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Make Your Move 3.0: It's over, it's done, moving on.

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Shadow5567

Smash Journeyman
Joined
Apr 11, 2008
Messages
223
Location
In your mom
OK, I have a question.... how come everyone here talks about hit box as a range while the def. on smash pedia is totally diff.? It states that virtually everything is a hitbox cept they have diff colors to rep. such as red for damage, yellow for damagable, orange for a cross such as a projectile, ect.
 

Chief Mendez

Smash Master
Joined
Mar 25, 2007
Messages
3,161
Location
Somewhere
OK, I have a question.... how come everyone here talks about hit box as a range while the def. on smash pedia is totally diff.? It states that virtually everything is a hitbox cept they have diff colors to rep. such as red for damage, yellow for damagable, orange for a cross such as a projectile, ect.
That's the incredibly technical specification.

We take for granted the fact that a character themselves is a "box that can be hit", but what we mean by "hitbox" is the area any given attack hits/occupies/covers during it's execution.

That help? It's just easier that way, is all.
 

Shadow5567

Smash Journeyman
Joined
Apr 11, 2008
Messages
223
Location
In your mom
That's the incredibly technical specification.

We take for granted the fact that a character themselves is a "box that can be hit", but what we mean by "hitbox" is the area any given attack hits/occupies/covers during it's execution.

That help? It's just easier that way, is all.
yea sure, that actually does help... my Zero tried to incorparate hitboxed using the colors to rep. them, think I need to include a key?
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
You forgot mine.
Oooh, sorry cheap_josh. That's right after Sagi and before Plusle and Minun. Guess I don't know it by heart after all.

After considering TWILTHERO's words, as well as Mendez's and Warlord's advice, I've decided that I will ONLY accept reviews if they're submitted in PM form. Otherwise, they will be ignored. I think this is necessary to avoid tons o' spam.

Unless anyone has vehement objections, I'll still be posting my reviews in this thread. However, I'll also have a link-up space (conveniently earlier in this thread) where I link to all of my individual reviews.

So, bottom line, PM me, do NOT ask here, and I'll post it here. You'll be able to find it in my sig if you miss it. Sound good to everyone?
 

Meadow

Smash Apprentice
Joined
May 4, 2008
Messages
197
Location
Herndon, VA
I hope it's alright to post this...


Goombella, the sassy archaeologist, has joined the fray.

Warning : There are huge blocks of text in this moveset, so just scroll down if you don't want your eyes to burn.

Contents :

I. Introduction [INTRD]
II. Playstyle [PLYST]
III. Statistics [STATS]
IV. Specials [SPCLS]
V. Standard Attacks [STDAT]
VI. Smash Attacks [SMSHA]
VII. Aerial Attacks [AIRAT]
VIII. Final Smash [FNLSM]
IX. Stage [RGPRT]
X. Music [MELDY]
XI. Taunts [TANTS]
XII. Victory/Losing Poses [VICTP]
XIII. Appearance [APRCE]
XIV. Trophies [TRPHY]
XV. Snake Codec [SNKCD]
XVI. Assist Trophy [GMBRO]
XVII. Single Player Roles [SNGPL]
XVIII. More to Come [MRTOC]
XIX. Updates [UPDTS]

~Introduction~

[INTRD]

Goombella is a goomba from the Mario universe. She made her first appearance in Paper Mario : The Thousand-Year Door, and was Mario's first partner in the game. She is an archaeologist and graduated from U Goom University, otherwise known as the University of Goom, with Professor Frankly as her professor. Goombella helps Mario in-game by telling Mario what's going on in their surroundings and what a person is like using her Tattle ability. She can use a variety of headbonk attacks, and has a bit of a sassy personality. Her Rally Wink move lets Mario have an extra turn during a battle. She has a bit of a crush on Mario, and she writes a letter to him when the story ends, giving a recap of what has happened in Rogueport and around it. Goombella is a wonderful partner in the game, and one of my favorites in the Paper Mario series. Goombella has appeared as a sticker and a trophy in Super Smash Brothers Brawl.

~Playstyle~

[PLYST]

Goombella is a quick character. Her attacks have little lag and it's fairly easy to connect/link attacks together. Her attacks don't leave her vulnerable as much as some other characters' attacks, so that's obviously a plus. Her playstyle mainly focuses on the player's innovation and choices that they make, such as when is the right time to use Rally Wink, should I use Tattle, and whatnot. Goombella is a great character for those who want to attack others quickly without fear of being attacked themselves, as well as a fun character to use whenever you're bored. Goombella's Rally Wink makes her a wonderful teammate in Team Matches due to the healing ability and other bonuses the Rally Wink gives. She's a nice balance between an offensive and defensive character. Also, most of Goombella's attacks are quite flashy, so if you want to be noticed during a 4 player free-for-all, you may want to choose Goombella.

~Statistics~

[STATS]

Power: 5/10 (She's a bit weak.)
Weight: 4/10 (Light, but not as light as some other characters, namely Kirby and Jigglypuff.)
Walking Speed: 6/10 (Average)
Dash Speed : 7/10 (Average.)
Fall Speed: 5/10 (She's a bit of a slow faller.)
Size: Roughly the same size as Jigglypuff/Kirby
Jumping: 7/10 (Above average. She's a Goomba, so jumping is one of her best qualities.)
Crouch: 7/10 (She can dodge some thin and small projectiles, such as Fox/Falco's lasers, Pit's arrows, and Samus/Lucario's uncharged Energy Balls and Aura Spheres.)
Traction: 7/10 (Normal)
Projectiles : 6/10
Number of Jumps : 2
Wall-jump: No
Wall Cling: No
Crawl: No
Glide: No
Tether: No
Footstool : Yes (Which means, Goombella can be footstooled and can footstool other characters)

Before we start..., let's see what the colored font means :

Assorted Colors for Special Moves/Section Titles
Deep Sky Blue for other Attack Moves
Red for Comments
Lime for Rally Wink Effects
Light Blue for 'When to Use' sections

~Special Attacks~

[SPCLS]

Down B : Rally Wink – Goombella winks at a nearby opponent/teammate, a soft smile on her face and a spinning heart coming out next to her cheek. The Rally Wink is probably one of Goombella's most unique moves, aside from Tattle, that is. Rally Wink will have a different effect in a normal match and a team match, as you might have guessed by the 'Rally' part. Rally Wink comes out fairly quickly, and you won't be left as vulnerable as you are when you're using Headbonk/Tattle, so use Rally Wink as often as you can without being interrupted. The whole attack takes one second to use, though sometimes it can hardly be called as an attack, as it's used mostly for the effect purpose. If an opponent makes direct contact with the heart coming out of Goombella, they will take 4% damage and be knocked back a little. The healing quality of the move will only effect Goombella and her partner if the attack lands on an opponent.

In a Free-For All/1 vs. 1 match, if Goombella uses Rally Wink, special effects will effect most, if not all of her moves. This could include a boost of damage, knockback, cause stunning/tripping, and more, or even a combination of some of them. You won't know what kind of effect Rally Wink will have on you, so just use it and find out! Rally Wink lasts for 15 seconds in a Free-For-All/1 vs. 1 match. The cooldown time is 30 seconds, so be wary of when you're going to use it.

In a Team match, if Goombella uses Rally Wink, Rally Wink will not only effect Goombella, but her teammate(s) as well. The Rally Wink will give every move used by your teammate to heal Goombella and vice versa. The range of damage healed per hit is usually 1% if landed successfully, but if you land a special or fully charged smash attack, then it could go up as high as 3%. If you throw an item, the healing capabilities of Rally Wink will not take effect, besides Team Healers, Food/Maxim Tomatoes/Heart Container. Your teammate will gain ¼ of the health recovered by using a Maxim Tomato/Food/Heart Container/Team Healer while under the effect of Rally Wink, and will also have other effects, such as a small boost in power and etc. If your teammate uses an infinite A attack, then the damage healed will max out at 5% for that attack total, if you manage to keep the attack going. You will not be able to heal yourself unless the Rally Wink effect is healing or your teammate heals you by successfully landing an attack on an opponent. Rally Wink lasts for 20 seconds in a Team Match. The cooldown time is 40 seconds, so be wary of when you're going to use it.

Rally Wink Effect : Miscellaneous Effects – Include Healing (1 ~ 3% Maximum for one hit), Increased Damage (1 ~ 3% Maximum for one hit), Stunning (Maximum chance of increase is 30%), Tripping (Maximum chance of increase is 50%), Freezing (Maximum chance of increase is 20%).

When to Use : One of the most important pieces of Goombella's playstyle, Rally Wink plays a major part in your game and should be used to its maximum potential. Once the Rally Wink runs out, try to find an opening when you can use Rally Wink again and regain the effects of this fantastic move.

Neutral B : Tattle – One of Goombella's main and most unique moves in Paper Mario : The Thousand-Year Door, of course Tattle will make an appearance in Brawl. Instead of just finding information about the opponent however, it'll damage them as well. Tattle is a flexible and viable move, and can be used in almost any situation. It has a lengthy start up time though, so be careful when you use it. You can use it in mid-air too, but it is suggested you use it on the ground.

Goombella will take out her green book that seems to be a infinite trove of information, and checks up the player on the screen. The range has no vertical range, but has a moderately large horizontal range. The range covers a distance about as long as Fox's lasers, and as long as no obstacles are in the way, Goombella can attack with Tattle from almost anywhere. A small piece of paper that is so thin that you can barely see it on stages with gray/white backgrounds, will fly out at the opponent as a projectile against the opponent. Not to mention that the paper comes out remarkably quick, it usually just takes reflex to block the attack. Goombella then glances back down to her book, then up again, and once more to her book. If the paper manages to hit the opponent, then the screen will freeze for one second, deterring all movement on the stage and graying the background. The crumpled sheet of paper will enlargen and fit the opponent's character, and implode on them, causing some major damage. The paper projectile itself will do 4% damage, and the explosion will do another 10% damage, but causes no knockback at all. The paper explodes into tiny fragments, all of them rushing toward's Goombella's Tattle Log, recording the thing in there.

Another effect of Tattle is that the player using Goombella will see a small health bar at the top right corner of the screen, showing her health and the opponent's health. Each character will have a specific amount of health points that if Goombella lands the hit that brings their health bar down to zero, they will receive twice the normal amount of damage as the attack Goombella normally does. This makes Tattle a deadly tool, as you can bring an opponent's damage up significantly by letting the others do the work for you. Think of doing 50% damage to an opponent with a fully-charged Up/Down Smash along with their already high amount of damage. Lighter characters tend to have less health points than others, while the bigger characters have higher health points. You will see their health bar flash as their health goes below 10%.

Very Light Characters (Game & Watch, Jigglypuff, etc.) - 80 Health Points
Light Characters (Peach, Marth, etc.) - 100 Health Points
Middleweights (Mario, Luigi, etc.) - 120 Health Points
Heavyweights (Dedede, Snake, etc.) - 140 Health Points

If your opponent gets the hit that brings down the other opponent's health bar down to zero, then the bar will simply flash and disappear from your screen. If the opponent is already over the health point mark, then the health bar will not appear at all.

Tattle has two more uses that aren't really helpful, but fun to use. In any stage, if you use Tattle 3 times in a row, missing the opponent, then the next time you use Tattle, the screen will stop and instead of the paper shooting out, Goombella will give a brief description of the stage and its hazards, or make a snide comment about something happening in-game, such as 'This stage is called Final Destination. It's a fair and even stage that allows competitive play to exist in Brawl somewhat.' or something similar.

The other fun effect of Tattle is that you can actually maintain a Tattle Log, just like in the Paper Mario games. Once you Tattle something for the first time, that tattle will be in your Tattle Log forever (Can be found next to the Stickers menu.) unless you delete your game data. There are a multitude of things you can Tattle on, almost as much as the Trophy count (544, I believe.). You can Tattle characters, items, stage hazards, SSE enemies/bosses, and even other minor details such as the blocks on Yoshi's Island (Melee), the Shy Guys in the Mario Kart stage, and much more. However, in order to get a Tattle recorded into your Tattle log, you would have to use the same method as the '3 in a row' use as before, so make sure you time it right.

Rally Wink Effect : If you manage to land a Tattle on someone, then the sheet of paper surrounding them will contain two Goombas (One of them wearing a blue cap and another one wearing a pink helmet with a blond ponytail) with some hearts around the edges of the paper. Goombella will blush slightly when she uses Tattle. But other than that, nothing else is added, which is a bit of a shame.

When to Use : Whenever the opponent is vulnerable. Tattle is a fun and unique move, but it has a lengthy start-up time, so be wary of your surroundings when you use Tattle.

More to be added to Tattle

Forward B/Side B : Light Beam – Goombella puts on a determined expression on her face and will shoot a beam of light in front of her at the opponent using her pith helmet. The beam will do some minor damage and some minor knockback. It comes out instantly though, so you could use it for edgeguarding, blocking, and pretty much anything. The beam of light will also reflect energy based projectiles, such as Fireballs, Lasers, Aura Spheres, Energy Balls, PK Thunder, and etc. Against solid projectiles, such as Turnips, Waddle Doos/Dees, Gordos, Arrows, Bombs, and etc. however, the attack will just go through the light and damage Goombella. The attack has pretty moderate range. It does not give Goombella any movement while she's using it, but she does crouch a bit while using it, with her eyes tightly shut as she aims the light at the opponent. The attack comes out at frame 4, so you'll be safe when you use it. It has a bit of lag at the end when Goombella shuts off the light, so be careful not to get grabbed or attacked when the opponent recovers from the stun of the light. Make sure you don't use the attack in the air unless you're sure you can make it back to the stage, because you'll just float gently down and lose a lot of height if you do. The light beam has no attribute, despite sounding so electrifying. [10%] (Range : Very High. It covers about 2 and a half character spaces away from Goombella.) (Knockback : Average. Does not give much knockback, but it's still a good attack to use)

Rally Wink Effect : Light Beam will reflect solid projectiles as well as healing Goombella by 1% if it hits an opponent directly.

When to Use : As often as possible without staling it. The light beam comes out almost instantly, so it's a great choice for a counterattack, with the only downsides of it being sluggish at the end and only covering the side Goombella is facing.

Up B : Headbonk – The trademark move of all Goombas, what would a Goomba be without a headbonk attack? Goombella has her own headbonk attack, but it is not very different from other Goombas, except that it does slightly more damage due to her wearing a pith helmet. Once this move is used, Goombella will jump off of the ground and headbonk a set distance away from her. This can be considered an aerial attack. Goombella can alter the range by gently tilting the stick left or right depending on where you want Goombella to headbonk. Once Goombella headbonks an opponent, if the opponent sidesteps the attack, Goombella will land onto her tripping animation, giving the opponent a lot of time to counterattack. If Goombella lands on a shield, she'll bounce back as if she hit the opponent. If Goombella manages to land a hit on the opponent using Headbonk, Goombella will rebound and land a little more than halfway of the distance she jumped. Goombella can use an Nair aerial while she rebounds, so there are a lot of different uses for this move. You can sweetspot the ledge with it as well. The move has average vertical and horizontal recovery. However, like Peach/Kirby's Up B recoveries, you can't grab the ledge if you're facing away from the ledge, unless you press down and go into a falling state. That's one of it's major downfalls, and hinders Goombella's recovery greatly. Other than that, this is a pretty good move. [12%] (Range : Low to High. It depends on how much you tilt the control stick.) (Knockback : Low. The hitstun of the attack is quite long though, similar to being spiked from the air onto the ground.)

Rally Wink Effect : Headbonk will gain an additional 3% damage and gain a little more knockback than usual.

When to Use : Only for recovering purposes. Headbonk is an easily predictable attack, and the attack speed of it isn't really that quick. Headbonk is a bit hard to control & use as well as recovering onto the stage directly, seeing as if she faces the wrong way of the edge, she won't cling on and will plummet to her doom; the same can be said if she uses Headbonk off of the stage, it's literally a self-KO.

~Standard Attacks~

[STDAT]

A : Headwhack – Goombella whacks her head against the opponent, shoving them backwards a bit. Her ponytail flies forward. It has no noticable lag, but there is a bit at the end that allows the opponent to retaliate if the attack is shielded. Most people tend to use two hits instead of just one, anyways. [3% Damage] (Range : Same width as her head, but approximately one half of her head more is added to the range.) (Knockback : Low. Causes flinching, which means a bit of a longer hitstun than most jabs/AAA attacks)

Comments : Whenever your opponent is vulnerable and you want a quick attack to catch them off guard every once in a while, you can use this.

Rally Wink Effect : Headwhack gains 1% damage, as well as gaining the ability to trip opponents once every two swings.

A-A : Hard Helmet – Goombella whacks the opponent with her pith helmet against the opponent, doing slightly more damage and knockback than before. The range of the attack stays the same. There is no lag at all this time, which means you can successfully use the combo again if the attack got sidestepped. Most people tend to go for this hit rather than just a headwhack. [4%] (Range : Same as Headwhack) (Knockback : Below Average. Causes flinching.)

Comments : Of course, two hits are better than one! Instead of just doing a measly 3% damage, why not get and take a chance to do more?

Rally Wink Effect : Hard Helmet gains 1% damage.

Forward Tilt : Ponytail – Goombella swings her ponytail around as she turns her head, a small smirk on her face. A small flower petal or two will come out, floating around the opponent that was hit. The attack's range is very large, and stays out for longer than most would expect. [9%] (Range : She can hit any opponents one and a half character lengths away from her.) (Knockback : Average. Causes flinching, has a 50% chance of tripping the opponent.)

Comments : One of Goombella's primary moves for attacking, this move has great range, nice knockback, and can trip the opponent, which leads to many more other things, such as using another attack. The only bad thing about it is the abysmal damage, which is very low compared to some other tilts. You should use it often, but not too often so that you'll become to predictable. Use it at a safe distance, rather than as close as possible. There are more attacks for you to use when you're close to the opponent.

Rally Wink Effect : The hitbox increases a bit (Approximately ¼ of the Ponytail). The chance of tripping increases to 80%.

Down Tilt : Squish Kick – Goombella crouches in a squished formation and kicks her right foot out, damaging anyone that makes contact with it. The foot is approximately the size of Goombella's helmet, and has a bit of a disjointed hitbox. The kick can damage opponents on a ledge, but cannot spike them. The move has a bit of lag in the beginning, but the hitbox stays out longer than most would expect. [8%] (Range : High. The foot is about the same width as her head/body, and the height is roughly ¾ of the height of her body/head as well.) (Knockback : Low. It doesn't do much knockback, but it's good for surprising opponents on the edge.)

Comments : Only in special circumstances. You will almost never use this tilt unless the opponent is either hanging on a ledge or you're just poking at their shield. You should be using other attacks instead of this one.

Rally Wink Effect : Damage increases by 2%, and knockback is increased from low to average.

Up Tilt : I See You – Goombella brings out a magnifying glass and thrusts it up into the air, peering through it with large eyes. (It doesn't make any sense though; she doesn't have any hands or arms...) The magnifying glass seems to be just a normal attack, but there's one special quality that makes it very unique. If there is sunlight coming down onto the stage, then the light will go through the magnifying glass in a beam and concentrate on a single point. This increases the range into a down diagonal direction, gives more damage, and has higher knockback in the fire element. Some stages include Skyworld, Delfino Plaza, Yoshi's Island (Brawl), and etcetera. [7%] (Range : High. It's about the length of Link/Toon Link's arrows.) (Knockback : Low. It just causes a bit of flinching.)

Comments : This attack comes out quick and doesn't leave Goombella vulnerable. The damage is abysmally low though, but the range is excellent. Again, use this in special situations; you could use her Up Smash instead.

Rally Wink Effect : If there is sunlight, then the damage is increased by 2 more percent, and the focal point of the beam of light will also increase. If there is no sunlight, then the magnifying glass will simply heal Goombella by 1%. So, it's a damage or healing effect, whichever one you prefer.

Dash Attack : Headbutt - Goombella rams into the opponent using her helmet. Has remarkably high damage. [12%] (Range : High. Goombella's dash attack is not as great as some other characters' dash attacks, but because the headbutt has a slight disjointed hitbox, it's better than some.) (Knockback : Not much. It just sends the opponent into the air, that's all.)

Comments : The dash attack is fairly useful to catch an opponent off guard every once in a while, but any opponent with a quick aerial will easily damage Goombella as they get shot into the air, so be careful.

Rally Wink Effect : The Headbutt gains the ability to trip an opponent instead of hitting them into the air. The chance of tripping is 15%.

~Smash Attacks~

[SMSHA]

Up Smash : Charmed – Goombella shrugs off her helmet, her hair flying and the helmet bouncing up into the air, revealing a tuft of blond hair on Goombella's head. There are two hitboxes in this attack : One of them is the beginning animation where her ponytail is swinging, the other being the helmet flying into the air. This attack covers Goombella from all sides except for the bottom, and it'll also cancel out projectile attacks if you use it properly. The helmet also does more damage than the hair, but the helmet doesn't have the range of the hair. [Ponytail – Uncharged : 8%, Fully Charged : 18%. Helmet – Uncharged : 14%, Fully Charged : 25%] (Range : Ponytail : Same height as Goombella's body/head, the width is half of her head/body. Helmet : Exactly as how it looks on her head.) (Knockback : Ponytail : Very little; it only causes flinching. Helmet : High. It sends back the opponent pretty far, and can KO them off of the top.)

Comments : One of Goombella's few and primary KO moves, and though it may not look like a powerful move, it's a devastating attack when you're hit by it. There is a bit of lag as the hat pops back onto Goombella's head however, so use this move with caution.

Rally Wink Effect : Ponytail – The Ponytail's range is increased, thus making it have a disjointed hitbox. Helmet - +2% damage.

Forward Smash : Breaking the Fourth Wall – Goombella's Tattles come to life as the Tattle Log appears in front of Goombella and rams itself into the opponent in front of her. After the little green book has finished attacking, Goombella winks at the screen, a slight smirk on her face as she does so. The attack has moderate power, and nice knockback as well. The range could be better though, but it's already good enough. Like some other Forward Smashes/Tilts, you can tilt the book a bit upwards or downwards as Goombella rams the book when you unleash the attack. The attack has a bit of a start-up lag at the beginning, but if it's shielded, the shield knockback will push the opponent far away enough so that Goombella won't be shield-grabbed. If the attack is sidestepped however, the opponent can easily launch a counterattack on Goombella as she winks at the camera/screen. [Uncharged : 13%, Fully Charged : 24%] (Range : Fairly high. Roughly as wide as the Tattle sheets, or her feet.) (Knockback : Average. Sometimes they flinch or get sent back depending on their damage.)

Comments : This is one of Goombella's more annoying moves, because it's almost impossible to counterattack once Goombella uses this, as well as the disjointed hitbox that seems to be on it, and of course, the wink that Goombella gives doesn't really help your ego either.

Rally Wink Effect : Once Goombella winks, a small heart will appear next to her, thus damaging the opponent for 1% more damage.

Down Smash : Koops


– Goombella lifts her right foot up as she takes out and places Koops' spinning shell below her foot, as if Koops was preparing for a Shell Toss/Slam move. Once Goombella releases the attack as she kicks Koops' shell, the shell will rocket forward a bit, dealing high damage and knockback to an opponent. The shell will the retract, causing low damage and making the opponent flinch if they're hit. The entire attack lasts for 1 second, but there's a bit of lag as Goombella starts and ends the move. Goombella is also completely vulnerable from behind as the shell only goes in one direction. Koops can spike an opponent if the very tip of the shell is on top of the opponent, or if the opponent gets hit by the very center of the shell. [Uncharged : 14%, Fully Charged : 25%] (Range : High. It covers the same distance as Goombella's Ponytail.) (Knockback : High. You can KO an opponent at fairly low percentages just by using Koops.)

Comments : While Koops may seem like a fun and powerful move, the delay of when Goombella starts and ends the move isn't worth it in a competitive battle. The hitbox of the spike is low though, so don't try to use it that often. Her down tilt isn't a good alternative either though, so refrain from using this move too much.

Rally Wink Effect : The hitbox of the shell increases a bit, and the damage is increased by 1%.

~Aerial Attacks~

[AIRAT]

Neutral Aerial : Admiral Bobbery


– Admiral Bobbery unfolds in front of Goombella as she brings Bobbery out, with a big grin on her face; Bobbery's fuse will then start to tick, preparing to use Bomb. Bobbery will tick for roughly one second after the attack was used and unleashes a powerful explosion against the opponent. This is Goombella's strongest attack in the game, with Vivian trailing not too far behind. Once Bobbery explodes, a big cloud of cartoon-ish orange smoke appears with some confetti flying around, similar to the after-effect of Toon Link's bombs. Bobbery will fly into the air and disappear off the top of the screen as the attack ends, covering Goombella in ash. [15%] (Range : High. Bobbery is...quite a large Bob-Omb, and causing a great big explosion is helpful too.) (Knockback : Um, huge knockback, anyone? The opponent will literally be blasted away from the screen if they by chance are unfortunate enough to get a face full of Bobbery's Bomb. Bobbery can KO Jigglypuff/Game & Watch from the sides of the screen as low as 60%)

Comments : Surprise your opponents. It's very easy for an opponent to attack Goombella as she brings out Bobbery, so use it with caution. But for all of that start-up lag, you'll reap a big reward if you manage to land it on someone. Bobbery is usually reserved for other purposes, such as when the opponent is frozen, slowed, stunned, and etcetera.

Rally Wink Effect : Bobbery will gain an extra 2% damage to his already devastating explosion, as well as getting the ability to stun the opponent by a 20% chance.

Up Aerial : Vivian


– Goombella calls for [Former Shadow Siren] Vivian's help, as Vivian comes up from Goombella's shadow. As Vivian reaches up to where Goombella is in the air, there will be a small thin line of a shadowy substance as she stands/floats. Any opponent that touches that strand will flinch and take a small amount of damage. Vivian then rises up into the air and pumps her fist up into the air, which is surrounded by a fiery aura. The fist will do an immense amount of damage, setting the opponent on fire as they're sent back. There's one more interesting effect of this move : If Goombella is not above any shadowy surface, then Vivian will just put her hands on Goombella's shoulders and point her index finger above their heads, a small ember floating above it. The thin strand of shadow will not appear if Goombella is not above any solid surface. The damage and knockback drops a bit if Goombella uses Vivian away from the stage, but the range increases. [Above Ground : 14%, Away From Stage : 9%] (Range : Average. The fist is a bit spherical and doesn't take up a lot of space. The range of the thin strand of shadow will depend on how far Goombella is off of the ground. If Goombella is away from the stage and Vivian uses her Ember instead, the range increases a bit, being double the size of Vivian's original Shade Fist attack.) (Knockback : Very High. One punch from Vivian at 75% or so will KO a light character off the top easily. One ember from Vivian at 105% or so will KO a light character off the top easily.)

Comments : Vivian is a powerful and useful ally. Her Shade Fist can KO an opponent at pretty early percentages, which is something someone like Goombella needs. The downside of this move is as you might have guessed it; it takes a long time to initiate the attack as Vivian rises up from the ground to where Goombella is (Takes about ¾ of a second to get to where Goombella is, and a ½ second delay when Vivian disappears back into the shadows.) The flame has a bit of a disjointed hitbox if Vivian is using the ember (Also known as Failed Fiery Jinx). You should still use this as your primary KO move however, because of it's godly priority and the fact that it's a bit hard to predict when to airdodge.

Rally Wink Effect : Shade Fist and Fiery Jinx will both get 1% more damage than usual; Fiery Jinx will get slightly more knockback (Killing at around 95% instead of 105%),while Shade Fist will get a bit more range than usual. (The opponent can be hit by about 2 inches away from the fist itself)

Down Aerial : Yoshi


– Goombella brings a small egg with rainbow colored spots on it, which is the size of Goombella's body. The egg starts to shake and hatches immediately, blasting the screen with egg shards. A Yoshi of a random color will appear (Refer to the Yoshi chart below) and do a quick Ground Pound before floating away behind Goombella. Each color of the Yoshi has a different effect and can do different amounts of damage, effects, have different range, and etcetera. Each Yoshi has an equal chance of appearing, so don't be worried if the Yoshi you wanted didn't appear when you used it. And contrary to popular belief, the Yoshi's Ground Pound does not spike opponents.


Green : The Green Yoshi is the most balanced of the seven. The Green Yoshi has an average range (Roughly two egg sizes), decent knockback, and 10% damage. This will be the basic Yoshi we'll be basing the others on.

White/Sky Blue : This Yoshi has the highest range out of the seven Yoshis, but he/she is also the weakest. The range of the Yoshi's Ground Pound is 2.5 egg sizes, with average knockback and 8% damage.

Black : The Black Yoshi is a bit above average in power and knockback, but a bit below average in terms of range. The Black Yoshi's Ground Pound range is about 1.7 eggs, but his damage is 11% and knockback is increased very slightly.

Pink : The Pink Yoshi has the second highest range out of the group, and has decent damage and knockback as well. The range is 2.3 egg sizes, average knockback, and 9% damage.

Orange : The Orange Yoshi has average range and power, but is lacking any significant knockback. The Orange Yoshi's range is 2 egg sizes like the Green Yoshi. The damage it deals is 11%, but the knockback it does just makes the opponent flinch.

Blue : The Blue Yoshi has high range and knockback, but is low on power. It's range is 2.3 egg sizes, deals a decent amount of knockback, and does 9% damage.

Red : The strongest Yoshi of the group, the Red Yoshi is lacking in the range section. It has the lowest range (1.5 egg sizes), but the knockback and damage it deals is more than enough to make up for it. The knockback is a bit more than average, and the damage it does is 12%.

Comments : This is a good aerial for all occasions...you can use it to edgeguard someone trying to recover back on to the stage, or you can just simply knock them in the air and they'll go rocketing towards another direction.

Rally Wink Effect : Each Yoshi gets a different effect. The Green Yoshi receives a slight boost in power [1%], knockback, and range. The White/Sky Blue Yoshi gains 1% more damage than usual; the Black one gains more range (Range is now 2.2 eggs), while the Pink Yoshi gets even more knockback and range. The Orange Yoshi and Blue Yoshi get more knockback and both of their damage increases by 1%. The Red Yoshi's damage increases by 2%.

Back Aerial : Ms. Mowz


– The Badge Shop manager of Rogueport will appear spinning behind of Goombella as Goombella turns around, her hair flying with a look of disgust on her face. The mischievous manager will then grab a red mask made out of a piece of scrapbook paper and puts it on her face, emitting a small giggle as she does so. Ms. Mowz will then immediately slap the opponent behind her, damaging the opponent's shield and ego in the process. Ms. Mowz jumps behind Goombella and disappears, leaving Goombella feeling quite confused. [9%] (Range : High. Ms. Mowz is about the size of Goombella, and half of her body can be seen as she slaps the opponent.) (Knockback : Low. Ms. Mowz deals a lot of shield damage and hitstun, but the knockback of actually hitting an opponent isn't that high.)

Comments : Ms. Mowz, like most of Goombella's other aerials, has a bit of start-up lag as she appears. Once she unleashes her attack however, the slap will go by in a moment's worth. Ms. Mowz uses Love Slap, an attack that pierces an opponent's defense regardless of how high it is. Of course, if this were to happen in Brawl, the attack would be very broken. Ms. Mowz can destroy an opponent's shield in four hits, as well as causing a high amount of shieldstun. Ms. Mowz is a bit better than some of Goombella's other aerials, because she comes out sooner than the other partners.

Rally Wink Effect : Ms. Mowz will gain 1% damage to her Love Slap, and gains a very interesting ability from Goombella's Rally Wink. Ms. Mowz will gain the ability of Thief. Thief is exactly what it sounds like; Ms. Mowz can steal an item from an opponent. If Ms. Mowz hits an opponent's shield and that opponent is holding an item, Ms. Mowz will disappear and reappear behind the opponent and gives a smooch to the opponent, confusing them for ¼ of a second. Ms. Mowz then steals the item from the opponent and gives it to Goombella, with the same look of disgust and confusion on her face as when Ms. Mowz disappears. If Goombella is already holding an item or if the opponent is not holding an item, then Ms. Mowz will simply disappear after delivering the slap.

Forward Aerial : Flurrie


– Wind/Cloud Spirit Flurrie appears in a puff of blue, powdery wind behind Goombella. Flurrie puts her little finger to her mouth as she gives a wink to the audience, before raising her hands and body slams the opponent with her...stage presence. Flurrie then recedes back behind Goombella, but not until she gives the audience one last wink and nibbles on her little finger again. The attack is average in all aspects, but it comes out very fast. [9%] (Range : Average. Flurrie is bigger than Goombella.) (Knockback : Average. The opponent gets sent back a bit, but that's all it is, really.)

Comments : Flurrie is probably Goombella's most boring attack. There's nothing really that unique about her. Anyways, Flurrie is Goombella's fastest aerial, so you should use it often. Flurrie is a really nice way to rack up damage, because the knockback Flurrie gives is just perfect for Goombella to shorthop and use Flurrie again. Flurrie has very little KO potential though, she can't KO the middleweight characters until they hit the 150% mark or so.

Rally Wink Effect : Flurrie will heal Goombella by 1%, and every time Flurrie attacks someone, there's a 20% chance that they'll be frozen.

~Final Smash : Close Up~

[FNLSM]

Goombella twirls on the spot when the Smash Ball is activated, and flies up into the air and into the foreground, similar to Snake's Final Smash/Dragoon Aiming Screen. One random Crystal Star will appear in the sky, and follow Goombella as she twirls into the air. Then, a Koopa's hand (Kolorado, probably?) hands Goombella a magnifying glass as she puts the magnifying glass on top of the screen. Goombella cannot be damaged in this state. The magnifying glass will either grow or shrink in size as the Final Smash goes on, but only when the magnifying glass gets to it's biggest/peak of it's size will it have high KO potential. Once Goombella unleashes the attack, a beam of light shines through the magnifying glass and focuses on a single point, otherwise known as the player (This all happens in a matter of moments). The magnifying glass at it's biggest will be the size of Pikachu's Volt Tackle at it's maximum size, and the smallest size is about the size of King Dedede/Donkey Kong. The glass will shrink and grow in 3 seconds, giving Goombella an easy chance to pick off her opponents as she aims the magnifying glass at them. The magnifying glass causes very high knockback, but moderate damage. The Final Smash will last for 18 seconds before Goombella puts down the magnifying glass and jumps back down onto the stage.

More to be added to Close Up

~Grabs & Throws~

Grab : Since Goombella doesn't have any arms or hands, let's just say that she can hold the opponent with invisible hands. So, Goombella will turn on the light on her helmet and shoot a thin ray of light that will bring the opponent close to her. The range of the light is about the same length as Link/Toon Link's Tether Grab. However, like most tether grabs, it'll leave Goombella very vulnerable if she misses. (Very High Range)

Dash Grab : Goombella will run and try to grab the opponent with an invisible hand, sliding on the ground and losing her balance a bit if she misses. Goombella's dash grab will look very similar to Kirby's dash grab.

Grab Attack : Goombella will bite on the opponent with her large tooth. [3%] (Very Low Speed)

Forward Throw : Book Slam – Goombella reads her tattle log as she tries to find information about the character she's holding. Once Goombella finds an entry of the character (In their 'Paper' form, such as Paper Mario, Luigi, Peach, Bowser, Yoshi, etc.), a grin appears on her face as she shows the book to the character that's being held. The character will look at the book curiously before Goombella shuts the book in their face, sending them away. [10%] (Average Knockback)

Comments : This is Goombella's slowest throw. It's very easy to intercept this throw due to the entire attack lasting for 3 seconds. Use it with caution in a free-for-all match.

Back Throw : Rejected – Goombella blinks and the opponent reappears behind her before Goombella turns around and sees him/her. Goombella then turns around in a huff, and kicks out her left foot against the opponent and shoves them away. [8%] (Average Knockback)

Comments : This has the most knockback out of all of Goombella's throws, and comes out the fastest. Try to use this a bit more than the Forward throw, even though you might do it by reflex.

Up Throw : Paragoomba – Goombella will toss the opponent up into the sky, then will jump into the air. She'll read a passage in her Tattle Log (Paragoombas?) and will grow small white wings, allowing her to float. Goombella will then kick the opponent, knocking them in a diagonally downwards direction. [10%] (Average Knockback)

Comments : If you just want to be flashy, then this move will be perfect for you. The damage is nice though, and the knockback isn't that bad.

Down Throw : Sweet Tooth – Goombella, being fond of sweets, accidentally summons a Tattle of a Couple's Cake. The Couple's Cake appears on top of the opponent's head and drops onto them, squishing them. Goombella's eyes twinkle and she gobbles the entire cake down, before biting into the opponent by mistake. The opponent gets sent back as Goombella shakes her head, wondering what happened. [11%] (Average Knockback)

Comments : Finally, you can see Goombella's other side...and what a sight to behold. This throw is good for getting opponents up into the air, as they're shot up in a northwest/northeast direction.

~Stage~

[RGPRT]

Rogueport


Rogueport is the adventurer's hub in Paper Mario : The Thousand Year Door. Rogueport is the city that Mario will spend the most time in, and will come back to after finishing a chapter. Rogueport has many different dwellings full of strange and interesting people, all of them having a distinct personality and appearance (Or most of them anyway...) as well as housing many secrets. The Thousand-Year Door lies under Rogueport itself, in the ancient Rogueport Sewers. Rogueport is also the location where Mario and Goombella first meet.

Rogueport will behave very similarly to Delfino Plaza, starting off on a flat, floating stage similar to the one in Delfino Plaza. All of the platforms on the floating platform can be jumped or dropped through, with the exception of the biggest and lowest one, which can only be jumped through. There will be two floating platforms above either side of the big platform, going in a / \ formation, though not as steep. The platforms appear to be dirty, and the mesh floor is rusting in some places. You can see an M Logo on the center of the big platform.

The platform will bring the characters and/or items on them towards a different section of Rogueport. The main location of where the platform will always start out in the middle of a match is floating above the center of Rogueport; where Thriff T. (Or was it Niff T.?)'s shop and the Inn are. There are no obstacles in this part of the town, except for walk-off edges.

The next locations are in no particular order to be reached, but the center will always be the first location. So, the next one will be behind Rogueport. This one will enclose the characters between two dwellings as the characters fight behind the Inn and Zess T.'s house. The sides of the stage are very close to the boundaries, so you can throw an opponent out of the stage very easily here if your character has a strong grab. The place is very cramped here and also has walk-off edges.

The third location is going to be on the East Side of Rogueport, where you'll fight against characters in front of Merlon and Professor Frankly's places, behind the fence with the warp pipe. Again, there are walk-off edges here, and there will be a small aperture on the right side of the screen, but it is actually a wall. The fence and warp pipe may hinder your vision a bit; most small characters can crouch and not be seen if they hide in the right spot.

The fourth location is on the other side of the arch opening that you read earlier. This time, the wall is on the left side and you'll be fighting in front of a small bridge, the Trouble Center, Admiral Bobbery's House, and Garf's house. Again, you'll fight in front of a fence and small platform containing an empty treasure chest. The bridge can be destroyed if you use ground-damaging attacks on it, and you can then drop into the water below. There are crates on the right side of the screen, blocked by the fence 'wall' that connects Garf's house and the bridge. A crate will occasionally fall from the stack, but be happy that the crates aren't rolling crates...

The fifth location is on the left side of Rogueport. This is where the fountain and flower garden is, along with the Arcade, Peeka's Shop, the Lottery and two houses are. There is an opening leading to the train station and blimp. You'll fight in the center of the left side of Rogueport, fighting atop a sewer grate and in front of the arcade and two houses. There are walk-off edges here once again, but other than that, this part of the tour looks pretty nice compared to the rest of Rogueport.

The sixth location is on the north side of Rogueport, where the Excess Express and Glitzville Blimp are located. You will fight on the boarding platform of the station and the area where you enter the warp pipe to the Glitzville Blimp. Occasionally, the Excess Express will go by, and who knows, you just might see a passenger on the train (Ex : Luigi, Goombario, Parakarry, Peach, etc.) looking out of the window. There's a walk off edge on the right side of the screen, but you can get knocked off of the stage on the left side, where the boarding platform ends. There are some steps leading to the boarding platform, and a small fence closing the entrance to the warp pipe.

The seventh location is on top of the roofs on the east side of Rogueport, where Minstrel Grifty and some Star Pieces/Shine Sprites reside. This part of Rogueport is the only place to not have one walk-off edge; the rooftops are flat instead of angular. There are small gaps between the rooftops, and if you fall down one of them, you'll be killed. Think of it as a cramped version of Fourside. Oh, and you can stand on top of Grifty's umbrella as well as the chimney above Bobbery's house. Other than that, this location seems to be the most balanced section of Rogueport.

The eighth and last location is the Rogueport Harbor, where Mario and Goombella first met. The only person here seems to be Lumpy, who is spectating the match. You will fight not on the dock, but right below the stairs. There's a small Boat Mode platform on the right side that flashes if you stand on it, but that's just what it'll do. There's a wall on the left side of the Harbor, but you can jump off of the stage and into the water on the right side of the Boat Mode platform. Occasionally you'll see a paper boat, treasure chest or shipwrecked Toad floating by.

Overall, the stage's neutrality should be Banned/Counterpick. There are no stage hazards here besides the crates (If they explode), the water, or getting left behind when the main platform leaves the place. There are a couple walls however, and many walk-off ledges, so this stage is definitely not neutral.

~Music~

[MELDY]

Paper Mario : The Thousand Year Door : Rogueport Music

Super Paper Mario : Bonechill Battle Music

Super Paper Mario : The Underwhere

Super Paper Mario - Downtown of Crag

More music to add later (I must say, I really enjoyed the Paper Mario music, along with Galaxy music...all 4 games have excellent music, in my opinion.)

~Taunts~

[TANTS]

Up Taunt : Goombella winks at the screen, similar to the wink she gives in Rally Wink/Breaking the Fourth Wall.

Side Taunt : Goombella jumps up in the air gleefully.

Down Taunt : Goombella brings out her Tattle Log and examines it closely.

~Victory/Losing Poses~

[VICTP]

Victory Pose 1 : Goombella spins around on the spot before jumping into the air and landing with a smile.

Victory Pose 2 : Goombella brings out her Tattle Log and a small flask; the flask fizzes and explodes, causing Goombella to drop the flask on top of the Log. Goombella then stomps on the Log before it catches on fire. Goombella then blushes slightly as she glances back up at the screen, and back down again.

Victory Pose 3 : Goombella uses a magnifying glass to look at her surroundings before peering though the glass straight at the camera, her eye magnified immensely.

Losing Pose : Goombella turns around and faces the side of a screen with a huff; a small breath can be seen as Goombella turns around in frustration.

~Appearance~

[APRCE]

Entrance : A page from the Tattle log appears and a pencils scribbles on it, quickly drawing Goombella. Goombella then hops out of the drawing, ready to Brawl, winking at the screen.

Logo : A grayed out icon of the classic Goomba sprite from Mario Bros.


Kirby Hat : Kirby gains Goombella's pith helmet and a ponytail similar to Zero Suit Samus'. Kirby's version of Tattle is the same as Goombella's version, but has much more restrictions. Kirby can't use Tattle in the air, the health bar does not appear for Kirby, and Kirby can't record/tattle anything other than attacking a character.

Dizzy/Stun/Frozen : Dizzy : Goombella steps forwards and backwards, shuffling her feet a bit, her ponytail swaying as a befuddled expression appears on her face.

Stun/Frozen :


Sleep : This :


Forward Roll : Goombella slides back on her large feet, a look of jubilation on her face.

Backward Roll : Goombella slides back on her large feet, a look of jubilation on her face.

Sidestep Dodge : Goombella steps back and turns sideways, turning paper thin.

Air Dodge : Goombella spins around once in mid-air, her ponytail flapping in the wind.

Swim : Goombella propels herself through the water using her feet. If Goombella is drowning, Goombella's eyes are tightly shut and she's trying to take gulps of air as she bobs up and down in the water.

Homerun Stance : Goombella twirls the baseball bat in her invisible hands and raises her left foot up before taking a swing at the opponent.



Standing : Goombella will gaze at something afar, having a blank stare on her face. Every once in a while, Goombella will bounce on the balls of her feet or take out her Tattle Log and read it for one second.

Walk : Goombella shuffles her feet a bit as she walks, looking a bit clumsy.

Run : Goombella runs on both feet rapidly. Her dash looks similar to Kirby's dash.

Trophies

[TRPHY]

Goombella (Trophy)

~Assist Trophy~

[GMBRO]

Goombario


Once Goombario is summoned out of the Assist Trophy, Goombario will do a quick 3-hit Multibonk that lasts for 3 seconds on any opponent he sees. He'll target the nearest player and will pelt them with the Multibonk attack, unless another character gets closer to Goombario than the one Goombario is attacking. Goombario will stick around for about 21 seconds and then vanish. Each bonk on the head will do 5% damage.

Single Player Roles

[SNGPL]

SSE Role : Goombella is watching the battle in the Midair Stadium (Mario Vs. Kirby) in her Tattle Log, similar to how Pit does. Goombella is standing in the center of Rogueport plaza, before the Subspace Bomb explodes and consumes the entire stadium. Goombella is a bit shocked and quickly Tattles on the bomb, and is shocked by the result. Goombella scurries away, followed by a confused Professor Frankly and Paper Mario.

Goombella then is again seen very shortly as she climbs aboard the Cheep-Cheep Glitzville Blimp in Rogueport and travels onward to the Halberd, which can be seen at a distance. Suddenly, the 3 Shadow Sirens find a small bomb in the shadow realm with a huge red 'X' in the center and other strange decorations on it. Beldam, Marilyn, and Vivian are then taken by a paper R.O.B. Sentry and the bomb is detonated. The second the Glitzville blimp gets off of the ground, the bomb explodes, taking in everything in Rogueport. Goombella looks back only to see that Rogueport is consumed by the black darkness from the Subspace Bomb, and urges the pilot to fly faster.

In the scene where the Arwing is shot down and Peach/Zelda and Kirby fall to their doom, one of the shots from the Halberd hit the Glitzville Blimp. Goombella sees Peach/Zelda and Kirby fall, and seeing as the Blimp is also going to crash, decides to jump down as well. Goombella then joins Kirby and Peach/Zelda, and continue on their journey.

Once the Princesses are taken and trophy-fied, Goombella is also trophy-fied and locked up in a cage next to the Princesses' cages. Snake, Lucario and Meta Knight have to fight Dark Peach, Dark Zelda, and Dark Goombella. After all of the chaos and ruckus, the group continues on normally.

Item : Fake Gold Star This Crystal Star is obviously a fake. It was worn by Rawk Hawk (And then Mario) in Chapter 3, Glitzville. The Crystal Star was placed on a belt, but it's not standing by itself in Brawl. Once a character picks it up, the weight of the Gold Star is much heavier than it looks, and the character will look like they're carrying a Bonsly/Party Ball/Barrel/Crate/Anything else that is heavy. The Gold Star will have an effect on the character with sparkling gold stars flashing in all directions and many dusts of motes coming out of it. Despite the very magnificent show, the Gold Star will only inflict 10% damage on the opponent. After a couple of throws/uses, the Gold Star will break into fragments and can be used as throwing items, having a similar effect as Samus' suit pieces. The Gold Star will lose all of it's luster when it's broken (After 3 throws).

More To Come

[MRTOC]

- Snake Codec, Trophies, and a couple other tidbits.

Updates

-October 23rd, 2008 : Moveset posted.

-October 24th, 2008 : Minor adjustments to moveset; added Music.

-October 25th, 2008 : Added more Music; Finished Appearance section, as well as the Taunts/Victory Poses.

-October 26th, 2008 : Added SSE Role and Item descriptions.

[UPDTS]
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
OMG!

By organization alone, this is epic! I haven't read through any but the stats and the introduction, but may I suggest one thing that leaps out at me: put the Specials before the other attacks. We can't very well read about Rally Wink effects before we know what Rally Wink is, and it just makes us jump around randomly.

I'm reading through the actual set right now.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Suggestions for Goombella;

  • Down Smash should be Bobbery.
  • Forward Smash should be Koops.
  • Foreward Aerial [Flurrie] should probably be a gust of wind (similar to G&W U-air) with slight damage to close foes. If you really want Flurrie's stage presence, consider using it as the Down throw
  • Tattle. Rather than KO the opponent outright when the foe's HP is empty, the opponent should be made easier to KO. Instant KO attacks are never fun when they happen to you.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Goombella's very good. The Tattle and Rally Wink mechanics are both quite unique, although I'm inclined to agree with Junahu's above comment; instant KOs are somewhat annoying. I'm not a huge fan of pulling out so many other helpers for the Aerials, but I see how it's necessary: there's only so many airborn attacks that a Goomba can pull out and remain creative. On the whole, excellent, excellent job, and your organization is seriously one of the best I've seen.

34/60 isn't THAT bad, Sundance. And anyway, it's really all a matter of how much time you're willing to put into it.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
For 20 minutes, that was actually pretty dang decent!

And I look forward to Kid Goku and The King. Now we just need Ronald McDonald.
 

Meadow

Smash Apprentice
Joined
May 4, 2008
Messages
197
Location
Herndon, VA
Thanks for the much appreciated comments, everyone!

@ King K. Rool :

Thanks for the compliment, but I still find it a bit hard to read between the large blocks of text; I think it could use a little more color than it is right now.

@ Junahu :

I'll take your suggestions into consideration. I can see how you can think Down Smash would be Bobbery and the Forward Smash to be Koops (It'd feel much more natural that way.), but I'd personally feel a bit awkward using a Forward Smash such as Koops, since most characters' Forward Smashes come out quick and strong, unlike Koops, which is fairly slow. Bobbery would be perfect for the Down Smash, but I'd have to incorporate Yoshi into the neutral aerial somehow...

It'd be awkward using just a couple of the partners, so I included all of them. I would've liked to include a couple attacks that relate to Goombella instead of using the partners, but what's done is done.

For Flurrie, sure, that seems like an interesting and fitting idea; but wouldn't it make Goombella a bit broken, seeing as she can edgeguard almost (If not all) everyone using Flurrie? I think she's fine the way she is, but the wind would be a nice touch.

For the Tattle/Instant KO thing, yeah, I guess that was one of the biggest issues in the moveset. I'll edit it right away, thanks for pointing that out (You too, King K. Rool~)

Hopefully the entire moveset would be finished by Halloween.
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
Chapter 12- The Long Road Ahead

Level 1- Day One

The Knight Group had the farthest to go in order to reach the Foxhound Base. They would have to completely cross the desert from one side to the other. Predictably, this long stretch would not be un-eventful.

Part 1- The Baking Sun
Playable Characters- Chris Lionheart, Ike, Mia, Marth, Link, Zelos Wilder, Metaknight, Shinon
Objective- Cross the desert.
Details-
This is pretty much just like any of the other desert levels.
This level is lengthy, but not to long, probably about 10-15 minutes in length.
The enemies of this level consists of monsters from the Legend of Zelda, Snakes, birds, and scorpions from Tales of Symphonia, and some Kirby enemies.
The traps of this level include sand dunes, cacti, and quicksand.

At the end of this level, the group sets up camp for the night, exhausted after a long day's journey.

While the rest of the group slept, Chris walks off to be alone and watch the stars.

Ike wakes up, and decides to join him. A conversation (which I will give a seperate color for organization purposes) results.

Ike: Hi.
Chris: What do you want? You do realize I came here to be alone right?

Ike: Sorry about that.... I just wanted to speak with you. Your swordsmanship is unlike anything I've ever seen... who taught you?

Chris: I was taught by my uncle... he's been dead for a few months now.

Ike: Ouch.... I apoligize if I brought up anything painful.

Chris: *sighs* I'm used to loss. My kingdom isn't exactly peaceful.

Ike: So you really are a prince? I was a noble once.... I hated it.

Chris: I don't exactly enjoy it either, but I do care for my country. My people may be few in number now, but I would gladly give my life to defend them.

Ike notices Chris's unique blade.

Ike: That sure in an interesting weapon you have. Is that edged by diamond?

Chris: Yeah. Before we were invaded, it was custom to make special weapons for our great generals and our royal family. A quarter inch of diamond makes for an incredibly sharp edge. This sword will cut through just about anything.


Ike: So... I know you probably don't like it when this subject is brought up, but who is this girl that you want to save?

Chris: She's a good friend of mine. We've been close since we were children.... ever since the invasion. Her family died that day as well.

Ike: Man.... you've got one sad story. If it's any consolation, I know how it feels. My mother died when I was young, and my father was killed before my eyes.

Chris: War is a cruel thing.... how many people have to suffer because of it?

Ike: There is always some hope right? You can still save your girl right?

*Chris laughs*

Chris: I guess there is no point in denying it.... I had plans to wed her after the violence had ended.... when it would finally be enjoyable to settle down. Obviously, fate has other plans for me. If I don't succeed here, then that dream will be shattered.

Ike: Well atleast you've got a girl. I've been to busy with war to ever settle down.

Chris: Isn't there anyone close to you?

Ike: Well... there is Mia. She's insane, but atleast she's crazy about me. To be honest, I care for her to. I don't know what it is... Maybe its the way she fights me every day, or her admirable persistance. Perhaps its just that she's really beautiful..... but I can't help but like her.

Mia enters the area.

Mia: You know you're my favorite person in the whole world, boss. I'ld like to be with you, but first we have to have our duel at dawn. Don't count on settling down yet though.... my spirit can't be tamed.

Ike: Looks like the sun is starting to rise. You ready?


Part 2- Duel At Dawn
Playable Characters- Ike, Mia
Opponent- Mia, Ike
Objective- Defeat the opponent in a stamina match.
Details-
This a really basic battle. Pick whoever you want, but you have to win the match.
I recommend using Mia due to her superior speed.

If Ike Wins:
Ike: *Panting* You've much improved, Mia. You were so close.

Mia: *Panting* I'll surpass you sometimes, boss.

If Mia Wins:
Mia: *Catching her breath* I've finally defeated you, boss.

Ike: Looks like I've finally been surpassed. I'm glad, really. Good job, Mia.

The three swordsmen head back to camp, only to find that Metaknight has vanished.

As the rest of the team wakes up, they all take some time to ponder Metaknights motives, but to no avail. The masked knight of Dreamland is shrouded in mystery.

Cutscene- Creature of the Night

Ashencroft knows that his opponent is growing closer. He decides to send a little greeting present.

Ashencroft: Dracula, I have a mission for you.

Dracula: What would you ask of me?

Ashencroft: A young prince, by the name of Lionheart, is traveling through the desert to challenge me. I want you to test his strength. If I know anything about him, he will try to be alone whenever he gets the chance. Wait until he does so, and then strike.

Dracula: And defeating this Lionheart will help us?

Ashencroft: Indeed. Do as I say, and I will grant you the power to kill Simon Belmont.

Level 2- Day Two

The Knight Group didn't have long to sit around, the sun was rising and they knew that they would have to cover more ground.

Part 1- The White Dunes
Playable Characters- Chris Lionheart, Ike, Mia, Marth, Link, Zelos Wilder, Shinon
Objective- Cross the desert
Details-
This again, is pretty straight-forward.
The main difference between this and part 1, level 1 is that Metaknight is no longer available. The length of this level is shorter, about 7-10 minutes in length.
Watch out for Pirahna Plants and Goombas that pop out of the sand.

After a long day of travel, the group once again calls it a night and sets up camp.

The Lionheart waits for the rest of the team to fall asleep before going to be alone. This time, he is not interrupted by another team member.

As he watches the stars, the young prince thinks of the days soon to come. Will he walk out of this land alive?

He did not have time to ponder his questions, however, because he is soon attacked by a powerful foe.

Dracula flies in and strikes at Chris, who parries the blow.

Part 2- Wings of Darkness
Playable Characters- Chris Lionheart
Opponent- Dracula
Objective- 1 Stock Match

After this fight, the match has not yet ended. Dracula's fangs seek the Lionheart's neck.

Chris moves his arm in the way to block, but his arm is bitten. Dracula's fangs sink in deep as the prince winces in pain, trying not to scream.

With his free arm, Chris manages to knock the vampire lord away.

Dracula: You're blood.... its not normal. Why are you immune to the curse of the vampire?

Chris: What are you talking about? ...... You'll regret biting me.

Dracula: Prepare to die.

Dracula is no longer holding back anything. The wounded Lionheart is no longer able to hold his opponent off on his own. Fortunately help comes in the form of a vampire hunter.

Simon Belmont

Simon leaps in and strikes Dracula with his whip. Now the real fight begins.

Part 3- Boss Battle- Dracula

Playable Characters- Simon Belmont, Chris Lionheart
Objectives- Defeat Dracula


Origin: Its ****ing Dracula.... one of the most well-respected legends of all time.

*Notes- If the moveset here is not satisfactory to you, Mendez, then please make a new one.

Attacks-
Swarm of Bats-
Dracula casts his hand forward and a huge swarm of bats fly forward in an upwards crescent moon arc. These strike for low knockback but annoying damage and flinching. There are 10 total bats. Moving to a safer area and jumping is the safest way to avoid. 2.....5% per bat

Blood Frenzy-
Dracula gets into melee range and starts madly clawing and biting. Move out of the way to avoid. This can be countered and thrown right back in his face. Low....High Knockback. Several hits (the last one is the only one with knockback). 10.....25% Total

Vampire-
A vampire flies onto the stage. It is not to hard to kill, though its damage output increases with difficulty.

Bat Form-
Dracula becomes a bat and starts flying back and forth, striking for some damage. Little....Medium Knockback. 5....15%

When Dracula's health gets under 20%, he gains one more attack.

The Curse Of The Vampire-
Dracula lunges forward and bites at his foe. If it strikes, the foe is takes powerful damage. This is slow and very predictable, as Dracula will open his mouth and his fangs will protrude outwards before he lunges. Good....OHKO Knockback. 20....50% damage.

Size- Rougly that of Marth
Health- Average boss health
Difficulty- 4/5 (Pretty tough)


After being defeated by the combined strength of Simon Belmont and Chris Lionheart, Dracula becomes a bat and flies away.

Simon: Dam.... he got away again...

Chris: Who are you?

Simon: My name is Simon Belmont. I am a legendary Transelvanian vampire hunter. Dracula has been my prey for years. You held out for longer than most against him. I'm impressed.


With Simon added to the group's roster, the team heads towards a distant building, visible right now only as a mirage. They are within a day's walk of the Foxhound Base.

Cutscene- Dracula's Return

Dracula returns to the Evil Council.

Ashencroft: Did you face the Lionheart?

Dracula: Yes. He was as strong as you said, but I almost defeated him.

Ashencroft: Almost?

Dracula: He was rescued by Simon Belmont. The two of them proved to be a powerful combination. But I did learn something interesting about your little rival.

Ashencroft: And that is?

Dracula: His blood... it isn't normal. It resists my curse.

Ashencroft: Interesting.... Maybe that is the source of his strength.... Nay.... his whole family's strength.


Hope you all enjoyed this chapter. Wow that took a while to type.


Edit:
Oh thats an incredible moveset btw, Meadow.
 

MasterWarlord

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@Christopher Robin SSE:Good to see ya finally back, Lionheart. This chapter was much better then the others with there being actual dialougue. . .You just seem to hate making dialougue for anyone but cliche fantasy swordsmen dontcha? You barely even use Meta Knight, who is so versatile that he can be any role at all you want him to. But this is just me griping. . .Perhaps your next SSE should feature only characters you're very comfortable with using so you can make a SSE of maximum quality? I liked Dracula's role, and his attacks were decent for what little detail they were given. Good job on the chapter.

@ Meadow's Moveset: Goombella is awesome. I feel it very awkward she uses other partners randomly, wouldn't that be Paper Mario's job and not that of another partner? Still, if anybody uses the other partners, it should be her, seeing she's the first one and has the most story importance. You did make good use of the partners considering they were only one move, though. I feel Rally Wink doesn't really have enough of an effect on all the moves, it just basically adding 1% damage to them all. . .You may as well just say in it's description it adds a bit of damage and knockback to all attacks seeing you don't really give it that many unique effects. I don't mean to sound negative, this moveset is great, just trying to help you improve it. Might I suggest putting Rally Wink at the top of the moveset list since it effects all the other moves? I love tattle. Looking forward to your extras.
 

Chris Lionheart

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@Christopher Robin SSE:Good to see ya finally back, Lionheart. This chapter was much better then the others with there being actual dialougue. . .You just seem to hate making dialougue for anyone but cliche fantasy swordsmen dontcha? You barely even use Meta Knight, who is so versatile that he can be any role at all you want him to. But this is just me griping. . .Perhaps your next SSE should feature only characters you're very comfortable with using so you can make a SSE of maximum quality? I liked Dracula's role, and his attacks were decent for what little detail they were given. Good job on the chapter.
Funny... I didn't think Metaknight was supposed to talk. It seems like he has as much of a badass role as Link when it comes to that (sure he has a cartoon where he talks, but so did Link.)

Lol @ cliche fantasy swordsmen.

But yeah, you're pretty close. I hate making dialogue for anyone who's character I don't know well. Being a huge FE fan I know how to make dialogue for them (and OC's are characters you can't possibly mess up.) But I do have some knowledge of characters like Indiana Jones and Dracula, so they aren't to hard to make dialogue for.



Edit:
If you like Dracula's role now, you'll probably love my version of "true Dracula."

Metaknight disappeared with good reason. You'll have to wait to find out why. But it is pretty significant.
 

Meadow

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@ Meadow's Moveset: Goombella is awesome. I feel it very awkward she uses other partners randomly, wouldn't that be Paper Mario's job and not that of another partner? Still, if anybody uses the other partners, it should be her, seeing she's the first one and has the most story importance. You did make good use of the partners considering they were only one move, though. I feel Rally Wink doesn't really have enough of an effect on all the moves, it just basically adding 1% damage to them all. . .You may as well just say in it's description it adds a bit of damage and knockback to all attacks seeing you don't really give it that many unique effects. I don't mean to sound negative, this moveset is great, just trying to help you improve it. Might I suggest putting Rally Wink at the top of the moveset list since it effects all the other moves? I love tattle. Looking forward to your extras.
Thanks. Yes, I was planning on Goombella having Goombario as her Down Smash and replacing all the partners with just regular aerials, but because I used Koops for the Down Smash, it would seem out of place if the other partners weren't there.

I tried not to make Rally Wink have an effect on the match that much; I was afraid it would become a bit broken.

And sure, I'll place Rally Wink at the top...it'll be much easier to understand if it was at the top anyways, I just liked to go in order.
 

TWILTHERO

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Oh great.... another band moveset.


Disturbed>All.
Hah...that's funny cause i was planning to do a "Three Days Grace" moveset for 4.0.

Anyway, great SSE chapter.....but reading the dialouge, are you going to make a love connection with Mia and Ike? Geez...so cliche....lol...

Great SSE chapter anyway, hope to see what's next.
 

Chris Lionheart

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Hah...that's funny cause i was planning to do a "Three Days Grace" moveset for 4.0.

Anyway, great SSE chapter.....but reading the dialouge, are you going to make a love connection with Mia and Ike? Geez...so cliche....lol...

Great SSE chapter anyway, hope to see what's next.
Lol would you prefer that Ike be gay?

I mean seriously.... who better for Ike than his insane rival? :)
 

Chief Mendez

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TheSundanceKid said:
You've posted this before...
And probably will again. :bee:

Chris Lionheart said:
*Notes- If the moveset here is not satisfactory to you, Mendez, then please make a new one.

Attacks-
Swarm of Bats-
Dracula casts his hand forward and a huge swarm of bats fly forward in an upwards crescent moon arc. These strike for low knockback but annoying damage and flinching. There are 10 total bats. Moving to a safer area and jumping is the safest way to avoid. 2.....5% per bat

Blood Frenzy-
Dracula gets into melee range and starts madly clawing and biting. Move out of the way to avoid. This can be countered and thrown right back in his face. Low....High Knockback. Several hits (the last one is the only one with knockback). 10.....25% Total

Vampire-
A vampire flies onto the stage. It is not to hard to kill, though its damage output increases with difficulty.

Bat Form-
Dracula becomes a bat and starts flying back and forth, striking for some damage. Little....Medium Knockback. 5....15%

When Dracula's health gets under 20%, he gains one more attack.

The Curse Of The Vampire-
Dracula lunges forward and bites at his foe. If it strikes, the foe is takes powerful damage. This is slow and very predictable, as Dracula will open his mouth and his fangs will protrude outwards before he lunges. Good....OHKO Knockback. 20....50% damage.

Size- Rougly that of Marth
Health- Average boss health
Difficulty- 4/5 (Pretty tough)


After being defeated by the combined strength of Simon Belmont and Chris Lionheart, Dracula becomes a bat and flies away.

Simon: Dam.... he got away again...

Chris: Who are you?

Simon: My name is Simon Belmont. I am a legendary Transelvanian vampire hunter. Dracula has been my prey for years. You held out for longer than most against him. I'm impressed.

With Simon added to the group's roster, the team heads towards a distant building, visible right now only as a mirage. They are within a day's walk of the Foxhound Base.
The only one of his attacks that doesn't really fit is Blood Frenzy. Remember, Dracula is utterly and completely indignant of those who oppose him, and always acts as if fighting them is totally beneath him. So going all out like that is something you'd save for True Dracula, if anything.

Also I'm not sure what "Vampire" does here.

Bat Form is strange...but only in the context of a Castlevania vet, since there's a rather ubiquitous boss in the games by the name of Phantom Bat/Giant Bat, which is the first thing that jumped into my mind when I read the attack. It fits and all...just know that Dracula never actually turns into one single giant bat, but rather lots of smaller ones.

And finally, as a general note, Dracula in Castlevania is vastly different from the common-knowledge Dracula. He's used as the penultimate embodiment of evil, and not a supernatural bloodsucker. In fact, other than a few lines of dialog where it's hinted at in SotN, and his trademark "wine" glass, Dracula drinking blood is a non-factor in Castlevania lore. It just doesn't happen. So this is one rather large reason attacks like Blood Frenzy and Curse of the Vampire (though that one's not quite as offending to my fan-senses) seem out of place for the character.

Also you misspelled "Transylvanian".

Other than that, it was a fun read. Keep up the good work. It'd be awesome if someone besides 'Warlord actually finished what they started before MYM3 ends...
 

Hyper_Ridley

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While we're all giving previews for MYM 4, here's a sampling of my first entry, General Grievous from Star Wars

VB: “Hyperion Charge”: Grievous kneels down on all fours (sixes?) and starts to radiate blue energy. You hold down the special button to charge up. After .25 seconds, the energy turns green, and after an additional one second, the energy turns red. Release the button in order to do the attack. Grievous must be at least green in order for the attack to do anything, otherwise he just stands back up.

At green level, Grievous will quickly dash forwards. As he nears his opponent, he will do a spinning slash with one of his sabers that does 8% with above average knockback. However, the slash has above average end lag. Grievous will stop running if he reaches the edge of the platform before attacking.

At red level, Grievous will still dash forwards, except now he will stick out one of his feet in order to catch the enemy in his talons. This counts as a grab, and afterwards Grievous will do a back flip, releasing the enemy backwards for 10% with above average knockback. However, the best part of red level is that at any time during the dashing part, you can press the attack button in order for Grievous to immediately cancel into the green level attack, providing a good mind game of attack or grab.
 

Iron Thorn

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Going to Gamelon. I'm taking the Triforce of Spag
*clap clap clap* I love the Goombella moveset! Very creative using all the helpers, and lol at Flurrie's t*tty-slam.

Good to see more of the SSE, Chrees, though you might want to use less...eye-burning colors. Ever since my folks tried the anticonvulsant on me I get headaches at the drop of a hat.
 

MasterWarlord

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Grevious' down B seems decently interesting, I like the mind games it can bring forth. I can't believe I didn't think of Grevious before, he has a ton of moveset potential and is plenty bad *** (Sadly, not that much in the actual episode 3 though). I eagerly await what you can do with him, Hyper Ridley. Make sure you make use of all four arms in the A attacks.

I'm saving any further previews of Cortex and Tiny, as I don't want to spoil the thing. . .You're all going to be terrified at the EMPIRE of text.
 

KingK.Rool

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Joined
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Messages
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For some reason, I think the link-up space link in KingK.Rools sig ripped off the name of MY link-up space link!!!
Okay, okay, you caught me. What else could I call it, though? It's just a space... where I link things up. Nyah!

Grievous is awesome and I look forward to his full moveset.

SAGI

RELEVANCE TO CHARACTER: Now, I don't know very much about Sagi, and you claim that neither did you when you made it. That said, you seem to have included all the vitals of the character, at least according to my research. 9/10

DETAIL: Neat. You've got damage everywhere, range, damage, the whole shebang, and elaborated pretty nicely. I prefer all of this being written in text rather than just in stats placed after the attack. I can't give you absolutely perfect here, as some attacks haven't been described visually too well, but this is more or less good. 8/10

BALANCE: Here's a department where this moveset suffers. Will Power. On most stages, this seem kinda useless. I mean, you only remain in a stage for 20 seconds before falling, so you have only twenty seconds to charge yourself up before you have to start again from square one. On places like Battlefield, this'll only work out when your foe has been knocked so far away that you could be spending the time edgeguarding; and on flat stages, projectiles can foil his whole game plan. Now, on some mid-sized stages, it'll be useful without being absolutely cheap: a place like Pirate Ship perhaps. Now, putting that aside, his stats seem a bit tweaked towards goodness. Good jump, good power, good speed, and despite what you claim, pretty good range. Well, anyway, I guess these two caveats cancel each other out to make a pretty balanced fighter, eh? Although maybe not in the way you'd want... 5/10

ORIGINALITY: As with so many others, your weakness in balance is your strength here. Will Power is a very fun concept, and seems like it would make playing him a whole lotta fun, trying to slip in a charge here and there, racing against the clock... I generally think that there isn't too much attack space in swordsmen that hasn't already been done, but the elemental swords do a good job here of making Sagi quite unique... on most attacks. There IS a generic slash here and there. 7/10

PLAYSTYLE: Mostly nifty. The Will Power is really the dominating factor of the set, and leads to a frenzied, desperate playstyle, methinks. However, I do question the Forward (and Back) Specials when so many of his regular attacks change his sword's element briefly. Seems a bit schizophrenic, if you ask me. However, it's still a very fun playstyle I'm seeing, with a true feel of elemental mastery. 7/10

ORGANIZATION: I'd prefer it if you hadn't coloured the body of the attacks, just the title. Your attack names are clearly indicated, though, and underlines are used quite a bit. Add bolding, and cut out some of the colours, and this score will improve a bit (not that it isn't already good). 7/10

EXTRAS: Hoo boy, you even have an event match! Very nice here. Although you misspelled Otacon's name, which is kinda ironic considering the topic of your codec. +3

OVERALL: Good job. I'm not entirely sure what to do about the Will Power mechanic to make it a bit more balanced - maybe tone it down but give him a longer period of time to charge in? Still, all, the department are decent here. Probably your best work, TWILTHERO, very fun read indeed.

47/60
 

Chris Lionheart

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And probably will again. :bee:

The only one of his attacks that doesn't really fit is Blood Frenzy. Remember, Dracula is utterly and completely indignant of those who oppose him, and always acts as if fighting them is totally beneath him. So going all out like that is something you'd save for True Dracula, if anything.

Also I'm not sure what "Vampire" does here.

Bat Form is strange...but only in the context of a Castlevania vet, since there's a rather ubiquitous boss in the games by the name of Phantom Bat/Giant Bat, which is the first thing that jumped into my mind when I read the attack. It fits and all...just know that Dracula never actually turns into one single giant bat, but rather lots of smaller ones.

And finally, as a general note, Dracula in Castlevania is vastly different from the common-knowledge Dracula. He's used as the penultimate embodiment of evil, and not a supernatural bloodsucker. In fact, other than a few lines of dialog where it's hinted at in SotN, and his trademark "wine" glass, Dracula drinking blood is a non-factor in Castlevania lore. It just doesn't happen. So this is one rather large reason attacks like Blood Frenzy and Curse of the Vampire (though that one's not quite as offending to my fan-senses) seem out of place for the character.

Also you misspelled "Transylvanian".

Other than that, it was a fun read. Keep up the good work. It'd be awesome if someone besides 'Warlord actually finished what they started before MYM3 ends...
Sorry, my bad.....

Of course those moves were made by someone who is a fan of Werewolves (not vampires) and hasn't played Castlevania.

My closest thing to a Dracula fanboyism is the movie Van Helsing.


Edit:

The chapter has been updated (but only in the link in my sig.) I think you'll find this better.
 

dancingfrogman

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Okay, okay, you caught me. What else could I call it, though? It's just a space... where I link things up. Nyah!

Sagi review will be up shortly. Spaceman G also coming later today.

Grievous is awesome and I look forward to his full moveset.
actually, I don't mind what its called, though It could be named K.Rools Views on Reviews Connection, just suggesting?!
 

TWILTHERO

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OVERALL: Good job. I'm not entirely sure what to do about the Will Power mechanic to make it a bit more balanced - maybe tone it down but give him a longer period of time to charge in? Still, all, the department are decent here. Probably your best work, TWILTHERO, very fun read indeed.

47/60
Thanks for the review. Looks like i got the highest score so far. I'm might try to get it higher if i can. I'll get right on it. *heads to Sagi moveset*

My SSE chapter will be up soon. Though emos might be offended. All i'm going to say.
 

Chris Lionheart

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Thanks for the review. Looks like i got the highest score so far. I'm might try to get it higher if i can. I'll get right on it. *heads to Sagi moveset*

My SSE chapter will be up soon. Though emos might be offended. All i'm going to say.
Lol what doesn't offend the emos?


Edit:

I would have updated my SSE today as well, but I have to join my school band at the Football game tonight.

So I might update tomorrow.
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
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Vienna
You guys are real *******s. :psycho:

I'll just take the ignorance as an affirmative to my holding back until MYM4.
I guess it'd be better, considering that this contest is over in a week. I have put my Lip into MYM 2 far too late and she wasn't even recognized anymore - except by SirKibble.

So yea. Spare them for MYM 4, maybe look if you can find something to make better. That's how I'll go on with my Custom Robo and Guntz movesets.
 

Smasherk808

Smash Journeyman
Joined
Jul 12, 2008
Messages
231
Amy, N.Tropy, and Whispy woods have been REVAMPED!

All of their attacks have Damage, Knockback, Startup Lag, Ending Lag, and Range with rating from high to low for each one! I will continue to add more detail and stuff to these movesets as well.

Now the only character i have left to add Damage, Knockback, Startup Lag, Ending Lag, and Range rating to are kirby friends which is more like 6 characters actually
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
SPACEMAN G

RELEVANCE TO CHARACTER: Well, this category can't really apply for OC's; at least, not in the conventional sense. However, this certainly FEELS like how an astronaut fighter would play, with all the typical high-tech stuff, jetpacks, antennae, asteroids, even moon rocks to bash people with. 9/10

DETAIL: This varies from attack to attack. I really couldn't ask for much more from G's Specials, they're very easy to visualize and have all the vital information. The rest of his attacks, though... this moveset almost feels incomplete, with so much work done on some places, and so little at others. You mention damage (although not as a %) and knockback, but I'd also kind of like to see speed on more of these attacks. 5/10

BALANCE: Like Mendez, I think that combining floaty and heavy with a great jump is a surefire recipe for disaster, and a character who's very annoying to try to get rid of. Unlike Mendez, I don't think that he could be called broken. His Up B and long air time both seem to absolutely set him up for a lethal edgeguarding, not to mention how much he slides around. I WOULD tone down a few other stats to make up for the uber difficulty in killing him, but that aside, this is good here. 7/10

ORIGINALITY: I'm actually quite happy with the character in this regard. Unlike a few of your other ones, most of his attacks are pretty interesting - I like how much he uses his pistols in his Smashes and Aerials. His Specials are all very solid - Black Hole Burst especially - with the possible exception of Enter-The-Atmosphere Attack, which is nonetheless fairly interesting. Good work in this department. 7/10

PLAYSTYLE: NOW it gets good. I really like G's playstyle. His great recovery and insane floatiness really appeal to me, and convey perfectly the idea of an astronaut character. Many of his attack carry on the pistol motif, stringing together a series of shots and other high-tech gadgets. The bits of moon rock seem a tad out of place next to the rest of his attacks, but that's pretty much my only complaint. 8/10

ORGANIZATION: Very, very good. The font and colours for attack names make it very easy to see what's going on. I'm also giving you extra points in this department for your fantastic drawing, which really help to see everything you drew. Especially the stage. 8/10

EXTRAS: Okay, so you don't have too many of them, but I'm giving you extra points again because your stage is absolutely interesting with so little description, thanks largely in part to your drawing of it. I'd really like to Brawl there, and that's the ultimate test for any stage. +2

OVERALL: This was a really fun one for me to review. The character and how he functions really appeals to me, and I would truly like to see him in the Brawl. Your biggest issue is the lack of detail on the regular moves, and slight lack of creativity on a few of them. Besides that, a fun read and a great character.

46/60
 

Junahu

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Joined
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Shropshire Slasher
Amy, N.Tropy, and Whispy woods have been REVAMPED!
Separating these details from your descriptions of the moves makes the moveset a lot easier to read. But you will have to add more detail about how useful a given move is, and in which situations, in order to compensate for the shorter decriptions.

The ratings you have seem a little arbitrary though. Number scales are typically easier to envisage than low, mid-low, high etc.
 
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