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Make Your Move 5

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Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
There goes one of my super votes. Good job, Junahu.
Quick, edit that message before Spadefox eats you! But still, Team Rocket was a fun moveset. The organization was very original and clever, while I think you should have mentioned attributes in the moves instead of having them in categories. Also, the mechanic was a bit complex. But seriously, good job.
 

aeolous

Smash Apprentice
Joined
May 31, 2008
Messages
87
Location
the library, in the fantasy section
Wow, that was incredibly long, but fascinating. I actually kind of like the format of the attacks, it's like what I tried to do with Ikkaku, but done way better. The mechanic was unique and interesting, and I get the feeling that Team Rocket would be ridiculously annoying to play either as or against. The dependence of certain moves on time or day was unexpected, and while I can't say I like it in the Smash setting (though I suppose it makes little enough difference in the grand scheme of things,) it was a creative way to implement the mechanic from the games. I love the references to the show, even if I haven't watched it in long enough to understand half of them. The Wobbuffet "set" at the end was random, unexpected, and pretty funny. All in all, a great bout of nostalgia, and a very good set.
 

Smady

Smash Master
Joined
Apr 29, 2007
Messages
3,306
Location
K Rool Avenue
Just checking in to say I'm not dead and work on Raiden is now resuming, hopefully at a faster speed to catch a certain chapter of a certain someone's story mode, but maybe I'm too late. What's gone on in my absence? The thread seems as slow as when I left, which is good for our relationship with the moderators and me catching up, but slightly worrying as well.

I'll head over to the Stadium tomorrow and comment on movesets in the thread, tired right now. I'm glad to be back.
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
Spadefox is gonna eat me, but that will get a vote. Some of the attacks are kind of boring, but it doesn't really matter, every attack doesn't have to be a special. I see you focused on the presentation hugely. I love the display, it's awesome. Some of the moves differing depending on time was a really cool idea.

And Wobbuffet was priceless. You must have edited it though, was it really that bad?
 

PK-ow!

Smash Lord
Joined
Mar 28, 2008
Messages
1,890
Location
Canada, ON
No, it's a joke moveset. A character that deals 9000% with one attack can't be anything BUT a joke moveset.
Dude, where I'm standing, Jealous Bass is a joke moveset.

Just end the argument and say "A 9000% move cannot be implemented since the damage meter caps before then, thus making the moveset ill-defined."


Ah, Team Rocket. If I ever get five uninterrupted hours free, I'll try to read it.
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
Dude, where I'm standing, Jealous Bass is a joke moveset.
WHAT?!

Explain your logic on that one, dude. That is a completely legitimate moveset, not one attack does any more damage than 40, the detail is fine, the attacks are original. What's "joke" about it?


Popon joins the Brawl!

Popon is a tall, gooey tower of goo, featured in the game Kirby's Dreamland 3 and the Kirby Right Back At Ya episode "The Big Taste Test" He can transform into other people, and shoot blobs of goo from his head. The goo is acidic, and can burn. Sprites of him can be found here.

Statistics

Size: :item9:-:ganondorf:
Depending on how many blobs he has, he can be tiny or humongous. He's never wide, but he can get very tall, almost double the height of Ganon. Each blob is about the size of Jigglypuff.


Weight: :039: - :charizard:
An individual blob is very light, you see, about 2 out of ten. However, with each added lob, he gains a point, so it varies according to blob amount.

Walk: :lucas:-:charizard:
He's quite a slow walker with only one blob, and by all 7 he's the slowest of all.

Run: :metaknight:
This seems ridiculous, how can he run quickly? Well, you see, he turns into one giant blob and rolls along the ground, going very quickly indeed, but making starting and lending very laggy.

Traction: Less than :luigi2:
Since he rolls, it's absolutely terrible stopping.

Power: :diddy:
Popon has very few powerful attacks, and most have little knockback. However, he has a few that are devastating, so he has a fair bit of power.

Attack Speed: :ness2:
He's not very fast, or slow. He's juuuust right. :)

Range: :pit:
He's perfect in this category, his blobs go huge distances and he has projectiles for almost every move.

Priority: :luigi2:
Many of his attacks are low priority projectiles, and the rest don't even really have priority, they just clash. So he's not really a shining beacon of wonder here.

First Jump: :falco:
You wouldn't think that he'd do well here, right? Well you're wrong, his jumps are actually very good. See, only the top blob jumps up, and the rest just sit there, immune to everything.

Second Jump: :lucas:
Not as good as the last, but not bad.

Recovery: :rob:
His recovery is not bad, his up aerial does it, not his up special. Be careful about that.

Fall Speed: :kirby2:
He falls slowly. Yeah.

Crouch: Far, far better than :kirby2:
He flattens completely, becoming a membrane over the surface of the stage. This leads to a very interesting down tilt.

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

Animations

Idle Pose
Popn looks around, mildly interested, and may grow an extra blob if left for 10 seconds. That will usually never happen ,but it's possible.

Walking
Popon slithers forward.

Dashing
Popon turns into a large blob of goo and rolls quickly, causing terrible traction.

Crouching
Popon flattens out, covering the whole stage in a nearly invisible layer of goo. However, if you wait for more than ten seconds, he will rip, and be OHKOed. So 9 seconds crouching is safe, but risky. 10 is deadly. For 10 seconds after that, he cannot crouch, and so does the Slime Trap instead of Goo Sack for his Down Tilt.

First Jump
The top blob un-attaches itself from the rest, and jumps upwards using the 2nd blob as a trampoline.

Second Jump
A typical "spin to gain height" jump.

Shield
Like the dash, he turns into one large blob.

Spot Dodge
Like his crouch, he flattens for a second, seemingly disappearing.

Roll
Popon rolls a short ways, like his dash.

Air Dodge
He splits into thousands of tiny particles for a second.

Asleep
He starts melting, oozing into a pile of goop.

Entrance
Popon appears in a blast of goo, with three blobs, counting his head.

Dizzy
Popon's eyes, whirling around, travel from blob to blob as he sways dangerously.

Special Mechanic - Blobs​
With his down special, Popon makes a blob appear underneath himself. Each blob contains 100 goo points. Most attacks use goo points. Let's say you used up 50 goo points. You have three blobs. On the bottom blob, you will have a small 50 written on it. Or, if you had three blobs and 2 of them were both missing 60 goo points, both blobs would have a 40 written on them. When you run out of goo points with a blob, that blob disappears, and you get shorter, obviously. When left with only one goo ball, most attacks become useless. The head does not have goo, and it can have 6 goo blobs, for a total of 7 blobs. Most attacks can not be done in the one blob form ,you have to rely on aerials.

But the down special doesn't just give you goo, you have to earn it. Every point of damage you do is worth 5 goo points. So, when you've done 20 damage, you have the option of gaining a goo ball, or throwing it at the opponent right away. You can also use it to refresh your existing blobs. This will be explained more thoroughly in the specials.

Glossary

Blob - One section of Popon's body. Popon can have 6 blobs at a time. Each blob contains up to 100 goo points.

Goo - The sticky substance that the blobs are filled with.

Goo Points
- The amount of goo left in a blob.

Head - The top section of Popon, which contains no goo and can only perform aerials, not counting the Nair and Uair.

Moveset

Standard Attacks

Jab - Gooey Spin
Popon stands very still for a moment, and then starts spinning. He spins faster, and faster, and faster. As he spins, bits of goo, taking up 5 points each, fling outwards, forming a sort of ring of flying goo around Popon. Each blob gives one goo blob at the same time, and this attack automatically ends when all of the blobs have given all of their goo, leaving only the head. However, you can stop it whenever you like. This forms a sort of shield around you, it does no damage, but it pushed opponents back, not with flinching effect, but as through they were being pushed by another character, sliding along the ground. This is an excellent edgeguarder, as it stops recovering foes. If you have 6 full blobs, it's probably the best possible edgeguarder in the game. The flying goo has quite a lot of range, almost a whole Battlefield platform in each direction. This has very low ending lag is you stop before you run out. However, there's a twist. If you run out of blobs, you get very dizzy, and start to go into dizzy mode. This is a very dangerous attack to do if all of your blobs are low on goo, so watch out, and replenish your goo if you can before doing this.

Dash attack - Leaning Tower
Popon stops running very suddenly, swaying slightly and skidding along the ground. Then, slowly at first, he starts to fall. The more blobs you have, the more devastation it is when he hits the ground. See, as he hits the ground, anyone beneath him receives 11 damage, and the pitfall effect. If you have 2 blobs, this has dreadful range, and if you have only one, it does nothing at all. But, if you have 7, counting the non goo giving head, this is a very long ranged and terrifying attack. On small stages this is almost unavoidable if you're on the ground when he does this. Despite high starting lag, this pushes down anyone beneath him as he falls, making it great if you're being ganged up on in a free for all or if there are many enemies in SSE in your path. This also has pretty good priority. Use this if you have lots of blobs and want to rack up damage. Once you're down, you melt into a large blob and get back up, reforming your original shape once you're erect again.

Forward Tilt - Slinky
Popon tips forward his head, which hits the ground. This works only if you have more than two blobs, it two or one, he does the Jab, which, with only one blob, does nothing anyways.. If, however, you have three to seven blobs, counting the head, you touch your head to the ground, and then flip over, like a slinky. You can press A over and over to do this, even going over the edge, causing a Popocide if an opponent is recovering from beneath. But what's the point besides that? If your head hits someone, they receive seven damage, and low knockback. However, the knockback is just enough to put them in position to be hit by this again. This has high hitstun, so they can't run away unless they are at high percentages, and so get more knockback. This also has very low priority, so it's a bit risky. It doesn't take any goo, but it has better range if you have more goo blobs. It has very low lag, and the range changes depending on how many blobs you have.

Up Tilt - Blob Propel
Popon seems to concentrate, and then a blob rushes up above his head, and continues rising, at about the speed of Sonic's Spring Jump, all the way until it hits an opponent, ceiling, or goes off the end zone. This uses as much goo as the blob that is beneath the head contains. For every 5 goo points, it does one damage, so a full one with 100 goo points will do 20 damage. This is a great way to stop people from getting you with Dairs, as it has excellent priority. If it hits a ceiling, it just splatters, sending down bits of yellow goo that do 1 damage to anyone they touch. If it hits an opponent though, they not only receive the 1-20 damage points, but also the burn effect and lots of hitstun, but a pitiful amount of knockback, barely enough to KO Jigglypuff at 300%. This is a great attack, but has high lag and depletes your goo supply quickly, so don't think that because of great damage and hitstun that it should be used often.

Down Tilt - Slime Trap
Popon fills up the bottom goo blob with goo points evenly taken form the other blobs, until it is up to 100 percent. If Popon does not have enough goo to fill up the bottom blob, he will take it out of thin air, but you have a penalty of 1 damage for every goo point you have to borrow. Then, he empties out the goo from his bottom blob onto the ground. He can then continue walking along and brawling. This has high starting lag, but almost no ending. Then, the goo starts to disappear... The opponent forgets about it. And then, as they walk along, they suddenly realize: they're in the exact place where you dropped the goo. They find themselves stuck in a sticky green substance. You can then attack them with any attack you please, they're stuck in the goo for 5 seconds, so try to catch up to them and hit them with a powerful Dash Attack. This does no damage, or knockback, but is a great trap move, as the only indication that there was ever goo there is a small green tint to the ground, so it's relatively hard to detect.

Down Tilt - Goo Sack
This is the down tilt that occurs if you have already stretched over the whole stage. It causes all of the goo to spring up, forming a sack around the character nearest to the center of the stage.

Smashes
Forward Smash - Goo Barrage
Popon pulls back either the middle blob or one of the blobs in the middle, depending on whether he has an even or odd amount of blobs. Then, when released, he shoots a splash of goo out of his blob, and, depending on how much goo was in the blob, it changes into something.

1-20% Charged - Waddle Dee
A Waddle Dee made up of green goo appear,s and ambles forward aimlessly. It will occasionally stop and look around, apparently slightly interested, but obviously bored. If he touches anyone, they get 1 to 4 damage and no knockback, with 1 if he had 1-25 Goo Points in that blob, 2 if he had 26 to 50 Goo Points, and so on. This little guy will eventually fall off, and he won't really be missed.

21-40% Charged - Pteran
This strange, purple flying pterodactyl appears, except instead of purple it's green. It hovers for a moment, and then flies at the nearest opponent. If it collide,s it does 8 to 11 damage with the same principle as Waddle Dee. But, if it doesn't hit, but misses, which happens often, it just flies away and you've wasted an entire blob. The Pteran does low knockback, and is pretty weak, but has lots of hitstun.

41-60% Charged - Mariel
A green sphere lies on the ground, and then four spider legs go out. It stands up, revealing itself to be Mariel! It crawls forward, until it touches someone. It them climbs on top of them if they don't get away fast enough, it shoots green web all over them! They are then stuck, and it bites them with digestive fluids, doing 12-15 damage! This is a great attack, with high damage, but it has no knockback. If Kirby tries to inhale Mariel, he takes damage, just like in the games, so Kirby's should watch out for that, even if other blob monsters are safe, this little girl isn't.

61-80% Charged - Wapod
A green goo jar appears in front of Popon. He waits a moment, and then, out of nowhere, a strange sight comes out of the jar. It's... a ghostly Waddle Dee! He hovers for a moment, and then starts creeping forward. When it comes in contact with an opponent, it flicks it's tail. This can do anything from 1-4 damage, but it always has devastating knockback. It's one of Popon's great Koers. It can kill Ganon at 100% damage. However, it is very light, and KOable, but if they are trapped in a Goo Trap, this is a perfect move.

81-100% Charged - Peloo
The most dangerous, and powerful, of the blob monsters. Peloo appears, his green tongue hanging out of his green mouth, as his green eyes stare madly at the opponent. Of course, he's not usually green, but the goo makes him so. Anyway,s he hovers over to the nearest opponent, and tries to lick them up. If he succeeds, they get 20-24 damage and high knockback, but if he misses it's a big waste.

Up Smash - Fountain of Goo
At the start of this amazingly artistic attack, Popon bends slightly forward, closes his eyes, and starts spinning. When this is released, an attack that is absolutely perfect for snapshots is done. Popon leaps into the air, and spins majestically, while six evenly spaced streams of goo squirt form each blob. So if you have 3 blobs, not counting the head, you make eighteen squirts. This makes him look like a leaping fountain of goo, beautiful and terrible. However many streams you have, it does that much damage. It takes 6 goo points from each blob, and if you don't have enough points, which is basically impossible, you only do as many squirts as you can. The longer you charge it, the higher you leap upward,s so the more range you have. This has low starting, but high ending, lag. You can go up about as high as the lower Battlefield platforms. But how doe this work? The lowermost blob hits the opponent, if hit, with each squirt, and then pushes them upwards, so they spiral around, until they hit the top, where they are pushed off of Popon's head for low to medium knockback, depending on the charge.When in the blue costume especially, this makes for wonderful pictures.

D Smash - Dancin' Goo
As this charges, Popon does a sort of dance, waving his blobs. When released, Popon sends every other blob on his body to the right, and every one he didn't send right to the left. He then does the opposite. This results in a weird sort of dance. He does it twice, so two times to the right and two to the left. Anyone hit by one of the blobs receives vertical knockback in the direction of Popon and 5 to 7 damage. However, this can usually hit twice, due to the knockback sending the opponent toward you. This has low lag, but also low range. It has pretty good priority, though, and uses up no goo, so it's pretty useful.

Aerials

Neutral Aerial - Giant Blob
As you know, Popon only jumps up with his top head, which has no goo in it, so none of his aerials use up goo. However, when you press A in the air, all of the blobs melt together and join you, as you become one gigantic blob! This only lasts a second, a moment after, the goo pours back down onto the ground. This can hit in three ways. First, when the goo is rushing up to meet you, if it hits anyone it does three damage and low knockback. While you are inflated, if anyone touches you, they shot in the direction that they touched you at, meaning that if the touch the top of you they get upwards knockback, if they hit you form underneath they're spiked, and so on. The knockback is medium, and they also get 9 damage. And, as the goo falls back, if it hits anyone they are spiked. This is a pretty good move, as it is so versatile, but it suffers form lag. There is tons of ending lag, although almost no starting. The more blobs you have, the larger you get. This is a good KO move, if you're near the top of the screen coming up from beneath.

Forward Aerial - Explosion
It seems like Popon's head has hidden goo points! His head explodes, sending goo flying everywhere in a battlefield platform radius. This has great range, but it leaves Popon utterly defenseless until he hits the ground, forms a new head, and is reunited with his old body, which causes severe lag. He is only a pair of eyes, he can't do anything! However, this attack is very strong, probably Popon's strongest! It does 21 damage, and very high knockback. However, you go into helpless mode for a few seconds, so it's a very risky move, even without the eyeball handicap. It has excellent priority, and also acts as a temporary shield. It is your best option for an aerial if you are ahead in a match, as it will probably KO the opponent and will not really harm you if it misses.

Back Aerial - Gooey Suction



Up Aerial - Bounce

Down Aerial - Goo Splah


dtilt - slime trap
fsmash
usmash
dsmash
nair - turn into one giant blob
fair
bair
uair
dair - typical fall downwards really fast, and goo explodes beneath you.
nspec- blob toss
side spec - transform
u spec - blobal wave
dspec - blob get

fs - melt :eek:




 

PK-ow!

Smash Lord
Joined
Mar 28, 2008
Messages
1,890
Location
Canada, ON
WHAT?!

Explain your logic on that one, dude. That is a completely legitimate moveset, not one attack does any more damage than 40, the detail is fine, the attacks are original. What's "joke" about it?
It's a very elaborate joke, and intellectually stimulating, and a great thought experiment, and I can see that the move set functions, and all the data and details are provided, and it's clear that exceptional, meritable effort has been put in, and every mechanical necessity has been filled, and I cannot understate my appreciation for the user who created it.

But it's a move set of Jealous Bass. A VG baddie that stands for a floating guitar. It's good that it is a proper name 'Jealous Bass', but it is just one of the many inscrutable components of the trippy drugscape that is MOTHER. No offense to MOTHER, that's why its mood is so unforgettable - but shoot, do not light up with this game in your SNES.

So yes, it's a functional moveset, and of course it should be admitted to the voting, since the "rules" here are clearly more self-organizing than anything, but it doesn't change that the status of any move set as a nonsubmission cannot impartially come down to anything other than mechanical completeness. If no one votes for it, then no one votes for it. But if he can define everything he needs to state "the character is added to the game like ~this~," you have to let people not vote for it.

If ours was a system of grading (rather than voting), I'd have to decline to assign JB a mark, as I would not know what rubric to apply to it.
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
It's a very elaborate joke, and intellectually stimulating, and a great thought experiment, and I can see that the move set functions, and all the data and details are provided, and it's clear that exceptional, meritable effort has been put in, and every mechanical necessity has been filled, and I cannot understate my appreciation for the user who created it.
Just dandy so far, I can't wait 'til you get to the joke part. :|

But it's a move set of Jealous Bass. A VG baddie that stands for a floating guitar. It's good that it is a proper name 'Jealous Bass', but it is just one of the many inscrutable components of the trippy drugscape that is MOTHER. No offense to MOTHER, that's why its mood is so unforgettable - but shoot, do not light up with this game in your SNES.
We all know that Mother is the closest thing to tripping you possibly can without actually doing so, perhaps besides the absolute lunacy that is Pulirula*, but so what? And if challenging the legitimacy of the character, please note that Chef Kawasaki won MYM4. Chef Kawasaki, a fat old chef . That's a pretty stupid character, but the moveset was awesome.

So yes, it's a functional moveset, and of course it should be admitted to the voting, since the "rules" here are clearly more self-organizing than anything, but it doesn't change that the status of any move set as a nonsubmission cannot impartially come down to anything other than mechanical completeness. If no one votes for it, then no one votes for it. But if he can define everything he needs to state "the character is added to the game like ~this~," you have to let people not vote for it.
Please explain the paragraph in smaller words and sentences. I can't understand a word of what you're saying. But from what I can tell, you object to the character! That is idiocy!

If ours was a system of grading (rather than voting), I'd have to decline to assign JB a mark, as I would not know what rubric to apply to it.
Why? The character? Who gives a **** who the character is? I've never even heard of Chef Kawasaki before the moveset, and I thought the character was kinda stupid, but I still found the moveset great.

I have to go to the laundromat at thsi particular moment, so you won't get a reply to your reply for a while, but please reply to this. And explain the third paragraph!

*: If you don't know what thsi game is, look it up. You'll see what I mean. :laugh:
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
It's a very elaborate joke, and intellectually stimulating, and a great thought experiment, and I can see that the move set functions, and all the data and details are provided, and it's clear that exceptional, meritable effort has been put in, and every mechanical necessity has been filled, and I cannot understate my appreciation for the user who created it.

But it's a move set of Jealous Bass. A VG baddie that stands for a floating guitar. It's good that it is a proper name 'Jealous Bass', but it is just one of the many inscrutable components of the trippy drugscape that is MOTHER. No offense to MOTHER, that's why its mood is so unforgettable - but shoot, do not light up with this game in your SNES.

So yes, it's a functional moveset, and of course it should be admitted to the voting, since the "rules" here are clearly more self-organizing than anything, but it doesn't change that the status of any move set as a nonsubmission cannot impartially come down to anything other than mechanical completeness. If no one votes for it, then no one votes for it. But if he can define everything he needs to state "the character is added to the game like ~this~," you have to let people not vote for it.

If ours was a system of grading (rather than voting), I'd have to decline to assign JB a mark, as I would not know what rubric to apply to it.
Do you even know what the point of this contest is? It doesn't matter who you are making a set for. If the way that the set works is implementable into Brawl and the character isn't stupidly overpowered, underpowered, or just plain ******** and purposely underdetailed, then the moveset is not a moveset.

Jealous Bass might be, by some definition, a humorous set. But it is NOT a joke set.

Make Your Move does not discriminate against characters. It is all about taking characters that you personally like and being as creative as possible (while still working within means of balance and playability).
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
I agree with Chris Lionheart. Also, by your standards, wouldn't Bundt be a joke set as well?
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Oi vey. . . Important things first:

Comments on Team Rocket

Stellar! I had begun to wonder about this moveset coming to fruition! As we've come to expect from you, it's quite elaborate. I really like the mechanic you used with Jessie/James and Meowth, a very nice two- (but kind of three-) in-one character structure. (Honestly, on a sort of unrelated note, any good Banjo & Kazooie moveset from here on out will be obliged to rip you off, more or less, lest it be lacking.) Also, I'm a big fan of the organization of the individual moves. Makes it very easy to look through.

Lots of interesting attacks and plenty of Team Rockets comedic value as well. Everything felt so complete in this moveset, including what moves would normally be a bit boring (like Meowth's D-Air) by the pure Team Rocket-ness of it all! Even better are the all-out interesting moves with the same quality (like the D-Air for Jessie & James). All the Specials, in particular, I felt were strong, creative attacks that (I feel like I'm really repeating myself here, but it's so freakin' true) really captured the Team Rocket spirit well, while still making them good fighters (goodness knows they've never shown themselves to be such). The Final Smash was massive (no pun intended) lulz and very well-done.

In short, I love it. :bee:



Now onto this whole "joke" discussion. A joke moveset is heavily different from a joke character. A joke moveset is a moveset that is not a serious contender, and it's not constructed as such. They're almost always created to get laughs out of people. A joke character may be a character that shouldn't be taken seriously, but they can still be given a legitimate moveset, like in the case of the Jealous Bass. MasterWarlord's AI Colonel moveset last contest was another good example. On the other hand, if a moveset for a legitimate character like King K. Rool was made where every attack was designed to be a direct clone of Bowser's, that would be a joke moveset.
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
It's a very elaborate joke, and intellectually stimulating, and a great thought experiment, and I can see that the move set functions, and all the data and details are provided, and it's clear that exceptional, meritable effort has been put in, and every mechanical necessity has been filled, and I cannot understate my appreciation for the user who created it.
Not, it's not a joke. This is a serious submission. Although people do make humorous characters or movesets with jokes implemented, I don't see how Jealous Bass is an actual joke moveset. There's a difference between funny characters or joke movesets. You say Captain Fabulous is an actual moveset, but Jealous Bass is a joke set? What the hell?

But it's a move set of Jealous Bass. A VG baddie that stands for a floating guitar.
So? Why not? I think he made it work pretty good for the fact it's just a floating guitar. So, what you are proclaiming is that we're only allowed to do humanoid characters who are doing some stuff? Wow.

So yes, it's a functional moveset, and of course it should be admitted to the voting, since the "rules" here are clearly more self-organizing than anything, but it doesn't change that the status of any move set as a nonsubmission cannot impartially come down to anything other than mechanical completeness. If no one votes for it, then no one votes for it. But if he can define everything he needs to state "the character is added to the game like ~this~," you have to let people not vote for it.
I don't get this paragraph since it's so obscurely and strangely written. All I get is the last part. This is not a thread made by Nintendo or by people who are creating a flash game with these characters. This thread is a contest for people to make movesets for their favorite characters (they don't even have to be from a game!), and not to create movesets that will be implemented into SSB4. Why do you think we try making all movesets being absolutely unique?

If ours was a system of grading (rather than voting), I'd have to decline to assign JB a mark, as I would not know what rubric to apply to it.
You're a jerk.

You know, I do hope the moveset you're doing will be perfect in every regard. Otherwise, I will SO hunt you down and rip you apart.
 

Chris Lionheart

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There goes one of my super votes. Good job, Junahu.
Do not give a Super Vote to any set you haven't read. If you had actually read the eye-bleeding tower of colored text the set, you would have given it a legitimate comment. Stuff like this is exactly how we get overhyped sets.

I'll have to read Team Rocket myself when I get the chance. I'll give it a comment then.
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
Do you even know what the point of this contest is? It doesn't matter who you are making a set for. If the way that the set works is implementable into Brawl and the character isn't stupidly overpowered, underpowered, or just plain ******** and purposely underdetailed, then the moveset is not a moveset.

Jealous Bass might be, by some definition, a humorous set. But it is NOT a joke set.

Make Your Move does not discriminate against characters. It is all about taking characters that you personally like and being as creative as possible (while still working within means of balance and playability).
Humorous? Perhaps...

That is basically what I said; the moveset's character doesn't matter, it's the moveset itself.

I agree with Chris Lionheart. Also, by your standards, wouldn't Bundt be a joke set as well?
Agreed. So would:

Arthur, Fatman, possibly Gluttony, MissingNo., The Three Stooges, Balloon Fighter and probably a bunch of others.

The characters don't have to be serious characters, it just has to be a good moveset. Think of Kirby. He's a pink blob who eats stuff.

Now onto this whole "joke" discussion. A joke moveset is heavily different from a joke character. A joke moveset is a moveset that is not a serious contender, and it's not constructed as such. They're almost always created to get laughs out of people. A joke character may be a character that shouldn't be taken seriously, but they can still be given a legitimate moveset, like in the case of the Jealous Bass. MasterWarlord's AI Colonel moveset last contest was another good example. On the other hand, if a moveset for a legitimate character like King K. Rool was made where every attack was designed to be a direct clone of Bowser's, that would be a joke moveset.
Thank you.

I don't get this paragraph since it's so obscurely and strangely written. All I get is the last part. This is not a thread made by Nintendo or by people who are creating a flash game with these characters. This thread is a contest for people to make movesets for their favorite characters (they don't even have to be from a game!), and not to create movesets that will be implemented into SSB4. Why do you think we try making all movesets being absolutely unique?.
srsly.

Anyways, I did this multiquote thingy because I consider thsi stuff commentary on Jealous Bass, and most moveset makers reply to comments. :p
 

KingK.Rool

Smash Lord
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Nov 26, 2005
Messages
1,810
It's a very elaborate joke, and intellectually stimulating, and a great thought experiment, and I can see that the move set functions, and all the data and details are provided, and it's clear that exceptional, meritable effort has been put in, and every mechanical necessity has been filled, and I cannot understate my appreciation for the user who created it.

But it's a move set of Jealous Bass. A VG baddie that stands for a floating guitar. It's good that it is a proper name 'Jealous Bass', but it is just one of the many inscrutable components of the trippy drugscape that is MOTHER. No offense to MOTHER, that's why its mood is so unforgettable - but shoot, do not light up with this game in your SNES.

So yes, it's a functional moveset, and of course it should be admitted to the voting, since the "rules" here are clearly more self-organizing than anything, but it doesn't change that the status of any move set as a nonsubmission cannot impartially come down to anything other than mechanical completeness. If no one votes for it, then no one votes for it. But if he can define everything he needs to state "the character is added to the game like ~this~," you have to let people not vote for it.
I see where you're coming from. Jealous Bass IS a joke, in a way. Your mistake was comparing the two, though; most MYMers are (as you've noted) pretty zealous about the distinction between joke moveset and joke character.

Anyway, I think everyone should just cease their pouncing - Captain Fabulous should be added to the moveset list, frankly. There are tons of joke entries on the MYM 4 Moveset List (e.g, Smeargle), and it has all the requirements. As he says, if it has everything it needs to be realistically (or not so much so) implemented, add it to the list. People won't vote for it, but they'll do so of their own free will.

Or something like that.

Do not give a Super Vote to any set you haven't read. If you had actually read the eye-bleeding tower of colored text the set, you would have given it a legitimate comment. Stuff like this is exactly how we get overhyped sets.
I quite agree. Not accusing you of not actually reading, Wily, but statements like that are generally frowned on, you know. There's still a lot of time to go and it's discouraging to see comments like that for some sets and not for others.
 

☆_Mutha-Foxin GangstaKirby_☆

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waiting for mars to hurry up with that **** blunt
No, it's a joke moveset. A character that deals 9000% with one attack can't be anything BUT a joke moveset.



...You can't be serious...That kind of stupidity would be like SmashBrosMike all over again.
i am serious ._.

Think of it this way: joke movesets, while technically meeting all the requirements for a moveset, do not show much, if any, skill or effort in their making. Yes, they have all the moves necessary, but they are not made at the level of quality that is required for a moveset to place well. Therefore, they will not place well, regardless of how entertaining they may be, so the Sins remove them for the running to save everyone the time and effort of sorting through them come voting time. Joke sets are funny, but they cannot be put in the same category as the likes of, say, Zasalamel, or Shellder, or Black Doom, or any of the other movesets that have been well received.
its took ALOT of effort to make it...

I think that statement answers you own question.
just cuz hes broken doesnt mean he wont be in the game... i mean look at metaknight
 

Chris Lionheart

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i am serious ._.

No you are not.

its took ALOT of effort to make it...

I highly doubt that.

just cuz hes broken doesnt mean he wont be in the game... i mean look at metaknight

Metaknight does not do over 9000 damage.... Metaknight may be broken, but your character makes Metaknight look like Brawl Captain Falcon's pinky finger.
Seriously, Gangsta Kirby. Listen to these people.... a lot of these people have been doing this for several contests. I think we have a better knowledge of the subject than you do. When you actually do post a serious set, then you can be on the moveset list. Frankly, there is no point for Captain Fabulous to be on the set list, because he will not be voted on, except maybe in Half_Silver's best joke set award.

Can we compromise and start a list for joke sets as well?
 

aeolous

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By the way, hate to break it to ya, but Captain Fabulous isn't even technically complete, since it doesn't quite have all the moves required. And don't tell me that it took A LOT of effort. Unless your definition of a lot is ten whole minutes straight. Maybe it took you a little bit of time to come up with the names for all the attacks, but that isn't going to be considered effort as far as movesets around here go. I'm all for it being recognized as a great and funny joke set, but you seem to be pushing for it being recognized as a real and legitimate moveset that's just as good as any of the rest of them. I guess I don't care whether or not it gets put on the list of sets, because as K.Rool pointed out, joke sets made it on to the list last contest, but don't expect it to be considered a good moveset or a possible contender whatsoever.
 

Kris121

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Yay Chris good way to comprimise! I love that. Muah! but seriously Captain fabulous is a joke set. Jealous bass is a joke character. If I were to make a legitamate moveset for a hippo then there we go. if i were to make a stupid set for a character like Jack skellington then there we again thats a joke set.
 

Chris Lionheart

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In every contest, I have made one Guild Wars set. This time, I have chosen a representative of the most unique class in the series....

Gwen



"Destiny? Destiny's nothing but justice without the smell of burned flesh."

Torn Country/Torn Life~ Story

Quoted from the Guild Wars handbook:
Born in Ascalon, Gwen has witnessed horrible things in her young life, seeing both her country and family destroyed by the Charr. After the Searing, she was captured and enslaved by the Charr, but escaped and fled north, where she found other human exiles.
Since then, Gwen has become an adventurer. She makes her home in the Eye of the North, the headquarters of the Ebon Vanguard, where she serves Captain Langmar. She is one of the fiercest defenders of Ascalon, determined to exact vengeance against those who destroyed her home. Gwen has survived on the edges of Charr territory for years, watching them tear apart her childhood dreams and her beautiful homeland. Now she has nothing but memories-and anger-to sustain her. She is not the girl she once was . . .


In Guild Wars: Prophecies, Gwen was but a little girl, but she was famous with the fanbase. She was one of the first characters that new players would see as they walked outside the gates of pre-searing Ascalon. Many players fondly remember her as the adorable little girl who would follow you around after you give her a flute, iris flowers, a girl's cape. She was the icon of the innocence that was Ascalon. After a ruthless attack by the Charr, intelligent beast with a mastery of fire, Ascalon was burned to the ground. This came to be known as the Searing. It would be the day that destroyed Gwen's life. Many clues were left that she had possibly survived, or possibly escaped only to meet a horrible fate. The flute, iris flowers, and cape that you gave her could be found scattered across the continent. Many speculated that she might make a return to the series. Due to the 1 year between Guild Wars: Prophecies and Guild Wars: Factions and another year until Guild Wars: Nightfall, and yet another 3 years afterwards till Guild Wars: Eye of the North, Gwen did indeed return, as a grown woman. She has now become the embodiment of vengeance. When you first meet her, her only motive is to exact revenge upon the charr. Who knows what stopped her from slaying Pyre Fierceshot, the charr who joins your team as a hero? Gwen is one of the central heroes in Eye of the North, and, through special side quests and events, she can remember your character's relationship with her (if your character was created in Guild Wars: Prophecies) and meet the ghost of her dead mother once more. During these times, she shows a fraction of her former innocence.

Guild Wars~ An Explanation of the Game

http://www.smashboards.com/showpost.php?p=6105374&postcount=11814

Pros

Few moves have any visuals clues at all, and those that do often look the same, making Gwen very hard to predict.

Has the ability to shut down every kind of strategy.

Good defensive game.

Shatter Storm goes through shields, counters, and even dodges.

Empathy and Backfire are highly annoying moves.

Potentially great recovery with many uses.

Can steal a random special from the foe.

Possesses the ability to interrupt.

Powerful Final Smash.

Great traction.

Cons

Tall character.

Rather light.

Very few direct attacks.

Reliant on conditional moves.

Hard to master.

Hitboxes are often just as difficult for the user as they are for the foe.

Playstyle

Gwen has no definite playstyle. She has to respond to the foe's actions to win the match.

Anti-Melee
Use Empathy and Clumsiness. Keep your distance from the opponent with clever usage of Mantra of Recall. Overload is always good.

Anti-Spam
Use Backfire to shut down annoying special spammers, such as those with spam projectiles and Metaknight. Then use Wastrel's Worry to force the foe to make annoying and painful decisions. Use interrupts when possible. Overload is another option.

Anti-Defense
Though grabbing is as effective as always, Shatter Storm is easily just as tempting and effective. Wastrel's Worry is also an option.

Stats

Size~ Tall + Skinny
Gwen is a tall slender female, comparing to Zero Suit Samus (she doesn't have the chest size though.

Weight~ Semi-Light
A bit lighter than ZSS.

Walking Speed~ Medium
Despite being a girl, Gwen doesn't necessarily take her time.

Running Speed~ Above Average
Gwen isn't particularly fast, but she can outrun most of the cast.

Jumps~ 2

First Jump~ Medium
Gwen's first jump isn't anything special.

Second Jump~ Above Average
Better than average jumps, but again, nothing special.

Falling Speed~ Floaty
Gwen falls slowly. If it weren't for her indirect nature, she would have a respectable air game.

Traction~ Great
Females are typically graceful and she is particularly brilliant, due to her mental abilities. She isn't going to trip often and she turns well.

Dodges~ Great
It's all in the head. Gwen is a great dodger.

Crouch~ None

Crawl~ None

Wall Jump~ None

Wall Cling~ None

Glide~ None

Animations

Standing Pose
Pictured.

Idle Pose
Gwen brushes her hand through her hair like Marth, purple light that looks kind of like glitter coming out of it. She then brushes off her arms, the same thing happening there.

Walking
Gwen walks forward (left foot first) casually in a position similar to the one pictured.

Dashing
Gwen kneels slightly, cast her right hand behind her back and keeps her left hand forward, running suprisingly light. Spots on the ground glow purple as she steps off of them.

First Jump
Gwen jumps up, left foot leaving the ground last and her arms behind her.

Second Jump
Gwen performs a high backflip, gaining considerable height. Purple light radiates from her.

Shield~ Illusion Of Weakness

Gwen takes 1% damage per second to create a psycic shield that nullifies all attack damage and knockback. She can still be grabbed. Incredibly useful in boss battles.

Sidestep~ Distortion

For 2 seconds, Gwen has a 50% chance to auto-dodge. The cost of this is that she takes 2% damage each time she auto-dodges.

Forward Roll~ Confusing Images

Gwen rolls forwards at a normal dodge speed. She creates many illusionary copies of herself while rolling, very much like Double Team. If an illusion is attacked, Gwen turns to face the foe who did it, that foe suffers 20% more ending lag, and this roll has no ending lag, putting you in a position to punish with a hex.

Back Roll~ Confusing Images
This works the same as the forward roll, except that she slides backwards. The double team area is naturally different as well.

Air Dodge~ Diversion

Gwen performs a very normal looking dodge, except with illusionary purple copies much like those of the rolls. If the copies are struck, the attack that struck them is disabled on the foe for 2 seconds, preventing them from striking you with it a second time.

Specials

Neutral Special~ Arcane Thievery

One random special of one random foe is disabled for 10 seconds. Arcane Thievery is replaced with that special for 10 seconds. Gwen casts her hand in the direction of the chosen foe, giving this move some beginning lag, but little ending lag. This move has a dual use, allowing Gwen to utilize a random special from the foe, which could be anything, even the whorenado. It also prevents the foe from using that special. In a team match with friendly fire on, this can also target allies.

Side Special~ Empathy

Gwen's hands start glowing purple. There is no clue where the hitbox of the move is, as the hitbox is completely invisible. Without "charging" this only hits about a stage builder block in front of Gwen, though charging it causes the hitbox to move as far as 5 stage builder blocks away (with the hitbox still being a stage builder block in size), at a rate of 1 stage builder block per half second. Gwen will cast both hands forwards when you release B. A foe struck by this move takes no damage or knockback. This has fairly low beginning lag and low ending lag. What the hell? A purple aura surrounds them for 5 seconds. Every time that foe uses an A attack during that duration, that foe takes 5 damage. The damage is applied as the attack begins, so interrupting the attack with one of your interruption moves still triggers Empathy. This move takes a lot of time to master due to its difficult to use hitbox, but it is a powerful means of shutting down offensive characters, especially fast comboers. This move looks exactly like Backfire, so try not to be predictable, as it is to your advantage to keep your foe guessing.

Down Special~ Backfire

Gwen's hands start glowing purple. There is no clue where the hitbox is, as the hitbox is completely invisible. Without "charging" this only hits about a stage builder block in front of Gwen, though charging it causes the hitbox to move as far as 5 stage builder blocks away (with the hitbox still being a stage builder block in size), at a rate of 1 stage builder block's distance per half second. Gwen will cast both hands forwards when you release B. A foe struck by this move takes no damage or knockback. This has fairly low beginning lag and low ending lag. What the hell? A purple aura surrounds the foe for 5 seconds. Every time that foe uses a special move, that foe takes 10 damage. This triggers at the beginning of the special move, so interrupting the special move with one of your interruption moves still triggers the damage of Backfire. This move is difficult to master due to its hitbox, but it is an effective means of shutting down special spammers.This move looks exactly like Empathy, so try not to be predictable, as it is to your advantage to keep the foe guessing.

Up Special~ Mantra of Recall

Gwen remembers her current location. This has no lag on either end. When you use this move again, Gwen will warp to the new location with no lag at all. After 10 seconds, Gwen will automatically warp to that location. A very effective means of recovery if used correctly. There are no visual clues to inform your opponents of the spot that you have picked. The remembered location can be anywhere on the field- ground and air- though it is very unwise to use this move on a moving stage such as Big Blue, as you will probably warp way out of the screen's range and die.

Stages that can gimp this recovery:
Most of the SSE.
Castle Siege
All F-Zero Stages
Poke Floats
Mushroomy Kingdom
Rumble Falls

Normal Attacks

Neutral A~ Wastrels Worry

Gwen casts her left hand forwards. If a foe was in this move's invisible hitbox (from right next to Gwen to 3 stage builder blocks away) that foe suffers from the Wastrel's Worry hex, evidenced by a worried expression on the character's face. After 3 seconds, that foe takes 10% damage and high vertical knockback. This hex is removed if that foe uses a special move. Casting this hex on the foe again while they are still under its effects is rather pointless, as it will only reset the hex. While this move can be useful against noob players on its own, anyone with some experience will likely use a special. Experienced players will attempt to use the special at a time you do not see coming. Combine this move with Backfire for maximum effect. In addition, you can use another move, such as Cry of Pain, to interrupt the foe's special move, dealing the damage of Backfire, the damage and/or effect of the interruption move, and still maintaining Wastrel's Worry on the foe.

Dash Attack~ Illusionary Weaponry

Gwen is able to keep dashing during all uses of this move. The first time you use this move during your dash, an illusionary rapier materializes in Gwen's right hand. This has medium lag on both ends. Every time you use this move after you have the sword, Gwen will swing it horizontally. The attack has low lag on both ends and great reach- the same reach as Marth's sword attacks. The priority of this move is very weird, as it doesn't stop opposing attacks, rather going right through them and "hitting" the foe. This causes the foe to think that they were hurt (when in reality nothing happened to them), causing the foe to take 5% damage and flinching. This goes through sidesteps, rolls, and airdodges, but not shields. No hitstun. Ending your dash causes the imaginary weapon to disappear. Due to its priority and the lack of super armor, a quick opposing attack can knock Gwen out of it and get rid of her illusionary weaponry. This is one of Gwen's few ways of "directly" attacking.

Tilts

Side Tilt~ Energy Burn

Gwen raises her right hand above her head and then brings it down, casting it forward. This move has fairly high beginning lag and low ending lag. High priority. No hitstun.A surge of purple like that pictured above appears in front of her, reaching one stage builder block circumference. Foes struck by it take 8% damage and good horizontal knockback. Against foes who have mana or another alternate bar (such as orb gauges), such as Arthas, Shaman, or Klarrann, 10 of whatever was on that bar (points of mana, orbs, etc.) is lost. This move is one of Gwen's few methods of dealing direct damage.

Up Tilt~ Power Spike

Gwen raises her right hand above her head and a purple spike similar to Force Palm in appearance forms in her hand and bursts upwards (in fact this spike is the same as that of the spike created by Force Palm). This move has a very fast activation, under 1/4 of a second, but has about a half second of ending lag. If the struck foe(s) were currently using an attack or special, they are interrupted and take 20% damage and the knockback of whatever they were attempting to use. If the struck foe(s) (if there are any) were not doing anything at the exact time the spike comes out, nothing happens to them. This move requires exact timing, but it can be absolutely devastating, especially if the foe was using a high knockback aerial or attempting to use a powerful special.

Down Tilt~ Clumsiness

Gwen casts her left hand forward. This move has low beginning lag and fairly low ending lag. The hitbox of this move is invisible and awkward, only striking 2 stage builder blocks away from Gwen in the direction she is facing. Struck foes become hexed with Clumsiness. For 5 seconds, the next time they attack, they trip instead and take 5% damage.

Smashes:

Side Smash~ Energy Surge

Gwen raises her right hand above her head (charge pose) and then brings it down, casting it forward. This move has fairly high beginning lag and fairly high ending lag. High priority. An explosion of purple energy occurs in front of Gwen, with it's center point 2 stage builder blocks away. It reaches 1 stage builder block on both sides of that center point, nearly touching Gwen. Those struck by this move take 8...18% damage and no knockback, but stunning them in place for a second. In addition, this damage combusts, releasing lightning bolts much like those pictured above in all directions from the foe. The lightning bolts travel 3...7 stage builder blocks from the foe, striking other foes for 8...18% damage and high knockback with no hitstun. Against foes who have mana or another alternate bar (such as orb gauges), such as Arthas, Shaman, or Klarrann, 10 of whatever was on that bar (points of mana, orbs, etc.) is lost. This move is one of Gwen's few methods of dealing direct damage.

Up Smash~ Shatter Storm

Gwen spins 360 degrees, waving her hand as she goes. Unlike most smashes, this is very quick to start, having very little to no beginning lag. A bunch of transparent objects that glow purple and appear to be mirror shards fly in all directions from Gwen. They fly extremely fast and travel 1/4 of Final Destination's distance circumference from her or until they hit a solid object such as the stage or a person. These deal no direct damage or effect, but they do have an interesting effect. If the foe was "enchanted," or buffed by a shield, reflector, air dodge, sidestep, etc., the shards damage the person for 15...30% (+5% per second of charging) and high knockback in the direction the shards were flying. This has high ending lag. The projectiles are harmless to foes who don't make any effort to buff themselves or avoid them. These shards technically don't exist, so they go right through other projectiles, neither projectile ceasing to fly its course.

Down Smash~ Conjure Nightmare

Gwen's hands start glowing purple. There is no clue where the hitbox of the move is, as the hitbox is completely invisible. Without "charging" this only hits about a stage builder block in front of Gwen, though charging it causes the hitbox to move as far as 5 stage builder blocks away (with the hitbox still being a stage builder block in size), at a rate of 1 stage builder block per half second. This has fairly low beginning lag and low ending lag. Foes struck by this move take no direct damage or knockback but are surrounded in a purple aura for the next 5 seconds, taking 1...5% per second. This move looks very similar to both Empathy and Backfire, and can be used to confuse the opponents if they are not paying attention to their damage.

Aerials

Neutral Aerial~ Cry Of Frustration

Gwen performs no visual action. This has no lag on either end. The nearest foe within half of Final Destination's distance is interrupted. If they were not performing any action, nothing happens to them. If they were attacking or using a special, that move is interrupted and they take 10% damage. When a character is interrupted due to Cry of Frustration, they will be seen saying "#$%#!!" in a text bubble. In addition, all foes within 3 of Snake's up tilt reaches of that foe will be interrupted and take 10% damage (they are damaged regardless of whether they were actually performing an action). This spell leaves Gwen helpless.

Forward Aerial~ Overload

Gwen casts her hand forwards, releasing an invisible wave that reaches about the distance of Snake's Side Tilt in front of her. Very low beginning lag and duration and medium ending lag. If this strikes a foe, it deals 5% damage and causes the foe to be interrupted. If an attack or special was interrupted by this, the foe will be overloaded, a burst of purple energy blowing up on them. The damage of that move is added on top of this move's damage and this also deals the knockback of the interrupted move. While this can be a valuable defensive move, it leaves Gwen open to punishment if she doesn't successfully interrupt.

Back Aerial~ Echo

Gwen performs no visual action. No lag at all. The next opposing (or friendly if friendly fire is on) move to effect Gwen (deal damage to her, interrupt her, knock her back, etc.) becomes echoed. For 10 seconds, she gains the ability to use a backwards version of the move for her back aerial. This can create some very interesting moves, such as a "stall then fall" that shoots Gwen in the direction behind her or an invisible backwards sword swing that spikes the foe downwards. The possibilities are nearly endless!

Up Aerial~ Web of Disruption

Gwen looks up and casts her right hand upwards, realeasing a giant, almost transparent, purple web that reaches upwards about 1.5x the distance that a PK fire travels forwards. The web widens as it goes, being the width of Gwen initially, and growing to a maximum width of 5 times Gwen's width. Foes caught in the web are interrupted and become surrounded in a transparent, barely visible, web for 10 seconds. The web has no effect on them. At the end of the 10 seconds, they are interrupted again and the combined damage and knockback of both interrupted moves (if there were any) is dealt to them. This move has high lag on both ends. This has a duration of roughly 1 second and stalls Gwen at her current aerial elevation until it ends. A potentially powerful move, it forces foes to keep track of time. Imagine having two high knockback moves reflected back at you!

Down Aerial~ Ether Nightmare

Gwen turns towards the screen and cast her hand downwards, realeasing an invisible ray directly downwards. It travels downwars for an unlimited distance, stopping when it hits the first solid object (friend, foe, stage, platform, obstacle, etc.) in its path. It travels at a very fast speed, going half the distance of Final Destination in 1/4 of a second. This doesn't deal anything directly. Rather it surrounds the spot it struck with a purple ring that reaches about the distance of Marth's sword + his arm. Everyone inside the ring takes 2% per second each second that they are inside the ring. In addition, this drains 2 units off of other bars (orbs, mana, etc.), if the effected person has one, per second. This aerial has high lag on both ends. This has a variety of uses, including setting a stage trap that discourages players (including yourself) from entering that spot, turning an entire battlefield platform into a trap, and turning a foe (or ally) into a moving hitbox (which can be both bad and good).

Situationals

Rising Attack~ Guilt

If the nearest foe is performing an action (in the case of this move, anything but standing still), they are interrupted and take 5% damage. Gwen is healed for 5% damage. This has low beginning lag and medium ending lag. Maximum reach of 1/4 of Final Destination.

Ledge Attack~ Chaos Storm

Gwen's hands start glowing purple. There is no clue where the hitbox of the move is, as the hitbox is completely invisible. Without "charging" this only hits about a stage builder block in front of Gwen, though charging it causes the hitbox to move as far as 5 stage builder blocks away (with the hitbox still being a stage builder block in size), at a rate of 1 stage builder block per half second. Gwen will cast both hands forwards when you release A. A Chaos Storm appears on the stage builder block that you released it on. This move has medium lag on both ends, not counting charge time. The storm stays on that location for 5 seconds, dealing 10% damage and good upwards knockback to foes struck by it.

Grabs/Throws

Grab~ Panic

Gwen gives the foe what is apparently a hypnotic stare. Has the same reach and speed as Mewtwo's Down Special in Melee. If the grabbed foe (if there was one) was looking in Gwen's direction, they start panicking, putting their hands to their head and running left and right over a course of 1 stage builder block on each side of their starting point. They snap out with the same difficulty as a normal grab. Very comical.

Grab Attack~ Shared Burden

Both Gwen and the grabbed foe become hexed with Shared Burden. No lag on either end. The speed of all their actions, including moving, attacking, jumping, etc, is slowed by 20% for 10 seconds. While this can be detrimental to Gwen, it is useful in aiding her interrupting game. This hex has an odd property. It ends on both characters at the same time. While this seems like a duh situation, it does have some use. If this hex is shattered on the foe (using F-Throw) it will also end on Gwen.

Forward Throw~ Shatter Delusions

Gwen puts her hand on the "grabbed" foes head and releases a purple pulse of energy into them. Every hex currently on the foe shatters, dealing 5% per hex. Also deals one level of knockback per hex on the foe (none for 0, low for 1, medium for 2, good for 3, great for 4, high for 5, with a max of 5). The moves counted as hexes by this throw are Empathy, Backfire, Wastrels Worry, Clumsiness, Conjure Nightmare, Web of Disruption, Ether Nightmare, Shared Burden, and Recurring Insecurity. Medium lag on both ends.

Back Throw~ Calculated Risk

The foe attempts to launch an attack that has medium lag on both ends at Gwen. If it hits, she takes 7% damage and medium knockback. If Gwen presses A again as the foe attacks, they will trip behind her and take 14% damage instead of landing the hit. An effective but risky throw. No ending lag for Gwen if successful.

Up Throw~ Illusion of Pain

Gwen snaps her fingers and the foe imagines that they are in pain, taking 7% damage and good upwards knockback. A decent throw being the only one of Gwen's throws without conditions that inflicts knockback. Medium lag on both ends.

Down Throw~ Recurring Insecurity

Gwen puts her hand on the foe's head. They become hexed with Reccuring Insecurity, taking 1% damage every 3 seconds. The duration of this hex is 20 seconds. It is renewed every time a hex is cast on the foe. Though weak, it's extra damage adds up. This throw has high beginning lag and low ending lag.

Final Smash~ Visions of Regret



All foes on the stage become hexed with Visions of Regret. Each time they cause damage to a character, they flash purple and take 10% damage themselves. This would trigger on characters like Pichu twice for many moves, as they damage themself as well as the opponent. The duration of the Final Smash is 20 seconds and the hex renews itself constantly over the duration, each attack launched by the foe being a new triggering of the hex. This is significant because you can exploit Visions to shatter the hex of the foe repeatedly. It also helps insure that Recurring Insecurity stays up. Gwen is able to move and perform all actions, but she is vulnerable to damage and knockback. A powerful Final Smash even if the foes don't attack. Either your foes become to scared to hurt you, or they reak havoc on their own life bars. Win win, no?

Taunts~ Tease


If attacked while taunting, Gwen still suffers damage and knockback, but she steals 5% health from the foe who attacked her. The pose used by her taunts is truely a taunt, her giving a feminine "come on" type wave.

Up Taunt
What's the matter? Not smart enough?

Side Taunt
"...and I'm all out of mossgum!"

Down Taunt
"Again? Can't we get some real challenges?"

Lose Pose
Gwen claps for the foe just like everyone else. Her hands flash purple with every clap.

Victory Poses

Up Pose
"Mother told me we see people again after we die. I miss her..."

Side Pose
"The Ebon Vanguard will fight until Ascalon is free!"

Down Pose
"Forgiveness? That's Lyssa's job. It's mine to arrange the meeting."

Extras

Character Portrait



Alternate Outfit + Colors

Alt. Outfit- Young Gwen



This alt. outfit makes Gwen shorter and as light as Pikachu. Her falling speed also decreases further.

Both Outfits Have The Following Colors:
Light Blue (default)
Blue
Red
Green
Yellow
Pink
White
Black

Color changes the primary color of the clothes (blue areas).

Assist Trophy~ Anton



Anton has come far since his days as a prisoner in Surmia awaiting execution. While others curse the Charr, Anton privately blesses their invasion—without it, he would never have escaped Surmia and fled north. He survived for many years by raiding the Charr, eventually leading to his capture. Freed by Captain Langmar, he joined the Ebon Vanguard and now serves them as a scout, utilizing his Assassin skills—for once—for the betterment of more people than just himself.
Although he does not consider himself a brave individual, Anton does feel a certain amount of loyalty to the Ebon Vanguard, and has no plans to betray them. Should Captain Langmar die, of course, that situation could change quickly—and the last they will see of Anton is a sheathed blade vanishing into the darkness.

When Anton appears on the field where his assist trophy was, he will use a random quote and combo. The quote he says signifies the combo he will use. He teleports to the foe he is going to combo. Once the combo finishes, he will teleport out of the stage.

The comboes of an assassin consist of a lead, an offhand, and a dual attack. Typically, a lead is necessary to attack first, followed by an offhand, and ending in a dual, though there are comboes that ignore this.

Combo 1- Death Blossom Chain

An excellent combo for damage dealing, but does not kill.

Total Max Damage To Target= 58%

"Your death will stain the ground, but not my soul."


Lead- Jagged Strike
Anton stabs the foe with his left dagger, causing them to "bleed" for 10 seconds, taking 1% per second.


Offhand- Fox Fangs
Anton spins 360 degrees, dealing 2 hits of 7% on both sides of himself. Goes through shields.


Dual Attack- Death Blossom
Anton stabs with his right dagger followed by his left dagger, dealing 2 hits of 7% damage directly. In addition, a burst effect occurs after each slash, damaging that foe and all foes within 3 stage builder blocks of that foe (circumference) for 10% on each slash.

Combo 2- Silent Death

"I like the quiet. Please stop screaming."

A powerful combo that renders the foe unable to react. Dodging the first hit can leave this combo useless.

Total Maximum Damage- 66%


Hex- Shroud of Silence
Anton throws a shroud over the foe, rendering them unable to do anything. This can be dodged, rendering the whole combo useless.


Offhand- Black Spider Strike
Only works if it strikes a hexed foe. Shroud of Silence works for this, but if it is stopped, this cannot be used unless the foe is hexed by Gwen. Very fast attack that deals 6% damage and poisons the foe for 30 seconds (turning them green), dealing 1% every 3 seconds to them.


Dual Attack- Twisting Fangs
Anton strikes on both sides by spinning twice with his daggers. Deals 2 hits of 20% on both sides and causes the foe to bleed for 10 seconds, dealing 1% per second to them.


Finisher- Signet of Toxic Shock
Anton casts his left hand forward. All poisoned foes on the field (including those suffering from the effects of a poisoned mushroom) take high upwards knockback.

Combo 3- Unsuspecting Death

A very hard combo to avoid, but cannot kill and weaker than most.

Total Max Damage- 50% (cannot bring the foe over 79% damage)

"Don't look around. I'm right behind you."


Lead- Unsuspecting Strike
Anton deals 10% damage to the foe. Very fast. If the foe had under 30% damage, they take an additional 20% damage.


Offhand- Wild Strike
Anton deals 10% with a single quick stab. If the foe was shielding, their shield is broken.


Dual- Nine Tail Strike
Anton strikes the foe with both daggers, dealing 2 hits of 10% damage. Cannot be avoided but can be shielded.

Combo 4- Promise of Death

An excellent killing combo that is sure to hurt like hell and might heal the summoner. But can be avoided.

Total Max Damage- 60%

"From the shadows, I send you into the light."


Hex- Assassin's Promise
The target foe becomes cursed. This does nothing to the foe, but if he dies, the one who summoned Anton is healed for 20%.


Lead- Iron Palm
Anton smites the foe down with his palm, causing them to be knocked down and take 10% damage. This is the attack that holds his entire combo together.


Offhand- Falling Spider
Must strike a knocked down foe. Anton leaps on the knocked down foe and stabs them with both daggers, dealing 10% to them and poisoning them for 30 seconds, dealing 1% every 3 seconds to them.


Dual- Horns of the Ox
Anton strikes with both daggers, dealing 2 hits of 10% and knocking the foe down again.


Finisher- Impale
If the foe has been struck by Horns of the Ox, Anton picks them up and stabs them, dealing 10% and high knockback in the direction Anton stabs.

Combo 5-

A powerful and versatile combo that can only be avoided by sidestepping his teleport and shielding the daggers. This combo grows more effective if the target already had high damage. Cannot kill.

"When you see my parents in the Mists, tell them I'm fine."


Hex- Beguiling Haze
The foe becomes instantly stunned as Anton shadowsteps to them.


Lead- Dancing Daggers
Anton throws daggers in all directions. The daggers fly half the distance of Final Destination very quickly and deal 10% each (only 1 can hit a single foe). The target foe is struck by three daggers, though these close proximity daggers only deal 5% each.


Spell- Entangling Asp
The foe is knocked down and takes 10% damage. They are badly poisoned for 15 seconds, taking damage that doubles once every 3 seconds (1%, 2%, 4%, 8%, 16%).


Offhand- Falling Lotus Strike
Must strike a knocked down foe. Anton leaps on the foe stabbing them forcefully with his right dagger. Deals 10% to the foe and heals Anton's summoner for 10%.


Dual Attack- Blades of Steel
Anton strikes on both sides with his spinning daggers. Each of the two hits deals 25% (rounded up) of the target's current damage.
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
@Gwen: I read this set earlier and didn't get to say that you did a great job! A lot of the attacks have really unique and seemingly effective (and frustrating) effects. I imagine playing as Gwen would require a lot of patience and good timing, since I lost track of how many moves didn't require reacting to your opponent. Personally, I'd find that a little frustrating in a fast-paced action game like Smash, but some might like that strategic element. And pissing off your opponent would certainly be a fulfilling reward :p. But overall, it's a pretty unique playstyle and a pretty unique set, great work. *thumb up* :bee:
 

aeolous

Smash Apprentice
Joined
May 31, 2008
Messages
87
Location
the library, in the fantasy section
Very cool. I really like the concept of using your enemy's actions against them instead of directly attacking, it makes for a completely unique playstyle that would be annoying as hell to fight against, though it would be crazy hard to master. I also like the number of "status effect" type moves that would really screw with an opponent's game. And then there are moves like Echo, which are a bit odd at first, but awesome. Very nice indeed.
 

PK-ow!

Smash Lord
Joined
Mar 28, 2008
Messages
1,890
Location
Canada, ON
I see where you're coming from. Jealous Bass IS a joke, in a way. Your mistake was comparing the two, though; most MYMers are (as you've noted) pretty zealous about the distinction between joke moveset and joke character.

Anyway, I think everyone should just cease their pouncing - Captain Fabulous should be added to the moveset list, frankly. There are tons of joke entries on the MYM 4 Moveset List (e.g, Smeargle), and it has all the requirements. As he says, if it has everything it needs to be realistically (or not so much so) implemented, add it to the list. People won't vote for it, but they'll do so of their own free will.

Or something like that.
I was going to reply to everything, but I'm happy to say "I'm satisfied with what King K. Rool has said in my defense."

I'm sorry if Baloo felt like he had to defend himself. But what anyone says about a move set being a joke doesn't matter - unless it's one of the people who put things in the Abyss (which was my point about the need to be principled on ruling Fabulous out) - people will vote for what they will vote for. People come on here and will post move sets to express themselves. And while that's going on, I'm sure every move set has some guy for whom it's not his cup of tea. And then we have votes, which lets us see which sets were the most appealing, whatever that meant that round. All good fun.

I am continuing to write Will and Freedan, because I want to see if they could work in this game, I want to make them come to life in the best way if I can, and then I want to share the result with all of you. That's what this means to me. It can mean anything to other people. I won't pry or judge what it means, but I will, as all of us, take my comments as being solicited in the case of every submission, and knowing that I can only comment from my perspective.

In short, I'm being clear what I would ideally have just kept to myself about: That submissions tailored to a theoretical SSB4 will get attention from me. . . and others, not so much. But I'm just one person, and that's simply my contribution to this series.


There's just a couple things:

I don't get this paragraph since it's so obscurely and strangely written. All I get is the last part.
My struggle with the divide between precision and clarity in language has shown itself a handicap I apparently cannot yet put behind me.

Thankfully, no one needs to know what I meant. >_>

You're a jerk.

You know, I do hope the moveset you're doing will be perfect in every regard. Otherwise, I will SO hunt you down and rip you apart.

Ow.


I agree with Chris Lionheart. Also, by your standards, wouldn't Bundt be a joke set as well?
They're not standards, as I did never prop them up as a set of (objective) valuative terms. It's just the way "the making of move sets" is for me.

I was trying to be funny while hurrying the scuffle about Captain Fabulous to its conclusion - and, by the way, since I was misunderstood: I think Fabulous is not a submission, since the statement of the move set contains a contradiction ("deals 9000% damage" + nothing can deal as much as 9999% damage*) - but then things got out of my hand.



*Trivia: The game can have damage amounts greater than 999%. It stops recording at some strange, seemingly arbitrary point, even taking into account the size of the word of memory used to store damage values.
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
Gwen: Wow, that was a very interesting moveset. The moves weren't overly complex in their effects, but they were still very interesting, and it added up into a very unique playstyle. Good job- I want to download Guild Wars now! :bee:
I'm trying to have Medli ready by later today, but no promises.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Gwen is a fantastic and infinitely creative moveset. Though it seems deeply entrenched in the "specials for every move" crowd, your moveset actually makes a lot of sense for this character and her playstyle, so I'm glad you didn't back down from that. If found myself poring over each move, eager to see what kind of hex would appear next.

That said, the specials kind of faded into the background a little compared to the 'regular' moves. Her down-tilt in particular seemed to actually be better than both her Side and Down Specials combined.
Obviously, on closer reading you balance out these moves, but the very fact some of your specials are mimmiced by regular attacks, is reason enough for me to complain

Another point that I disliked was how the playstyle section, placed before the moveset, referred to specific moves by name. Since I hadn't read the moveset yet, this kind of playstyle section was useless to me.
 

Tanookie

Smash Journeyman
Joined
Nov 17, 2008
Messages
436
Location
*sends Sundance a leather harness on Dragon Apprec
*Ignores moveset legitimacy debate*

...I do IE's, not pofo or LD. >_<

And TWO good sets? That's MADNESS!

Team Rocket: I've skimmed over it and read some attacks in detail, but my only concern with the moveset is that it seems overly-complex. By that I mean, it would take a HIGHLY skilled player to effectively play Team Rocket. The switching mechanic is just confusing (although once I read it later I'm sure it'll make more sense) in my opinion. However, I LOVE Team Rocket's Dtilt. The whole evolution thing really makes me wish they were in Brawl.

Gwen: Pretty purple icons are pretty. I seriously might just get GW just to play as an Illusionist (that IS what Gwen is, right?) Anyway, I love all the invisible hitboxes (capital idea) and most of the extra effects on all the moves make her seem like a unique and fun character to play as. Great work!
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
@Team Rocket: Wow! This is an cool set for various reasons. First and foremost, it totally captures the complete essence of Team Rocket in one (very long) moveset. Great job with this; everything's in there, and I really appreciated every single reference to...everything! :) I can't even begin to comment on them all.

Secondly, it's organized and presented rather well; every single technical little detail are neatly sorted out for those who pay close attention to them and the animation details are also throughly described.

Overall, the moveset is fun and interesting to read, and is an excellent homage to the famous (and underappreciated) trio. Many, many moves have rather unique characteristics and lend themselves to some unique game mechanics. The ability to control both characters separately stands out.

However, I can't help but think Jessie/James and Meowth would be extremely difficult to play as. Team Rocket would seem to have a very high learning curve, and while the attacks are fun and cool and the mechanics are elaborate, it's a bit difficult to imagine what fighting as this character would feel like (for me, at least). Then again, we'll probably never actually see this in Smash Bros. anyway, so I'll just appreciate it for what it is.

Having Team Rocket be an anti-Pokemon character is a cool idea, however, I personally don't like the idea of causing your opponent's Pokemon character evolve and change permanently. To me, it defeats the purpose of selecting a (Pokemon) character in the first place; I think it should just stick to non-player controlled Pokemon. It's a clever idea, though, and the method of causing the change is funny. ("Magikarp is a Pokemon gold mine!")

Well, that's my unprofessional opinion on your great moveset, Junahu. I enjoyed reading it, even though I didn't think I would because it was so long :dizzy:. But it was great, and the huge amount of effort you put into it certainly paid off. :bee:

No references to that classic line..."Looks like Team Rocket's blasting off agaiiiiiin?" It could be a Star KO Easter egg, or at least their loss pose...heh.
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
And TWO good sets? That's MADNESS!

THIS IS SMASHBOARDS!

Gwen: Pretty purple icons are pretty. I seriously might just get GW just to play as an Illusionist (that IS what Gwen is, right?) Anyway, I love all the invisible hitboxes (capital idea) and most of the extra effects on all the moves make her seem like a unique and fun character to play as. Great work!

Close, but the technical term for Gwen's class is Mesmer. Thanks, though. I was originally thinking of loading her with special mechanics like mana to balance out her nature, but I ended up deciding on some more simple concepts, like invisible hitboxes.
My thoughts on Team Rocket:

First, I would like to say that it is good to see you stop by, Janahu. The set was definitely a nice suprise and would probably be considered among the best in the contest so far. Personally, I found a good number of the moves, particularly Meowth's to be rather plain, but at the same time you have plenty of very creative moves that just scream awesome. I lol'ld a bit at James's bottlecaps. Loved the neutral specials for both Meowth and J/J. Victreebell really made me lol. The items systems and pokemon summons, as well as the evolution mechanics, were so creative and well-implemented. Pikachu would be screwed if Team Rocket really could make Master Ball like that. One of my major problems with the set was the needless complexity and inconvenience of the switching mechanic. One character is effectively almost useless at all times. It gets even worse as the foe can rather easily force you into switching characters. Don't get me wrong, the implementation was clever and unlike anything in Smash, but it just doesn't seem to be playable.
 

Tornadith

Smash Journeyman
Joined
Aug 12, 2008
Messages
374
Location
*Sends Sundance _______________ on __________ Day,
Wow. I am so sorry, I haven't been able to get on the thread lately with lots of activities and things going on. Sorry.

Well, I'm back now, and I gotta look at some movesets and make some!

I just realized that I haven't even made one moveset for MYM5 yet. DANG I NEED TO GET ONE IN.

Again, sorry for my absence.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Comments on Gwen

Easily my favorite part of this moveset is the playstyle of Gwen. She relies so much on you being able to predict and outthink your opponent, it's almost as if you're playing them instead! That said, she'd no doubt be a difficult character to master, but a terribly rewarding and threatening one as well. In particular, I liked attacks like the D-Spec/S-Spec (almost the same thing, wicked mindgames there), the U-Tilt (perfect twist on the classic counter idea, getting it in before the attack strikes), and the B-Air (I'd die to see some moves done that way, like Pika's Thunder. Heck, you could pull a pretty good horizontal recovery if you managed to get hit by a recovery move. Speaking of, if you copy a directable move, like Zelda's or Fox's U-Spec, would your controls be affected by the fact that the move is supposed to be used backward by Gwen? Just curious.)

Anyway, all things considered, I really like this moveset. Full of quirky moves, overflowing with creativity, and complete with a minimalistic, but very comprehensive style of play. She's a bit complex, but that's half of what makes the moveset as interesting as it is, so... Yeah, that's kind of a trade-off you had to make... Excellent work!
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
DUM DER DER DER... I'm done with Medli. I'm going to post her on the next page.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
- AN ANNOUNCEMENT -

We interrupt this contest to bring something we feel is a very important matter to your attention.

~ THE PROBLEM

A handful of us regulars have begun to feel that some changes need to be made in this community. In general, the thread has become exceedingly strict and negative. No doubt the chat is largely responsible for much of this, as the good majority of friendly conversation goes on there, including a good deal of moveset commentary. Because of this, the thread's become a more barren place, not to mention one that's a bit more hostile than it needs to be.

~ THE PROPOSED SOLUTION

There are a few things that we suspect will help MYM to become a more friendly and active place. To begin with, members are heavily encouraged to try to get along with other members. This goes for everyone. Newcomers should be willing to listen to and hear out the advice of old-timers, and those of us who've been around a while need to make an effort to talk to the newcomers in a manner that isn't descending. The fact of the matter is, listening to advice will help you make better movesets and gain a good reputation, and lashing out at n00bs does NOT make you cool. A lot of us have been guilty of these on either end of the spectrum, so let's try to cut down on it.

Additionally, users are heavily encouraged to make moveset commentary in the thread. Too much of the commentary occurs in the chat, and in addition to taking from the life of the thread, these comments are forgotten and lost. Besides that, posting in the thread will (hopefully) encourage the comments to be more substantial. In general, moveset commentary needs to become a much larger part of the thread. Authority figures such as the Sins and other respected members need to spearhead this movement and provide commentary at all available opportunities, but newer members are just as welcome and encouraged to try to provide meaningful commentary on movesets.

tl;dr -- Be respectful of others, and try to comment movesets in the thread.

~ THE REWARD*

Happiness, long life, friends, commentary on your movesets, cupcakes, a more active thread, a better atmosphere (which leads to better air quality and even longer life), extra Christmas presents, a phone call on your birthday from a drunk Sundance, asking for large sums of money (it might not sound like a reward, but believe me, this is something you don't want to miss out on), an all-expense-paid trip to Jell-O Land, improved moveset quality, more users joining MYM and helping keep this contest alive, a golden ticket, Twilty and Mendez and all the other Fallen MYMers might come back, and chillinz (lolchillinz).

* Some rewards, such as Jell-O Land, may not be available in all dimensions. Pour orange juice on your phone book for details.
 
D

Deleted member

Guest
With the above post in mind:

@Team Rocket: Epic win, especially the combination of Team Rocket's Neutral B and Down Tilt. :laugh:
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929


MEDLI



MEDLI, THE RITO FROM DRAGON ROOST ISLAND, THE SAGE OF EARTH, HAS JOINED THE BRAWL!

In The Legend of Zelda: The Wind Waker, Link's journey brought himself to Dragon Roost Island. There he found the Rito bird-girl Medli. Medli was a slight little girl with a bit of an inferiority complex.

The Ritos had a problem- their deity, the dragon Valoo, had to anoint each young Rito for them to come of age and evolve wings. However, Valoo had become increasingly destructive and dangerous- young Ritos could not earn their wings, including the son of their chief, Prince Komali.

Medli was the attendant to Valoo, and knew that she was the only one who could approach Valoo to find the problem. With the help of Link, she flied up to the top of Dragon Roost Island, through the dangerous lava-filled Dragon Roost Cavern.

Link had to help the Rito's problem before Prince Komali would give Link the Pearl of Din he needed. Link then travelled through Dragon Roost Cavern, eventually reaching the summit. There he discovered that Medli had been captured by the monsters of Dragon Roost Cavern. Link fought off the monsters and freed Medli from her cage. Medli gave Link a Grappling Hook, a useful tool in Dragon Roost Cavern. Medli had also discovered that a monster was angering Valoo. Link found the monster Gohma and destroyed it.

Later in his journey, Link discovered that Medli was the Sage of Earth from the spirit of a Zora. Medli had the power to restore the Master Sword's power to repel evil, as that had been lost. Link and Medli travelled through the Earth Temple to defeat the Protector of the Seal, the giant ghost Jalhalla, and reawaken the Master Sword. After defeating the monster, Medli remained in the temple praying and meditating.

~^STATISTICS^~

Attacking~ 4/10
While quite a few attacks are well-powered, they are hard to land, and Medli is more of a gimper than a powerhouse.

Defending~ 8/10
Medli's dodges are well above average, in both speed, length and duration.

KOing~ 5/10
While Medli's KO moves are quick, they really aren't the best KOers; Medli wil obtain KOs through gimps instead of classic KOs.

Movement Speed~ 6/10
Wings are advantageous for crossing terrain.

Traction~ 3/10
The aerodynamics of Medli's wings makes her slide after movement.

Attack Speed~ 8/10
This is Medli's main strength. Many of her attacks come out in an instant and end just as quickly, although some are punishable.

Prority~ 8/10
Medli, equipped with a harp, beak and claws, slices through many attacks effortlessly.

Range~ 7/10
Medli's range is quite strong, and she can be at a moderate distance from enemies and still fight.

Fall Speed~ 4/10
The wings lower Medli's fall speed, allowing her easier use of her powerful aerials.

Size~ 3/10
Medli is simply a small bird-girl, and she can easily avoid attacks.

Weight~ 2/10
Even for her size, Medli is exceptionally light.

Crawl~ Yes

Wall Jump~ Yes

Wall Cling~ Yes

Glide~ Yes

Hover~ No

Midair Jumps~ 4

~^ANIMATIONS^~

Symbol

The Legend of Zelda series Triforce.

Wiimote Noise
The first five seconds ofThe Earth God's Lyric.

Entrance

The dragon Valoo, patron deity of the Rito, flies by, as Medli jumps off of his back.

Crowd Cheer
A small group of young female voices chants, "Med-li! Med-li! Med-li!".

Basic Stance
Medli stands at an angle to the screen, her wings folded to her side.

Idle Stance
Medli grasps her harp, and mimes playing a tune.

Walk
Medli steadily strides forward at a quick pace, leaning over slightly as her wings open slightly.

Dash
Medli fully opens her wings, and glides over the ground. Comprable to Meta Knight in animation and speed.

Crouch
Like in the scene of The Legend of Zelda: The Wind Waker where Link throws Medli up to Dragon Roost Cavern, Medli crouches down in a sitting position.

Shield
Medli crouches sightly and puts a hand over her beak.

Rolldodge
Medli lifts up from the ground and does a twirling flight for a distance of half a Battlefield platform.

Spotdodge
Medli covers herself with her wings and leans back, obscuring her face and body.

Airdodge
Medli faces the screen and twirls around.

Dizzy
Medli places a wing to her head and leans forward slightly, bobbing back and forth.

Asleep
Medli, still standing, nods off as her head falls forward.

~^SPECIAL ATTACKS^~

Standard Special~ Grappling Hook

Medli uses the Grappling Hook from the Legend of Zelda: The Wind Waker as a bludgeoning tool. With an imput of B, the Grappling Hook will fly forward over a range of a Battlefield platform. Medli can hold down B to charge up the hook so it can go over a range of slightly over half of Final Destination. She can also use the Control Stick to direct it in any direction. It takes two seconds to fully charge it. On contact, the hook does 6% to 14% depending on charge, and knocks back the foe slightly with high hitstun. The hook comes out quickly, but if it does not make contact with anything, there can be some painful ending lag. The grappling hook has a disjointed hitbox and priority.

Sounds useless, eh? Actually, the Grappling Hook has some interesting properties. First off, it can be used as a tether recovery, which can be useful, since Medli's recovery does not put her into a helpless state. Also, it can be used to grab items that can be grabbed from a distance. It can even steal items from foes! You can also tap B once the Grappling Hook makes contact with the foe to pull them towards you to set up an attack. The higher the foe's damage percent, the longer the pull; if there is enough damage to pull them all the way, the foe is grabbed! It can also be used as a suicidal KO in the air, as Medli pulls the foe to their doom, but Medli will die first. Overall, a useful and versatile move.

Sideways Special~ Harp Mirror
Medli takes out her harp and pushes it in front of her. On contact, the harp does 4% and mild knockback but good hitstun. It's very quick, so it can be used to stop Medli from being comboed. But this move is not just for that- it also has a unique effect.

When any energy-based projectile touches the harp, it reflects off the harp to form a beam of light! The beam covers a distance of half of Final Destination, but is fairly thin. Medli can direct it in any direction with the Control Stick. The beam does multiple hits at a rate of 12% per second, and is rather easy to DI out of. The beam cannot be absorbed or reflected.

Depending on what projectile is absorbed, the beam of light lasts for differing amounts of time. More powerful projectiles will make light for longer. Here are the lengths:

Code:
Fireball(Mario): 1/2 seconds
Fireball(Luigi): 1/2 seconds
Fire Breath(Bowser): 1/4 seconds per hit
Ground Pound Landing Stars(Yoshi): 1/2 seconds
Din's Fire: 2 seconds
Charge Shot(Samus): 1/2 to 2 seconds, depending on charge
Paulenta's Arrow(Pit): 1/2 to 1 1/2 seconds, depending on charge
Ice Shot(Ice Climbers): 1 second
Blizzard(Ice Climbers): 1/4 seconds per hit
Robo Laser(ROB): 1/2 to 2 seconds, depending on charge
Final Cutter Wave(Kirby): 1 second
Super Dedede Jump Landing Stars(King Dedede): 1/2 seconds
Blaster(Fox): 1/2 seconds
Blaster(Falco): 1 second
Blaster(Wolf): 1 1/2 seconds
Thunder Jolt(Pikachu): 1 second
Thunder(Pikachu): 2 seconds
Flamethrower(Charizard): 1/4 seconds per hit
Aura Sphere(Lucario): 1/2 to 4 seconds, depending on charge and Lucario's damage percentage
Ranged Force Palm(Lucario): 1 second
PK Flash(Ness): 2 to 3 seconds, depending on charge
PK Fire(Ness) 1/4 seconds for each hit
PK Thunder(Ness): 1 1/2 seconds
PK Freeze(Lucas): 1 to 2 seconds, depending on charge
PK Fire(Lucas): 1 second
PK Thunder(Lucas): 1 second
Chef Sausages(Mr. Game and Watch): 1/2 seconds
Chef Chicken Legs and Fish: 1 second

[B]Brawl Items[/B]
Fire Flower: 1/4 seconds per hit
Ray Gun: 1/2 seconds per shot
Star Rod: 1/2 to 2 seconds per star, depending on charge
Super Scope: 1/4 to 3 seconds per shot, depending on charge

[B]Brawl Pokeballs[/B]
Ho-oh Sacred Fire: 1/4 second per hit
Staryu Swift: 1/4 second per hit

[B]Brawl Assist Trophies[/B]
Ray Lasers: 1/2 seconds
Saki Amamiya Shots: 1 second
Tanks and Infantry Shots: 1 second

[B]Brawl Bosses[/B]
Master Hand Finger Bullet: 3 seconds
Duon Shots: 3 seconds

[B]Brawl Stages[/B]
Lylat Cruise Lasers: 2 seconds
Halberd Beam: 1/4 seconds per hit
Spear Pillar Beam: 1/4 seconds per hit
Great Fox Laser Cannon: 2 seconds
In addition, this blocks all attacks to Medli's front; attacks striking the harp hit only push Medli back slightly. This is a wonderful defensive move, and should really be used liberally to stop dangerous attacks that could easily finish off the featherweight u c wut i did thar? Medli.

Upwards Special~ Wind's Requiem
The Wind's Requiem from Wind Waker plays, as a gust of wind is summoned, blowing outwards from Medli's body. Tilting the Control Stick can direct the gust in any direction, and the gust can be directed slightly even after it starts. It goes for a distance of almost a third of Final Destination. The gust of wind does no damage or knockback, instead blowing all characters and items to a different position directed by the gust. On the ground, Medli will not be blown by the gust, but other characters and items will. This does not induce helplessness.

The main purpose of this move is obviously recovery, but it is a great edgeguarder as well. While grounded, you could use it as an edgeguarder, though this could be difficult since it is easily shielded and has a bit of startup lag. Medli has a good recovery from her multiple jumps and glide after it, so you could also edgeguard with it in midair. It can also be useful to sweep opponents off the ground for aerial combos.Maybe it could be used as a surprise item-throwing move, or even to help out allies in team matches... the bottom line is that this is more than a recovery move.

Downwards Special~ Earth God's Lyric
The Earth God's Lyric is played on Medli's harp. The animation takes about fifteen seconds to fully play, but Medli can tilt the Control Stick to the left or right to do a quick dodgeroll away. The next time she plays, Medli will continue playing where she left off. At any time within the lyric, you can press B to end the animation. Once Medli stops the song, she begins to glow for the amount of time she played her harp for. While she glows, Medli does 5% additional damage on attacks and more knockback. Medli can only power herself up once per stock. This move is best used before KOing an opponent.

~^BASIC ATTACKS^~

Standard A~ Prayer to Laruto
Medli faces the screen, as a pedestal with a wind symbol on it appears beneath her feet. A gust of wind blows up from the pedestal, pushing Medli's hair up slowly until it is almost vertical. The gust then stops, as Medli's hair falls. During the opening frames of this move, Medli has super armor- she only takes damage from attacks. The entire animation lasts one second. After using this move, Medli starts glowing slightly.

After another imput of the A button, Medli looks up and stands up straight, pushing her head together in prayer. After a moment of lag, Medli's ancestor Laruto is summoned.



Laruto appears superimposed over Medli's body, then leaves just as quickly as she entered. During the moment where Laruto stands there, any foe who makes contact with her will take 12% and very good knockback straight upwards. The hitbox is Laruto's entire body, so it reaches up a good distance upwards but only moderately sideways. Be aware that it takes a half-second to summon Laruto. Laruto has a disjointed hitbox and priority.

The charge time is very quick for a storable charge, and it can be painlessly charged, but it cannot be stopped to finish charging a another moment like other storable charge moves; it's easiest to use when you have downtime from recent KOs or foes recovering. Overall, this is a good KO move, but Medli should be chaining opponents off the stage for KOs.

Dash Attack~ Twister
Medli, from her dashing statewhere she flies over the ground, begins twirling while gliding over the ground. Unlike most Dash Attacks, this does not end Medli's dash. In fact, she continues to move forward while using this, as it is continuous; by holding down A, Medi will continue to twirl and move forward. Medli can travel indefinitely with this. Also, if Medli uses this over a ledge, she will continue gliding for the length of a Battlefield platform before stopping.

This does multiple hits within the hitbox of Medli's body, doing about 8% per second, but it is easy to DI out of. It does minimal knockback each hit, so it is easier to escape at high percentages. The hitbox is Medli's full body, but Medli being small as she is, this has a rather narrow hitbox. This move comes out very quickly, and it can be cancelled almost immediately, but it could be punished if you use it for too long. It has good priority, and it can be used to easily approach projectile spammers. All in all, this is a very versatile move, and it should be treated as such.

~^TILT ATTACKS^~

Forwards Tilt~ Seed Shooter

Medli grabs a Seed Shooter from The Legend of Zelda: Oracle of Ages out of a pocket, and quickly shoots a seed out of it. The seed forms a small projectile that is nearly invisible. If it hits an opponent, it does only 5% and no knockback, but an elevated level of hitstun. The projectile has good range, going over a distance of a Battlefield platform before disappearing. It is very speedy on both ends. The seed has disjointed priority, but it is so small that it will not make contact with most attacks.

While this move is fairly weak, doing low damage and no knockback, it has good hitstun and range. This means it is a good move for setting up approaches. While approaching an opponent, you'll want to liberally shoot seeds as to not be punished.

Upwards Tilt~ Beak Hop
Medli hops up slightly from the ground, and flips her beak towards the screen. If Medli makes contact during the hop, the opponent is nicely popped upwards for 6% and good knockback for comboing. However, this move also has a sweetspot. If Medli manages to connect with the tip of her beak at the apex of her jump, she can sweetspot the move! A sweetspot will do 14% and high knockback which can KO. In both cases, this move is fairly quick, but it could be punishable if missed. It also has a small hitbox of Medli's beak. This also has good priority above Medli. Overall, whether sweetspotted or not, this is a useful move for comboing and KOing.

Downwards Tilt~ Water

Medli pulls a small glass bottle out of her clothing that is full of water. She then pours the water out directly in front of herself, harming foes that contact the water. The water does multiple hits for a maximum total of 15%, but no knockback. Often, less then the tota will be dealt, however, since the small hitbox is easy to DI out of. The hitbox is only the small stream of water, and so it has small range in front of Medli. This move comes out very quickly and leaves just as quick; it is fast, even for Medli. Unfortunately, it has bad priority, and it is too small to stop any attack either. Due to the small range of this move, it can only be used to build damage at a close range. Medli shouldn't be too close to opponents on the ground anyway, so you probably should avoid this move.

~^SMASH ATTACKS^~

Forwards Smash~ Lantern

Medli takes out a lantern glowing with fire, and shakes it in front of herself. The lantern itself does neither damage nor knockback, but once used, a flame the size of a Party Ball appears in front of Medli. The flame stays on the ground for one to five seconds. In this period, any foe that touches the flames is hit with 12% to 22% and very good knockback. This move has a quick startup and no ending lag, and the move executes quickly enough to prevent being punished. The flame has pseudo-projectile priority and could cancel most projectiles. This is beginning to sound broken, right? Well, there are two important catches. First, you can only have one flame out at a time. Second, you can only use this move after a thirty-second special charge (like Robo Laser or Wario Waft).This means that this move should be dispensed carefully. However powerful, it coud easily be missed and punished.

Upwards Smash~ Sunbeam
Medli pulls out her harp and points it upwards. A beam of light the width of Squirtle is reflected out of nowhere from the mirror, which travels the height of Bowser before fading out. The beam of light will do multiple hits to foes caught in it, doing 8% to 21%. It does slight knockback on the final hit, but a good level of hitstun. This move is speedy, but has a duration of half a second within which Medli could be punished. It has good priority, and you could use it uncharged as a good anti-air move.

This move, despite being a smash attack, should mainly be used at low percentages. When the opponent has too low of a damage percentage to be KOed or chained of the screen, you should use this instead of aerials.

Downwards Smash~ Blue Smoke
Medli holds her finger to the sky for the charging animation. When she releases the charge, Medli drops her finger to the ground as mysterious blue smoke trails from the tip. She swirls her finger in an area around her the width of a Party Ball. The smoke remains there for a second to five seconds fully charged. This move does no damage or knockback. However, it has a unique effect- after coming into contact with the smoke, opponents will be enveloped in blue smoke for one second to five seconds fully charged. During this period, the character cannnot use any attacks! They can still use dodges, however. The smoke leaves once the opponent is attacked, so then the opponent can attack.

During this period, Medli is free to use smash attacks or use her Down Special without fear, but there is a better use for this move. This move is best to use for chaining off the stage. Using this move, Medli could easily scoop up foes into the air and attack them repeatedly with her powerful aerials. This move is truly a keystone of Medli's playstyle.

~^AERIAL ATTACKS^~

Neutral Aerial~ Fairy

Medli pulls out a crystal bottle like in her Downwards Tilt, but this time, she releases a fairy! The fairy, once released, will whirl around Medli in the space of a second, like fairies do in the Legend of Zelda series when Link dies. Any opponent caught within the range of this attack will take multiple hits, taking seven hits of 2% for a total of 14%. The final hit does slight knockback and good hitstun. The range is about a Mario around Medli, and it has a suction effect- the hits draw foes inwards. It is very speedy on both ends. It has decent priority and can form a shield around Medli. What makes this move unique is that Medli can still attack during the seconnd where the fairy spins around Medli. This is good for adding some extra damage to an aerial- suck them in and knock them away!

Forwards Aerial~ Glide
Medli does not attack with her forward aerial. Instead, she instantly enters her gliding state. However, this glide is different then the one Medli uses from her jumps. She can use any of her aerials out of her glide, and cancel out of the glide with another Forwards Air imput and not go into a helpless state! These attributes make Medli's special glide very effective for chaining her opponents off the stage. This is very useful and essential to Medli's playstyle.

Backwards Aerial~ Wing Flick
Medli flicks one of her wings behind her. The wing does only 5% and slight knockback with only average priority. However, the wing does come out very quickly and has decent range. Once Medli flicks her wing, three small, almost invisible feathers will shoot out behind her, with one feather going straight back and the others going at slight upwards and downwards angles. The feathers each do a modest 6%, but they are projectiles that travel all of the way across the screen. However, the small size of the feathers makes them hard to hit from further away. This can be a good, safe edgeguarder while still on the stage, but Medli has nothing to fear from leaving the stage for edgeguarding due to her amazing recovery. This move is best used for approaches.

Upwards Aerial~ Harp Toss
Medli tosses her harp upwards over a distance of a vertical Battlefield platform. If any opponnent is hit by the projectile harp, they take 8%[/BN] and average knockback. The harp has good priority. After the harp travels its full length, it begins to travel back on a curved trajectory back towards Medli. As it travels to Medli, it is not as powerful as before, doing only 5% and small knockback. This is similar to Link and Toon Link's boomerangs, but unlike the boomerangs, the harp will not disappear after traveling a certain distance. During the period where Medli is flying around, Medli cannot use her Sideways Special or Downwards Special, since they both use her harp.

Since the harp follows Medli, Medli can use her supreme aerial mobility to direct the harp wherever she wants. It can be tricky to send it in the right direction, but a good Medli player can direct her harp into a flurry of damaging harps. The bottom line: this is tricky to use, but it's worth it.

Downwards Aerial~ Tornado Spin
Medli spins around once in midair, and suddenly levitates in midair. A tornado emerges from Medli's body. Medli can move the tornado with the control stick, but like with PK Flash, Medli only really directs it instead of moving it. The tornado moves at the speed of Mario's dash, and it will spin out of control after traveling a distance of a Battlefield platform. Medli can make it spin out of control early by pressing the control stick. At the point where the tornado spins out of control, it expands to the size of ROB before disappearing. In this space, opponents will take only 5% but be hurled diagonally to the side with powerful knockback. This move can be hard to land, but it is a wonderful way to finish off aerial combos and secure KOs. Keep this one fresh for KOing.

~^GRAB ATTACKS^~

Grab~ Divine Wind
Medli sticks her arm out, as a bit of wind blows towards her to catch opponents in her grab. Good range, and fairly quick. This cannnot be used as a tether recovery, however.

Grab Attack~ Divine Breath
A bit of wind swirls around the opponent. Does only 1%, but very quick and spammable.

Forwards Throw~ Tornado Slam
A tornado like in Medli's Downwards Aerial captures the foe and slams them forwards a distance of a Battlefield platform. Does 5% ordinarily, but if the tornado makes contact with a wall or another opponent, the opponent (and the other, if you slammed the opponent against another opponent) takes 14% and powerful knockback. Situational, but has the potential to be very powerful.

Backwards Throw~ Razor Feathers
Medli deposits the foe behind her and hits them with six projectile feathers that each do 2% for a total of 12%. No knockback- this is a damage-dealing throw.

Upwards Throw~ Flight
This is similar to Donkey Kong's Forwards Throw. Medli grasps the opponent in her talons and flies them around with her. Medli can travel in any direction with thi. Medli can drop them with the A button to make them take 7%, but if the opponent manages to escape by mashing the buttons they take no damage at all. Medli can carry higher-percentage opponents for longer amounts of time. This is a decent suicidal KO.

Downwards Throw~ Tornado Swirl
A tornado swirls around the opponent, doing 8% and depositing the foe in front of Medli. Quick, smash them away!


~^SITUATIONAL ATTACKS^~

Ledge Attack (Under 100%)~Mote of Wind
Medli does a quick climb up the ledge, and swings her wings forwards to create a gust of wind that blows the opponent away the distance of half aBattlefield platform. No damage, but very safe.

Ledge Attack (Over 100%)~ Peck
Medli climbs up slowly and sluggishly, and does a hammering peck when she comes up. The peck does 6% and decent knockback.

Rising Attack (Back)~ Flip
Medli does a flip that covers herself on all sides. It does 7% and decent knockback.

Rising Attack (Belly) Dual Winds
Medli rises up from her belly, as she spreads her wings to create two gusts on each side of her. Like in the Ledge Attack (Under 100%) the wind does no damage but pushes opponents away.

~^FINAL SMASH~ AWAKENING^~

In The Legend of Zelda: The Wind Waker, Medli was awakened to her duty as the Sage of Earth when Link played for her The Earth God's Lyric. She played the melody with her ancestor Laruto to restor power to the Master Sword.

For her Final Smash, a short cinematic plays where Medli, Laruto, and (Toon) Link play the Earth God's Lyric. After the cinematic completes, Medli begins to glow a golden color for the rest of her current stock. During the stock, Medli deals 50% more damage and knockback, and has more weight.

This Final Smash could be hard to implemen, but it cann be very powerful when used correctly. With the increase in knockback, Medli can easily smash foes away and build ridiculous amounts of damage. Just remember to be cautious- once Medli is KOd, the effect ends!

~^PLAYSTYLE^~

Medli is a character who plays most like Jigglypuff. While she lacks the necessary powern to be a heavy-hitter and the special moves to become a projectile spammer, Medli has the requisite aerials, jumps, recovery and aerial mobility to spend most of her time in the air.

Medli works best when chaining her opponents off the stage in Walls of Pain. All of her moves are structured mainly around them. Medli has the approaches, the set-ups, the chainers and the moves to finally KO an opponent offstage. While Medli can playn a few other games decently- for example, Medli works decently at a close range to pressure opponents- the Wall of Pain is what you need to use.

A good way to set up these is Wing Flick. The projectiles have great range and can easily pressure an opponent. Once reaching the opponent, it could make it easier to use Blue Smoke to stop the opponent from hitting you and stopping the approach. This is optional, but it greatly helps. Medli should then use a sourspot Beak Hop to get the opponent into the air.

Once in the air, Medli should probably stay in her gliding state from her Forwards Aerial. The fact that Medli can use aerials out of it makes it a great way to sweep opponents off the stage. Medli should use Fairy and Wing Flick to keep opponents with her, Harp Toss to build up some damage and destablize the foe and Tornado to finally finish them off if they have a recovery to match Medli's.

So are Walls of Pain Medli's main tool? No, but she isn't as much without it. Opponents with both power and good aerial games could prove hard to handle; King Dedede is a difficult matchup for Medli. What should Medli do in these situations? Well, she could maybe build up damage with Water, and KO with Harp Toss or a sweetspotted Beak Hop, but this isn't to effective. So use Walls of Pain with both grace and fury! Chain your opponents off the screen with the power of the Sage of Earth!
~^TAUNTS^~

Sideways Taunt~ Angelic Pose
Medli looks upwards and spreads her wings as she slightly glows in an angelic pose. LOL that rhymes

Upwards Taunt~ Elixer Soup

Medli takes a swig of steaming hot elixer soup and wipes her mouth with her sleeve, looking refreshed.

Downwards Taunt~ Pearl of Din

Medli takes Din's Pear out of her clothes and stares at it, as the glow illuminates her face.

~^RESULTS SCREEN^~

Victory Theme~ The Earth God's Lyric
The opening of The Earth God's Lyric.

Victory Pose #1~ Air Show
Medli, for a moment, is not visible on the screen. Then she does a fancy, turning whirl onto the stage that makes the losers stumble.

Victory Pose #2~ Winged Diva
Medli sticks out one arm, then the next and finally stops in a model pose.

Victory Pose #3~ Pig
Medli bows to the screen, before a large pig runs in and rams her off the screen. Ouch.

Loss Pose Polite Recognition
Medli claps enthusiastically for the winner, occasionally doing a curtsy.

~^KIRBY HAT^~
Kirby gains brown hair, a beak and cute little wings in the place of his stubby arms. Kirby can use Grappling Hook for the same effect of the original.

~^SOLID SNAKE CODEC CONVERSATION^~

SNAKE|Otacon, I told you not to do this?
OTACON|Hmm?
SNAKE|Why do have to mess around with that genetic splicer? Don't you have any regard for other humans?
OTACON|No, Snake, this is Medli. She's from the tribe of Rito bird-people.
SNAKE|You seem like a mad scientist at times, Otacon. Someday your creations will rebel and destroy something...
OTACON|Snake, I didn't... ahh, it's pointless. Just be careful, okay?
SNAKE|I will. You really know how to mess with science...
OTACON|...sigh...

"Just now, a sage spoke to me. She spoke so gently... There's something... something that I must do. Link... Thanks to you, I've been awakened to the knowledge that I'm a sage of the Earth Temple. There's actually something that I can do to help this world. It's incredible... I bet my teacher knew all about this... Link, please... You must take me to the Earth Temple. We must hurry and wake the power to repel evil that sleeps within the Master Sword. Let's go now, quickly and quietly. Oh, Komali... I just want him to remember me as a simple attendant..."​
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
In honor of Jell-O land, I plan to comment on this.

Loving the set from the first move. The grappling hook certainly is symbolic of Medli, and your many uses for it make it a very interesting tool.

Harp Mirror seems like it has potential to be broken... 12% damage, and reaching all across the screen, AND being difficult to DI out of? Urgh.

Wind's Requiem is just the type of move I hoped to see. *points to Airman*

Earth God's Lyric seems plenty balanced, but I don't recall it having quite those properties in the game... just a thought.

The Standard A seems a bit bizarre... more fitting to an USmash than a Jab. But, I'd like to see what other people think of it, first.

I'd lower the priority a bit on the Dash Attack. It seems a bit too close to the Mach Tornado to my standards.

I'm a bit curious how the FTilt is used to approach. Can you walk while using it?

*MORE MAYBE COMING SOON*
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
- AN ANNOUNCEMENT -

We interrupt this contest to bring something we feel is a very important matter to your attention.

~ THE PROBLEM

A handful of us regulars have begun to feel that some changes need to be made in this community. In general, the thread has become exceedingly strict and negative. No doubt the chat is largely responsible for much of this, as the good majority of friendly conversation goes on there, including a good deal of moveset commentary. Because of this, the thread's become a more barren place, not to mention one that's a bit more hostile than it needs to be.

~ THE PROPOSED SOLUTION

There are a few things that we suspect will help MYM to become a more friendly and active place. To begin with, members are heavily encouraged to try to get along with other members. This goes for everyone. Newcomers should be willing to listen to and hear out the advice of old-timers, and those of us who've been around a while need to make an effort to talk to the newcomers in a manner that isn't descending. The fact of the matter is, listening to advice will help you make better movesets and gain a good reputation, and lashing out at n00bs does NOT make you cool. A lot of us have been guilty of these on either end of the spectrum, so let's try to cut down on it.

Additionally, users are heavily encouraged to make moveset commentary in the thread. Too much of the commentary occurs in the chat, and in addition to taking from the life of the thread, these comments are forgotten and lost. Besides that, posting in the thread will (hopefully) encourage the comments to be more substantial. In general, moveset commentary needs to become a much larger part of the thread. Authority figures such as the Sins and other respected members need to spearhead this movement and provide commentary at all available opportunities, but newer members are just as welcome and encouraged to try to provide meaningful commentary on movesets.

tl;dr -- Be respectful of others, and try to comment movesets in the thread.

~ THE REWARD*

Happiness, long life, friends, commentary on your movesets, cupcakes, a more active thread, a better atmosphere (which leads to better air quality and even longer life), extra Christmas presents, a phone call on your birthday from a drunk Sundance, asking for large sums of money (it might not sound like a reward, but believe me, this is something you don't want to miss out on), an all-expense-paid trip to Jell-O Land, improved moveset quality, more users joining MYM and helping keep this contest alive, a golden ticket, Twilty and Mendez and all the other Fallen MYMers might come back, and chillinz (lolchillinz).

* Some rewards, such as Jell-O Land, may not be available in all dimensions. Pour orange juice on your phone book for details.
Good stuff, Kibble! :bee:

@Medli: It's a Legend of Zelda character...that I actually recognize! Woo-hoo! *has not finished playing Wind Waker yet* Overall, it's a nice, easy-to-read-and-follow moveset. Using the Grappling Hook as Medli's neutral special was a very good idea, and I like it. Harp Mirror (wait, her harp is a mirror too?) reminds me of my Yugi's Mirror Force from way back when, and is a good tool for shutting down energy-projectile using characters. The Earth God's Lyric is pretty cool. I'm gonna echo Agi and agree that the standard jab attack is a little overly complex for a standard jab attack and is probably better suited elsewhere in he moveset. I also agree that having the dash attack be able to be used indefinitely might need to be toned down some. Overall, the moveset's pretty good and well-organized, great job! :bee:
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Comments on Medli

Lots of good stuff here. For a character whose in-game abilities include flying, playing music, and being a freakin' pain to take through the stupid Earth Temple being carried around by Link, you've certainly extracted a plethora of abilities. I have a few questions, though. If the Up Special doesn't make her helpless, can she use it repeatedly, or is it one of those recoveries like Sonic's that still allows her to use some attacks, but can't repeat the recovery? For the Side Special, the full length of the screen is pretty long. I might consider making her take in multiple projectiles before shooting the beam (in the same fashion as G&W's bucket, making the beam travel forward slowly, or decreasing the range. The Down Special, I have to compliment you on. Considering that the Earth God's Lyric only helps you through doors in the game, having it empower the Earth Sage is probably the only way you could reasonably make it one of her attacks in Smash. Also, very nice use of Link's various unused items. Despite my initial reaction to some of them, the majority of them actually suit Medli quite well. Great job.
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
In honor of Jell-O land, I plan to comment on this.

Loving the set from the first move. The grappling hook certainly is symbolic of Medli, and your many uses for it make it a very interesting tool.

Harp Mirror seems like it has potential to be broken... 12% damage, and reaching all across the screen, AND being difficult to DI out of? Urgh.

Wind's Requiem is just the type of move I hoped to see. *points to Airman*

Earth God's Lyric seems plenty balanced, but I don't recall it having quite those properties in the game... just a thought.

The Standard A seems a bit bizarre... more fitting to an USmash than a Jab. But, I'd like to see what other people think of it, first.

I'd lower the priority a bit on the Dash Attack. It seems a bit too close to the Mach Tornado to my standards.

I'm a bit curious how the FTilt is used to approach. Can you walk while using it?

*MORE MAYBE COMING SOON*
Yeah, I suppose Harp Mirror is somewhat broken. I'll try and fix it.

Oh ****, Wind's Requiem is a bit of plagiarism on Airman. Sorry.

No, it didn't, but what properties did it have? Well, breaking down those doorways... maybe that would have been better.

Yeah, the Standard A is odd. I'm trying to keep everything original, but maybe I should have done something more conventional.

Argh, **** balance. I suppose the Dash Attack is broken.

No, you can't walk while using the FTilt, which is something I should have mentioned.

Thanks for the feedback!
@Medli: It's a Legend of Zelda character...that I actually recognize! Woo-hoo! *has not finished playing Wind Waker yet* Overall, it's a nice, easy-to-read-and-follow moveset. Using the Grappling Hook as Medli's neutral special was a very good idea, and I like it. Harp Mirror (wait, her harp is a mirror too?) reminds me of my Yugi's Mirror Force from way back when, and is a good tool for shutting down energy-projectile using characters. The Earth God's Lyric is pretty cool. I'm gonna echo Agi and agree that the standard jab attack is a little overly complex for a standard jab attack and is probably better suited elsewhere in he moveset. I also agree that having the dash attack be able to be used indefinitely might need to be toned down some. Overall, the moveset's pretty good and well-organized, great job! :bee:
Thanks! I kind of rushed it since I hadn't posted a moveset for a while. :p

Comments on Medli

Lots of good stuff here. For a character whose in-game abilities include flying, playing music, and being a freakin' pain to take through the stupid Earth Temple being carried around by Link, you've certainly extracted a plethora of abilities. I have a few questions, though. If the Up Special doesn't make her helpless, can she use it repeatedly, or is it one of those recoveries like Sonic's that still allows her to use some attacks, but can't repeat the recovery? For the Side Special, the full length of the screen is pretty long. I might consider making her take in multiple projectiles before shooting the beam (in the same fashion as G&W's bucket, making the beam travel forward slowly, or decreasing the range. The Down Special, I have to compliment you on. Considering that the Earth God's Lyric only helps you through doors in the game, having it empower the Earth Sage is probably the only way you could reasonably make it one of her attacks in Smash. Also, very nice use of Link's various unused items. Despite my initial reaction to some of them, the majority of them actually suit Medli quite well. Great job.
Thanks! Yeah, the idea with the Up B is that you can only use it once. Maybe I could balance the Side B with worse range.

Oh, and here are my plans for my next moveset:


THE SHADOW SIRENS
 
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