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Make Your Move 5

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Wizzerd

Smash Ace
Joined
Feb 24, 2009
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929

THE GOOS

THE MILLIONS OF GOOS LIVING IN THE BEAUTIFUL WORLD OF GOO DON'T KNOW THAT THEY HAVE JOINED THE BRAWL!

In World of Goo, you take the role of a multitude of goos. You use these goos to build structures to reach pipes that suck away the goos to the next level. You can use different types of goo in your structures to reach the pipe, like goos that are flammable or goos that can be detached and reattached at will.

THE TWIST
The goos seem to be a very weak character with no redeeming characteristics when you first try them. But in fact, they are not. As you play as the goos, you will gain more goos to attach to your structure with your neutral B. These goos will make your attacks more powerful or faster.

You start out as a triangular structure of goo. From this, you can attach five goos in triangular ways before they form a hexagon that cannot be expanded.

Note that your attached goos do not "carry over". Once you lose a stock, you also lose all attached goos. However, any "loose" goos- those that are unattached- will remain on your structure. Deciding if you want to attach your goos is the apex of strategy for the goos! Should you save one, or attach them before you die? It's all up to you!

TYPES OF GOO
There is not but one type of goo to be obtained in your gooey quest. Special goos can be earned that have special properties. Learn to use these properties to become a true master of goo.

]

BLACK GOO​
You earn a black goo every twenty seconds. Black goo are the base type of goo. You should gain many to attach to your structure. Black goos will make some attacks more powerful, in either damage and knockback. These will also make the character heavier and less floaty when attached.


GREEN GOO​
You earn a green goo every forty seconds, replacing the black goo. Green goos do more damage and knockback, they have better range and speed on attacks than green goos.


FIRE GOO​
Earn a fire goo every time you make a KO. Fire goos do better damage and knockback than other goos. They also have fire properties. These are the best kind of goo.

STATISTICS
Attacking~ 3-8/10~ Power will fluctuate with what goo is used.
Defending~ 6/10~ Dodges cover good distances, but are fairly slow.
KOing~ 3-8/10~ Again, it fluctuates!
Speed~ 8/10~ Rolling around like a wheel is rather speedy...
Traction~ 1/10~ ...but the inherant gooiness will make goos slick to the touch and slippery. Try to approach from the air. This makes them good at flying Upwards Smashes, however.
Attack Speed~ 7-10/10~ Pretty quick to begin with, and green goo makes them even speedier.
Fall Speed~ 3-7/10~ In World of Goo, you had to account for gravity in your structures. The same is true here. More goos equals more fall speed.
Priority~ 7-10/10~ Even the black goos have good priority, and green and fire goos are ridiculous.
Size~ 3-6/10~ They get taller as more goos are added. But don't worry- the goos have a very low crouch and crawl.
Weight~ 3-7/10~ The more goos, the more weight.

ANIMATIONS AND SUCH
Symbol~ A glass tube with pipes on top and bottom.
Wiimote Noise~ A series of high-piched laughs and squeaks.
Entrance~ A back pipe descends onto the stage, as three goos fall out and form a triangle.
Cheer~ A large crowd of small children and a few parent voices yell "GOO-OO-OO!"
Idle Stance~ The goos stand, bobbing back and forth. Occasionally one makes a mooing noise that makes all of the other goos laugh.
Walk~ The goos roll forward at a steady pace.
Dash~ The goos start rolling at a high speed. Look closely to see the goos dizzy eyes.
Crouch~ The goos flatten their structure to the floor, so that the look like a stack of goo-balls. Lowest crouch in the game.
Crawl~ The goos start rotating forward, still flattened. About the speed of Zero Suit Samus.
Rolldodge~ The goos bounce to the side, as cute sound effects ensue. Good distance, but is a bit laggy.
Spotdodge~ The goos lean over into the foreground.
Airdodge~ The goos do a cartwheel in midair.
Dizzy~ The goos bob back and forth, their eyes spinning.
Sleep~ The goos stop moving, and they emit small Z's as they fall asleep.

COSTUMES

Normal, with normal colors for the goos.
A red color scheme.
A blue color scheme.
yellow color scheme.
A green color scheme.
A black-and white color scheme.

SPECIAL MOVES
Neutral Special~ Goo Attach~ This is the move you can use to attach goos to your structure. Use it and you will attach a goo fairly quickly, at the speed of Pokemon Change. If you have multiple goos, then you can hold down your special move button until a cursor fixes on the goo you want to attach. This move is the heart and soul of the goos. Also, you get some frames of Super Armor when attaching the goo. This is fairly useless because you need a goo for it, but it's nice to know about.

Sideways Special~Tower of Goo~ If you haven't attached any goos yet, this does nothing. Nothing at all. Well, the goos bounce around in something of a fourth taunt (and what's wrong with taunting?) but it becomes useful once you've attached goos.

If you have goos attached, then they all bounce off the structure and start building upwards, one on top of the other, in a long tower- more of a tendril- of goo. This is the charge for the move. It takes about a half second of charging for each goo to build. Once you release the charge, for as long as you charged, you are free to swing around your tower. The tower will do damage and knockback based on what kind of goo connects. It is obviously bigger based on how long you've charged, from a minimum of the length of Kirby to a maximum of half the length of Final Destination. Additionally, the very tip of the tower has a sweetspot that can KO reliably and has better priority. Additionally, it can act as a tether recovery, which can be useful since the Upwards Special of the goos does not induce helplessness. Black goo do 5% damage, and 12% at the sweetspot. Green goos do 7% damage and 14% at the sweetspot. Fire goos do 9% and 18% at the sweetspot, and have fire properties.

Upwards Special~ Balloon Goo~ Three pink and puffy goos are attached to each corner of the structure. The structure of goo now floats upwards with the goos in tow. Since more balloon goos are attached if there are more goos attached on the structure, the recovery is more powerful with more goos! No way! Anyway, you can direct the floating goos similar to Snake's Cypher, but with more horizontal control. It will go for a minimum of the height of Ness's PK Thunder 2 and a maximum of the height of Spring Jump. Some great vertical recovery, but you'll need to use Tower of Goo for horizontal recovery. It does not induce helplessness.

Downwards Special~ Whistle~ A small whistle appears over the structure of goo, about a Bowser above. For two seconds, the whistle will start humming a little tune. You can use the control stick to rotate the whistle around the goos. As the whistle plays, any attached goos will jump out to the whistle as projectiles until the tune ends, doing multiple hits rapidly. This has poor range for a projectile and does no knockback, and you obviously can't go all Paulenta's Arrow with it. But it acts as a great damage dealer, as the hits are hard to DI out of, and it can edgeguard fairly well. But be careful, as this move has some startup ending lag, and it leaves your opponent close to you for punishing... so handle with care. This does up to 7 hits, 2% per black goo, 4% per green goo, 7% and fire properties per fire goo.

BASIC ATTACKS

Jab~ Roll~ For each input of the attack button, the goos will roll forward one space. The goo that will do damage is whichever one that has just touched the ground. This can be repeated infinitely to make the goos keep rolling forward. This is a nice damage builder, because the constant stream of damage can be hard to escape. Each black goo does 3%, each green goo does 5% and each fire goo does 9% with fire properties.

Dash Attack~ Fisty the Frog~

A frog by the name of Fisty from World of Goo jumps down from from the top of the screen. It then sticks out its long tongue and swallows the goos. The goos are then spit out over half the length of Final Destination, turning the goos into a living projectile. If any foe is unlucky enough to be hit by the goos, they take some big damage and knockback. But you can't spam this, because as Fisty jumps down, swallows and spits out, it takes a full second of startup lag! This does 11%, 13%, 15%, 17%, 19% or 23% based on how many goos are attached.

TILT ATTACKS

Forwards Tilt~ Vines of Goo~ If no goos are attached, the goos just do a puny hop forward that does 4% and no knockback to speak of. If any goos are attached, then they detach one connection and wiggle themselves, vinelike, ahead for a second, doing multiple hits. Each black goo does 3 hits of 2%, each green goo 4 hits of 3% and each fire goo 5 hits of 5%. You probably won't connect with every hit, as it's easy to DI out of. It still is a wonderful damage dealer, however.

Upwards Tilt~ Excited Hop of Goo~ The goos are excited! They jump up three times, spinning clockwise a bit each time. The first hop goes the distance of one Ice Climber's small boost from Belay, the second the height of an average short hop and the third the height of an uncharged Rocketbarrel Boost. The damage depends on which goo is at the tip of the structure. In the first hop, a black goo does 3%, a green goo 4% and a fire goo 6% with fire properties. In the second hop, a black goo does 4%, a green goo 5% and a fire goo 7% with fire properties. In the third hop, a black goo does 6% for a total of 13%, a green goo does 7% for a total of 16% and a fire goo does 10% with fire properties for a total of 23%.

Much like Link's Upwards Smash, the first two hits draw the foe towards the goos and the final one knocks them away. However, the final hit won't KO until more then 200%. No, it's yet another damage-dealing move. The foe needs to be rather close to be caught by the limited hitbox, but it does great damage, so keep this move in mind.

Downwards Tilt~ Bounces of Goo~ If you don't have any "loose" goos- those that have not yet been attached- like in the Forward Tilt, the goos just bounce forward a bit for 4% and no knockback uselessly. But if you do have loose goos, they bounce out of the structure at the ground about a Kirby ahead and bounce back. Loose black goos do 6%, loose green goos do 8%, and loose fire goos do 14% with fire properties. This has great range and damage, and it will out-prioritize many attacks. The goos also act as an effective spacing technique. But you can only use it if you have loose goos, so spammy-spam-spam if you're saving them. Also, beware- too close to a ledge, and your goos are lost... so be careful.

SMASH ATTACKS

Forwards Smash~ Lunges of Goo~ The goos bounce forward the length of half a Battlefield platform, bounce back a length of Squirtle, and bounce forward the full length of a Battlefield platform. The animation takes a full second to complete. If at any point a foe is hit by any of the lunges, they take damage based on how many goos are attached. It will do 9% to 15%, 10% to 16%, 11% to 17%, 12% to 18%, 13% to 19% or 15% to 23% based on how many goos are attached- the more, the more damage. The knockback is upwards, slightly angled to the direction that whichever jump that connected was travelling. This also does more knockback if more goos are attached. This is an excellent KO move and one that you should rely upon.

Upwards Smash~ Technologicality of Goo~ In World of Goo, you eventually were sucked into the Information Superhighway, where instead of building structures, you launched goos toward a pipe. The same happens here. As you charge, a green arrow appears over the goos. You can tilt the control stick to rotate the arrow. Once you finish charging, all attached goos will detach and launch themselves toward the apex of the arrow. Black goos will do 3% to 5%, green goos will do 5% to 8% and fire goos will do 7% to 11% with fire properties. This does some knockback, but not enough to KO; it can rack up damage, but the goos have better uses for that. This is mainly a move to get some space to start up some moves.

Downwards Smash~ Obsessive Compulsive Distinction~ In World of Goo, if you completed a level well by meeting the "Obsessive Compulsive Distinction" requirements, a small white flag would appear at the selection for the level. Here, you can charge up as the goos hold a white flag. You can charge for up to five seconds. Once you release the charge, a small white flag is planted beneath the goos. It wil stay there for three times as long as the charge- for example, if you have a four-second charge, the flag stays for twelve seconds. In a radius the size of Bowser around the flag, the goos will gain more goos at 150% speed! You can't get a bigger effect in overlapping areas. You should plant some flags whenever you can, as they greatly assist brawling as the goos.

AERIAL ATTACKS

Neutral Aerial~Inferno of Goo~ In World of Goo, fire goos would ignite on contact with flames. If you have no fire goos attached to your structure, then five sparks that each do 7% burst out from the goos. A nice aerial by any means. But if you have any fire goos on your structure... the entire structure bursts into flames! The flames will surround the goos for three seconds, and will do up to 30% damage in rapid, multiple hits. Then the structure explodes with the radius of a Bowser, doing 12% and great knockback to anyone hit by it. But there is a price- you take 10% from using this move, and you lose any attached goos. While dramatically powerful, this move should be played cautiously.

Forwards Aerial~ Launching of Goo~ The goos, after a bit of startup lag, launch themselves forward about one Battlefield platform, doing damage based on which goo is in front. If that is a black goo, the attack does 7%. If that is a green goo, the attack does 11%. If that is a fire goo, the attack does 16% and big knockback. This move is slightly laggy and isn't useful for conventional aerial fighting. This is a good move for edgeguarding.

Backwards Aerial~ Kick of Goo~ Akin to the backwards aerials of Donkey Kong, Mario, Kirby... hell, every character in the game... the goo furthest in back kicks, doing damage based on which goo kicks. If it's a black goo, the attack does 9%. If it's a green goo, the attack does 13%. If it's a fire goo, the attack does 19% and big knockback. This, like so many other backwards aerials, is a wonderfully versatile move. It can damage, edgeguard, combo... even KO at a high percentage!

Upwards Aerial~ Road Block Smash~ A road block from World of Goo appears over the goos. After a bit of lag, the block is disintegrated into dust. If anyone is where the block is smashed, they take straight upwards knockback and 14% damage. While laggy, this can star KO, and does so very nicely. It's one of the goos' few KO moves, so keep it fresh.

Downwards Aerial~ Loose Bounce~ For this attack, like the Forwards Special and Downwards Tilt, you need loose goos, or the goos bounce forward angrily and do 4% damage. If you have loose goos, they suddenly will be bounced downwards. Black goos will do 5%, green goos 7% and fire goos 14% with fire properties and great knockback. A nice damage-dealing move. Be careful not to use it over a pit, or you lose the goos.

GRABS AND THROWS

Grab~ Smush of Goo~ The goos suddenly compress, capturing foes inside of a sticky prison. This is odd for a grab. The range is inside of the goos. That means you have a hitbox similar to Jigglypuff's Rest. Slightly wonky and hard to use, but the powerful throws make up for it.

Pummel~ Squeeze of Goo~ The goos just squeeze up a bit, doing 2% damage. Fairly quick, and very useful.

Forwards Throw~ Roll of Goo~ The goos roll forward about a Battlefield platform, then launch the unlucky grabbed throw straight forward. Damage depends on how many goos are attached. It will do, based on that, 3%, 5%, 7%, 9%, 11% or 15%.

Backwards Throw~ Misty the Frog~

A frog jumps down from the top of the screen- but it isn't Fisty. This time it's Misty, the skeleton frog. Misty swallows the foe and spits them out backwards for 12% and big knockback. A wonderful KO move.

Upwards Throw~Headbutt of Goo~ A rather simple throw. The goos headbutt the foe upwards, doing damage based on the top goo- 7% for black, 9% for green and 15% with fire properties for red. KOs decently.

Downwards Throw~ Impale Sticky~ The goos stick a small yellow goo on the target. The goo then bursts into spikes, sticking the foe to the floor for a second. Once they are stuck, they cannot take knockback, but they can take damage, so exploit the goos' excellent damage-racking ability. A damage-dealing throw, obviously.

SITUATIONAL ATTACKS

Rising Attack (Back)~ Sides Kick~ As the name suggests, the goos hop up and stretch their sides in a kicking motion. The damage depends on which goos are on the sides. It will do 5% with black goo, 7% with green goo and 14% with fire goo. Useful for clearing some space after you're knocked over.

Rising Attack (Belly)~ Bursting Goos~ The goos burst all of their connections and fly out to the sides. This has no startup lag, but quite a bit of ending lag. Good range, too. As the goos fly out, black goo does 5%, green goo does 7% and fire goo does 14%.

Get-Up Attack (Under 100%)~ Swing The goos grab ledges with a little appendage of goo. They swing around the edge, slamming down on whoever is there, with invincibility frames, of course. Damage depends on which goo connects- 5% for black goo, 7% for green goo and 14% for fire goo.

Get-Up Attack (Over 100%)~ Scramble~ The goos, too weak to swing over, start climbing over each other and re-forming on the ledge, again with invincibility frames. Then they clumsily roll forward one space, doing damage based on which goo connects- 5% for black goo, 7% for green goo and 14% for fire goo.

FINAL SMASH~ PRODUCT Z



In the background of the stage, you can now see a Z formed out of goos in a pipe. The goos then burn up, as a hand rises with a gun. The gun is fired, shooting out a square that careens onto the stage, revealing Product Z... the third dimension. The square morphs into a cube, and starts strongly sucking all foes toward itself.

For the next stage of the Final Smash, the foes are sucked into the Internet, a flat, walk-off stage, deemed inappropriate for the third dimension. In the Internet, columns of flame will erupt from the ground- firewalls- doing 40% and massive knockback. Viruses from Dr. Mario may swarm in, doing 7% on contact, but there are many of them. Finally, a worm may drill through the stage, doing 25% and lots of knockback.

PLAYSTYLE

The playstyle of the goos could be compared to Lucario. The longer they last, the more powerful they become. But unlike Lucario, the goos do not need to be damaged to become more powerful.

Whether or not you have goos attached, the goos fight best at midrange. From midrange, the goos can easily use moves like Forward or Down Tilt and the Upwards Smash. From this midrange, their damage-building power is best used.
But unfortunately, the goos are not so good at KOing- and to gain a powerfully-KOing fire goo, they need to make a KO! How inconvenient! This means that the goos will get steadily more powerful as they get more KOs, and earn more fire goo to KO with. But for that first KO, they are largely limited to Forward Smash or some hard-to-utilize throws.

So the goos are a difficult to use character, but once mastered, a player can use them to KO and easily gain fire goo, and become a rather good KOer. If you ever fight the goos, hope that they aren't well-practiced.

KIRBY HAT

Kirby turns black, similar to when copying Mr. Game and Watch, but looks slick and slippery like a black goo. Now he can press B to throw a random goo forward. Black goo will do 5% and appear 50% of the time. Green goo will do 8% and appear 35% of the time. Fire goo will do 15% and big knockback, and appear 15% of the time.

TAUNTS

Forwards Taunt~ Spin~ The goos do a cute little pirouette, spinning rapidly. Then they fall over, looking dizzy.

Upwards Taunt~ Rev Up~ The goos spin around in place like a wheel, as sparks burst out from behind them.

Downwards Taunt~ Fall Apart~ True to the name, all of the goos fall apart and remove all bonds, looking rather cute lying down in a bunch, before they reform.

VICTORY POSES

Victory Pose #1~ The goos start building a tower of goo like in the Forwards Special, but they fall over as they burst into a pile of goos.

Victory Pose #2~ The goos roll around the screen, surrounding all the characters with a ring of goos.

Victory Pose #3~ The goos seperate, and start to randomly bounce across the screen, making cute noises.

Loss Pose~ Still happy and excited, the goos lean from side to side, having no arms and being unable to clap.

MUSIC

Menu Theme
Ode To The Bridge Builder
A Twisted Carnival

CODEC CONVERSATION
SNAKE| Otacon, why's there a mound of jello on the ground? This place needs better janitors!
OTACON| Snake, those are the goos. They're little blobs of goo that like to attach to each other to make structures. And watch out- they get more powerful as they build.
SNAKE| So it ISN'T jello?
OTACON| Negatory.
SNAKE| Lame.
OTACON| ...
SNAKE| ...I didn't have breakfast...
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
Megaman.EXE: Extremely fitting to the character, right down to the usual playstyle expected from Megaman. The organization also helps in making this moveset insanely true to it's source material. Originally this thing was in all caps. . .If you babies can't read it in it's current form, then you are truly pathetic and don't deserve to see the epicness within.

Shellder: Epic. FREAKING EPIC. Best set posted yet. No questions asked. . .Though there are hardly any sets yet. However; there is another set I've previewed that can compare to this in Waluigi, so don't think you can claim the Kawasaki award just yet, K. Rool. Anyway, the playstyle is just so insanely detailed and unique that I simply HAVE to love this thing, and the individual moves are great too. It's like freaking perfect. . .Although the fsmash having such absurd range accompanied with good power irks me. Mentions of lag are also quite scarce in the moveset, most notably in the fsmash. . .Despite this, still among my favorite movesets I've ever read. Easily a extremely likely super vote candidate.

Will read Ratchet and World of Goo soon. . .
 

Smady

Smash Master
Joined
Apr 29, 2007
Messages
3,306
Location
K Rool Avenue
Where do you get I had such a problem? I took several moves from Dissidia and FFIV, and the rest just filled themselves up. I never had a problem with Golbez' moves. Like, at all.
I think I had preconceptions of Ganon-ocity with that comment, I beg your forgiveness. It is truly an awesome moveset.
 

Scyphozoa

Smash Cadet
Joined
Feb 11, 2009
Messages
65
Location
Back from the grave.
Wild SHARPEDO appears!



- = SHARPEDO = -
#319 ~ The Brutal Pokémon

Sharpedo debuted in the third generation of Pokémon. It and it's pre-evolution, Carvanha, were the first type combination of Water and Dark, and the only combination of those two types besides Crawdaunt, which was introduced in the same generation of games, interestingly. Here's some Pokédex information on him:

Nicknamed "the bully of the sea," Sharpedo is widely feared. Its cruel fangs grow back immediately if they snap off. Just one of these Pokémon can thoroughly tear apart a supertanker.

The vicious and sly gangster of the sea. Its skin is specially textured to minimize drag in water. Its speed tops out at over 75 miles per hour.

The ruffian of the seas, it has fangs that crunch through sheet iron. It swims by jetting water from its rear.

Bulbapedia has this to say:

Sharpedo is a generally dreaded and distrusted Pokémon. Sharpedo moves through the sea by swimming at speeds of up to 120 km/h (75 mph) by forcing water out of its rear. Its teeth are strong enough to bite through metal, and they grow back rapidly if they snap off. Sharpedo is driven by an unruly, caustic urge to attack and destroy anything that enters its domain. As a result of its temperament and its armament, just one Sharpedo can effectively tear apart an oil tanker.

So, now you can tell that Sharpedo is a vicious Pokémon indeed. It is very territorial, which contributes to its playstyle. An unprepared enemy of a Sharpedo player can be up a river without a paddle, which is not a desireable situation with this unruly beast around.


---

/// Poké-POWER //////////// Hydration
"Gasp! A Pokemon TCG reference!"

Sharpedo is a Water Pokémon, a shark, and has no legs. He can't walk on his pelvic fin, so how does he get about? Sharpedo defies logic by moving around in a shifting puddle of water. He literally turns the ground into water. This doesn't stay, however, and the puddle moves with him. How can Sharpedo use this to an advantage then? Well, there are some moves in his arsenal tham make him a truly deadly foe by utilizing the water.

First and foremost, Sharpedo cannot drown, obviously. This gives him a huge advantage on stages like Pirate Ship and Summit. His puddle of water functions exactly like stage water. That brings me to my next point.

Sharpedo's Down Special, Dive, can teleport him to another random body of water on the stage. This can move him across a stage in an instant, which can confuse his enemies and shatter their approaches and stop them from spamming. What if there are no other bodies of water on the stage? Well...

Sharpedo's Neutral Special, Aqua Jet, can create up to two other puddles of water for Sharpedo to swim in. This can give Sharpedo complete control over the stage if used properly.

Sharpedo's

---
/// Stats ////////////
"Back to the basics. I'm reminded of the old days when I level grinded on WoW... good times... good times."

Weight >> 3/10 >> To be able to swim at his speed and maneuver about in the vast sea, he has to burn that fat.
Size >> 7/10 >> He's not as big as Bowser or Ganondorf, but Sharpedo's still one large customer.
Crouch >> 3/10 >> His body's already halfway submerged in water before the crouch, but that doesn't take away much with that dorsal fin still sticking out like a sore thumb.
Recovery >> 6/10 >> While his recovery is amazing and a life saver in most situations, it can be punishable and just be prolonging Sharpedo's inevitable death depending on where Sharpedo is on screen.
Jump >> 4/10 >> Along with Sharpedo's horrible aerial abilities comes a sub-par jump, which is less than good and in some cases is "just enough". Plus, he only has one freaking jump. He's only a fish.
Fall Speed >> 5/10 >> Sharpedo falls at the speed of your average nerthewell, in contrast to his light weight. He's a shark, not an umbrella.
Walk Speed >> 2/10 >> Technically, Sharpedo isn't walking, but floating. Whatever you want to call it, it's not very fast.
Run Speed >> 7/10 >> Sharpedo is a swift swimmer. According to the ever handy Pokédex, Sharpedo can reach speeds of 75 miles per hour.
Dash Speed >> 10/10 >> Sharpedo reaches the aforementioned speed, living up to the etymology in his name, "Shark + Torpedo".
Traction >> 10/10 >> Sharpedo swims around in his own pool of water, cannot trip, doesn't slide on ice, and remains a constant speed on slopes. Of course he has the best traction.
Range >> 2/10 >> He has only one really ranged attack and a few with wide sweeping hit-boxes, but for the most part Sharpedo's range is horrible, rather forcing the player to get up close and fight.
Power >> 9/10 >> Sharpedo has brute attack power, since he is a shark and his fangs "can rip through an oil tanker with ease".
K.O. Power >> 7/10 >> Though his gusto is strong, his ability to launch foes isn't as good at his attack power. It's great and above average nonetheless.
Attack Speed >> 8/10 >> For the most part, Sharpedo's attack speed is one of the best in the game, compared to the other cast.

---
/// Animations ////////////
"How they look when they are doing stuff. I'm putting the essentials down, 'cause I don't have the creativity of drag0scythe."

Idle >> Sharpedo floats in his pool of water and glares ahead looking intimidating.
Walk >> Sharpedo lazily floats forward in his pool of water, letting the currents carry him.
Run >> Can you call this a run? Sharpedo leans forward with his nose down in the water but his eyes still above the surface. He creates a ripple and waves wake in his path.
Dash >> Sharpedo really picks up the pace now, going completely underwater/ground except for his dorsal fin, which sticks up above the water/ground from the base of it. This reduces his height a little bit. Water will also jettison from his backside.
Jump >> Sharpedo leaps with all of his might, launching himself out of the water. His mouth is wide open, as if he is imitating Jaws or wanting you to throw a fish in his mouth.
Sleep >> Sharpedo submerges his head a little bit, but leaves his eyes above the water's surface, in case any predators approach. The aforementioned eyes are peacefully closed. Bubbles float to the surface in front of his mouth.
Dizzy >> Sharpedo flips over in the water comically. The opponents would laugh if they weren't terrified with dread and fear.
Frozen >> Sharpedo's pool freezes over and he holds the animation he was frozen in. There is no block of ice surrounding him, but he turns a sickening shade of light blue and forst floats from his whole body. All pools of water touching Sharpedo or his pool are simutaneously frozen, and this will stop moving stages like Summit and Pirate Ship in their tracks.
Holding Items >> Sharpedo bites them and carries them in his mouth.


---
/// Pros and Cons ////////////
"The good points and the bad points. I'm sorely eager to just put good points, but every rose has it's thorns. Just like eeeevvvvry night has it's dawn...
*goes to pull up Poison songs on iTunes*"

[+]
Lightning-fast attack, swim, and ground speed.
Ruthless control of the stage.
Terrifying attack power.
Will deal damage to enemies if they touch him.
Cannot drown, and, in fact, can ATTACK while he's in the water.
Best traction in the game, and he cannot trip. Take that Sakurai!
Excellent control and manueverability.
He's a ****ing shark.

[-]
Horrible in the air, like a fish out of water.
Sometimes ends up in undesireable places (i.e. under the bow of Pirate Ship).
Low attack range.
Lightweight but a big target, making him a target for high damage dealers.
Has only one jump.


---


/// Special Attacks ////////////
"The special ones. These are REALLY special. I guess that's why everyone reads them first."

Neutral Special - Scary Face

Side Special - Water Pulse

Up Special - Waterfall

Down Special - Dive

---

/// Standard Attacks ////////////
"The standard ones. I don't see what's so standard about them..."

Standard Combo - Crunch

Sharpedo simply bites down each time the player presses A. Each of these are very quick, with no start-up lag at the first bite, but a miniscule amount of lag in-between. These do only flinching knockback, only keeping the enemy directly in front of Sharpedo, allowing Sharpedo to almost always successfully combo. the enemy. This combo has a maximum of five hits before ending, so it's not an infinite. Since Sharpedo's teeth are infamous for being able to rip through sheet metal, each bite does 7%.

This looks like a plain old combo, right? Wrong. After the third, fourth, and fifth bite, the enemy will stand/float stunned for two seconds in front of Sharpedo, momentarily paralyzed. This is the perfect opportunity for a Sharpedo player to hit the enemy with another combo or any other attack for that matter. This can be used for Sharpedo rack up heavy damage in a short amount of time with no harm done to himself.

Side Tilt - Thief

Sharpedo does a 360 degree spin to his left and extends his right prectoral fin to slice the opponent. It's pretty fast, and is just as fast as his other fast moves.

Up Tilt -

Down Tilt - Thief




/// Smash Attacks ////////////
"The really strong ones. The ones that smash. Isn't this Smash Bros.?"

Side Smash - Double Edge

Sharpedo opens his mouth as wide as he can, revealing rows of razor sharp teeth. He sucks water from the body of water he is in ito his mouth, but doesn't release any from his backside. When this smash is released, Sharpedo will close his mouth to hold in all of the water and attack in the following fashion:

(0%-33% charged) Sharpedo blows a high pressure blast of water behind him that deals a sharp 10%. This is a sudden attack that deals okay but not good knockback The range of the water is about a Stage Builder block behind Sharpedo. The water has weak priority, as a strong attack could cut right through it. This is not the true purpose of this smash, however, and is just an appetizer.

(34%-63% charged) Sharpedo uses a greater amount of water to boost him forward forcefully. The water that comes out from behind him has the exact same effect as described above. Sharpedo's body, however, adds more to this smash. He will shoot forward in the water about two Stage Builder blocks using the force of the pressurized water. This attack is quick, but not the quickest, as there is very slight lag on both Sharpedo shooting forward and him stopping. His rushing body deals 25%, which has been increased by his Rough Skin ability.

(64%-100% charged) Sharpedo really turns it up to eleven with this move. Sharpedo uses his supply of water to jettison him right out of the water, shooting forward as far and as fast as a Falcon Kick used on the ground.

Up Smash - Brine

S

Down Smash - Night Slash

Sharpedo ducks down into the water and his protruding dorsal fin brims with a dark fire as he prepares this attack. Whe this smash is released, he will suddenly do a quick manuever to attack:

(0-33%) Sharpedo's pool expands on both sides, about a Crate's distance on each side of Sharpedo, and at the exact moment that it expands, Sharpedo will swim lightning-fast to both ends of the water,

/// Aerial Attacks ////////////
"The BAir may or may not suck."

Neutral Aerial - Thrash

Sharpedo thrashes about in mid-air, hence the name. His prectoral fins will flail up and down as Sharpedo tries to swim in the air. It looks rather pitiful. Each slap of his fin does a measly 5% and meager knockback. It'd do only 2% if it weren't for Sharpedo's Rough Skin.

Forward Aerial - Bite

Sharpedo jumps forward a little bit to bite the enemy in front of him. He doesn't go very far- in fact, it has horrible range, only going half of a Stage Builder block forward. The speed of this move kind of makes up for it, though, as it is a pretty fast move. This attack isn't Sharpedo's fastest (it has a split second of start-up lag but no ending lag), nor is it his strongest. Actually, it only does 6% damage. The priority is good, but again is not Sharpedo's best priority-wise. Strong attacks can definitely overcome this attack. Overall, it is probably Sharpedo's best aerial attack.

Up Aerial - Screech

Down Aerial - Facade

/// Grabs and Throws ////////////
"It gives me a warm and fuzzy feeling to grab someone by the throat and launch them thirty feet without using an attack."

Grab - Whirlpool

Backward Throw - Feint

Sharpedo snatches the foe from the whirlpool and spins around quickly with them. The enemy braces themselves, knowing that they are about to be launched far, but instead Sharpedo gently plops them directly beside himself. The foe is suddenly confused, and a question mark appears over their head, leaving them startled and immobile for one second. Sharpedo can then follow up with another attack, or just do it for mind games. This is a great set-up for another attack, such as Night Slash or Ice Fang. The possibilities of what players can use this for are numerous.
<0%>

/// Final Smash ////////////
"Not just another Landmaster."

Final Smash - Giga Impact

Sharpedo suddenly grows in size... to gargantuan proportions! Sharpedo is now roughly the size of Giga Bowser, but a little shorter. Anyhow, Sharpedo can use this opportunity to ram into everyone on the stage. Rough Skin is still in play... only this time enemies get 30% damage for touching him. Any attacks Sharpedo does gain 30% to their damage total, although he can't do some attacks, obviously. Here's a list of attacks he can do:

Neutral Special
Standard Combo
Side Tilt, although he won't steal anything
Up Tilt
Down Tilt
Uncharged Side Smash
Neutral Aerial
Forward Aerial
Backward Aerial
Down Aerial

Sharpedo cannot grab while in this form.

/// Playstyle ////////////
"Because you only read the Final Smash and Specials and skipped everything else."

If you want you use Sharpedo to his full potential, you must make use of his excellent maneuverability and his complete controll of the stage. A skilled Sharpedo player will use his PokéPowers to get ahead.

/// Extras ////////////
"Officially, everything else but this is 'mandatory'. Bah humbug."

Taunt One
Sharpedo's eyes flash red for a split-second. Very terrifying.

Taunt Two
The water around Sharpedo turns distinctly yellow, and he gives a toothy grin. Gross.

Taunt Three
A brief clip from the Jaws overture is heard. Chilling.

~

Victory One
Multiple Sharpedo with only their dorsal fins above the water circle the losers, the latter of which are cowering in fear.

Victory Two
Sharpedo is no where to be found. He suddenly leaps from underneath the loser in second place and drags them underwater. The water turns blood red and random parts of the victim's body float to the surface. Oh dear.

Victory Three
The Pirate Ship is in the foreground with all of the losers on it. Sharpedo rips right through the side of the boat and comes up to face the camera as the boat sinks Titanic style, with everyone on board drowning.

Taunt Two
Sharpedo sulks in the water, glaring at the winner with his eyes just above the surface.

~

Codec Conversation
Otacon: Oh, I see you're fighting Sharpedo.
Snake: Yeah, I am. How can it turn the ground into water?
Otacon: It's a Pokémon, Snake. It can do that.
Snake: That's pretty weird. How do I fight a shark? Harpoon it?
Otacon: Whatever you can do Snake. Just don't touch it. Its body is covered in tiny, sharp denticles which create hydrodynamic advantages by reducing turbulence when swimming, as well as cause damage to foes that attack it with physical moves.
Snake: So I should keep my distance?
Otacon: Yes Snake, or get it into the air. It has great maneuverability on the ground, but Sharpedo is easy to beat once you get it out of its environment.
Snake: Like a fish out of water?
Otacon: Exactly. Hey Snake, wanna go see Jaws after this?
Snake: Ugh, no thanks.

~

Victory Theme
The timeless overture from Jaws that makes chills run down your spine.

Gotcha!
SHARPEDO was caught! V
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Shellder: Epic. FREAKING EPIC. Best set posted yet. No questions asked. . .Though there are hardly any sets yet. However; there is another set I've previewed that can compare to this in Waluigi, so don't think you can claim the Kawasaki award just yet, K. Rool. Anyway, the playstyle is just so insanely detailed and unique that I simply HAVE to love this thing, and the individual moves are great too. It's like freaking perfect. . .Although the fsmash having such absurd range accompanied with good power irks me. Mentions of lag are also quite scarce in the moveset, most notably in the fsmash. . .Despite this, still among my favorite movesets I've ever read. Easily a extremely likely super vote candidate.

Will read Ratchet and World of Goo soon. . .
I was worrying about what you'd think of it, Warlord, so it's awesome to hear that you like it that much. The FSmash is so souped up because, when I considered it, he really needed a reliable KO method, and it's easy enough to dodge by simply shielding or jumping, so I figured it was excusable. That, and huge charge time.

But as I was saying, thanks. :bee:

All of the movesets so far look excellent, especially K.Rool and Shellder. I will comment later when I'm not in school.

Khold also asked me to post Snake Man later, when the excitement has died down. He's on the plane to Canada now, his first stop.
SCY! Good to see you're still hanging around. Thanks for the compliment on Shellder.

Can't wait to see Snake Man, that should be awesome.

So Khold's coming to Canada? He BETTER enjoy it. We've been having some way nicer weather than usual this time of year, too. :bee:

...

So my to-read list is currently: Megaman; Ratchet and Clank; Goo. Got it. *goes to read*
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
Shellder is really good. To think that putting a Pokemon at the end of my post did that...

Goo is win, really. Excellent moveset for a newcomer (you are a newcomer, right?)

Anyway, @Akiak: I got the Toad Brigade, I'm putting it up in the group right now.
 

dancingfrogman

Smash Ace
Joined
Jan 3, 2008
Messages
862
Location
United Kingdom, Birmingham
Switch FC
3133 8842 3910
Shellder: I love his amazingly good defensive game, and the playstyle just seem so, so right and it fits to the character rather well, and the moves are creative as well. This is one of my favourite sets thus far

I want to see Snake man as well, created by Khold who isn't here... that's a first in MYM, right?

Currently reading the Goos...
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
As soon as I saw Shellder, I just had to read it. (Sorry, other movesets that came first)

I must say, Shellder is very different, but also very cool! The moveset fit naturally, and while very unique, doesn't seem too cumbersome. You definitely made the most out of the little guy. The descriptions weren't too long or drawn-out and were easy to understand perfectly for the most part, though there's less writing than usual from ya, K. Rool. It worked out well though, and didn't hinder my enjoyment of it at all!

Also, the Throw reminds me of Chilly. :bee:

Great job, K. Rool! *yay Shellder!*
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Thanks, Baloo, froggy, glad you both enjoyed it.

As soon as I saw Shellder, I just had to read it. (Sorry, other movesets that came first)

I must say, Shellder is very different, but also very cool! The moveset fit naturally, and while very unique, doesn't seem too cumbersome. You definitely made the most out of the little guy. The descriptions weren't too long or drawn-out and were easy to understand perfectly for the most part, though there's less writing than usual from ya, K. Rool. It worked out well though, and didn't hinder my enjoyment of it at all!

Also, the Throw reminds me of Chilly. :bee:

Great job, K. Rool! *yay Shellder!*
Well, quite! Thanks, filip. Yeah, it's even shorter in terms of writing than most of my movesets. I hoped it would work out. :bee:

Man, the reception on this thing is even better than I'd expected. My two Pokesets back in MYM 4 didn't get nearly this much right off the bat. Awesome.
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
I love how people already say "I will vote for this" on the second day. <_<
Killjoy. :) Well, I'm glad you guys like it. I just realized that I forgot get-up and rising attacks, so I'd better do those. :bee:
 

dancingfrogman

Smash Ace
Joined
Jan 3, 2008
Messages
862
Location
United Kingdom, Birmingham
Switch FC
3133 8842 3910
I love how people already say "I will vote for this" on the second day. <_<
MY thoughts exactly, really, and you know what else annoys me? When someone says "OmG, ThIs Iz An AwEsOmE SeT, 1T W1LL W1N Th3 C0NT32T A1R3ADY, 3ND TH3 C0NT3ST NAO!!!"

There's about 3 months of MYM5, there's no need to say such over exaggeratted points, especially only on the second day for crying out loud!
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
IN MEMORY OF KOJ. . .



FATMAN

"Laugh and grow fat!"

***

-\- BACKGROUND -/-

A member of the Dead Cell organization, Fatman has joined the Brawl! He has built a reputation as the best bomber in existence, able to create and deploy explosives almost intantaneously. To counter his enormous weight, Fatman wears roller skates, which give him some much needed speed.

Fatman was part of the Sons of Liberty take over of Big Shell, a massive complex that hides many secrets. Fatman uses bombs, bombs, and more bombs to help his fellow terrorists, but he has an ulterior motive. He worked for the Patriots, shadowy figures who control the United States, and tested the agent Raiden for them. His reward was the chance to kill his former master, Peter Stillman.

Fatman has been obsessed with time all his life, and wishes to live forever by keeping his legend alive. He is a throughly unpleasant human being, so obsessed at a chance for personal glory that he never cared about killing his teacher.

-\- STATS -/-

Size: 7/10
He’s about normal human height, but his enormous bulk makes him fairly easy to hit.

Weight: 8/10
There’s a reason he’s called Fatman.

Walk: 2/10
Average fatty walk.

Run: 9/10
What? How’s he so fast? Well, Fatman’s roller skates allow him to zip along at extremely high speed. Be on your guard, as his appearance is desceptive. Although he is beaten by Sonic for the title of fastest character, he’s still a speed demon.

Traction: 2/10
Because of his high speed and massive bulk, Fatman has extremely low traction. Enemies should use this to their advantage.

Power: 9.5/10
Few if any of Fatman's attacks go below average knockback, and he has a good share of massive knockback moves. Fatman is killer in this department.

Attack Speed: 2.75/10
Fatman naturally has very few fast attacks. While Fatman has the ocassional attack that isn't horrendously slow, they are few and far between.

Range: 6.5/10
Fatman has a wide variety of bombs he can place about giving him good stage control, but lacks good projectiles. Fatman's melee range is above average, but it's not spectacular.

Priority: 8.5/10
With all his disjointed hitboxes and essentially 100% priority attacks, Fatman has no shortage of options for out priortizing his enemy.

First Jump: 1/10
Yeah, he’s not very athletic.

Second Jump: 3/10
Better, but still pretty pathetic.

Recovery: 2/10
Fatman's two jumps are terrible, his falling speed is horrendous, and while he can go up a decent vertical distance, it costs him 10%. Fatman will die fast when recovering. While his nair and bair can potentially help, they're extremely situational.

Fall Speed: 8/10
His strategy is mostly “down to earth".

Crouch: 4/10
Below average, but his crawl makes up for it.

Crawl: 10/10
Fatman's crawl is by far the most useful one in the game, there being actual point in using it.

Hover: No.
Wall jump: No.
Wall cling: No.
Glide: No.

-\- BASIC ACTIONS/ANIMATIONS-/-

Standard Pose:
Fatman stands up straight with his arms out a bit to balance himself. Essentially the pose from his pic at the top of this moveset.

Idling:
Fatman loses his balance slightly, his skates moving about a little, before he extends out his arms fully and crouches down to regain balance, then rises back into his standard pose.

Walking:
Fatman slowly skates one foot in front of the other, extending out his arms to balance.

Running:
Fatman goes slightly faster, not having to balance anymore due to picking up speed.

Dashing:
Fatman doesn't instantly get up to running speed like a normal character. He at first does a running motion to gain momentum, then coasts forward, putting his arms behind him as he travels at a high speed. He slowly loses speed until he goes back to the first part of it. His running speed when coasting is on the heels of Sonic's, otherwise it's barely above Captain Falcon's.

Crouching/Crawling:
Fatman’s crawl merely has him crouch and bend slightly over. While it might seem only decent, the great thing about Fatman’s crawl is that it’s fast. To crawl, Fatman brings his arms back and starts moving his feet forward and back quickly, skating forward. His crawl is about the same speed as Bowser’s run, which is pretty amazing. Also, when Fatman ducks out of or into a dash or run, he will keep all the momentum gained from the move, allowing him to lose very little speed in the transition between standing and ducking, making him able to easily change from ducking to standing to ducking again in very little time.

First Jump:
Fatman doesn't crouch down at all simply due to how horrible this jump is. He just sort of springs up, barely getting off the ground.

Second Jump:
A bomb goes off in Fatman's coat, causing small explosion within it. The explosion is thankfully weak enough to not hurt him, but due to it being so weak it barely propells him up at all.

Shield:
Fatman takes out his gun and holds it with both hands, ready to fire, as the standard bubble shield forms around him.

Spot Dodge:
Fatman tilts backwards on his skates, nearly falling over, then rapidly flails his arms forward to get back up to standing. Think ROB's spot dodge, except Fatman feet are moving about considerably as well.

Forward Roll:
Fatman skates forward quickly, going into the background as he does so before coming back onto the playing field.

Backward Roll:
A bomb goes off in Fatman's coat that propells him backwards. It doesn't need to propell him back far, so this isn't bad like his second jump, and it's still weak enough to not hurt himself.

Air Dodge:
Standard leaning into the background.

Asleep:
Fatman sleeps in place, his head hanging down.

Dizzy:
Fatman holds one hand on his big bald head while he takes out a glass of wine and drinks out of it through a straw with his other, sounding drunk. Don't do drugs!

***

-\- MOVESET -/-

-\- SPECIALS -/-

Neutral Special - Time Bomb
Fatman’s signature move. He drops a time bomb on the ground, which immedietly starts beeping and counting down. This can be done when he’s running without slowing him down, so it’s great to use with his quick speed. This is also the only Neutral B-attack that can be used while dashing and running without stopping to perform the attack. The bomb is box shaped and about as wide as Olimar’s head. It’s about as tall as a pokeball. It’s also a ridiculously awesome weapon of destruction.

You see, the time bombs Fatman drops have a time limit, naturally, before they explode. It just so happens that the time limit for a normal bomb is 10 seconds. When it explodes, BOOM! It will create a bobomb size explosion, with C4 power. The explosion will damage anyone, even Fatman himself.

Attacking the bombs enough will cause them to fall apart, taking about 15% before kicking the bucket. However, Fatman can plant up to 4 bombs on the stage, making it incredibly hard to keep up. Since there’s about a second of time where Fatman can’t attack after he uses every bomb, this means you can lay 4 bombs in only about 5 ½ seconds. Powerful, eh? The amount of lag before the bomb is dropped is small, allowing for complex maneuvers using the bombs. By the way, there can only be 4 bombs on the stage, even if there are 4 Fatmans fighting.

When the bombs explode, they explode in a disjointed hitbox the size of Wario, doing 15% and above average knockback.

Side Special - Handgun Fire
Fatman pulls out his small handgun, turns towards the screen, aims it forward, and begins firing. Fatman bellows out "Outta my way!" every third time he uses the move. The handgun is an automatic, shooting a rapid stream of bullets forward horizontally for the next 2 seconds. The stream of fire can be aimed slightly up or down by pressing the control stick in that direction. The bullets move at extremely high (Shiek's needles) speed, and they go forward about 1/2 of Final Destination. He'll then bring the handgun close to him, put in a new clip, and put the handgun away.

This attack is insane. Despite the average lag on both ends, it gives Fatman range and a nice projectile. It will deal eight small disjointed hits, which stack up as the opponent is peppered with fire. Each bullet will merely do 2% make the opponent flinch in place and push the enemy slightly backwards for a potential total of 16%. This is a good defensive measure and damage racker, but it's far from spammable.

Up Special - Blown Up
Fatman pulls out a detonation switch and pushes the button. Instantly, a bomb hidden somewhere in his clothing explodes, propelling him straight up at high speed. However, he takes some damage (10%) while using this move. He receives super armor while using the attack, and is propelled up a distance similar to that of King Dedede’s B-up. However, unlike Dedede’s, Fatman’s recovery lets him grab onto ledges. He will deal major knockback with nearly unstoppable priority to anyone he touches during the initial stages of getting fired upward, so STAY OUT OF HIS WAY! Upon getting to the top of his recovery distance, Fatman goes into his helpless state.

This attack has above average starting lag where Fatman pulls out his device and presses the button. This should rarely be used as an attack, as the damage you do to yourself as well as the hit you'll take from being punished if you whiff it are far from ideal.

Down Special - Wire Trip Bomb

Fatman bends down and sets a small, rectangular bomb on the ground. A wire connected to the bomb is coming out of one of his pockets. As Fatman moves around, the wire will continue to be connected with the bomb, merely growing longer as he moves away from the origin. At about 1/4 of Final Destination in any direction away from the original bomb, the wire will automatically be cut loose. You can also cut the wire loose while closer to the bomb by pressing B-down again.

When the wire is released, another bomb connected to it will fall down from Fatman’s pocket, creating a trip wire. If any character other than Fatman touches the trip wire (Not the bombs, the trip wire!), the bombs will explode, and the trip wire will explode as well, dealing about Link bomb level knockback (Below average) to the enemy and 6% damage. If the enemy is hit by the bombs’ explosion, they will instead receive knockback similar to that of the C-4 (Above average) and 12% damage. All the hitboxes in this move are obviously disjointed.

It is extremely useful to combine this attack with platforms. For instance, the initial bomb could be dropped on the ground, and then the second bomb could be dropped on the platform right above the first bomb, creating a “wall” that must be rolled past or jumped over by opponents. A trip wire can be laid horizontally, diagonally, vertically… However, there can only be ONE trip bomb on the stage at a time for each Fatman.

Also, if the bombs do not explode after 15-20 seconds, they willl explode autmotically, damaging anyone next to them with the same effects.

-\- STANDARDS -/-

Standard Attack - Graceful Fat
Fatman puts his arms up in a defensive position and jabs one arm forward quickly (Very low lag), having below average range and priority, tiny knockback, and 5%.

Upon the next press of A, Fatman skates forward a foot and spins around in place on one of his skates like a dancer, his leg that's spinning around rapidly being the hitbox. This stretches out an average distance from Fatman with above average priority and sucks foes in towards Fatman, doing 6 hits of 1% and a flinch per second. This is a repeated jab, and it will continue as long as you hold the a button. This will completely go over the heads of short characters like Kirby, but is useful against large characters for damage racking.

The second part of the combo has below average start up (It will hit those hit by the first part of the neutral A combo), but has average ending lag as Fatman puts down his leg spinning about and takes a bow, though anybody who was caught in Fatman's trap won't have time to punish him.

Dashing Attack - Sonicboom
Fatman gets a small burst of speed, creating a small blue sonic boom around him. He moves forward about 1/6 of Final Destination’s width, his body being a average priority hitbox during this time, and then pivots around, skidding to a stop with his skates.

This attack is quick, but it has only below average knockback and 8%. It covers quite a bit of distance at a very quick speed, so USE IT. It is also useful for clearing gaps between Fatman and his opponents. This is the fastest way to get Fatman to come to a stop from his insanely fast run due to Fatman's poor traction.

-\- TILTS -/-

Forward Tilt - Handle Slam
Fatman reaches his hand into his bombsuit, and quickly pulls out his handgun. He then extends his arm and jabs it forward, slamming the handle into whoever’s in front of him. If it connects, he will let loose one shot, straight upwards, going up at the speed of Shiek's needle with infinite range.

Both attacks are fairly weak, the main one having only low knockback and 6% damage. The bullet only does 2% and a flinch, but is more an extra to the attack than anything else. This attack is among Fatman's fastest, and while the range is below average (On the main attack), the gun is a disjointed hitbox. This is decent to throw in for damage on ocassion due to it's speed in Fatman's otherwise slow arsenal, and is good for FFAs due to the extra hit above Fatman from the gunshot.

Up Tilt - Taunt
Fatman whistles loudly and says "Ovah here!", having below average starting lag and zero ending lag. This prevents foes from using projectiles for 5 seconds, but they will only fall for the taunt once every 30 seconds. While you can't use this that often, this is good for giving you occasional breathing room against enemies who love to camp.

Down Tilt - Plop
Fatman suddenly plops on his buttocks. This has nearly no starting lag at all, but horrible ending lag. Fatman's rear end is a high priority hitbox that does 12% and above average knockback. The main time to use this move is against small characters like Kirby, as they will go inbetween Fatman's legs when passing him. Plop on them when they attempt this and see if they try it again!

-\- SITUATIONALS -/-

Ledge Attack - The Ultimate Edge Hog
Fatman tosses a time bomb up onto the ledge, then quickly pulls himself up and puts his fingers in his ears as he quickly skates the distance of a battlefield platform away from the edge. The bomb explodes afterwards in a disjointed hitbox the size of Wario doing 10% and average knockback, and it destroys the edge, removing a section of terrain the size of a Stage Builder block. This gives Fatman a very good edge hog game, but he is unable to move until the bomb explodes, making him extremely vulnerable throughout this attack. The edge respawns 5 seconds later.

Ledge Attack Over 100% - Fatty Flail
Fatman flails his arms forward and slowly hoists up his legs onto the platform. The duration of this ledge attack is extremely long, around two seconds. Fatman's flailing arms in front of him are a constant decent priority hitbox for 8% and below average (Barely) knockback. The animation for this move resembles how a fat person would get out of a swimming pool (Such as one of the authors of this moveset).

Rising Attack (Either Side) - Bomb Flip
An explosion occurs under Fatman, dealing 5% to him and causing him to fly through the air in a rainbow arc and land a battlefield platform's distance away (He goes to the right if on his stomach and visa versa.), landing on his either side. Fatman's body is a decent priority hitbox during this time that does 10% and average knockback. This attack can be spammed for multiple hits at low percentages (Very low lag on either end), but it deals damage to Fatman and doesn't actually cause him to rise.

Tripped Attack - Concealed by Fat
Fatman continues to sit on his buttocks, doing seemingly nothing. After a second he starts laughing, then after another second an explosion occurs underneath him. He was sitting on a bomb. . .This causes a disjointed explosion the size of Bowser that does 14-15% with above average knockback, but also deals 10% and average knockback to Fatman. If you attack Fatman while he's performing this move, the bomb will still be there and will still explode on que, you having to attack it (Only 10 stamina) to destroy it.

-\- SMASHES -/-

Forward Smash - Plant Bomb
Fatman will twist slightly and stick one of his hands in his coat during the charge up. When he lets loose, Fatman will pull out a small, circular bomb from his pocket and jab his arm forward with it clutched in his hand while crouching. If it connects with an opponent, it will cause low-medium knockback, but the opponent will be stuck with a time bomb.

The amount of time before the bomb goes off depends on the charging; uncharged, there will be 5 seconds before the bomb goes off, while fully charged there will be only 1 second. During the time when the opponent is stuck, the bomb can be transferred to other players by touching them like a Gooey Bomb, although it only will happen about ½ of the times they connect. When the bomb goes off, it creates an explosion that damages anyone it touches. The bomb can be transferred back to Fatman, but with Fatman's running speed you should be able to play tag with the bomb with ease.

When the bomb goes off, its knockback is from about that of an uncharged up smash from Mario to that of an uncharged Ike F-smash, depending on the charge time, while the damage ranges from 18-23%. An interesting side-effect of the attack is that bombs can be attached to not only players, but crates, barrels, walls, and objects. There can be only one bomb on the stage at a time for each Fatman.

The explosion can be dodged like a gooey bomb, but the bomb doesn't flash or anything to indicate when it's gonna blow up, and there's a slight half second interval for the fuse being random to further confuse victims into when to perform a dodge to avoid the explosion. This opens the door for more mindgames.

There is average lag at the beginning of the attack, but no ending lag. The range of the attack is average, being fairly similar to that of Captain Falcon’s F-smash. The priority of the move is a bit awkward - Fatman won't interrupt moves while placing the bomb on someone, but he still will indeed place it on them, and then he'll take the hit of the enemy's move.

Up Smash - Laughing and Growing Fat
Fatman takes out a glass of wine with a straw in it from his pocket, then drinks through the straw as he charges the smash attack. Upon releasing the charge, Fatman spits the wine out upwards, laughing maniacally and flailing his arms about against his fat. The wine goes up above Fatman and forms a disjointed hitbox the size of Bowser, doing 17-24 hits (Depending on the charge) of 1% and flinching over a second, the last hit doing below average upward knockback (Average fully charged). This has little starting lag, making it a good anti aerial move, but at the end Fatman bellows out his signature line "Laugh and grow fat!", giving the move average ending lag. It's possible to DI out of this attack to avoid the final hit if you were in it from the start, so Fatman may not want to catch a foe in it from the very beginning, as otherwise they can punish him.

Down Smash - Pilgrimage to Hell
Fatman opens his coat up fully to show everyone the massive amount of explosives hidden within it as he charges, holding a remote control. Fatman says “I'm gonna go down in history!.” as the move charges, it getting interrupted if he releases it before then.

When you release the charge. . .Absolutely nothing happens. Fatman doesn’t want to blow himself up without taking something nelse with him, and he just gets an annoyed look on his face, saying “Ya chicken?”, giving the move bad ending lag that can be punished.

What use is this move then? If Fatman is hit while he’s “charging” the move, Fatman will push a button on his remote control and all the explosives in his coat will detonate, him having super armor to avoid the knockback of the enemy's attack. This causes a MASSIVE explosion to occur, twice the size of Bowser. Anyone hit by this massive explosion will be dealt an insane 26-27% damage and unholy knockback. The catch is that this move obviously also blows up Fatman himself, him taking the same damage/knockback as the victim. Keep away from Fatman when he uses this or camp him unless you wanna join his little pilgrimage.

Fatman players will want to try to use this move when they’re at high percents and their enemy is at lower ones to take them down with them, and opposing players will have to pick when they attack Fatman very carefully, as he could whip open his coat and blow everyone sky high if they’re not careful. Fatman won’t push the button on the remote control if he’s hit by a projectile.

-\- AERIALS -/-

Neutral Aerial - Lightening the Load
Fatman rapidly throws 5 bombs out of his coat to reduce his insane falling speed. He throws the bombs in random directions, and they randomly travel anywhere from half a battlefield platform to a full Battlefield platform. The bombs explode in disjointed hitboxes the size of Kirby, and each do 6% and below average knockback. This has little starting and ending lag, but the attack lasts a full second. If you're somehow still in the air after falling for a second with Fatman's immense falling speed, your falling speed will be cut in half until you touch the ground. If you were launched up high when knocked away from the stage, this can help you recover slightly.

Forward Aerial - Making a Toast
Fatman takes out a glass of wine from his pocket and smacks it forward as if to clink it together with another glass and proclaims "Cheers!", taking a sip of the wine through a straw before putting it away and healing himself of 2%. This has no starting lag at all, giving Fatman a much needed aerial to throw out against the enemy (Although it does have some slight ending lag).

The hitbox on the move is when Fatman smacks the wine glass forward, it going out an average distance. The wine glass has very low priority, but does 10% and average horizontal knockback. However; nearly any attack will shatter the glass causing the move to be interrupted and have horrible ending lag as the wine spills over Fatman. Due to this being Fatman's only fast aerial, this is very predictable, so foes will be more than likely to see this coming and out prioritze it. Use this sparingly to punish foes when you're forced to be in the air for whatever reason.

The glass will also shatter if Fatman lands on the ground before the move finishes, and the only way to get high enough on a flat stage to finish the move before landing is to take 10% damage from your up special, so you can't spam this for healing in normal situations.

Back Aerial - Cypher Surveillance



Fatman opens up his coat and takes a Cypher out of it, it being around 1.5X as large as the one used in Snake's up special and leave it to float about in the air. This has below average lag on both ends, but due to it being on both ends still makes the move somewhat awkward to use. The cypher will float in the air, going back and forth the distance of a Battlefield Platform from the left to the right of it's initial start location randomly, but never going far of where it was originally placed. The cypher can be destroyed easily and does no damage to foes, only 10%.

This can be used for recovery because the cypher will act as a platform. Still, foes are likely to destroy these as soon as you put them up, so there are rarely useful. You can only have one cypher out at a time, and they'll explode automatically (Creating a disjointed explosion the size of Wario with 10% and average knockback) after being out for 20 seconds.

However; using a bair when you already have a cypher out won't just make the old one vanish as you take out a new one. Instead, Fatman will take out a remote control and dramatically press a button, giving the move average starting lag, though zero ending lag. This causes the cypher to blow up. This is yet another means of creating traps, and this is the only one you can set off on will. Still, this isn't worth the hassle to set up when compared to your other better bombs, so only use this if you really want a bomb out in the skies to defend you or have already layed enough other bombs.

Up Aerial - Bomb Head
Fatman ducks his head down into his coat, then raises up a bomb where his head normally is for it to explode. This has horrible starting lag. The bomb explodes in an disjointed explosion the size of Wario above Fatman, doing 15% and above average upward knockback. However; should Fatman not hit anyone with this strong move, the explosion will hurt him for 5% and put him into his helpless state. This is a very bad move, although if nothing else it won't be interrupted by landing on the ground.

Down Aerial - Graceful landing
Fatman balances on one foot in mid air, getting in a pose like somebody skating on an ice rink. He then starts falling at a large speed. Fatman's extended leg is a low priority hitbox, doing 5% and mediocre knockback, making this useless as an attack. However; Fatman will land on the ground gracefully and be in the second phase of his neutral A combo, ready to spin around on the skate. This is the best way to get out of the air quickly and easily transition back into Fatman's vastly superior ground game. Fatman never wants to be in the air longer than he has to.

-\- THROWS -/-

Grab - Embracing with Open Arms
Fatman opens up his coat like in his dsmash, but doesn't take out a remote control. Instead, he spreads his arms wide open, turning to face the screen and sliding into the background, being invulnerable for a brief period before he skates slightly forward onto the playing field and grabs the victim in a bear hug, closing his coat and trapping the victim inside it. This has above average starting lag for a grab as well as punishable ending lag should Fatman whiff this grab, but it has large range and makes Fatman invulneable briefly.

Pummel - Detonations
Fatman doesn't actually do anything for this pummel. Instead, the foe struggles around trying to get out from Fatman's coat, but only triggers a bomb inside Fatman's coat to explode. This is very laggy, but causes an amazing 6% to the victim. Unfortunately, it also causes 2% to Fatman.

Forward Throw - Fresh Coat
Fatman takes his coat off with the victim still inside it and throws it away, then takes out a new coat and puts it on. The victim must button mash to get out of the wad of coat and bombs, lying on the ground. While they're immune to attacks inside the coat, they take 8 hits of 1% per second from bombs exploding in the coat and must button mash to get out of the coat, it being as hard to get out of as a normal grab. While you can't attack the victim while they're trying to get out of your spare coat, this would be an excellent time for you to plant some more bombs.

Back Throw - Entangle
Fatman takes the victim out of his coat and holds them with one hand, then wraps a trip wire bomb from his down special around the victim, there being two bombs on each end of the wire. Fatman then smacks the victim to the ground and kicks them away. They roll the distance of a battlefield platform before coming to a stop and getting out of the entanglement, doing nothing whatsoever. This cannot be used to kick foes off ledges. What does it do then? If the victim rolls into a wall or another victim, an explosion the size of Bowser will occur, dealing 15% and above average knockback. When you're against Fatman, stay away from walls just as much as you would against Dedede.

Up Throw - Blown Sky High
Fatman takes the foe out of his coat and attaches a time bomb to the opponent (Identical looking to the Neutral B bombs), sets the time limit, and throws the opponent a set distance in the air for 4%. As soon as the opponent reaches the peak of that point, the bomb will explode, propelling them further up and doing an additional 7% .

The knockback of the bomb is fairly low, but the set range added with the initial throw (1.5X Ganondorf's height) cranks it up to a throw that has great knockback for a throw (Above average by normal standards).

Down Throw - Down with the Fat
Nothing happens when you press this button input - except that you are suddenly allowed to move freely while the victim is trapped inside your coat. Any damage you take will also be given to them, including damage inflicted by your own bombs within your coat, such as your up special. However, if you do a button input that opens your coat such as grab or dsmash, the foe will be let out. The foe must button mash to get out of this, it being as hard to escape as a regular grab (The amount they must button mash is reset when you start this throw). This is best used to either suicide with the foe off the stage or go into a stage hazard for a Fatcide.

-\- FINAL SMASH -/-

Final Smash - The Best Bomber of them all
Fatman yells out "I will be the best bomber of them all!", and his movement speed briefly doubles. Everyone else is stunned for 10 seconds, but they all are invulnerable. However; Fatman has far more useful things to be doing then damaging them. . .During this time, Fatman can set up as many bombs as he wants! Their timers won't start ticking until the final smash time period is up, so make up the most crazy bomb layout you can. After the 10 seconds up, the foes become vulnerable and can move again while Fatman is unable to lay any more bombs until his current ones vanish and loses his doubled movement speed.

-\- OVERALL PLAYSTYLE - MAKING HISTORY -/-​

Fatman is an odd character. On one hand, he’s a heavy weight with powerful explosives and terrible aerial game. On the other hand, he’s fast as heck, and most of his non-explosive attacks are very weak. On a third part, he lays bombs. Lots of bombs. You think Diddy’s annoying? You aint seen nothin yet.

A good Fatman player should always move around. He has those skates for a reason. With speed faster than Captain Falcon’s, he’s a beast in this department. Not only that, but Fatman doesn’t need to stop moving while performing one of his best attacks, his time bomb special. Using the time bomb over and over while careening around the stage has plenty of benefits. Because of a combination of his speed, bulk, and rollar blades, however, Fatman has terrible traction.

Fatman’s explosives are very, very useful. He is, after all, the best bomber on the planet! The time bombs are without a doubt his best, combining his deathly movement speed with the ability of stage control. Plant a few around and watch your opponent squirm trying to avoid them, or better yet, attack the opponents while they try to attack the bombs to dismantle them. The trip wire bomb is especially deadly, as it can be planted as a stage obstacle for opponents. Plant trip wire bombs with the wire stretched between platforms, ground, and wherever.

Your handgun is a useful projectile, but it is very slow to take out and will only stop firing after 2 seconds, decreasing its usefulness. However, having one projectile is better than having zero.

Aerials are slow, weak, and typically don't have enough range. Add to that Fatman's ridiculously terrible jumps, and he's just begging to be comboed in midair. While Fatman is very heavy, his mediocre jumps combined with the fact his recovery damages him means Fatman won't survive nearly as long as other heavyweights.

However; Fatman doesn't intend to go down easy. He's gonna be remembered as the best bomber of them all! Should Fatman see that he's getting to high percentages, he'll want to try to take his foe down him in his dsmash, kamikaze style. It's an honor for foes to see history in the making! They should consider it a priveledge being taken down by Fatman!

-\- EXTRAS -/-​

-\- EXTRA ANIMATIONS -/-​

Up Taunt - Surpassing your master
Fatman pulls out Peter Stillman's dog tag, which Raiden picked off of him when he killed him. Fatman chuckles, looking down at it gleefully as a token of how he's bested his old master, then puts it away.

Side Taunt - Stop playing around!
Fatman chuckles, starts moving his skates back and forth in place, and punches his hand repeatedly. He then raises his arms in a cheering motion twice.

Down Taunt - Short life
Fatman skates around in a small circle for a second, skids to a stop, and says, “Life is short.”

Entrance - History Commences
Fatman skates horizontally onto the stage from offscreen (Skating on air over gaps and pits). As he’s skating, he drops a small bomb on the ground, which instantly blows up as he reaches his destination. No, the bomb does not deal damage or knockback, it’s only there for dramatic effect.

Win Pose 1 - Fat man's laughter
Fatman skates around the middle of the screen in 2 big circles, stops, turns to the screen, and laughs in his screechy voice.

Win Pose 2 - Parting Gift
Fatman is off screen at first. Suddenly, he zips from the left side of the screen and skates off the right side, leaving only a bomb in the middle of the screen. Although the bomb will merely stay there for the next 5 seconds, it will explode as soon as the time is up, leaving a large scorched section of ground where it was.

Win Pose 3 - Going down in History
Fatman laughs, raises his wine glass with one hand, and screams, “I WILL BE REMEMBERED…”

Loss Pose - Mocking Applause
Fatman claps slightly mockingly (Think the Joker). He then slips on his skates, falls on his bottom, and after pulling himself back up, starts clapping again.

Alternate Loss Pose - Blown out of History
Sometimes, Fatman will instead merely be lying on the ground. However, after 5 seconds, a massive explosion will come out from under him, consuming his body.

Wiimote Sound
“Glad you could make it. The party’s about to start!”

-\- KIRBY HAT -/-​
Kirby gets a bomb suit covering up his mouth, only the top of his head able to be seen out of it, and it becomes severed like Fatman's head. Upon pressing neutral B, Kirby takes a time bomb out from behind his back and throws it onto the ground, functioning like Fatman's bombs. Kirby will use this button input when running when B is pressed, as well, just like Fatman. Kirby's shoes are replaced with skates, greatly increasing his running speed to be just behind Fatman's. Fatman is among the most useful characters to copy.

-\- SNAKE CODEC CONVERSATION -/-​

Snake: Colonel, come in. Fatman somehow survived the finishing blast Raiden gave to him back during the plant incident. . .
Colonel: Yes. . .It's a good thing I survived the incident as well.
Snake: What are you talking about, Colonel? You wern't there. . .
Colonel: If only you knew, Snake. . .
Snake: Anyway. . .What can you tell me about him?
Colonel: If you shoot him in the head, it'll hurt him!
Snake: . . .
Colonel: Don't you remember your VR training?
Snake: I had enough of you over that kid's codec back at the plant. . .

-End Transmission-

-\- ASSIST TROPHY - VAMP -/-​



Vamp the vampire emerges from the assist trophy. Rather fitting name, no? Vamp, unlike other assist trophies, is actually vulneable. However; he will dodge all of your attacks without fail. Every single one. Vamp has two jumps as high as Falco's and Sonic's running speed, and can even walk on water. He can easily get to wherever he wants to in the blink of an eye. He'll run around chasing random enemies doing slashes at them for 10% and average knockback. Vamp has a VERY lengthy duration, 60 seconds, and will respawn off the ledge if KOd. However, when Vamp spawns, four lights will spawn shining down on the stage. When you destroy these lights, them each just taking a single physical hit to be destroyed, Vamp will stop dodging attacks and you can dispose of his 30 stamina.

A JOINT PRODUCTION BY MASTERWARLORD AND KOJ. . .

The original unfinished moveset (Koj's second to last post)
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
KoJ was awesome. He was one of the few MYMers who commented on my first sets. He was ahead of the times, too; Dalek and Gecko Moria were as detailed as any MYM 3 sets, and they came before Dracula and the so-called "Detail Movement".

And then he just vanished completely. And the really scary thing is that we have no way of knowing why he left and why he never popped back in, not even for a moment. :(

The moveset was great back then, even incomplete - I seem to recall voting for it - and it's greater still with your updates, Warlord. Final Smash is terrific. More in-depth comments later, I think.
 

TWILTHERO

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

THE GOOS

THE MILLIONS OF GOOS LIVING IN THE BEAUTIFUL WORLD OF GOO DON'T KNOW THAT THEY HAVE JOINED THE BRAWL!
Wow, this moveset is actually pretty good. Nice job with this moveset. You have some really cool attacks in this moveset dude. Nicely done Wizzerd, nicely done.
IN MEMORY OF KOJ. . .





Ahhh....i remember this moveset back in MYM 3. Anyway, that moveset looks really great from a skim Warlord. And lol @ down smash."Laugh, and grow fat!" xD​
 

PK-ow!

Smash Lord
Joined
Mar 28, 2008
Messages
1,890
Location
Canada, ON
This thread grows way too god**** fast.

So.... I should finish my Illusion of Gaia moveset, right?

I'm trying to figure out where to sort the shield description to.
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
This thread grows way too god**** fast.

So.... I should finish my Illusion of Gaia moveset, right?

I'm trying to figure out where to sort the shield description to.
Yes.

YES!

Shield description? If it's a stat, put it to stats. If it's the animation put it to where you have Idle or something, if it's something extra, put it before the moves?
 

Akiak

Smash Ace
Joined
Jul 28, 2007
Messages
820
Location
In my secret laboratory.
I read the Goos. Excellent job, for a newcomer. The mechanic, while it could use more detail, is a nice idea, and the moves are all fun stuff. Bravo!

In other news, I think of doing a Samurai Jack moveset, from CartoonNetwork. I thought it would end like a mass of generic sword slashes, but I figured out a way of evading that. It'll be hard tho, so don't expect it soon.
 

SonicBoom2

Smash Journeyman
Joined
Oct 12, 2008
Messages
480
Location
Florida
I read the Goos. Excellent job, for a newcomer. The mechanic, while it could use more detail, is a nice idea, and the moves are all fun stuff. Bravo!

In other news, I think of doing a Samurai Jack moveset, from CartoonNetwork. I thought it would end like a mass of generic sword slashes, but I figured out a way of evading that. It'll be hard tho, so don't expect it soon.
I would think Aku would make a better one.
Or maybe one of those mutant pedestrians :D.
 

Akiak

Smash Ace
Joined
Jul 28, 2007
Messages
820
Location
In my secret laboratory.
I thought about Aku too, but he's too big and ingombrant. Mutant pedestrians for Assist Trophy. Although a set for the three mutant dogs wouldn't be a bad idea.
 

princesspeachluver13

Banned via Warnings
Joined
Nov 13, 2007
Messages
617
Location
Yep. I had it coming. Stupid apathy.
*mourns loss of KOJ*

Anyway...

PPL13's Qualms, Concerns, and Compliments

Shellder

Yay! Shellder was and is one of my favorite Pokemon. His water/ice type combo is what drew me to him and Cloyster. This'll be a fun review, and the only one I do this session, due to my increased knowledge of the Pokemon. The Goos will be featured next session.

Attacks

Specials

Neutral: Clamp...seems to me that this is an original Pokemon game move. Good use, good effects, but can one come close to Shellciding, but use Ice Spear to recover?

Side: Bubblebeam - Another Pokemon Original! Good choice! I have to say that the properties of this move definitely contribute to Shellder's defensive style. I like the trapping part of the move. This move is definitely a professional move due to Shellder's slow moving speed.

Up Special: Ice Spear...a new move. Well, this certainly is a good concept. As you said, luck-based and good for horizontal recovery, but can it also be used for vertical recovery? Other than that, great move!

Down: Iron Defense - the 3rd original Pokemon move in the set! I really like Shellder's defensive style and set, and this is no exception. even when playing as Peach, I am a defensive player, so I can relate to Shellder. The only problem is that the move seems to have horrible practicality. Is there a reason?

Standards, Tilts, and Smashes

Foam Burst: This move is interesting. It is a great addition to the defensive playstyle.

Leap: This move is somewhat..."meh," IMO. No real problems, but it's no beauty of a move either.

Scuttle (both sides): Another "meh" move. Basic movement for a shellfish, I guess.

Rain Dance: another original Pokemon move! I don't really like the blowhole idea. I think that Shellder should turn towards the sky and spit water or something along those lines. The blowhole idea could be confusing to people new to the series.

Protect: I like the move itself, but only 10%? That's not enough. Just having 3 other characters would raise the damage level WAAY beyond 10%, so that isn't enough of a capacity. Maybe 30, 40%?

Hydro Pump: My favorite water type move! The storage idea is a good idea, bu if that's what the move does, it belongs more as a Special.

Ice Shard: A new move. Hrmm...not really sure what to say about this one. Original, to say the least.

Bubble: Another mobile move. Basic, but a little too bland.

Aerials

Withdraw: Another Original! I like the "quasi-aerial-grab." That's a very cool idea! The Powershielding is also a cool idea.

Locomotion (Both Sides): Again, meh. It's original, like Ice Shard, but a little less practical.

Aurora Beam: Another original move, but very tweaked. I like the idea, but the original beam suited me more. If it were up to me, I'd have Shellder face upwards and FIRE HIS LAZ-*shot* shoot the beam.

Waterfall: The final original move in the set. VERY COOL. The Aurora Beam + Waterfall is an awesome idea. That would be very interesting to see in the turnbased Pokemon games, I have to say. I like the Water Spout technique. I used the name from the games because the technique reminded me of Water Spout. Spammable or not, this is a great move.

Grab

I guess that's cool. No pun intended.

Final Smash: Icescape

This is the best part of any set, and this is no exception. The freezing terrain is a good idea, and I have no real problems with this FS. The freezing idea is a little similar to another FS that really exists. *stares at Ice Climbers* The Water to Ice Type mechanic of the FS is original and cool. No, that wasn't a pun. In fact, all of the seemingly obvious puns were in fact, NOT PUNS AT ALL.

That Does it For this session of...

PPL13's Qualms, Concerns, and Compliments
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
@akaik: please do a set for jack; it would be freaking epic.

AKU IS TOO BIG!!!!!!!!!1111eleven
:lick:

& I haven't read fatman yet, & I probably won't have time to until later. but... R.I.P. KOJ ~
 

Darkslash

Smash Master
Joined
Feb 1, 2008
Messages
4,076
Location
Strangereal Equestria
Alright any thing relating to RX-78-2 move and special wise is now done. All that's left is SSE Roll, special enemies, RX-78-2 Bosses, trophies, music, assist trophies and a special twist.


Link to move set in there..

Also can some one make me a RX-78-2 MYM icon please?
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Neutral: Clamp...seems to me that this is an original Pokemon game move. Good use, good effects, but can one come close to Shellciding, but use Ice Spear to recover?
One could try, but if you've released, that means the foe has a chance to recover, too, and most foes will have better recoveries than Shellder.

Up Special: Ice Spear...a new move. Well, this certainly is a good concept. As you said, luck-based and good for horizontal recovery, but can it also be used for vertical recovery? Other than that, great move!
Actually, that's Icicle Spear, and it is indeed an attack in pokemon. 4th Gen, I believe, but yeah. Anyway, with some good aim, yeah, it can be used for vertical recovery, even though it's easily gimped.

Down: Iron Defense - the 3rd original Pokemon move in the set! I really like Shellder's defensive style and set, and this is no exception. even when playing as Peach, I am a defensive player, so I can relate to Shellder. The only problem is that the move seems to have horrible practicality. Is there a reason?
It's an impenetrable shield that is used really quickly. To balance something like that out, I made it unreliable, no?

Leap: This move is somewhat..."meh," IMO. No real problems, but it's no beauty of a move either.

Scuttle (both sides): Another "meh" move. Basic movement for a shellfish, I guess.
It's all about the big picture, really. Yeah, looked at individually, they're sort of boring, but they're necessary, and add to the overall playstyle.

Protect: I like the move itself, but only 10%? That's not enough. Just having 3 other characters would raise the damage level WAAY beyond 10%, so that isn't enough of a capacity. Maybe 30, 40%?
That'd be a bit ridiculous. The shield is easy to use, speedy... it'd be TOO good if it absorbed anything more than the tracest amounts of damage. Maybe I could make it 15% or 20%, though...

Hydro Pump: My favorite water type move! The storage idea is a good idea, bu if that's what the move does, it belongs more as a Special.
Perhaps, but I already have four Specials, and this would make a boring one. As a Smash, it's nice and interesting. Shhhh! ;)

Ice Shard: A new move. Hrmm...not really sure what to say about this one. Original, to say the least.
Again, that's not new, it's 4th Gen. Understandable that you don't know it, 4th Gen is pretty bad compared to the others.

...Nice to get a mini-review from you, though, PPL, and I'm glad that you seem to like it.

Now, to some commentary of my own!

Ratchet & Clank: This is somewhat interesting... although I like the basic layout, the lack of color sort of bothers me as I read it, HR. I also feel like the headers are a bit TOO big, since the descriptions are so much shorter than your norm. It's got some golden attacks in there, like the Fair, Dair, and Specials in general, but, I have to admit, some of it is less interesting than I've come to expect from you. Anyway, it all comes together very well, and I enjoyed it.

Megaman.EXE: i cant read the font. its 2 brite

Goo: Interesting how you implemented them, I was wondering how you'd make that work. The description of the twist is a bit vague at times, I admit, but it's a great idea. Most of the attacks themselves are a tad generic, tending towards simple bounces in a certain direction, but you really had nothing to work with, and you pulled it off admirably.

Fatman: Fix organization. Lime green is bad, make it some pale grey. Lots of greys and greens, sort of camouflage-ish. Also replace ~~> and ~~< in the headers with... hmmm... -\- and -/-. It'll look WAY better.

On a less commanding note, it's a great moveset. Interesting how KoJ's attacks are, as a rule, less detailed, makes it a little game to read. There's lots of cool "Easter Eggs" in there, like Joker's DSmash, the wine glass (which, whether it was meant to or not, reminded me of Dracula), "Fatcide", and so on. The Final Smash is still utterly awesome. So yeah, I really enjoyed it all over again. Tough choosing between this and K. Rool for my fav of your two MYM 5 entries (so far, Missingno is gonna dominate that particular contest).
 

Tanookie

Smash Journeyman
Joined
Nov 17, 2008
Messages
436
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*sends Sundance a leather harness on Dragon Apprec
Ugh, I just realized that Mia's Dair is the exact same as Shellder's...that blows; but K.Rool believes me when I say that I'm not intentionally plagiarizing. Right, K.Rool?

BTW, I've started Hypno (even though Mia still has two attacks left) and lemme say he's coming along very well. I expect him to be a solid set. Maybe not excellent, but definitely solid. :)
 

The Trophy Master

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Joined
Dec 27, 2008
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*Sends Sundance an orange elephant on Chirstmas, a
Ok, here it goes. I'm gonna comment some movesets posted since the start, as I didn't yet. Let's say 5 of them :)

King K. Rool : When I first saw the name I thought you did a remake of King K. Rool , our Sin, like in The Sandbags moveset! :laugh: This is awesome Warlord, great job! Every move is well detailed, and the complete set has a good presentation. The extras are not as much detailed as Cortiny :p, but they're still really good. Awesome Kirby Hat FTW! Each Alternate Costume is unique, even if he shares a lot of moves with the original, making it possible for Brawl, the entire mvoeset would be perfect for Brawl. Can't wait for your second third moveset!

Golbez : My long wait for Spade's first MYM5 moveset has ended, yay! Just seeing the picture, I already knew the set would be bad***, and even more I knew YOU were doing it. Glad to see you take the same set model as always. The moves are well detailed, more than enough. The only complaint I have is the Bair Playstyle Section, which looks lost at the end of the moveset, hidden by the other features. I like the specials, and the Final Smash, they're special! :) Nice work!

Edward Elric : Long time since I read one of your movesets TWILT. Happy to see you still use sprites to explain the moves better, in almost every move. The Neutral B is pure genius, with the effect being changed with the stage. The detail is more than OK, and it's even longer with Blaed Auto-Mail effects. Your Playstyle section is really long, but not boring. The only thing I didn't read yet is the SSE Role, gonna go for it now!

Waluigi : Not so bad for a newcomer, but could use more details, still good. Don't wanna be rude or anything, but for advices, look for Spade's coming soon, I think. Also try to use different colors, for Moves' names and Headings. Happy to see you've put Extras, but you should specify that the events are Events, cause there's no title. Your playstyle section is huge, being a big +. Good job for your first set, looking forward to seeing your next sets, later in MYM5.

Shellder : K. Rool, my favorite MYMer, I'm happy to see your first moveset, and even more it's my 2nd favorite Pokémon, Shellder. The #90 section is just a little +, which is fun. The presentation is quite classic and simple, but it's still really fun to read, and it's the only MYM5 moveset that I read completely, just when seeing it. The moves are well detailed, but I know you could've done more. The movement mechanic is perfectly explained, and the Specials and Grab are awesome. Playstyle is GIANT! The extras are little, but I can understand it can become boring putting all little things that could be, and it's perfect like it is. My favorite moveset so far.


Also, does anyone knows when will come the MYM 4 Brawl between Chef Kawasaki, The Joker, Shine and Bright and Advance Army?
 

princesspeachluver13

Banned via Warnings
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Nov 13, 2007
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Yep. I had it coming. Stupid apathy.
Actually, that's Icicle Spear, and it is indeed an attack in pokemon.

Oh yeah...thanks for clarifying.

Again, that's not new, it's 4th Gen. Understandable that you don't know it, 4th Gen is pretty bad compared to the others.

I thought that was Ice Ball or something...
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Tanookie: PLAGIARISM! PLAGIA - ooh, Hypno. Never mind... :bee:

Trophy: Mendez is AWOL again, but I trust him to show up again in a few weeks at the latest with the completed picture. Last I heard, he'd started his sketch of it.

Glad you liked Shellder so much! :bee:

Also I'm stealing the idea of color-coding the names of movesets as I comment on them.

PPL: Yeah, there's Ice Ball, but I'm pretty sure there's also Ice Shard. Gets a bit confusing, I guess...
 

smashbot226

Smash Master
Joined
Sep 1, 2007
Messages
3,027
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Waiting for you to slip up.
Wow, this series has evolved so much.

I'M BACK GUYS! AND JUST IN TIME TO WIN THE COMPETITION!

Here's my first moveset. And no, it won't be an empty promise this time.



"You fools obviously do not value your lives if you wish to confront me."

Gharnef! The dark pontifex of Khadein, rival to Marth! His terrifying Imhullu magic and mastery of the dark arts proves to be more than a match to fighters in the ring! He's also learned a few more tricks too- summoning monsters from the grave! He's an absolute monster in expert hands...
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STATS:

Strength: 1- Gharnef is a Sorcerer, so it is NATURAL that his strength is relatively low.

Size: 3- His hunched idle pose is akin to Mario's standing pose, giving him a medium stature.

Weight: 5- Here's the loveliest thing about Gharnef- Imhullu protects him from attacks in the Fire Emblem games, but in SSBB- it gives him an invisible, but floaty, weight. He's very difficult to KO, and considering his expert range game, he'll be challenging to even DAMAGE.

Jump: 2- Gharnef isn't known for his acrobatics, but he's wearing only robes, so he's capable of jumping up into the air, about as high as Pika's.

Range: 5- While his attacks have good enough range, Gharnef's summons give him a great zoning advantage. And his summons are always random, so you'll never know what your foe will have to face.

Speed: 3- Mages don't carry much other than tomes and potions. Gharnef is no exception to this rule, and as such, is slightly slower than Mario.

Priority: 1- To make up for his near-infalliable defense, Gharnef's attacks, even his summons, have very low priority.

Attack Speed: 3- Even though his weakness is close combat, Gharnef is still no slouch at dealing damage up close at an acceptable rate.

Wall Jump/Cling: No

Crawling: No

SPECIAL ABILITY: Yes!

Imhullu Meter- As you play as the dark pontifex, you start out with a small bar on top of your damage meter. This is called the Imhullu Bar. Basically, the more damage you take, the more bar is filled, so your bar should be full at around 150%. Depending on the amount of bar filled, you can reflect 2-20% damage off of ANY foe's attack, so long as meter is filled. Maximum meter can reflect 20% of foe's attacks, but it doesn't cancel out knockback or stun.

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BASIC ATTACKS

A: Fire- Gharnef lifts his right hand upwards towards the foe and chants "FIRE!", taking about three frames, and fires an ember out of his orb, then quickly lowers his orb hand, taking three more frames. It's a quick move, dealing only 5% fire damage, but it has good range, about two character distances, and has a sweet spot at the tip of the flame which deals 9%. Timing this move is key to escaping a close encounter. However, it has almost zero knockback.

A>: Blizzard- Gharnef, with a wave of his orb hand and the utterance of "BLIZZARD!", summons four icicles that rise from the ground in the direction he faces, the next one bigger than the previous. This attack deals 6% freeze damage overall if ALL the icicles hit, but cannot actually Freeze the foe, nor does it have useful KO potential. Has good range, about the same as Fire's, but takes MUCH longer to recover from- almost a whole second.

A^: Wind (YEAH, SO WHAT IF IT WASN'T IN ANY GAME HE WAS IN)- Gharnef closes his eyes and concentrates as he pronounces, "WIND!" and gale of wind rises upwards. Has fantastic vertical range and knockback, about the distance of two vertical Bowser's, and has enough horizontal range to protect him from attacks. It's also capable of reflecting small projectiles away. The catch? Deals a measly 5% damage, and has a long starting lag.

Dash Attack: Thunder- Gharnef, as he mage-hops along, skids to a stop and utters "THUNDER!", before a bolt of lightning shoots from above his head about two character distances in front of him. This is a deadly move to use against foes, as it has a high risk, high reward factor. If blocked, Gharnef is left open for punishment. If struck, Gharnef is now far away enough to use a summon or spell. Deals about 7% damage and causes decent knockback.


SMASH ATTACKS

Fsmash: Despaired Inferno- Gharnef lifts both his arms upward, taking five frames, as he then shoots them forwards in the direction he's facing, as he roars, "BURN, CRETIN!", and flames shoot from his hands, covering three whole character distances. This, however, deals 12% fire damage, but does quite enough knockback to push foes away to escape. This move has enough priority to beat out some projectiles, and a decent starting lag. However, the ending lag takes far too long to be abusable, so watch your usage.

Usmash: Suffering Crash- Gharnef, again, lifts both hands into the air, taking the same amount of frames as his Fsmash, but then drives them into the ground, yelling, "COLDEST RAGE!", and icicles shoot upwards next to Gharnef's left and right sides. They reach up in an arcing formation, so it shoots up and hits anyone above Gharnef, for about two character distances. This move deals a measly 7% damage, but has good knockback for a killing move, kills at about 125%- good, considering Gharnef's normal attack set.

Dsmash: Volt Rage- Gharnef lifts both his elbows into the air, hands facing downwards, as he then drives them into the ground, screaming, "DIE ALREADY!", and electric currents shoot out to the left and right of Gharnef- covering a massive FOUR character distances. This move, however, deals 6% damage and knocks them back only enough for Gharnef to escape. Worse yet, the priority only beats out a select few moves, and would normally lose in an attack clash.

AERIAL ATTACKS

Nair: Rapid Tempest- Gharnef pulls both his arms in, as a swirling purple mist surrounds him, knocking foes back a decent few feet and dealing 9% damage. This attack is a great gimp move, for whenever the foe wants to recover onto the stage, and also good for a jump-in attack; it has a unique hitbox to it, which hits SLIIIIGHTLY above Gharnef, in front of Gharnef, and SLIIIIGHTLY below Gharnef. The only downfall to this move is how easy to see it coming- but due to its THREE character distance range, you'll likely won't escape if too close.

Fair: Claw of the Hell Bound- Gharnef opens up his tome with a single flick of the wrist, as a dark claw shoots out, in a fist-tight motion, knocking the foe back a good few feet and dealing 12% damage. It then flies back into the tome as Gharnef closes it swiftly. This is likely Gharnef's best aerial move- K.O. potential at around 120%, comes out fast and goes back fast, and two and a half character distances. Even better, it has a hitbox at the end of the fist, dealing 15% damage and MORE knockback. Only problem is that the vertical range is relatively narrow to some of his other aerial attacks.

Bair: Razor Gale- Gharnef throws both his arms backward, as his robe tails flutter upwards as well and razor winds shoot out from his sleeves, covering two character distances and ending very quickly. It deals 7% damage and can kill at around 135%. However, the good thing about this attack is that it is Gharnef's SOLE move with actually GOOD priority. It can beat a variety of projectiles and some normal attacks. Use it for anti-jump ins and for gimping.

Uair:

Dair:

----------------


Will Continue later. Feel free to comment for now!
 

SkylerOcon

Tiny Dancer
Joined
Mar 21, 2008
Messages
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Though this is probably the third time I've seen this guys full moveset, it's still pretty cool. You copied Joker's Dsmash which was pretty cool.

However, the main thing with this moveset is that it isn't bad. It's just kind of there. You admitted yourself that it was the worst of your MYM5 sets. So there's nothing glaringly wrong with this. It just doesn't strike me as a major set.

@Shellder

I already commented on this in the chat, but it's still probably the best set posted so far. Good job!
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
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Not wasting countless hours on a 10 man community
Megaman.EXE: i cant read the font. its 2 brite
You kick puppies.

Fatman: Fix organization. Lime green is bad, make it some pale grey. Lots of greys and greens, sort of camouflage-ish. Also replace ~~> and ~~< in the headers with... hmmm... -\- and -/-. It'll look WAY better.
Blah! Curse you and your organization concerns! *Fixes*

Why didn't you complain about the light green on K. Rool, though? You do know that Fatman and K. Rool use the exact same color scheme, right?

On a less commanding note, it's a great moveset. Interesting how KoJ's attacks are, as a rule, less detailed, makes it a little game to read. There's lots of cool "Easter Eggs" in there, like Joker's DSmash, the wine glass (which, whether it was meant to or not, reminded me of Dracula), "Fatcide", and so on. The Final Smash is still utterly awesome. So yeah, I really enjoyed it all over again. Tough choosing between this and K. Rool for my fav of your two MYM 5 entries (so far, Missingno is gonna dominate that particular contest).
Finally, some actual commentary on the thing. :bee:

Koj's original moves lacked some key details, so they were edited very slightly to add them in. Still, I tried to keep his writing as close to the original as possible so as to sort of keep his spirit alive in the moveset.

Joker's dsmash I thought fit Fatman just as well as it did Joker if not better, and I was stealing from myself, so I decided to include it. I wasn't thinking of Dracula when I made the wine moves, I was simply looking to give him something besides explosives and to make his signature line an actual move.

Koj actually sort of laid the foundation for the final smash. While he didn't write it, he made trophies for the moveset (Which I cut in this revision), and he gave the basic outline of the final smash in it. . .So he deserves as much credit as I do on that. :bee:

Anyway, thanks for the commentary. Glad this turned out better then I thought it would.
 
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