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Make Your Move 5

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KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Missingno is a pretty cool guy. I gotta admit, you threw me for a loop, Warlord, focusing much more on the mythos and facets of Missingno than on the glitch-based playstyle I expected you to. Very neat set, and it helps that, y'know, it's MISSINGNO. The best character in anything, EVER.

Also, your first moveset of the contest that I can say right off the bat has perfect organization. :bee:
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
I'm working on Mr. Saturn now, and I have a question.

The organization for Mr. Saturn is kinda wacky. It's all in a different font, so in order for you to see it you must have the font or the entire moveset has to be a picture.

The entire moveset is a picture. So, I can do some cool stuff, like overlapping text with pictures, and using whatever font I want, and diagonal text, and pictures wherever I want them. This might sound cool in theory, but it has a few flaws. It'll look really weird, and the font is pretty hard to read. On slow computers the picture might take quite a long time to load.

That's what the "irrelevant post" above is. It's a place to post the moveset in a normal form, and make a link to it above the picture moveset. But, The picture moveset is a pretty new idea, and I wanted to know what you thought of it.

Should I bother? Should I just post the moveset in normal fonts, taking away from the presentation but probably guaranteeing that more people will read it?
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
^If it's in the Mr. Saturn speech font, then it'll be really hard to read.
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
^If it's in the Mr. Saturn speech font, then it'll be really hard to read.
The titles are, but I give translations. It's mainly in the Earthbound font.

Actually, there is no untranslated Mr. Saturn text. But still, is it worth it?
 

Jimnymebob

Smash Champion
Joined
Sep 26, 2008
Messages
2,020
NNID
Jimnymebob
As long as you don't post both the text moveset and the visual moveset on the thread then you're fine Baloo.

If you want to post the visual one just post a link to it, because otherwise it'd be multi posting your moveset.

Why did you choose a random spot in the middle of this page to be the place to put your moveset? It'll probably go unnoticed by a lot of people, and could cause problems with the Sins having to look back and forth through the pages to find it.
 

Shake~

Smash Journeyman
Joined
May 29, 2008
Messages
332


"Who... are you?"​
SIL'FER




Click for music​

Sil'fer comes from Phantasy Star Online: Episode 3 C.A.R.D. Revolution, one of the games in the Phantasy Star series. She is of the Newman race and is a Hunter. Sil'fer is one of the twelve Hunters that work for the government on the ship Pioneer 2. They constantly fight against the Arkz, a organization against the government. Both use C.A.R.D. technology, being able to materialize an object through memory. Sil'fer has lost both her memory and her sister due to an infection caused by the "germ", created by the "Great Shadow" and used in the C.A.R.D. technology. The weaponry she uses is materialized almost instantly (item appears like an alloy of itself at first but quickly is covered over with the metal, photon, and etc in a data like fashion from bottom to top) due to such technology. Sli'fer is accompanied by a Mag in her battles, which helps her out in time of need.​



Idle Pose

Silfer holds both her hands in front of her, upward, with her left hand at head level, and her right hand at neck level. If she stands still for a while, she'll drop her hands momentarily, looking to her left and right, then raises her hands.
Shield Pose

Sil'fer puts both of her hands in front her, right hand bent to the left, left hand bent to the right, in an effort to protect herself. She uses the normal bubble shield like the majority of the cast.

Spot/Air Dodge

Sil'fer presses the majority of her body toward the background, to avoid the oncoming attack.
Roll

Sil'fer flips forward/backwards, landing on her hand then her feet, proceeding to stand straight up.
Ledge
Sil'fer holds on to the ledge with her right hand, left hand free.
Sleep
Sil'fer stumbles to the ground, landing on her side, then rests her head on her arm. Once she wakes up, she raises her head and pushes off the ground with her hands to get up.
Dizzy
Sil'fer hunches down a bit, holding her head with her head. When no longer dizzy, she shakes her head and stands up straight.






Neutral Special:
Technique

Sil'fer materializes a cane in her hands almost instantly, in which she holds straight up, while her eyes are closed, concentrating. She has four options when using this move, each option requiring a certain amount of time to cast. Her momentum if used in the air is halted to the point you're almost immobile. You must first press B, then push the control stick in a direction (or none) to pick the technique that you wish to cast, and you must pick it within a third of a second, or it'll default to Gifoie. You are unable to change the technique choice after a third of a second passes when you start the move. After casting, she simply dematerializes the cane and defaults to her basic pose almost immediately.

Gifoie

Moving the control stick in no direction causes Sil'fer to choose this technique. After Sil'fer has concentrated for TWO seconds, a red light flashes from the cane's head, and two flames the size of Wolf's laser burst from the cane a quarter second later, spinning around Sil'fer, completing it's course around Sil'fer every 2 seconds, and slowing moving outwards a stage builder block every second. The move stays out for 8 seconds, and will even go offstage. The flames will look like they're simply going back and forth, but they'll appear in front and behind Sil'fer. When someone touches the flames, they'll suffer 8% and minor knockback that will simply launch them into the air. The cane simply disappears after the flames burst out, having little ending lag besides the quarter second from the red flash. No technique can be used while the flames are still on the field, and if used in the air, they'll stay on the same elevation on which it was completed. The main purpose of this move is to help give you control of the ground, but opponents can merely jump over it and attack you if the character is agile enough. Can be easily reflected or absorbed too, so be careful against certain characters with those abilities.

Razonde


Moving the control stick toward the left or right causes Sil'fer to choose this technique. This technique requires THREE seconds of concentration, and once completed, a yellow flash emits from the cane's head, which in a quarter second follows up with a massive surge of energy surrounding Sil'fer almost instantly (frame 2). It's width is as long as half of Battlefield, and it's vertical size allows someone on one of the lower platforms of Battlefield to hit the people below, and above. The move deals 18%, and moderate horizontal knockback that could kill around 150%, though this move isn't one of your primary killers. Doing this in the air will cause the lightning to appear where you are when the technique completes. It's useful if you can trick someone into rushing you, expecting Grants, and even if they dodge this, the lack of ending lag will allow you to punish that dodge. It can be reflected and absorbed, though reflecting it will not cause Sil'fer to be harmed.

Barta

Moving the control stick down will cause this technique to be chosen. This takes the least time to cast, being only ONE second. On completion, a blue light will flash from the cane's head, and after a quarter of a second, a trail of frosty ice will move forward at a steady pace. It will travel as far as half of Final Destination, moving at the speed of Wolf's blaster, and will hit people on the lower platforms of Battlefield, and on the edge of a stage, though it doesn't have that much of a lower vertical hitbox. The move lasts about two and a half seconds, from start to when it reaches it's max distance and dissipates. Anyone hit by the technique will suffer 7% and be given the "Freezie" effect, sending them upwards. Like the last two, when the technique completes, the spell will shoot straight forward, going neither up or down in elevation. This is the most spammable of the techniques in your disposal, but it's pretty easily avoided. Useful to keep your opponent on your toes if they're expecting a technique that takes longer to cast. Like the previous two, can be reflected and absorbed.​

Grants


Holding the control stick upwards will cause you to use this technique. This also takes THREE seconds, like Razonde. When cast, a pale yellow light flashes out, and after a quarter second, the nearest opponent will suddenly have a violent yellow aura on them. After 3 seconds have passed, the aura explodes, dealing 30% and the vertical knockback amount is incredible, killing at about 90%. The range is equal to Luigi's Negative Field, and the starting effect cannot be shielded or dodged. However, if you time the dodge right, the move will simply miss, shielding it will cause your shield to break though. Landing it is difficult, due to the overall lag in starting it in the first place, and while the aura is on them, they can either concentrate on dodging it or swat you away first then dodge it. What you need to do is to pressure the opponent into being unable to dodge the aura using your own attacks in the three second period. You are unable to use any other techniques while the aura is still out though. This move cannot be reflected or absorbed.

Side Special:
Stamina

Sil'fer pulls out a card, like the one in the intro picture, and if someone is within range, the image of the card will appear over the opponent, though somewhat transparent, and then disappear. The opponent is then slightly crippled in speed, as the ground movement speed and aerial speed become halved. What makes this move a double edged sword though, is that you suffer the same effect if it lands. The range is about Marth's fair all around you, so even if you land this, you'll probably be hit. There's a bit of lag at the start, with the card drawing from her side, but this move cannot be dodged or shielded. The ending lag is about non-existant though, maybe a few frames. The effect lasts 8 seconds, and once used, the Sil'fer user must wait 30 seconds before using it again. This is only really useful if you're going to be defensive, or if you can knock someone off with a good blow so the nerf in speed will probably make them miss the ledge.

Upward Special: Photon Blast



Sil'fer's Mag will assist her when she needs it's help, in which it will transform into a strange being, capable of using massive power once it has attained enough synchronization. Sil'fer fades out when the Mag takes over, and the Mag will move as far as Fox's recovery, and to top it off, it will fire lasers from the sky that will rain down above it, somewhat randomly, the width being about half of battlefield. After the lasers have hit or gone off screen, Sil'fer will appear in the Mag's place, and be in helpless mode until she is hit, lands, or grabs the edge. Sil'fer is still vulnerable at the start of the move for about a quarter of a second, but after that she isn't. The whole move lasts about 3 seconds. 12 lasers rain down onto the stage, and each one does 4% and minor knockback. If they try to shield it, it will do quite a lot of shield damage and will usually break it if they attempt to shield it all. The lasers move downward at the speed of Falco's laser, so it's difficult to dodge on reaction. This move can be used slightly offensively, but it's best to save it for recovering. Once used, Sil'fer must wait 30 seconds to use it again, and in those 30 seconds the opponent should capitalize and try to gimp her. The recovery is quite safe if her location is close to the edge or the ground, but if she's a bit high the opponent can easily run in and knock her away in which she'll plummet to her doom.


Downward Special:
Traps

Sil'fer has access to four types of traps to place on the stage. She has your basic damage trap, a freeze trap, a paralysis trap, and a confusion trap. After pressing Down B, you must press a direction. Up is Damage, Right is Freeze, Down is Paralysis, and Left is Confusion. The image you see above is the damage trap. The other 3 will have the middle part be differently colored, Freeze will be blue, Paralysis will be yellow, and Confusion will be purple. She cannot use this in the air. There is no notable animation when she places them, as she's simply standing still while the mine deploys. The damage radius of all 4 traps is equal to Snake's C4. It takes a half second after the direction is hit for it to be on the field, being hit before it appears will cancel the deployment. The opponent can't easily tell if you're just waiting for them or setting a trap, due to the traps being invisible. Due to the mines floating, it makes avoiding them difficult. If an enemy runs by the trap, it will appear, and make a "ding" noise, signifying it's going to explode in the next second. This obviously gives the opponent time to dodge or shield, but this is where you need to apply the pressure. The trap can also hit you, so be wary. Sei'fer only has one of each trap each stock, so use them wisely.

Damage Trap: When it explodes, it deals 15% and moderate vertical knockback killing around 150%.
Freeze Trap: When it explodes, it deals a slight amount of 4%, and gives them the "Freezie" effect.
Paralysis Trap: When it explodes, it causes two seconds of Deku Nut stun.
Confusion Trap: When it explodes, it causes 8 seconds of reversed directions (left becomes right, vice versa).



Neutral Attack: Hitogata Kosiki

Sil'fer materializes five cards in her hands, each one looking like the figure above. She then throws them all forward, arm outstreched, as the 5 cards fly across for a short period. Each card flies in a certain direction. The highest one going 45 degrees (diagonally upwards), the next highest 22.5 degrees, or inbetween the highest and middle card, the middle card going straight forward, the second lowest being 22.5 degrees downward (or inbetween middle and lowest), and the last one being 45 degrees downward. The start up time is equal to Ganon's jab, but the ending lag is bad, being half of a second, as she keeps her arm outstretched for a while. The cards fly at the speed of Link's arrows, are disjointed and physical, and go as far as a third of battlefield. Each card does 2%, and minor knockback. If they shield it, the shield damage, push and stun is almost non-existant, so they can easily punish you if you do this right in their face.



Dash Attack:
Photon Claw

Sil'fer starts to do a forward flip, while materializing the photon claw. She then crashes the claw down onto the opponent with a vigorous slam, bouncing them upwards. The move has a good amount of starting lag, almost a full second, but the shield push it gives and the small amount of ending lag as she quickly stand straights up with the claw dematerialized will keep Sil'fer from being damaged unless they dodge. A successful hit will bounce them upwards, ready to be hit by another move such as the up tilt. If they're currently in the air, it will meteor smash the opponent, and it's one of the strong ones. Landing it on someone off-stage is pretty situational, as they'll probably grab the edge instead of getting hit by this. It deals 12%, and strong knockback downwards, though it won't kill for a long while, unlike Ganon's down air.


Upward Tilt: Partisan

Sil'fer, her hands low with the newly materialized partisan, swings upward from her right side, ending at her left, then she brings it down low on her left side, and swings it up again, while in the process of jumping slightly forward (less height then a short hop) to make the second swing even higher. Then, the Partisan dematerializes and she falls back to the ground. The start up lag is minor, equal to Marth's forward tilt, but the ending lag is quite bad, as she spends almost a full second falling and then readying herself. The range on this move is good, covering her front side and reaching higher then Ike's upward smash. The first hit deals 5%, and pops the opponent up like Toon Link's forward smash, and the second hit deals 7% and moderate vertical knockback, killing around 140% fresh. The quick start up time, and range, makes this a good follow up and anti-air move. Just be careful of the ending lag.​

Side Tilt: Photon Saber

Sil'fer materializes the saber, and quickly starts off with a horizontal swing like a backwards held dagger, then, grabbing the saber with both hands, steps forward almost a full stage builder block, and swings it diagonally upward from her left side, then pulls the saber back, steps forward yet almost another stage builder block, and thrusts it straight forward. Hitting Side A once will only do the first hit, as hitting twice will only do the first two strikes. The first hit has minor range, but is relatively quick. The second hit goes as far as Link's jab (the step gives it even more range), and the final hit is about the same range, but going ahead yet another step gives the whole move quite a bit of range. The first swing has a property that, if a projectile hits your front side between the frames of 3 and 7, it'll be deflected. The first hit deals 3%, and flinches them for the next attack. The second hit deals 4%, and flinches them yet again letting them be hit by the final attack. The last hit also deals 4%, and deals moderate knockback, but it doesn't kill well, finishing them at 180%. The second and third hit come out quickly, but while the first and second hit has ending lag of about a sixth of a second, the third hit's ending lag is about 4/10s of a second., so be careful not to use the final strike if they block the first or second.​

Downward Tilt: Mechguns

Sil'fer raises her head, gets her hands off the ground, lifts her arms straight forward, and fires straight forward with two newly materialized mechguns, then lowers her head and arms back down again. It's hardly laggy on both ends, a sixth of a second on start up and even less then that on the end lag, about an eighth. 3 shots are fired from an individual mech gun, equalling 6 shots overall. They are similar to an uncharged super scope shot, but they are red and glow. The whole thing lasts less then a second, as all six shots come out in half a second. They move as fast as Fox or Falco's laser, but they only travel a third of Final Destination. Each individual photon shot deals 2%, and flinches. The shots are close to the ground, so only characters like Kirby can duck under them. This move is mostly to rack up a bit of damage and to try to bait them into attacking you. Can be reflected and absorbed.




Upward Smash:
Slicer

Sil'fer puts her right arm a bit out, and then swings forward with a recently materialized Slicer. The blade, constantly spinning, goes forward, and then upwards, slowly curving back toward the initial location it was swung, and then it will disappear above Sil'fer head. Charging it causes the circle to grow in size, therefore it lasts longer and goes farther. It does not increase in damage or knockback if you charge it though. If someone is hit by the slicer, they'll suffer 13% and mediocre diagonal knockback, killing in the two hundreds. The blade travels pretty slowly, about the speed of Toon Link's arrows. An uncharged Slicer stays out for about 2 seconds, while a fully charged slicer stays out for a total of 5. It has a bit of start of lag, being about a fourth of a second, but the end lag is short, only about a fifth of a second. It's also a decent anti-air, and helps control the area in front of you. Doing a running up smash with this works pretty well as the blade will lag behind a bit, so you can pull off a grab after it hits due to your animation ending by the time it caught up. Though, it probably won't work on more experienced opponents. Can be reflected.


Forward Smash: Photon Sword

Sil'fer, hands low and to the side, materializes a photon sword. She then swings it horizontally with all her might. To top it all off, she raises it to head level, and crashes the sword down on the unfortunate foe. The start up lag is a full second, as she prepares to swing such a behemoth of a weapon, and the ending lag is yet another second, as she raises it back to normal position, dematerializes it, and gets ready into her basic pose. There's a half second period until you're unable to deal the second swing. If the second swing comes right away, it takes about a fourth of a second to raise it above her head and then swing it downward, so if they shield it, depending on how close they are to do, and who the opponent is, they can possibly hit you before the second swing is dealt. If you stop on the first swing, Sil'fer only suffers about a half second of lag instead of a full second, bringing the sword back to her right and then dematerializing it. The first hit will cause a ton of hit stun, allowing the second to connect unless they wait a bit before doing the second swing. The range is equal to Ike's f-tilt on both hits. The vertical range on the first hit is equal to Toon Link's while the second hit's vertical range is actually a bit larger then Ike's forward smash. Being hit by the first hit uncharged will cause you to suffer 11%, and the second hit will deal 14%, and heavy diagonal knockback that will kill at about 80%. Fully charged, the first swing will deal 13%, and the second swing will deal 16% and kill around 60%. The shield push from this move is incredible, being hit from such a massive sword, each hit will push the opponent about as much as Dedede's forward smash does. This move is a great killer, although laggy, and will probably be at least one of your kills in a 3 stock match. Using this when they're paralyzed by your trap is a great way to land this move.
Downward Smash: Inferno Bazooka


The name may sound intimidating, but it's not that powerful or menacing. Sil'fer raises her head back up, hands no longer on the floor, and materializes this. She then takes aim, and fires straight forward a blast from the bazooka. She holds it by the grip on it's left and the handle in the middle. The shot looks like a small fiery flare soaring through the sky. Though, it's more of a grenade launcher as it arcs up a bit then goes down. It will go as far as half of Final Destination uncharged, before landing, and at the peak of it's arc, it skims the lower platforms of Battlefield. Fully charged, it will go 3/4s of Final Destination, and skim the above area of Battlefield's lower platforms. Sil'fer takes a quarter of a second to ready her shot, and then takes 3/4s of a second to recover from the recoil and to dematerialize the launcher. The shot does not gain power if you charge it, it only gains height and distance. It flies at the speed of Falco's Laser.Anyone hit by the shot suffers 17%, and will suffer good diagonal knockback that will kill around 115%. Use sparingly, as it's laggy, and can be reflected, as it's a physical projectile.




Neutral Aerial: Double Saber

Sil'fer materializes a Double Saber in her right hand, which is currently behind her, and then revolves it over her head with both hands, then swings one of the sides forward. There are a total of 3 spins, the start up hit is the sabers hitting both sides horizontally, the frontal side slightly upwards, the back side one slightly downward. The next hit has the frontal side near the top of her head, yet angled down so she can hit someone at her mid-section, while the back side is mostly upward behind Sil'fer. The final hit has the frontal side angled downward, and at her mid-section, and the back side is once again at an upward angle, but lower then before. The first hit will send the opponent a notch upward like Toon Link's forward smash, and the second hit will actually do a very soft spike to allow the third hit to connect. The whole move happens in a half of a second. The starting lag is minimal, starting up at the same speed Pit's Neutral Air starts up, and though the ending lag isn't enjoyable, it's only about a fourth of a second. Landing while in the middle of this move will cause her to put her hand to the floor, while her other holds the double saber to prevent her from hurting herself, then she dematerializes it and stands up. The lag from landing is about half a second, so don't use this close to the ground. The first two hits deal 4%, while the last hit deals 7% and deals moderate horizontal knockback killing around 120%. The range is about equal to Link's forward air. Knowing the move pretty well can let you use it for defensive purposes if they're above or behind you, but it's best to just use it as a frontal attack. The opponent can DI out of it if you tip them with it, so you need to get to about hugging distance if you want it to land all hits.


Upward Aerial: Rod

Sil'fer looks upward, and swings diagonally upward from the left with her right hand, with her newly materialized rod. Sounds generic and basic, doesn't it? The vertical range is quite impressive, equaling Dedede's upward aerial, but the damage and knockback isn't impressive. If the opponent is hit by the inner part of the rod, they'll simply be knocked diagonally to the right with incredibly medicore knockback, and only 4% damage, but if they're hit by the photon part of the rod, they'll be sent mostly upward, a little left or right dependant on where you are, as it puts them right above you. However, the damage is only slightly upgraded to 6%, and the knockback hasn't changed at all. Sil'fer, however, is using a technique weapon, therefore she is able to cast a spell, so once she swings, she immediately casts Foie (spell on the right) straight upwards with her free hand, that deals 10% and good knockback upwards, and will normally kill someone in the hundreds if hit a bit above the stage. The fireball (Foie) is about the size and width of a Wolf Blaster and a half, and it's mostly spherical. It's actually quite fast, moving at the speed of Link's charged arrow. The opponent can DI away from the fireball easily if they're hit with the blunt part, but if it sweet spots, then unless they were hit in the beginning or end of the swing, they'll most likely be hit by it. The fireball will disappear in a quarter of a second, so using it low to hit high opponents doesn't work very well. If Sei'fer lands while doing this, she'll fall on her back and slowly get back up, taking about three-fourths of a second to do so. The opponent can reflect and absorb the foie, but you shouldn't have to worry about that.
Forward Aerial: Sange & Yasha

Sil'fer will turn slightly to her left, then swing the right and then the left sword horizontally, the time in between being almost nil, and ends up with the right sword behind her and the left sword in front to the right. Then, she'll stab forward with her right sword knocking the opponent away, and she'll pull back her hand and dematerialize the weapons.The right slash is about at her breast, angled down, and the left slash is at the same point, but straight forward. The thrust is a bit lower then the other two hits, but has even more range. The move lasts only a half of a second, the start up lag being only a few frames, and the ending lag being a single digit frame result. The landing lag from this is average, as she lands and gets on one knee, holding both swords in front of her, and dematerializes them, standing up after. Both the first two hits are about as long as Link's forward air, and the final hit is as long as Marth's nair. Both the first two hits deal 3%, while the final hit deals 5% and deals moderate diagonal knockback, killing around 150%. It's decent at gimping, due to the speed. If the first two hits basically tips the opponent, they can DI out of getting hit by the thrust.

Backward Aerial:
Snow Queen

Sil'fer materializes this rifle in her hands, knowing the enemy is behind her, and quickly turns around a takes a quick shot straight in front of her. A small, frosty ball flies out of the gun and travels forward for about a third of Final Destination. She dematerializes the weapon after the slight recoil from the shot. This move turns her around like Marth's back air. The frosty ball travels at the speed of Wolf's blaster, and is as big as Mario's fireball. When hit by this, the opponent suffers 6% and the "Freezie" effect, so if you land this near the top, it'll probably kill. The start up is only about a third of a second, as she turns and fires, and the ending lag is relatively minor, about a fifth of a second. Landing while this move is in progress will cause Sil'fer to accidentally freeze herself, due to the gun's problematic nature to randomly freeze the user. This is probably your most reliable move in the air. Can be reflected and absorbed.

Downward Aerial: Shot

Sil'fer looks downward, materializing the shot, then aims it diagonally downward in front of her, firing five high powered photon shots at once in the general area, the gun itself recoiling upwards due to such a powerful shot, then dematerializes it. She holds it similar to the grenade launcher, hands at the grip and handle. Sil'fer takes about a quarter of a second preparing the shot, and has a second of lag due to the recoil, and is actually pushed up and backwards a slight bit. The bullets spread out, from one being straight down to the farthest one being nearly straight forward, and the bullets are spaced equally. The photon bullets travel as fast as Fox/Falco's laser, and are the size of Mario's fireball. They disappear once a quarter of a second has past. Each individual shot deals 5%, and mediocre vertical knockback, killing around 300%. Landing while the move is still in progress will cause Sil'fer to hunch down due to the heavy weapon, but she'll stand straight up in about a half of a second to dematerialize it. It's a decent move to shower projectiles on an FFA, or someone trying to recover. Can be reflected and absorbed.




Grab

Standing, Sil'fer simply reaches out with her right hand. Running, Sil'fer presses forward to grab the opponent with her right hand. Both grabs have little lag, but the range is mediocre on both.

Pummel: Sonic Knuckle
These are automatically materialized when the grab connects. She punches the opponent straight in the face every second for 4%.


Upward Throw:
Backhand
Sil'fer continues to use the Sonic Knuckles for this attack, and raises the opponent higher in the air. Then, using her free left hand, she swings her arm rapidly, hitting the opponent in the face with the backside of the knuckle. It's a rather quick move, and it deals 10% and good knockback, killing around 140%.

Forward Throw: Saber Dance

Sil'fer, still holding the opponent, summons a saber in her free hand, removing the knuckles, and kicks the opponent forward in the chest, then proceeds to horizontally slash the foe. It's an average length move, with not much ending lag. The kick deals nothing, but the saber swing deals 11% and moderate knockback, killing around 130%, so a fresh throw could kill them well at the edge.


Backward Throw: Coup de grâce

Sil'fer summons a handgun in her free hand, removing her knuckles. She then throws the opponent behind her to the ground, in which she turns around, arm outstretching, and fires straight at the foe. This move takes about a second to complete, with her throwing the opponent then firing, and finally turning back around. The opponent, when hit by the photon bullet which is similar to a single mech gun shot, will do the animation when being jab locked, and suffer 11%. She cannot throw the opponent off the stage, she'll simply be pushed to the right to make space for the opponent. The opponent is in the same position as being down thrown by Snake, but Sil'fer cannot tech chase as she's still in the ending lag of the throw.

Downward Throw: Rod Jab
Sil'fer throws the opponent to the ground barely in front of her, then materializes the Rod from the upward air. She then jabs the opposite side of the photon end into the opponents chest with one hand. It's about as long as the upward throw, and it deals 6% and simply causes the same result as the backward throw. Unlike the backward throw, she is able to tech chase with this, if she can predict the opponent's move.




Downed/Trip Attack: Dagger

Sil'fer materializes two daggers, and then swings outward toward her back with both, and then inward. This has low range, but hits twice and both hits deal 3%. The knockback is minimal, like every other get-up move.

Ledge Attack 0-99%: Single Dagger
Although Sil'fer materializes two daggers, she only uses one this time. With her free left hand, she swings her hand across the ledge, then back again, hitting twice. Both hits deal 3%, but the knockback is like any other get-up, and the range is mediocre.

Ledge Attack 100%+: Mag Toss
Sil'fer, thinking quick, grabs her nearby Mag, and tosses it at the above ahead. Poor Mag. Anyways, this actually has pretty good range, equal to the Starfox's get-up before they're over 100%. If the mag hits the opponent it'll recoil back into the air, and fly back to Sil'fer in an awkward, dazed fashion. If the mag hits no one, it'll stop in it's track and quickly go back to Sil'fer. The attack only deals 4%, but it's generally safer then most 100%+ get-ups.


Dark Flow


What's materializing in Sei'fer's hands? ...It seems this final smash has granted Sei'fer the Dark Flow. It is known, that this unholy weapon will show it's true power when it's owner is in danger. Well, Sei'fer is in danger, and that means, you're in danger. When Sei'fer swings this weapon horizontally, a wave of terrible power will travel across the area, engulfing the unfortunate victims in it's raw might. The wave reaches as high as the top platform in Battlefield, and goes as far as the whole stage of Smashville, and the time the wave takes to come out after the input is about a quarter of a second. It deals 58% and usually will kill around 80% diagonally. If someone's hit by the blade while swung, they'll suffer 30% flinching damage and they'll also suffer the damage and knockback of the wave that happens instantly after. You will generally need to combo into the Final Smash due to the slight period before the actual attack after hitting B.




Playstyle
Sil'fer is a character of opportunity. She just can't outright use her strong moves as they have plenty of lag, therefore, she needs to either bait the opponent into using their own laggy move, or use her mines and stamina ability to stop and slow enemies so she can either land a clean hit or be safe after an attempt to hit them with a hard blow. She has a decent projectile game, with her mechguns, shot, and Technique, but a simple projectile like Falco's can just be spammed to keep her from using them to their fullest extent. Reflector characters hurt a lot of her moves, so she has to use them sparingly, like how most energy projectile users use their projectile against Mr. Game & Watch. She's pretty good at controlling the area, with her Gifoie, and Slicer, so the more ground dependent characters will have a bit more difficulty in fighting. Sil'fer herself is a bit ground dependant, as she can't simply short hop and do an aerial due to none auto-canceling. She's a mediocre gimper, having no clear spike and easily available horizontal knockback move, so it'd be better to pepper them with Technique or one of her other projectiles. Like Marth, Sil'fer needs to concentrate on spacing. Most of her ground moves, if done basically hugging the opponent, will allow her to be easily counter-attacked, so it's better to keep your distance and hit with the tip of the move. Know when to fall back, as she's a bit mediocre when it comes to always being on the offensive.

Logo


Entrance: Telepipe/Ryuker
A red telepipe is in the location where Sil'fer will appear. She suddenly appears through it and the telepipe disappears. The telepipe looks like a bunch of very skinny, yet tall laser pillars that keep spinning in a small circle.

Taunts
Up Taunt
Sil'fer bends down, with her right hand on her knee and her left at her hip, and looks straight forward, and with her right hand, does a slight "Come on" hand gesture.

Side Taunt

Sil'fer will pull out a ball that looks like a Chu Chu Mouse, and will juggle it like a soccer ball with her right leg for two kicks, then on the third kick, she'll kick it forward two stage builder blocks, in which it'll disappear when it hits the ground or where the ground would be if there was ground.

Down Taunt
Sil'fer puts her hands together in front of her, then strafes to the right, and then back to the left. Look's like Sil'fer's enjoying herself so much as to dance.

Win/Lose Poses

Win Pose 1


Sil'fer will pull out another card, looking dramatic, and activates it's effect, without even checking what it is. She learns that it was "Fly", as she panics and starts grabbing at the ground, though it's useless as there's nothing to grab, and she proceeds to fly off from view.

Win Pose 2

Sil'fer will stand straight, smiling with her hands at her hips, when in the corner of her eye she spots the fabled Red Box (Looks like a wide red hexagon) to her left. She quickly reaches down to grab it, but it disappears before she does. She falls to her knees, hands limp, and simply looks pissed. She remains like this.

Win Pose 3


Sil'fer will start to sit down, as a mass of Photon appears behind and under her, forming what seems to be a chair. Her right leg will be crossed over her left, right hand on the edge of the chair, and her left hand on the other edge, but bent up, resting her chin. Wait a minute...

Lose Pose

Sil'fer claps along with the rest, with a slightly disappointed look on her face.


Victory Music
http://www.youtube.com/watch?v=ndCntoxCFI4
At 9:36

Kirby Hat
Kirby obtains hair similar to Sil'fer's hair, and wears her Skyly badge that's on her neck under his mouth.

Snake's Codec

Snake: Mei Ling, who's this girl?
Mei Ling: That's Sil'fer, she's a Hunter on the Pioneer 2 ship in space. She lost her memory and her sister to a virus.
Snake: Space, huh...
Mei Ling: She uses photon-based weaponry, in which she can summon her equipment near instantly using C.A.R.D. technology.
Snake: Instantly?... She may have superior technology but are her skills and tactics as good as mine?


Item
Electric Trap

When this item is found, it looks somewhat like a Cloaking Device, but you grab it and throw it. Where it lands after you throw it, it will attach to the ground, and remain there for 15 seconds. Once someone walks over the trap, 4 pillars surround the character, and the character is constantly shocked for two seconds, racking up 15%. It also allows a nearby character to run by and hit the person inside, but be careful not to accidentally get in there too.


Stage
Tower of Caelum


Song: Tower of Caelum

The stage is basically an elevator, that never stops. The stage is flat, and has high blast shields constantly spinning on the edges. On each side, is a metal blast shield, that is unbreakable, but the rest is glass, and if a character is slammed into it, it'll shatter. The metal blast shields are blocking both sides at the start of the match, and will continue to block after they spin for 3 seconds, then will block for a second, and so on. The glass shields will block for only one hit, and then they shatter, reappearing after a minute. The stage is a bit small, about Battlefield. The stage makes horizontal kills difficult, but if you manage to knock someone away through an open hole due to a previous shatter, the opponent, unless their recovery is good enough to allow them to get over the blast shield, will be unable to make it back unless they hit the edge when there's no blast shield, but if they don't get up quick, they'll be pushed off, but they'll have their second jump and recovery to make it over the blast shield, unless it's not good enough.


Boss
De Rol Le

De Rol Le is the second boss in Episode I of Phantasy Star Online. He is an eel-like creature, who uses the environment and it's abilities to kill his foes on the raft. The stage is a simple flat wide metallic raft, and if you fall off, you'll most likely be swept away to your death due to the fast current (equal to Jungle Japes). De Rol Le is seen in the background constantly swimming forward, sometimes going under water. De Rol Le has low health, due to not being able to be hit often.

Boss Song:
From Seeing The Rough Wave

Attacks:
Slam
De Rol Le will actually jump up from the water and land it's head right onto the middle of the platform. This is when you can deal damage to him. If you're hit by this, you'll suffer 20% and knockback that'll kill around 80%. He'll stay on the raft for about 7 seconds, and in the meantime, his tentacles will strike the location you were in the last half second every two and a half seconds, so he'll pull off three tentacle strikes before leaving the raft. The tentacles deal 14%, and moderate knockback, killing around 120%. De Rol Le is visible when he lands on the raft in the dark, and makes a splash before jumping on top.

Laser Barrage
De Rol Le will fire a huge amount of lasers somehow from his body, that will rise up in the air and then come down on you. It's almost like a bullet-hell game, as you must air dodge and nagivate your way between the lasers. Each laser does 6% and minor knockback, and he fires 20 lasers, covering the whole raft. The lasers are fully visible in the dark. The lasers are identical to Wolf's blaster, except more blue and the edges of the laser are more blurred. The lasers travel extremely slow, like the speed of Mario's fireball falling. Characters like Jigglypuff or Toon Link will have an easier time with this then someone like Ganondorf or Dedede.

Time Bombs
De Rol Le swims to the front of the boat, and then shoots out 2 organic, cone like bombs with spikes poking out of the top area, that float and land onto each side of the raft. If you simply simply ignore team, each one explodes and does 20% and good knockback, killing around 100%. The spikes explode in 10 seconds, and each has 25% health. the spikes are fully visible in the dark.

Circling Bombs
De Rol Le summons 3 of the bombs, that float and surround you, spinning for 10 seconds before exploding. They do the same amount of damage as the previous move, but has the potential to do more if you don't spam attacks to get them off you.

Past 50% health

Lights Off
The lights start flickering, then they turn completely off. Only you, and the raft, due to the visible photon on the sides illuminating it.

Giant Leap

De Rol Lee splashes once in the water, and then leaps over the raft, then swims under it back into it's normal position. Getting hit by De Rol Lee will cause you to suffer 25% and good knockback, killing around 90%. All you have to do here, is crouch, or simply stand still if your character is short enough. You can see De Rol Le when he's above the raft. A high hitting disjointed hitbox can damage him during this time.

Past 30% health

Crumbling Roof

De Rol Le... somehow "swims" on the ceiling, causing rocks to fall down. Due to the illumination from the photon, you can see the shadows of the rocks falling. The rocks are about the size of Wario. The rocks constantly fall on the raft for 5 seconds, so to avoid them, you need to position yourself away from the shadows. Being hit causes you to suffer 18% and moderate knockback, killing around 130%.

Large Beam
De Rol Le gets onto the right side of the raft (allowing himself to be visible), stands straight up, and then you'll see a group of blue energy appear at his mouth. He will then fire a quick beam across the raft after charging for 3 seconds. He will do this 3 times. The beam goes across at an incredible speed, so all you need to do to avoid it is to time the dodges. You can hit him inbetween each charge, so take advantage of that. Being hit by the beam will cause you to suffer 26% and heavy knockback, killing around 70%.

Once De Rol Le has lost all it's health, it'll cry out and slowly fall into the water.

Music
Enjoy
Tower of Caelum
Ravum Aedes Sacra
'IDOLA' The Strange Fruits
From Seeing The Rough Wave
The Frenzy Wilds
Kanketsu
Let The Winds Blow
Lupus Silva part 1
Lupus Silva part 2
Via Tubus
Tener Sinus
Nebula Montana 1
Nebula Montana 2
Hi Guys
Code -Deck-
Molae Venti
Pioneer 2 Remix

 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
Missingno is a pretty cool guy. I gotta admit, you threw me for a loop, Warlord, focusing much more on the mythos and facets of Missingno than on the glitch-based playstyle I expected you to. Very neat set, and it helps that, y'know, it's MISSINGNO. The best character in anything, EVER.

Also, your first moveset of the contest that I can say right off the bat has perfect organization. :bee:
Missingno defenitely doesn't focus on playstyle at all, which was why I was somewhat uncomfortable with him. Still, random playstyle works on Missingo anyway, seeing Missingno is randomness incarnate.

:bee:

Just read Missingno.

All I have to say is that was pure awesome. Loved the fd2erwef43543tergdfsdf*$#(%&$%4 parts.
DSFIU$*(#@&$(#@*&$@(!*

Ahh my eyes!!! I just logged in and look what I see. MASSIVE AMOUNTS of win! Kibble i love the new super star helpers. Maybe you'll combine the sets and then call it one set. Idk. And hskdf23r8#$%W9u0ha8235#$ Masterwarlord. Excellent representation of Missingno.
Diagonal special is win. Midna and link... i might've seen it before but pretty good. Win.
Win Win Win Win Win Win Win Win Win Win Win Win Win Win Win Win Win Win Win Win Win


Win.
*#@&$#@()#&$(*$@#&*( to you too Kris.

. . .And the Superstar Helpers are already combined into one set, genius.

OMG MISSINGNO IS SO AWESOME IT WILL WIN MYM5 IM GONNA SUPER VOTE IT IT PWNZ LOLOLOLOLOL!
You heard him! Lock this baby now!

Reading Missingno, I am really enjoying it with all the references and such. The scrambled text is genius and the entire moveset is full of similar quirks. The craziness and random power is spot-on with how I'd imagine Missingno in Smash form. Good, very good, although this obviously isn't one of your best. :)

Highlights: up smash and SBM in the credits. :lol:
Glad you enjoyed it. Usmash and the credits were very entertaining for me to make.:p Although what moveset do you think is my best?

@$#%$%^: Ah, I've been waiting for you to post this. I saw it back in MYM4, it was awesome. You took it down though, so I never got to finish reading it.
Yeah, I put it up there as a tease. I didn't think anybody would actually read it. :p

YES. this set is just as epic as when I previewed it. I can quite plainly say that the randomness of missingno's attacks are awesome & make for a very fitting set. also, ^&$#@#$(*&^%^$!&^%^*! :bee:
You previewed it? I forget I let so many people preview my stuff. :p Thanks for the praise! Also, I$OHJEW$K#$@(@#*)($#@*)(*)(!

Haha. That moveset brings me back. How Missingno totally screwed up my gameplay. Very fitting, very eye-damaging, and very cool use of censored profanity. Cool beans, now PLEASE take a break from movesets. X_X
Glad you liked it first off. . .:p

Secondly though, do you honestly think I made these movesets all at once? I made these over the course of a month and a half or so before MYM 5 started. 7 bloody movesets this fast? No way.

Missingno was win. The design was awesome and fitting. Well done again, MW.
:bee:

^Wow, that was just epic. I loved the random symbols.
$&*#(@&$#@)@$#&)($#@()*&
 

Heartz♥

Smash Legend
Joined
May 18, 2008
Messages
10,443
Location
Virginia
I must say, that is one gorgeous moveset, Shake. The use of pictures and colors makes it so fun to read. The pictures could have been a bit smaller, it took me a bit to load. lol. I hate to sound like a judge, but it was a bit hard to read without spacing and underlining. But the content is just fascinating. Not because I'm a PSO fan, just the fact that you did the character supreme justice for a game that hardly has any character development. ♥
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
Whoa, Sil'fer is amazing.

@Jimny: That's where I'll edit in the other version, and link to it in the one I post. It won't be reposting movesets, It'll be, um, well, that is allowed, right sins?
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,291
Location
Hippo Island
Yeah! Phantsasy Star Online! Woot!

So anyways, the move set itself is actually pretty good. A lot of the bladed weapons were somewhat generic (though I liked how you implemented so many of the weapon types), but the non-weapon based moves were full of awesome, like the photon rod casting a foie spell afterwards. My favorite part of the move set, though, had to be the SSE Boss. God, that thing gave me so many headaches just on normal mode...
 

Tanookie

Smash Journeyman
Joined
Nov 17, 2008
Messages
436
Location
*sends Sundance a leather harness on Dragon Apprec
*Head asplodes*

So...many...good...movesets...ARGH!!! SSHU was awesome as we would all expect from Dawgfood. Missingo. gave me a headache, and was definitely NOT your strongest set in the contest, MW. That doesn't mean it wasn't good, though. It was a great nostalgic trip. ^_^ And Sil'fer was great too. The set was pretty and interesting, and she looks very much like a Smash character (if that made any sense).

I didn't get to work on Mia or Hypno at all yesterday, as I went out of town to visit my cousins. Just be patient, though...

I remember how many people were convinced Maria and Grievous and others would make Top 50, but didn't...
DON'T REMIND ME >_<
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,291
Location
Hippo Island
SSHU was awesome (bye-bye, Top 10 possibilities)
The contest is less than a week old and you're saying that the best move sets have all been posted?

Sheesh. This is one of the reasons why I'm gonna retire after MYM5, I haven't posted so much as a single "serious" move set and yet I'm apparently already counted out of the contest. Why should I bother making move sets when I'm not even given a chance to show their worth?

No offense to you, Tannookie, this is more of a general problem that has been touched upon by several other MYMers.
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
I agree with HR.

If it continues like that, Top 10 will be:
MasterWarlord, KingK.Rool, SirKibble
 

dancingfrogman

Smash Ace
Joined
Jan 3, 2008
Messages
862
Location
United Kingdom, Birmingham
Switch FC
3133 8842 3910
*Sighs* People need to learn that the contest has been open for 6 days now, while there's about 3 months left of it already, and during that time, more, and most likely, better sets will be posted, and you will FORGET that some sets are as good as they were AT THAT TIME, making those comments "OmG HaXeRs, DiS WiL WiN MYM OMG!!!!1111!!!!" utterly untrue. While some movesets that have been posted are indeed great, they won't neccesary appeal to us later, more specfically around the voting time, which it matters the most. The advertisement period is used to jog us our memories on some sets, and think about (re)entering that individual moveset back into the voting list of yours.



And hopefully, this contest hopefully won't be a popularity contest, not only making the BIG names place (Since the "bigger" people are sins now) well in the contest, while some great, great setters don't get a look in as the author of a moveset doesn't appeal to them, but hopefully, this shouldn't occur.
 

Tanookie

Smash Journeyman
Joined
Nov 17, 2008
Messages
436
Location
*sends Sundance a leather harness on Dragon Apprec
The contest is less than a week old and you're saying that the best move sets have all been posted?

Sheesh. This is one of the reasons why I'm gonna retire after MYM5, I haven't posted so much as a single "serious" move set and yet I'm apparently already counted out of the contest. Why should I bother making move sets when I'm not even given a chance to show their worth?

No offense to you, Tannookie, this is more of a general problem that has been touched upon by several other MYMers.
*Sighs* People need to learn that the contest has been open for 6 days now, while there's about 3 months left of it already, and during that time, more, and most likely, better sets will be posted, and you will FORGET that some sets are as good as they were AT THAT TIME, making those comments "OmG HaXeRs, DiS WiL WiN MYM OMG!!!!1111!!!!" utterly untrue. While some movesets that have been posted are indeed great, they won't neccesary appeal to us later, more specfically around the voting time, which it matters the most. The advertisement period is used to jog us our memories on some sets, and think about (re)entering that individual moveset back into the voting list of yours.



And hopefully, this contest hopefully won't be a popularity contest, not only making the BIG names place (Since the "bigger" people are sins now) well in the contest, while some great, great setters don't get a look in as the author of a moveset doesn't appeal to them, but hopefully, this shouldn't occur.
Bite me. :p

Even though I was joking, I'll respond anyway: it's a multi-character set by SirKibble. If it doesn't receive about fify-million votes, I'll...well, I'll do something outrageous.

I agree with HR.

If it continues like that, Top 10 will be:
MasterWarlord, KingK.Rool, SirKibble
And if this happens again, I will DEFINITELY leave MYM.

I'm tired of the you're-a-Sandbag-so-your-movesets-are-automatically-the-best mindset.

MYM4 was pretty much a popularity contest. No offense to the moveset creators who placed in the Top 10 (as their movesets WERE great), but those people were, quite honestly, the biggest names in the thread. All of their sets were hyped beyond belief, which didn't help much for the other people. We all know Warlord and Kibble and K.Rool are great moveset makers...let's let some other people get recognition for a change.

P.S. All of you should ignore my repressed bitterness. ;) I don't hate MYM or anybody here, I just felt like getting something off my chest.
 

Jimnymebob

Smash Champion
Joined
Sep 26, 2008
Messages
2,020
NNID
Jimnymebob
In my opinion, Make Your Move has now turned into a contest to see who can produce the best special mechanic, gimmicky or not. For a lot of people the moveset itself doesn't count anymore- just as long as there's some gimmick to tie it all together.

Sure, I don't mind special mechanics, but when the majority of sets have them it makes them less of a Smash character, and more of a written demonstration of what the character is like.

As most of you know, I'm going to leave the contest after I post Ripper Roo, but I may stay around for a bit. However, I don't want to leave a contest in which people placed high due to favouritism, or any other reasons except that the moveset is quality, and could be implemented into the actual Smash Bros. games.

Ripper Roo isn't going to be a long set, and he won't have that many extras. Does that make it instantly bad, and not worthy of placing in the top 10 or 50 or whatever?????
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
MYM4 was pretty much a popularity contest. No offense to the moveset creators who placed in the Top 10 (as their movesets WERE great), but those people were, quite honestly, the biggest names in the thread. All of their sets were hyped beyond belief, which didn't help much for the other people. We all know Warlord and Kibble and K.Rool are great moveset makers...let's let some other people get recognition for a change.
Yes. I agree. But even then, Mendez, HR and me weren't that well established. I don't think Mach Rider, Black Doom or J&C were overly hyped, especially not in comparison to the Top 6 and Super Star Helpers. I personally think it was an outrage that a mediocre set like the Halberd Crew would place in the Top 6. =/

Ripper Roo isn't going to be a long set, and he won't have that many extras. Does that make it instantly bad, and not worthy of placing in the top 10 or 50 or whatever?????
If it's a good set, almost certainly not. I loved your Cortez and was sad it didn't place. And I will miss you, you're an awesome guy to have around.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Guys, I'm totally an underdog, what are you talking about? I only got one set in the Top 10! Halberd Crew definitely doesn't count. :p

In my opinion, Make Your Move has now turned into a contest to see who can produce the best special mechanic, gimmicky or not. For a lot of people the moveset itself doesn't count anymore- just as long as there's some gimmick to tie it all together.

Sure, I don't mind special mechanics, but when the majority of sets have them it makes them less of a Smash character, and more of a written demonstration of what the character is like.

As most of you know, I'm going to leave the contest after I post Ripper Roo, but I may stay around for a bit. However, I don't want to leave a contest in which people placed high due to favouritism, or any other reasons except that the moveset is quality, and could be implemented into the actual Smash Bros. games.

Ripper Roo isn't going to be a long set, and he won't have that many extras. Does that make it instantly bad, and not worthy of placing in the top 10 or 50 or whatever?????
Am I the culprit for this special mechanic craze? Honestly, I never meant to give one to Shellder, and he doesn't really have any mechanic overriding his moveset so much as he has a unique playstyle.

As for all this brouhaha about favoritism, I'm sure nobody wants to hear what I think, since I'm one of those who apparently profited from it. Admittedly, the Top 10 gets a bit ridiculous, but seriously, this is nothing new. It happened in MYM 3 and it happened again in MYM 4 and it might just happen yet again in MYM 5. It's not a good thing, obviously; voting for any moveset for any reason other than because it's the best is a very bad thing.

Then again, why are we even discussing this again? We've been over it ad nauseam. We've all agreed that it's bad and that everyone should read every moveset, and from what I've seen, people have gotten a lot better at it, with plenty of them commenting on everything.

Also extras and long sets are SO MYM 4. :bee:

And I, too, will miss you when that sad day comes around, Jimny. You're a pretty cool guy.

Well, quite.

EDIT: You're exaggerating a tad there, Spade. Mendez dominated MYM 3, and HR is widely considered one of the consistently greatest moveset makers and Black Doom got plenty of hype. You're also one of the most respected moveset makers out there, yourself. Although I concede that the Top 6 got hyped more, in general.
 

Jimnymebob

Smash Champion
Joined
Sep 26, 2008
Messages
2,020
NNID
Jimnymebob
If it's a good set, almost certainly not. I loved your Cortez and was sad it didn't place. And I will miss you, you're an awesome guy to have around.
Thanks Spade :bee:.

I said it in MYM4, and I'll say it here as well, I never made my sets to win the contest, as it was clear that there were loads more movesets that were more impressive than mine, I just wanted to be able to post a moveset that I enjoyed making and get constructive criticism on it (which the Sins do a fantastic job with in the Abyss ;)). I don't want my movesets to be looked down at because they aren't as detailed as other movesets, or they don't have anything that makes them truly standout. And I almost certainly don't want people to tell me that my moveset should be in the top 50, or shouldn't place in the top 50; a simple it's good, or it could use improvement would suffice.

For example, if someone posted their set after two other stes that got comments saying they should be in the top 10, then the moveset the 3rd person posts doesn't receive these comments, and is generally ignored, if they were me they'd feel like crap, and like they shouldn't have bothered.

I'm probably going on a bit of an out of character rant for me, but I'm just getting tired by the attitude of a certain few people in this contest. :ohwell:

Edit= No no no K.Rool- It's not your fault with the special mechanic craze. :laugh:
It's been like that for the majority of Make Your Move 4 lol. It's just that 90% of movesets now seem to have to have a Special Mechanic to be good, which is a shame, as it means some great sets are overlooked.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Also extras and long sets are SO MYM 3. :bee:
Fixed. :grin:

Cereally, get with the times, guys. :cool:


Anyway, about this favoritism thing (if anybody cares for the opinion of yet another person who's "profited" from it), I don't think anyone wouldn't agree that it's ridiculous. Fact of the matter is, though, that it won't stop without a good majority of the MYM community trying to stop it. Movesets like Kawasaki, Joker, and Shine & Bright got hyped all the time, in big ways. People who probably never even read the movesets (yeah, I know you're out there) voted for them, because they thought they'd be awful not to. It's a community-wide problem, and it's going to take a community-wide solution if we want to stop it.
 

Heartz♥

Smash Legend
Joined
May 18, 2008
Messages
10,443
Location
Virginia
I went back to find a possible ground for this "debate", and I've noticed that alot of the judges were placed in the top ranks. This is exactly why I entered this for the fun and not the competition. I know being a newcomer pretty much says "Hey, you were good, but you gotta be in the league of the veterans" and what not. I'm not sure how many newcomers you get for this, but I am very sure that most of them leave after witnessing the praise that the older contestants get for making a moveset, just because they EXPECT to see a great moveset from them.

I am not exactly sure who are friends here, so I cant say it is out of special treatment that these people's movesets are showered with glory. But I will be honest, if I HAD entered this contest for competition, and discovered this, I would probably make one moveset for the hell of it, then leave. But of course, being new, my opinion won't exactly be fruitful, so meh.

I'm not saying that the movesets I have seen were bad. MasterWarLord has posted some great movesets with great mechanics. But I have never been in a contest where the judges were counted as contestants.

I'm not making a suggestion, but if a judge's moveset is to be appreciated, it would have to be through honorable mention, and not listed in the top ranks. Otherwise, it will be the same result over and over again.
♥
 

SirKibble

Smash Champion
Joined
May 2, 2008
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2,400
It isn't really accurate to call the leadership "judges." That's the thing; for the most part, the winners are determined by popular vote. The leadership crew makes small adjustments to the list they receive, to help a few better movesets make the list and such, but this isn't a self-bias problem. The leadership last contest didn't touch their own movesets when it came to the results list. The problem is that two movesets of equal quality can be posted, and if one gets a few more people praising it, the general idea spreads that this is a moveset you should vote for. Excellent movesets and moveset makers go under the radar and don't get votes, and consequently, don't do very well when the Top 50 comes out. Therein lies our problem.
 

Hyper_Ridley

Smash Champion
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I'm not making a suggestion, but if a judge's moveset is to be appreciated, it would have to be through honorable mention, and not listed in the top ranks. Otherwise, it will be the same result over and over again.
♥
That would be unfair to be like me who were kinda badgered into becoming a "judge".:ohwell:

Edit: Kibble says it much better than me.
 

Red Arremer

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with plenty of them commenting on everything.
Waluigi's comments being 80% of them only saying "the crotch chop taunt is awesome" pretty much broke me down, seeing how I put so much work and dedication into his set.

Some random guy in chat only mentioning the "Big 3" (I think it was Condog) when talking about good set maker broke me down even more.

That's all I have to say to that topic.
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
Heartz does have a point, the judges being unable to put in movesets would cut away a lot of favoritism, but then we'd miss out on a bunch of good sets.

That's what the picks and kicks were for.

And can you read this font? I know you can see it, but can you all read it easily? If you can't please say so, and I'll make it bigger for the final moveset. I'm taking the text from the Joker's playstyle:
 

Heartz♥

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...That is how it is done? Well, d*** ignore my two cents then. I tend to babble without knowing what I am talking about.

I guess it is too early to make some sort of tactic. I wish I can help, but I am much too fresh meat.

@Baloo: *gets glaucoma*
 

Red Arremer

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Heartz does have a point, the judges being unable to put in movesets would cut away a lot of favoritism, but then we'd miss out on a bunch of good sets.
I agree with HR. It would be unfair towards us. We would HAVE to stop what we do to enjoy. It's not we became leaders because we want to govern over you, but because we volunteered to do so. Basically.
 

Baloo

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Messages
781
@Baloo: *gets glaucoma*
?

I agree with HR. It would be unfair towards us. We would HAVE to stop what we do to enjoy. It's not we became leaders because we want to govern over you, but because we volunteered to do so. Basically.
Of course. I realize that not allowing you to make movesets would be outrageous, I'm just saying it would have advantages.

Like deadly diseases. They give doctors something to do, but have a bunch of bad side effects.

I guess that wasn't the best way to put it, but... :laugh:
 

flyinfilipino

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Although it's really irrelevant to the current contest to talk about this kind of stuff, I think this could be a radical solution that might help alleviate some issues:

a shorter contest, only a few weeks, and only one moveset entry per moveset maker

*is shot*

It's not really a big deal though. For all the people who say they just do it for fun, there seems to be a lot of drama when it comes to speaking of the Top ___.

But anyway, that's my $0.02. :bee: Now get back to reading and commenting on movesets, everyone!

Baloo: That font's a little cramped; I'd make it bigger.
 

Heartz♥

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Well, I DO apologize for assuming you were all judges. That kind of changes everything. If it is all vote based, then that only means that the non-leaders are voting for the leader movesets, because they are bound to be fascinating. It may never change, which is why I will never really compete in this. None of us really should. Is it not fun when making a set for your favorite characters? Because I know it is for me.

@Baloo: It was a silly joke. Was saying that it kinda hurt my eyes. lol
 

Mardyke

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I'll be honest, I'm thankful to Tanookie and Jimny for speaking out here. More often than not, mechanics bother me. I know everyone wants their character to feel special, but I'm more impressed by someone managing to do that within the confinements of the game itself and of realistic production limitations than unhinged creativity.
And this comes off as pathetically hypocritical that my current set has a mechanic in mind, but after hearing the discussion against mechanics I'm pleased at the notion that I could make it without a mechanic and still be respected and get votes.

EDIT: And sorry Baloo, I really can't read that comfortably. At all. :/
 

Baloo

Smash Ace
Joined
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Messages
781
Although it's really irrelevant to the current contest to talk about this kind of stuff, I think this could be a radical solution that might help alleviate some issues:

a shorter contest, only a few weeks, and only one moveset entry per moveset maker

*is shot*

It's not really a big deal though. For all the people who say they just do it for fun, there seems to be a lot of drama when it comes to speaking of the Top ___.

But anyway, that's my $0.02. :bee: Now get back to reading and commenting on movesets, everyone!

Baloo: That font's a little cramped; I'd make it bigger.
But you see, the next biggest size for it is this:



Huuuuuuuuuuge. But I really want it in that font.

And @ Heartz, M'kay. (XD)
 

Chris Lionheart

Smash Champion
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I might as well put in my opinion.

I don't like the whole "big 3" thing myself. A win set is a win set, regardless of who posts it. It's obvious that something like... Waluigi is better than Lust, and yet Lust's maker is one of the big three, which gives him an advantage in the end.

As for the "mechanic contest," that is irrelevant. Sure it often helps to have a great mechanic, but a mechanic is typically something extra. And who says that mechanics are bad? Conforming to Smash is pointless. If you can logically translate a new and exciting mechanic to something that can logically work in Smash is just as good as making a conformist character. As long as you don't go overboard (MM9:MM), then you are solid. Does that mean that I encourage excessive mechanics? Not necessarily. The set itself must be good.

The things that should help a set win are creativity, balance, detail, and playability.
 

Heartz♥

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I'll be honest, I'm thankful to Tanookie and Jimny for speaking out here. More often than not, mechanics bother me. I know everyone wants their character to feel special, but I'm more impressed by someone managing to do that within the confinements of the game itself and of realistic production limitations than unhinged creativity.
And this comes off as pathetically hypocritical that my current set has a mechanic in mind, but after hearing the discussion against mechanics I'm pleased at the notion that I could make it without a mechanic and still be respected and get votes.

EDIT: And sorry Baloo, I really can't read that comfortably. At all. :/
Such an intellectual paragraph you have there.

But yes, I thought it was a bit silly when MWL's Lust had that wh0ring Side Special and Gluttony's hunger thingamobobin. Those things just wouldnt work in Smash (considering they are deadly sins presented to the max in a Rated Teen game), though the two are pretty darn interesting. The mechanics of a few of the characters already in Smash werent so detailed and monstrous, and yet from what the few of you are saying, sets with a unique mechanic are usual voted for.

We may be going against what Smash really is, but it isnt like we are breaking copyright. But it is kinda sad that I have to force such a mechanic on my toon just so she can be appreciated, but its not like I cant do it either. I'm a sucker for originality, but as I am working on her now, I feel like I'm defying the laws of Smash.
 

Mardyke

Smash Journeyman
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Messages
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Such an intellectual paragraph you have there.

But yes, I thought it was a bit silly when MWL's Lust had that wh0ring Side Special and Gluttony's hunger thingamobobin. Those things just wouldnt work in Smash (considering they are deadly sins presented to the max in a Rated Teen game), though the two are pretty darn interesting. The mechanics of a few of the characters already in Smash werent so detailed and monstrous, and yet from what the few of you are saying, sets with a unique mechanic are usual voted for.

We may be going against what Smash really is, but it isnt like we are breaking copyright. But it is kinda sad that I have to force such a mechanic on my toon just so she can be appreciated, but its not like I cant do it either. I'm a sucker for originality, but as I am working on her now, I feel like I'm defying the laws of Smash.
Thanks. See, this is where it pays to watch so many Saturday Morning Cartoons that the "Never give up" moral is drilled into your head. The first two proper sets I made didn't have mechanics, and while neither one exactly made top 50, I know I was proud of them. To me, it's more important that I feel like the character can work in Smash, and that the reader feels they work in Smash, more than any level of depth or complexity or anything. I want people to see themselves playing as this person/thing, and liking it.

Smash is not and never will be complicated - the key to its brilliance is its simplicity to get to grips with. Anyone who is deliberately complicated, even if the target of depth is reached, almost defies the order behind it. I'm not saying it's bad that people make complicated mechanics, of course not, but them being complicated doesn't make them good either - how they work in Smash is what should make them excel, not how the designer or viewer would want them to work.

Then I guess you must worship my 2 sets as of now. o.o
Crud, I knew there was something I'd forgotten to do. >_<
 
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