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Make Your Move 5

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Kris121

Smash Journeyman
Joined
Nov 26, 2008
Messages
263
Location
THE INTERWEB
Woah for a second there I though chris posted a new set LOL But yeah chris is right. Murray is done in terms of the Moveset. Now for the long road of extras... GOD i shouldn't have made a whole new codec!
 

SparkZ

Smash Cadet
Joined
Nov 4, 2007
Messages
59
Location
Me like CHOCOLATE!
Welp, time to announce my new plans...




Gardner Guy joins the fray!!!
With an arsenal of plants, garden tools, and other assorted stuff, this man will teach you not to step on his crop! All sorts of cool tricks are his! From calling in bees, to wielding his shovel like the best of the swordsmen, from smashing a watermelon on the foe's head to planting a cactus in Sonic's running path, he will show everybody that home-grown veggies are awsome! Fear his mighty might! It is even rumored that he has a special interaction with Olimar's pikmen... OOOHHH the mystery! He will come in in about 2 to 3 weeks.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Wilhelmina Carmel



"Your opponent is me ~de arimasu."
"Begin."


~ ~ ~ ~ ~

Character Backstory ~de arimasu
Information

~ ~ ~ ~ ~ ~ ~ ~ ~


Wilhelmina Carmel is a character from the anime (and light novels and manga) "Shakugan no Shana." It would be wise, before continuing, to educate yourself as to the terminology of the series, which you can do here. Wilhelmina is a young woman who is always dressed in a maid outfit, and is also a Flame Haze. Among Flaze Haze, she bears the title "Manipulator of Objects" (or, in some translations, "Manipulator of Ten-Thousand Ribbons"). She has the ability, as such, to form and manipulate ribbons around her not unlike those found on her outfit. As a Flame Haze, she, of course, can also control fire and explosions like other Flame Haze. Her flame when she does so is a bright pink / magenta color. Her personality is somewhat stern, but she is an understanding and overly-polite person as well, finishing nearly every sentence, even those directed toward her enemies, with "~de arimasu" (an outdated Japanese expression of politeness without a very direct translation to English).

Her contract as a Flame Haze is with Tiamat, a female Lord of the Crimson Realm known by the title "Illusionist Crown" (or, in some translations, "Crown of Fantasies"). Tiamat is portrayed as being far from sociable, and expresses herself very briefly, usually through no more than a word or short phrase. Tiamat takes the form of the "headband" of Wilhelmina's maid outfit, and can also take the form of a mask in the heat of battle. Tiamat's personality is roughly the same as Wilhelmina's, blunt and resolved, but not without an ability to understand and appreciate the concerns of others. She often adds her two cents or summarizes directly after Wilhelmina finishes talking.



Links ~de arimasu
Helpful

~ ~ ~ ~ ~ ~





Statistics ~de arimasu
Ability analysis

~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~


Size: She's a little shorter than, but roughly the same size as Link
Weight: She's no featherweight, but she can be knocked around more easily than most characters
Power: She's not a powerhouse, but she doesn't have trouble getting by
Jumps: She has 5 jumps, due to the Flame Haze's ability to move freely through the air
Jump (1): Among the highest ground-based jumps in the game
Jump (2-5): These are fairly average, but their sheer number is enough to make them good
Speed (Walk): In a maid outfit, you can't expect her to go too fast
Speed (Run): Once she decides to book it, though, she moves a bit faster than the average character, since her so-called "run" is more of a low-to-the-ground hovering rush forward
Traction: She turns around at a relatively average speed, but thanks to her hovering dash, she doesn't trip as often as most other characters
Speed (Attack): She's usually pretty quick to whip out those ribbons
Speed (Falling): She doesn't float like a piece of paper, but she stays in the air more aptly than most characters
Range: Those ribbons can be manipulated to reach pretty far
Crouch: She drops to her knees with her hands on the ground, getting her down pretty far
Crawl: This Flame Haze isn't above crawling on her hands and knees if it means victory
Wall-Kick: She can kick off walls, though the propulsion she gains from it is mostly horizontal
Wall-Cling: Despite her various abilities, she can't cling to walls
Glide: She may be highly capable in aerial combat, but she doesn't resort to "gliding"



Moveset ~de arimasu
Battle

~ ~ ~ ~ ~



Standard Attacks ~de arimasu
Basic

~ ~ ~ ~


Standard Combo ~ Ribbon Spread
Wilhelmina spreads her arms to either side and a mass of ribbons immediately shoot out around her. They cover an area about the size of Bowser. As the ribbons shoot out, they'll damage enemies within range for 8% damage and decent knockback. She can hold them out, but the only thing they'll do after that point is absord a single hit, regardless of the damage, tearing to shreds upon receiving the hit. There is little startup lag, but moderate ending lag, whether the ribbons are torn or manually retracted.
This serves as an effective close-ranged attack, and it's also somewhat useful for defense against some projectiles ~de arimasu.
Breathing room.
[ 8% ]

Forward Tilt ~ Ribbon Slap
Wilhelmina shoots forward a single ribbon, reaching about as far as Ike's F-Tilt does, where it gives a quick backhand-like slap before quickly retracting. The hitbox is disjointed, and the area between the tip of the ribbon and Wilhelmina is not a hitbox. This move has little startup or ending lag, and deals a mere 5% damage with light knockback to enemies hit.
This attack executes quickly, which, when coupled with its decent range, can force opponents to keep their distance ~de arimasu.
Spacing.
[ 5% ]

Up Tilt ~ Grounding Pull
Wilhelmina sends two ribbons upward, about the height of two Stage Builder blocks. If they contact anyone on the way up, they will wrap around their legs (or an acceptable substitute for characters without feet), pulling them to the ground. They'll be yanked down fast, hitting the ground with a thud that deals 8% damage and leaves them lying on the ground. There is moderate startup and ending lag on this move, and the ribbons shoot up about as fast as Zero Suit Samus' Plasma Wire.
This is useful for hindering opponents who try to attack from above, halting their attacks and forcing them downward ~de arimasu.
Force close combat.
[ 8% ]

Down Tilt ~ Trap Ribbons
A few of Wilhelmina's ribbons shoot into the ground, vanishing under the surface. For the next five seconds, if an enemy steps within about half a Stage Builder block's width of the area this was used on, the ribbons will quickly shoot out of the ground and grab their ankles, restricting them from moving. Button mashing will help them escape more quickly, but they are unable to perform any other actions until they escape. Wilhelmina cannot set a second trap at a time, a second use of this move nullifying the first. This move has relatively average startup and ending lag.
Those caught in the ribbons should be subjected to other attacks until they break free ~de arimasu.
Set up attack.
[ 0% ]

Dash Attack ~ Reverse Ribbons
This attack does not halt Wilhelmina's dash as most Dash Attacks do. She will continue dashing at a normal speed during and after this move. When used, a couple of Wilhelmina's ribbons will shoot out behind her, about the length that a Fire Flower's flame's reach, causing flinching knockback and 2% damage to anyone they hit. They shoot out and retract quickly, with little lag on either end of this move.
Because this attack strikes to the rear, it should be used primarily during escapes, to help increase the distance from opponents ~de arimasu.
Halt pursuers.
[ 2% ]



Smash Attacks ~de arimasu
Stronger

~ ~ ~ ~ ~ ~


Forward Smash ~ Piercing Ribbons
Wilhelmina thrusts one hand forward, and about half a dozen ribbons shoot straight forward at a pretty fast speed. The longer you charge this Smash attack, the further they'll shoot forward. At weakest charge, they'll reach about as far as Mario's F-Smash reaches, but at full charge, they can reach halfway across Final Destination. As they shoot forward, they'll deal 14 - 22% (also determined by charge) damage and pretty good knockback to anyone they contact. There is little startup lag, but Wilhelmina takes a second to pull the ribbons back to her, and is vulnerable while doing so. The ribbons also have rather weak priority, and will bend away from any hits they receive, becoming incapable of dealing damage. Wilhelmina will still have to take time to retract them if they are hit and canceled.
A fast and powerful move, but is easily canceled or punished by wary opponents ~de arimasu.
Exercise caution.
[ 14 - 22% ]

Up Smash ~ Ribbon Launch
Ribbons bend down to touch the ground below Wilhelmina while this move is charging. As you charge, more and more of them bend down. Depending on charge, anywhere from one to five ribbons may be bent down. When the attack is released, all the ribbons straighten up sharply, launching Wilhelmina into the air. She will launch up approximately the same number of Stage Builder blocks' height as the number of ribbons propelling her (For example, three ribbons would launch her up the height of three Stage Builder blocks). She shoots up at about the speed of a Falcon Kick, and becomes a hitbox while she moves, dealing 16% damage to anyone she hits. Her priority is nice, but there is significant startup lag on this move, and it charges more slowly than most. Luckily, the ending lag is minimal, as Wilhelmina becomes controllable in the air.
Useful in attacking airborne opponents and in discouraging opponents from battling on the ground ~de arimasu.
Strong jump.
[ 16% ]

Down Smash ~ Ribbon Whirl
Wilhelmina spins around rapidly, two ribbons outstretched to either side. The ribbons reach about one-fourth the length of Final Destination to either side. The length of time she'll spin for is determined by the amount of charge this Smash Attack receives. At minimum charge, she'll spin around only once, dealing 2 hits (one from each ribbon) to either side. At maximum charge, she'll spin five times, dealing 10 hits to each side. Hits occur roughly once every quarter-second. Hits from the ribbons deal only 1% damage, with weak knockback toward Wilhelmina. As she finishes spinning and draws her ribbons back in, wilhelmina jumps a short distance into the air and performs a powerful split kick, damaging anyone close enough to her for 14% damage and pretty good knockback. This move has moderate startup and ending lag.
Charge up to increase the chance of opponents being brought close enough to be hit by the final hit ~de arimasu. Additionally, beware of short opponents who may duck under the outstretched ribbons ~de arimasu.
Recommend landing kick.
[ 2 - 10% + 14% ]



Aerial Attacks ~de arimasu
Versatility

~ ~ ~ ~ ~ ~ ~ ~


Neutral Aerial ~ Ribbon Spin
Wilhelmina drops very slowly for the duration of this attack, including lag times. She winds her arms up, ready to spin, then begins twirling around very rapidly, ribbons encircling her. The ribbons fire off shreds that travel about one-fourth the length of Final Destination to the right and left. These shreds fire off along straight paths, directly horizontal. This lasts for about one second, before Wilhelmina stops spinning and her ribbons retract. While spinning, she herself deals 6% damage and weak knockback to anyone who touches her. The shreds that fly out around her, though, deal multi-hit damage up to 12%. There is quite a bit of lag on either end of this move.
Use this to strike at opponents from a distance in the air, or to prevent vertical movement from opponents.
Horizontal blockade.
[ 6% or Up to 12% ]

Forward Aerial ~ Drill Ribbon
Wilhelmina pauses in mid-air to use this attack. She pauses and holds her arm back, as ribbons begin swirling around it, forming a spinning drill shape about as long as Wilhelmina is tall. After a time, she throws her arm forward, shooting the conic ribbon formation forward at a 45 degree angle downward toward the ground. Opponents it strikes will be pushed down with it, and dealt multi-hit damage the entire way. It travels about as fast as Ness' PK Thunder. When it strikes the ground, any opponents caught by it will be shoved to the ground, receiving an additional 10% damage and falling on their backs as the ribbons disperse. There is moderate ending lag, but the startup lag is comparable to a Warlock Punch.
The downward angle at which the drill is launched can allow this attack to force opponents who aren't over the stage downward past the blast zone ~de arimasu.
Very slow.
[ Variable Damage + 10% ]

Backward Aerial ~ Defense Web
Turning around quickly in mid-air, Wilhelmina creates a web formed of ribbons behind her. She falls at her usual speed while using this move. The web is thin horizontally, and about as tall as Bowser vertically. The web remains in mid-air for three seconds, and Wilhelmina may use this move multiple times without waiting for the previous web to disappear. The webs will serve as walls that block both the attacks and movement of other characters, but will allow Wilhelmina and her attacks to pass through them. There is moderate startup and ending lag for this move.
A defensive move that prevents opponents from attacking or getting close. Often useful for setting up other attacks ~de arimasu.
Protection.
[ 0% ]

Up Aerial ~ Vertical Reversal
Wilhelmina throws an arm upward, and a lone ribbon shoots up. It goes about as high as Zero Suit Samus' Plasma wire, and will grab the legs of the first opponent it touches. If this happens, Wilhelmina will be boosted upward as the opponent is pulled downward by the ribbon, effectively changing the location of the two. Opponents are unable to perform actions until they are released, which happens as soon as the location change is completed. There is moderate startup and ending lag on this move.
Use this attack to prevent attacks from above, or to get above an opponent ~de arimasu.
Gain advantage.
[ 0% ]

Down Aerial ~ Carrier Wrap
Wilhelmina projects a ribbon downward, in a similar way to her Up Aerial. However, upon hitting and grabbing an opponent, this ribbon will simply hold onto the opponent. Wilhelmina is free to move around with them hanging below her, then, until they break the grip. She can land, setting her opponent down and then moving to either side to perform a ground-based attack, or hammer them with Aerials. However, they will not be able to be knocked further away from Wilhelmina than the length of the ribbon allows. Wilhelmina suffers moderate startup lag and significant ending lag to this move. If the ribbon's grip is broken while Wilhelmina is airborne, she will enter a helpless state.
This allows easy manipulation of opponents, because of both control over their location and their inability to attack or defend ~de arimasu.
Suicide KO.
[ 0% ]



Grab and Throws ~de arimasu
Direct control

~ ~ ~ ~ ~ ~ ~ ~ ~ ~


Grab ~ Extended
Wilhelmina shoots forward a single ribbon, which will wrap tightly around the first opponent it touches. It travels forward about as far as Link's Clawshot, but retracts more quickly if it misses.
Useful for dealing with close-ranged situations ~de arimasu.
Fast extension.

Pummel ~ Constrict
Wilhelmina tightens the ribbon wrapped around her opponent. This can be repeated at a relatively average rate, and deals 2% damage each hit.
This is not unlike this type of attack from most other fighters ~de arimasu.
Standard.
[ 2% ]

Forward Throw ~ Flare
Wilhelmina holds a hand forward, and a flurry of magenta embers sprays forth from it. These will deal multi-hit damage up to 8% to the victim, and will reach beyond the captive, hitting all opponents in front of Wilhelmina for about one-fourth the length of Final Destination. This Throw is of average speed.
Use this to strike multiple opponents after grabbing one ~de arimasu.
Fire attack.
[ Up to 8% ]

Backward Throw ~ Twister Toss
Wilhelmina begins spinning around rapidly, her victim spinning around her. Anyone who touches either of them will receive 2% damage and light knockback. After two seconds, or upon another press of the Grab button, Wilhelmina will release her opponent, who will fly off in the direction they were currently moving with good knockback. This attack, however, deals no damage to the victim.
This technique prevents opponents from punishing a grab in a "Free-for-All" ~de arimasu.
Unpredictable launch direction.
[ 2% ]

Up Throw ~ Slingshot
Wilhelmina drops her opponent to the ground, still entangled, as the ribbons form a sort of hammock shape beneath them. They are then launched into the air. This is a somewhat slow Throw, and deals only 7% damage, but tilting the control stick before the launch can alter the victim's launch direction by up to 45 degrees.
The control of this Throw makes it useful in many situations ~de arimasu.
Targetting.
[ 7% ]

Down Throw ~ Tangler
Wilhelmina unleashes a flurry of ribbons on her opponent, who becomes completely entangled in them as she releases her grip. They will then be able to move, although more slowly, until they shake off the ribbons, which is about as hard as shaking off a flower effect. In addition to moving at about half their normal speed, those who have been entangled will have no access to their mid-air jumps.
This attack prevents thoroughly-damaged foes from being able to fight back well ~de arimasu.
Secure KOs.
[ 0% ]



Special Attacks ~de arimasu
Unique

~ ~ ~ ~ ~


Neutral Special ~ Battle Mode
This attack is used to switch Tiamat from a headband to a mask and back, toggling Wilhelmina's "Battle Mode." This happens relatively fast, in about half a second. When in Battle Mode, Wilhelmina's attacks all deal double damage and a little extra knockback. However, she can only remain in Battle Mode for twenty seconds before she will automatically revert back to normal, at that point becoming tired and taking double damage and a little extra knockback for twenty seconds. Receiving attacks while in Battle Mode will slightly shorten the time Wilhelmina can stay in Battle Mode, about a second less for every 10% damage received. While not in Battle Mode, Wilhelmina recovers her ability to stay in Battle Mode. For every five seconds she is not in Battle Mode, she will regain one second of time to be spent in Battle Mode.
Use this ability before necessary attacks to maximize performance ~de arimasu.
Timing.
[ 0% ]

Side Special ~ Shred Burst
Wilhelmina shoots a few ribbons forward, which around about as long as Ness' PK Thunder (with the tail) and travel almost as fast as Link's arrows when fully charged. If the ribbons strike anyone, they will deal flinching knockback and no damage. However, if the ribbons are struck by an attack, they will burst into shreds that begin glowing magenta and float around the person who hit the ribbon. After a random interval of time between one and three seconds, the ribbon shreds will explode violently, dealing a total of 16% damage and decent knockback to their victim.
Use this as a countermeasure to foreseen attacks that can be canceled or are not a direct thread ~de arimasu.
Projectile counter.
[ 16% ]

Up Special ~ Ledge Swing
Wilhelmina shoots a ribbon upward and forward, at a 45 degree angle to the vertical, for a length similar to Olimar's Pikmin Chain with all six Pikmin. If there is not a ledge nearby, opponents hit by the ribbon will be quickly grabbed by it and throw upward, for 8% damage and light knockback. If there is a ledge, this attack, like other tether recoveries, with automatically latch onto it. However, unlike most characters, Wilhelmina will not hang from her tether. Instead, she'll pull the ribbon and put a leg forward, launching herself up over the ledge with a flying kick. She'll move about as fast as Captain Falcon does during a Falcon Kick, dealing 10% damage and decent knockback to anyone she hits, and the distance she'll travel past the ledge is the same as the distance she was from it when her ribbon grabbed it. This move will put Wilhelmina in a helpless state if it fails to grab a ledge when used in the air.
Essentially an automatic ledge attack, but with extra distance covered ~de arimasu.
Recovery.
[ 10% ]

Down Special ~ Fuzetsu
Wilhelmina lifts one hand skyward and shouts "Fuzetsu!". The area around her the size of Luigi's Negative Zone suddenly dons a reddish tint, and any opponents caught in it at the split second it is created will be frozen in place. Frozen opponents essentially have super-armor until the Fuzetsu is let down ten seconds later, but are unable to move, so Wilhelmina is free to use attacks on them. The Fuzetsu can be spot-dodged as it appears, but shielding opponents will still be frozen. Items will also be frozen in the Fuzetsu, and moving stages will stop moving while it exists. There is moderate startup lag and ending lag to the casting of the Fuzetsu. Opponents who are not frozen can walk freely through the Fuzetsu without suffering any consequences. Whether the Fuzetsu is successful or not in freezing any opponents, Wilhelmina will be unable to use this move again for 50 seconds past the end of the Fuzetsu. When she is able to use the move, she will say calmly, "Ready ~de arimasu." and very briefly glow a bright magenta color.
Use this at a good time to freeze opponents and deal damage ~de arimasu.
Accumulate damage.
[ 0% ]



Final Smash ~de arimasu
Ultimate attack

~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~


Final Smash ~ Cocoon Inferno
This is a catch Final Smash like Meta Knight's or Ike's. Opponents must be within about one Stage Builder block's length of Wilhelmina in any direction when this move is used for it to be successful. Wilhelmina wraps said area in ribbons, with herself alongside her opponents within it. If the move fails, she will immediately dismantle the cocoon and lose the Final Smash. If it is successful, she and her caught opponents become unable to take damage from outside the cocoon. The cocoon begins seething with magenta flames and explosions for about five seconds, giving opponents a total of about 60% damage. At the finish of this, the cocoon falls apart and battle resumes as normal. Opponents caught receive no knockback from this Final Smash.
Secure the hit before using this move to avoid waste ~de arimasu.
Extreme damage.
[ 60% ]

Extras ~de arimasu
Unnecessary

~ ~ ~ ~ ~



Playstyle Summary ~de arimasu
Strategy

~ ~ ~ ~ ~ ~

Wilhelmina relies on effective spacing to be a worthy opponent. Her Standard Combo and Grab are her only real options for fighting up close. Wilhelmina players should be careful to maintain good distance from their opponents, and must know the range of their attacks well to play effectively.

Aerials should be used frequently, as they serve a variety of uses. Her F-Air is among her most potent KO options, the B-Air is a crucial defensive option, and the D-Air serves as a powerful setup move. In addition, the fact that she has five jumps makes it easy to perform these moves is succession.

Ground-based combat for Wilhelmina relies even more heavily on spacing. Her F-Tilt is a simple, but effective attack for maintaining space, and her Dash Attack helps her retreat if enemies get too close. Setting traps via the D-Tilt is recommended to force opponents into desirable locations.

Battle Mode should be used when trying to score a KO. Using it recklessly will leave you weak and vulnerable to your opponent's attacks. Use her Side Special as you would a normal counter, especially against predictable or projectile attacks, since projectiles may be canceled by the ribbons. Her Up Special should be used mainly for recovery, as it doesn't have a lot of practical application otherwise. Her Down Special, like Battle Mode, should be employed with good judgment concerning timing. Use of the Fuzetsu in conjunction with Battle Mode can be a deadly combination, as the first will allow you to rack up damage and the second will allow you to score easier KOs.



Taunts and Victory Poses ~de arimasu
Cease battle

~ ~ ~ ~ ~ ~ ~ ~


Up Taunt ~ Melon Bread
Wilhelmina takes out a piece of melon bread (she was the one who always bought them for Shana, leading melon bread to become Shana's favorite food), then puts it back as she nods to herself and prepares to battle again.

Side Taunt ~ Full Power
Wilhelmina holds an arm in front of her face, looking sternly ahead as she says, "I have no reason to hold back ~de arimasu." Tiamat resolutely adds, "Full power."

Down Taunt ~ Lost In Thought
Wilhelmina closes her eyes and holds her hands together as if praying, as the wind blows around her.

Up Victory Pose ~ Training Is Over
Wilhelmina appears in Battle Mode. She touches the mask on her face, and Tiamat transforms back into a headband. Wilhelmina mutters, "That will be all for now ~de arimasu. Tiamat summarizes more briefly, "Finished."

Side Victory Pose ~ Predicted Victory
Wilhelmina, eyes closed, states matter-of-factly, "All has gone as expected ~de arimasu. Tiamat explains what Wilhelmina is talking about with an informative "Victory achieved."

Down Victory Pose ~ Try Harder
Wilhelmina retracts all the ribbons floating around her as she closes her eyes and says, disappointedly, "You can do better than that ~de arimasu. Tiamat has only "Easy." to add.

Loss Pose ~ A Comtemplative Loser
Wilhelmina responds to her loss by simply standing with her arms folded, pondering to herself, no doubt analyzing the battle to find out where she went wrong.

Victory Theme ~ First Ending Theme
From roughly 1:21 to the end of Yoake Umarekuru Shoujo, the first ending theme of Shakugan no Shana.



Basic Extras ~de arimasu
Small details

~ ~ ~ ~ ~ ~ ~ ~ ~


Universe Symbol ~ Torch
A simple flame shape (seen here) represents the Shakugan no Shana universe.

Entrance ~ Formality
Wilhelmina can already be seen on the battlefield. She strikes a battle-ready pose as she says "Your opponent is me ~de arimasu." As the battle begins, Tiamat can be heard to add "Begin."

Kirby Hat ~ Not Tiamat
Kirby gains a headpiece that looks like Tiamat. It's not, though, of course. He also gains access to Wilhelmina's Side Special, Shred Burst, rather than the Neutral. Kirby's Shred Burst functions the same way as Wilhelmina's.

Wii Remote Sound ~ Preparation
Wilhelmina remains silent, but Tiamat states calmly, "Ready for anything."



Easter Eggs ~de arimasu
Special circumstance

~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~


Special Victory Pose (vs. Yuji Sakai and Shana)
Wilhelmina stands folding her arms and shaking her head, then says, "You give too much attention to the Mystes. It hinders your capabilities ~de arimasuka." Tiamat then states simply, "Distraction."

Long Battles
If a battle lasts for 5 minutes, and Wilhelmina is still fighting, she can be heard to softly utter to herself, "This is endless ~de arimasu." to which Tiamat promptly replies, "Mustn't speak negatively."
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
:bee: ~ de arimasu

Wilhelmina is awesome kibble! It was really true to character & I loved the unique effects of her attacks. & thanks for mentioning my yuji & shana set as well! xd
 

sandbags06

Smash Cadet
Joined
Jul 30, 2008
Messages
58
Interesting moveset. I really like the uair and dair, they are definitely unique, but seem slightly overpowered. The dair going into a helpless state if the ribbon is broken doesnt seem very significant since you dont mention how easy the grip is to break (i may have missed something, i just skimmed the moveset, so sorry if you did mention something about that) so this move seems like it has no risk because you can beat opponents up after it is landed, which implies the grip is hard to break.

The down special is essentially the final smash i made for my Blinx moveset... the fact that an idea i thought was only appropriate for a final smash is being used for a normal special (despite the 50 second cooldown time) is pretty ridiculous, the range on the move should be shrunk a considerable amount in order to be realistic.

Creativity is certainty not a problem for you SirKibble, keep up the good work.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Very good moveset, SirKibble. I like the various defensive and trap attacks she has.

I'm coming along well with Met. After I complete him, I'm going to make a moveset for Quint (from Mega Man II).
Thanks, Wily. (Best I got for what to call you right now, lol.) :p

:bee: ~ de arimasu

Wilhelmina is awesome kibble! It was really true to character & I loved the unique effects of her attacks. & thanks for mentioning my yuji & shana set as well! xd
:bee:, indeed ~de arimasu.

Glad you liked it. You're the only other MYMer (that I'm aware of) who's actually watched SNS, so I was counting on you to appreciate it more than anyone else. :bee:

Interesting moveset. I really like the uair and dair, they are definitely unique, but seem slightly overpowered. The dair going into a helpless state if the ribbon is broken doesnt seem very significant since you dont mention how easy the grip is to break (i may have missed something, i just skimmed the moveset, so sorry if you did mention something about that) so this move seems like it has no risk because you can beat opponents up after it is landed, which implies the grip is hard to break.
The D-Air going into helpless was actually put in to prevent players from dropping their victims off the bottom of the screen and then recovering (since she has enough jumps and a good enough recovery to be able to do it). This way, if you dropped your opponent off the bottom, the ribbon would essentially be broken, and you'd become helpless and fall after them.

Come to think of it, though, I didn't mention how hard the grip was to break. Off the top of my head, I'd probably say roughly twice as hard as a standard grab.

The down special is essentially the final smash i made for my Blinx moveset... the fact that an idea i thought was only appropriate for a final smash is being used for a normal special (despite the 50 second cooldown time) is pretty ridiculous, the range on the move should be shrunk a considerable amount in order to be realistic.
Yeah, I definitely understand your concern. I did what I could to try to avoid it being overpowered, but given the nature of the Fuzetsu in the anime. . . There's really not much else to do with it. :ohwell:

Creativity is certainty not a problem for you SirKibble, keep up the good work.
Creativity is my strong point, as most anyone who's been around MYM a while will tell you. :laugh:

Balance, on the other hand. . . :dizzy:

Thank ye much for your comments, though. They're much appreciated. :bee:
 

majora_787

Smash Hero
Joined
Jun 23, 2007
Messages
6,122
Location
Texas
Chris: Uh. Caeda/Shiida is...on a flying horse...that is different from what I meant.

Okey...I'm gonna do my MOVESET revisions at this point. I'm gonna make improvements to old movesets after I finish up here. The reason that's important is...

Skull Kid, Ian, and Sylux at the very least could make a return after their revisions.
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
That was a fun moveset, SirKibble. Despite only working with ribbons, I found each move unique. But are you sure that in the anime/manga/it/potato Wilhelmina comes from, does she have no abilities except for ribbons? I honestly would have preferred less ribbon attacks. Awesome overall.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
That was a fun moveset, SirKibble. Despite only working with ribbons, I found each move unique. But are you sure that in the anime/manga/it/potato Wilhelmina comes from, does she have no abilities except for ribbons? I honestly would have preferred less ribbon attacks. Awesome overall.
Thanks, Wiz.

Lol, yes, I'm quite sure I know her abilities (at least as far as the anime's told). Like I said in the backstory, she can control fire and explosions as well, but she rarely does so. If you watch the battle scene I provided in the Links section, you can see, just ribbons. Incredible what something as simple as ribbon manipulation can do, though. I admit, I was skeptical about the ability before I saw it in battle. In a way, the versatility of such a seemingly-simple ability is what inspired the moveset. :laugh:
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
@Wilhelmina: (What a cool name!) I really liked this! I didn't know the character beforehand, but as usual, your movesets always make any character seem familiar. All the ribbons attacks were very cool and seemed flashy, yet practical and effective (even those attacks which do no damage :p). The Down Special reminds me of one of Plasma Wisp's moves...his Up Special, I think? I don't see anything wrong with having almost all the attacks involve ribbons; they all work just fine for an interesting fighting style, IMO. One of my moveset plans from a long time ago is supposed to use some ribbon attacks too. Anyway, great job with this one. :bee:
 

elheber

Smash Lord
Joined
Aug 23, 2008
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elheber
Sandbag

SANDBAG

BASICS
Sandbag is very much unlike the rest of the cast. Firstly, he has no arms. Grabing opponents, objects, and ledges actually consists of "pinching" them with his face or other areas. Due to his lack of arms, his moveset is incredibly short ranged. He makes up for it in priority and resistance to knockback and flinching. Some attacks that would stun other characters will not even interrupt some of his movements/attacks (much like Yoshi in his second jump). He also has a lot of air control to make spacing easier against opponents with larger attack ranges.

SPECIALS
To counter Sandbag's low range normal attacks and small jump height, most of his specials launch him quickly to cover more ground. ALL of Sandbag's specials can only be used once until landing, but almost all can be interrupted by the player and none of them cause you to tumble.

Neutral B - Momentum Stop: This is a quirky one... Sandbag simply stands still as he quickly flashes for a few frames (10 maybe). If he's attacked during these "super armor frames" he will take all damage from the attack, but will not flinch at all. He'll have some end lag if he didn't get hit. If he does this in the air, it does the same thing with one additional attribute: he stops mid-air and all momentum he had is reset. You can do this after getting launched, while falling above an opponent to fake him out, or while fastfalling to allow you to fastfall again if desired.

Forward B - Sack Flip: Held to charge, upon release Sandbag lunges forward as his body flips backwards, similar to Diddy's Monkey Flip. With massive flinch resistance, it can be used as a recovery move. Anyone hit by the front it will get launched up a fixed distance (a quick setup for combos), while anyone hit by the backside will get Meteor Smashed. The flinch resistance begins as soon as you start charging it.

Up B - Superjump: Nothing more than a fast jump at an angle without damage or freefall at the end (though you can't use the second jump afterwards), like Sonic's Spring Jump. The catch? He can interrupt it at any moment by any move as if it was a normal jump but he keeps the Superjump's momentum. If he were to use this from the ground, and interrupt it with the Down B below, it would look like a Yoshi Bomb. The Superjump also has good flinch resistance, but that resistance ends as soon as you interrupt the special with any other move (unless you interrupt it with move that also has flinch resistance of course).

Down B - Meteor Sack: Sandbag rushes down from the air and slams into the ground like a heavy sack of potatoes (or like Kirby's Stone special), sending anyone on the ground near him up like DK's Hand Slap. It has very little lag upon landing, allowing Sandbag to follow up with combos if he didn't get a direct hit. Anyone getting hit directly by it in the air will get Meteor Smashed. If done on the ground, Sandbag bodyslams his face into the ground for a similar effect except with some end lag.

CONCLUSION
Sandbag has poor range and small jump heights. But almost all of his specials can be used as a recovery. Imagine getting launched toward the bottom corner, being able to Momentum Stop just in time, jump, following it up with a Superjump, and while in the middle of the Superjump you charge the Sack Flip to finish your recovery.

Good times, people. Now I'll read other people's ideas.
 

SkylerOcon

Tiny Dancer
Joined
Mar 21, 2008
Messages
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ATX
Incompleted movesets aren't allowed. Please read the OP before posting.

Of course, we'd be glad to see the completed product once you add smashes, aerials, tilts, and all that stuff.
 

elheber

Smash Lord
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elheber
I see... should I edit that stuff in or should I make a new post? You don't have to answer if the answer is in the OP, as I'm about to read it.
 

SkylerOcon

Tiny Dancer
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I would edit your old post into something like 'oops, didn't read the OP' and then just make a new post for the completed set.
 

Plorf

Smash Apprentice
Joined
Jan 28, 2009
Messages
124
Location
Silver Spring, MD
Simirror will be done soon enough. I have yet to write ANY of my sets down... so yeah. I might need to borrow someone's formatting. Shotzo's... coming along...

ALSO HI KHOLD :bee:
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
@Wilhelmina: (What a cool name!) I really liked this! I didn't know the character beforehand, but as usual, your movesets always make any character seem familiar. All the ribbons attacks were very cool and seemed flashy, yet practical and effective (even those attacks which do no damage :p). The Down Special reminds me of one of Plasma Wisp's moves...his Up Special, I think? I don't see anything wrong with having almost all the attacks involve ribbons; they all work just fine for an interesting fighting style, IMO. One of my moveset plans from a long time ago is supposed to use some ribbon attacks too. Anyway, great job with this one. :bee:
Yay! Yeah, I guess the D-Special was kind of like Plasma Wisp's U-Special, only it completely surrounds her and freezes opponents, rather than just nullifying gravity like PW's did.

And ribbons are too deadly. :grin:

Thankee for the comments! :bee:

HAY GUISE!!!!11!!111

I'm back! And these movesets look really good!
KHOLD'S BACK!!

Scy is dead. She spontaneously combusted.
Scy has teh PH1R3!? :psycho:

Simirror will be done soon enough. I have yet to write ANY of my sets down... so yeah. I might need to borrow someone's formatting. Shotzo's... coming along...
Just gonna echo what I've said in the chat already. Get crackin' on those movesets, boy! Write, write, write! There's no rule against borrowing formatting, just quote a moveset that works and gogogo!
 

Plorf

Smash Apprentice
Joined
Jan 28, 2009
Messages
124
Location
Silver Spring, MD
I KNOW IT'S AN ECHO
ECHO
ECHO
ECHO

I hope having a mirror image of the set either upside down or flipped on a vertical axis won't be too annoying... because I think it would be on a line between cool and gimmicky. I'm going to use lots of " | "s in the organization, as I have decided, but I'm not sure whose format I'll end up using. I still need to write everything down, do percents, extras, and general refining.
 

sandbags06

Smash Cadet
Joined
Jul 30, 2008
Messages
58
Sandshrew


General Overview: Sandshrew is an interesting character. I made him as a small heavy character, but despite his weight he has some pretty good speed on both the ground and in the air. He deals relatively low damage though, since he can add it quickly and he’s a small target with some good weight. His ability to burrow throughout the stage (just wait till you get to the specials, you’ll see) gives him great flexibility to be either very defensive with hit and run tactics, or be a very aggressive character that won’t give you any room to breathe. I tried to get as creative as possible with this little guy, and this will be my only Pokemon movesent, I figured it was only appropriate for Sandbags to make a moveset for Sandshrew haha.

Stats:

Height: 5/10 Slightly taller than Pikachu
Weight: 8/10 Despite his small size, his rock-hard hide gives this little guy some serious weight.
Speed (walk): 5/10 Noth the fastest walk
Speed (rolling): 8/10 Sandshrew’s unique run (he rolls, look at General Animations below) gives him some serious speed and makes him a tough foe on the ground.
First Jump: 5/10 His weight makes it kind of hard for him to get too high off the ground.
Seccond Jump: 6/10 Once again, his weight makes it hard for him to get very high.
Fall Speed: 10/10 Being built like a rock, he falls like one too. Anyways, Sandshrew wants to get on the ground as soon as possible since that is where he excels.


General Animations:
Stance: Sandshrew stands on his hind legs slightly hunched over with his front arms slightly off the ground.
Stance Animation 1: Sandshrew takes his two front claws and dusts off his head.
Stance Animation 2: Sandshrew stands up more upright and looks to his left, then to his right.
Walk: Sandshrew kind of walks like a sumo wrestler, he puts his whole body into motion while walking, it almost looks more like stomping than walking.
Running: Sandshrew rolls up into a tiny ball and rolls around the stage. This ball is small enough to go under Falco’s lazers, this gives him a lot of advantages on the ground.
First Jump: Sandshrew curls up into a tiny ball the second he leaves the ground and stays that way until he lands.
Second Jump: Momentarily leaves the ball form to jump then returns to ball form until landing.
Pivot: Sandshrew has a unique pivot that allows him to pull off all the AT’s Squirtle can do in his pivot. Sandshrew just spins in place momentarily kicking up a small cloud of dust to turn around.
Dodges: Depending on the surface he’s on, Sandshrew will do one of two dodges:
1. On solid ground Sandshrew will dive under ground then pop up in the direction the player pointed to (so spot-dodge he goes straight down then pops up where he was)
2. On platforms he just slides on his stomach to go forward, and he will slide on his back to go backwards, spot dodge he just does a standard sidestep.

Standard Attacks (the number following the name of the attack is the attacks priority out of a scale from 1-10):

A Combo:
Sand Kick (6) – Sandshrew turns his back to the enemy and kicks up a cloud of dirt into his opponent’s face with his right foot. Upon pressing the A button again, Sandshrew kicks another cloud of dust up with his left foot. These animations can be repeated like Marth’s A combo. The dust cloud kicked up reaches about one small stage block from level creator in front of Sandshrew. The effect of the attack is similar to that of when Charizard misses his side B and only the little pieces of rock hit you. Each hit only deals 3%, and does very little knock back but has good hitstun. If an opponent is right next to Sandshrew at 0% and does not DI, Sandshrew will be able to get four of these attacks off before they are out of the attacks range.

Dash Attack:
Dust Slide (7) - Sandshrew comes out of his ball form on both feet in a stance like he is rinding on a surf board or something like that. He slides a little with a trail of dust following him. Does 5% and barley knocks foes back.

Forward Tilt:
Sand Blast (8) – Sandsrew quickly swipes both of his claws upward to emit a gust of wind and sand that travels slightly farther than his normal A combo (for all you Chrono Trigger fans out there it looks like the move “Slash”). This attack has some serious range and is pretty quick and does good damage (10%) and has some pretty heavy knock back for a tilt (think slightly greater than Lucas’ forward tilt).

Down Tilt:
Roll (7) – Sandshrew rolls about half the distance of Sonic’s dash attack. This attack only does 2%, but it trips the opponent.

Up Tilt
Hide Hit (4) – Sandshrews worst tilt. He jumps slightly of the ground with his claws, feet, and head facing the ground to attack anyone above him with his rock-hard hide (think quicker, weaker, smaller version of Bowsers up smash). This attak doe 6% and deals good enough knockback to give Sandshrew time to place some traps (just wait, I’m getting there…)


Smash Attacks:

Down Smash:
Dig Trap (10) – Sandshrew’s most annoying attack. He digs a hole anywhere on the stage, and if an opponent walks over it they will experience the effects of the pitfall item (so if done on a ledge, they just fall through the ledge). THIS IS NOT A CLONE OF SNAKE’S DOWN SMASH. Let me explain, Sandshrew is just digging, if he is hit out of this move, the hole is still there, so any opponent that hits Sandshrew with forward momentum while he is digging, will probably find themselves in a hole, so this move works as a great counter and makes opponents think before they leap. Sandshrew can walk over traps without getting stuck in them. Only one trap can be placed at a time, doing another down smash will replace any other previous traps. This attack does no damage, and obviously, the percent of the opponent and the time spent digging the hole will determine how long an individual is trapped. They can be stuck anywhere from 1 to 10 seconds. (Keep the digging animation for this attack in mind when you get to the specials area so you can understand Sandshrew’s potential mind games.)

Side Smash:
Rock Slide (8) – Sandshrew gets in a pouncing position (tail in the air, back legs bent, claws on the ground in front of him). He then springs forward sliding on his stomach with his claws in front of him at a distance slightly longer than Wolf’s side smash. As Sandshrew slides on the ground, a rock spire begins to grow directly in front of his hands, and the farther he travels, the bigger the spire gets (the ending lag at the end of the attack is the spire going back into the ground, and Sandshrew getting back to his feet, so it’s a pretty laggy smash attack). At the end of the attack, the spire should be about 125% of Sandshrew’s original height. This smash has three hits. The first hit when Sandshrew initially dives forward just trips the opponent and does no damage. The second hit does 2-5% depending on the charge and drags the opponent into the third and final hit. The third hit can do 10-18% and delivers some decently strong knockback that should KO around 135%.

Up Smash:
Sand Cloud (9) – This attack is all about neutralizing opponents attacking from the air. Sandshrew throws a cloud of sand about the size of Zelda’s Up arial above his head that lingers there for about a second. This is a multi-hit attack that does 4 hits, each doing 3-7% depending on the charge. There is no knockback, the enemy just loses all of their momentum and takes some damage. After the sand cloud leaves Sandshrews hands, he is free to move around and punish the opponent trapped in the cloud.


Aerials:

Nair:
Dust Off (5) – Sandshrew tilts sideways and dusts himself off with his claws twice to emit two clouds of dust, one above, and one below him. Each cloud only does 6% and slightly knocks the opponent upwards.

Fair:
Hide Sweep (7) – Probably Sandshrews best aerial. He unravels out of his ball form with his feet above him, he then sweeps his feet downward in a forward arc to hit his opponent with is tail and back. This move does about 11% and does some decent knock back, but will only KO if Sandshrew hits an enemy that is somewhat off stage. This is a very quick attack is good to combo with at low percents.

Dair:
Hard Tail (6) - Sandshrew turns his back to the camera and sticks his short tail straight down. This is Sandshrew’s sexkick. He holds this position for a while and anyone he hits will take 9% and receive low knockback at a downward angle.

Uair:
Tailspin (6) – Sandshrew sticks his tail straight into the air and spins multiple time to deliver a total of 5 hits. Each hit does 3%, and the final hit delivers very low knockback, pretty good for combos at low percents.

Bair:
Quick Swipe (8) - The total opposite of his Fair. He unwraps from his ball form with his claws sticking out directly below him, and swipes them at an upward arc until they are directly above him, then he returns to his ball position. Reach is relatively low, but does 12% and knocks opponents straight up with above average knockback, only KO’s if Sandshrew hits the opponent towards the top of the screen (he can only get this vertical height with the help of his Down and Neutral Special, which I will go into detail on next).


Specials:

Neutral B:
Dig Burrow – This attack combined with his Down B (Burrow) gives Sandshrew a very unique play style. Sandshrew digs an “exit spot” for his Burrow move. What this means, is that after disappearing under ground by using “Burrow,” Sandshrew will immediately jump out of wherever this attack was used FIRST (note: this attack does absolutely nothing on platforms, he just does the digging animation) and after Sandshrew has used one exit hole, he must create another one. This special is chargeable, and depending on how long Sandshrew digs, this determines how fast and how far he comes out of the exit hole. If there is no charge time, he pops his head out of the ground first, then pulls himself out (this leaves him INCREDIBLY wide open). If the move is fully charged however, he will jump out of the hole to a height that is 80% of both of his jumps combined ( Sandshrew is free to jump, attack and move the seccond he leaves the exit hole). Any other charges will send Sandshrew to other pre-determined heights. And remember his Down Smash? The digging animation for both these moves are exactly the same, so an opponent wont be able to tell what move Sandshrew is doing, this allows Sandshrew to use some serious mind games.

Down B
Burrow (10) – This attack gives Sandshrew super armor, and has two different animations depending if he is in the air or on the ground. On the ground Sandshrew will jump the height of his first jump then dive straight down spinning, he only receives his super armor once he begins to dive (he passes straight through any platforms on his way down). In the air he just goes straight into the diving motion and has super armor throughout the whole thing. If there is no “exit hole” from his neutral B, Sandshrew will get stuck in the ground with just his lower body exposed and will struggle to get out of the ground for about a second. Enemies that find themselves getting hit by the dive will receive 11% and get knocked back about half of Final Destination’s length. If this attack is used over the edge, Sandshrew can kiss his stock goodbye, there is no recovery.

Side B:
Swagger (6) – If this attack is landed, any attack done by an enemy in the next 3 seconds will do double damage and knockback to themselves. Sandshrew spins on his toes for a second, then he sticks out his claw and slides about as far as Captain Falcon’s dash animation. If an opponent gets hit with this claw, they get the curse (this attack would teach noobs not to just sit there and charge smash attacks). This attack can only be used once in the air, and Sandshrew falls at a slower pace while spinning. If hit by this move, an opponents only choice is to defend or run away for three seconds unless they feel like hurting themselves.

Up B
Fury Swipes (8) – Sandshrew dilivers three slow swipes with his claws that get increasing in power, and he can change the direction of his movement with each slash. The slashes are done with both claws in front of Sandshrew with the range and look of Meta’s Uair (only instead f being a gold arc they are more of a white color). The initial start up is about as quick as Wolf’s Up B, but after each slash, Sandsrew floats in the direction the Joystick is pointed in at a rate similar to the lag after Jigglypuffs Side B. Each slash sends Sandshrew a distance slightly less than that of Jigg’s side B, and will send the opponent in the general direction Sandshrew is facing (only the last hit has the ability to spike, the first two hits will send the opponent upwards if they are aimed down). As for power, the first slash does 5% and low knockback. Second hit does 8% and medium knockback. Final hit does 12% and knockback just slightly higher than the second hit, but as mentioned before it can spike. When the move is over Sandshrew goes into a helpless state, and he has trouble changing horizontal movement after it’s over, and sucks at grabbing edges like Wolf does after he exit’s his Up B. Note: It should be pretty easy for a skilled player to spike Sandhrew during the laggy parts of his recovery.


Grabs:

Grab: Terrible reach, his running grab is a bit better because he dives, but has some problematic ending lag if he misses.

Pummel: He scratches the opponent with his right claw to do 1%.

Up throw (can only be done on solid ground): Dives underground with opponent. While under ground opponent takes 11% then goes flying up into the air about as high as Ness’ up throw sends someone. After the opponent flies out of the ground Sandshrew casually pops out.

Down Throw: While holding onto them, he
jumps up to eye level (on human characters like Snake, Marth, Ike, Peach, etc.) then slams their face into the ground for 6%, they just lay on the ground, no knockback.


Forward Throw: Sandshrew curls up into a ball and leaps at the opponent to hit them. 6% and decent knockback for a throw, but no killing potential.

Back Throw: Sandshrew flips the opponent on the other side of him then lets go of them and throws a dust cloud at them to do 3% and stun them (sets up for combos).


Final Smash:

Sand Storm: The screen is covered in a sand storm for 15 seconds. Enemies can only walk and lose their ability to double jump. Projectiles travel half as fast and go half as far.


Extras:
Up Taunt: Sandshrew continually hits himself at a fast rate until a cloud of dust so thick appears that he isn’t visible anymore, then the dust clears, and he is just standing there.

Side Taunt: Sandshrew sneezes so hard he jumps back a little, then shakes his head.

Down Taunt: Sandshrew rolls up in a ball and rocks side to side a couple of times.

Note: The last pokemon game I played was Blue version, and that was ages ago, I researched very little about Sandshrew, so some stats, moves, and other things may not be totally accurate, but I tried my best to make a somewhat realistic and balanced moveset for this little guy.
 

C~Dog

Smash Champion
Joined
Feb 6, 2009
Messages
2,908
Location
Land of Ooo
Note: The last pokemon game I played was Blue version, and that was ages ago, I researched very little about Sandshrew, so some stats, moves, and other things may not be totally accurate, but I tried my best to make a somewhat realistic and balanced moveset for this little guy.
This seems sort of contradictory. You tried to make a good moveset, yet you barely researched at all? O_o For example, basic research would tell you that Sandshrew is in fact not heavy, but is a lightweight, weighing just a little less that Ivysaur.

EDIT: Sorry if i sound like a jerk, im just trying to help you find ways to improve your moveset.
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
@Sandshrew: Okay, this is one of my favorite pokemanz, so I might be a bit biased in your favor here. :p

It looks cool, but more detail of lag and priority would be useful in attacks like Dash Attack and Down Tilt. Overall, I liked this set though. :bee:

HAY GUISE!!!!11!!111

I'm back! And these movesets look really good!

Scy is dead. She spontaneously combusted.
:bee::bee::bee:

Are you back, like, permanently? Or just for a while.

And if permanently, could ya help with the SSH? xD

And I'm still doing the Magypsies.:p

*******************************************************************

The Jealous Bass will be done very soon, like, a hour or so. :bee:

And one of those :bee:'s loops. :bee:
 

aeolous

Smash Apprentice
Joined
May 31, 2008
Messages
87
Location
the library, in the fantasy section
minor nitpick: fix the BBcoding on the aerials, plus a couple of spelling errors (aerials, furry swipes are two that I noticed.)

Other than that, there are plenty of moves that could use some description of their speed or range. Organization was fine, (besides the broken BBcode :bee:), a little simple, but nothing wrong with that. Definitely not a bad set at all.
 

sandbags06

Smash Cadet
Joined
Jul 30, 2008
Messages
58
This seems sort of contradictory. You tried to make a good moveset, yet you barely researched at all? O_o For example, basic research would tell you that Sandshrew is in fact not heavy, but is a lightweight, weighing just a little less that Ivysaur.

EDIT: Sorry if i sound like a jerk, im just trying to help you find ways to improve your moveset.
i actually saw this in the little research i did. by doing little research, i just meant i was going off of what i remembered from the game and from the anime from way back in the day, and i just glanced at bulbapedia. i think i read something about him having good defense, so i turned his defense into weight because i figured in most RPG games high defense makes it hard to kill something, and in Smash Bros weight is what makes it hard to KO someone. I hope that explains my logic behind making Sandshrew a heavyweight...
 

Darkslash

Smash Master
Joined
Feb 1, 2008
Messages
4,076
Location
Strangereal Equestria
i actually saw this in the little research i did. by doing little research, i just meant i was going off of what i remembered from the game and from the anime from way back in the day, and i just glanced at bulbapedia. i think i read something about him having good defense, so i turned his defense into weight because i figured in most RPG games high defense makes it hard to kill something, and in Smash Bros weight is what makes it hard to KO someone. I hope that explains my logic behind making Sandshrew a heavyweight...
Except Weight=/=Defence

A good light weight is also hard to kill as well. Keep that in mind.

Defense would be % tolerance. So perhaps you should have longer shield time or % gets divided some how.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,440
Are you back, like, permanently? Or just for a while.

And if permanently, could ya help with the SSH? xD
I am back permanently, and I am going to continue to help with the helpers (c wut I did thar?). Just give me time.

And I'm still doing the Magypsies.:p
Sweet Beelzebub, how many movesets are you going to do?
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Sandshrew was an interesting moveset. I made a Sandslash moveset a couple contests ago, and I'm pleasantly surprised to see that this Sandshrew moveset doesn't share much of anything with it. I like what you did with his playstyle, making it very ground-based, which is, of course, fitting for a Ground-type Pokemon. I liked all the Specials (though I wonder, given the nature of the N-Spec, what Kirby would be able to do if he swallowed Sandshrew), as well as attacks like the U-Smash and D-Smash. Definitely some clever, creative ideas in there.

However, I have to voice a couple of concerns. You seem to lack, on most moves, speed. It's something that I took forever to start including (and still forget sometimes when it's not particularly notable), but it's a pretty important piece. I mean, if we forget about the lag times before and after an attack, Ike's F-Smash becomes just a buffed up version of Marth's. Of course, we know that Ike's is significantly slower to make up for its power, but the point is, forgetting to mention that he has a longer wind-up and wind-down time than Marth wouldn't correctly portray the move.

And I would've liked to see more actual Pokemon moves in the moveset, but that's kind of an unnecessary nit-pick. I really thought of this in particular on the D-Air (Hard Tail would just translate so easily to Iron Tail, which I'm pretty sure Sandshrew can learn). Oh, and another thing. A couple of those aerials were a tad bit boring. The U-Air seems almost like a copy of Squirtle's D-Air, even. Just somthing to think about, since the majority of the moveset proved you're capable of better. :bee:
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
@Sandshrew: I'm going to echo SirKibble and say that it's not bad a bad moveset at all, but can use a bit more fleshing out in some areas. I think you're perfectly capable of this, sandbags06, and look forward to seeing how you improve in the contest. As for Mr. Sandshrew himself, he's got a few interesting and practical attacks, and he seems to have some personality too (or maybe I just like Sandshrew). I wouldn't have thought of him as a heavyweight, but I guess it works. A Final Smash that doesn't have the potential to do damage is a little anti-climactic, though. :bee:
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
I am back permanently, and I am going to continue to help with the helpers (c wut I did thar?). Just give me time.


Sweet Beelzebub, how many movesets are you going to do?
Good. I cut it down to five. But you can bring back ones you want if ya want.

And, um, well, actually...

I have about 30 planned. :dizzy:

Out of the Magypsies, I'm only doing the 3 most relevant: Locria (which will contain massive spoilers) Ionia and Doria.

****************************************

Oh, btw, THE MASKED MAN IS SALSA!

The Jealous Bass'll be done in a little while.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,291
Location
Hippo Island
Welcome back Khold! Great to see ya!

For those wondering what's happened to my SM, I'll say that I'm up to writing the final boss, and the chapter should be up either today or tommorow. Stupid schoolwork...
 

emergency

Smash Journeyman
Joined
Dec 7, 2008
Messages
251
Location
Junahu's Box
I am here to greet back , Mr. Kholdstare.

I've kept my promise as so. My mission was to greet Khold when he were to be returned to the contest.

Good day, fellows.

As for Sandshrew. I think that he should get a tad more attention. Aside from the lack of some minor 'Smash' details and some move description. He was made very well. Smart witty creativity flows through some of the moves. I'll discuss this a tad in depth later, I'm nomming my food.
 

sandbags06

Smash Cadet
Joined
Jul 30, 2008
Messages
58
Sandshrew was an interesting moveset. I made a Sandslash moveset a couple contests ago, and I'm pleasantly surprised to see that this Sandshrew moveset doesn't share much of anything with it. I like what you did with his playstyle, making it very ground-based, which is, of course, fitting for a Ground-type Pokemon. I liked all the Specials (though I wonder, given the nature of the N-Spec, what Kirby would be able to do if he swallowed Sandshrew), as well as attacks like the U-Smash and D-Smash. Definitely some clever, creative ideas in there.

However, I have to voice a couple of concerns. You seem to lack, on most moves, speed. It's something that I took forever to start including (and still forget sometimes when it's not particularly notable), but it's a pretty important piece. I mean, if we forget about the lag times before and after an attack, Ike's F-Smash becomes just a buffed up version of Marth's. Of course, we know that Ike's is significantly slower to make up for its power, but the point is, forgetting to mention that he has a longer wind-up and wind-down time than Marth wouldn't correctly portray the move.

And I would've liked to see more actual Pokemon moves in the moveset, but that's kind of an unnecessary nit-pick. I really thought of this in particular on the D-Air (Hard Tail would just translate so easily to Iron Tail, which I'm pretty sure Sandshrew can learn). Oh, and another thing. A couple of those aerials were a tad bit boring. The U-Air seems almost like a copy of Squirtle's D-Air, even. Just somthing to think about, since the majority of the moveset proved you're capable of better. :bee:
Thanks for the tips. I just spent too much time trying to create his unique style, so anything that did not really seem to compliment this style, I just kind of over looked I guess. His lack of aerial creativity was kind of intentional to stress his weak air game and strong ground game.

I think my next move set is going to be the last one I do for a while, and I'm going to try to implement all the tips I've gotten from my first two posts. The only problem is I'm making a move set for a character from a NES game and I want to implement his basic attacks from the games he appeared in, but this would make a lot of his standard attacks lacking in creativity... So do I implement the simple 8-bit moves and loose points on creativity, or alienate the fan base and implement all unique attacks? Decisions, decisions....:ohwell:
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Thanks for the tips. I just spent too much time trying to create his unique style, so anything that did not really seem to compliment this style, I just kind of over looked I guess. His lack of aerial creativity was kind of intentional to stress his weak air game and strong ground game.
I understand that, but I still think you could take a little more creative liberty. Just because moves are creative doesn't mean they're always good and useful. He can have an interesting aerial game and still be weak in the air, is what I'm saying.

I think my next move set is going to be the last one I do for a while, and I'm going to try to implement all the tips I've gotten from my first two posts. The only problem is I'm making a move set for a character from a NES game and I want to implement his basic attacks from the games he appeared in, but this would make a lot of his standard attacks lacking in creativity... So do I implement the simple 8-bit moves and loose points on creativity, or alienate the fan base and implement all unique attacks? Decisions, decisions....:ohwell:
Best of luck with that. That's a tough choice to make sometimes. Either way, I'm looking forward to it. I think you've really got potential, and I wanna see what you give us next.
 

PK-ow!

Smash Lord
Joined
Mar 28, 2008
Messages
1,890
Location
Canada, ON
Tell me what is so impossible to contemplate about a mechanic that is auto-handled by CPU? Just because you don't like something doesn't make it any less good. Of course, why am I even talking to you.... if I recall, you were the same person who ignored my entire Leviathan set to comment on something as irrelevant as a loss pose, when in fact, the point you made was useless, as her loss pose was indeed a simple infinite loop like the rest of the cast.
I'm deeply hurt.


So, the Blinx the Cat moveset: I really like the way the time traveling shows through in the mechanics. I'd never played or heard of the game before, but I could really see these moves and it felt real.

Your weak point was underspecification. You had damage amounts, but a lot was left to my imagination. Timing? You need to say the timing, it's critical.

Your 'general stats' are supposed to somehow contain all information about physics, but how can any of it really be read? You have to place the character relatively; what is "7/10" for fall speed? It could be anything.

Also, some organization, like headers, or a table of contents, makes any lengthy affair of text look 100% better.

... that last one could go for almost every one. I hope to wow you all with my numbered and section-coded details. ^_^


I should comment on Sandshrew next. Sandslash is possibly among my favorite five pokemon. For me, nothing ever beat the original 150.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,440
The Freezer
Khold's Kreations for Make Your Move


Make Your Move 5


Alex DeLarge
A Clockwork Orange
(Joint with TheSundanceKid)


This is a long planned moveset, now a joint with Sundance. Prepare for the ultra-violence.



Psycho Mantis
Metal Gear Solid


Another moveset I started in MYM4. His mind****ery will not stop at just Brawl, his moveset can screw with your television and even your house lighting and thermostat.


Greed
Fullmetal Alchemist

As a part of the goal to create a moveset for each of the deadly sins, I'm taking up Peli's torch by making a Greed moveset. HE'S THE ULTIMATE SHIELD.


Make Your Move 6

Dr. Wily
Mega Man Classic Series

It's time someone made a moveset for the ol' doc. Let me tell you one thing, though. This will be the longest moveset ever created. Ever.



Angry German Kid

A moveset that I have abandoned back in MYM4, but I will pick it back up for MYM6.



Mike Tyson
Mike Tyson's Punch-Out!!

Ah, Mike Tyson. World heavyweight boxer. Had his own video game. Boss in IWBTG. This moveset will be based off of his 8-bit appearance.


 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,291
Location
Hippo Island
"____ Megaman" move sets are pretty cliche by now, otherwise I like you roster. Hooray for AGK being completed! I still need him for my SM you know xD
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,440
You know how to come up with cool moveset ideas, Kholdstare.
Thanks. My movesets are usually cool because I'm so khold. :bee: (c wut I did thar?)

"____ Megaman" move sets are pretty cliche by now, otherwise I like you roster. Hooray for AGK being completed! I still need him for my SM you know xD
Yayz. This is more of a tribute to Junahu's MM9. Speaking of him, where is my favorite little Swiss MYMer? He totally disappears when making movesets. He couldn't be working on something epic... nah, couldn't be.
I found his Team Rocket workspace by browsing his posts, lulz.
 

Mario & Sonic Guy

Old rivalries live on!
Joined
Sep 18, 2007
Messages
22,423
Location
Mushroom Kingdom
NNID
TPitch5
3DS FC
5327-1637-5096
Amy Rose


Amy Rose is a pink hedgehog who has a huge crush over Sonic. Ever since she first appeared in the Sonic series, Amy has always been chasing Sonic, hoping that he'll marry her. However, Sonic always ends up rejecting her offers. Oddly enough, Amy's not too different from Princess Peach since she too gets kidnapped frequently. Fortunately for her, Sonic is always to the rescue.

Amy is normally a kind and sweet character, but she also has a short-tempered side as well. You better not get her angry or else she'll pay you back big time with her Piko Piko Hammer.
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Playstyle

Amy would normally be a weak fighter, but she makes it up with her strong Piko Piko Hammer. A lot of Amy's hammer attacks tend to be strong, and capable of KOing opponents rather easily. However, she doesn't exactly take hits that well.

Amy is also a pretty fast character, despite of her foot wear. Although, her running is nowhere near close to rivaling Fox McCloud's running.

Overall, Amy is a well balanced fighter with decent attack power, and good ground speed. However, because it's very easy for her to get KO'd vertically, players should take caution while in the air.
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Stats

The stats shown below are from a scale of 1 to 5.

1: Poor
2: Fair
3: Good
4: Very Good
5: Excellent

Attack Strength: 3
Shield Strength: 3
Walking Speed: 4
Running Speed: 4
Jump Height: 3
Mid-air Jump Height: 3
Aerial Speed: 3
Descent Speed: 2
Recovery: 4
Weight: 3
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Standard Attacks

neutral: Amy swings her hammer to her left. Does up to 4% damage. Press again to make her swing her hammer to the right. Also does up to 4% damage. Press one more time and Amy will do a kick with her left leg. Does up to 5% damage. Attack range is up to 2 feet, and the attack speed is average.

f-tilt: Amy swings her hammer quickly, damaging any opponents in her way. Does up to 8% damage. Attack range is up to 2.5 feet.

u-tilt: Amy spins her hammer above her. Attack does variable damage, with the last hit dealing up to 6% damage. Attack range is up to 2.5 feet.

d-tilt: Amy does a low kick with her left foot. Does up to 5% damage, and attack range is up to 2 feet.

dash: Amy swings her hammer while she's still running. Does up to 6% damage, and attack range is up to 2 feet.
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Smash Attacks

f-smash: Amy lifts her hammer all the way up, and then smashes straight down to the ground. Attack does up to 15% damage uncharged, but it can do up to 26% damage when fully charged. Attack range is up to 2.5 feet, and is actually real quick in execution.

u-smash: Amy swings her hammer real hard above her head, damaging opponent from above. Does up to 14% damage uncharged, but can do up to 24% damage when fully charged. Attack range is up to 2 feet.

d-smash: Amy spins her hammer around, damaging opponents nearby. Does up to 13% damage uncharged, but can do up to 23% damage when fully charged. Attack range is up to 2.5 feet.
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Aerial Attacks

n-air: Amy spins her hammer, damaging anyone near her. Does up to 10% damage, and the attack range is up to 2.5 feet.

f-air: Amy swings her hammer forward real hard. Does up to 13% damage, and the attack range is up to 2.5 feet.

b-air: Same as the f-air, but in the opposite direction. Does up to 12% damage, and the attack range is up to 2.5 feet.

u-air: Amy spins her body to perform an upward kick. She kicks with her right leg, dealing up to 7% damage. Attack range is up to 2 feet.

d-air: Amy dives down to the ground with her hammer angled downwards. Does up to 11% damage, and the attack range is up to 2 feet.
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Special Attacks

standard - Piko Piko Charge: Amy will build up power into her hammer. The longer the special move button is held, the more power is stored. Amy can move around freely while charging up, but she can't hold the energy. If fully charged, Amy will use the attack immediately. At full power, the attack can deal up to 24% damage, and the knockback is real strong. Attack range is up to 3 feet.

side - Hammer Hurl: Amy throws her hammer like a boomerang, which will damage opponents during the process. Does up to 8% damage, and the attack range is up to 4 feet.

up - Hammer Jump: Amy swings her hammer downwards and then performs a very high jump. Very effective as a third jump, and it doesn't leave Amy helpless either. However, Amy can only use standard attacks until she lands or gets attacked. Upon move execution, the attack can do up to 6% damage, and the range is up to 2 feet. Jump distance can reach 7 feet with this move.

down - Tornado Hammer: Amy swings her hammer real hard, creating a gust of wind that'll damage opponents caught in the attack. The hammer can do up to 10% damage. However, the wind gust can inflict repeated damage, with each hit dealing 1% damage. The wind gust lingers for about 3 seconds before disappearing. Attack range is up to 4 feet.
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Other Attacks

Ledge Attack (<100% damage): Amy gets up quickly and swings her hammer at the opponent. Does up to 7% damage, and the attack range is up to 2.5 feet.

Ledge Attack (100%+ damage): Amy gets up slowly and strikes weakly with her hammer. Does up to 6% damage, and the attack range is up to 2 feet.

Floor Recover: Amy gets up and swings her hammer to repel opponents. Does up to 7% damage, and the attack range is up to 2.5 feet.
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Grabs & Throws

grab: Amy tries to grab the opponent with her left hand. Grab range is 1.5 feet.

attack: Amy does a weak kick on the opponent. Does up to 2% damage.

f-throw: Amy smacks the opponent hard with her hammer. Does up to 10% damage.

b-throw: Same as the f-throw, but in the opposite direction. Does up to 10% damage.

u-throw: Amy throws her opponent upwards and then strikes the opponent with her hammer. Does up to 8% damage.

d-throw: Amy lays the opponent down and then slams the opponent with her hammer. Does up to 10% damage, and its knockback is not affected by damage percentages.
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Final Smash

Piko Piko Fury: Amy charges into anyone that's real close to her. She'll then use her hammer to attack the opponent in a relentless manner; most likely to show how bad Amy's temper is. Amy will hit the opponent at least 16 times, with the first 15 hits dealing up to 5% damage. However, the last hit is the most devastating as it'll do up to 20% damage, and it's very likely to KO the opponent on small battlefields. The range of this attack can be up to 6 feet, but it'll fail if Amy doesn't run into any opponents.
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Battle Entrance

Amy drops down and waves to the player.
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Taunts

/\ taunt: Amy looks at the screen and waves to the player.

<> taunt: Amy tosses her hammer upwards and grabs it upon dropping.

\/ taunt: Amy performs a kiss to the player.
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Pros

Amy features decent power, thanks to her hammer.

Despite wearing boots, Amy is actually quite nimble.

A decent amount of Amy's attacks have killing potential.

Amy's third jump gives her great vertical ascension.

Amy's side throws do have killing potential, but only when opponents take over 200% damage.
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Cons

Amy is rather floaty for an average weight fighter.

Amy is vulnerable to vertical KOs, due to her low descent speed.

Despite being a nimble character, Amy's traction is fairly low.

Amy lacks any effective combo moves. Therefore, she's not very good with combos.
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Side Notes

Amy has two different outfits that the player can choose. The outfit choices are either her default outfit (shown above) or her Sonic Riders outfit (below).


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