the game's best gimper, I suppose - his Up Tilt basically turns all of his cards into quick flinching hitboxes (and the best part is there are no strings attached - using the attack a second time brings all the cards right back!) Combining that ability with how stupidly easy it is for Luxord to spread cards , it's pretty easy for him to screw recoveries over. But if your opponent won't go down that easily, it's okay - his aerials turn him into a gimping demigod anyway. To reiterate, Luxord doesn't really have a well-defined style because he can do basically anything. This might make sense on some kind of god-type character, but from what I know of Luxord, he doesn't really fit that category. Also, isn't the character supposed to have some kind of connection to time? That doesn't seem to be present at all in this moveset.

On top of all this, the set has some writing issues. This is understandable to a certain degree when what you're writing is this ridiculously off-the-wall, but there are plenty of moves I had to reread several times to properly understand, and I'm sure there are still parts of the set I'm not clear on at all.

I hate to be so down on the set, but it's really not the sort of thing I can get behind.



EDIT: I've been having trouble with some of my movesets shrinking lately, as some of you are aware. I will correct this issue and repost the affected movesets at some point, unless I get incredibly lazy, but just in case this sort of thing keeps happening after I leave, I'm leaving my sets readily available. This link should take you to my dropbox, which contains all of my image movesets, in both psd and png formats. If it doesn't work, go shout at me in the chat and I'll figure things out.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
The Zettai Hero Project!

The reason this moveset looks like manufactured ASS, is because the main character sucks, that's why! ~Pirohiko


♡ Etranger ♡
You? The 'Unlosing Ranger'?! I've seen tougher nuts in my wheaties.

This spunky lass is Etranger, the prodigal child destined to face off against the nefarious DarkDeath Evilman and save the planet...
Actually, THAT child is off fighting Evilman right now, and couldn't come to the Brawl. Instead you'll have to make do with her Astral Projection. Sowwweee!

While appearing as a small girl, Etranger is really far younger. She's a baby actually. A Baby with ungodly super powers, granted, but a baby none-the-less.
As you might expect, being only a couple of months old presents a few problems. Chief among them is her naivety, which she attempts to balance out with a short sighted set of morals. Unfortunately, this limited pragmatism is of little use in a game that's about the ideals and trials of becoming a true hero.

Oh well, here's a moveset about her.
♡ Statisticals
Weight/Height Ratio: ♥♡♡♡♡
Despite being rather short, she manages to be even lighter than she appears to be, by quite a margin.
Speed/Traction Ratio: ♥♥♥♥
Only moderately mobile, Etranger has perfect traction, and short animations for; harsh landings, tumbles, flops and grab releases
Float/Jump Ratio: ♥♥♥♥
Just above average in terms of total jump height, with her psychicly propelled mid-air jump accounting for 2/3 of that. Etranger has a decently slow falling speed to go with this.
GrabRange/GrabSpeed Ratio: ♥♥♥♥
As a tether grab, Etranger peaks just shy of Link's tether, with approximately the same speed and delay.
♡ Moveset
Jab Attack:
A spherical boundary (or just a translucent circle with a white outline, for you 'normies') expands outward from Etranger's current position. It continues to expand while the A button is held, and contracts back in again, at 1.3x speed, after the attack is released. It starts off as just large enough to encapsulate the little girl, and grows 1 stagebuilder unit in volume every 0.2 seconds. In layman's terms, it expands quickly to begin with, then slows down exponentially as it grows. You can start growing a sphere around you, stop for a moment (to move or attack), then hold A again to resume pumping up the boundary.
So, what does this growing and shrinking circle do? If ANY hitbox makes contact with its outer edge, it will clank off of it (causing the foe to flinch away and end the attack), or simply explode in the case of projectiles and such. Aerials and transcendant hitboxes are affected by hitting the boundary too, just in case you were dumb enough to think the foe could win with short hopped aerial spam and Metaknight counterpick.
It does not stop grabs, nor does it physically impede anyone

All Tilt Attacks
Yes, all three attacks perform the same basic task, each in a different direction. They all erect a barrier that is not only physically impassible, but is immune to attacks and grabs. Forward Tilt erects one in front of Etranger, Up Tilt makes one above her, and Down Tilt... yeah you get the drift.
The three barriers last 4 seconds after being erected. They follow Etranger as she moves around, jumps and attacks, but are mutually exclusive with one another. You cannot, for example, have a forward facing barrier, and then add another barrier above you. If you have a barrier already, and you use another tilt, the existing barrier will fade away, but you will still need to use the tilt a second time to actually erect the replacement.

The Forward Tilt version acts as a wall, which means you can use it to push foes around. It cannot, however, crush a foe against another wall, so don't bother trying. This version of the barrier is the most relevent for being able to deflect grabs, and even force tether grabs to clank. Certain psychic grabs may be able to reach behind the barrier though, so watch it.

The Upward Tilt version acts as a solid platform, protecting Etranger from attacks from the air. It is not a fallthrough platform, so foes cannot just fastfall past it. It doesn't automatically clank certain attacks (mostly stall and falls, and aerials with lengthy landing lag), but renders Etranger immune to the hitbox, should they hit the barrier first.

It's the Downward Tilt version that seems the least useful at first glance. While certainly useful while in midair, and capable of deflecting certain attacks that would otherwise circumvent Etranger's defenses (such as Diglett's Dig), having a barrier underneath Etranger's feet does little else. In midair, the barrier does not count as a platform for Etranger to stand on.
Her dashing speed increases with a barrier underneath to carry her, and her traction takes a nose-dive (but without any of the "skidding" animations that would otherwise prevent Etranger from attacking while sliding around). The barrier also halves any vertical knockback Etranger takes, converting it into the equivilent amount of horizontal knockback instead. With this barrier on duty, a lot of attacks the foe lands, will send Etranger sliding away... out of range hopefully
In addition, if you jump on top of a foe with a Down Tilt barrier, Etranger will hitch a ride on them, weighing them down and reducing their jump height.

Dash Attack
As Etranger slows to a halt, she throws her hands back, puffs out her chest, and flashes white for a brief 0.25 seconds. Afterward, she suffers through the archetypical dash-attack-lag.
Naturally, it's that flash of white that is the important part of the dash attack. During it, Etranger is utterly invulnerable,to everything short of Arche's Final Smash. Attacks and grabs clank off of her, projectiles are reflected, even stage hazards or direct damage methods will fail to stick. Even things that shouldn't really exist (like goop) are sent flying away from her. It's the ultimate in defenses, which is why it only lasts such a short amount of time.

Forward Smash Attack
Etranger focuses her power into a wave of "explosions", that snakes forward from her, travelling forth until they leave the screen. The 'wave' is up to 2.3 stagebuilder units in width (increases with charge time), and 0.5 stagebuilder units high, and despite the blue explosion effects that envelop it, it is quite harmless to touch. It meanders forward at a steady rate of 1.6 stagebuilder units per second, travelling through foes, objects and even solid ground without issue. Once it reaches the edge of the stage, it falls off (while still travelling forwards), like an explosiony waterfall.
Despite not having a direct effect on foes, the wave does deflect any attack that touches it, and detonates any projectile that makes contact with it. In addition, any foe actually inside the wave, is completely incapable of performing any attack inputs whatsoever. No attacks, no specials, no grabs even. Heavens to mergatroyd!

Upward Smash Attack
The famous 'Super Baby' prepares to perform another astounding feat, she teleports up to 8 stagebuilder units into the air (based on charge time). The attack actually functions a bit like a pseudo-counter. Attacking or grabbing Etranger while she charges, will not stop her from teleporting. In fact, she will immediately teleport, WITH the foe, dragging them up into the air with her. Unless she was grabbed, Etranger will have a huge lag advantage over the foe when she teleports with them. On the downside, of course, if Etranger was attacked, she does still take the damage. And worse, if the attack came from a projectile, she teleports that with her instead, and then takes the knockback of the attack.

Downward Smash Attack
Etranger squats to the ground, erecting a static half shell shield around herself. This shield, barely big enough to contain her and one other average sized combatant, lasts for up to 7 seconds, deflects attacks/reflects projectiles, and counts as solid ground for its short lifespan. From within her safe encasing, Etranger can still attack, though a second Down Smash will just destroy the existing one (and there's a 0.5 second cooldown after the shell evaporates anyway)

"Grab" Attack
Having watched 'MYM Rangers' on the TV since she was a baby (huh? She still IS a baby? Shush!), Etranger has become a fan of that one grab where character A tethers himself to character B and drags him around.
So.. she does just that. A thick psychic chain shoots out from her crossed palms, and connects to the nearest foe up to 1.1 stagebuilder units ahead of her. For at least the next 6 seconds (more if the foe is hurt) the two will be connected to eachother by an unbreakable bond. How romantic *squick*
So, this is the part where Etranger randomly gets the super strength to drag foes like Bowser around, right? Sadly, no, it's not that simple. Etranger can drag the foe around, but the inverse is true as well, and the foe's desires can cancel out Etranger's own, leading to a stalemate.
If Etranger is walking, and the foe is standing still, she can move the foe.
If Etranger is running, and the foe is walking, she can move the foe.
If Etranger is dashing, and the foe is running, she can move the foe.
If Etranger is fastfalling in midair, and the foe is falling or jumping normally, she can move the foe.
If Etranger is taking severe launching knockback, and the foe is not, she will move the foe.

Basically, Etranger needs to be the more active one in order to call the shots. And that applies to the foe's side too. It's a tug of war!

Actually, I lied... just a little. Etranger CAN drag the foe with superhuman strength that overrides their own, but in order to do so, she must press and hold the Grab input a second time (or input shield grab and hold the Attack button). Etranger will tighten her grip on the chain, allowing her to drag the foe anywhere... but at the cost of being unable to attack or shield. Once you release the grab button a second time, the chain automatically fades away, freeing both of you.

Naturally, given the short reigns on the chain,Etranger will need to keep herself safe from the foe's attacks, which makes using the Grab button to forcefully drag the foe a risky gambit. But, again because of the chain, neither one of you can be KO'd without risking the other player's life in the process, so holding the chain will rarely ever lead to Etranger's death.

An important hypothetical to bear in mind; if one player grabs a ledge, and the other runs out of jumps and such while offstage, the second player will dangle helplessly underneath the first, waiting for the chain to eventually dissapear.

Oh! And speaking of offstage, this move also acts a tether recovery if used in midair. It's angled upwards slightly, so it has a limited use as a vertical recovery (kinda)

Neutral Aerial Attack
A hexagonal, cyan barrier flashes on top of Etranger briefly. This thing is apparantly a "reflector" (the talking fox said it was), and it reflects projectiles back at the foe. If an actual real-life foe hits the reflector, they are turned around, as if caped.

Forward Aerial Attack
Etranger becomes a Planeteer, calling upon the generic element of Wind to gust ahead of her and blow her foe away a little bit. It's pretty ineffective, but increases in strength the closer the foe is to Etranger as she blasts the air forward. Like a real shotgun (of air) I suppose.
2.5 stagebuilder units is the maximum distance the foe will be repelled, and 0.3 the minimum. The attack has a maximum range of 4 stagebuilder units, but the foe needs to be within 1 stagebuilder unit to be pushed more than a teensy bit.
Oh, and I knew you'd try using this in conjunction with the forward tilt to blow and push the foe to oblivion. It doesn't work, you unimaginative cretin. If you try, you simply shunt the barrier forward 0.3 stagebuilder units with the air. This effect can stack though, so I guess it can be helpful somehow?

Backward Aerial Attack
"Come on!" Etranger chirps. She's daring the foe to hit her, with her arms way out to her sides. She even temporarily lowers any of her existing shields and whatnot. Of course, when the foe obliges he request of being punched, they will find their attack dealing 1.8x its normal knockback.
Ouch! What good is this attack? All it does is hurt!

Upward Aerial Attack
The laws of gravity are pretty boring, and Etranger feels like being an outlaw right now.
She decides to freeze herself in midair, for up to 4 seconds. She won't take knockback, or even move, during this time. But after unfreezing (either waiting 4 seconds, or pressing shield, or using up aerial again) Etranger will immediately take the cumulative total knockback of any attacks she took during the frozen period. That, of course, could be very bad news for her, so try not to freeze anywhere near the foe, ok?
Fun Note: If you've tethered the foe in your grab, you can use Up Air to root yourself to one spot in midair, preventing the foe from being able to move you at all. This has a very obviously cheap use off-stage, forcing the foe to dangle underneath you like a sad little tether-ball.

Downward Aerial Attack
The littlest world savior creates, a duplicate? Nah, not really, she makes an transcendant projection of herself 2.5 stagebuilder units below her. The projection follows Etranger's movements exactly (but can be impeded by solid ground) and dissapears after the A button is released.

Simple, yes? Well, unfortunately for you, that whole description was a LIE! I'm sorry, it's really the easiest way I could explain this attack. Don't kill me ~~

It's not a projection she sends down 2.5 stagebuilder units, but rather her actual self, the projection remains 2.5 units above her, following the real Etranger's movements. And when A is released, Etranger teleports right back up into the air again.

But wait! If you just tap A, instead of holding it, then etranger really does send an astral projection down there, rather than herself. She then recalls the fake after 1.1 seconds.

:bee: Why yes, I DID just pull a "Junahu" over the course of a single attack. Thanks for noticing!
♡ Specials
Forward Special
With a hand flourish so regal even Zelda would approve, Etranger summons a floating orb of super awesome magic. It drifts forward, in an accelerating line that can be arced slightly up or down. It also automatically stops if it hits anything solid, like ground or something. Make sure you aim for somewhere safe because..

When you release B, Etranger, blinks out of existance, reappearing right at the point where the orb was (she won't enter helpless afterwards, but cannot use the special again until she lands on solid ground).
It's a projectile you use to teleport! Thank your lucky stars then, that there is no way for the foe to destroy the orb mid-move, without directly attacking Etranger herself.

Actually, speaking of the foe, and stuff in general, if there is something already occupying the space Etranger is trying to 'port' to, it will also blink out of existance, reappearing at the spot where Etranger used to be. Swap places with objects and foes, using magic!

Also, if Etranger is connected to a foe, via her grab, Forward Special will teleport both of you to your chosen destination. If you're tired of having the foe drag you around, this could be just the solution you're looking for.

Upward Special
A navy blue sphere, not too much unlike the bubble shields employed by brawlers, appears around Etranger, along with the number "1" overlapping it. This number slowly climbs as you hold the B button, eventually capping at the greatest amount of damage the foe can current deal without using charged attacks (multiplied by 1.5x). So... between 30 and 45 usually.

The shield, remains around Etranger, until the number on it counts down to zero (counting down 1 every 1.4 seconds). It protects her from any and all attacks that deal less damage than the number depicted on the shield. So, if Etranger has a shield with a value of 15, then the foe needs to deal 15% in a single attack to bypass it.
However, once the foe manages to deal that much damage in one attack, the shield breaks, and Etranger takes the full damage and knockback of the attack. So just making a shield with a 1 or 2 on it will be good for exactly nothing.

Also, once Etranger makes a shield, she must wait for the shield to count down to zero (or be broken) before she is allowed to make another. And she cannot use this attack to "top-up" her existing shield to increase its number. However, the Up Special CAN be used to temporarily stop the count-down whilst the B button is held.

And it should be noted that this shield does not stop grabs at all, unless the grab is some bizarro "Damage Grab" like Hector's.

Downward Special
Another law of the universe that Etranger just casually decided to ignore for one move; No Duplicates allowed.
After a slight delay, a pulse of light flashes around Etranger, along with a snapshot shutter sound. The "Attack" creates a flawless duplicate of any foe within 1.25 stagebuilder units of Etranger. She spawns the duplicate slightly behind the duped player, and it lasts 10 seconds before dissolving to ash.

Duplicates created in this manner, behave exactly like a duplicate from Larxene's moveset. I.E. they both feel eachother's pain and knockback, one being KO'd removes the other from play, and they move and attack in perfect unison. Unlike Larxene's duplication, the duplicate here is always the one behind the real deal, so if they are desynced via a wall or a teleport or something (something Etranger herself can do), the AI will take over for the duplicate's movements in order to guide him back to his doppelganger.
Feel free to abuse this fact for all its worth...

Neutral Special
For her final trick, the Super Baby thrusts her open palms forwards, projecting a glowing pink cube. It falls to the ground and then crawls forth about 1.6 stagebuilder units before fizzling out. The cube is moderately fast to fire, plus you can delay the attack and extend its range by up to 3 stagebuilder units by holding B.
On contact with the foe, there is no damage or flinching. Instead, the foe abruptly grows gigantic, as if they ate a Super Mushroom. This status, which lasts for 7 seconds, comes with all the buffs and nerfs you'd expect of a giant form, including stronger attacks, and faster falling speed. Naturally, you cannot stack this on top of a foe who is already gigantic, because that'd be grossly unfair.
If a foe with a duplicate becomes giant, the dupe becomes giant too. And conversely, a giant can be duped just like anyone else.
♡ Final Smash
The Unlosing Ranger
What the!? Wait! Wait! Wait! Hold it!
... what?
Smash Balls are broken by ATTACKS. Did you forget this somehow, Junahu? Etranger can't even GET a Final Smash.
;) Two words for you, imaginary straw-man; Pity Smash
So, you're so far behind on stocks, that the game itself decided to take pity on you? That's sad man.
¬_¬ Shut up straw-man

So, Etranger calls out to the heavens "Come forth Unlosing Ranger! The world (me) needs you!". This, of course, is enough to summon the legend himself; the Unlosing Ranger

That's him, pathetic huh? He has Captain Falcon's moveset, except the Falcon Punch is like... a Love Punch.. or something. Terrible. The unlosing ranger is also absurdly weak, dealing fractions of a percent in damage, and negligable knockback on even his strongest moves. The AI is set to the same pseudo-cheating level reserved for Inspector Gadget. So if nothing else, the Unlosing Hero is really really annoying. So go ahead, hit him, KO him. He's KOable. That's how sad he is

And yet, after being KO'd the Unlosing Ranger returns, very slightly stronger than before!
This weedy kid has infinite stocks, and will never leave the match. And each KO will simply result in the Unlosing Ranger coming back for more, with increased strength. That's the true spirit of the Unlosing Ranger; never admit defeat!
Hmm ok, then just don't KO the Unlosing Ranger. He's annoying, but utterly useless unless KO'd a fair few times. Well hah! Etranger sees through your shallow plan, and had no qualms about KO'ing the Ranger herself in order to beef him up.

♡ Playstyle
The Moveset that has absolutely no damage or knockback attacks
That's the premise. And the solution is straight up gimping. What were you expecting? Wind hitboxes? Blast Zone manipulation? Abrupt rule change? A Nurse Joy Status effect jamboree? Random animal helpers? Because we already did those

Anyway. Gimping.
Lure the foe off-stage, drag them off with a tether, push a doppelganger of them off with a barrier, or use good old fashioned teleportation.
From there, you can get to the gimping. Use a Down Tilt barrier to drag them down. Suicide right off the face of the earth with the foe still tethered. Send a fake (?) hologram of yourself down there to fake em out. Stop most recovery attacks at the door by covering the ledge with a boundary from your Jab. Cape gliding recoveries with the Neutral Air, or push stubborn recoveries away with gusts of air from your F-Air. Make them giant to boost their fallspeed, or double the people who need to recover by making a duplicate of the foe.

And on the defensive side.... lol. Etranger is pure defense incarnate. Good luck actually hitting her, with her buffet of possible shield types and barriers. If the foe gets inside your Down Smash dome, go ahead and grab them, the tight quarters will make it difficult to avoid your clutches. Alternatively, teleport out and prepare something else while the foe is 'under-glass'. Between Back Air and Down Tilt, the occasional hit you may suffer will never lead to a second, or a third. Of course, if you're tethered to your foe, being sent flying by an enemy attack will take them with you.

You can make the foe giant, in order to; raise the cap on your Up Special shield, to render their grabs avoidable, or simply to make them incapable of throwing a punch without touching your Jab attack boundary.
And a duplicate of the foe is worse than dead weight. That's one more target for gimping, and one more hitbox that could clash against a Jab attack boundary. Sure, it's one more thing that can kill you, but Etranger is uniquely positioned to handle any amount of pressure.
 

Junahu

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





Fuka- This is MY dream, dammit!

Written Moveset By Junahu
Organisation Inspired from a Moveset By Emergency



┌──────────────────────────────────────┐
Fuka: girl of your dreams
╚══════════════════════════════════════╝
Just your run of the mill, average girl. She likes baseball, hitting things, and being in denial. Her work-aholic dad is never around. Also, she's dead.

Yeah, her sister killed her. Sent her straight to hell... figures.
Fuka took this pretty well, by which I mean she decided this was all part of a dream she was having. Her ability to ignore the blatantly obvious facts of her situation grant her almost superhuman strength

Hey! This is SOOOOOO my Dream!

┌────────────────────┐
Statistics
╚════════════════════╝
Weight: ¬¬¬¬¬¬¬¬¬¬
Height: ¬¬¬¬¬¬¬¬¬¬
Jump: ¬¬¬¬¬¬¬¬¬¬
Fall Spd: ¬¬¬¬¬¬¬¬¬¬
Atk Range: ¬¬¬¬¬¬¬¬¬¬

┌──────────────────────────────────────┐
Dreamy Songs
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 ♫You Go Girl!     ♫Asagi Metamorphose     ♫N.I.S 
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        ○Special Mechanic: Constant Denial
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Fuka is thoroughly convinced that she is simply living out some wierd dream. If put to sleep during a match, Fuka will loudly proclaim "I AM NOT ASLEEP! Zzzzzzzz". She can't move, but you can still use her attacks, specials and even her grab whilst dozing off.

Yeah! That'll teach.... whoever still uses sleeping status effects!

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Special Attacks
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» Down Special «
○ Special: "Item World"
[Suction effect on everything in the match, greater suction to closer objects]

Our dreamy lass holds aloft her baseball bludgeon and casts a brief incantation. I think she learned this from an Onmyo Monk somewhere... "May king etup, bull shitus!"
While the B button is held, a powerful suction effect emanates from the tip of the bat, attracting every loose object or man in the match toward it. Naturally, the closer a foe is to the bat, the harsher the suction will be. The suction also works proportionally better on foes in the middle of rolling or dodging.
Objects, Projectiles and such, that are sucked all the way in, are absorbed by the bat, healing Fuka 3% for every object absorbed. Yummy!
Obviously, foes cannot be just disposed of like this, otherwise it wouldn't be much of a match. Instead, if they are absorbed into the bat, they will be spat right back out after four seconds. But, during that time, Fuka's attacks become notably stronger, with glowing hitboxes that extend beyond the attack's normal range. Fuka's stats also shift slightly, temporarily becoming a more like the foe she absorbed. Be sure to know what a given foe will do to Fuka's movement stats, before you absorb them

If Fuka manages to slurp up every other foe in the match at once, the bat begins giving off a strange pulsing aura. Keep holding B down, and Fuka will decide to join the party, and dives right into the bat aswell! Woah! Trippy!


Down in the bowels of the bat.. it's a whole other Stage! The current stage fades away, to be replaced by a randomised 9x9 grid of stagebuilder blocks.

[COLLAPSE="Item World details"]

The Item world is generated using preset 3x3 building blocks, placing them together randomly to generate the stage. The bottom of the stage is generated using different building blocks, and the very center of the stage is always constructed using the same arrangement.
In general, the resulting stage will be large, and difficult (but not impossible) to traverse. Incidentally, even though we're technically inside her bat, Fuka still somehow wields a bat as her weapon.

[/COLLAPSE]
In this new stage, Fuka's foes will all spawn at one side of the stage, and Fuka will appear at the opposite end. Since this "Item World" is Fuka's domain, she gains numerous abilities she simply didn't have in the real world. She can wall cling, wall jump, run up/down walls, and... she'll never ever trip (wow!). Fuka also permenantly has the buffs/stat changes she recieved from absorbing those opponents of hers.


Everyone will remain in this stage, until either Fuka is "KO'd", all her foes are "KO'd" (players do not respawn while inside the Item World), or 1 minute passes. In all cases, everyone is ejected from the bat, back onto the original stage.

Anyone who was "KO'd" inside of the Item World, will become dizzy (as if shield broken) upon being ejected.

If you try to make Fuka use this attack, while inside of the Item World, she will make a different incantation. "Chrem bul opath etick fules!". This spell (which she inherited from a Rifle Demon) causes the entire Item World to abruptly shake for 0.7 seconds. Anyone standing on solid ground will suffer 10% damage and upward knockback that may KO from 140%.

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» Neutral Special «
○ Special: "Denial Power"
[Self induced status effect][increases damage on attacks by 1/5-1/2][increases knockback on attacks by 1/5-1/3][lasts for 4-7 seconds]

Almost leaping off the floor with glee Fuka cheers herself on with an emphatic "ahah!". She's thinking about just how wacky this Brawl is, and how it's totally her dream. And this, somehow, imbues Fuka with a new superhuman strength.
She glows a fairly chilling shade of blue, indicating that her attacks now all deal additional damage and knockback. This beneficial status lasts between 2 and 7 seconds, depending on how much of the 1.5 second cheering animation you let play out. So even if the foe smacks Fuka in the face, there's no convincing her that this isn't a dream.
The actual strength of the buff Fuka gets, comes from the sheer weight of her denial. In layman speak, Fuka brings out her true power when she's losing, be that through being behind on stock, points or coins.

So far, so generic. It's a buff. And it's a stronger buff when Fuka is losing.


Using this status inducing move whilst in the Item World however, grants Fuka the ability to physically move parts of the stage around by hitting them with her attacks. The actual extent of this stage manipulation varies from move to move, so clearly I'll be reminding you of this mechanic throughout the moveset. But generally speaking, she can only move single stagebuilder blocks of land (or platforms) about. And if moving land collides with an enemy, that foe takes 3/4 of the knockback and damage of the attack that caused the block to move in the first place. And, of course, if you squash a foe between two blocks, they are insta-KO'd.

Blocks Fuka moves will begin to float back to their original positions after 7 seconds. You'll have to hit the block again in order to delay its return for another 7 seconds.
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» Sideways Special «
○ Special: "Sleeper Strike"
[12% damage] [20° forwards/upwards knockback] [KOs from 130%] [Initial knockback: Excellent]

Fuka winds up an almighty swing of her baseball bat, then lets loose! "Night Night!"
If she cracks some poor shmuck's face with this admittedly slow attack, they will fall fast asleep.... WHILE being knocked outta the park! That must have been some swing... yet, the foe didn't so much as flinch. They must be out cold.
The foe doesn't spend all that long napping, so they will eventually get the chance to fight back against their knockback. At the lowest of damage levels, the foe will hit the floor before they come to. The hit the deck pretty hard too. Pow! Sources tell me this is a good setup for a jab-lock, or whatever. But Fuka doesn't quite have the speed (or a fast enough jab) to keep the foe locked. So I don't even know why I brought this up...

Anyway....

After hitting someone with the swing, Fuka slams her foot against the ground. While apparantly being just an animation quirk, if the Player taps Left/Right at this exact moment, she instantly begins dash (at 1.3x her normal speed no less!) cancelling the otherwise punishable end lag.

If you use this attack in the Item World, and hit a piece of stage with it whilst buffed by Denial Power, that stagebuilder unit sized piece of stage will submit to the effects of gravity, and fall for the next 3 seconds.

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» Up Special «
○ Special: "Prinny Panic"
[Summons Prinny][6% damage][low downwards knockback][knockback growth: flimsy]

The stage! The stage! So far away for just a simple human to reach alone! How will she make it out of this predicament?
By abusing a Prinny of course. Throwing her hand down under her, and with a magical 'pop', a Prinny is brought into existance. Fuka then performs a footstool jump on this happless penguin helper. His noble sacrifice will give Fuka the upwards propulsion she needs to recover, and his flailing prinny body will even be a hitbox as it falls. And, if it falls from too great a height, and lands on something solid, Kablammity blam! Like all great things in life, Prinnys explode when subjected to harsh landings (such as from falls, or from throws). 36% damage and some nasty KO friendly knockback awaits the dumb foe who let a Prinny fall on their head.

The relationship between Fuka and Prinny is a bit like that between Sonic and his Spring. Create one at a height it can survive falling, and the Prinny will become an active, albeit idiotic, summon.

[COLLAPSE="Prinny Info"]

Prinnys have 36% HP, and act as though they were solid, blocking foe and fuka alike from walking past them. They are rather weak though, so you can just push a Prinny around by running against them. If you end up with a cluster of Prinnys though, their combined weight will make them impossible to budge. In fact, with three prinnys walking close together, they'll be able to push any foe around, potentially off the stage (wouldn't that be nice)

Prinnys will constantly walk away from Fuka, seemingly terrified of her for some reason. If struck by a foe's attack though, they will turn tail and walk towards Fuka, for one second per 1% dealt to the dumb penguin. Fuka herself striking the errant Prinny will reduce this counter, by 1 second for every 1% she deals to them.

Prinnys explode when thrown. Or more specifically, when they hit the ground with sufficient force. This could be from falling from a height, or after landing from being thrown (Be careful, as some throws slam their victim to the ground, which could very well explode a Prinny prematurely). Players caught in a prinnysplosion, take as much damage as the Prinny had HP, and an equivilent level of knockback. Potentially a strong KO option, but that drops dramatically as the Prinny itself takes on damage.

Oh, and here's some nasty news for any enemies of Fuka. If Fuka defeats a Prinny (reducing its HP to 0, not via falling offstage or exploding) whilst in the Item World, she'll 'Level Up'. And by that I mean the damage and knockback of her attacks will increase by 1/10, until she is next KO'd. Actually, this boost works even if she defeats someone else's summons. And even KOing foes in the Item World for that matter gives Fuka a damage/knockback boost. It's 1/3 for foes, and it varies for summons, depending on the relative durability of the summon Fuka slew.[/COLLAPSE]
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Regular Attacks
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» Jab Attack (A-A) «
○ Regular: "La balle au Baton"
[4%, 4% damage] [low knockback growth] [Projectile: Weak/Low arc, deals 7% damage] [Initial knockback: Decent, "jab"-like]

Pitching Baseballs. Well, you have a bat, so why not? Clutching at a ball she somehow has stored in the back of her skirt, Fuka tosses it lightly into the air. You can then press A a second time, to take a light swing at the ball. Providing you don't suck so much at timing that you miss, the hit will fling the ball forth in a pretty low arc, barely making it 2 stagebuilder units away before feebly falling to the floor. After the attack, the ball remains onstage, as a weak little throwing item.
The initial toss, and swinging the bat, constitute the two "hits" of this jab combo, but clonking the foe in the face with baseball after you strike it, could technically count as a third "hit".
Notably, in the Item world, this jab does not help move pieces of the stage when under Denial Power. However, the baseball CAN, so hurl that little sucker (or hit it with other attacks) into bits of stage you want to shunt around. It won't move much, but hey, it's just a baseball. What did you expect?


» Forward Tilt (>A) «
○ Regular: "Slow Ball"
[9% damage] [average knockback growth] [10° forwards/upwards knockback] [Initial knockback: above average]

Fair warning right now, Fuka swings her baseball bat for many many attacks, so if you think you'll get bored, take a break now. Read a pony moveset or something.
With a weighty, slowish swing, Fuka... swings her bat. You can tell this swing apart from the others by the fact that, halfway through it, Fuka opts to complete the swing with just one hand, releasing her grip with the other. It's a decently capable attack, though you're pretty much required to 'trick' the foe into it, perhaps by jab-cancelling into it.
Fuka's skill in swinging the bat imbues it with some bizarre knockback. The foe, or any other object struck by it, fly away at 4/7 the speed of normal knockback. I.e. they still fly away as far as you'd expect, but they just do it.... slower.
This behaviour carries over into the move's Denial infused ability to shunt item world blocks around. The block drifts forth 1.3 stagebuilder units at a lazy pace, potentially allowing Fuka to hit the block some more, and perhaps guide it on its noble mission to splat the foe.


» Upward Tilt (^A) «
○ Regular: "Foe to the Fore"
[7% damage] [low/average knockback growth] [70° forwards/upwards knockback] [Initial knockback: high/average]

Fuka swings her bat.
Hey! Don't skim down to the next attack! This time it's a golfer's swing, like Peach's Forward Smash. Y'know, except with a wooden cosh of pain, instead of a 9 iron. Totally original!
As one might expect, this attack has an excellent coverage, and hits foes in front of as well as above Fuka. The knockback is also as you'd expect, it's vertical, excellent for getting parts of the item world airborne, and even useful for knocking loose balls into the air, for you to hit as they fall back down.
An all round decent attack for use anytime, though note that stale move negation hits this attack particularly hard, so try to actually hit the foe once in a while.


» Downward Tilt (vA) «
○ Regular: "Base"
[9%, 4% damage] [low/average knockback growth] [55° forwards/upwards knockback] [Initial knockback: average]

Our "limpid" lass has been watching too much Brawl on the television, and decides to perform her own rendition of Ike's sex Eruption attack. She thrusts her bat into the ground, driving it in nice and deep. This has a predictably small range, but is quite good at either bouncing foes off the floor, or just plain proning them at her feet.
There's a second hit as she yanks the bat back out; which can catch proned foes who don't immediately choose to roll away, hit idiots who think the attack only has one hit, and keep Fuka protected from weaker projectiles the foe might throw her way in her moment of weakness (like all those baseballs you keep making)
When under Denial Power in the Item World, this attack does not generically knock bits of stage downwards. Instead, the move yanks the piece of land she's standing on, upwards 1.5 stagebuilder units. Just be super careful not to squash yourself on a low ceiling. That'd be embarrassing.


» Dash Attack (>------>A) «
○ Regular: "Safe"
[3x4% damage] [high knockback growth] [dragging hits] [Initial knockback: low]

Well look at Fuka run! With a steely determination, Fuka drops to the floor and slides forward 2 stagebuilder units, eventually slowing to a halt.
Quite obviously, the slide lets Fuka avoid many high hitboxes, whilst simultaneously claiming an area of the stage as her own. Foes caught by her leading foot, are dragged along for the duration of the move, then kicked away at the last moment. The knockback of this, while low initially, will still lead to direct KOs from the edge as low as 80%. And the knockback's semi-spiking nature, means gimps on many characters from as low as 50%. If Fuka hits a wall or something wall-like during the slide, the final kick will shunt Fuka herself backwards a short distance.
In the Item world, this attack can drag blocks around pretty well, along with set up some neat little tricks that I'll let you figure out yourselves.
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Smash Attacks
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» Forward Smash (>>A) «
○ Smash: "Pitcher's Mound"
[10-20% damage] [pitfall effect. lengthens with charge-time]

Fuka smash! She smashes the bat down on the foe's easily smashable head with this smash attack. If airborne, the foe is spiked sharpely. If not, they are pitfalled in the ground. About average in terms of range and lag, it's as straight forward as smash attacks get, I mean... besides the lack of forward knockback. On blocks in the Item World, this harsh clobbering attack sends them flying downwards 3.5 stagebuilder units (5 at full charge)
If, however, you use this attack on a foe already pitfalled, Fuka again slams that bat into their skull, but this time sending the opponent flying down through the stage. On most stages, this won't launch them all the way through the ground (and out the other side) until at least 70%, but they will always be knocked at least 1 stagebuilder unit straight down, which is seriously useful on custom stages, and in the Item World. Naturally, the more you charge this smash, the further you'll send the foe underground.
If the foe isn't knocked out of the bottom of the stage, they'll tunnel back up to the surface within a second or two. The foe can direct themselves left/right slightly as they do so, and when they emerge, there's a hitbox to cover their escape. Be careful, since this hitbox deals some fairly sharp knockback, which becomes progressively more savage, the further the foe has to tunnel to breach the surface. If you somehow manage to limit where the foe can emerge, you could ambush them with another Forward Smash to knock them back down.


» Upward Smash (^^A) «
○ Smash: "Level Up"
[16-22% damage] [average/high knockback growth] [KO from 100%] [straight vertical knockback] [Initial Knockback: average]

Channelling the true Disgaea spirit deep within her lost soul, Fuka thrusts her hand into the air as she erupts with a flaming aura. This aura, which thrusts out in a vertical plume, varies in height depending on the level of charge, though never reaches especially high, even fully charged. The hitbox for this attack completely encapsulates Fuka, hitting anyone standing near her into the air.
At full charge (or next to full), the attack becomes super armored, and the words "Level Up" appear over the aura. For the next 5 seconds, Fuka's movement speeds will be 20% faster than normal. In the Item World (and under Denial Power), her attacks will also knock parts of the stage around 33% further/faster than normal.
Hey, every little bit helps ya know.


» Downward Smash (vvA) «
○ Smash: "Drill Breaker"
[4x2%, 18-30% damage] [drill hits, followed by high forward/upward knockback] [average knockback growth] [KO from 90%] [Initial Knockback: high]

Our fearless Fuka places her bat standing vertically on the ground. She then performs a handstand on it, and spins rapidly, drilling the bat down into the ground. The longer you charge, the further she drills. Oh yeah, this part of the attack, which deals numerous drilling hits, is only the charging animation. Go figure...
For the actual attack then, She follows this up by prising the bat out of the ground, with such ungodly force, that the floor around her bursts with flying debris. This naturally sends nearby foes flying away from her.
Similar to the up-smash in that it covers a fairly large area, Drill Breaker is all about the horizontal range, which increases as you charge the attack. Keeps foes away I guess.
But it's when you use this attack in the Item world whilst under the throes of Denial, that Drill Breaker shows its true potential. You can keep charging the attack for as long as you want, physically drilling down into the ground as far as you wish, and dragging nearby foes down with you. You could literally tunnel through the stage and pop out the other side, like some deranged humanoid Dugtrio.
If you release the smash whilst inside the ground, Fuka will burst it completely to pieces, destroying that stagebuilder unit sized piece of stage. All that will remain, are a handful of small rock chunks that can be thrown around (to the same effect as throwing pieces of Samus' armor). You could probably tunnel down and make yourself an isolated little home right in the middle of a thick piece of stage, if you wanted to.
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Aerial Attacks
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» Neutral Aerial (A) «
○ Aerial: "Bartman"
[17% damage] [high knockback growth] [20° forwards/downwards knockback] [Initial knockback: average]

Our favourite deceased teen slams her heels down at the foe, at a very horizontal 20 degree angle. Kind of like a two footed flying kick, now that I think about it...
As literally the only jointed attack in Fuka's entire arsenal (not that it matters, since its an aerial) you'll need the foe in a bit closer than usual. Luckily, this counts as one of them thar sex-kicks,so the hitbox lingers after the initial thrust. It's also a fairly fast attack, especially considering the downward inclined knockback it boasts.
An unrelated, but somewhat aesthetic detail; if Fuka hits a foe with this move, she'll kick off of them, removing any aerial momentum she may have had at that moment.
Within the realm of the Item World, this attack shunts blocks of stage 1.8 stagebuilder units away, at a 30 degree forward/downward angle.

I know, isn't it just thrilling?

» Forward Aerial (>A) «
○ Aerial: "Straight ball"
[15% damage] [low knockback growth] [20° forwards/upwards knockback] [Initial knockback: above average]

A straight forward horizontal swing of her bat. This is as by-the-books as Fuka will get. It's fast enough to use in a short hop, with the swing completing just as she lands. The straight forward nature of the swing however, means the attack is slim enough to duck under.
There is pretty much nothing else to this attack. Even its Item World Denial effect is typical: Fuka knocks the block ahead of her forward 1.4 stagebuilder units


» Backward Aerial (<A) «
○ Aerial: "Screwball"
[3%, 12% damage] [very low knockback growth] [bizarre forwards knockback] [Initial knockback: very high]

Turn around? What do you take Fuka for, some kinda chump? Nah, she's facing the right direction already, why would she need to attack back there?
So Fuka swings her bat, in a very convincingly F-air manner. It's almost identical looking in fact, with similar short hop properties. Visually, the only difference is that Fuka is very subtley twisting the bat as she swings.
It's when you hit the foe though, that the fun begins. The struck foe flies back, whilst symultaneously tumbling around in an arcing circle. It's almost like they're orbiting something as they fly away. In certain circumstances this isn't just a cheap parlor trick, you could for example curve a foe off and underneath the lip of a stage, stagespiking them without ever having to leave the stage yourself. You could alternatively hit baseballs with this attack, creating an annoyingly tricky to avoid projectile.
But this effect is more interesting when applied to bits of stage in the Item World. Smack a block of stage, and it will begin spinning like a pinwheel for 3.4 seconds, throwing foes off whilst dealing a solid 13% damage in the process. You could then, naturally, use other attacks to knock this spinning cube of pain into the opponent.

» Upward Aerial (^A) «
○ Aerial: "NPB"
[3x3% per second damage] [trapping, dragging hits]

Holding the bat aloft in one hand, Fuka spins it (like the previously mentioned "pinwheel") with the other. By mashing A, this mult-hitting, foe dragging attack can be kept going as long as you please. It catches foes in a fairly wide area, and is pretty far disjointed from Fuka herself, making it kind of a go-to response when the foe is above you. The landing lag is fairly bad (by which I of course mean it'll outright lead to your death in any serious match), rendering everything nice I said about the attack null and void.
When in the Item World, this attack will do the same thing to parts of the stage as it does to opponents; drag it down with Fuka.

» Downward Aerial (vA) «
○ Aerial: "Clobberin' Time"
[16% damage] [average/high knockback growth] [75° downwards/forwards knockback] [Initial knockback: very high]

Fuka crashes that bat down on the foe with a mighty (read: laggy) swing, spiking them off the face of the earth. The main hitbox is ahead of and below Fuka, though a much weaker hitbox hits above her too, during the initial part of the swing. Short hopping this is out of the question, making most attempts to use this on-stage, kind of ineffectual. There's very little in the way of end lag though, so if you full jump it, it can function well enough as a means of leaping in on approach.
Item World Denial Funfact (IWDF): This is the only attack Fuka has, that can knock blocks that are below her, downwards. And 3 stagebuilder units is certainly nothing to sniff at, especially for an aerial.
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Grab and Throws
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» Grab (Shield + A) «
○ Grab: "Bunt"
[Range: Mid/Low][Speed: Average]

Like 99.999% of grabs, this one involves just grabbing the foe with your hands. Fuka takes one step forward whilst thrusting her hands out to grab the foe. She also braces her legs slightly akimbo, as if she were a catcher waiting to receive a ball. The range of this grab is relatively low, but this is counteracted by Fuka stepping forward during the grab. This does however, make it easier for foes to roll behind Fuka when she attempts a grab.
More importantly, this grab also acts as a means of catching physical projectiles, such as Fuka's own balls, and even a fair few projectiles that could not normally be snagged from midair, such as Samus' missiles. After catching such an object, Fuka acts simply as if she was holding an ordinary throwing item.

» Forward Throw (>) «
○ Throw: "1st Base"
[10% damage] [low knockback growth] [70° upwards/forwards knockback] [Initial knockback: average]

Fuka flips forward with the foe firmly held in her arms. She lands 2 stagebuilder units ahead of her starting position (distance can be altered slightly with the analogue stick), and slams the foe hard against the dirt, bouncing them off the floor at a high angle.

» Backward Throw (<) «
○ Throw: "2nd Base"
[15% damage] [pitfalls foe]

Suuuuuuplex! Fuka wrassles her hands around the foe's waist, then lifts them up and over her head. If you hold back on the analogue stick, she begins to stumble backwards, moving haphazardly in that direction until either the analogue stick is released, or the foe escapes the grab. If you do decide to finish the suplex, Fuka slams the foe down head first behind her, driving the foe into the ground and pitfalling them.

» Upward Throw (^) «
○ Throw: "Third Base"
[3%, 3%, 3%, 2%, 1%, 6% damage] [average knockback growth] [80° upwards/forwards knockback] [Initial Knockback: above average]

Fuka makes a gigantic leaping uppercut to the foe's jawline, taking both the foe and Fuka 3 stagebuilder units into the air. Fuka then grabs around the foe's waist, and drives them (and herself) headfirst into the ground below. You can move Fuka/the foe slightly left or right in midair, as if aiming a Warp Star.
Incidentally, since Fuka is slamming herself into the ground too, she takes 4% in recoil damage.

» Downward Throw (v) «
○ Throw: "Home Plate"
[4%, 10% damage] [average/high knockback growth] [KO from 125%] [45° forwards/upwards knockback] [Initial knockback: high]

Sick of performing acrobatic throws, Fuka simply grinds the foe's face right into the ground where she stands, this bounces the foe into the air, whereupon Fuka launches the foe up and away with a quick swing of her bat.
It may bear mentioning, that all of Fuka's throws involve slamming the foe in some way, and thus none of them are a safe way to throw Prinnies. Still, if you want a suicidal way of expoding a prinny on the foe, the spacing qualities of these throws is especially helpful.

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Final Smash
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» Final Smash (Smash Ball + B) «
○ Final Smash: "Pringer X"

The legendary Robotic Prinny; Pringer X! The Pringer X is one of the Disgaea series' Super Bosses, along with Baal and Prinny Baal. Despite its diminuitive stature (smaller than even a hunched over Pikachu) It is consistantly introduced as the strongest possible opponent in any game it appears in (outside of any DLC fights).

Fuka summons one of these robotic terrors through sheer willpower alone. The Pringer shuffles awkwardly across the floor, patrolling the stage back and forth. If summoned onto a platform, it will walk off it and onto the stage below (it can fly indefinitely, in case you thought it might suicide itself somehow).
So long as the foe doesn't touch it, they will be just fine. But if they do happen to touch it, the Pringer will spark with a savage electric current, that delivers 999% damage and OHKO knockback to its victim. While it can be attacked and takes knockback normally, it is extremely heavy, it can fly if knocked offstage, and it doesn't take any damage at all.
The Pringer X malfunctions and falls apart after 7 seconds, so make sure you use Fuka during this time to knock the foe into Pringer, pitfall the foe in their path, or simply grab them to keep them from escaping.

If you use this Final Smash whilst under Denial Power, that's when things take a turn for the insane. Instead of 1 Pringer, she summons up to 8! The number of murdering little robos Fuka summons, depends on how many seconds of Denial Power she had left when she activated the Final Smash. Of coure, as you should well remember, Denial Power is Fuka's Neutral Special, so it won't do you any good if you grab the smash ball first and then try to activate Denial Power afterwards.

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Playing Style
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Fuka is certainly capable of Brawling in the good old fashioned sense of wholloping the foe until they die. But she's surprisingly meek in terms of KO power, and she is a lot lighter than the lag on her attacks would otherwise suggest.
Compared to how Etna uses and abuses her Prinnies, Fuka is a lot more straight forward, either making them to absorb projectiles, or to provide little suicide bombs for her throws. Remember that Prinnies walk away from Fuka until the foe hits them, whereupon they will about face and march right on back. You can keep this from being an issue by pitching baseballs at them from afar. Then again, you never need to worry about foes staying away from Fuka...

If you can find a nice high perch, Fuka can simply air drop prinnies onto the fight below, bombing those happless chumps with a never ending supply of KOing penguins.

Of course, the way Fuka wants the fight to go, is to get everyone stuck in the Item world, so she can abuse it like the world conquering despot she really is. Being able to run up walls, bludgeon parts of the stage around to her liking, or just make bits of solid ground fall on the foe from above, are all good reasons to move the match to the Item world. The simplest way to get foes into your bat, and into the Item world, is to pitfall them first, which you can do with a forward smash, or an up throw.
When you're there, initially Fuka may want to find a quiet corner that the foe has trouble reaching, where she can spawn and kill Prinnies in order to 'level up' her strength. Wall running up to an inaccessible perch is the most obvious route, but you can also tunnel down through the stage using Down-Smash, or use Sleeper Strike to bring a block down to earth, then ride it back up after it "wakes up".
Alternatively she could go straight to manipulating the world to help her KO the foe, either through squashing them, hurling prinnies on them, or by straight forward bludgeoning them off the screen. Liberal use of Denial Power is a must at this point, which can result in some vulnerable moments for Fuka.

Even if the foe knows better than to let themselves be sucked into your bat, you can still take advantage of it by absorbing a Prinny or two instead. You'll lose some movement speed and become lighter, but you'll gain the same range buff that absorbing any normal opponent would give. You can also charge an Up Smash to temporarily increase your movement speeds, or put yourself under Denial Power in order to further bolster your stats. Put simply, if the foe leaves you alone, you can buff yourself like crazy. Hey, it's her dream, how dare the foe ignore her!
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,251
Location
Australia
[collapse="Etranger"]This is a rather wacky set with lots of room for playground-ness, and I think Rool would love it...that said, how dare you insist we're fighting an astral projection when she should be the real thing! The more I read into this set, the more I realize Etranger's trying to be Ayano 0.2, only she has a whole bunch of ways to mess around with foes and be a legitimate threat without directly damaging them. It does make the set feel a bit empty and strange, yet it does explain some of the moves which would otherwise be massively broken what with all those shields. There are some pretty cool things going on in the set, if not really all that grinded and focused enough to be amazing on their own - it's almost you like you made the set to get a patent on all these ideas before anyone else can, though as I said before it does prove to be a playhouse of sorts. Having a somewhat obscure feel to it, this moveset's not one I can massively appreciate, but it's fairly decent for what it tries to do.[/collapse]


[collapse="Fuka"]This set's kinda like good old ancient Etna in how crazy it is, if not as flashy looking and vague on some points, with Item World generally being the biggest offender (you do love using Stage Builder stuff for your Disgaea for whatever ). I have a very Junahuian complaint with that grab: why can Fuka grab items with her grab when other characters can't do the same? There's no need for her to have this random advantage over other foes just for the sake of catching her own baseballs when every player is able to catch throwing items directed towards them...with extreme timing. Given how ridiculously powerful Fuka can get when left alone and leveling up (that level up mechanic is also a "logistical inconsistency" complaint, even if it's designed to pay tribute to the series), it doesn't seem very fair for her to have an easy counter against physical projectiles.

Despite those trivial complaints, I'm glad that characters don't lose a stock when they're killed in Item World as even if they're stunned there's no guarantee Fuka would be able to OHKO them even if she just buffed herself crazy in the small time she had and used a F-tilt/D-Smash or something to KO them at the very last second - in some ways it also lets the Fuka player go crazy in that it's "their dream" instead of just choosing to accept the reality that is Smash, even if she does suffer the same consequences for "dying" in her world as her foe. This also balances out the insane control Fuka has over her blocks when batting them around, though it seems as if she could just keep squashing a foe in an endless cycle via sucking them back out when they're stunned given that when they're "KO'ed" in the Item World via blocks they won't take damage. I guess to me what keeps the Item World from being all that amazing in my eyes (via the block chucking concepts) is that you have to get foes into the area with a move (and they aren't even KO'ed in there, though this may sound contradictory to what I said before) and that your wording makes the layout a bit vague (at first I thought the entire area was enclosed in a large space of 16 SBBs with blocks randomly scattered around, but then I thought it was a stupidly tight maze).

This is sort of the Junahian kind of set that keeps me from liking more than I could with some awkward mechanics (and trying to go overkill via getting infinite power with those Prinnies who are very strong by themselves anyway, the kind of thing that leaves a somewhat bitter taste in my mouth), but it comes close to being a fairly good set in my books. [/collapse]


[collapse="Old Man Geo"]Old Man Geo has the feeling of being a puzzle character where he comes from, being a great deal more focused than the previous two. I don't think I'll ever be able to truly wrap my head around all those Geo Symbols and Geo Chains, though it's quite a bit of fun despite how many inputs the set insists on dedicating to the whole thing while making the rest rather refined (you still highlight the power this guy possesses through the simplistic yet overkill smashes and aerials). At first the effects of Geo Symbols seem rather underwhelming, but it all gets rather crazy when he can tether himself to them and really their effects aren't so much relevant as something you decided to leave to the player. Old Man Geo can very easily create Geo Symbols to the point where I fear it would be nigh pointless for foes to destroy one in the first place, especially when they fire out plumes of death. That said, he does kind of have to move around to place the Geo Symbols on the stage, and that's not something he's good at doing unless he hovers around and chucks the symbols to the ground (the set could do with elaborating on the Geo Symbols' width, especially given the man could possibly fill up FD to the core and make no room for the foe to fight on).

As complex as they are, I guess it's not the plumes that impress me (they do seem a bit underwhelming when you actually have powerful camping moves at the end of the set) but the general Up Special, Down Special and Pummel trickery you can pull off (I'd assume you to be all but screwed if a foe attacks a Symbol you're tethered to and keep knocking you away before their damage output breaks the Symbol). Although I perhaps feel there should be a slight cooldown as to when Geo can place Symbols on the stage, that being a trivial matter more than anything, for how focused it is I like the playstyle and tricks behind it all, it at least having some implication to character. Easily the best of the 3.[/collapse]
 

Smady

Smash Master
Joined
Apr 29, 2007
Messages
3,306
Location
K Rool Avenue
Just a little announcement for you all - Make Your Move 12's deadline has been extended 3 days, so MYM12 now ends on the 3rd of July. Use this opportunity to put finishing touches on those last-day efforts!
 

The Warrior of Many Faces

Smash Apprentice
Joined
Mar 22, 2012
Messages
101
Location
Everywhere and nowhere, as location is meaningless
CALVIN AND HOBBES​


A very energetic and imaginative boy and his pragmatic, possibly-imaginary tiger friend. Need I say more?

Well, just in case I do, Calvin is the six-year-old boy on the right. Imaginative, creative, and occasionally more intelligent than his age would suggest. On the other hand, he has a chronic tendency to get himself and Hobbes into trouble.

Well, mostly himself, because to everyone except Calvin, Hobbes appears to be a stuffed tiger. Real tiger that only Calvin can see clearly? Maybe. Imaginary friend? Maybe. The sensible one of the duo? Definitely. Nonetheless, Hobbes has his own foibles, including an unhealthy love of tuna and an urge to hunt that is also unhealthy… for Calvin at least, since he’s usually the recipient of these hunts.

Nonetheless, these two are the best of friends and have teamed up to make Brawl their own!

STATS AND MECHANICS

Before I go any further, let’s clarify exactly how these guys work in Brawl.

First off, Hobbes looks to everyone in Brawl like he does in the picture, oddly enough. Chalk it up to Calvin’s selective reality and the odd nature of physics in Brawl.

Calvin and Hobbes have entirely different movesets, and Hobbes is controlled by a reasonably smart AI who nonetheless may not stay close to you when fighting. In fact, he probably won’t stick close to you most of the time. Hobbes also has a bit of an attack bias: given the choice, he will always attack the smaller enemy (no, Calvin doesn’t count). Additionally, given the choice, he won’t attack any female characters (ambiguous characters such as most Pokémon are fair game, pun unintended). And finally, a KO on Hobbes is analogous to a KO on Nana: it gives you an advantage but doesn’t mean anything for Calvin’s stock. However, if Calvin is KOed, a stock is lost, but Hobbes remains on-screen with his current damage percentage.

Oh yes, and Hobbes has no Specials, although he is a lot faster and somewhat stronger. Calvin’s got enough versatility to make up for it, though.

We’ll be covering Hobbes’ more sensible moveset first, and then we’ll get to the wacky stuff with Calvin:

HOBBES​

WEIGHT: 7 Full-grown tiger here, so you could expect some decent weight on this guy.

SIZE: 7 Pretty tall and somewhat skinny.

GROUND SPEED: 4 Hobbes casually strolls along on two legs.

DASH SPEED: 9 Hobbes runs on all fours, all business and ready to pounce.

TRACTION: 9 You ever see a jungle cat slip while on the hunt? I didn’t think so.

FIRST JUMP: 7 Hobbes pounce-jumps pretty darn high…

SECOND JUMP: 3 …but without something to jump off of, his second jump is lackluster.

AIR SPEED: 7 Not bad at all, although the sky isn’t really Hobbes’ element.

FALL SPEED: 5 Hobbes is completely average in this regard.

CROUCH: 10 Hunter to the core, Hobbes slinks down as low as tigerly possible.

WALL JUMP: Yes. In a matter of milliseconds, Hobbes grabs the wall, turns about, and uses it to push himself off.

WALL CLING: Yes. To some extent, anyway; his claws can only take about three seconds of cling before he falls.

GLIDE: No. You ever seen a flying tiger? No? Thought not.

STANDARD ATTACKS

Jab: Claw

Hobbes quickly bats at the foe with claws extended, dealing 3% damage and flinch.

Continued Jab: More Claw

Hobbes continues to bat at the foe with the same damage as the Jab. There’s short lag in between these attacks, giving foes ample time to get away if they’re competent at dodging.

Forward Tilt: Slash

A stronger claw attack, dealing 7% damage and minor knockback.

Up Tilt: The Enemy Isn’t Yarn

You know how if you dangle a piece of yarn or something over a cat, they’ll bat at it? This is Hobbes using his Up Tilt, dealing two hits of 5% damage and flinch.

Down Tilt: Trip

While crouching, Hobbes bats ahead of him with one paw, dealing 6% damage and knocking the foe over.

Dash Attack: Pounce

With brief startlag, Hobbes pounces forward two SSBs, dealing 5% damage and minor knockback to anyone hit.

SMASH ATTACKS

Side Smash: Doubled Claw

Hobbes slashes in front of him with both arms in an x-pattern, dealing a good 17-22% damage with moderate knockback.

Up Smash: Overhead Slash

Hobbes slashes overhead, dealing 15-21% damage and low knockback.

Down Smash: Pounce Redux
Hobbes leaps up with minor startlag and pounces directly in front of him. 16-23% damage and moderate knockback.

AERIAL ATTACKS

Neutral Aerial: Orange Whirlwind

Hobbes spins around with arms and claws extended. 7 hits of 2% damage and flinch.

Front Aerial: Maul

Hobbes grabs any foe directly in front of him, claws extended for 1% damage. He then bites down on the foe’s head for 10% damage, then footstools off the foe in the direction he was facing. This happens fast enough that only the most skilled of players have any chance of shaking off before he finishes; if this happens, Hobbes goes into freefall without his jumps.

Back Aerial: Backclaw

Without looking behind him, Hobbes does a quick backhand that is enhanced by his outstretched claws. 4% damage and flinch.

Up Aerial: Up Tilt Redux

Due to the writer’s laziness, this is exactly the same as the Up Tilt; two hits of 5% damage and flinch, for those who don’t remember and don’t want to scroll up again.

Down Aerial: Spike

Unusually for Hobbes, he doesn’t bother with claws for this attack; instead, he brings his paw down as if spiking a volleyball, effectively spiking any foe in front of him straight down. This only does 2% damage, though.

GRABGAME​

Grab: What a Mouthful

A mildly slow grab wherein Hobbes grabs the foe with his mouth. Smaller foes (Kirby size) will have only their feet sticking out; Ness or Calvin-size, the lower half of their body dangles out; anything bigger has only the top third of their body in there; and of course, foes the size of, say, Garbage Man are simply ungrabbable with this grab.

Pummel: Om Nom Nom

So you’ve got the foe in your mouth? What else is there to do but bite down? The bite is somewhat slow, but deals 5% damage a bite.

Forward Throw: Ptoo!

Hobbes simply spits the foe out, dealing 8% damage and minor knockback.

Back Throw: Fling

Hobbes throws his head back, releasing the foe at the same time. This propels the foe backward with moderate knockback and 12% damage.

Up Throw: Spit Up

Hobbes spits the foe out upward this time. This is a very lackluster throw, only dealing 8% damage and a small amount of knockback.

Down Throw: Feint

Hobbes drops the foe unceremoniously and then bites down on them, dealing 13% damage.

And now for Calvin’s (much more interesting) stuff:

CALVIN

WEIGHT: 3 Hey, he’s six. You expect him to be heavy?

SIZE: 3 Again, he’s six.

GROUND SPEED: 6 Calvin’s a pretty speedy guy…

DASH SPEED: 7 …but his natural impatience means that his dash is almost indistinguishable from his walk.

TRACTION: 6 Somewhat good, but nothing to write home about.

FIRST JUMP: 4 Remember once again that at six years old, Calvin can’t be expected to be the best jumper in the world.

SECOND JUMP: 4 Likewise.

AIR SPEED: 6 Fairly good in the air, but nothing spectacular.

FALL SPEED: 8 He doesn’t fall very quickly at all, making him a target for aerial masters. On the other hand, he’ll have a good deal of time to recover if no one hits him.

CROUCH: 7 A quick crouch wherein Calvin ducks pretty low, hands over his head. Must be practice from all those times that Hobbes pounced on him.

WALL JUMP: No. Not normally, anyway…

WALL CLING: No. See above.

GLIDE: No. Under normal circumstances, the answer is again “no”.

SPECIALS

Neutral Special: Tuna

Calvin takes out a can opener and a small can of tuna and… wait for it… opens the can.

Shocking, huh?

Anyway, Calvin opens the can with an audible winding noise, which then has an effect on Hobbes: the tiger begins to run at Bunny-eared Sonic’s dash speed towards the place where Calvin opened the can. Hobbes will always use his Dash Attack if any foes block his way, with the attack’s damage and knockback doubled. For once, this includes Calvin.

Now, Calvin has two options here. The most obvious one being that he can just move away before Hobbes gets there. If he does this, Hobbes will follow him around for about twenty seconds afterwards; even though Calvin’s put the can away, he still smells like tuna. This effect ends if Calvin loses a stock.

Alternatively, Calvin can dodge away from the spot, which has the effect of dropping the tuna. Thus, when Hobbes gets there, he eats the tuna with the same speed as eating any other food, regaining a good 20% damage. There’s a 5% chance, though, that Calvin actually opened a can of pineapple, which causes Hobbes to recoil in disgust after he eats, healing only 5% damage.

Or you could just sit there and let him hit you to eat the tuna, but that’s just plain silly.

What you do with this move depends on what you need. If you need Hobbes to cover you for a while, this’d be a good way to do it. Alternatively, if Hobbes needs healing, you can provide that. You could even use this just to get the drop on any foes between you and Hobbes.

Side Special: Duplicator

Calvin pulls out a cardboard box.



No, not that one.



There we go.

Calvin pulls out the box, sets it on its side, and can then use it to, surprise, surprise, duplicate stuff.

To clarify: if anything enters the box (which is tall enough to hold Ganondorf, by the by), the box will close and, after about a second, will open again and eject two of whatever was in there. Characters of course, but items, minions, Pokémon, Assist Trophy characters, or even projectiles will be duplicated; in that last case, they appear one above the other and retain their velocity.

When characters or minions are duplicated, the fake one gets its own invisible HP or percent bar but has no allegiance to the original, since Calvin set it on “Evil”. This includes duplicates of himself. If a foe was under any effects, such as invincibility or Lip’s Stick, the duplicate will also have said effect for the remaining duration that the original would have. Should anyone be holding an item while duplicated, the item will be duplicated as well, eating an extra charge (more on that later). The duplicates are controlled by a level three AI and have all of the capabilities of the original, including Final Smashes if applicable. KOing a duplicate has no bearing on anyone’s stocks, but gets rid of that particular duplicate for good.

When a Pokéball is duplicated, the duplicate ball won’t necessarily have the same Pokémon as the first. When a Pokémon or Assist Trophy character is duplicated, the duplicate will affect anyone, not having the allegiance of the original.

Now, there are some drawbacks to this. After the fifth duplicated object, the next attempt to duplicate will instead cause an explosion that is 50% larger but otherwise identical to a Bob-omb explosion. If the box takes 20% damage, it will explode, even if there was something or someone in there; this halts the duplication process.

As a final note, Hobbes will avoid this device like the plague, so if for some reason you really want Hobbes duplicated, you’ll have to arrange to knock Hobbes in somehow… or open a can of tuna. However, it usually isn’t worth trying to arrange this. Better to use this to coerce Hobbes into attacking the foe you want him to attack.

Up Special: Time Machine



No, it’s not that one.



Or that one.



Ah, that’s better.

Now, astute readers might notice that this cardboard box is identical to the box used for the Duplicator, save for the direction it faces.

That’s because it is the same box.

Through some creative interpretation of reality, whenever Calvin uses a move involving a box when there is a Duplicator out, the Duplicator vanishes as Calvin pulls out that same box. Don’t think about it too hard, you’ll asplode your brain.

Anyway, when Calvin pulls this out, he climbs in the top for minor startlag, then blinks out of existence, reappearing a second later. The height traveled equals about three Ganondorfs and can be steered similarly to other teleports. If Hobbes is nearby, he’ll hesitantly climb in as well, adding to the lag. He won’t do this for a duplicate, though.

This time machine has a couple of other effects, though, the first being that when Calvin reappears, he can steer the box to land, a sort of pseudo-glide effect. However, if the box takes 20% damage, it explodes the same way the Duplicator does, although it absorbs all flinch and knockback until then. Calvin can exit at any time by jumping (Hobbes will follow suit), making the box inexplicably vanish. He can also execute a few of his moves while in the box, although this locks the box’s direction until Calvin steers again or until it hits land… or flies off a blast zone. This can be alleviated if Hobbes is in the box, though, as he will steer the box so that it remains over land when possible.

The moves Calvin can perform in the Time Machine will be noted as they come up.

Secondly, when Calvin reappears, there is a 50% chance that a Velociraptor will be clinging to the bottom of the box, the dinosaur being about Captain Falcon’s height. It will drop to the ground when there's land beneath it and then will attack anything in its path, including Calvin or Hobbes. In general, the raptor will attack smaller targets, and will snap up Pikmin-sized or smaller creatures instantly, resulting in an instant kill. Yes, this would kill the Keroro Platoon very easily, but there’s not much to be done about that. It will do the same for any meat-based foods, healing itself as normal.

The raptor will either claw a foe for 5% damage and flinch, bite the foe for 6% damage and flinch, or pounce on a foe, dealing 10% damage and knocking the foe to the ground, where the raptor will proceed to mercilessly attack the downed creature until it gets up. These attacks progress from most common to least common, with a ratio of about 50-40-10, and are pretty darn fast, although they don’t out-prioritize more than normal for claw moves.

The velociraptor will remain out until it’s killed or until the match ends, so it’s definitely in the foe’s interest to get rid of it so that they can focus on killing everyone else.

Down Special: Transmogifier

Yay, Calvin pulls out yet another cardboard box!



Hey, I actually got the right one this time!

Er, ahem. Anyway, this box has two potential effects depending on if there’s a foe/minion/Pokémon/Assist Trophy character nearby.

If there isn’t any enemy nearby, Calvin will plop the box on the ground and climb under it for minor lag. An audible “zap!” will precede Calvin climbing out of the box… only he looks rather different…

Calvin has four different forms that he might be turned into, with a ratio of 50-20-30-10 in order. Note that Calvin cannot use Specials while transmogrified.

First, tiger form:



Yes, that little tiger is Calvin.

This changes his stats to those of Hobbes, except for height and weight, and changes all of his attacks to those of Hobbes, with smaller hitboxes, of course. Simple enough, let’s move on.

Next up is Tracer Bullet, Private Eye.



This transmogrification has no effect on Calvin’s stats, but it does have an effect on most of his moves, which will be covered when we get there. Hint: most of them involve guns. This one’s good for a little range.

Next is Spaceman Spiff:



This also is good for some range, although it also makes Calvin jump about two ranks in aerial speed and jump (pun intended). Again, changes to moves will be noted as necessary.

Finally, we have Stupendous Man:



S for Stupendous!
T for Tiger, ferocity of!
U for Underwear, red!
P for Power, incredible!
E for Excellent physique!
N for ...um... something ...hmm, well I'll come back to that...
D for Determination!
U for ...for... wait, how do you spell this? Is it "I"?

Erm… well, anyway, putting Calvin’s inability to spell aside, Stupendous Man is Calvin’s superhero alter-ego… or so he likes to think. Anyway, this one both affects some of Calvin’s attacks (in most cases, it multiplies damage and knockback by 1.5, with exceptions to be discussed) and causes drastic changes to his stats: every single stat is boosted by two ranks except for height and weight. Calvin can also wall jump, wall cling, and glide in this state. Obviously, this is the one you want, but with a 10% chance of getting it, you’ll have to settle most of the time.

Anyway, the transmogrification lasts about fifteen seconds, although the box itself vanishes once Calvin’s clambered out of it, and once the Transmogrification wears off, he has to wait another fifteen seconds to use the Transmogrifier again.

But wait, there’s more! If a foe/minion/Pokemon/Assist Trophy character is within an SSB of Calvin, Calvin will instead plop the box on top of the foe with a triumphant “HA!” He will then transmogrify the foe into a large frog, about the size of a Pikmin. The frog is completely incapable of attacking but has two jumps on par with Ness’s second jump and moves at Mario’s speeds. This transmogrification only lasts three seconds, so it’s not very good… oh wait, is that a Velociraptor?

*GULP*

Using the Transmogrifier on a foe lessens the cooldown to five seconds.

Also, remember that bringing out the Transmogrifier while a Duplicator is in place will make the Duplicator vanish.

STANDARD ATTACKS

Jab: Punch

A very boring punch. Does 1% damage and flinch, although it’s a very very quick attack. This doesn’t change at all when Transmogrified unless you’re Tiger Calvin or Stupendous Man; as noted, Tiger Calvin gets Hobbes’ Jab, while Stupendous Man does 1.5x damage and knockback.

Continued Jab: Punchpunchpunchpunchpunch

Exactly what it sounds like: Calvin continues to punch at an astonishingly fast rate with the same damage and flinch statistics. This one’s a little hard to get out of, so it’s a decent damage-racking option, although it leaves Calvin open to walking Bob-ombs or other players.

When Tracer Bullet, Calvin will alternately punch with those statistics and strike the foe with the butt of his pistol, dealing 4% damage and flinch. The gun attack is slower than the punches, though, so this is easier to get away from.

Spaceman Spiff does the same thing with his Death Ray Blaster, although it does 3% damage while flinching, being lighter than Tracer’s pistol. On the other hand, it is a little faster than Tracer’s attack. And remember 1.5x damage and knockback from Stupendous Man.

Forward Tilt: Projectile Strike

Calvin throws a water balloon! As you can expect, this doesn’t do much damage, only about 3%. It only goes one SSB forward and it doesn’t even flinch! However, this actually has more value if it doesn’t hit the opponent, as it creates a puddle about half an SSB long that halves the traction of anyone on it and lasts about five seconds. Of course, canny foes could take advantage of this… assuming they aren’t distracted by some Velociraptor or something…

If Calvin hits a puddle with a water balloon, the puddle doesn’t grow any bigger, but the five seconds are reset.

Also, frogs are not only immune to the water effect, but they actually heal 1% per second while in the water. Considering they’re only frogs for three seconds, though, this isn’t as useful as it sounds, especially since the puddle only lasts for five.

This actually has an alternate possibility: when on snow or ice (or if there’s snow/ice nearby), Calvin will throw a snowball instead, dealing 7% damage and flinch while forgoing the puddle effect.

This can be used while in the time machine, but you’ll never get snowballs.

While Tracer Bullet, Calvin just fires his gun once, dealing 8% damage and very slight knockback if the foe is within two SSBs.

Spaceman Spiff gets to fire his blaster as well, dealing 13% flinchless damage, although the attack keeps going with the same damage until it leaves the screen or hits a wall.

Stupendous Man just throws a mightier punch than the Jab, dealing 14% damage and minor knockback.

Up Tilt: Juggle

Calvin takes out three water balloons/snowballs and juggles them above his head until he presses another input. Obviously, anyone contacting them takes the damage and flinch involved. Alternatively and more usefully, however, Calvin can just input something else (even moving will do), dropping all three projectiles. When water balloons, this expands the puddle accordingly, covering 1.5 SSBs and lasting fifteen seconds; when snowballs, they plop uselessly on the ground. Better to just let the foe run into it if they’re snowballs.

You can use this in the time machine, but that’d be fairly useless.

Tracer Bullet, showcasing the writer’s laziness, fires a bullet upwards that otherwise behaves exactly the same as the Side Tilt… except the bullet will come down once it’s gone two SSBs.

Similarly, Spiff fires his blaster upwards with the exact same effects as before; since it’s a laser, though, it won’t come down.

Finally, Stupendous Man jump-punches a la Mario, dealing 18% damage and mild knockback.

Down Tilt: Is This Gum or Silly Putty?

Calvin takes out… wait, what is that? It’s some sort of mixture of bubble gum and Silly Putty, I guess, since even Calvin can’t tell which is which. This blob is about the size of a Capsule.

Anyway, after some brief but humorous startlag wherein Calvin has difficulty unsticking the glop from his hands, Calvin manages to plop it down on the ground in front of him. This seems useless unless anyone other than Calvin or Hobbes contacts it, at which point they find themselves stuck to it. This means that they can’t move in any direction, although they can still attack just fine. The escape is pathetically easy, since it’s only a fifth of normal grab difficulty, and sufficient knockback can knock foes out of it. However, this is still a nice stalling option, allowing Calvin to attack the stuck foe or whatever. Or he could just let someone else whale on the guy. And if it’s a frog that’s stuck and there’s a velociraptor nearby? You’re as good as dead.

The glop will remain onscreen for five seconds, but Calvin only has a three-second cooldown on this, so you could find yourself stuck quite often if Calvin feels like using this a lot.

Tracer Bullet trips the foe for a pathetic 2% damage, with Spiff following suit. Stupendous Man, however, jumps a short distance into the air and comes down with clenched fists, dealing 6% damage and minor knockback.

Dash Attack: YAAHHH!!!

Calvin jumps in the direction he was dashing, fists swinging furiously for up to 8 hits of .5% damage each. By no means a very useful attack.

Tracer Bullet simply uses his momentum to power a swipe with his pistol, dealing a more respectable 5% damage and mild knockback.

Spiff halts very suddenly and fires his Death Ray Blaster with the same stats as his Forward Tilt. Very boring and unimaginative of the author. What was he thinking?

Stupendous Man’s attack, for once, is exactly the same animation as Calvin's, only with the more usual 1.5x damage and knockback. Hmm, maybe that’s actually the exception rather than the rule…

SMASH ATTACKS

Side Smash: Calvinball

Beware the power of the mighty Calvinball!

Actually, it just looks like a normal volleyball, but don’t be fooled! This is a dangerous instrument in Calvin’s hands! Well, in Brawl at least, because it’s just a normal ball normally. Calvin must be warping reality again.

Anyway, Calvin has a few different animations for this attack, determined by length of charge. The simplest and most common is that he just tosses the ball 1-3 SSBs forward, dealing 7-13% damage and flinch. Low damage for a Smash? Yes, but bear with me.

Alternatively, he can whack the ball with a golf club (which launches it an extra SSB and does damage equivalent to Peach’s golf club if a foe gets hit by the club), a baseball bat (two extra SSBs and does the damage of Ness’s bat if a foe gets hit by the bat), or a butterfly net at full charge, which is worthy of its own sentence rather than a parenthetical remark. If Calvin gets the butterfly net, he catches the ball in the net, replacing all of his tilts and aerials with a direction-appropriate, mildly laggy attack with said net. This increases his hitbox about a Kirby in all directions and Calvin drops it if he tries to uses a Smash or a Special. Calvin can drop the butterfly net if he needs to by inputting B.

So why do we care? Well, because the Calvinball inflicts a random status on whoever it hits, sans Calvin or Hobbes. Flower, stun, poison, dizzy… the list goes on, limited only by what statuses are in MYM Brawl. These statuses can stack, too, and it won’t try to give a status the foe already has. This, by the by, is why the butterfly net isn’t a crutch around Calvin’s neck; if he hits often enough, the foe gets totally messed up by all those statuses.

Finally, the ball will remain in play after being thrown. It can be hit like a soccer ball or picked up and thrown, dealing damage and status as usual regardless of the strength of the attack; the attack power determines how far it goes instead. Additionally, the ball doesn’t inflict statuses if it’s just sitting there; it has to be thrown or whacked. And to finish it off, you can have only one ball onscreen at a time; should Calvin try to use this smash while a Calvinball is out, he will attack with either the baseball bat or the golf club with the same stats as Peach’s smash with those same objects.

Tracer Bullet, instead of this marvelously complicated attack, keeps things simple by firing three bullets one after the other for 10-17% damage each and knockback that KOs at 250%.

Spaceman Spiff fires his laser for 8-15% and flinch, with the blast going through all solid objects and dealing the same amount of damage to all foes caught in it. Not very KOable at all. How unsporting of you, Spiff.

Stupendous Man hits foes with a powerful roundhouse punch, dealing 14-20% damage with knockback that KOs at 175%.

Up Smash: Treehouse



Calvin stands there as he charges this Smash, seemingly doing nothing… until he unleashes the Smash and finds himself in his trusty treehouse! This does no damage at all even if someone was right there (although there is an effect if someone is there; more on that later).

The treehouse is about four Ganondorfs high on the tree, with the foliage extending about another Ganondorf beyond that. The foliage isn’t solid, though, while the tree and treehouse are. The charge doesn’t affect the tree’s height, but it does affect how long the tree stays up (10-20 seconds). Once time runs out, the tree abruptly vanishes, leaving anything in the treehouse to plummet to the ground in freefall (assuming they aren’t an item or something).

There’s room in the treehouse for Calvin and one other person, which comes in handy since Hobbes will climb up the tree if he comes across it. This takes about two seconds, meaning that Hobbes can be knocked off of the tree before he gets to the treehouse, although that won’t stop him from trying again. However, the downside to this is that anyone with sufficiently good recovery can get to Calvin. Also, if someone (including Hobbes, minions, Pokémon, and Assist Trophy chars) is right next to Calvin when he unleashes the Smash, they’ll find themselves in the treehouse as well. Nonetheless, this is a good way to take a breather if you’re feeling overwhelmed or if you’re trying to avoid getting hit by someone’s Final Smash.

Note that there’s also a rope ladder on one randomly chosen side which you or a foe can climb to get into the treehouse.

Now, as for what Calvin can do from the treehouse… well, he can perform pretty much all of his attacks, but not all of them are useful there. His best move from there is usually his Side Tilt; throw a bunch of water balloons and create a bazillion and three puddles!

Calvin can get out of the treehouse before the tree vanishes by jumping or using his time machine… or by being kicked out.

You can only have one treehouse at a time; if you press the input again while you have a treehouse out, you (rather randomly) summon a generic UFO about Kirby’s size about a Ganondorf above your head. This will then proceed to fly back and forth across the screen at Fox’s dash speed and shoot at everyone with ray beams. The beams fire directly under the UFO, dealing 8% flinchless damage at about a shot every second. The UFO has only 10 HP, so it’s easily dealt with, but this can deal a lot of damage pretty quickly, especially since it sticks around until someone blows it up.

Unless you use this and then get in the treehouse, the UFO can and will hit you or Hobbes if either is an available target; the treehouse is too tall for the UFO to reach you normally. However, if you use this while in the treehouse, you have nowhere to hide, but the UFO is a lot harder to destroy due to height. Pick your poison; either way, the foe isn’t happy.

Calvin can only summon two UFOs per treehouse; if you input Up Smash again, it makes the Treehouse vanish.

Tracer Bullet, instead of summoning that weird treehouse, shoots upwards with the same statistics as his Forward Smash (darn lazy author). Similarly, Spiff will copy his Forward Smash while firing up.

Stupendous Man, on the other hand, jumps up in a double punch jump maneuver thingie for 15-23% damage and knockback that KOs at 150%.

Down Smash: Monsters!

Calvin bends down as this charges, gathering leaves or snow depending on which one makes more sense with the stage at the moment. If neither applies (such as New Pork City or something), Calvin defaults to the leaves.
Once the button is released or the smash hits full charge, Calvin has successfully created a minion!

With leaves:



The leaf monsters can vary from the size of Jigglypuff to about Ike’s height and pretty much have the one attack: they grab the foe in their mouth with normal grab difficulty, dealing 1-5% damage per second while the foe’s grabbed. These guys can have 15-45 HP, but are immediately scattered by wind hitboxes and can actually contribute to, say, Tropius’s leaf tornadoes.
With snow:



Calvin has created a Snow Goon!

These guys go from the size of Jigglypuff to Ganondorf height with 35-70 HP. These guys can either quickly swipe at a foe with their stick arms to deal 5% damage and flinch, or ram a foe for 15% damage and minor knockback. They take double damage from fire hitboxes but are healed by cold hitboxes and can actually increase max HP if they’re hit when at full health.

Either way, the minions still don’t distinguish between a foe and you/Hobbes, meaning that you’ll want to stay out of their way while they’re rampaging. Additionally, like Calvin’s various other monsters, they don’t go anywhere until killed.

Tracer Bullet tosses a grenade (where did he get that?) at his feet, which will explode after two seconds with the radius of Snake’s grenade, dealing 6-15% damage and knockback that KOs at 200%.

The good Spaceman fires his Death Ray Blaster at the ground in front of him, where it improbably bounces off at about a 45 degree angle. The stats remain the same as his other Smashes.

And finally, Stupendous Man will kick the foe really hard, dealing 18-25% damage with knockback that KOs at 175%.

AERIAL ATTACKS

Neutral Aerial: Flail

Calvin flails around violently, dealing up to 5 hits of 3% damage each with flinch. This doesn’t really change from persona to persona (except for Tiger Calvin, of course), save for Stupendous Man’s usual damage increase.

Front Aerial: Spike

In a move that actually rather mirrors Hobbes’ Down Aerial, Calvin spikes the foe as if he were a volleyball, although this only deals 1% damage. Aside from Tiger Calvin, this animation doesn’t change, although Stupendous Man gets a whole .5% damage added per usual.

Back Aerial: Back Kick

A very boring backwards kick that deals 3% damage unless you’re Stupendous Man. This doesn’t change at all for any personas save Tiger Calvin (you’re probably tired of hearing that by now).

Up Aerial: T-Rexes in F-14s!
Calvin tosses a toy plane about 1 SSB in the air, which then expands into a F-14 jet about an SSB long.

Odd thing is?

It’s piloted by a tyrannosaurus.



This tyrannosaur will fly back and forth and strafe the screen with bullets every two seconds, dealing 10 very quick hits of .5% damage and flinch. Once again, Calvin and Hobbes are not immune, but if you’re quick, you might be able to get into the treehouse before you get hurt too badly. Also again, the T-rex in the F-14 won’t be going anywhere until someone deals 10 HP worth of damage to it, at which point it damagelessly explodes.

And Tracer Bullet… once again just shoots upwards a la Up Tilt. How boring is that?

At least Spiff redeems himself a little. Instead of copy-pasting a previous move, Spiff climbs into his red flying saucer!



Spiff can steer this quite easily at Mario’s dash speed as a hitbox that deals… 3% damage and flinch… and can fire a laser that deals 2% flinchless damage… okay, it sucks damage-wise, but Spiff’s recovery options are boosted significantly by this.

Stupendous Man doesn’t really need more recovery, so instead he takes out a ridiculously large telescope lens and holds it with both hands like so:



As seen in the picture, a visible beam of light shines through, dealing 5% flinchless damage a second to anyone caught in it and incinerating any items (short of Dragoon Pieces or the Smash Ball) caught in it as well. Additionally, Stupendous Man’s fall is slowed by 10%. However, should anything hit the lens, it will shatter, dealing 10% damage to Stupendous Man. Stupendous Man holds this for as long as you hold A.


Down Aerial: Transmogrifier Gun

Calvin pulls out his Transmogrifier Gun (duh) for a little bit of lag, points it at himself, and *ZAP!*



Calvin turns into a safe for two seconds, about the size of one of Kirby’s stoneforms, gaining a weight and fall speed of 10. Anyone who’s hit by this takes 5% damage but extreme up-and-diagonal knockback to the tune of 150% KO. However, there is no way to exit this prematurely and the safe still takes 50% knockback, so you have to use this very carefully. You don’t take any damage in safe mode, however.

Tracer Bullet calmly fires two pistols downwards; two hits of 5% damage and flinch. I suppose this is a little more imaginative…

On the other hand, Spiff fires his Death Ray wildly downwards ten times at a number of angles for 2% flinchless damage. Yeesh, can anyone say “overexcited”?

Stupendous Man performs a more typical stall-then-fall, rising slightly, then flying downwards, both palms forward, at a fairly quick rate. This deals a decent 12% damage with okay knockback.

GRABGAME

Grab: Yet Another Neck Grab

As indicated, Calvin grabs the foe’s neck with both hands. If the foe’s around Calvin’s size, this is fairly normal. However, if the foe’s significantly taller than Calvin, Calvin will instead jump up to grab the foe’s neck, hanging on for all he’s worth. This has a number of odd effects: the foe can still move while grabbed, albeit at only 90% movement speed; Calvin is more easily escaped from at 70% normal grab difficulty; and when Calvin is shaken off, he lands on his rear, spending a precious half-second getting up. Also, Calvin’s throws work differently on these particular foes…

Additionally, the grab and pummel are the same for Calvin’s alter egos save for Tiger and Stupendous Man with the usual adjustments; Tiger Calvin gets Hobbes’ pummel while Stupendous Man gets his usual 1.5x damage and knockback. The throws still vary, though.

Pummel: Punch

Calvin will punch the foe quickly for 1% damage. Easily spammed but boring.

Forward Throw: Slide

For a similarly sized foe, Calvin just shove-throws the foe forward for 2% damage, knocking the foe to the ground. However, if Calvin’s foe is sufficiently tall, Calvin summons a playground slide about two Ganondorfs high and one SSB long that the foe ends up on the top of. The foe will slide down at a speed such that they hit the ground after a half-second for 2% damage, getting knocked to the ground, after which the slide vanishes.

Wait, so this other throw doesn’t change anything? Wrong. A foe who is caught on the slide is completely helpless until he hits the ground, so if you use this near the edge…

Tracer Bullet will, in a case of extreme boringness, shove a similarly sized foe forward and shoot them for 5% damage and flinch. Bigger foes he just shoots in the head for 7% damage and mild knockback as he drops to the ground.

Spiff will display surprising acrobatics, flipping over any size foe and shooting them for 5% damage and flinch.

Stupendous Man keeps things simple and punches the foe away from him, dealing 7% damage and mild knockback to small foes and 10% damage with minor knockback to the bigger ones (likely because he punched them in the face rather than just hitting the body).

Back Throw: Where did Calvin Learn Judo?

Calvin flips a similarly sized foe above his head judo-style, leaving the foe on the ground behind Calvin and dealing 5% damage. As for a larger foe… well, Calvin tries, but all he manages to do is launch himself backwards off the foe similar to a wall jump, doing no damage. Might be a good way to get into the air if you really need to, I guess.

Tracer Bullet and Spaceman Spiff are back to being boring, doing the same thing as Calvin with the exact same effects. Even Stupendous Man’s in on the act, although his usual damage increase applies, which also pushes the foe back a little if he jumps off of them.

Up Throw: Up

Regardless of size, Calvin ties a balloon to the foe’s wrist and then lets go, which causes the foe to rise upwards at a speed that is inverse of their weight (i.e. Bowser and DK move upward slowest while Jigglypuff moves the fastest). The foe can influence which direction of up they’re going by tilting the control stick and can attack as normal unless the attack necessitates movement (i.e. Marth’s Side Special, Ike’s Up Special, etc.) However, teleportation moves offer a free out, teleporting you away and letting the balloon float away on its own.

Obviously, if anything hits the balloon, it will pop. This causes a loud noise and a quarter of a second of stun to anyone in contact with the balloon as it popped. Obviously, the foe attached to the popped balloon will drop, although they keep their jumps.

Tracer has a less whimsical throw. Similarly sized foes get tossed up about a Kirby and shot for 5% damage and mild upward knockback; larger foes get a bullet to the face with 8% damage and stun, after which Tracer will footstool off of the foe. Boringly, Spiff follows his lead, but with 2% damage added at the expense of less knockback and no stun, respectively.

Stupendous Man just tosses the foe upwards a good two Ganondorfs, not dealing any damage but depriving them of their jumps.

Down Throw: Foot Power

Calvin stomps on the foot of a similarly sized foe, dealing 1% damage but causing them to hop around for a half-second holding their foot. Larger foes get a kick to the stomach, dealing 6% damage and a second of stun as Calvin drops to the ground.

Once again, Tracer, Spiff, and Stupendous Man get to play follow-the-leader here, although you mustn’t forget Stupendous Man’s usual adjustments.


FINAL SMASH
Calvinosaurus


Calvin has the Smash Ball and uses it to unleash his inner dinosaur, transforming into the enormous Calvinosaur! Believe it or not, this monstrosity is twice the height of Giga Bowser, although it’s about the same width. The Calvinosaur, like Giga Bowser, takes damage but is completely immune to statuses, flinch, and knockback. It can’t jump at all, though.

Now, whenever the Calvinosaur moves, it deals damage if it steps on someone to the tune of 15% damage and moderate upward diagonal knockback. Similarly, while turning around, if a foe is hit by its tail, they take 17% damage and are knocked to the ground. Plus, if the Calvinosaur steps on an item, minion, trap, Pokéball Pokémon, or Assist Trophy character, it’s smashed out of existence, with only Dragoon pieces being spared. This applies to Calvin’s own minions as well, sadly. Furthermore, the Calvinosaur can use those enormous jaws to snap at a foe, dealing a good 37% damage with extreme knockback if he connects.
Fortunately for most people involved, this transformation only lasts five seconds, so enjoy your rampage while you’re able!

PLAYSTYLE

Let me put it this way:

If you want concrete strategy, you’ve come to the wrong place.

Calvin is all about creating chaos. Create minions with Down Smash, add velociraptors with the Time Machine, bring in F-14s, aliens, and maybe duplicate some of them for good measure, then climb in your treehouse where you’re safe. Maybe throw some water balloons while you’re up there. Climb down when the hordes are getting low and repeat. As strategies go, it’s not horrible but it’s no flowing playstyle.

Let’s address what Hobbes is here for. Basically, you want Hobbes covering you while you get your armies mobilized. Tuna’s the best way to manage this. However, later on when you have your armies, Hobbes becomes a little extraneous. But hey, at least he’s not as easily killed, so if your armies get wiped out, you still have Hobbes to help cover you. Plus, you can use tuna to increase his damage input now and again or just to heal him.

Now, in terms of getting armies up off the ground… well, that can be a little difficult, especially since every single one of them can and will hurt you. Generally speaking, you want to get one onscreen and then run before it realizes you’re there. Get to safety, summon Hobbes if you need to with tuna, repeat, until you’re ready to retreat to the handy treehouse.

An alternate possibility, however, is to duplicate yourself a couple of times and then let everyone fight it out. Pros: multiple Calvins means you have more creatures being summoned, and since they’ll attack everyone anyway, you lose nothing so long as you’re hiding in the treehouse. Unfortunately, duplicates get treehouses too; however, this just means that they’ll last longer and draw more attention. Heck, with multiple Calvins in multiple treehouses, foes won’t know which one to hit! And with the creatures you’ve summoned and the water balloons you’re throwing, they may not have time to get you before you can get away with the Time Machine even if they figure out which one you are.

Speaking of which, the Time Machine is probably the safest way to summon the first few minions, since the velociraptors can’t attack you right off the bat. Once you have a few velociraptors onscreen, that may be a good time to get more creatures ready.

The Calvinball is actually another handy way to deal with foes while you’re getting your armies raised. Give them the right statuses and buy some time. It helps if Hobbes is there to throw them off even more.

Once you have a nice chaotic army, you can stand back for a while and let the damage rack up, but then you need a more reliable finisher. That’s what the Transmogrifier is for, giving you something that can give you a good finisher. Tiger Calvin isn’t bad for this and neither is Bullet, but the real prize is Stupendous Man and his stupendous smash attacks. Spiff is rather bad for this, however, so if you get him, you’ll just have to wait the thirty seconds until you can try again. Try racking on more damage while you’re waiting. Alternatively, you could just stall until you get the Smash Ball, KO everyone and your armies, and start anew.

Overall, Calvin isn’t the most optimized possibility for you, but with the sheer chaos he can cause, he’s very fun to play.

EXTR[COLOR="red"]A[/COLOR]S

Up Taunt: Pterodactyl

Calvin uses the Transmogrifier Gun to turn himself into a Pterodactyl!



He strikes a menacing pose, then Transmogrifies himself back to normal. Why doesn’t he fight like this? Why don’t you ask Ganondorf and his sword?

Side Taunt: Raspberry

Calvin petulantly folds his arms and blows a raspberry. Exactly What It Says On The Tin.

Down Taunt: Rubber Band

Calvin shoots a rubber band at the nearest foe, shouting “You’ll never take me alive!” This has absolutely no effect on said foe.

Hobbes either has no taunts or chooses not to employ them.

Idle Animations: Calvin is not very fond of staying still, fidgeting incessantly and occasionally picking his nose. Eew. I know we’re in a brawl here, but please, remember personal hygiene.

Hobbes, on the other hand, stands ready to fight with claws at the ready, occasionally snarling at the foe.

On-screen Appearance: Calvin and Hobbes fly in using the Time Machine, then clamber out, ready to fight. The box vanishes once they’re out of it.

Symbol: Naturally, Calvin’s made a profile of his face to serve as their symbol, with red being the default color.

Upon Selection (Wiimote): You hear Calvin yell “Cower before my might!” in a voice that’s supposed to sound menacing but really isn’t. If you’re listening carefully, you might hear Hobbes’s voice directly after that saying “Here we go again” in a resigned tone of voice.

Kirby Hat: Swallowing Calvin nets you his unruly yellow hair and his Up Special, while swallowing Hobbes gets you his fur, tiger ears, a tail, and Hobbes’ Side Smash.

Victory Pose 1: Happy Dance

Calvin dances around in a circle hand in hand with Hobbes, both clearly happy to have won.

Victory Pose 2: Bad Sport

With a smug grin, Calvin yells “Hah! Sucks to be you!” Hobbes can be seen rolling his eyes.

Victory Pose 3: Blackmail

Calvin goes to the losers and, with an outstretched palm, greedily demands “If you don’t want this on the evening news, cough up!” Hobbes facepalms.

Victory Pose: Tiger Calvin

Calvin whoops with glee and yells “Go Team Tigers!” while Hobbes grins sheepishly.

Victory Pose: Tracer Bullet

Tracer Bullet blows smoke from his pistol and says “Case closed.” Hobbes doesn’t appear for this one.

Victory Pose: Spaceman Spiff

Spiff runs to his saucer, yelling “Spaceman Spiff, having vanquished the aliens, returns to his ship to seek further adventure!” Hobbes is again absent.

Victory Pose: Stupendous Man

Stupendous Man strikes a pose and proclaims “Truth and justice will always prevail over tyranny!” Hobbes is once again mysteriously absent. Maybe he’s raiding the fridge for some tuna?

Loss Pose: I HATE THIS GAME!

Calvin throws a huge temper tantrum, jumping up and down and everything. Hobbes stalks away with his paws over his ears, clearly more annoyed about Calvin’s tantrum than losing.

Loss Pose: Tiger Calvin

Calvin slinks glumly away, saying “I don’t think I want to be a tiger anymore.” Hobbes’ arm is around his buddy as he tries to comfort him.

Loss Pose: Tracer Bullet

Tracer Bullet wakes up on the ground, narrating “Whoever the mastermind was, his goons had done a number on me.” No Hobbes this time.

Loss Pose: Spaceman Spiff

“Spaceman Spiff has been captured by the aliens! With his quick and able mind, he plots his escape!” This from a Spiff who’s been hogtied with an inordinate amount of rope. How did that happen?

Oh, and it looks like Hobbes is raiding the fridge again, ‘cause he’s not present.

Loss Pose: Stupendous Man

Stupendous Man writhes on the ground, screaming “Ack! Kryptonite!” Hobbes is nowhere to be seen again.

Alternate Costumes:

Calvin’s default is red with black stripes, with his alts being blue, purple, yellow, green, and white, all with black stripes.

Tiger Calvin is orange with black-and-white stripes by default, with the orange changing to orange-with-blue-tinge, orange-with-purple-tinge, orange-yellow, orange-with-green-tinge, and snow tiger. This corresponds with Hobbes' recolors.

Tracer Bullet is brown by default, with only his hat changing to blue, purple, yellow, green, and red.

Spaceman Spiff’s bodysuit is light blue by default, with his recolors being red, purple, yellow, green, and white.

Finally, Stupendous Man is red by default, with his recolors being blue, purple, yellow, green, and white. Note that his hood and cape are always darker versions of his suit color.

Snake Codec:

Snake: They’ve really lowered the bar for this tournament. This kid can’t be more than six!

Otacon: Don’t underestimate Calvin, Snake. If nothing else, respect the tiger. Hobbes is as smart as a human, but remains as deadly as a tiger.

Snake: That still doesn’t explain the kid.

Otacon: I think he’s somehow managed to tap into the strange physics of this place. He seems to be able to bend reality here to whatever’s in his imagination… and Calvin has a big imagination.

Snake: I’m more worried about the fact that he’s ripping off my cardboard box schtick.

Otacon:

Trophy:

Calvin and Hobbes: Calvin’s the six-year-old with the incredible imagination, and Hobbes is the down-to-earth tiger. Although they argue a lot, they’re the best of buds and always come through for each other. In Brawl, Calvin somehow gained the ability to rearrange reality to reflect his own imaginary world.

Calvinosaurus: Calvin changes into an enormous dinosaur, capable of decimating both his enemies and his own armies! Calvin can’t jump while in this form, but as big as he is, does he really need to?


Here it is, my first real attempt at a really complicated MYM set! How'd I do?
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,251
Location
Australia
[collapse="Calvin and Hobbes"]A very odd character choice for you given your last two characters - it's a good improvement for you still when you're getting a grasp on these interesting ideas with the Specials. The moveset is also a surprisingly long read given how far you've gone in terms of having 2 sets in this one and multiple applications to the Down Special which transform Calvin.

I'd say this set showcases some breakthroughs for you in terms of movesetting when you have some legitimately decent ideas spread across the entire set, though they do come at a cost: although they can be argued to help the character, the extreme nature of Calvin's moves leave a negatively awkward taste in my mouth when you do stuff like duplication and transmogrification, but craziest of all turn the opponent into a frog to get eaten by a velociraptor! I can definitely understand the luck factor for characterizational point of view and large amount of things Calvin can do (I realize this was your intention when I got to the playstyle section), though it does drain a lot of synergy from the set when certain requirements for different things have to be obtained by spamming a move over and over. On the note of character, I do feel you put quite a bit of effort into this set given how lengthy it is and how many moves feel as if they're referencing incidents in the series (something quite habitual in your movesets), and you do have a sense of humor (even if it gets in the way when posting pictures for the Side and Up Specials and misguiding readers).

If I wasn't completely aware of it up until now all your sets have had good traces of characterization to them, if at times coming at a few too many costs to the natural flow of the set - not that you absolutely need such a thing given that didn't seem to be your focus in making this set. but rather adhere to what it means to play as Calvin and Hobbes in which I felt most of the elements you brought into the set fitted with their nature very well. This is a surprisingly good set for you I must say, almost easily your best in many departments (I'll take Doomsday over him though) and something you ought to be pretty proud of.[/collapse]
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
502
Etranger
Am I the only one who thinks that no damage and knockback just makes for horribly lopsided match-ups as a rule? Without the ability to deal either of those things, it removes a key point of interaction between players, making matches go in a much more linear fashion I feel. All Etranger can really do is push and pull or occasionally make an attack backfire, which gives me the impression she's not really all that good of a gimper. What's especially concerning is she has no recovery move on her Up Special. She has above average jumps, but with no recovery move that puts her still very low on the recovery tier list... and she needs to manually push the opponent to said blast zone with her body. What makes this even more preposterous is you can only switch the direction the barrier which pushes the foe whilst on the ground. So you have no ability to switch it mid-gimp, making it even more obnoxiously difficult to use. Said barrier is admittedly impossible to penetrate, but foes shouldn't have any real trouble DIing around it. The tether is slightly easier to pull off but at the same time requires her to move closer to the blast zone that the foe, and with her already bad recovery you can imagine the results of this are pretty pathetic. At the very least she has the duplicate special to make this... remotely more feasible if she can exploit the nature of the duplicate, but given the amount of trouble she's going to have desyncing them with her one single way to split them apart I don't think that's enough.

Admittedly, her defensive game is downright godly, which mitigates her KO troubles slightly. That said, can you imagine how tedious it would get playing both characters, with Etranger turtling behind 3 billion nigh impossible to break barriers and yet struggling to the point of almost impossibility to kill them. If you want to complain about any set being unfun, I think this one probably takes the cake. Not to mention her air game consists of 5 basically useless moves, when you blatantly could've added -SOMETHING- to aid in her attempts to gimp the foe which she horribly needs to make the set less tedious. Instead, you have a Back Aerial which you literally never give a use for that just buffs the foe's attack of all things. If you want to talk about your beloved intuitiveness, I doubt any new player in their right mind would ever touch this character, seeing a lot of useless gimmicky crap before thinking that they have absolutely no way to win with this character and just giving up. Their are harder characters to play -WELL-, but not much is more alienating than a character who cannot kill save for complicated as hell exploits, especially when their attacks are doing no damage or knockback and making the -FOE- giant or giving them a bloody duplicate.

Given all that mess, I suppose I will say that Etranger, in her favor, has -SOME- flow(a lot of moves such as the aerials are entirely useless and just exist to fill inputs) and would be fun in Team Brawls... but given you seem to be designing this monstrosity for 1v1 as well, you failed catastrophically on that part.

Fuka

It's funny, on my first read of this set I really loved it. The Item World was such a bloody brilliant concept and her ability to play around with it in almost a playground fashion is really something. You can turn the stage into hitboxes, tunnel through this crazy arena, reshape it to your will, and launch baseballs all over it. Perhaps even drop a Prinny down on the foe from the various high positions it provides you, or slam the foe through the stage and then place other blocks above them to move them higher up or a spinning block as a means to force them into another pitfalling. There's a ton of room to play around in the Item World, and given both that and the base concept being insanely cool you would think the set's in SV territory for me, especially considering even her back-up game on land with the baseballs is at least decent. Heck it isn't broken due to killing the opponent in the Item World not killing them, just stunning them and giving Fuka a power boost which she can use to finish them off back in the real world...

But here's the problem. The buff from killing foes isn't all that good to start with sadly, so thta's not really enough to go on... but what makes matters worse is the addition of the ability to kill one's own Prinnies for experience. Which due to the relatively easy to kill nature of Prinnies and the fact that Fuka is capable of easily finding a spot where the opponent can no longer interact with her and just repeatedly murdering Prinnies as the most efficient way to get a buff. I suppose the dizziness gives a reason to actually kill the foe, but I'd rather not take any risks/lose the item world early and just get my full ludicrous buff from spam Prinny killing. Normally, I'd just be Fuka and deny this possibility... except you don't just bring it up in the playstyle summary, you point out that it is her MAIN OPTION in the Item World. That's rather sickening, and completely trivializes what would otherwise make for some freaking awesome gameplay. Not to mention how horribly boring it is for the foe to just watch you make yourself broken by spamkilling Prinnies for a solid minute. That's a long damn time in Smash, and instead of making the few good points of her out of Item World game(firing off Screwballs with the Bair is admittedly fun) stand out, you just add in a solid minute of the foe doing nothing while Fuka becomes god should she ever land the easy to land Down Special.

What actually pushes the set into the realms of being downright terrible though, are the extremely random tacky effects you slap on to a lot of things. Dash speed boost out of a random move that serves no playstyle relevance, tacky additional effects on the bat like the Side Special and Tilt, spiting sleep status effects, and the awkward nature of the Neutral Special buff serve no real purpose in the set and just make it feel a lot more Davish. Very, very disappointed in this set thinking it over.

Old Man Geo
Well, now that I've gotten my hatred of the first 2 sets out of the way, I actually do like Geo. The set admittedly doesn't seem all that interesting at the start with the somewhat random/weak nature of the Geo Symbols, but you introduce a few neat ways to play off them by turning the foe -INTO- a Geo Symbol of sorts, as well as ways to swap around and save his Geo Symbols, plus get some nice buffs from them in exchange for opening up a crippling weakness. It's none-too revolutionary and a bit tacky with the status effects themselves.

What I love about the set comes from the Geo Panel mechanic, which allows him to create flashy chain reactions which dramatically increase the set's depth, as well as making linking the Geo Symbols far more useful and fun. Creating Geo Puzzles which you swap around the pieces of to prepare a proper combination at the last possible moment, making you far less predictable and the opponent on the edge of their seat, is actually very exciting and a very different take on the chain reaction traps we saw in Ratigan and Strangelove. The innate complexity and depth of said mechanic is enough to singlehandedly hold the set up, and admittedly if he wants to take advantage of the buffs he gets from the Geo Symbols it's probably best that he has more simplistic "Brawl" attacks. I actually think stuff like the Up Smash doesn't come across as tacky but a bit more so bizarrely appropriate, it's easy to see this very bizarre character doing that.

Obviously if I had any complaints, I feel the throws and aerials could be more playstyle relevant. The throws serve basic spacing purposes but I think you could've done more with them and the aerials are extremely straightforward and don't serve the playstyle at all save as necessary regular attacks. You obviously could've spiced them up a bit, but I respect why you didn't do that, given the set would've probably suffered a bit from this. That and admittedly there isn't quite as much to the chain reaction themselves as their are to the set's main competition's, though the set has plenty of unique qualities that allow it to stand on it's own.

Calvin and Hobbes

I must say, this was a set I am very excited to see, given the fact that... well, I freaking love Calvin and Hobbes. Have a ton of the written collections(not sure if I have -ALL- of them but that's absolutely possible) and the series was a huge part of my childhood. Unfortunately, this also requires me to be hyper critical of this set because I want this amazing character choice to be done justice.

I'm not sure I like Hobbes being controlled by an AI to begin with, though you give us a method of controlling him... but I'm not entirely sure I like this method. Calvin just being able to freely manipulate Hobbes and pretty much use his as a personal servant feels kind of wrong. It's not an easy relationship to translate into Smash, but it almost feels like it's master and dog here, which isn't really true to their relationship in the comic at all. They don't seem to care much about each other here too, given that Hobbes will stick around should Calvin die without so much as a glance and Calvin doesn't seem too reluctant to put Hobbes in line of fire while he sets up his own machinations. I mean... Calvin, when it comes down to it, is pretty protective of Hobbes based on the times when they do get separated. At the very least, the Up Special feels very right for both characters involved, as does Hobbes not wanting to get into the duplicator.

On the continued subject of Hobbes, I do not mind how he's handled on some level, given that he's not player controlled and wouldn't need a complex moveset as such. Calvin's plenty wacky as is. If I had to nitpick his set though, Hobbes always grabs Calvin by pouncing on him first, not lazily picking the foe up in his mouth. Aside from being an awkward animation, it feels... wrong to see Hobbes without a bloody pounce grab. You put the pounces in there, but even still. Very nitpicky but it's such a character staple I'm surprised you missed it. In terms of the actual set, while he serves as a useful bodyguard early on I'm highly disappointed you basically relegate him to the role of a minion once things start getting more chaotic. I mean, with velociraptors, leaf monsters, UFOs, T-Rexes and dulpicates flooding the stage, Hobbes himself becomes kind of irrelevant, save perhaps as a tool to fend off said monsters. Given how much I like Hobbes I'm a bit saddened to see him lessened to such a role while Calvin gets all the glory. That's not a good representation of him at all.

My mass characterization nitpicks out of the way, Calvin's set is where we start to see a lot of the set's good qualities as well. You have duplicates, wacky minions, transformations, and that sort of stuff feels suited to Calvin's deranged imagination. I also very, very much appreciate how all this stuff can backfire on him. If they served as straightforward minions that would never hurt Calvin, that'd be a huge mistake, given Calvin's tendancy to be undermined by his own plans. Plus it makes him stand out a bit more from your standard issue minion character, given there aren't too many others who make the minions lethal to the user. The input placement for some of these minions is awkward though. Randomly having a velociraptor cling to the time machine, while appropriate for the characters, feels more than a little ridiculous on a recovery move... and then you have another minion on the UP AERIAL. That is like the last place to put a minion, and that's something I could see you complaining about yourself. I do feel the duplicates here are a bit more fun than Kanade's replicas from way back when, in the set's defense, due to the fact that they are also massing armies that are dangerous to everyone involved, including themselves. It's incredibly appropriate too.

What I am not as much of a fan of is the transmogrifier. Yes, I appreciate you trying to fit in both that awesome little instrument and Calvin's 3 alter egos(my god looking at all the references you have, I must say I'm impressed), but they aren't really relevant to each other in story. The transmogrifier just changes people into animals, which is represented by the frog... which just feels awkwardly broken in conjunction with the velociraptors. But on Calvin, having it turn him into his alter egos isn't really true to how either of those things work in comic, and the random chance plus the fact that the transformations are unfortunately bland ultimately drags down the move quite a bit. Not to mention it's playstyle relevance is relegated to the role of a finisher... That aside, I do like the fact that you include Tiger Calvin, as both an ability to play directly as Hobbes and a reference to the comic, not to mention the fact that he comes up the most often.

I'm a bit mixed on the treehouse, given it functions pretty nicely as a camping platform and it's not completely safe if you want the maximum level of chaos. Aside from the fact that it does admittedly take away from a lot of the tension of having hostile minions(though at least you can't just casually spawn them up there), I think it's a bit preposterous to just randomly let him summon UFOs on that input instead once he has the treehouse out, absolutely no logic there. I kind of enjoy that the other Calvins get their own treehouses though, creating treehouse balloon wars or potentially spawning high up UFOs to screw with you, not to mention creating yet more annoyance for the opponent. On that note, it's kind of tacky that Calvin can spawn treehouses himself for no reason... but if you want really tacky, the Forward Smash is for you. Awesome tribute to the character to have such a wacky, non-sensical attack involving the Calvinball? Yes. Is the fact that it can create literally any status effect in MYM Brawl okay? I... would not say that. The random factor is too big, while it wasn't too unforgivable with the Transmogrifier or Time Machine velociraptor, but this can do basically anything and nobody has any idea what. Admittedly, that's the point of Calvinball, but this isn't going to translate well into actual gameplay, particularly competitive gameplay.

I sort of question if you could've interacted with the minions a bit more at points too. There's no way to create snowballs or snow goons without having snowy terrain... which Calvin really has no way to create, and I very much wish those minions weren't restricted to snowy stages. Speaking of awkward restrictions, while a nice characterization point Hobbes not attacking female foes is the kind of match-up screwing effect I can't say I like. You do have a lot of blander moves in here too, such as the grab game and aerials, which are admittedly hard to work off but at the same time could've made the minions themselves a tad more interesting. Then again, you do say you just want to make chaos in this set, but I find it awkward how you have all these extremely wacky creative moves and then a fairly bland grab game and aerial game.

As a final complaint, because I have not rambled enough already, the duplicates which I admit to otherwise appreciating have one key problem. You see, Calvin is already creating a lot to occupy the stage, between his own minor traps and mass minions spam, plus a humongous treehouse. With several Calvins running around... the stage isn't going to be able to handle it. You'll have every Calvin creating minions, dropping traps, taking away Hobbes' attention, building their own treehouse... it reaches a point where the match just devolves into complete and utter chaos with no room for anyone to breath, which while hilarious on the surface ultimately ends up not being fun for any party involved, plus being kind of game breaking. I mean, when the air is flooded with 12 F-15's and several UFOs and the ground has mass Leaf Piles, velociraptors and traps occupying it, there is basically nowhere for anyone to go save the treehouses, which are in constant water balloon wars and are still pestered by UFOs. It's frankly too much.

And I suppose when it comes down to it, I'm not fully satisfied with the playstyle itself either, given the awkward characterization involved and that it doesn't feel nearly as deep as a lot of other set-up characters manage too due to the lack of interaction and such. I think what it comes down too is that you tried to just cram too much into the set, putting in every iconic thing you possibly could from the comics to create a set almost overflowing with creativity, but it ends up kind of hurting itself in the end. None-the-less, I like what you were trying to do here, create something more ambitious and do everything you could to make a tribute to the character. I admit all these references brought back a lot of nostalgia. I don't like this set, but there's a lot in here that you tried to do which I found enjoyable, and all things considered the sheer wackiness of it is extremely appropriate for Calvin. That said, next time I'd advise you tone it down a lot, given that this seems to have been a bit too much for you.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
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Not wasting countless hours on a 10 man community
[collapse="Tubba Blubba"]This set goes back to the old roots of Warlordian stomping and hardcore move interactions with vomit and indents, something I won't bother going into despite how much it irks me right off the bat, though there isn't really anything in the set that's strikingly appealing.[/collapse]
Nono, please elaborate. I want to know why you dislike all of this stuff, given you just dismiss pretty much the entirety of it as generally uninteresting. After Von Karma in particular, I thought you wanted more heavily Warlordian stuff. There's not exactly a whole lot that can be done to please you, Kat.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
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Location
Australia
[collapse="Tubba Blubba"]This set goes back to the old roots of Warlordian stomping and hardcore move interactions with vomit and indents, something I won't bother going into despite how much it irks me right off the bat. Nonetheless, Tubba is somewhat interesting in how he's influenced when he lets his heart out via enemies not being able to stop his approaches and how you can actually choose when you want the heart to be spat out instead of it being a mechanic. It's a pretty decent spin on some of the old Warlordian traits (even if moves like the D-throw's range is rather extreme when it can cover well over all of Battlefield and awkwardly forces foes to stay in the air), though it's exactly for those reasons and that you center one of the main aspects of gameplay on something which feels out of place like vomit that I didn't find this set particularly interesting. Sure it flows, and nothing strikingly awkward sticks out aside from drowning enemies in your vomit and the tacky Yogi-snot bubble that does absurd damage for something harmless, though there isn't really anything in the set that's strikingly appealing. If anything I would say this is still a decent set as expected, but that's all to be expected with the incorporated traits.[/collapse]
 
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