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Make Your Move 4

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SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Ocon, you bring up some interesting points there. Personally, I'm kind of in the middle of this "debate," if you will. I can see both sides of the argument.

On the one hand are the points you mentioned. Mega Man 9 responds to all the conventional button input, and how awesome the moveset really is. Obviously, a lot of work went into it, and it's a phenomenally enjoyable read.

On the other hand is the fact that Mega Man 9 doesn't play at all like a Smash character. He's so incredibly unlike any other Brawler. If you put him in a non-descript game and let a player have control of him, they would assume it to be a Mega Man game, not Smash Bros.

I, for one, am open to public opinion on the matter.

(I was hoping for someone to respond so I wouldn't have to double post, but. . . Oh, well!)

Hehe, no one's here to see this now. I'll just wait until morning, then. :bee:
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
At the time and on the day of my birth, I give MYM...




You’ve seen them in an Assist Trophy, now the crew from Advance Wars really join the Brawl! Five infantryman are your actual playable characters, but don’t worry, they’ll be getting plenty of help from the rest of the battalion through various attacks and techniques! They move together, and can’t be separated like the Ice Climbers, all taking damage and knockback together. In essence, you control one and the others follow you and duplicate your actions, but if any of them is hit, the whole group will suffer the damage and knockback, avoiding separation. However, some of your infantrymen function on an automatic stamina system. Every 50% damage you accumulate, one of your infantrymen will bite the dust, dissolving in a white flash. This can happen to up to four of the infantrymen, meaning that once you reach 200%, you’ll only have one soldier. If you heal (via healing items, etc.), you can revive them as well. Many of your attacks will be stronger and/or easier to use with multiple infantrymen, so it’s best to give it your all early in the match, as your army will grow weaker over the process of each stock.

In addition to this automatic stamina system, your army also functions on a supply system. At the beginning of each stock, you’ll have 100 units of general supplies, including fuel, ammunition, etc., which will be shown next to your damage meter, similar to the coin counter in Coin Battles. All vehicle-based moves and some others in the Army’s moveset will cost you some set amount of supplies, whether they be the fuel used by the tanks or the shells fired from a bazooka. Luckily, you can get supplies back through a few means. Every 30 seconds, your army will automatically gain 10 units of supply. If you rely solely on this for supply, you won’t be doing a lot of attacks very often, though. You can also use your Down Special to conquer a piece of land and become able to gain supplies more readily from that area. If you have insufficient supplies to use a move that requires them, your infantrymen will not respond to the button input at all.

Many of the infantrymen’s attacks involve them boarding a vehicle of some sort. For all of these attacks, with the exception of the Tank and the T-Copter, the following is the case. The infantrymen will not take damage or knockback while in the vehicle. However, if 25% damage is dealt to the vehicle before the infantrymen abandon it, the vehicle will explode, dealing 20% damage and fairly good knockback to the infantrymen. The Tank must take 50% damage before exploding, as it is abandoned manually, and the T-Copter must also take 50% damage to explode, being the infantrymen’s method of recovery. As a general rule, all vehicles are roughly the size of Bowser.

MUSIC

I'll start here with the themes of the three COs whose CO Powers I used in the Final Smash. Orange Star's three originals:

Andy's Theme (Always good to have a mechanical wiz on board!)
Max's Theme (Let there be 'roids!!)
Sami's Theme (<3 Sami and her theme!)

Now some other favorite CO themes of mine:

Eagle's Theme (My personal CO of choice.)
Olaf's Theme (I don't even like this guy, but his theme is cool!)
Rachel's Theme (I don't know who she is, but Rachel makes me wish I'd played Dual Strike <3)
Javier's Theme (Yeah, I don't know this guy, either, but his theme's got me convinced he's cool.)

And now, for some of the baddies' themes, because they always get cool ones:

Lash's Theme (Techo, yo.)
Adder's Theme (Forget his name, just call him "that super creepy guy.")
Jugger's Theme (O_o)




Size: Small ~ They’re not as small as their Assist Trophy, but they’re still among the smallest characters.
Weight: Light
Power: Mid-Strong
Jumps: 2
Jump (1): Mid
Jump (2): Mid
Speed (Walk): Mid
Speed (Run): Mid-Fast
Traction: Mid-Good
Speed (Attack): Mid-Slow
Speed (Falling): Mid-Fast
Range: Long
Crouch: Low
~ The infantrymen drop low to the ground, like Snake does.
Crawl: Yes
Wall-Kick: No
Wall-Cling: No
Glide: No




Standard Combo – Machine Gun
All remaining infantrymen point their machine guns forward and begin to fire off their rounds. The shots travel forward about the speed and distance of Fox’s Blaster laser, and deal steady damage that accumulates faster with more infantrymen firing. With all five, you’ll deal about 10% per second that you hold this move, though it deals absolutely no knockback, like Fox’s laser. With only one infantryman, you’ll only deal about 2% damage per second. After a second of firing, the infantrymen will have to reload, which takes them about three-quarters of a second. If you’re holding the button, they will immediately resume firing after reloading. You can avoid the reload time by releasing the button before one second has passed. There is minimal lag on both ends of this move, the only slow part being the punishable reload time.
[Variable Damage]
Supply Cost: None

Forward Tilt – Artillery

As an Artillery vehicle appears, the infantrymen climb into it and fire its powerful blast forward, which takes about half a second in total. The projectile travels forward in a low arc, peaking at about King Dedede’s height, and traveling a horizontal distance of about half of Final Destination. If it hits anyone, it will deal 10% damage with moderate knockback, and disappear. The infantrymen will clamber out of the vehicle as the shot moves forward, taking about as long as they did to get in, as the Artillery fades into the background.

Only three infantrymen are required to operate the vehicle, so any you have beyond that will fire their machine guns forward during this move, the exact same as they do in their Standard Combo. If you have fewer than three infantrymen, they will still perform this attack, but it’s a bit more difficult, so it will take them longer to fire the shot, maxing out at a full second with only one infantryman.
[10%]
Supply Cost: 3 Units

Up Tilt – Anti-Air

Clambering into an Anti-Air vehicle that materializes behind them, the infantrymen proceed to fire the vehicle’s powerful anti-air machine guns upward. They take about half a second to climb in and start firing, and it only takes two of them to operate it, so any you have beyond that will perform the likeness of their Standard Combo directly upward while the two climb in and fire. The Anti-Air vehicle’s guns don’t actually fire directly upward, as they can only reach about a 45 degree angle, which is where they’ll fire at. Their machine gun-like fire travels diagonally a similar distance as the Machine Gun attack, lasting for about a second and dealing multiple hits up to 10%, with flinching knockback. After firing, the infantrymen climb out of the vehicle in about half a second, the other infantrymen reloading and being unable to provide cover fire. With only one infantryman, he’ll only fire for half as long, dealing a maximum of 5% damage before clambering out of the vehicle.
[Up to 10%]
Supply Cost: 2 Units

Down Tilt – Beater
The infantrymen, lying low to the ground, shove their machine guns forward a short distance. This has pretty terrible range, and should mainly be used to clear some space when opponents are really up in your face. It knocks opponents backward along the ground a fair distance, and deals 4% damage to go with it. All in all, the attack takes about half a second to perform.
[4%]
Supply Cost: None

Dash Attack – Recon

A Recon vehicle appears and all your remaining infantrymen quickly hop aboard, one taking the wheel and any others hanging from the sides. This is faster than most of their vehicle-based attacks, but still relatively slow. The vehicle travels forward about one-third the distance of Final Destination, at a speed comparable to Wario’s motorcycle, before vanishing into thin air, leaving the infantrymen on their own again. If the Recon vehicle collides with anyone, it will deal 8% damage and moderate knockback. There is a moderate amount of ending lag as the infantrymen catch their balance after the vehicle vanishes. The number of infantrymen involved only affects this move visually, and has no effect on its properties.
[8%]
Supply Cost: 3 Units


Forward Smash – Rocket

A Rocket vehicle materializes and the infantrymen climb in, taking about half a second. Charging time begins at this point. When you release the charge, the Rocket fires powerful explosive rockets forward, the number being determined by your charge. At lowest charge, only one rocket will be fired, while five will be fired at full charge. The rockets follow a trajectory similar to the Artillery’s fire, maxing at a height about that of King Dedede and traveling about half the length of Final Destination before striking the ground (as long as they’re on flat ground). The rockets fire in quick succession, all launching within the space of about a second. They move at about the speed of a PK Thunder. Upon impact with anything, they’ll explode, dealing 10% damage and good knockback.

Firing multiple rockets helps the hitbox become much larger and harder to avoid here, and can even help you score multiple hits sometimes. The time it takes to charge up rockets is determined by how many infantrymen you have. All five will clamber into the Rocket vehicle, so every infantryman counts. With only one infantryman, it will take you about 3 seconds to fully charge this move. With all five, that’s cut down to about 1 second. The time between the button release and the firing of the rockets is practically nothing, and the infantrymen climb out as the rockets are being fired, giving this attack only moderate ending lag.
[10%]
Supply Cost: 10 Units

Up Smash – Missile

The Missile vehicle is very comparable to the Rocket vehicle, differing only in its target area. Most properties are the same, but this is designed to attack airborne opponents rather than grounded ones. The missiles fired by this vehicle travel at a 45 degree angle into the sky. They deal the same damage and knockback as the rockets that the Rocket vehicle fires, and travel at a similar speed as well. Charging, like with the Rocket, increases the number of missiles fired, and the number of infantrymen decreases the necessary charge time. This attack does take some getting used to as an Up Smash, since it does not attack opponents directly above you, but rather those above and in front of you.
[10%]
Supply Cost: 10 Units


Down Smash – Blockade
After charging, the infantrymen strike a defensive pose, which they will hold for a different amount of time depending on how long you charge. With minimal charge, they’ll hold the defense for about one second, while at maximum charge, they’ll hold it for five seconds. This has minimal lag on both ends, so you can slip it in quick in a dire situation. The infantrymen can move while in blockade position, but if they perform any attack, they will cease the blockade.

While they’re in their defensive position, they will take less damage and knockback than normal. The blockade is stronger with more infantrymen. To get technical, the formula for damage and knockback received is (1 / (n + 1)) times the original damage and knockback, where n is the number of infantrymen you have. For example, with all five infantrymen, you will take 1/6 of the normal damage and knockback, while that’s cut down to 1/2 with only one infantryman. The blockade stops after a single hit is taken, whether the time has expired or not. This is an essential defensive tactic, but can only be used on the ground, and does not totally protect you.
[0%]
Supply Cost: None



Neutral Aerial – About-Face
This is a basic move that simply turns your infantrymen around in midair. They get a tad bit formal about it, stiffening up and turning around sharply, the whole process taking approximately half a second. This may seem a little ho-hum at first, but considering that all of the infantrymen’s Aerial Attacks attack forward, this is an essential move for good aerial combat.
[0%]
Supply Cost: None

Forward Aerial – Fighter

Out of thin air, a Fighter forms where the infantrymen are. It takes roughly half a second to materialize. With the infantrymen now inside of it, the Fighter immediately fires three air-to-air missiles forward, while also moving forward. The missiles shoot forward indefinitely, moving about as fast as Samus’ Super Missile, spreading vertically about the height of Mario and dealing 8% damage and okay knockback to anyone hit. The Fighter flies forward at a slightly slower speed, for about half the length of Final Destination, before quickly vanishing, leaving the infantrymen on their own again.

It only takes one infantryman to push the button and fire the missiles, so any beyond that will try their hand at steering these powerful projectiles toward opponents. The more infantrymen you have, the stronger the homing ability of the missiles becomes. With only one infantrymen, the missiles will not home in at all. With two, they’ll steer just a tiny bit toward anything that comes within about Squirtle’s height of them, still not very far. With all five infantrymen, the missiles will turn sharply toward anything that comes within about Bowser’s height. The infantrymen can only steer the missiles for as long as they’re in the Fighter, so after they drop out, the homing ability is lost, and the missiles will continue on their current trajectory. This attack is a powerful tool when you’ve got all your infantrymen, as it can serve as both an offensive move and a form of recovery. Unfortunately, it consumes a lot of supplies as a drawback, so be aware of your resources!
[8% per hit]
Supply Cost: 15 Units

Backward Aerial – Battle Copter

A Battle Copter forms around the infantrymen, firing forward. Note that this fires forward despite being a Backward Aerial. The machine gun that it fires forward has similar properties to the infantrymen’s normal machine gun, only it deals flinching knockback, shooting for one second and potentially racking up 8% damage. The Copter takes about a half-second to form, and hovers while in use, keeping the infantrymen at the same position until the move ends. The Copter disappears abruptly after it’s done firing, making for minimal ending lag.

You will only receive a bonus for this attack if you have more than 3 infantrymen, and the bonus is the same whether you have 4 or 5. With a sufficient number of infantrymen, the B-Copter will also fire one air-to-surface missile, in addition to the machine gun fire. This missile travels a little faster than Samus’ normal Missile, at a 45 degree angle downward. If it strikes anyone, it will explode and deal 10% damage with fairly weak knockback.
[Up to 8% or 10%]
Supply Cost: 10 Units

Up Aerial – Parachute
A parachute shoots up from each of the infantrymen’s backpacks, opening up about two Stage Builder blocks’ height above them. As the parachute shoots up and opens, it deals 4% damage and light knockback to anyone it hits, with incredibly high priority. After that point, the parachute remains (though it deals no damage or knockback now), functioning similar to Mr. Game & Watch’s in his Up Special, letting the infantrymen fall more slowly. This can be canceled in three ways.

Tapping down on the control stick will retract the ‘chute, returning the infantrymen to normal falling speed. Using another attack (with the exception of the Neutral Aerial, which will keep the parachute out) will immediately cancel the parachute, in order to perform the other attack. The third method by which the parachute can be canceled makes this move more risky. If the parachute is hit by another player’s attack, it will be destroyed, both canceling the move and putting the poor infantrymen in a Helpless state. For this reason, it’s best to cancel out manually if you see someone targeting your parachute.
[4%]
Supply Cost: None

Down Aerial – Bomber

A Bomber materializes around the infantrymen, then proceeds to drop bombs equal to the number of infantrymen inside. Like the Fighter and the B-Copter, the Bomber materializes in about half a second, and vanishes instantly when its job is finished. It moves forward slightly as it drops the bombs, dropping one every Stage Builder block’s distance, about one bomb every half-second. The bombs travel downward at about the speed a Bob-omb drops if you drop it from the air. On their way down, the bombs deal 3% damage and flinching knockback, but they explode violently as they strike the ground, in a Party Ball-sized explosion that deals 15% damage and great knockback. The hitbox is brief, though, so wary opponents can spot-dodge the blast.

The Bomber maintains its vertical position as it moves forward, making this potentially useful for recovery. The more infantrymen you have, the better this move is, whether for offensive or recovery purposes. The infantrymen are dropped out shortly after the final bomb is dropped, at which point they are immediately controllable again. This is a powerful move, but like the Fighter, consumes a large amount of fuel and ammunition, so it should be used strategically.
[3% or 15%]
Supply Cost: 20 Units



Neutral Special – Tank

Using this attack a first time will cause a Tank to appear, and all your remaining infantrymen to climb in. This takes about half a second. At that point, you are free to drive around in the Tank, firing (via the A button) as you please at your enemies. Your speed and the power of your blasts are determined by the number of infantrymen operating the Tank. In many ways, the Tank is similar to a Landmaster, but it can’t turn around, it fires much more quickly, and it can be hit and damaged.

With all five infantrymen, the Tank’s speed is almost equal to the Landmaster’s. It can roll forward or backward rather quickly. Note that unlike the Landmaster, the Tank does not deal damage by hitting an enemy, although it can push enemies around. With only one infantryman, the Tank moves at about the speed of a conveyer belt in Custom Stages. For every second that you’re moving the Tank around, you will exhaust some fuel.

The blasts that the Tank fires have startup and ending lag similar to Mario’s or Luigi’s Fireball. They shoot directly forward at a good speed, for a distance up to half of Final Destination’s length. If they strike anything, they’ll vanish, dealing 6-10% damage (depending on the number of infantrymen you have) as well as fairly low knockback. Each shot fired costs some ammunition, though, making this a move to be used wisely. When you’re finished in the Tank, simply press the B button again to have the infantrymen clamber out, which takes about a half-second.

Remember, you’re immune to taking damage while in the Tank, but it has its own little stamina amount, and will explode and hurt your infantrymen if it takes enough damage. 30 seconds after abandoning a Tank, you’ll get a fresh one, but if you hop in the Tank again before that, you’ll be sporting the same Tank you were in before, with all the damage it previously took. This does not reset the timer, so if you get in a second Tank 20 seconds after, you still only have to wait 10 seconds until you can hop out and hop into a brand new one! If you run out of supplies while in a Tank, it will simply stop and become unable to drive or shoot.
[6-10%]
Supply Cost (Driving): 1 Unit per second
Supply Cost (Shooting): 5 Units per shot


Side Special – Mech

Swapping their machine guns for bazookas, the infantrymen fire them forward. The weapon switch makes for a fair amount of startup lag, but the fired projectiles travel forward indefinitely, at about the speed of Samus’ Super Missile, exploding on contact with anything. Each explosion deals 5% damage and decent knockback, but you’re likely to connect with a couple if you’re firing with multiple infantrymen. Unfortunately, there’s also a rather large amount of ending lag as the infantrymen switch back to their machine guns.
[5% per hit]
Supply Cost: 5 Units

Up Special – Transport Copter

A Transport Copter appears, as the infantrymen scramble inside. This takes them about a second, during which time they will not continue falling, but are still vulnerable to hits, which will knock them away from the T-Copter. Assuming they make it in safely, you are then free to control the T-Copter for the next three seconds, after which the infantrymen will jump out. The Copter moves at a speed about equal to Pit’s while using the Wings of Icarus, but isn’t quite as strong at turning around. The infantrymen cannot be harmed while in the T-Copter, but are vulnerable as soon as they jump out.

For about half a second as the infantrymen jump from the Copter, you can press the Attack button to deploy their parachutes, which function like it does in their Up Aerial. If you don’t deploy the ‘chute, they’ll enter a helpless state. If you do deploy it, they’ll have better mobility than they will in the helpless state, but will still be unable to use additional attacks until they strike the ground again or are hit.
[0%]
Supply Cost: 5 Units

Down Special – Conquer / Resupply
Pick the location you use this move at carefully, as it will be very integral to your game. This move can only be performed on the ground. Once you’ve selected a piece of ground to conquer, pressing the button will make your infantrymen plant a flagpole in the ground, with a flag corresponding to your player number (P1 = Red, P2 = Blue, etc.) low on it, that they’ll begin to raise up the flagpole. The surrounding area, for about a Stage Builder block’s length in either direction, will then also begin to turn the color of your player number. This animation takes about a second to perform.

Every time you do this, you will conquer that piece of land by an amount equivalent to the number of infantrymen you have. In order to fully conquer a piece of land, you must conquer it for 10 units worth of infantrymen. For example, with all five infantrymen, you will only have to use this move twice to fully conquer the piece of land. On uses after the first one, the infantrymen will raise the flag up higher on the pole until it reaches the top. As long as you are standing within the colored piece of land during subsequent uses, you will continue conquering the same piece of land. Each time this is used it takes the same amount of time, regardless of how many infantrymen you have or how many times you’ve already used it. If you use it outside of the place you were previously conquering, you will start anew in a different spot.

Once a piece of land is fully conquered, it will glow your player number color vibrantly, and a golden star will appear on the flag, which is now at the top of its flagpole (about Mario’s height above the ground). You can still conquer a different piece of land by using this move elsewhere, but you can only have one piece of land conquered at a time, and starting somewhere else will immediately remove your first area. This piece will carry over through multiple stocks. If you use this move while within a fully conquered area, rather than plant a flag or stomp to conquer the land, your infantrymen will do something different. They will use this land of theirs to replenish their supplies.

Resupplying takes as long as conquering, about a second, and will award you 25 units of supplies every time you do it. There is no limit to the number of times you can resupply from any given piece of conquered land. You cannot exceed the maximum 100 units of supply, and using this move when your supplies are full will make your infantrymen go through the motions of resupplying, but will not profit them anything. This is your main method of regaining supplies, and should be used at every possible moment.

If a second Advance Army uses this move in the resupply area of a first army, they will also plant a flag in the same spot. Until they have fully conquered the land, it still belongs to the first army. Once they fully conquer that land, the other army’s flag will burst into flame and disappear, and they’ll have to either reconquer that area or choose somewhere different. With another Army attempting to conquer their area, the first Army will perform a dual act when this move is used in their area. They will simultaneously resupply and move the other Army’s flag down the pole (countering their progress) by the amount of the number of infantrymen they have.

In cases where three or four Armies are involved, things work a little differently. For example, lets say that three players are all using the Advance Army, and that Player 1 has conquered an area, planting a red flag. Player 2 now comes and plants their flag, raising it halfway up the pole. Player 1 is still in control of the land at this point. Now, if Player 3 comes and plants their green flag, they will simply do it alongside Player 2’s and Player 1’s flag. Player 1’s Army, when using their Down Special in the area, will push both flags down the poles and resupply. The other Armies, however, will only pay mind to their own flags, raising them up their respective poles. If either of the invading Armies’ flags reaches the top of the pole (let’s say Player 2 for this example), then both Player 1’s and Player 3’s flags will burst into flame. Player 1 has just lost their resupply area, and Player 3 has made no progress on conquering Player 2’s area.
[0%]
Supply Cost (Conquering): None
Supply Cost (Resupplying): +25 Units




Final Smash – CO Power
When you activate this Final Smash, your infantrymen become invincible for the next 15 seconds. However, before you’re free to use that to your advantage, an option box appears over your infantrymen’s heads. In it, there are three options for a CO Power to activate. An arrow will scroll through the three, changing once every half-second. Press any button on the desired Power, and the box will disappear, leaving you mobile again and free to wreak your havoc. Don’t take too long to choose, though, because the 15-second timer starts as soon when you activate the Final Smash, not when you activate a specific CO Power. If you let all 15 seconds pass without choosing a CO Power… Well, you’re out of luck. The Final Smash ends there.

The three CO Powers are as follows, and their order within the box is randomized.

  • Hyper Repair – Activate this CO Power to automatically recover 50% damage. That means that unless you already have all five, you’ll be guaranteed to gain an infantryman from this Power. Remember, you’re still invincible for 15 seconds, so don’t let that extra man just stand around!
  • Max Force – If you choose to activate this CO Power, you’ll have boosted offensive power to go with your invincibility time. For the remainder of the Final Smash, all damage and knockback that opponents receive from your attacks will be doubled!
  • Double Time – This CO Power, if activated, will cause your infantrymen to pick up the pace for the rest of the Final Smash. In addition to running at double speed, they will also perform all attacks twice as quickly, with half the lag!

[Variable Damage]
Supply Cost: Full Supplies Restored



Grab – Normal
The main infantryman leans forward and grabs with one hand. This has short range, but it executes rather quickly.

Pummel – Prisoner Pound
The infantryman holding the victim proceeds to kick them in the shin (or shin area), dealing 2% damage. This can be repeated at a relatively fast rate.
[2%]

Forward Throw – Beat Down
Every infantrymen aside from the one holding the victim runs up and smacks the victim with their guns one at a time. Each hit deals 2% damage, making for a possible total of 8% damage. This takes roughly two seconds to do with all five infantrymen, and doesn’t deal much damage, but it’s one of the only Throws you can perform without exhausting your precious supplies. At the end of the Throw, the enemy is knocked forward a short distance.
[2% per hit]
Supply Cost: None

Backward Throw – Quick Retreat
The lead infantryman tosses the victim forward casually, dealing only 2% damage and pathetic knockback, as the squadron quickly dodges backward, away from the victim. They actually perform a dodge, helping them to avoid incoming attacks. This Throw’s main purpose is to avoid being punished during a Grab/Throw, as the rest of the Army’s Throws are rather slow.
[2%]
Supply Cost: None

Up Throw – Bazooka Blast
The infantryman holding the victim throws them into the air as the others pull out bazookas. They all fire upward at the same time, creating a massive blast at the spot the poor victim is at (about two Stage Builder blocks’ height above them). This deals pretty good upward knockback and 4% per bazooka, for a maximum of 16% damage dealt. Unfortunately, this Throw is rather slow and costs you some supplies.
[4% per hit]
Supply Cost: 5 Units

Down Throw – Bomber Dodge
The infantryman lets go of the prisoner and all of them dive into the background, covering their heads, as a bomb drops where they were. The victim remains dumbstruck during this, and is hit by the bomb for 15% damage and good diagonal knockback. The infantrymen didn’t know it, but this was a planned strike (guess the tactician knew the infantrymen would know what to do and get out of the way), so it’ll cost your army some fuel and ammunition, but it’s a powerful Throw, albeit a slow one. The infantrymen are vulnerable for a second or so as they recover from the nearby blast.
[15%]
Supply Cost: 15 Units



Up Taunt – Ten-Hut!
The infantrymen stiffen up, saluting briefly before relaxing again.

Side Taunt – March On
The infantrymen straighten up, marching in place for a moment.

Down Taunt – Emergency Rations
The infantrymen drop to the ground, reaching into their packs for some emergency rations that they hastily make use of. For each soldier, there’s a 10% chance of getting a ration of food (which restores 1% damage) and a 15% chance of getting some spare supplies (which restores 1 supply unit). The other 75% of the time, who knows what they pull out, but it’s nothing useful to you.


Up Victory Pose – Five Gun Salute
All five infantrymen point their guns toward the sky, and fire off a round before dropping the weapons and relaxing.

Side Victory Pose – We’re Going Home, Boys
The five infantrymen stand facing the background, as a T-Copter drops from above the screen. They all climb in, and the T-Copter sets off into the background.

Down Victory Pose – Infiltration
We see one infantryman run in sneakily from the right side of the screen, then pause and look back, making a “follow me” gesture before running off the left side, as the other four run after him.

Loss Pose – Surrender
The lead infantryman is seen waving a white flag, while the others all be seen standing in the background with their hands on the backs of their heads, their weapons lying on the ground.



When using the Advance Army, first and foremost in your mind should be the selection and conquering of a good resupply area. You’ll want to start the battle by focusing all your efforts on that spot. Use your F-Tilt and F-Smash to drive opponents away until you can set it up. Although attacks like the D-Air can also seem tempting for clearing yourself some space, you should be careful about using them at this point, as they cost a lot of fuel and you don’t have a very good way to get it back.

Once you’ve set up your resupply area, you can pull out all the stops. Tanks (Neutral Special), Bombers (D-Air), Fighters (F-Air), all of them. Ground-based fighters will find your F-Tilt, F-Smash, and D-Air a pain to deal with, and aerial opponents will cower in fear at your U-Smash and F-Air. If you need a faster long-range projectile, consider your Side Special. If you’re not sure if your opponent is coming at you from the air or the ground, try the B-Air. As long as you’ve got enough infantrymen kicking around, the B-Copter will attack both forward and downward from the air.

When you start to run low on infantrymen, all you can really do is try to do what damage you can before taking the KO. The Side Special still works well, as do a couple of other attacks. You’ll mainly be sticking it out until you get KOed and have your Army restored, though.

When you score a KO, the obvious next step is to resupply. Get to your resupply area as fast as you can and load up. Your army’s all but useless if you have no supplies. Without them, you can’t even make much of a recovery from a good hit! Choose your attacks throughout wisely, as you’ll be needing to resupply at some point, and you don’t want to be wasting Bomber and Fighter strikes if you’re not going to give your enemies a solid hit with them!
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
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O_o that looks like a very interesting set, I'll have to read it when I'm less tired... lol.

& I think that MM9 Megaman should be eligible for voting, & I agree w/ Skyler. [mendez] THAT IS ALL. [/mendez]
 

Akiak

Smash Ace
Joined
Jul 28, 2007
Messages
820
Location
In my secret laboratory.
First off, happy birthday Kibbs!

I initially thought sprite characters were bad for Brawl, but I was wrong. All the moves fit perfectly for Smash. The organization is simple and awesome with the fancy headers and sprites over each move, and the moves are all fun to read. The mechanics are excellent, not complicated at all, so great job!

@Spade - Sorry about me accusing you like that. I'm lucky I didn't make you leave or I would probably leave too in thought that I had a bad personality. But anyway, like you said, we all need to accept other people's personalities, and sorry if I didn't accept yours.
Just like PPL being a spam machine, you being a tad blunt, Warlord giving bad reviews etc.
But it's just how this wonderful community works. We help each other out, we comment on other people's work, help 'em improve. I instead accuse people for nothing and always search for bad stuff in people's personalities. It must be because of my favorite MYMers leaving. Khold and Cruxis were really nice to me (especially Khold) and they left. Then I tried to help Basket, and he got banned. :(
Sorry again, and I'll try to change...

As Kits would say...

GOT IT? GOOD!
 

emergency

Smash Journeyman
Joined
Dec 7, 2008
Messages
251
Location
Junahu's Box
Two points, I must stretch across.

1. At least my goal is still here *tear*

2. Advance Army! I started reading it...the supply mechanic. It was purely amazing. I loved the idea.

All the attacks are very in character. That Final Smash, heh. That was awesome. Happt Birthday, Mr. Kibbles.
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
@The Advance Army: At a quick skim (sorry, but I really have to study!), this moveset looks really good. The mechanics are elaborate, yet relatively practical and don't seem like they'd take a lot of focus away from actually fighting. Everything is explained very well, and the visuals are very nice. Overall, it just looks very authentic and true to character/game while retaining the Smash Bros. feel. I like it!

Happy Birthday, Kibble!
 

Twilight-Emblem

Smash Apprentice
Joined
Nov 28, 2008
Messages
114
Location
Alabama
Happy Birthday Kibble! good kob on the set, it looks good at a glance and I'll have to read the rest later (I'm at school).

I don't think MM9 should be banned, simply because it DOES have all the criteria used from the beginning.

Thanks for the buttons Spade! You went above and beyond the call of duty, since I never actually asked you for X-Naut or Aryll buttons, and the Tom Nook one looks AWESOME! Thanks again!
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
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Vienna
Happy Birthday, Kibs.

@Advance Army:
Golly! This thing is AWESOME!! It's FAR better than Shine & Bright if it is only for its cool supply mechanic.
One of the few movesets I read in one go.
First with 2 little suggestions: You need more flags, imo.
Make the infantrymen set up a flag in the center of the area instead of stomping the ground when using the Down B (they can pull up to fly the flag on a flagpole, the more you are able to do that, the higher the flag is). I know it's probably not like that in the games (only played the very old Famicom Wars), but I think it would make more sense than mere stomping.

Also, make them wave a white flag for the Loss pose, that would fit too for a Surrender.

Okay, now on with the praise... I love how everything is so... so... awesomely well done. The descriptions, the idea, the balance... I think moving stages like Rainbow Cruise or so would be their doom. I already know the counterpick stages for 'em. =P
A question though - is it possible for the enemy player to destroy the supply area, and is it possible for a second Advance Army player to overrule the conquered Resupply area? I think that would probably make an interesting Ditto fight when both players always would try to undo the others' resupply areas. =P
Other than that, I love this set. It's easily one of the best in this very contest, and making your birthday present couldn't be more cool. ^_^
You really did a lot with what you had, making the Advance Army a very interesting fighter, and easily your best moveset so far.

Also, listening to Advance Wars - Days of Ruin's soundtrack while reading this moveset is pretty cool, whoever follows me, DO IT.

________

@Megaman 9:
As much as I love this moveset from Junahu, as it's REALLY good, I agree with the Sandbags' decision of DQing it. Why? Because the game is called Super Smash Bros., not Megaman. =/
He exactly acts like he would act in the Megaman games. And that's it. It's just Megaman ported into Smash Bros.
Now, I acknowledge the work and effort, and I really had many laughs from the Snake Codecs, the Final Smashes and whatnot, knowing that stuff so well, but as said, it's not a usual moveset. It's... Megaman, not Smash. =/
Not to mention how incredibly broken that character is. Not that balance is something keeping me from voting, but honestly, the problem is that Megaman 9 works like a Megaman game. And that just doesn't go well with the Smash Bros.-style of gameplay.

My stance on that matter.
 

Twilight-Emblem

Smash Apprentice
Joined
Nov 28, 2008
Messages
114
Location
Alabama
Yes to the flags and supply base stealing, etc. I agree, mainly because it would add depth to ditto matches. The flags should also change color to match the color of the characters.

I didn't say MM9 was balanced, just that he shouldn't be outright BANNED, but you do have a point, it does seem to play more like Megaman than Smash.

Nobody ever answered me. About how long should a huge potion last if it's a move? It also increases the power of the character using it.
 

Scyphozoa

Smash Cadet
Joined
Feb 11, 2009
Messages
65
Location
Back from the grave.
I'm on the school's computer right now. I just checked in to tell you that my computer's messing up so I can't use my mouse or internet card, so I don't know how long it will take to get it fixed. It will probably take a week, if I'm lucky.

:(
 

dancingfrogman

Smash Ace
Joined
Jan 3, 2008
Messages
862
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United Kingdom, Birmingham
Switch FC
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Happy Birthday Sirkibble!

And Advance Wars was crafted beautifully, and that the mechanics are very true to character, and it's not very hard to understand at all! Seriously, while I'm doing the Battalion Army, I love how your army is SO much different to mine! Mine is more like commanding troops, and trying to use stragedies that of to keep your army safe, but able to attack as well, as the Leader grunt you control is extremly weak without his loyal troops!

My favourite set of yours, Dawgfood :)

And buggers to your Up-special! I had an idea with the transport copter, maybe I can keep it, to make it different to yours!
 

Mardyke

Smash Journeyman
Joined
Sep 8, 2008
Messages
289
Location
Ireland
HOLY JESUS THIS MAN ROCKS said:
Sweet, another Advance Wars set! After reading it it seems like a quality moveset, with the same quirky vibe that the original Advance Wars gives. The Supply cost is true to character, but more importantly encourages a unique playstyle in which the army must pace themselves steadily. Blockade and Resupply sounds lke a very potent combo. Their range is frighteningly good and well used. The presentation is solid with the militaristic headings and coherent supply costs. I also find myself adoring all their animations, such as the victories and down-throw ones.

From first glance, I found some things which could do with some addressing. Then again, I might just not be reading it clearly enough;

- Recovery options. I may be mistaken, but effectively each aerial, save for the unorthodox and very useful neutral aerial, covers space for them without hazard to anything other than supply. Doesn't this give them potentially unfair recovery ability? For one (unless I have misread) they seem to be able to combine the length from their recovery attacks with their actual recovery ability. Not only does this give the room to cover a massive distance, it also hinders any attempts to gimp them. Combine this with their dangerous ground game and I think we have a balance flaw.

- Standard attack. So it deals a whopping 10% across a significant range, but if held down for the second then they must reload. Sounds good, but you also point out that they can circumvent this if the player is quick enough - giving them a powerful, long-range and supply-free attack that is quite basic to use and will ruin anyone's defensive game.

- Too dependent on range, and awkward at close quarters. I'm seeing a lot of great long range options, but little to no close range options beyond their grab. Their jab does not flinch nor knock back their opponent, so it can't be relied upon to get them out of a jam if a quick or sturdy foe is in their face. Their down smash offers great protection (thanks for the equation by the way, I'm doing sequences right now in Math :V ) but not immunity, nor the quick reprieve that is usually sought from down-smashes -- which isn't a bad thing in itself, but when combined on the whole, it only adds to their liability. The tank might be a viable counter to this, but abusing it, as you said, will only hinder you overall - something which an intelligent player will use excessively to their advantage. This weakness is especially problematic in a free-for-all brawl. In a team battle, their ally must work doubly hard to protect them, and when they're on their own they aren't able to fend off enemies - they will be double-teamed, and there's naught they seem to be able to do about it.

Couple all this with their supply mechanic, and you have an impossible mission for the poor, brave troops. They cannot win if their foe is persistent, which results in lousy matchups for a game as intricate as Smash.


But beyond that, I really appreciate this moveset. At ease, Sandbag!

Also, listening to Advance Wars - Days of Ruin's soundtrack while reading this moveset is pretty cool, whoever follows me, DO IT.
At first I had Ed's Will's theme playing the background and thought "wait, this doesn't fit" then I had Jake's Theme in the background and thought "AWESOME!" then I had Days of Ruin/Destroyed World in the background and thought "F*CK YEAH NOW I CAN THINK!".
:V

SkylerOcon said:
So, as most of us know, a very popular moveset in this contest is Junahu's Megaman 9. Though, despite it being extremely well-recieved and commonly said to be the best thing in the contest, it's been disqualified from judging for not being a moveset. Well... why exactly is this so? The way I see it, it's merely the most original moveset ever made -- nothing more. And the sandbags should be going out of their way to make sure it wins because of that, not banning it from the contest!
I made a post discussing an issue a while ago to which Megaman 9 is very much relevant. The two most important things in a moveset are practicality and originality. I do not mean to offend Megaman 9 due to the effort Junahu obviously put into it, but Megaman 9 had neither of these. The moment I heard he was essentially Megaman 100% adapted to Brawl, I lost interest; as an outsider to Megaman, and as a fan of gaming in general, I wanted to read something original on how Megaman would be brought into Brawl. But there is a fine line between 'inspired by' and 'ripped from', and this Megaman fell onto the latter side of this. Hence why I'm inclined to wholeheartedly support the decision to exempt it.

Hey, guys!!!

I'm actually on a computer!!!!! But....It's a library comp. I'll be stopping by hopefully everyday. I'll only be on here for about an hour, maybe 2 at most. So, where's the NEW chat???
STOP SPAMMING PLEASE
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
First of all, thank you, everyone, for the birthday wishes! :bee:

@Advance Army:
Golly! This thing is AWESOME!! It's FAR better than Shine & Bright if it is only for its cool supply mechanic.
One of the few movesets I read in one go.
:bee: :bee: :bee:

First with 2 little suggestions: You need more flags, imo.
Make the infantrymen set up a flag in the center of the area instead of stomping the ground when using the Down B (they can pull up to fly the flag on a flagpole, the more you are able to do that, the higher the flag is). I know it's probably not like that in the games (only played the very old Famicom Wars), but I think it would make more sense than mere stomping.
I like that idea. I was just going off of the Advance Wars animation where the troops jump up and down on a building to push it to the ground and conquer it, but I like the flags concept a lot better. :)

But then after they've planted the flag once, what can I use for the remainder of the conquering animations. . .

Also, make them wave a white flag for the Loss pose, that would fit too for a Surrender.
Hmm. I will debate this one. I like it, but I also like what I already have. :psycho:

Okay, now on with the praise... I love how everything is so... so... awesomely well done. The descriptions, the idea, the balance... I think moving stages like Rainbow Cruise or so would be their doom. I already know the counterpick stages for 'em. =P
Yeah, that thought struck me around the time I finished writing the Down Special. They'd really be pretty hard-pressed on a moving stage. :dizzy:

A question though - is it possible for the enemy player to destroy the supply area, and is it possible for a second Advance Army player to overrule the conquered Resupply area? I think that would probably make an interesting Ditto fight when both players always would try to undo the others' resupply areas. =P
Y'know, I had just figured on a second army being able to set up theirs in the same spot, but I like the overruling idea better. I'll change that! :bee:

Other than that, I love this set. It's easily one of the best in this very contest, and making your birthday present couldn't be more cool. ^_^
You really did a lot with what you had, making the Advance Army a very interesting fighter, and easily your best moveset so far.
I'm very glad you liked it, Spade! :bee:

Also, listening to Advance Wars - Days of Ruin's soundtrack while reading this moveset is pretty cool, whoever follows me, DO IT.
I'm SirKibble, and I approve this message.

Yes to the flags and supply base stealing, etc. I agree, mainly because it would add depth to ditto matches. The flags should also change color to match the color of the characters.
Of course! It would be much too confusing if all the flags were the same color!

And Advance Wars was crafted beautifully, and that the mechanics are very true to character, and it's not very hard to understand at all! Seriously, while I'm doing the Battalion Army, I love how your army is SO much different to mine! Mine is more like commanding troops, and trying to use stragedies that of to keep your army safe, but able to attack as well, as the Leader grunt you control is extremly weak without his loyal troops!

My favourite set of yours, Dawgfood :)

And buggers to your Up-special! I had an idea with the transport copter, maybe I can keep it, to make it different to yours!
YAY! :bee:

Sorry about the Up Special thing. :p

Sweet, another Advance Wars set! After reading it it seems like a quality moveset, with the same quirky vibe that the original Advance Wars gives. The Supply cost is true to character, but more importantly encourages a unique playstyle in which the army must pace themselves steadily. Their range is frighteningly good and well used. The presentation is solid with the militaristic headings and coherent supply costs. I also find myself adoring all their animations, such as the victories and down-throw ones.
Glad you enjoyed it! All my AW experience is with the first two games, so. . .yeah! :bee:

From first glance, I found some things which could do with some addressing. Then again, I might just not be reading it clearly enough;
All right. I'm ready. :chuckle:

- Recovery options. I may be mistaken, but effectively each aerial, save for the unorthodox and very useful neutral aerial, covers space for them without hazard to anything other than supply. Doesn't this give them potentially unfair recovery ability? For one (unless I have misread) they seem to be able to combine the length from their recovery attacks with their actual recovery ability. Not only does this give the room to cover a massive distance, it also hinders any attempts to gimp them. Combine this with their dangerous ground game and I think we have a balance flaw.
They've got some real extremes as far as balance goes. You're right; they do have excellent recovery options, as they have multiple Aerials they can use and follow with their Up Special. On the other hand. . . Well, I'll address that in a second. ;)

- Standard attack. So it deals a whopping 10% across a significant range, but if held down for the second then they must reload. Sounds good, but you also point out that they can circumvent this if the player is quick enough - giving them a powerful, long-range and supply-free attack that is quite basic to use and will ruin anyone's defensive game.
Maybe I wasn't totally clear, first of all, that the attack deals constant damage, so only if you hold for the full second would you reach 10% damage (at which point you would reload). Due to hitting like that, it's also an easy attack to shield, since it's not one powerful blow but a series of weak hits. Still, I see where you're coming from. I thought about making it cost some supplies, but I wanted to stay true to game, and the machine guns in Advance Wars magically don't cost any, unless I'm remembering totally wrong! :laugh:

- Too dependent on range, and awkward to maneuver. I'm seeing a lot of great long range options, but little to no close range options beyond their grab. Their jab does not flinch nor knock back their opponent, so it can't be relied upon to get them out of a jam if a quick or sturdy foe is in their face. Their down smash offers great protection (thanks for the equation by the way, I'm doing sequences right now in Math :V ) but not immunity, nor the quick reprieve that is usually sought from down-smashes -- which isn't a bad thing in itself, but when combined on the whole, it only adds to their liability. The tank might be a viable counter to this, but abusing it, as you said, will only hinder you overall - something which an intelligent player will use excessively to their advantage. This weakness is especially problematic in a free-for-all brawl. In a team battle, their ally must work doubly hard to protect them, and when they're on their own they aren't able to fend off enemies - they will be double-teamed, and there's naught they seem to be able to do about it.

Couple all this with their supply mechanic, and you have an impossible mission for the poor, brave troops. They cannot win if their foe is persistent, which results in lousy matchups for a game as intricate as Smash.
This is meant to be their biggest downfall. Like you said, they're a powerful character with a potentially insane recovery. The supply mechanic and their need to maintain distance is their biggest weakness, one that players have to overcome. Opponents who come in close will probably have to be dealt with via Grabbing. That or a short-hop into an Aerial. They're meant to be a tricky character. Maybe I overdid it, though. :dizzy:

But beyond that, I really appreciate this moveset. At ease, Sandbag!
:bee:
 

Red Arremer

Smash Legend
Joined
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Messages
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I like that idea. I was just going off of the Advance Wars animation where the troops jump up and down on a building to push it to the ground and conquer it, but I like the flags concept a lot better. :)

But then after they've planted the flag once, what can I use for the remainder of the conquering animations. . .
Maybe make them a victory pose where they conquer the victory area? ^^

Hmm. I will debate this one. I like it, but I also like what I already have. :psycho:
One can wave the flag, doesn't need to be everyone of them.

Glad I was able to help you with your moveset. ^^
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Maybe make them a victory pose where they conquer the victory area? ^^
That'd be cool, but I mean I had them stomping every time they were conquering an area. What would they do now after they've planted the flag the first time, since that doesn't mean it's fully conquered. Should they stomp on the ground after they've planted the flag?

One can wave the flag, doesn't need to be everyone of them.

Glad I was able to help you with your moveset. ^^
Perfect! :bee:


Also, I added a few music selections (and decided I need to get and play Advance Wars: Dual Strike) for those of you who haven't been through the moveset yet.
 

Red Arremer

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That'd be cool, but I mean I had them stomping every time they were conquering an area. What would they do now after they've planted the flag the first time, since that doesn't mean it's fully conquered. Should they stomp on the ground after they've planted the flag?

Ohhhh!! Noooo. You misunderstood me. What I meant was, they set up a pole and pull up the flag. When they stop, the flag hangs, like, halfway on the pole, and is on the top when finished. When they set up a new area, the old flag just falls over or something.
 

SirKibble

Smash Champion
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Messages
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Ohhhh!! Noooo. You misunderstood me. What I meant was, they set up a pole and pull up the flag. When they stop, the flag hangs, like, halfway on the pole, and is on the top when finished. When they set up a new area, the old flag just falls over or something.
AH! I see! Excellent! *Goes to change (again)*
 

Jimnymebob

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Messages
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Jimnymebob
Happy Birthday Kibble :bee:

I have just read through Advance Army, and I have to say that I think it is one of, if not your best moveset in the contest.

I really like the unit mechanic, and the fact that all the soldiers can get hit helps balance this moveset significantly. I like the use of vehicles as attacks, and the fact that they can be destroyed, and you are punished for spamming them, because if you are in it and it is destroyed, you will suffer heavy damage. Finally, the fact that they get taken out one by one, until only one lone soldier further adds to the balance, and adds a strange level of desperation to the poor soldiers situation, and it reflects the fact that war doesn't come without it's losses.

My favourite move in this moveset is the Down Smash (Blockade), because it is unique; I would have expected it to be a special, but it works so well as a smash attack.

The layout is very good, and the little pictures at the side of some attacks just add charm to the moveset.

Well done Kibble, this is a brilliant moveset :bee:


Quick question- you mention something called "Coin Battle", what is that? :p

@Spadefox= I was listening to the final Bison theme from Street Fighter Alpha 3 whilst reading it XD.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
I have just read through Advance Army, and I have to say that I think it is one of, if not your best moveset in the contest.

I really like the unit mechanic, and the fact that all the soldiers can get hit helps balance this moveset significantly. I like the use of vehicles as attacks, and the fact that they can be destroyed, and you are punished for spamming them, because if you are in it and it is destroyed, you will suffer heavy damage. Finally, the fact that they get taken out one by one, until only one lone soldier further adds to the balance, and adds a strange level of desperation to the poor soldiers situation, and it reflects the fact that war doesn't come without it's losses.

My favourite move in this moveset is the Down Smash (Blockade), because it is unique; I would have expected it to be a special, but it works so well as a smash attack.

The layout is very good, and the little pictures at the side of some attacks just add charm to the moveset.

Well done Kibble, this is a brilliant moveset :bee:
Thank you very much! I'm glad you liked it! :bee:

Quick question- you mention something called "Coin Battle", what is that? :p
¯\(°_o)/¯ I dunno, lol.

:p
 

dancingfrogman

Smash Ace
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Messages
862
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Ummm, I really like that Capturing the building with a flag idea in dittos, although this is how soldiers capture a base in Battalion Wars, and man there is a few ideas that you already have!

But meh, unless Sirkibble allows me to nick a few ideas (Battalion Wars was called Advance Wars: Underfire is early development!), I'll have to think of other moves!

And I think you done the balance okay, potentially a very dangerous character in the right hands!

EDIT: The capturing idea wouldn't work for my set, so excuse me saying anything about using the idea in my set!
 

Akiak

Smash Ace
Joined
Jul 28, 2007
Messages
820
Location
In my secret laboratory.
I was listening to Mario Galaxy music while reading it. :laugh:

I would like to ask all those people that include sprites in their movesets. Do you have to make a PNG and upload it via Imageshack for each, or is there a faster way?

Second, I need a program for making easy frame by frame sprite animations. Any ideas?
 

MasterWarlord

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Aug 24, 2008
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Not wasting countless hours on a 10 man community
This is also one of the few movesets that I just went out there and read as soon as it was posted with no plan of reviewing it. Extremely rare. The last moveset I remember doing that for was Kawasaki. . .

IT MUST BE A SIGN!

This moveset is that insanely good. I love it to pieces.

At first I was worried about balance what with their insane quick dsmash and their sheer power, range, their invulneability in the vehicles and their unholy recovery, but the supply mechanic manages to balance out the otherwise blatantly broken character pretty well.

The final smash I thought for sure was going to be giving them max supply. That would be more fun to mess with than the one you have now, but the current one seems more fitting to the game. Whatever floats your boat.

I'd like more detail on the down special though seeing how critical it is to their game. Can they not gain supplies until the flag is completely raised? How long does it take to completely raise it? For the ditto match, when an enemy army is trying to take the original Army's plot of land, can the army owning it press down B on the square to weaken the enemy army's attempt to take it or something?

But yeah. The main thing I wanna know is how long it takes to conquer the land.

In any case, it's an amazing set. Easily one of my favorites.

*Super votes*

Happy Birthday, Kibble!
 

emergency

Smash Journeyman
Joined
Dec 7, 2008
Messages
251
Location
Junahu's Box
February 25th. Emergency's gift requested by Kibble.

"Be superior on the day of my birth.."

(I'll get you for this Kibble, but it's your birthday so I'll bear the pain of many suffering lifetimes.)

Once again. Happy Birthday, Mr. Kibbles.
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
Happy birthday!

And that set really is amazing. It's mechanic is awesome. I hope you don't mind me taking away Gemini Man's super vote and giving it to this. :p

Because it really is amazing.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Ah, Kibble! I *almost* forgot about your birthday being today and your secret moveset plan. Have a good one. :bee:

As for the moveset, I'm heading back to read it right now. All these ravings have me excited.

As for MM9... when it first came out, I was completely against banning it, simply because I loved it so much. It's pretty much my favourite thing in all MYM and got me into Mega Man games in the first place. But it really does push a bit too much against the boundaries. I still love it, but looking at it impartially... aside from the obvious points about not being like a real Smash character and being a more-or-less exact implementation from another game...

...It's TOO good. How can any regular moveset, limited to the same, tired old fairs and dsmashes and spot-dodges, how can any of that which we've all seen so many times compete against something so radically different?

So I'd have to stick with our earlier decision. MM9:MM should still get some sort of honorable mention, but eligible for voting, no.
 

dancingfrogman

Smash Ace
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Well, I was just thinking of an "different set" category for movesets with not-Smash-like fighters, but I can't think of any other movesets like MM9!

Heh, I knew Sirkibble was doing Advance Army for sometime now, wasn't it planned to be for MYM5? Anyway, the set made me realise how much I liked Advance Wars! *Super votes*

And yes, I hope I can implement Battalion Army as good as Kibble did with his army, even though they're nothing a like!

I love how the army sets get revolved so much with Tactics and smartness! I hope I Do BA some great justice!
 

BKupa666

Barnacled Boss
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Toxic Tower
Happy Birthday Dawgfood!

And that is one excellent Advance Army moveset. I love their playstyle.

*goes to IGN to post in complaint thread: Sakurai is such an idiot [for not making them a new series character]*

Hey, since it's the new thing now, can someone make me two character stickers for MYM5? I need one for Arthur, and a new one, Scar & Hyenas (a combination character). If anyone can make these, I would be quite happy.
 

Mardyke

Smash Journeyman
Joined
Sep 8, 2008
Messages
289
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Ireland
Sorry about the Up Special thing. :p
[ADVERTISEMENT=5]I knew people would go for the Transport Copter first thing for the recovery in the case of an Advance Wars character, hence why I did the smart thing of taking the Battle Copter for Ed. :V[/advertisement]



Glad you enjoyed it! All my AW experience is with the first two games, so. . .yeah! :bee:
Y-you mean you don't have the rest?? UNACCEPTABLE!!

EVERYONE, GO TO YOUR LOCAL GAME STORE AND BUY ADVANCE WARS: DAYS OF RUIN RIGHT NOW.

Seriously. I kid you not when I say it is the finest Turn-Based strategy game you will play. It is an almost perfect assessment of the formula, with perfectly balanced units and gameplay. The CO Zone system is radically different from the original and encourages much more strategic, decisive action. The story has a surprisingly horrible narrative deep plot and theme evaluating humanity and morality, with many worthwhile, relevant and interesting characters. Couple all this with the competitive, rich online play through Nintendo WiFi, and you have an intense game with endless replay value. Screw Total War, screw Warhammer/Warcraft, screw Starcraft, screw Fire Emblem, screw Civilisations, THIS is the baby you ought to be playing.



Maybe I wasn't totally clear, first of all, that the attack deals constant damage, so only if you hold for the full second would you reach 10% damage (at which point you would reload). Due to hitting like that, it's also an easy attack to shield, since it's not one powerful blow but a series of weak hits. Still, I see where you're coming from. I thought about making it cost some supplies, but I wanted to stay true to game, and the machine guns in Advance Wars magically don't cost any, unless I'm remembering totally wrong! :laugh:
Since you're speaking to MYM's Advance Wars buff, then yes, machine gun fire was supply-free. And yeah, I understand the move a lot better now.


This is meant to be their biggest downfall. Like you said, they're a powerful character with a potentially insane recovery. The supply mechanic and their need to maintain distance is their biggest weakness, one that players have to overcome. Opponents who come in close will probably have to be dealt with via Grabbing. That or a short-hop into an Aerial. They're meant to be a tricky character. Maybe I overdid it, though. :dizzy:
I'm of the belief that you did. Let's say that the enemy came in and knocked them off at a high percentage. They recover, great. Enemy gets them again. THEY MUST RECOVER!! Great; they get knocked off the moment they land without resistance. THEY MUST RECOVER!!...but they're out of supplies. Hodang.

Just the one decent quick/instant attack should do it, though. [ADVERTISEMENT=7]I had the same problem and a similar weakness with Micaiah, whose lag and lack of close-range ability is her main weakness. Though she does have close-range attacks and defensive measures, they're both few and inferior to most other characters. The intent is that they're horrible options (save for the throws), but they're still options.[/advertisement] The difficulty the squad faces is that they don't have an option beyond grabbing, and as thus, being their sole retort, is predictable. Predictability being the greatest weakness one can have in Brawl.

That's what I'm getting, anyway.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
This is also one of the few movesets that I just went out there and read as soon as it was posted with no plan of reviewing it. Extremely rare. The last moveset I remember doing that for was Kawasaki. . .

IT MUST BE A SIGN!
:bee: :bee: :bee:

This moveset is that insanely good. I love it to pieces.
:bee:

At first I was worried about balance what with their insane quick dsmash and their sheer power, range, their invulneability in the vehicles and their unholy recovery, but the supply mechanic manages to balance out the otherwise blatantly broken character pretty well.
Whew! That's a bullet dodged!

The final smash I thought for sure was going to be giving them max supply. That would be more fun to mess with than the one you have now, but the current one seems more fitting to the game. Whatever floats your boat.
I prefer this, just because it's about as true-to-game as you could get.

I'd like more detail on the down special though seeing how critical it is to their game. Can they not gain supplies until the flag is completely raised? How long does it take to completely raise it? For the ditto match, when an enemy army is trying to take the original Army's plot of land, can the army owning it press down B on the square to weaken the enemy army's attempt to take it or something?

But yeah. The main thing I wanna know is how long it takes to conquer the land.
Well, each occurence of conquering takes one second (or did I forget to say that), so with all five infantrymen, you could potentially conquer a spot in two seconds.

And I'll have to think of stuff for that point about the ditto matches. . .

In any case, it's an amazing set. Easily one of my favorites.

*Super votes*

Happy Birthday, Kibble!
:bee:

February 25th. Emergency's gift requested by Kibble.

"Be superior on the day of my birth.."

(I'll get you for this Kibble, but it's your birthday so I'll bear the pain of many suffering lifetimes.)

Once again. Happy Birthday, Mr. Kibbles.
Yes!! Superiority Day for Emergency!!

Happy birthday!

And that set really is amazing. It's mechanic is awesome. I hope you don't mind me taking away Gemini Man's super vote and giving it to this. :p

Because it really is amazing.
Lol, you wouldn't be the first person to drop one of my others for this. :laugh:

Heh, I knew Sirkibble was doing Advance Army for sometime now, wasn't it planned to be for MYM5? Anyway, the set made me realise how much I liked Advance Wars! *Super votes*

And yes, I hope I can implement Battalion Army as good as Kibble did with his army, even though they're nothing a like!

I love how the army sets get revolved so much with Tactics and smartness! I hope I Do BA some great justice!
I don't think I announced which MYM I'd do them in, but I was planning on 5. The moveset just fell together, though, so I figured I'd release it! :)

And that is one excellent Advance Army moveset. I love their playstyle.

*goes to IGN to post in complaint thread: Sakurai is such an idiot [for not making them a new series character]*
:bee:

So generous giving us an awesome moveset on your birthday... I wonder who you could have gotten that idea from. >_> <_<

=D
Hehe. . . Yes, thank you for the concept. :p


@Mardyke: Hmm. . . I'll think about all that.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Advance Army is amazing. No two ways about it. Creativity is oozing. It's fun to read. The organization is better than ever, with bigger attack headers and fancy GIMP'd headers, and all!

And the character(s) is just so ridiculously unique, completely unlike anything else, and yet still a perfect implementation of these awkward dudes into Brawl... the playstyle is just so dang cool, I'm stunned. Range aplenty, but the Army never feels awkward, not once.

The Supply mechanic is fantastic, as are the vehicles they constantly pull out. I personally prefer the air About Face to just about every other attack I've ever seen. Okay, not really, but it's pretty crazy.

I'm just afraid they may lean towards the good side. Resupplying doesn't seem to take THAT much time, while your incredible roster of projectiles should give you those precious moments you need to do it. I realize they're pretty vulnerable when it gets to short range, but hey, short-hopped Down Airs are pretty cool.

...In fact, scratch all that. I don't even care. Just imagining the Advance Army in the game is making me feel all gooey inside. :bee:
 
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