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Make Your Move 5

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kitsuneko345

Smash Ace
Joined
Dec 20, 2007
Messages
562
Location
*sending Sundance lots of apple pies on Pi Day, as
I Just finished reading Edgeworth and I have to say that I'm amazed by the effort you took. The playstyle was one of the more interesting ones I seen; even thought there are a good amount of "trap-based" movesets out there, this is unique in the fact that he doesn't necessarily need them, although it helps with his playstyle. All in all, I can see Miles being one of the better Ace Attorney characters, next to Mendez's Phoenix and my Ema.

As last note, I doubt Armstrong has intercourse with his mother, out of all people.
I can see him more likely to do his fath... I going to have nightmares for a year.
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
Miles Edgeworth: Really well done. You perfectly translated Miles into Smash, what with all of the unique evidence-gathering and stuff. He sounds like a very fun character to play as. If I had to complain, I'd say that the grabs are a bit unoriginal and underdetailed, but I don't really mind, as they all are balanced and help his game. I would love to use him, even if would spam his Side Taunt.
 

Jimnymebob

Smash Champion
Joined
Sep 26, 2008
Messages
2,020
NNID
Jimnymebob
I'm tired, and I am rather busy, so I'm not going to give a large in depth review of Edgeworth, so it was a good thing that he was one of the most easiest movesets in this contest to digest in one sitting, and it even included extras and a special mechanic as well, so great job with that. You also had the custom headers, and it was a really visual set, which I like (even though I have never made one XD).

Onto the set itself, this set sits comfortably with your other sets from this contest, and while I may prefer Golbez and Waluigi a bit more, this set has a tremendous writing style, so be proud of that.
The balance is fine from what I can make out, even more so since you corrected that possible chain grab, and he has plenty of detailed, interesting moves, most, if not all coming from his game. Gumshoe was a nice touch, and it was interesting to see a partner not be able to get damaged.
If I had a
very minor
complaint, it would be that maybe you could use something else for the pummel, rather than using the Aromatherapy bottle again, but that being said, I'm a fan of gimping moves, and Edgeworth's d-air satisfies my needs perfectly.

This is a great set from you Spadefox, a great addition to the contest, and a pleasure to read.
If I had to compare this with one of your previous sets, I'd compare it with Italian Spiderman- they are both fun movesets, that are good, interesting and easy to read.

Well done Herr Spadefox :p.
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929




Krow

Krow is a boss fought twice in Donkey Kong Country 2: Diddy Kong's Quest. Krow was first encountered by Diddy and Dixie Kong as the boss in the area Gangplank Galleon, the first in the game. Krow would grab eggs from her "Krow's Nest" and throw them at the Kongs. To defeat her, Diddy and Dixie would need to throw back the eggs to their parental figure. Krow reappeared in a ghostly form as "Kreepy Krow", as the boss of the Gloomy Gulch level. Krow would now summon Mini-Neckies to attack the Kongs, and she was fought on a towering structure, difficult to traverse because of Krow's many shot eggs. Krow reappeared in the exact same role in Donkey Kong Land 2, a game nearly identical to Donkey Kong Country 2.

>~~ Statistics ~~<

Power - 5
Krow has no problem racking up damage, but she has problems finishing it off.

Defense - 5
Krow's defensive options mostly need proper spacing to work. At a range she can defend herself, but close up her startup lag makes her not great at getting herself some space.

Attack Speed - 4
Krow has little startup lag, but her moves often have follow-through and ending lag, making her somewhat punishable.

Range - 10
Krow's true strength lies in her ability to keep on the pressure from a very far distance.

Priority - 4
Krow has pretty bad priority on many of her moves.

Movement Speed - 6
Using her wings, Krow can go at a nice speed as she dashes by gliding over the ground.

Traction - 3
Krow has a lot of excess momentum when she glides over the ground.

Fall Speed - 5
The wings keep her buoyant enough, but that gal has quite a bit of weight to stop her from being too floaty.

Recovery - 7
Krow can usually get back to the stage with her four midair jumps, but her Up Special is difficult to use and sometimes backfires.

Size - 8
Krow has a very big body. She's only slightly shorter than Bowser, but she isn't nearly as wide.

Weight - 5
Krow has a lot of body to lug around, but her aerodynamics make her fly further than would be expected.

Midair Jumps: 4
Wall Jump: No
Wall Cling: No
Crawl: No
Hover: No
Glide: Yes- The glide is a bit faster than Charizard, so it's on the slower side.

>~~ Animations ~~<

Symbol

The classic DK letters.
I would have put a banana myself. Really generic.

Wiimote Noise
Two birdlike screeching noises, one low and one high, as heard in this video when Necky comes onstage and is hit by the Kongs.

Entrance
An egg falls down from the top of the screen. It cracks and Krow is revealed, looking pissed, as she cracks open her eggy prison.

Crowd Cheer
A cacophony of birdlike screeching noises saying something like "Krow!" but due to the accent of the birds, it sounds like "Kloo!".

Basic Stance
Krow stands on the ground. She isn't one for dramatics.

Idle Stance
Krow turns around and shakes her tail-feathers at the screen. Why you little...

Walk
Krow waddles forwards, her whole body bobbing to the sides as she moves in a quite slow walk.

Run
Krow leans forwards as she waddles forwards at a faster, but still slow run.

Dash
Krow spreads her wings and glides over the ground for a dramatic speed improvement over his walk and run. This dash has slightly above average speed.

First Jump
Krow snaps her legs down as she hops straight up with the rest of her body rigid, covering a decent distance vertically but a mediocre one horizontally.

Midair Jumps
Krow pumps her wings down, his belly bulging out a bit as she does so. Each midair jump covers a below average distance, but she has 4 of them, enough to have superior jumping mobility.

Crouch
Krow ducks into an egg, her head sticking out with a shard of the egg on his head.

Shield
Krow points both of her wings to the side, as she brings up a strong shield to match her size.

Rolldodge
Krow snaps her beak into the ground beside her and rolls over to the side by pulling herself forward, screeching from the pain as she does so. While this covers a low distance and is a bit slow, it has a long duration.

Spotdodge
Krow disappears as her captain's hat lies on the ground. An instant later, Krow reappears with the hat on her head.

Airdodge
Krow sticks out all of her limbs at odd angles, looking dead, to dodge attacks for a moment.

Dizzy
Krow stumbles around on her legs, a bunch of Mini-Neckies swarming around her head as she does so.

Asleep
Krow falls to the ground and enters an egg on the ground, sleeping inside of it.

>~~ Specials ~~<

Down Special - Krow's Nest
Krow does a rather disturbing dance, as a bunch of Mini-Neckies rise from the ground. The Mini-Neckies swirl around above Krow's head, forming a large dust tornado as they do so. The dust tornado is two Bowsers high and one wide. The entire animation lasts for two seconds, and by attacking Krow she takes normal damage and knockback and cancels the attack. Attacking the swarm of Mini-Neckies will cancel the attack without Krow taking normal damage or knockback. If the entire animation is completed, a crow's nest, like on a ship, appears on the ground. The "Krow's Nest" is a large structure the size of Bowser, on a pole the height of 1.5 Bowsers. There is a ladder on the front of the Krow's Nest, which only Krows can climb up.

After climbing up the Krow's Nest, Krow perches on top of it. She can climb down the Krow's Nest with another input of Down Special. From the Krow's Nest, Krow can use any of her attacks. Some attacks gain special properties when used from the Krow's Nest.

The Krow's nest has 30 stamina. If all is taken away, then the Krow's Nest will topple over, and Krow will fall on the ground stunned for a second and a half before coming to. This is prime time for punishability. In addition, each time the Krow's Nest is attacked, Krow has a chance of falling over and being stunned again for one and a half seconds. The probability is equal to Krow's damage percentage plus the damage done by the attack directed at the Krow's Nest, minus twenty-five, in a percentage. For example, if Mario throws a fireball at the Krow's Nest to do 5% and Krow has 53% damage, there is a 33% chance of Krow falling. This means that past 125%, Krow will always fall off of the Krow's Nest after an attack.

Neutral Special - Unborn Ammunition
If Krow has no Krow's Nest when she uses this attack, then she just glances around, looking stupid. If she does, Krow will rush through the air directly to the top of the Krow's Nest. Krow will stop moving after going the distance of half of Battlefield, and go into a helpless state. If she reaches the top of the Krow's Nest, she scoops his talons into the nest and grabs an egg, which is slightly taller than Mario and twice as wide as Mario. The weight of the egg makes Krow unable to move upwards, but she still falls at his normal speed and can use her regular, above average aerial DIing to float. Once the A button is pressed, Krow will drop the egg directly below herself.

The egg will fall at an above average fall speed, similar to Fox. On contact, the egg will do 12%, with good horizontal knockback. However, the egg is very easy to dodge with an airdodge due to how fast it falls and that having an egg sort of telegraphs it. It isn't so difficult to jump to Krow's side and punish her, while she is unable to do anything about it. Reserve this move for occasional edgeguarding.

If the B button is pressed, Krow will instantly drop to the ground, forming a nest once she reaches it. After 10 seconds, the egg will hatch into a beautiful Mini-Necky minion. Krow is forced to play defensively for these fifteen seconds to protect the egg, as it has only 10 stamina, and once destroyed it of course cannot hatch. Using the B button over a ledge will result in a self-destruct.



Mini-Neckies will follow Krow until she loses a stock, at which point they fly into the background, quickly disappearing. Certain attacks will harness the powers behind the Mini-Neckies, and some attacks are more powerful with Mini-Neckies. You'll want to get as many Mini-Neckies as you can once you feel up to it. Only five Mini-Neckies can be present at a time, but it's very difficult to manage to get five without losing a stock!

Side Special - Necky's Nuts
No, not those nuts, pervert! Krow pulls his beak back and shoots a nut out of her beak, like Necky does in this video. The nut will shoot diagonally forward, at a higher trajectory depending on how strongly the B button is pressed, like with Yoshi Up Special, Egg Toss. With no depression the nut is shot about 30 degrees from straight down, but with more it can get closer to 70. The nut will continue to bounce across the ground up to three times before disappearing. The bounces cover more distance depending on the strength of the input again, with a minimum of two Battlefield platforms and a maximum of three Battlefield platforms, but the range can be slightly increased by jumping before shooting. Each bounce will take it about a Mario above the ground at the apex, so it can be dodged with good placement. It disappears after traveling a distance of a Battlefield platform without bouncing. The nut will do 9% and below average knockback on contact. This is a fairly useful projectile, as it has nice knockback and good knockback by edgeguarding standards. However, it can't be used to spam or camp, because of some startup lag, and the way Krow's neck goes back before it, while handy for dodging, telegraphs it somewhat. This is no spamming projectile.

Up Special - Kreepy Krow
Krow's eyes flash green twice, and she throws her head upwards to drain her spirit out of it. This gives the move a bit of startup lag. After Krow completes the animation, her body stays suspended in midair in a trance-like pose for the rest of the move. Now Krow is in control of her spirit, just like in Donkey Kong Country 2. The spirit can be moved upwards with the Control Stick at the speed of Mario's dash in midair. It cannot attack or be attacked., but Krow's real body can be attacked to make the spirit disappear and make Krow go into a helpless state. Once the B button is pressed again, Krow's body instantly disappears, and reappears where the spirit was, going into helpless.

Infinite recovery? Not quite. For every two Stage Builder Blocks that Krow's spirit moves, there's a chance that the move will backfire, increasing by 15% each time. For example, for the first she moves there's a 15% percent chance, then 30%, then 45%, then 60%... maxing out at 105% after fourteen Stage Builder Blocks, if it still hasn't backfired. If the move backfires, Krow instantly takes 15% and her real body is meteor smashed with the strength of Ganondorf's Down Aerial. This is certain to KO a recovering Krow, as well as do a hefty chunk of damage to a grounded one, though of course there is no reason to use this move on the ground. Luckily, with his four midair jumps, Krow will not have to resort to this too often, but sometimes his Neutral Special just can't cover enough distance, and you have to be very careful to minimize distance.

>~~ Standards ~~<

Neutral Attack - Classic Rush
Krow pulls her head back so that it's looking to the side, before snapping it forward and rushing forward the distance of a Battlefield platform at the speed of Zero Suit Samus's dash, curving into the air as she does so; Krow ends this attack a shorthop above the ground. This has a half-second of startup lag. During this attack, Krow's entire body becomes a low-priority hitbox, doing 6% with below average horizontal knockback. This move's only virtue is the range, and even that is rather negligible because of the ease of predicting and dodging it. It does have surprisingly low ending lag, though. This is good as an occasional approach, or as as a surprise attack, but this quickly becomes predictable. With quick reflexes, it's easy to have a tilt or insanely fast Down Smash for Meta Knight or ROB ready to easily outprioritize the attack. This is not a particularly useful move.

Dash Attack - Shifting Sand Dunes
While dashing, Krow suddenly slips up for a second. She will continue dashing in this slower state in an unstable stance for a second. Her legs will kick up a large cloud of sand during this attack. The cloud of sand is nearly the size of Donkey Kong, and it only goes a little ways before Krow; it covers mostly from behind. Opponents of Krow caught in the cloud take rapid multiple hits which are easy to DI out of, doing up to 12%. Due to the weak damage (since it's so easy to DI out of) and the low knockback, this is no move to be used for power. The fact that the majority of its hitbox goes behind Krow doesn't help. This is mainly used as a defensive option, to keep Krow safe if she needs to make a retreat.

>~~ Tilts ~~<

Side Tilt - Krook's Kutter

Krooks were enemies in Donkey Kong Country 2, members of the "Kremling Kuthroats" class who threw Kirby-esque cutters to attack from a distance. Krow harnesses their ability in her Side Tilt by throwing a cutter, directable in any direction by the Control Stick. The cutter will move a distance slightly more than a Battlefield platform, stalls for a moment in midair, then returning to Krow like a boomerang. The cutter moves at a speed similar to Mario's dash both ways, and it takes around a second to fully preform; Krow is unable to move during this period, just holding out his wing to catch the cutter again, which slightly widens his hitbox. Contact with the hook does 9%, with average knockback though high for a projectile. The cutter has good priority, but there is some startup lag and ending lag. Used correctly and not spammed, this can keep opponents at a distance and shatter approaches, even edgeguard when the opponent is close to the ledge, but the annoying startup allows for telegraphing, the huge follow-through allows for punishment and the ending to escape if you miss. When used excessively it's easy to dodge through the cutter and punish, causing the cutter to return to Krow's hand instantly and disappear, ready for the next input of Side Tilt.

Up Tilt - Do a barrel roll!

Indeed, Krow does a barrel roll, but it's the barrel that does the rolling, not (L or R twice to dodge enemy fire.) To initiate this move, Krow tosses a barrel upwards, at a height so that at its highest point, the bottom of the barrel (lul) will touch the top of Krow. The barrel will shatter and do 6% with below average vertical knockback on contact. This gives it good vertical range when you consider Krow's height, but the startup and ending lag makes this part of the move easy to dodge, and it has bad horizontal range. If Krow manages to complete this part of the move, the barrel falls to the ground, bounces up and down for a short period of time, and begins to roll forwards, shattering on contact with an opponent or a wall. The barrel starts out rolling as fast as Zero Suit Samus's dash, but it rapidly slows to the speed of Ganondorf's dash before disappearing, covering a distance of 1.5 Battlefield platforms. However, if the barrel reaches a ledge, it rolls up slightly before rolling back, rolling at the speed of Zero Suit Samus's dash and not slowing for a while, so that it covers 2 full Battlefield platforms. On bowl-shaped stages like Melee Yoshi's Island, the barrel will disappear upon traveling for a distance of Final Destination, which is shorter than it seems. The lag makes this useless up close and the initial toss has poor range anyway, but it works well as an approach if you're far enough away. However, to work at its full potential, Krow has to set up with a Down Air.

It's worth noting that in the Krow's Nest, this move gains a lot of use. Tossing the barrels will grant quite a bit more range, as the barrels fall for quite a bit of time before rolling with the usual great range. It's also good if Krow is being attacked from above from his Krow's Nest.

Down Tilt - Kannonball

A "Kannonball" is summoned at Krow's pirate hat, and falls at the speed of Fox to Krow's feet. While the Kannonball falls, it deals 14% with very strong horizontal knockback as a projectile. This comes out quickly, but because of the ridiculously narrow hitbox it's hard to hit with, and there is some ending lag. Also, this is Krow's only move which requires such a close range, and since Krow does so badly at a close range anyway trying to get in range will tip off your opponent easily. After the Kannonball hits the ground, it remains there for 5 seconds. During this period, it can be thrown to deal 14% with very strong horizontal knockback again, but Krow can only walk at the speed of carrying a Bonsly, and the throwing animation is quite slow. The Kannonball will disappear upon hitting an opponent or the ground. Generally, this is Krow's only direct KOing method which doesn't come from gimping, and it's a really powerful KO move, but the predictability means that this should only be mixed in against an opponent unfamiliar with Krow. Note that this move becomes slightly more useful from the Krow's Nest because it falls a great distance. What's the point of this move? It interacts with another...

>~~ Smashes ~~<

Side Smash - Birdseed
Krow finds a small burlap bag and holds it in front of herself as she charges. Upon releasing the charge, Krow tosses the contents out in a shower the size of Wario, if a bit wider, falling to the ground and getting shorter so that the cloud remains for a second. Opponents caught inside the cloud will recieve rapid multiple hits, for a maximum of 12% to 18%, but it's easy enough to DI out of. This is a good damage dealer, and a good way to occupy an opponent while you set something up.

If you have any Mini-Neckies around when you use this move, the move becomes significantly more violent. Instead of the shower of birdseed doing the damage, it's the Mini-Neckies, who will proceed to maul and tear up the opponent for much faster multiple hits. With one Mini-Necky this deals up to 22% in harder-to-DI-out-of multiple hits, adding 2% more for each for up to 30%. The final hit will deal above average, KOable horizontal knockback, but it isn't a very good KO move in terms of knockback. This move becomes exponentially better for each Mini-Necky possessed by Krow. If the birdseed goes over a ledge, it disappears, preventing an inescapeable tower of gimp.

This move works a little differently from the Krow's Nest. The birdseed can be scattered in any direction the same way Smash Attacks can usually be maneuvered in different directions, and the cascading birdseed falls further, but still does the same amount of damage- the hits are just less frequent- but this really increases the range.

Up Smash - Kannon Fire

Krow begins to spin around rapidly on the ground as this is charged. Upon release of the move, Krow stops spinning, and the dust cloud she kicked up while spinning blows away to reveal a Kannon. This move has small startup lag but punishable ending lag. This Kannon is the approximate size and proportions of Mario, and it acts as a stage element with 20 to 30 stamina, depending on the charge. It disappears after Krow loses a stock. Only one can be out at a time. If any character walks into the Kannon, they are immediately blasted upwards the distance of four Stage Builder Blocks at the speed of Mario's dash vertically in midair before toppling down to the ground in a freefall, able only to use their Up Special. They also will take 6% to 14%, depending on charge. This is set knockback, so it can KO automatically close enough to the ceiling, but otherwise it just deals damage.

This move uses a Kannon, so naturally it interacts with Kannonballs from Krow's Down Tilt. Throwing a Kannonball, or summoning a fresh Kannonball with Krow's Down Tilt in an area of about Bowser around the Kannon will draw the Kannonball in and fire it with slight lag. The Kannonball will fire at the same trajectory as someone who walked into the Kannon, four Stage Builder Blocks at the speed of Mario's dash. It also still does 6% to 14% depending on charge. This is much faster than getting the normal Kannon firing option, and it can KO close to the top of the screen, though this would take a very high damage percentage.

Down Smash - Scavenger's Feast
Krow does nothing in particular for the charging pose of this move. Once the charge is released, Krow grabs forward in a range similar to his normal grab but with a different animation, but this has twice as much lag. If she misses, there is some punishable ending lag. If she manages to grab an opponent, press A to make all of her Mini-Neckies begin to swarm around the character, and press B to release them. Button mashing can escape the grab, but the syncing of the Mini-Neckies is almost instantaneous, so you aren't likely to be successful unless you have a very low damage percentage. After release the synced Mini-Neckies will begin to swarm around the opponent for a certain amount of time, returning after time is up and not releasing until then. Of course, since Krow has synced all of her Mini-Neckies, she cannot use Mini-Necky based attacks!

The amount of Mini-Neckies will determine how long they swarm around. The first Mini-Necky will stay for ten seconds, and for each extra, the Mini-Neckies will swarm for five more seconds, for a maximum of twenty-five seconds with five Mini-Neckies! This has no effect... unless the opponent dies while the Neckies are circling. If so, then once the opponent dies, the Mini-Neckies carry back their fetid corpse, covered in caked blood and maggots in a sight not for little children. Krow will proceed to gobble down the opponent whole (eww), healing herself of 15% to 30% depending on charge. The opponent will then respawn as normal.

This move could give Krow a significant handicap in losing all of her Mini-Neckies. If you don't get a KO in time, the whole move will go to waste! This move is high risk, high reward. The reward is truly high, as it will put Krow in a great position damage-wise, keeping herself somewhat fresh for his next stock.

>~~ Aerials ~~<

Neutral Aerial - Ring of Fighters
When this move is first initiated, Krow claps her wings together and begins to levitate in place, and any Mini-Neckies she has begin to stop moving and going into a circle shape, one after the other. To prevent halting like with Mr. Game and Watch's barrel, this move cannot be used if Krow is taking any knockback. A Mini-Necky will stop for every third of a second the A button is held down, so if you have the maximum of 5 Mini-Neckies you need to hold down the A button for one-and-two-thirds of a second to set them all. Once all of the Mini-Neckies you need are set, Krow leaves the stance and begins to fall again. The Mini-Neckies will now begin to rotate around at a modest speed in a circular pattern, with the size depending on how many Mini-Neckies there are in the ring- one will rotate around in an area between a Pokeball and a Party Ball, but with five the ring will be 1.5X the size of Bowser. Contact with the ring of fighters will deal 8%, with below average knockback. If the ring is hit and removed of their twenty stamina, they fly back to Krow. Multiple rings cannot be made. An imput of Neutral Aerial will make all of the Mini-Neckies rush directly back to Krow at the speed of Mario's dash, but Krow cannot move for the entire period of this and she can easily be hit out of it if the ring of fighters is a significant distance away. If an opponent hits a sizable ring of fighters, they're sure to be gimped, but there is never any time to set these up while the opponent is recovering. To get a significant effect out of them, you need to plant them offstage before the opponent is recovering when you have spare time, but for a good ring you need to sacrifice some Mini-Neckies and lose power. Decisions, decisions...

Forward Aerial - Bloodlust
After almost a second of startup lag as Krow telegraphs the move by pulling back her head, Krow weakly swings her head for 90 degrees directly in front of her. Contact with the hitbox of his beak does 6%, with average knockback. This has some ending lag, and the priority on Krow's beak is not great. The range is pretty bad as well. Is there anything good about this move? It has bad lag, range and priority, and it doesn't have the power to make up for it! Yes, it does. This move becomes more powerful depending on Krow's bloodlust, a unique factor used in this move. For each time Krow uses her pummel she gains a unit of bloodlust, and her Forward Throw will give her three. Consuming opponents with her Down Smash will increase it by five! Krow loses all of this bloodlust upon losing a stock. This bloodlust will power up this move and this move alone. For every five units of bloodlust Krow has, the damage increases by 3% and the knockback by a small but significant amount, and the range, priority and startup get a boost as well, maxing out at a massive 21% with great knockback and good range, priority and startup lag but still bad ending lag with twenty-five units. Since this move needs a significant bloodlust to function, it becomes useful at the end of a stock when Krow has built up her bloodlust enough for a respectable move. Oh, and this stales very quickly, so don't use it too much even if you have max bloodlust.

Backward Aerial - Walk the Plank
Krow turns around and sticks out an arm to grab the opponent. This grab has lower range then that of her normal grab, and it's no faster either. Once she grabs an opponent, they can escape by button mashing like in a normal grab, but this is twice as easy to escape than a normal grab, so it isn't so useful for Krowicide. By holding down A whilst the opponent is grabbed, Krow's Mini-Neckies will begin to lay short planks of wood in front of the opponent, one at a time. Each Mini-Necky can lay only one in a quite brief animation of around a third of a second. Each plank is a length of a Stage Builder Block, if a bit smaller. After the B button is pressed, the opponent has a bandanna tied around their neck, as they inexorably begin to walk down the plank, straight to their doom if they go over a blastline. Krow has a good enough recovery to use this as a gimper, although it refreshes the midair jump(s) of her opponent.

Up Aerial - Birdbrain Breath
Apparently Krow's last meal was rather fetid, as she coughs up smelly breath for his Up Air. Once this move is initiated, Krow tilts her head up to point her beak upwards, and breathes out the contents of her stomach, forming a small cloud above her the size of Wario, which does rapid multiple hits inside of it. This normally does 9% inside of the cloud, and it is very easy to DI out of. This is not totally useless, however, as there is good range. There is bad ending lag, however. However, this move gains most of its power from what's inside of Krow's stomach. For each food item Krow has eaten within a twenty-second window before, the cloud gets a little bigger, and does 2% in more multiple hits, making it slightly difficult to DI out of. Significant healing items, like Maxim Tomatoes or Heart Containers, increase the size by a larger amount, and add 4% and more difficulty in DIing out. If Krow has eaten a corpse with her Down Smash, 6% is added and the size increases by a sizable amount. The cloud can max out at 21% and the size of Bowser. Cool! However, you should use this move immediately after getting significant stink in your gullet. The items you have eaten earlier will wear out earlier, so twenty seconds is usually more than how long you have once you accumulate food. Also, Krow loses all of her stinky breath after exhaling it once. This can add interesting strategy if you get lots of food from a Party Ball, as you can eat, use the move, eat, use the move... this move is quite situational, but well worth it.

Down Aerial - Earthstomper
After around a second of startup lag, Krow hammers her leg downwards in a powerful meteor smash. Tilting the Control Stick to the left or right controls which leg hammers down. The meteor smash deals 12%, and has the insane power of Ganondorf's Down Air, but the move has horrible startup lag and Krow telegraphs it by pulling up her leg. The range is bad, and the extended foot has surpringly bad priority. What's the point of this horrible move? When Krow's leg manages to make contact with the ground, the ground is literally stomped down for twenty seconds. Whichever leg Krow uses is the one that stomps the ground; the left leg makes the ground to the left of Krow be stomped, and the right causes the right to be stomped down. Stomped down land is depressed the distance of half a Stage Builder Block. This forms a natural ramp. Already this is useful for strange tactics, but what makes it most useful is the fact that the ramp, like normal ramps, makes barrels from Krow's Up Tilt accelerate. Note that land can only be depressed the length of two Stage Builder Blocks, and only the kicked platform is depressed, not the entire stage to a side of Krow, unless the stage is effectively a long platform like most tournament-legal stages. Krow should try to depress land as soon as she is confident that the horrible startup lag will not be punished.

>~~ Grabs and Throws ~~<

Grab - Beak Snap
Krow snaps her beak ahead of herself in a powerfully ranged grab. The range even rivals that of Dedede's unholy grabbing range. However, it is not as quick as Dedede's. The startup is almost as bad as with Zero Suit Samus's grab, and if whiffed the ending lag can be painful. A difficult throw to land at the best of times.

Pummel - Bloody Beak
Krow squeezes the enemy within her beak, making a bit of blood squirt out of them. This deals 1% as well as healing Krow of 1%, but it is even laggier than Bowser's pummel, and it only puts Krow ahead by 2% anyways. However, this does increase Krow's bloodlust by a unit each time it is used.

Forward Throw - Krow Wanna Cracker
Krow lays down on the ground of the stage, and begins to pull out of the opponent and eat... crackers? WTF? Well, birds like crackers, although there is no explanation for how she pulls crackers out of an opponent. Perhaps to be family friendly, although that wasn't an issue with the Down Smash and Pummel... anyway, this deals 3% to the opponent as three crackers are extracted, and each cracker heals Krow of 1%, healing herself of 3%. This is a quite laggy throw, and it only puts you 6% ahead of your opponent, but it also increases your bloodlust by 3 units. This is best at low percentages before you have respectable bloodlust built up.

Back Throw - Love at First Bite
Krow tosses the opponent directly onto the ground. As they are stunned, Krow bites into them and begins to SUCK THEIR BLOOD! Yeah, there aren't many visuals but you can infer that's what's happening. This deals no damage to the opponent, instead healing Krow of 9%. This is quite useful, especially considering that it's surprisingly quick, but there's a catch. Drinking the blood of the opponent will make Krow addicted to it for the rest of her stock. This means that the throw will steadily weaken, losing 3% of effect for each use and minimizing out at 1% after three uses. More importantly, after ten seconds without using this throw again, Krow will begin to steadily take 1% per second without flinching, stopping only when she uses the throw again. The addiction will last until the end of Krow's current stock. This throw could potentially alleviate any concerns of damage-racking, but it's insanely risky. In fact, perhaps Krow would be best off when this throw is forgotten.

Up Throw - Up, Up and Away
Each of Krow's Mini-Neckies fastens themselves to the head of the opponent, and begins to inexorably carry them up with wingbeats. The Mini-Neckies will never stop carrying the opponent up until the top of the screen and KOing the opponent, then returning to Krow, but the opponent can button mash to escape. Opponents with a higher damage percentages have a more difficult time escaping, just like in grabs. However, button mashing has less of an effect when there are more Mini-Neckies. One Mini-Necky can KO a moderately button-mashing Mario from Final Destination at around 150%, but it's closer to 125% with all five Mini-Neckies. This takes a big percentage to succeed, and a good tournament-level player will usually escape quickly, but it does help to get opponents away and nullified from Krow, so she can grab an item or, more importantly, set up a Krow's Nest. It's also good against the noobs.

Down Throw - Kamikaze
If Krow has no Mini-Neckies, she just slaps the enemy away with 3% and pathetic knockback, which isn't low enough to chainthrow. If she has Mini-Neckies, each and every one suddenly sprouts a bomb fuse on their neck, and they each swoop into the opponent and explode once they hit them. Each Mini-Necky will deal 4% to the opponent. More Mini-Neckies equals more explosions, so with all five Mini-Neckies the move does a maximum of a broken 20%. However, Krow pays a horrible price in this, as each and every one of her Mini-Neckies are sacrificed in the process. This is more of a desperation move than anything.

>~~ Situationals ~~<

Ledge Attack (Under 100%) - Pirate's Plunder
Krow climbs up onto the platform. As she does so she has the requisite invincibility frames, but she climbs up quite sluggishly, at around the speed of an average ledge attack over 100%. Once Krow reaches the ledge, she pulls out a small treasure chest and opens it. While there is lag to this, once the chest is open a small flash of light bursts from the shininess, causing a brief stun, about half a second. Krow doesn't exactly have the speed to punish this, but it helps her to get a decent distance away.

Ledge Attack (Over 100%) - Tricky Tricky Krow
Krow begins to climb up the platform. This is just as laggy as her Under 100% Ledge Attack, but it doesn't function quite the same. It's easy to fall into the trap of thinking that it's her Under 100% Ledge Attack. Anyway, upon reaching the ledge Krow suddenly flies into the background instead of pulling out a treasure chest. She then curves back into the stage, reappearing at the opposite side of the ledge she grabbed. Krow herslef is a low-priority hitbox doing 6% and below average vertical knockback as she flies in, but this isn't the point. This is great for mindgaming and to get away. Unfortunately, Krow does not climb up after using it.

Downed Attack - Kaboing

After being downed, Krow's legs glitter for a moment as they are replaced by the spring-loaded legs of the Kaboing enemies from Donkey Kong Country. After being immediately brought up, Krow bounces off of the ground in a powerful and floaty jump, stronger than Zero Suit Samus's first jump. Two more times, when she hits the ground, she bounces up again. This has no damage, but it is perfect for an escape.

Flipped Attack - Tantrum
Krow, lying down, begins to have a tantrum as she comes up, throwing her wings and legs out randomly as she gets up, dealing 6% and below average knockback with a hit. Five times her limbs are thrown out. The range is good, and the priority is decent, but this is exceedingly random. It may hit with all or it may miss with all, and it has a long, punishable animation. Not very reliable.

Tripped Attack - Feather Storm
Krow, angered at the immaturity of her opponent to trip her, begins to shake around wildly for a brief animation. As she shakes, a cloud of feathers comes up, forming an obscuring cloud nearly the size of Bowser which clears after a second or two. This does no damage, but obscures Krow. However, Krow is still vulnerable as she has to get up after shaking off the feathers.

>~~ Final Smash - Scrambled Eggs ~~<

Krow has gotten the Smash Ball! Upon pressing the B button, Krow lets out an evil laugh, as a quantity of Mini-Neckies come out to laugh with her... the Mini-Neckies then fly across the screen in random directions for five seconds, destroying the stage as they do so. Indeed, they literally destroy the stage. But no fear, a new stage is brought up... a quite dangerous one. The entire stage is replaced with a long, vertical rope ladder as tall as the screen, wide enough for about six characters. The opponents are all teleported to the bottom of the rope ladder. To escape the final smash, characters need to climb to the very top of the rope ladder, moving at the speed of Mario's walk. It can take anywhere from seven to fifteen seconds to do this, depending on the size of the stage. This is far easier said then done, however. Characters can press A to send a large circular ripple with the ropes around them, doing 8% and disodging opponents on a hit, making this quite chaotic in a Free-For-All. Krow is also able to move at the edge of the screen up and down and the speed of Mario's dash, to shoot eggs which move at the speed of Zero Suit Samus's dash, dealing 20% strong knockback to dislodge opponents off of the rope on contact. The Final Smash does not end until all characters reach the top of the rope or twenty seconds pass. A difficult Final Smash to handle, but a potentially powerful one.

>~~ Playstyle - Game of Chicken ~~<

Krow is not a character who can do much at the start of a battle. While she has great range, her lag and priority betray her, and many of her best-ranged moves require set-up! This is the theme of Krow- setup. Krow needs a great amount of setup to do anything, as her damage dealing ability is mild and her KO moves number at zero without setup.

The first act of setup a Krow should use upon entering a match is her Krow's Nest. Krow's Nest allow for a safe way to attack at a range, and they can keep Krow away from the battle in a Free For All to consider an option. But the reason Krow's Nests are so important is because of her Neutral Special. Without her Krow's Nest, Krow cannot grab eggs and cannot obtain Mini-Neckies! Without Mini-Neckies, Krow is nothing.

Once you have a Krow's Nest, your next priority is to get as many Mini-Neckies as you can. It forces Krow to keep opponents at a range to defend, to keep them away from how vulnerable she is at a close range. It's well worth it to gain a Mini-Necky, and maybe try to get multiple of them at once once you gain a KO and your opponent is out of commision.

Even with a Krow's Nest and Mini-Neckies, Krow still has a million things to do to succeed. Do you want to edgeguard, and get even more Mini-Neckies to set up a Neutral Aerial? Do you want to pound in the ground for use in your Up Tilt? Do you want to score a KO with a Kannonball shot from a Kannon. Playing as Krow is indeed a game of chicken. Stop setting up too early and you aren't strong enough. Take too long and risk punishment. To play as Krow, you must harness the flow of the battle, and know what you will want in the future, in a careful balance.

>~~ Taunts ~~<

Side Taunt - Chicken
Krow gets onto a motorcycle and revs it up, and a Mini-Necky appears (even if Krow doesn't have one) to play "chicken" with her. Neither of them stops, and they crash and lie on the ground. Ow. Long duration for a taunt.

Up Taunt - Chicken Dance
Krow does the chicken dance. It's pretty disturbing to see a fully-grown vulture do the chicken dance.

Down Taunt - Avine Growth Hormone
Krow takes out a tube of some sort of chemical and swigs it in one gulp. After she drinks it, muscles pop out of her arms and abs appear on her lower body. These muscles remain for five seconds before disappearing.

>~~ Victory Screen Poses ~~<

Victory Pose #1 - Another Game of Chicken
Just like in the Side Taunt, Krow plays a game of chicken with a Mini-Necky, but this time Krow goes out of the way, and the Mini-Necky goes into the background as a comical hitting-a-wall noise is heard, causing Krow to shrug at the screen.

Victory Pose #2 - Feast
Krow, wearing a classic chef's hat, pulls out a large metal cooking pot filled with boiling water and beckons the losers to come over to it. They come over curiously, only to cause Krow to knock them into the broth, cackling.

Victory Pose #3 - Krow iz 2 Big
Krow is seen onscreen bowing, but a sarcastic voice offscreen calls out "Krow is too big!" and Krow runs offstage to dismember the fool who thought that size is in any way a handicap for playability in Smash.

Loss Pose - Scrumptious
Krow claps for a while, but if you leave the results screen up for a while, you can see Krow lunge to the winner and pull them offstage, then carry them back in on a platter as a chicken leg.

>~~ Alt Costumes ~~<

  • Krow in a normal orange getup.
  • Krow with a blue pirate's hat and vest.
  • Krow with a red pirate's hat and vest.
  • Krow with a green pirate's hat and vest.
  • Krow as a skeleton, with the pirate hat remaining.

>~~ Kirby Hat ~~<

Kirby's arm area is covered in feathers, as Kirby gains the ability to use Krow's Side Special, Necky's Nuts. Kirby cannot aim it, however, and it automatically goes for the minimum distance.

>~~ Solid Snake Codec Conversation ~~<

-PUSH SELECT-
SNAKE|Otacon, what's this bird in a pirate's hat doing in Brawl? she's awfully large...
OTACON|What does being big have to do with anything? Can't a character of any size be playable in Smash?
SNAKE|Anyone except for Ridley... she's too big.
OTACON|Snake? Snake? SNNAAAKKKKEEEEE!
SNAKE|Alright, she deserves to be in Smash.
OTACON|she most certainly did not deserve it over K. Rool.
SNAKE|You just can't when with your high standards for Smash, can you, Otacon?
-END TRANSMISSION-

...
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Woah...when you said you were making a DKC set, I thought you meant from the first game. I am pleasantly surprised with Krow, and his moves are plenty cool and original. You take cool attacks that he can use and attach them to his standard boss attacks. The Krow's Nest mechanic is especially fitting. Definitely my favorite set of yours so far.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Awww, man, guys. Spade posts a set and he gets four high-quality comments in a few hours (deservedly, from what I skimmed). Wizzerd tries the same and he gets one tiny comment (not attacking you, Kupa, it's better than nothing). I know I'm sounding like a broken record here, and maybe you're all discussing it in the chat, anyway, but still... I mean, c'mon. At the beginning of the contest, everyone commented on everything.

Now I'm a hypocrite, because I don't have time to give in-depth comment myself just now, especially on such a hefty moveset (I just got home, get off my back). Suffice to say that I'm interested to see what you did with what's essentially a vulture, and also that I'm pretty sick of seeing ">~~ blank ~~<" as a header. It's visually unpleasing, and I only suggested it to Warlord's K. Rool because I thought it looked somewhat kingly and fanfare-esque.

I'll comment tomorrow, though, k?
 

UserShadow7989

Smash Journeyman
Joined
Aug 13, 2007
Messages
306
I really love this moveset, Spade. I'm not sure I can say anything really constructive, so I'll be as brief as I can and point out things that I really like. I love the fact that most of Edgeworth's 'attacks' aren't really attacks. This may sound weird, but I find it perfectly in character, as Edgeworth (and Gumshoe for that matter) wouldn't really attack someone if he didn't have to. The moves make me smile when picturing them, and the writing style makes it very easy and enjoyable to read.

I haven't gotten around to Crow yet, but I'll definately read her later when I have the time, since she's my favorite boss from DCK2, next to the final one and "Skrech's Sprint", if you count that as a boss.
 

lordvaati

Smash Master
Joined
Jul 7, 2006
Messages
3,148
Location
Seattle, WA
Switch FC
SW-4918-2392-4599
Right. I finally finished mine. i was thinking about adding a role in SSE,but I decided not to(I might just for the heck of it though). so Yeah, mine is now ready for a review.

.......by the way, how many points did I lose, again?
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
Woah...when you said you were making a DKC set, I thought you meant from the first game. I am pleasantly surprised with Krow, and his moves are plenty cool and original. You take cool attacks that he can use and attach them to his standard boss attacks. The Krow's Nest mechanic is especially fitting. Definitely my favorite set of yours so far.
Actually, I was planning to do Dumb Drum of DKC1, but I dropped him because he summoned an SSE-esque enemy for every move, and every move would have the level of detail of your average MasterWarlord special, so I dropped him. Anyway, glad to hear it! I'm glad you thought that the moves fit, I was worried that I went too far with the vulture themes in moves like the DSmash. Thanks! :bee:

Awww, man, guys. Spade posts a set and he gets four high-quality comments in a few hours (deservedly, from what I skimmed). Wizzerd tries the same and he gets one tiny comment (not attacking you, Kupa, it's better than nothing). I know I'm sounding like a broken record here, and maybe you're all discussing it in the chat, anyway, but still... I mean, c'mon. At the beginning of the contest, everyone commented on everything.

Now I'm a hypocrite, because I don't have time to give in-depth comment myself just now, especially on such a hefty moveset (I just got home, get off my back). Suffice to say that I'm interested to see what you did with what's essentially a vulture, and also that I'm pretty sick of seeing ">~~ blank ~~<" as a header. It's visually unpleasing, and I only suggested it to Warlord's K. Rool because I thought it looked somewhat kingly and fanfare-esque.

I'll comment tomorrow, though, k?
K. By the way, I used >~~ blank ~~< because it sort of fits the DKC boss theme, and K. Rool and Kaptain Skurvy used it, but... yeah, I'm very lazy. I'll be using unique organization on everything on future sets. Maybe little walking Toad sprites on a Toad moveset I'm considering.


UserShadowNumbers said:
I haven't gotten around to Crow yet, but I'll definately read her later when I have the time, since she's my favorite boss from DCK2, next to the final one and "Skrech's Sprint", if you count that as a boss.
I really like her too. As a bit of trivia, for a while I thought she was male. No, really, it should have been obvious because of the whole egg thing, but it was quite painful to go back and change every gender-specific pronoun. Yeah...
 

lordvaati

Smash Master
Joined
Jul 7, 2006
Messages
3,148
Location
Seattle, WA
Switch FC
SW-4918-2392-4599
about Krow: her moveset looks awesome, and she souns likea really powerful long range fighter, but her speed required for her moves sounds really exploitable. the fact that she has 4 jumps is cool, but the only move she can use to stop an attemted spike is using her(strong) neutral B, but due to the startup she can be hit then. that FS sounds really cool....but what would it do to a moving level(like Big Blue??)
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
@Krool: I don't read sets that ridiculously fast. You've gotta gimme some time for my commentary, man. I still get around to it eventually, as you can see when I comment ten billion movesets at once. Cut me some slack, will ya?

KROW:
The first thing that leaps out at me is how often you change Krow’s gender throughout the moveset. I see that this is because you at first thought Krow was male later on upon looking at one of your comments, but there are a LOT of references to Krow being male leftover, and it looks very awkward to see Krow gender-bend so many times throughout the moveset. Juts choose the find and replace option of Microsoft Word rather then hunting down the references yourself.

Now that that’s out of the way, the other thing that instantly leaps out at me is the painfully long descriptions. You have a case of dancingfrogman syndrome in how you drone on and on. This was present in Tingle, but not nearly as bad as this. I have a feeling this would be a lot more stomachable if you didn’t hate the return key so much and actually used paragraphs. Seeing a few white walls of text is much more intimidating then tons of short ones.

So now onto the actual set itself, aye? There are a lot of moves in here that are pretty d*mn cool, although if there’s any move that I find far too bland in comparison to the others it’s the side special, seeing Krow has plenty of other projectiles anyway, namely all of her tilts.

My favorite part of the set is all the move interactions. Utilt and dair, dtilt and usmash, the minature bloodlust mechanic, and how it all comes together all the more in general with the down special is priceless. Despite being laughably unfitting for Smash, the dsmash was my favorite move in the set, hands down. The sheer originality is brilliant, even if the move is somewhat situational.

Krow’s playstyle flows more then your other movesets and I find she’s far less random then Tingle. In addition, you seem to be gaining experience in recognizing your own characters’ playstyles, as Krow’s playstyle section was far better written then Tingle’s as well.

While you’ve gained valuable experience with Krow without a doubt, I still feel Tingle is the better set. What you improved on in playstyle you lost in detail with this moveset. Krow is disgustingly hard to go through when compared to the middle aged man who wants to be a fairy. That should be your next goal on your list of things to tackle – making your sets more readable. This could partially be bias due to Tingle being more humorous and being an actual Smash candidate, but I also hate Tingle as a character so it definitely can’t be all bias.

It’s definitely saying something when overdetail scares me away from a set with more playstyle then another but a more acceptable detail level, although Tingle is still on Krow’s level playstyle wise simply due to being a cliché trap character, which automatically have good playstyles. The playstyle you were making here was far harder to work with and is far more commendable. I can see you definitely put more effort into Krow.

MILES EDGEWORTH:
Oh! Didn’t expect Edgeworth out so soon. Good to see him already up and ready to go. He without a doubt puts Phoenix Wright of MYM 3 to shame. After reading it though, I notice that you still put his screen name as Edgeworth despite Gumshoe performing around half the moves and constantly being present. I think Edgeworth & Gumshoe would be a more fitting title for the moveset, but whatever floats your boat.

I find it a bit awkward that every move has a prop in the same fashion as to why K. Rool dislikes Kupa’s earlier sets, but it’s much more excusable here seeing how little Phoenix Wright characters can do without said props. I’m only irked when the moveset gets a bit too random for the Phoenix Wright universe, such as the second jump, the up special (Although it’s hilarious and extremely creative for such limited potential generic humans have for a recovery), and most notably, the dtilt, which sounds about as ridiculous as Ganondorf wearing a bunny hood. Speaking of the dtilt, while original in function, it’s the one move (Kudos to you for already fixing the chain grab) that I feel would put Edgeworth over the top, considering foes would only have 10 seconds to attack Edgeworth when he’s not under the effects before he’d put on another one. I imagine Edgeworth players would constantly have one up at every possible moment, meaning the rather serious character would be looking ridiculous more often then not.

But those are pretty much the only issues I have with the set, really. The dtilt isn’t nearly enough to bring this amazing set down. The evidence mechanic works quite well, and the traps are few and far enough between to keep them still interesting and to prevent Edgeworth from revolving around them entirely to be yet another stage control character. Edgeworth sets up with traps to get evidence and guards witnesses at first while he damage racks, then uses the evidence to finish the foe off. A fine playstyle.

The mass props do the moveset a big favor in making it extremely easy to read and presentable. This moveset grabs you by the neck and strangles you until you’ve entirely read through it due to the brief, concise descriptions, the pictures present on every move, and the beauty of the set in general.

Overall, this is easily one of your best if not your very best set this contest. I’m amazed the amount you’ve done with plain old humans when the best Mendez could come up for with Wright was generic flailing for a recovery and plenty of punches and kicks, even if that was way back when in MYM 3. While I was looking forward to this simply due to the character, I wasn’t expecting much due to feeling that they had limited potential. I’m extremely happy to of been proven wrong.
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
MasterWarlord said:
KROW:
The first thing that leaps out at me is how often you change Krow’s gender throughout the moveset. I see that this is because you at first thought Krow was male later on upon looking at one of your comments, but there are a LOT of references to Krow being male leftover, and it looks very awkward to see Krow gender-bend so many times throughout the moveset. Juts choose the find and replace option of Microsoft Word rather then hunting down the references yourself.
I'll go over it again, but the problem was that Control-Fing words like "he" turned "the" into "tshe", and... I guess I could Control-F "tshe" for "the". I'll go over it later.

[quote[Now that that’s out of the way, the other thing that instantly leaps out at me is the painfully long descriptions. You have a case of dancingfrogman syndrome in how you drone on and on. This was present in Tingle, but not nearly as bad as this. I have a feeling this would be a lot more stomachable if you didn’t hate the return key so much and actually used paragraphs. Seeing a few white walls of text is much more intimidating then tons of short ones.[/quote]
You're right, I was trying to make the set look longer. I've had some detail problems, so I guess I overdid it without using Return enough.

So now onto the actual set itself, aye? There are a lot of moves in here that are pretty d*mn cool, although if there’s any move that I find far too bland in comparison to the others it’s the side special, seeing Krow has plenty of other projectiles anyway, namely all of her tilts.
You're right. I was trying to make all of the moves canonical in some way, but since Krow is a bit underdeveloped as a character, I guess there wasn't enough to draw from. I guess the side special doesn't help her game at all, really.

My favorite part of the set is all the move interactions. Utilt and dair, dtilt and usmash, the minature bloodlust mechanic, and how it all comes together all the more in general with the down special is priceless. Despite being laughably unfitting for Smash, the dsmash was my favorite move in the set, hands down. The sheer originality is brilliant, even if the move is somewhat situational.
Yayz. I was worried that all of the mini-mechanics would make the set far too complicated, and that the moves were overcreative, a problem with Tingle.

Krow’s playstyle flows more then your other movesets and I find she’s far less random then Tingle. In addition, you seem to be gaining experience in recognizing your own characters’ playstyles, as Krow’s playstyle section was far better written then Tingle’s as well.
That's great, I've had a big problem with playstyle before. I was worried too that the playstyle section was badly written as well.

While you’ve gained valuable experience with Krow without a doubt, I still feel Tingle is the better set. What you improved on in playstyle you lost in detail with this moveset. Krow is disgustingly hard to go through when compared to the middle aged man who wants to be a fairy. That should be your next goal on your list of things to tackle – making your sets more readable. This could partially be bias due to Tingle being more humorous and being an actual Smash candidate, but I also hate Tingle as a character so it definitely can’t be all bias.
All right. I've settled on Toad for a moveset in MYM6, and I'll give him plenty of line breaks.

It’s definitely saying something when overdetail scares me away from a set with more playstyle then another but a more acceptable detail level, although Tingle is still on Krow’s level playstyle wise simply due to being a cliché trap character, which automatically have good playstyles. The playstyle you were making here was far harder to work with and is far more commendable. I can see you definitely put more effort into Krow.
Okay, I'll put some line breaks in and fix the pronouns. That's probably harder then it sounds. :psycho:

Also, a brief announcement: I'm going to be leaving on vacation next Wednesday, and won't be back for four weeks. I'll miss the end of MYM5 and the beginning of MYM6, so I have a quick question for any of the Sins- would it be fine if I sent in votes early because I can't do it at the end of the contest?
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
Also, a brief announcement: I'm going to be leaving on vacation next Wednesday, and won't be back for four weeks. I'll miss the end of MYM5 and the beginning of MYM6, so I have a quick question for any of the Sins- would it be fine if I sent in votes early because I can't do it at the end of the contest?
I would say for you to send your votes in for the MYM awards right now... but the problem is is that the list is still subject to change at this point. So I guess I'll pm you the voting list on monday or tuesday, & let you vote on it then. :)

... I SHOULD comment on krow & edgeworth... but I'm a bit busy moving out of the dorms today. So I'll do that later xD
 

Tacel

Smash Lord
Joined
May 10, 2009
Messages
1,616
Location
PA


Enters though a house door

A: Punch

AA: Punch, Slashes Shovel sideways

AAA
: Punch, Slashes Shovel sideways, kicks

Up A: Swings Umbrella up

Side A
: Swings Axe left of right

Down A: Swings Umbrella Net in a sideways rotation. If a player gets hit by it, they get
caught inside and thrown after the move is over

B
: Aims Slingshot to where you want to shoot. The longer you wait, the more damage is made

Up B
: Shoots into air and opens up Umbrella

Side B
: Jabs with Shovel

Down B
: Opens Umbrella and holds it sideways, shielding player. This bounces back any
projectiles

Aerial A: Swings Axe around in circles

Aerial Front A: Jabs with closed Umbrella

Aerial Back A: Smacks with Watering Can

Final Smash
: A big house falls from the sky, and if you're caught in it, you can't move.
Furniture starts flying into the house and if you get it by any you get shot around. The ones that are stuck in the house can't move, but they get hit by all of the furniture, so they get a lot of damage.

Taunts:
Up: Twirls Umbrella
Side: Does the thing when you pay off your debt (Music plays, player smiles...)
Down: Waters ground and flowers bloom

Costumes:
Can switch from boy to girl and girl to boy
Shirts from game... (will vary)
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Comments on Miles Edgeworth

After having seen a few Ace Attorney movesets in the past, it's good to see one that's a bit different than all the others. The evidence mechanic was very nicely implemented, being easily functional and not too complicated, but extremely useful. I also love that you continue to keep your move descriptions brief, not rambling on and on about every tiny property of the move. It makes them soooo much easier to read through. Admittedly, a few of the moves felt a bit ho-hum, but everything was (I assume) fitting to the characters, so I can overlook that. (I must admit, I was a bit concerned when a move was named "Missile," before I realized that Missile was a dog :laugh).


Comments on Krow

To be totally honest, I'm beginning to grow tired of Donkey Kong movesets, entirely due to my distaste for the franchise, but I'm sure others feel similarly about other franchises, so...*reads*

Krow's got her fair share of interesting attacks, for sure. Definitely a ranged character, as the stats say and the moves confirm. The Krow's Nest is a cool way to enhance some moves, but I might be afraid that it takes a bit long to construct one. Anyway, my biggest problem with this moveset is actually the writing. You're a big long-winded sometimes describing the moves, and I'd definitely suggest trying to be more brief in your descriptions. It's one of those things that's difficult to improve except by trial and error, honestly, so I still commend you on what you did with this moveset. Bravo.


I'll go over it again, but the problem was that Control-Fing words like "he" turned "the" into "tshe", and... I guess I could Control-F "tshe" for "the". I'll go over it later.
Check the "Match whole word only" box and you won't get words like "the" and "her."

Also, a brief announcement: I'm going to be leaving on vacation next Wednesday, and won't be back for four weeks. I'll miss the end of MYM5 and the beginning of MYM6, so I have a quick question for any of the Sins- would it be fine if I sent in votes early because I can't do it at the end of the contest?
We'll have to discuss it. I'm sure all of us want you to have the chance to vote, but at the same time, voting without all the movesets having been posted is kind of a problem, for obvious reasons.


EDIT:

@Animal Crosser: Not a bad beginning, but we'd expect a few more interesting attacks and further detail on the attacks if you really expect to do well in the contest. Additionally, "Side A" and such are rather ambiguous, considering that we ask for both Tilts and Smashes, and that could be either.
 

lordvaati

Smash Master
Joined
Jul 7, 2006
Messages
3,148
Location
Seattle, WA
Switch FC
SW-4918-2392-4599
@ Ace Lucario: that is really good. the only prob is you also have to explain character stats, and I think you have to have music too.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400




"I am Richard, Chief Warlock of the Brothers of Darkness,
Lord of the Thirteen Hells, Master of the Bones,
Emperor of the Black, Lord of the Undead...
and the mayor of a little village up the coast."


Richard is all of the above, and the sadistically hilarious warlock of the comic, "Looking For Group." If you intend to appreciate this moveset to the fullest, you'd best go read it at www.lfgcomic.com before reading this.

Anyway, Richard is a twisted undead, finding the utmost joy and pleasure, as well as unmasked humor, in the suffering of others. His abilities include various uses of elemental-type magic, most predominantly his signature "fwoosh," as he calls it, of fire. For a brief but effective summary of the majority of his abilities, watch "Slaughter Your World," a "Part of Your World" parody portraying Richard's more-or-less daily routine.



Size - 7/10
Richard is about as tall as Link, and rather skinny.

Weight - 2/10
Richard is surprisingly light. Must come from having no soul.

Power - 5/10
Richard thrives more on versatility than any sort of raw power, but doesn't lack particularly in power.

Attack Speed - 5/10
Average. Not too good, not too bad.

Movement (Ground) - 6/10
Richard walks and runs at a relatively slow pace, but his dash has him gliding along the ground rather quickly.

Traction - 8/10
Dashing without your feet touching the ground definitely has its advantages.

Jump - 9/10
Being both magical and relatively light, Richard propels himself high with both his ground and mid-air jump.

Movement (Air) - 9/10
Richard's aerial maneuverability is very good, second only to characters like Jigglypuff.

Falling Speed - 2/10
Richard falls quite slowly.

Range - 10/10
The power of the dark arts really pays off here.

Priority - 10/10
Once again, magic works its magic.

Swim Time - 8/10
Richard swims well with the aid of his magic, but he's still no fish.

Crouch - 5/10
Richard just hunches over, losing a fair amount of height, but nothing too great.

Abilities - None
Richard cannot crawl, wall-kick, or glide.



Standing / Idle
Richard stands upright, occasionally looking around or stretching his arms over his head, appearing sometimes bored, sometimes irritated. If Richard stands around long enough, one of two things can happen. In the first case, he'll tell the player, "I don't feel like I'm contributing as much to this battle as I could be." In rarer cases, a dagger will suddenly come flying out of thin air, stabbing Richard in the chest. With the utmost sarcasm, Richard will proclaim, "I'm no physician, but there appears to be a dagger through my chest," before pulling the dagger out and tossing it to the ground.

Walking / Running
Richard walks leisurely, glancing around as he does. He runs similarly, but faster.

Dashing
When dashing, the Lord of Darkness crosses one arm over his torso and holds the other behind him as he glides smoothly over the ground.

Jumping
Richard floats effortlessly into the air. He does likewise for his mid-air jump.

Shielding
Richard's shield is an interesting one. Richard holds a stout peasant in front of him when the shield button is pressed, and can hold this position indefinitely. This will block any and all attacks from the front, but those that reach through the peasant (long sword stabs, etc.) or attack Richard from behind will still hit him. On the plus side, the poor peasant can absorb an infinite number of hits, and Richard's "shield" never breaks. When you stop shielding, Richard tosses the peasant into the background, where he quickly disappears.

Dodging
Richard becomes a concentrated cloud of black mist, with only his glowing yellow eyes visible. This is a long dodge, with minimal lag on either end of it, and Richard can move slightly left and right while performing sidestep and air dodges, as well as slightly affect the distance covered by rolling dodges, by tilting the control stick while dodging.

Tripping
Richard tumbles heel over head, doing a full front flip before landing on his rump, after which he looks a bit confused.

Swimming
Richard swims using an effortless breaststroke, with a faint aura of black magic surrounding him to signify that while he seems to be a decent swimmer, most of it is owed to the magic.

Dizzy
Richard sways back and forth as the bones of small birds circle his head.

Asleep
Richard slumps over, and begins to tell a tale. "The Lord of Darkness smote the Dragon King and freed the humans...only to enslave them again at a later date and corrupt their souls to create an army of--" If he reaches this point before waking up, the game announcer will suddenly question, "How long have you been awake?" to which Richard will promptly reply, "I am not awake. You wouldn't understand it. It's a warlock thing." After this point, he'll sleep silently.



Neutral Special - Fwoosh!



This is a chargeable move that can be stored like Samus's Charge Shot or Donkey Kong's Giant Punch. The charging time is roughly similar to that of the Giant Punch, during which time Richard's hands, both held to one side, will begin to seethe with flames and form a visible sphere of deep orange between his palms. Upon reaching full charge, the charge is automatically stored. Richard is capable of charging on the ground or in the air, and can dodge/shield out of charging to store the current level of charge. A fully-charged Fwoosh is indicated by Richard's hands pulsing with an orange aura of energy.

Releasing the charge will cause Richard to launch a fireball forward, having a similar animation and lag to Lucario's launching of his Aura Sphere. The charging time affects the size and power of said fireball. At weakest charge, a fireball roughly the size of Luigi's will be launched forward, traveling at about the same speed for a distance only about the length of a Battlefield platform, dealing 4% damage. At full charge, however, the fireball is roughly the size of Kirby, traveling slightly faster and able to cover the full length of Final Destination, dealing 15% damage if it strikes anyone. No matter the charge, the fireball deals only flinching knockback. The fireball disappears upon contacting someone or something.

This attack serves yet another purpose, though. A fully-charged Fwoosh can be used in other moves, which will also deplete the charge. In other words, once this move is fully charged, the charge can be released as a fireball with another input of the Neutral Special, or the fiery wrath of the Fwoosh can be released in the form of another attack, giving many other attacks a great potential boost. Note that only a fully-charged Fwoosh can be used in another attack.
[ 4 - 15% ]

Side Special - Sooba



Richard points a finger forward as he shouts, "This...is...SOOBA!!" Around the time he shouts "Sooba!" (about a second after starting the move), Sooba, the black panther, who is about half Richard's height and a bit longer than Ivysaur, leaps forward from behind Richard, appearing in a poof just before he does. Richard is free to move after the shout, which takes almost a second and a half, as Sooba takes over for the rest of the attack.

Sooba jumps forward low to the ground, covering a distance about half that of Battlefield's main platform. Anyone he strikes during this time, he'll deal 10% damage to and latch onto with his powerful teeth. He'll then continue to run forward with them between his fangs, until they can break the grip. They'll take an additional 1% damage for every half-second Sooba is gripping them. If the grip is broken, Sooba will lie down for a second or so and then disappear (he'll just vanish if the grip is broken in the air), but if he can, he'll drag his victim all the way off the screen. If Sooba misses, he'll land on the ground and look around, confused. He'll sit there for about five seconds before disappearing.

Sooba performs a small forward hop at any ledges he meets, just enough to cover the distance of a Battlefield platform, and will stop and turn around if he hits a wall. Sooba cannot be summoned again until he has left the screen or disappeared, and attempting to do so will simply make Richard face the camera and shrug his shoulders, which takes about half a second.
[ 10% + Variable Damage ]

Up Special - Portal



This is a two part move, and serves no worthwhile purpose until the second use. When Richard first uses this move, he'll spread his arms and stop all his momentum, including falling if used in mid-air. For the next second, the area around Richard about the size of King Dedede will swirl with shades of blue and purple. This is purely for visual reference, and does nothing to opponents. Barring the somewhat long startup and moderate ending lag, Richard has superarmor for this duration. A faint purple haze will linger over the area for about five seconds, but again, only serves as a visual.

The second time Richard uses this move, he'll briefly flash a vibrant purple shade and disappear. This takes only a moment, and Richard immediately reappears at the spot this move was first used at, which will briefly show the blue and purple swirls again. He suffers virtually no lag as he reappears. After teleporting to a portal, Richard must construct a new portal before becoming able to teleport again. Richard will emerge from aerial portals in a helpless state.
[ 0% ]

Fwoosh Bonus: If Richard creates a portal when his Fwoosh is fully charged, the Fwoosh will exhaust itself into the portal with no visible indication. However, when Richard teleports to that portal, he'll automatically have the fwoosh extracted into him, gaining a full fwoosh. This will do nothing for him if he already has his fwoosh fully charged when he teleports, so it's usually best to exhaust what you have before teleporting.

Down Special - Hctib Elttil



Richard summons Hctib, his little...um...pet. Hctib appears in a poof of smoke, and is about the size of Squirtle. Upon being summoned, Hctib secures himself around Richard's head and puts a gold pendant around Richard's neck. This takes about half a second, and the pendant will shrink Richard to about half his normal height.

While Richard suffers from decreased power, weight, and range (each to about half of normal) in this form, Hctib runs around the field causing mayhem. He runs about as fast as Squirtle, and can jump fairly high. He'll target any of Richard's foes he pleases, and when he reaches them, he'll latch onto their head and repeatedly slap them until they shake him off. Each slap deals 3% damage, and they happen about as quickly as one of Olimar's Pikmin's attacks when they latch onto opponents.

This may sometimes be preferrable, especially considering that while Hctib can be shaken off and knocked away, he cannot be destroyed or defeated. If he is forced to fall off the stage, he will simply respawn from the normal respawn area. However, Richard is so vulnerable in this form, that you'll eventually want to switch back. How does one make Richard normal-sized again and rid themselves of Hctib? By performing an act of selflessness.

You see, in his tiny form, Richard's Down Special is replaced with a special defensive spell. When he uses this move, he'll shoot a small purple triangle from his outstretched finger with very little lag. It travels forward about as far as Fox's Blaster shot, at about the speed of Lucas's PK Thunder. If this hits one of Richard's opponents, a mass of the purple triangles will swirl around them indefinitely, protecting them from all attacks from Richard or Hctib. When Hctib attempts to strike at an opponent with the seal protecting them, he will break the seal (dealing no damage, but removing it), and be banished in a puff of smoke. Simultaneously, Richard will return to normal size. Be careful of abusing this defensive spell, however, as any defensive seals besides the one Hctib breaks will remain after he's gone, and Richard will be entirely unable to damage or knock back an opponent with the defensive spell cast on them.
[ 3% per hit ]



Neutral Attack - Firewall



Richard faces the screen and stretches his arms outward, raising a wall of flames. They'll stretch to either side of him for about one Battlefield platform's length, and are almost as tall as Richard. They'll burst upward suddenly, and last for as long as the button is held, but there's quite a bit of startup and ending lag, making this attack less useful in pressured situations. The flames have great priority, so the wall can be used to discourage projectile spammers or beat out other moves, and the flames will deal 5% damage and weak upward knockback to anyone who touches them. Richard is vulnerable from above, however, since the flames aren't quite as tall as him.
[ 5% ]

Fwoosh Bonus: With your Fwoosh charged, this attack's startup lag is almost completely eliminated. The ending lag remains the same, but this can greatly help Richard in defending, as he can raise the high-priority flames much more quickly as a barrier.

Forward Tilt - Mind Arrows



Richard snaps his fingers twice, as two green arrows appear in front of him, one at about eye level and one halfway to the ground from there. After this short startup animation, the arrows fly forward, traveling straight and unaffected by gravity. They'll stop after they've traveled about half the length of Battlefield's main platform, simply vanishing into thin air. Anything they strike, they will deal 4% damage (each) to, with weak diagonal knockback. These are considered an energy attack, and are capable of being absorbed by Ness/Lucas. Richard suffers slight ending lag as the arrows launch.

Fwoosh Bonus: A fully-charged Fwoosh will ignite the arrows before they're launched forward. This does many things to help the arrows' effectiveness. Firstly, it boosts their power to 6% per hit, with slightly more knockback. Also, it forces them to shoot forward at double their normal speed. Additionally, they'll have a trail of flames behind them that lasts from the point they start at to the point they end at, which lingers for about one second, dealing 4% damage and weak downward knockback to anyone who touches it.

Up Tilt - Shoryuken



Richard performs a powerful uppercut, his fist engulfed in a bright white energy. This has a pretty long vertical hitbox, about Richard's height in front of him, as he swings his fist from down low to above his head. The punch deals 8% and okay upward knockback to anyone it hits. Richard suffers moderate startup and ending lag.
[ 8% ]

Fwoosh Bonus: As you may have guessed, a fully-charged Fwoosh will ignite Richard's fist as he performs the uppercut, greatly boosting the power of the move. In addition to upping the damage to 14% and the knockback to good, the uppercut now also raises Richard into the sky about the height of his first jump, where he'll suffer almost no ending lag.

Down Tilt - Bunny Attack



Richard sets his pet bunny on the ground at his feet, in a similar amount of time to Snake laying a C4. The small bunny sits in place, but can be knocked around and hit by other characters, disappearing if it takes 20 damage. Richard can use his Down Tilt again elsewhere to make him clap his hands and beckon the bunny, who will rush to that spot at about Fox's dashing speed, with a similar jump height as well, dealing 5% damage to anyone it runs over on the way. Richard cannot move until the bunny reaches that spot, so this isn't usually a preferrable move, but it serves a unique purpose when Richard is small from Hctib's curse...

When Richard is small, setting the bunny down will take a bit longer, as the bunny's now much closer to Richard's size, but using the Down Tilt near the bunny will cause Richard to mount it, at which point his dashing speed and jump height rival Fox's. Mounting the bunny takes about a quarter-second, and Richard dismounts similarly when the Down Tilt is used from atop the bunny. If Richard becomes normal-sized while riding the bunny, he'll automatically dismount. Richard can use all of his attacks from his animal mount, so he'll usually find this highly preferrable to running around when in small form.
[ 5% ]

Fwoosh Bonus: If a fully-charged Fwoosh is in place when this move is used, Richard will not set the bunny down. Instead, he'll set a flaming cat on the ground. The cat will run around in a random frenzy at the same speed as the bunny, dealing 8% damage to anyone it hits. After three seconds of running, the cat will collapse and disappear, briefly becoming a pile of ash before blowing away.

Dash Attack - Space-Time Door



Richard stops on a dime and quickly draws a door frame made of flames with his fingers, taking about half a second to do so. The door frame is about as tall as Ganondorf, and will linger for the next five seconds. Anyone who touches it will be dealt 7% damage and flinching knockback.

If Richard goes through the door frame while it lingers, two of him will emerge. Naturally, only one of them is under the player's control, but only the player will know that, as that Richard reacts to their button inputs. The second Richard is under CPU control, and will attempt to emulate the player's actions to that point in the battle, even sometimes using this move and running through it. The false Richard(s) can't deal any damage or knockback to opponents, and will vanish immediately upon taking a hit, but can be used for serious mindgames if employed right.
[ 7% ]

Fwoosh Bonus: With a fully-charged Fwoosh, this move only gets a single bonus. Richard reaches forward and forms the door frame effortlessly, in an instant, without having to draw it at all. Due to not having to stop, Richard rushes straight through the door, and will continue running if the control stick is continuously tilted.



Forward Smash - Freeze Blast



Richard stretches his hands forward and a blast of cold, blue ice rushes out. Depending on the charge, the range of this attack will change. At minimum charge, the icy blast has a similar range to the Ice Climbers' Blizzard attack, while at maximum charge, it's about three times as long, though still the same height. This chilling attack causes automatic freezing, and deals 10% damage as well, though without any knockback. The freeze is pretty solid, making it somewhat difficult to break out of at high damage.

This attack will also freeze items and walls it hits solid, turning any item into a generic block-of-ice throwing item that deals 5% damage (the normal item is broken out of the ice casing after a single throw) and making walls unable to be used by characters who can wall-cling. Wall-kicks can still be performed, but characters doing so will have a 50% chance of slipping if they attempt to do so, in which case they'll fall in a helpless state for about half a second instead of kicking off the wall.
[ 10% ]

Up Smash - Hail



Richard pulls his cloak around him tightly and mutters a barely audible, "Hail..." Depending on how long you charge before this, this takes anywhere from a half-second to three seconds to fully perform, with rather long lag on either end. At first, nothing happens, but two seconds after this is finished, hail begins to fall in the area. The hail falls from about the height of Fox's ground jump, appearing magically as it quickly descends. The horizontal area covered is determined by charge, and can range from half a Battlefield platform's length to each side, to half of Battlefield's main platform to each side (meaning that if used from the center of Battlefield at full charge, the entire stage would be affected).

The hail falls for three seconds after it starts, with each chunk dealing 4% such that totals usually add up to 16 or 20% for those caught in the hailstorm. The hail also remains on the ground after falling, and will cause automatic tripping to anyone who tries to run on it. After the hailstorm has completely stopped, the hail on the ground disappears.
[ 4% per hit ]

Fwoosh Bonus: With Fwoosh behind the hailstorm, something unique happens to the icy chunks. After falling, at the point when they would normally disappear, the bits of hail instead jump a short distance into the air and explode. These explosions are each very small, but there are a lot of them, so they cover a pretty good area. Each explosion deals 2% damage and weak knockback, but you're likely to be hit by enough, if you're being hit by one, to deal around 10 - 12% damage. This happens rather quickly, so opponents caught in the hailstorm beforehand will have a difficult time avoiding these extra hits.

Down Smash - Skeletal Warrior



A pile of bones materializes directly in front of Richard, who begins to magically assemble them to form a skeleton. He'll form first the legs, connected by the pelvis, then add the torso and arms, then complete it with the head. Stopping the move at partial charge will result in only a pair of legs or a headless skeleton being formed, depending on how far you do charge the move. The legs happen almost immediately, and it takes almost a second to reach each of the other levels of charge. The full skeleton is about Richard's height.

If only the legs are constructed, the pair of boney legs will run forward from the place they were created, at about the speed of Ike's dash. Anyone they hit will take 8% damage, and if on the ground, will be buried. If they are hit in the air, they'll take downward knockback. If the running pair of legs strikes a wall, they'll slam into it and be destroyed. Likewise, if they run over a ledge, they'll stumble over themselves and break apart.

With enough charge to add a torso and arms to the legs, the headless skeleton makes the best use of its arms without being able to see. It will run forward, similarly to the legs, but if it hits anyone, it will instead grab them and begin to kick them repeatedly, similar to the grab and pummel of many characters. Each kick deals 3% damage, with a fairly fast repetition rate. The grip is about as strong as an average grab. This headless skeleton will still break apart if it hits a wall, but will stretch its arms out to catch itself should it stumble over a ledge.

A full-form skeleton comes with both of the aforementioned abilities, plus the power of sight. This skeleton will run toward the nearest opponent, choosing its attack from either of the above. If the skeleton is attempting to ground and bury opponents, it will take long, powerful strides (though it still moves at the same speed). You'll be able to tell if it's attempting to grab because its arms will be outstretched as it runs. This skeleton can turn around and will not run into walls, and can jump over ledges, though its jump is weak.

No matter which type of skeleton you construct, the skeleton can be destroyed by taking 20 damage, and will automatically disappear from the field after being around for ten seconds. Additionally, Richard cannot summon another skeletal warrior until the previous one is gone. Of course, Richard is free to move and perform other attacks after summoning the skeleton.
[ 8% or 3% per hit ]

Fwoosh Bonus: A fully-charged Fwoosh adds the possibility of a fourth level of charge to this attack. While this does force you to charge longer, it gives the skeletal warrior limited magical abilities. In addition to the two attacks mentioned above, this skeleton is also capable of firing medium-charge Fwoosh fireballs forward. It performs these rather intelligently, only doing so when it seems most appropriate. These fireballs have similar range, power, etc. to a halfway-charged Fwoosh fireball from Richard, with similar lag as well.



Neutral Aerial - Power Gem



Richard spreads his arms as a powerful red shock pulses through his body, coming from a red gem around his neck. This has moderate startup and high ending lag, and lasts for about one second. Richard falls at about half his normal falling speed during this time. The red pulsing energy will deal 12% damage and good diagonal knockback to anyone who touches him. This move grows weaker after being used, dropping to half power after each use and only returning to its previous level of power after ten seconds have passed.

The effect of this move on Richard's Fwoosh is unique and differs greatly from other moves connected to the Fwoosh. Rather than drain and use up Richard's Fwoosh, this move will actually charge it. This can only happen when some Fwoosh is charged, but the Fwoosh is not at full charge. Use of this move at full power will charge a partially-charged Fwoosh for exactly one-fifth of its full charge. This is very helpful when you don't have time to fully charge your Fwoosh, and allows you to perform an attack while charging it further. Note that unless this attack is used at full power, it will not charge the Fwoosh.
[ 12% ]

Forward Aerial - Fire It Up



Richard pauses in mid-air for roughly half a second, igniting himself, before shooting forward. He moves forward about half the distance of a Fox Illusion, at about the speed of his dash. Afterward, he suffers quite a bit of ending lag as he falls. Anyone he strikes while aflame will take 12% damage and okay diagonal knockback. His flames have a pretty high priority, but not as much as many of his other attacks.
[ 12% ]

Fwoosh Bonus: Perhaps predictably, a fully-charged Fwoosh diminishes the startup lag on this move to almost nothing. All other properties of this attack remain the same, including the ending lag.

Backward Aerial - Diamonds of Fiery Wrath



Richard hovers in place for one second, as a few bright diamonds circle him. Though he may look welcoming in this state, he's anything but. If anyone comes within about a Battlefield platform's length in any direction of him while he floats there, he'll blast them with a powerful fireball, similar to the ones used in the Fwoosh attack, which deal 10% damage and okay diagonal knockback, with little lag on either end. As long as Richard is able to fire at least one fireball, he'll suffer little ending lag, as the diamonds dissolve into thin air. However, if Richard is unable to perform an attack for the entire duration of this move, he'll suffer a lot of ending lag, having to snatch each of the diamonds out of the air himself to end the move. This takes him almost a second and a half, and he'll stop hovering during this time, so it's good to ensure that you'll hit with this move before using it.
[ 10% ]

Fwoosh Bonus: A charged Fwoosh will cause Richard to begin this attack with a fireball fired directly behind him. Not only does this help the move to start with a standard Backward Aerial-like attack, but it ensures that Richard won't suffer the long ending lag.

Up Aerial - Wishing Star



Richard reaches upward and places a small star in the air. This takes roughly half a second. Nothing will happen until someone touches the star, at which point Richard will quickly and almost laglessly fire a bolt of lightning from his fingers to the star. This will both deal 10% damage to and stun opponents who the brief lightning bolt hits, and destroy the star. Richard cannot set a new wishing star until the previous one is destroyed, so place the star well. The bolt of lightning also cannot travel through solid platforms, so try to keep a clear line of fire between Richard and the star.
[ 10% ]

Fwoosh Bonus: Adding a Fwoosh to this attack makes it more difficult for opponents to touch the star and quickly dodge, as it forces the star to go through a series of small explosions as it's destroyed. Each of these three explosions is slightly smaller than Kirby, and they all occur at about half-second intervals as soon as the star is destroyed. Each explosion deals 10% damage and flinching knockback.

Down Aerial - Lightning



Richard turns downward quickly, and fires a bolt of lightning from his fingertips. This attack happens quickly, with very little lag or execution time. The bolt will strike at a random angle, though it will always be roughly vertical, and reaches downward about the height of Battlefield's highest platform over the main platform. This bolt of lightning deals no damage, but stuns opponents like Zero Suit Samus's Paralyzer. The closer the opponent is to Richard's fingertips, the longer they'll be stunned for.
[ 0% ]



Grab - Choke Hold
Richard grabs opponents somewhat like Snake, from behind, with one arm around their neck. This has decent range and speed, but nothing too great.

Pummel - Neck Twist



Richard brings his other hand up to the victim's head, twisting their neck. He doesn't intend to kill, so he does this somewhat lightly, more for a torture effect. Though this can't be repeated very quickly, it deals 4% damage each time.
[ 4% ]

Forward Throw - Bucket



Richard slams a bucket over his opponent's head, which takes about half a second to do. This deals only a pathetic 2% damage, but the bucket remains until the opponent can shake it off, and until they do, they'll have their left-right controls reversed. If Richard regrabs the opponent while they have a bucket over their head, he cannot perform this Throw on them.
[ 2% ]

Backward Throw - A Natural 20



Richard tosses his opponent behind him casually with one hand, as he clenches the other in front of him. They'll take no damage from the toss, but Richard will open his hand to reveal a twenty-sided die. As he does so, the opponent will take the amount of damage on the die. This can make this a very powerful or a very weak Throw as far as damage goes, but it deals pathetic knockback either way, which only comes from the weak toss. If Richard gets a 20, he'll exclaim "A natural 20!" This Throw takes about a second to fully perform.

Up Throw - Comet Shot



Richard leans backward and releases his opponent upward in a fiery blast. Surrounded by flames, the victim shoots upward about the distance of Sonic's Spring Jump, taking 8% damage and also dealing 8% damage to anyone they hit on the way. This is a quick Throw, making it useful when Richard doesn't have time for something more powerful.
[ 8% ]

Fwoosh Bonus: As if this Throw wasn't quick enough already, a fully-charged Fwoosh lets Richard release his opponent with blinding speed. Opponents will hardly know they've been grabbed before they're airborne.

Down Throw - The Truth Hurts



Richard slams his opponent to the ground, as they take 5% damage. This is all that happens the first time this Throw is used on a specific opponent, but Richard will mutter to himself, "I may have deprived myself of an opportunity there..." afterward. The second time you use this Throw on an opponent, Richard will grip them by the collar or neck, shouting in their face, "You can't handle the truth!" before viciously slamming them to the ground for an impressive 15% damage. This cycle must be repeated again on the foe, performing the weak version before the stronger one becomes available. The stronger version of this Throw is somewhat slow, but the weak version is as quick as they come.
[ 5% or 15% ]

Fwoosh Bonus: Only the strong version of this attack benefits from a Fwoosh, which will result in Richard pelting his downed victim with flames after yelling at them. This adds another 10% damage to this already-impressive Throw.



Ledge Attack (Under 100%) - Ledge Illusion



As Richard clambers up the ledge, he casts a quick spell on the ledge, making it subtly stretch out over the next three seconds, eventually being about half a Battlefield platform's length longer. At least, it seems that way. In actuality, the ledge is in the same place as usual, but an opponent aiming carefully for the ledge may forget this and drop to their doom. Once the real ledge has been grabbed through the illusion, the illusion ceases.
[ 0% ]

Ledge Attack (100% +) - Misfire



Richard doesn't climb the ledge for this Ledge Attack, but lets go with one hand and aims it downward and away from the edge, firing a short-range burst of flames down at a perfect 45 degree angle. The range is similar to that of a Fire Flower's flames, and Richard holds the flames for about a second. The flames deal multi-hit damage that, at most, can total up to about 12% damage. This has little startup and moderate ending lag.
[ Up to 12% ]

Get-Up Attack (From Front) - Pit of Despair



Richard dives into the ground, as a dark hole forms, roughly the width of Ivysaur. Richard's eyes can be seen glaring out from the hole. This takes about half a second to do. In this form, he can't be hurt by any attacks that don't strike very low. Essentially, this is the ultimate crouch. However, Richard can only remain here for a second maximum, after which he will simply rise out of the hole, standing.

If, however, the attack button is pressed before Richard rises up on his own, he'll leap out in the direction he was facing when he was lying on his front. He'll travel forward about the length of a Battlefield platform, getting about as high as he normally is tall. Anyone he strikes will be dealt 8% damage and okay knockback. Richard suffers moderate ending lag as he lands after his leap.

The only move you can perform besides this attacking leap is the charging of your Fwoosh (but not the attacking/release part of the move), so this attack can be used as an evasive charging method as well.
[ 8% ]

Get-Up Attack (From Back) - Ice Shield



Richard, lying on his back, spreads his arms and then raises them into the air, forming a dome of ice over him, roughly his height in radius. This takes about a second to fully do, though Richard gains superarmor about halfway through until the end. This icy shield will repel any and all attacks made on it while it lasts, which is only for about half a second, after which it will burst and icicles will fly off in all directions, covering a space about the size of Bowser briefly and dealing 1% per icicle. Total damage for this move will usually accumulate to around 6 or 7%. Richard suffers little ending lag as the ice shield bursts.
[ 1% per hit ]

Tripped Attack - Pillaging Shovel



Richard pulls a small shovel from the depths of his cloak, and digs a hole right next to him as he stands up. This creates a hole that other characters will fall into if they step over it, being buried as if they were hit by the Pitfall item. This burial does no damage.

If the items are turned on, Richard also has a small chance of digging up a Mr. Saturn, Bob-omb, or Capsule, similar to Peach's Down Special or King Dedede's Side Special. If he digs up an item, he will automatically grab and hold it, with no additional lag.
[ 0% ]



Final Smash - Attack of the Little Village Up the Coast



When Richard activates his Final Smash, a blue-violet aura surrounds him, roughly the size of Bowser. This is visual only, but Richard is invulnerable for the duration of this Final Smash (roughly 15 seconds), will hover in mid-air, and can move himself around in all directions at about Jigglypuff's walking speed.

The more important part of this Final Smash are two dark portals that will appear at random locations on the stage. Out of these portals step two of Richard's loyal villagers, tattered skeletal beings, each armed with a sword in one hand. They're about as tall as Link, and their swords are also of a similar width and length to the Master Sword. These skeletal beings will move around the stage and attack Richard's opponents while Richard keeps the portals open, floating in the air.

The skeletons can be attacked, but doing so may not always be wise. You see, the skeletons consist of three parts, like the ones Richard summons with his Down Smash, and every 20 damage they take, each point of separation (the neck and the waist) has a 50% chance of severing. All the parts of these skeletons are capable of attacking together or on their own. The abilities of all the combinations are as follows:


Full Body - Full skeletons are a force to be reckoned with, running at roughly Mario's running speed and jumping about as high. These will target the nearest opponent, and deliver sword slashes not unlike Link, Marth, or Ike's. Some are fast, slow, weak, or strong, but generally, the skeletons' attacks deal between 10 and 20% damage, and it's tough to avoid being hit at least a few times.

Legs and Torso - Skeletons missing their heads perform similarly to the full body ones, but without the ability to target opponents. They'll rush around blindly, performing various sword swings in a rage. They won't, however, run into walls or off of ledges.

Head and Torso - Without legs, the skeleton moves slowly, crawling with its free hand at about Jigglypuff's running speed. It still delivers the same sword swings, just without the luxury of good mobility. These are also incapable of jumping.

Head - A skull separated from its legs and torso begins to use what magic Richard's granted it. Opening its mouth, it will shoot bright blue energy balls about the size of Kirby out every two seconds. These travel about as fast as Ness's PK Thunder, not stopping until they hit a wall or an opponent. The heads, being the eyes of the skeleton, will always fire these energy balls toward opponents. The energy balls deal 10% damage if they connect, as well as great knockback.

Torso - If separated at both connection points, the skeleton's torso will be unable to move quickly or see, but will crawl around like the Head-Torso combination, though not toward players, hacking and slashing about randomly.

Legs - Without a head or a torso, the legs have it pretty tough. They'll just run around randomly, now at about Zero Suit Samus's dashing speed (due to the lost weight of the other parts), dealing 10% damage to anyone they hit, as well as pretty good horizontal knockback. Luckily, due to what magic Richard can muster for them, the legs will barely manage to avoid walls or ledges.


Skeletons can't be knocked around, just damaged and broken, so don't go trying to knock a loose skull over the ledge or anything. After fifteen seconds have passed, the skeletal warriors will be sucked back into their respective portals quickly (in pieces, if need be), and Richard's aura depletes, as the battle returns to normal.

[ Variable Damage ]



Up Taunt - For Pony



Richard's hands seethe with flames as he leans forward and glares, shouting "For pony!"

Side Taunt - The Fork of Truth



Richard pulls a fork from his robes, exclaiming sarcastically, "Behold! I have discovered the Fork of Truth! Who would dare oppose me now?"

Down Taunt - Lord of the Dance



Richard does a mildly disturbing dance, saying, "I'm adding Lord of the Dance to my titles."

Up Victory Pose - FTW



Richard holds his hands up, making a victory sign and proclaiming "Richard for the win!"

Side Victory Pose - n00b



Richard looks back at the loser(s), then folds his arms disappointedly, lowering and shaking his head as he mutters, "Noob..." ("Noobs" if there are multiple losers)

Down Victory Pose - Bone Throne



Richard appears sitting in a throne made of skulls and other various bones, looking bored. If one looks closely, some of the skulls appear to be those of the losers. How strange, considering they're still standing right behind Richard...

Loss Pose 1 - Banishment



Richard does not appear on the screen at first. If, however, you sit on the results screen for a little while, the announcer will explain, "He's been banished to another plane." At this point, the screen will fade to white, as we see Richard sitting, slumped over, in the infinite whiteness. Richard then states, "Ahhh. I see it clearly," before bitterly explaining, "This is the plane of suck." Whether this Loss Pose or the second is performed is determined randomly.

Loss Pose 2 - Terrifying Speech?



A blanket lies on the ground, obviously covering something. Richard can be heard shouting "Fear the Lord of Darkness, the Prince--" as he struggles and then tosses the blanket from over his head, revealing to the players that he is currently in his small form. In confusion, he asks rhetorically, "Why am I here?" After a moment of silence, he then asks, "Did my successful attack win the decisive victory in the battle?" looking smugly toward the camera.

Victory Theme - Slaughter Your World
The ending of "Slaughter Your World," done entirely instrumentally so as to not interrupt Richard's potential speaking parts. Makes it sound strangely like the song it's a parody of, huh? The full song serves as Richard's single-player credits theme as well.



It's Not How Big Your Fwoosh Is, It's How You Use It.



Playing Richard is about carefully balancing a few precious techniques. Hctib (Down Special) serves as a great damager as long as Richard can stay safe in his small form, for which his pet bunny (Down Tilt) and his portals (Up Special) really come in handy. If you can stay away from your opponents for a while, you should, and just let Hctib do what damage he can. When you're ready to return to normal, keep your distance as you cast the defensive spell, and then try to stay close to Hctib so he can score the necessary hit on your opponent and they can't attack you. Also, don't forget that while Richard suffers decreased power, range, etc. while small, calling Sooba with your Side Special is as powerful as ever, so make good use of him.

When you're done being small and you've reverted back to normal, try to keep your distance and space wisely. Richard has his share of distanced techniques to keep your opponents occupied, but he struggles a bit to KO. Outside of your Final Smash, your KO options include Sooba (Side Special), Freeze Blast (Forward Smash) for gimping, and the Power Gem (Neutral Aerial). Those are definitely Richard's best bets for getting KOs, particularly Sooba and the Power Gem. You won't feel any shortage of damaging moves, so use the rest of your moveset as you please.

Try to keep what traps and assistants you can laid at all times. The Wishing Star (Up Aerial), bunny/flaming cats (Down Tilt), and the Skeletal Warrior (Down Smash) should be kept as constant as possible, since they'll pressure your opponents into making mistakes. Richard may have to get opponents to higher damage than many fighters, but with as many distraction and damaging moves as he's got, it shouldn't be a problem for any decent player.

Sooba should never be forgotten, as any successful hit with him can combo into another. If you can push your opponent over the edge with Sooba, even if they escape his grip afterward, you have your Down and Backward Aerials to hit them with, not to mention a gimping Forward Smash or an Up Smash used over the ledge for extra damage.

Of course, the ever-useful Fwoosh is not to be forgotten either. Take every opportunity to charge it, especially those provided by your Get-Up Attack from the front. That's a free bit of charge that should never be wasted, and once you've got that, you can Power Gem (Neutral Aerial) your Fwoosh to full capacity. With so many moves in Richard's arsenal getting a boost from the Fwoosh, it's critical to maintaining a good game.

Richard's lightweight makes him easy to knock around, but he's got some decent methods of recovering. Firstly, he falls slowly, so he can easily make it back to the stage if he's high enough. Also, don't let his Forward Aerial go to waste, as it'll really help with horizontal recoveries. When it comes to vertical recovery, you'd best hope you've placed a portal in the right place. Placing one either right at the ledge (to sweetspot it as you emerge) or at the center of the stage are usually good bets.



Entrance 1 - Very Bad Things



Richard performs one of these two Entrances at random. For this one, Richard bursts from a pile of rubble that sits on the stage, flames surrounding him as he menacingly states, "Rejoice, for very bad things are about to happen."

Entrance 2 - Diversion



Richard falls from above, slamming his face on the ground. As he stands up, he states calmly, "Good evening. This is a diversion," before taking a battle-ready pose.

Assist Trophy - Cale'Anon



Cale'Anon (or just Cale) is the noble elven hero of Looking For Group. When Cale emerges from the Assist Trophy, he draws his bow and begins shooting at random players, which can include the person who summoned him. These arrows are similar to Link's, but Cale can fire in any direction. When Cale hits someone, they'll take 10% damage, and he'll shout "Begone, evil one!" Cale's annoying nature at this point makes his victim snap, and they'll be taken over by a CPU and forced to go to Cale and hit him. Cale appears frightened as this happens. Other players, of course, can take advantage of this CPU control to attack the affected player, whose only goal is to attack Cale. Once they've attacked him, he'll disappear. If he doesn't hit anyone, he'll disappear after ten seconds.

As a bonus Easter egg, if Richard is the one who Cale hits, he'll burn him up. As Cale becomes a pile of ash on the ground, he says, "I think I require the services of a healer..." to which Richard promptly replies, "Walk if off, you pussy."

Items

Richard "discovers" a few items on the group's quest for the Sword of Truth, which are:

The Sword of 77% Probability



This is a moderate-power battering item like the Beam Sword or Lip's Stick, being about as long as a Homerun Bat and having a similar attack speed (except for the Homerun Bat's especially long Smash attack). However, every hit this sword makes, it has only a 77% chance of remaining on the field. In other words, 23% of the time, it will simply vanish, leaving the user empty-handed.

The Sword of Maybe, Maybe Not



This is another sword like the other, but with this one, every hit made with it only has a fifty-fifty chance of actually damaging. The other half of the time, the sword will strike the opponent for no damage, no knockback, and no hitstun. Worth it? Maybe, maybe not.

The Sword of Mostly Falsehoods



This sword, being made entirely of balloons, is, for the most part, useless. Its pathetic attacks deal measly damage and knockback. However, it's only mostly useless. Once in about every hundred times it hits someone, it'll somehow deal 20% damage and pretty good knockback.

The Stick of Lies



This stick deals 1% damage when swung at an enemy, and will immediately break upon contact.
 

Clownbot

Smash Lord
Joined
Jun 9, 2009
Messages
1,851
@ Ace Lucario: that is really good. the only prob is you also have to explain character stats, and I think you have to have music too.
Stats aren't mandatory, but it's pretty important to have them; music is an extra, you don't need it, and Ace needs damage percentages for all the moves.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,291
Location
Hippo Island
Richard was epic. Pretty much all of the moves were creative, and the Fwoosh bonus made things even better (and lulzy).

Although, I can't help but feel that he was a bit too versatile, if you know what I mean.

Nevertheless, this was a fun read, and a solid move set overall.
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
Richard is epic win.

He is by far the most lulzy set of the contest (atleast for those who have read or are reading the comic). Sakurai may have been awesomely funny, but Richard is >>>>>>>>>>> Sakurai.

Much like Sakurai, I wasn't really expecting much in the way of an actual moveset, but this has totally exceeeded any expectations I could have had. The moves are often awesomely creative- even the less creative ones atleast put a nice twist on existing moves. A Richard player has so many options thanks to the versatility of the set, and yet, this set is still within reasonable balance.

The best part of the set is obviously how funny and true-to-character it is. It encompasses almost everything Richard does and gave me the same feeling of sadistically humorous joy I had gotten from reading the comic.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Yeah, of course it doesn't matter whether you comment right away or after you've had time to let it register, Warlord, and you've always been good with this, but you're one of the few MYMers still commenting on sets as they're posted. In general, Spade's, Kibble's, HR's, mine, and yours get a goodly amount of commentary; it seems to me that everyone else gets shafted.

Also, a brief announcement: I'm going to be leaving on vacation next Wednesday, and won't be back for four weeks. I'll miss the end of MYM5 and the beginning of MYM6, so I have a quick question for any of the Sins- would it be fine if I sent in votes early because I can't do it at the end of the contest?
Personally (and just to get my thoughts through to the others, who will likely be discussing it in-chat), I feel that that'd be completely okay. Posting movesets near the end of the contest is an automatic advantage over movesets posted early, especially with a compacted advertising period, so one person not having access to them would actually serve more as a balance than anything.

Anyway, if you leave next Wednesday, you only miss out on one week. Not all that much, and Khold did something of the sort last contest, so there IS precedent.
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
Richard was a very cool moveset. It had everything a moveset needs, plenty of creativity, good detail and it was nicely balanced as well. The set was very entertaining as well, using a peasant as a shield is completely evil but it seems fitting and quite funny. My favorite set of yours so far.

KingK.Rool said:
Personally (and just to get my thoughts through to the others, who will likely be discussing it in-chat), I feel that that'd be completely okay. Posting movesets near the end of the contest is an automatic advantage over movesets posted early, especially with a compacted advertising period, so one person not having access to them would actually serve more as a balance than anything.

Anyway, if you leave next Wednesday, you only miss out on one week. Not all that much, and Khold did something of the sort last contest, so there IS precedent.
He did? Thanks for advocating for me.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
Good to see Richard out, heh. You’re probably gonna have to work on your speed if you wanna get your ten billion plans done before the contest ends somehow. You’ve got just a little under two weeks now. . .Although I’m really only rushing so that Wrath actually gets done. :p How goes that collaboration with Baloo, aye?

Either way, I’m still definitely glad we at least have Richard, who is the epitome of lulz. I’m glad you implemented Hctib so well and that Richard surprisingly still has somewhat of a playstyle. Unlike Plorf, I think you actually had the perfect balance of randomness in the moveset in that the attacks weren’t random enough to make Richard void of any playstyle. Good job.

To be fair I don’t think this moveset is quite as funny as Sakurai (Heil Sundance), but it’s able to be taken a lot more seriously while still being hilarious none the less. The sheer epicness of Richard as a character and how you were so true to him throughout the moveset when accompanied with the easy descriptions and mass pictures makes this among the very easiest movesets to read through in the contest, hands down. The headers are also the most fitting while not detracting I’ve seen in a long while. I’d easily put this set at the top of the list as one to get people into MYM due to how visually appealing it is.

The biggest complaint I can come up with really is rather minor in that while the main moveset surprisingly isn’t that random, the various animations/poses are. When I do specific loss poses, I generally tend to make them more of win poses for who won the match, but these aren’t even against anybody specific. No matter who wins, Richard always gets the spotlight on the results screen, it seems. That said, the poses are still filled with lulz none the less. The real highlight of the extras is the items, which while for the most part useless and make the game of Smash even more luck based sounds like fun things to mess with in casual matches.

My favorite moves ignoring lulz are the dsmash and final smash. You were pretty creative with how you made all the various pieces of the skeletons function based on which body parts they still had, and it was pretty lol worthy who the skeletons ran off cliffs and smashed into walls when they couldn’t see.

Quite possibly your best yet, at least on par with Elias. While bias may be involved, I’m biased towards the epic mechanics of Panel De Pon as well and I’ve played a good bit of Animal Crossing. While Richard didn’t seem to have more of a playstyle then Elias after reading through all the actual moves, I felt you wrote his actual playstyle description better. I guess it just comes with experience, huh? Great set, highly enjoyable read.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
I have a great deal of respect for those who can make movesets for such inconsequential and forgotten characters as Krow. And I respect those who pull off a good moveset of those characters even more

My main problems with Krow have already been stated in previous comments, and it's good to see you've taken the criticism onboard.
But I may as well chip one more penny onto the pile anyway;
Some of the moveset is filled with the signature moves of characters/objects who aren't Krow, which irks me slightly. I'd rather see a few generic attacks that are unmistakably Krow, than a mess of unique attacks you'd more likely see on Ka-boing or whatever.


There's not too much I can say about Richard, it was incredibly enjoyable to read and seemed entirely in character (although that's just my assumption, since I hadn't even heard of Richard until now). Having most moves benefit from a full Fwoosh is a simple, yet worthwhile twist on 'Charge' moves, and the teleport's ability to store an extra one eliminates the immediate complications of attacking without accidentally wasting a Fwoosh.

But I am personally aggreived how 'Teleporting' Up-B's keep sneaking into otherwise wonderful movesets. It's right up there with "dig a pit that behaves like a pitfall" and "lightweight trap layer" in terms of stale ideas
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Richard was epic. Pretty much all of the moves were creative, and the Fwoosh bonus made things even better (and lulzy).

Although, I can't help but feel that he was a bit too versatile, if you know what I mean.

Nevertheless, this was a fun read, and a solid move set overall.
Thanks, HR. :)

Richard is epic win.

He is by far the most lulzy set of the contest (atleast for those who have read or are reading the comic). Sakurai may have been awesomely funny, but Richard is >>>>>>>>>>> Sakurai.

Much like Sakurai, I wasn't really expecting much in the way of an actual moveset, but this has totally exceeeded any expectations I could have had. The moves are often awesomely creative- even the less creative ones atleast put a nice twist on existing moves. A Richard player has so many options thanks to the versatility of the set, and yet, this set is still within reasonable balance.

The best part of the set is obviously how funny and true-to-character it is. It encompasses almost everything Richard does and gave me the same feeling of sadistically humorous joy I had gotten from reading the comic.
I am very glad to hear that, considering that I was worried how well I could capture Richard without making him brokenly deadly or at least with his attacks involving blood, something I didn't want to have to include.

Richard was a very cool moveset. It had everything a moveset needs, plenty of creativity, good detail and it was nicely balanced as well. The set was very entertaining as well, using a peasant as a shield is completely evil but it seems fitting and quite funny. My favorite set of yours so far.
Thank you, Wiz. The peasant shield was something I just couldn't resist, as he does exactly that on one of the first pages of the comic. I knew I couldn't just give him a normal shield after that. :laugh:

Good to see Richard out, heh. You’re probably gonna have to work on your speed if you wanna get your ten billion plans done before the contest ends somehow. You’ve got just a little under two weeks now. . .Although I’m really only rushing so that Wrath actually gets done. :p How goes that collaboration with Baloo, aye?
I may drop some, but rest assured, the first ones to drop will be the remakes, Adeleine and the Baby Mario Bros. Wrath'll be tricky, as joint movesets always are, to get done within a time limit, but I intend to give it my best. At worst, I'll have to just leave a partial moveset for Baloo to complete on his own. :ohwell:

Either way, I’m still definitely glad we at least have Richard, who is the epitome of lulz. I’m glad you implemented Hctib so well and that Richard surprisingly still has somewhat of a playstyle. Unlike Plorf, I think you actually had the perfect balance of randomness in the moveset in that the attacks weren’t random enough to make Richard void of any playstyle. Good job.
Phew. That's one thing I was also worried about. Balancing coherent-ness with versatility. Sounds like, at least according to you, I hit pretty close to the mark I needed to.

To be fair I don’t think this moveset is quite as funny as Sakurai (Heil Sundance), but it’s able to be taken a lot more seriously while still being hilarious none the less. The sheer epicness of Richard as a character and how you were so true to him throughout the moveset when accompanied with the easy descriptions and mass pictures makes this among the very easiest movesets to read through in the contest, hands down. The headers are also the most fitting while not detracting I’ve seen in a long while. I’d easily put this set at the top of the list as one to get people into MYM due to how visually appealing it is.
I definitely agree Sakurai is a bit funnier due to sheer randomness. Glad I still have the easy-to-read touch, as a few of these descriptions ended up a bit longer than I normally write them. Also glad to hear a little love for the headers, too. :)

The biggest complaint I can come up with really is rather minor in that while the main moveset surprisingly isn’t that random, the various animations/poses are. When I do specific loss poses, I generally tend to make them more of win poses for who won the match, but these aren’t even against anybody specific. No matter who wins, Richard always gets the spotlight on the results screen, it seems. That said, the poses are still filled with lulz none the less. The real highlight of the extras is the items, which while for the most part useless and make the game of Smash even more luck based sounds like fun things to mess with in casual matches.
I definitely understand what you're saying about the Loss Poses. They were just pieces of the comic that I really wanted to include, so... Eh. Glad you liked the Items, though. They were entertaining to write. (The Stage was not, so as you may have noticed, I decided to drop it.)

My favorite moves ignoring lulz are the dsmash and final smash. You were pretty creative with how you made all the various pieces of the skeletons function based on which body parts they still had, and it was pretty lol worthy who the skeletons ran off cliffs and smashed into walls when they couldn’t see.
Undoubtedly my favorite move concept as well. The cliff/wall idea was actually first meant as a balance mechanic (to keep legs running over cliffs from spiking downward after they went over), but it ended up generating some lulz for me, too, making it all that much better. :cool:

Oh, and concerning what you said about the FS in the chat, I added the Torso part (it disappeared somehow, I guess, because I already had it written in my draft), but a Head+Legs combination is impossible. Only the connection points break, so when a full skeleton takes enough damage, it can lose its head, its legs, or totally separate into three parts.

Quite possibly your best yet, at least on par with Elias. While bias may be involved, I’m biased towards the epic mechanics of Panel De Pon as well and I’ve played a good bit of Animal Crossing. While Richard didn’t seem to have more of a playstyle then Elias after reading through all the actual moves, I felt you wrote his actual playstyle description better. I guess it just comes with experience, huh? Great set, highly enjoyable read.
Funny that I started this one with a playstyle in mind, sort of forgot about it as the moves warranted more randomness (I prefer the term "versatility," personally :p), and then managed to write what I think is my best Playstyle section yet. Maybe I'm just getting better at that, since the playstyle didn't turn out at all like I was originally planning. :psycho:

And Richard is amazing. It's one of the few movesets I actually read as soon as they were posted. Mind arrows for the win. (h)
:bee:

There's not too much I can say about Richard, it was incredibly enjoyable to read and seemed entirely in character (although that's just my assumption, since I hadn't even heard of Richard until now). Having most moves benefit from a full Fwoosh is a simple, yet worthwhile twist on 'Charge' moves, and the teleport's ability to store an extra one eliminates the immediate complications of attacking without accidentally wasting a Fwoosh.

But I am personally aggreived how 'Teleporting' Up-B's keep sneaking into otherwise wonderful movesets. It's right up there with "dig a pit that behaves like a pitfall" and "lightweight trap layer" in terms of stale ideas
Thanks, Junahu. Can always count on you to pick out the otherwise unseen flaws in a moveset. :laugh:

Guess I managed to give Richard a few things that have been becoming a bit common. In my defense, though, they were true to his character, and I really, really tried to think of another Up Special for him, but nothing else worked without being out of character or completely uninteresting. :ohwell:
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Wow, I just read Krow's aerials and he has the exact same U-Air as I was giving my secret character...I'm still using it though.
 

UserShadow7989

Smash Journeyman
Joined
Aug 13, 2007
Messages
306
@Krow: I can't really add anything that hasn't been said already, but I can give advice on how to improve your writing.

1. A sentence should have no unneeded words, a paragraph no unneeded sentences, and so on.
2. Never use a long word where a short one will do.
3. Don't use detail that goes without saying. I.E. the Red Apple should just be Apple. If it's a Blue Apple or a Radioactive Apple, then go ahead.
4. When describing something, present the details in the order they appear. For example:

"Krow begins to spin around rapidly on the ground as this is charged. Upon release of the move, Krow stops spinning, and the dust cloud she kicked up while spinning blows away to reveal a Kannon."

Should be written as:

"Krow spins in place as this attack charges, kicking up a dust cloud. When she finishes, she stops spinning, and the dust cloud she created vanishes to reveal a Kannon."

5. Ignore any of these rules sooner then writing something in "Tarzan speak".
(This portion of the post was blantantly ripped off of paraphrased from http://www.sirlin.net/articles/writing-well-part-1-sensibilities.html which is a wonderful site and a decent read.

Still a good set. I can see plenty of effort went into it.

_/ _/ _/ _/

@Animal Crosser(pg.121), Suzu(pg.117), and Jill(pg.117): I suggest you look at how the big names (Master Warlord, SirKibble, BKupa666, Spadefox, Hyper_Ridley, to name a few) orginize their sets with colors and larger text, and the level of detail they use. I'd also read some of the reviews found here: http://chiefmendez.wordpress.com/

Use that as a sort of guide for how to make your sets. It's a lot easier then it looks, it just takes a while. Anywho, welcome.

_/ _/ _/ _/

@Richard: I love this set. I haven't read the webcomic myself, but this set is funny, creative, and easy to read. I'm sorry that I cant offer anything constructive, but I have to say this may be your best set.
 

Jimnymebob

Smash Champion
Joined
Sep 26, 2008
Messages
2,020
NNID
Jimnymebob
I haven't had time to read Krow and Richard fully, and I am going to be really busy until Friday, so I probably won't get much in-depth commentary.
However, from what I have read, Krow seems a lot better than Tingle, in terms of balance mainly, and I like all the references to DKC.
I have only skimmed Richard, but he seems great, and I have enjoyed what I've read so far. The pictures really bring the set to life as well, so well done.

I apologise for crappy comments, but I'll read them fully in a few days OK?
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,440
Phoenix
Brawl
- For -

++++++++++++++++++++++++++++++++

- STATS AND OTHER STUFF -

STRENGTH: His hits deal a medium amount of damage. Think green (Luigi) on this one.
DEFENSE: At 20%, he starts losing his ground upon strong hits. At 40%, he's flying without recovery for a bit. Something like Mario.
SPEED: At full run, Nick clocks in just below Sheik.
JUMP: Jump height is just between Link and Samus.
GRIP: Nick turns at the same speed as Marth.
WEIGHT: Nick is not a fastfaller, and has about the same flight distance:damage ratio as Samus.

Symbol: Nick's attorney badge.

Kirby Hat: Kirby dons a Phoenix wig!

Alternate Costumes:
1 - Phoenix's normal blue suit.
2 - Miles Edgeworth's regal red outfit.
3 - Nick's white musician outfit. (Seen on the cover of the "Gyakuten Saiban meets Orchestra" music CD)
4 - Pre-attorney Phoenix form GS3, the one with the pink sweater and face-mask.



Item: Luminol Spray - Reveals any and all cloaked enemies, covers the area around motion-sensor bombs with a white mist, and generally makes hiddent things (new items that haven't been revealed yet) not hidden anymore.

Taunt : Nick nervously chuckles, one hand on his hip, the other behind his head. See below. (Of course, it's only one run through.)


Winning Scene1: Nick adjusts his tie, then smiles and gives a quick nod toward the camera with one hand on his hip.
Winning Scene2: (Coming Today)

- "A" ATTACKS -

A - Nick punches straight ahead with his left fist, which can lead into...
AA - Another straight punch, this time with Nick's right. Links to...
AAA - A semi-spin with a right leg kick. You know the drill...
AAAA - Nick turns all the way around, ending his spin with a diagonal heel drop from his left leg...just kidding. He's not THAT athletic. He ends his combo with a spinning, full-palm slap!

Side A - Nick whips his briefcase in front of him, starting high and ending low.
Up A - Nick punches skyward, hopping about a foot off of the ground.
Down A - Nick trips over nothing, coming down hard in front of him. With good timing, this can go right into a shield roll.

Dash A - Nick crow-hops a few feet while winding up a punch, then jams it straight ahead into the foes gut.

- SMASH ATTACKS -

Side Smash - Nick grips his briefcase tightly in both hands, and baseball-swings it in front of him. A hit sends paper flying everywhere (just for effect).
Up Smash - More briefcase shenanigans ensue when Nick arcs the thing overhead, sending recipients diagonally downwards in front of him, sort of like Fox's Up Smash from behind.
Down Smash - A solid stomp in front of him. A full-charge yields a 3-stomp combo.

- AERIALS -​

Neutral Air - A horizontal spin, akin to Peach's Nair, only with Nick's briefcase. Paper will fly.
Forward Air - A punting kick, with slight lag for the wind-up. Acts like an upwards spike/meteor.
Backward Air - Nick spins around once in midair, briefcase leading.
Upward Air - The backflip kick. However, if Nick uses this, he ends up losing recovery, and crashes to the ground. Good timing can once again lead to a sheild roll.
Downward Air - The double-stomp, although it acts more like Sheik's than C. Falcon's (i.e. not a one-hit range).

- GRABS -​

Grab - Reaches out with both arms. The "bear hug" method.
Running Grab - Same as above, only with stopping lag.
Grab Attack - A knee to the, ahem, "lower body".

Forward Throw - A sidearm pitch using both arms.
Backward Throw - OH YEAH, THE WRIGHT-STYLE SUPLEX!
Upward Throw - A simple upwards toss, a la Mario.
Downward Throw - Nick drops the foe to the floor, then follows up with a devastating two-hit heel stomp combination.

- SPECIALS -​

B: Objection! - The finger of truth is wielded! If the finger lands right in the middle of an enemy, a nice "homerun" effect and HUGE knockback results. Like C. Falcon's knee, only cooler because it's Phoenix Wright. If you hit the sweet spot, expect a good 35-40% damage as well!
Side B: Witness Testimony - Nick glances over the witness' testimony, then with a quick shrug, flicks it away. If you've ever thrown cards, then you know how this sucker flies. A smashed version of this has Phoenix angrily reviewing the sheet, then whipping it away, dealing more damage, but with less range.
Up B: Flight of the Phoenix - (Note: I'm a bit shaky on this one, so any help would be appreciated) Nick flails wildly, clawing at the air and by some act of God, pulling himself heavenward. Damages like Luigi's dash.
Down B: Cross Examination - Phoenix mulls over his evidence (in paper form). Any attacks are met with a snappy counter, not damaging the foe, but leaving them stunned for a good 1 second, while Nick recovers immediately, ready to launch any attack.

Final Smash: Turnabout! - Nick's determined visage flicks across the screen, and anyone unfortunate enough to be directly in front of him gets a face-full of finger. Phoenix moves around his opponent, quickly presenting piece after piece of contradicting evidence, sending objects and papers flying all over. When the dust settles, the enemy takes anywhere from 25-100% damage, based on how much % Nick has (get it? A turnabout?). No knockback, but huge damage.
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
Oh Em Gee.


That is the best moveset ever made by any human being. The level of detail is thrilling. I'm gonna review this right now.

The jab combo is absolutely stunning, nothing could fix it. It's original, detailed, and just overall amazing.

The Forward Tilt is also incredible, as is the up tilt. I found the up tilt particularly original and interesting.

The down A is soooo useful. Seriously.

No improvements need be inflicted upon the fair face of the dash attack.

The side smash is very original, and is very very different from Ness's. The other smashes are also highly original. I don't really need to say anything about the aerials or grab and throws, they're just as amazing.

The B is very balanced and detailed, I love it. The originality pulsing form it is so huge that I almost died of happiness when I read it. The way that the side special is explained so well astounds me. I know exactly what is happening in that attack, you describe it perfectly. AHHH! The up special is so fitting to the character I almost exploded with glee! And the idea of a countering down B is highly original. AND WOW! There isn't really anything to say about the Final Smash, but I think it was a bit to full of detail. There was waaaaay more detail than you needed there, dude.

Anyways, +1 super vote for Phoenix. Exceptional set, Kholdstare.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Mendez is rolling over in his... rib shack, I guess.

I happen to like that set, in its original, unmangled form.
 

UserShadow7989

Smash Journeyman
Joined
Aug 13, 2007
Messages
306
Warning! Challenger Approaching!
***(All pictures used here were made by Nintendo, and found on http://www.fe-online.co.uk/ I did not make these myself.)***
The Lady of Sacae, Lyndis has joined the Brawl!

_((Lyn's Story))_​
Prior to the Story of Fire Emblem (The seventh in the series, but the first released state-side), Lyndis was born in the Sacaen plains to Lord Hassar, chieftain of the Lorca tribe, and Lady Madelyn, daughter of Lord Hausen of Caelin. Lyn's parents, along with the rest of her tribe, were slaughtered by the Taliver bandits. The Taliver were an especially violent gang of bandits, who take their name from the mountains they made their domain. Lyn survives the slaughter, and lives alone until the begining of the game, training so that she can exterminate the Taliver when she got her chance.

At the start of the game, she finds a tactician (the player avatar) lying on the ground, unconscious. She takes him/her back to her home and nurses them to health. Not long after the tactician awakes, bandits attack a nearby village. With the tactician's guidence, Lyn manages to defeat the bandits. After the battle, Lyn asks the tactician if she can travel with him/her, in order to strengthen her abilities. Soon after their departure, they meet two knights from Caelin, Kent and Sain, who are searching for her. They tell her that she is the granddaughter of Lord Hausen, who's health is slowly declining and wishes to see his daughter and her family before he passes. Lyn agrees to travel to Caelin to see her grandfather.

As the group travels, they save a priest from bandits, who had come to steal the blessed sword Mani Katti from it's shrine. To reward her bravery, the priest gives Lyn permission to hold the holy sword herself. Honored, Lyn takes the sword into her hands. The Mani Katti glows upon her touch, signifing that she is the destined wielder of the blade. The priest emplores her to take it with her, and after a moment of hesitation, she agrees. Along the way to Caelin, Lyn finds many allies to assist her. She soon learns that her granduncle, Lord Lundgren, is poisoning her grandfather in order to claim the throne from him, and will stop at nothing to prevent her from reaching her grandfather alive.

His efforts prove to be in vain. After a difficult fight, Lyn slays the powerhungry fool, and finds her grandfather alive, but in bad shape. She pleads with him to stay alive, as he is her only living family member. Encouraged by her words, he continues to fight the effects of poison and eventually recovers from the brink of death. From this point until the start of the main story, Lyn lives with her grandfather as Lady Lyndis, and several of her friends stay with her as Caelin's knights. She takes on a lesser, but still vital role during Eliwood's or Hector's story (depending on which the player chooses), helping them to stop the game's main villan, Nergal, from opening the Dragon's Gate for his own nefarious ends. During this quest, Lyn awakens the true strength of the Mani Katti, which becomes the Sol Katti.

Lyn was created specificly for the story of Fire Emblem 7, and recieves no mention during Fire Emblem 6(which her game is the prequal to). As such, there's no real information on where she is during the course of Fire Emblem 6 or the 20 years between the games. If she gains an A support ranking with Eliwood, Hector, or Rath, she will marry them and become the mother of Roy(yes, that one), Lilina, or Sue, respectively.

Thanks to Wikipedia and it's contributors, which I used to refresh my memory of the game's story and orginize my thoughts.

_(((SPECIAL MECHANIC) Equipment))_
Lyn has many moves involving her bow and her sword, her moves changing based on which one she has. When she respawns or uses an attack that has her throw away an item, she switches back to her sword by default. Lyndis can change her selected weapon by using her Down Taunt, which takes 1.2 seconds to complete. Lyn still changes weapons, even if the Taunt is not completed. While she doesn't perform the animaton, Lyn does swap weapons in the air if the Down Taunt imput is performed, including the 1.2 seconds it takes to do so.

When Lyn picks up an item like a Beam Saber or a Pokéball, she holds the item in her left hand, while keeping her current equipment in her right. When Lyn performs an action that requires both her hands, she places the item behind her back. It disappears into the cartoon hammerspace all characters seem capable of until she finishes whatever she's doing, at which point she reaches behind herself again and pulls it back out.

_(((SPECIAL MECHANIC) Childhood Friends))_
What? Another mechanic? Isn't that a little overcomplicated? Not really. Lyn calls in her chilhood friend, Florina, using her Up Special. Florina has a limited amount of stamina, and attacks in tandem with Lyn during her aerials, sticking around until she's KOed. Simple. If you want the more in depth explination, just check the Up B description below.

_((Introduction))_
Lyn's best asset is her manuverability. She has the third best move speed when compared to Brawl characters (Behind C. Falcon and Sonic.) and most of her attacks involve her leaping towards/away from foes or moving in a way that shrinks her hurtbox. She's going to need this, however. She's the lightest of all humanoid characters and her recovery isn't all that great. Her attacks do very little damage, and while she has good attack speed and range, she has only a scant few KO moves that don't involve risks.

Which weapon you use should depend on your opponent. Use Lyn's sword when facing an opponent who does best at long range, and use her speed to stay close. If you're up against an enemy who likes it up close and personal, Lyn's Bow should be used to chip away at them and her speed should be used to avoid them at all costs. Lyn has plenty of tricks in the air as well. Florina, a pegasus knight and Lyn's childhood friend appears when Lyndis uses her Up B. Florina follows Lyn and boosts her recovery to a somewhat respectable level, and fights in tandem with Lyn while in the air.

_((Stats))_

Size: 6.5/10

Lyn's figure is identical to Zero Suit Samus in both height and width.

Weight: 3/10
Lyn's the lightest of all the human characters by a decent margin, and needs to use her speed to avoid her opponents if she wants to survive for long.

Walk Speed: 4/10
Lyndis takes long, graceful strides as she walks.

Run Speed: 8/10
Amazing. Lyn is only slightly slower then Captain Falcon.

Traction: 7/10
She will trip, but not often.

Power: 3/10
Lyn focuses on speed more then power, many of her moves reflect that. She does have some attacks that deal decent damage, but not many.

Attack Speed: 7.5/10
Her Sacaen heritage and vigorous training has given her some real speed. Still, she's lifting heavy weapons and while very fit isn't vey muscular.

Range (Melee): 6/10
As a sword user, Lyndis can hit a fair distance away.

Range (Projectile): 6.5/10
While her sword, the Sol Katti, is her preferred weapon, Lyn has great skill with a bow.

Priority: 3/10
Lyn is a rare case of having disjointed hitboxes with low priority. Her other moves aren't much better. Lyn has to either strike before the foe's attack is launched or dodge.

First Jump: 6/10
Lyn's powerful legs give her a good first jump, just slightly smaller then Mario's.

Second Jump: 3/10
Her second jump, however, is weak by comparison. She gets about 2x the distance of one (and only one) of Kirby's additional jumps.

Fall Speed: 5/10
Lyn falls at the exact rate Mario does. No more, no less.

Landing Lag: 2.5/10
Lyndis recovers quickly from landing.

Crouch: 6/10
Lyn gets down on one knee, halving the height of her hurtbox, but doubling it's width. She does it very quickly, at least.

Crawl: 5/10
Lyn crawls with on hands and knees. She sticks up a bit while she goes, but her speed makes up for it.

Wall Jump: Yes

Wall Cling: No

Glide: No

Hover: No

_((Stances))_

Entrance:

Lyn rides down from the top of the screen on the back of her friend Florina's pegasus Huey. She hops off as the winged stalion lands, then waves goodbye to Florina as she flies off the stage. ("Be careful, Lyn!")

Standing:
Lyn stands up straight, legs spread, holding her equipped weapon in her right hand. She stares directly ahead of herself, her arms to her sides. She moves up and down slightly as she breathes. Lyn retains a neutral, focused look on her face. ("Come at me.")

Idle:
Lyn sits down and takes her weapon in one hand and a cloth in the other. She carefully cleans the weapon while examining it for ware. After a few seconds she smiles in satisfaction and returns to her Standing pose. ***Important: Lyn takes twice as long to enter her idle stance as other characters. See "Down B - Evade" below to see why. (Care for your weapons and they'll take care of you.)

Walking:
Lyn walks with long, graceful strides at a leasurely pace. She keeps her arms to her sides, swinging them very slightly as she walks. She keeps her head up, and her hand remains on her weapon. (Approach with caution.)

Running:
Lyn quickens her pace, swaying her arms as she runs. She keeps her back straight and continues to focus on what in front of herself. Her weapon remains in her grasp, Lyn handling it with care. The flaps of her dress and her ponytail sway lightly as she runs. (This is goning to be a rough fight.)

Dashing:
Lyn puts away her weapon and breaks out into a full out run. She leans forward and swings her arms noticably as she runs, her clothes and hair flowing from the wind. (What? You were expecting her to run with a sword? It doesn't take a genius to know how bad an idea that would be.)

Jump 1:
Lyn squats down to about 2/3 of her normal height, then leaps up with all her might. Her legs remain extended downwards as she rises, and her arms remain at her sides. Lyn gazes upwards as she goes up, her hair flows behind her, and the flaps of her dress flutter gently. (Nice legs.)

Jump 2:
Lyn performs a mid-air flip, pulling in her left leg and keeping her right extended. She curls her body inwards as she flips and closes her eyes until the motion is completed. The flaps of her dress go between her legs, robbing any perverts of the view. (And the perverts go "Aw, man! D:".)

Falling:
Lyn descends with her arms to her sides and her feet positioned towards the ground. As she falls, the flaps of her dress flutter behind herself, the front flap fluttering between her legs and protecting her modesty. (Nope, no fanservice here, either.)

Landing:
She bends her knees on landing to absorb the impact. She squats low and leans forward as she does, reducing her hurtbox's size for a second. Lyn pushes herself to her feet and returns to her Standing stance without an ounce of difficulty. (Nothing to it.)

Shield:
Mint Green. Lyn gets down on one knee and reaches to her side with her right hand, mirroring the stance she assumed when summoned via Assist Trophy in Brawl. ("Prepare yourself!")

Ledge Balancing:
Lyndis balances on her right leg, positioning the left back one pace and slightly off the ground. She extends her amrs to her side to keep her balance. She stares down off the ledge, nervous. ("That... I can't even see the bottom!")

Ledge Hanging:
Lyn puts away her weapon and grabs onto the ledge with both hands. Lyn repeatedly tries to pull her leg up onto the platform before dropping it. Because of the long flaps of her dress (once again) nothing riské can be seen, although perverts will at least get a good view of Lyn's legs. ("Aren't you going to have me pull myself up? Any day now would be ni-stop staring at my legs!")

Floating:
Lyn's head and shoulders remain above water, while the rest of her remains submerged. She spreads her arms to her sides, but does nothing in way of using them to stay afloat. She kicks her legs back and forth to keep herself from sinking. ("Well, a quick swim couldn't hurt.")

Swimming:
Lyn moves her arms from front to back, pulling herself along. She remains upright and continues kicking, although she leans forward slightly. (...Wait. Hasn't she lived on the plains all her life? How adpet at swimming could she be?)

Drowning:
Lyn flails her arms wildly as she sinks. She gets her head back above water for a second and takes a big gulp of air, before sinking like a stone. (Oh.)

Sidestep:
Lyn slides into the background, rotating her torso so she's facing the screen. Her arms and legs are spread to each side. ("Is that all you've got?")

Forward Roll:
Lyn jumps forward, turning to face the screen and leaning into the background. When she lands, she jumps again, turning to face the direction opposite of the one she was facing before she started.

Backwards Roll:
Lyn falls backwards and curls herself into a ball, rolling once before landing on her feet. This is the same animation Mrymidons from Fire Emblem: Path of Radience and Fire Emblem: Radiant Dawn use when they dodge an opponent's attacks. (Okay, she's a Lord, but we all know that there's no real difference. Until she promotes to Blade Lord, at least, that's when she gets a bow *ramble ramble ramble*)

Air Dodge:
Lyn twists her torso so it's facing the screen. Her head is turned in the direction she's facing, and her arms and legs are extended to her sides. She's slightly leaning into the background as she does so. (I really can't come up with a good flavor comment here.)

Flinch:
Lyn reels back from the strike. She leans back and clenches her teeth, and she has to take a quick step back to prevent from toppling over. (I know they make this section more intresting, but you have no idea how hard it is to spend 5 minutes coming up with a unique, funny quote, look at it, and rapidly hit the backspace key over and over and over again. It hurts the soul.)

Trip:
Lyn's boot loses traction and slides back as she goes to step forward. Lyn over compensates, sliding her leg forward too far and lands on her duff. She looks appropriatly mortified. ("Oof! Sakurai!" Oh like that hasn't been said a thousand times. "Oh be quiet!" Yes ma'am)

Sleeping:
Lyndis lies on her side, using her extended left arm as a pillow. Her right arm lays on the ground next to her midsection, still clutching the weapon or item she is armed with. Lyn bends her knees and curls her back slightly as she sleeps. (Sweet dreams, princess.)

Waking Up:
Yawning, Lyn lifts her head and looks out through groggy, half opened eyes. Her eyes widen and she hurriedly pushes herself off the ground and onto her feet, swaying lightly until she returns to her Standing pose. ("Did... did I just fall asleep in the middle of a fight?!")

Standing Up:
Lyn rolls to her feet, then pushes herself off the ground with her hands. Her weapon is gripped tightly in her right hand, and Lyn makes sure not to point it away from herself as she gets up. ("Oof... they're a lot tougher then bandits.")

Dizzy:
Lyn closes her eyes and grimaces. She sways back and forth, doing her best to hold onto her current equipment and keep her balance. ("Ah! I didn't expect this kind of strength...")

((Florina))
Standing:

Florina switches between looking straight ahead and at Lyn. She's holding her lance to her side, but keeps it low to the ground. Huey stands tall with pride(flapping his wings if he's over water), while Florins sits with a slight slouch and wears a smile with the slightest bit of nervousness in it. (just smile. that's it, stay confident. never let the opponent know you're nervous...)

Idle:
Huey stands on the ground and stomps impatiently as Florina tries to keep him under control. Her lance remains lowered toward the ground, and she looks around nervously. ("U-um, are you sure about this, Lyn?")

Moving:
Florina sits straight up with a rare burst of confidence, her lance to her side and aimed ahead of herself. Huey flaps his wings and gallops in midair. ("I won't back down!")

Jumping:
Florina grabs Lyn's left hand and pulls her up, visibly straining to hold onto the larger woman. ("Hang on, Lyn!")

Flinch:
Huey pulls his front hooves back and neighs. Florina grabs the reins tight in a panic and accidentally bashes her face into Huey's neck. She bounces back slightly, barely holding on and her eyes squeezed shut in pain. (Hope you feel real good about yourself, jerk.)

Sleeping:
(Note: Florina is effected by sleep only when Lyn is.) Huey neighs quietly, then droops his head down. Florina panics and tries to wake him and Lyn up. ("W-what are you doing?! Huey! Lyn!")

_((Specials))_

Neutral B - Vulneary:

Lyn takes a out a small vial containing a deep green liquid from her pouch. As her player holds the B button, Lyn drinks from the container. Lyn can stop drinking by releasing the B button and hold B to continue, until the container runs out of liquid. Once she finishes drinking, pressing the B button again will make Lyn fling the empty glass in the direction she's facing. The bottle keeps going until it hits something, traveling the same speed and distance a normal thrown item does. Lyn can move and jump while she has the vulneary out, but can't while she drinks from it. Lyn keeps the vulneary in her grasp until she throws it or performs a different attack (Lyn switches back to whatever she had equiped before using this move). If Lyn puts the healing potion away to switch to another item, she starts with a fresh, full vulneary the next time this is used. After Lyn throws the glass bottle, she equips herself with her previous equipment.

As Lyn drinks the healing liquid, she recovers 2% each second, running out after 3 seconds. The thrown bottle does 3% damage, flinching knockback, and low priority. Medium starting lag, but very little ending lag.

---One of Lyn's best moves. Healing only 6% per vulneary and with the risk of being attacked may not seem like much, but it can make all the difference between a lost stock or an almost lost stock. The throw is icing on the cake. Not very useful icing, but icing none the less.

Side B (Sword) - Dashing Swordswoman:
Lyn lunges forward and makes a quick horizontal swipe. Her initial lunge covers a distance of 2 Custom Stage blocks, and any foe hit by it will take no damage or knockback, but will be knocked down. The sword swing itself has medium reach and does 12% damage with medium knockback. Low priority. If Lyn is on the ground after she completes this attack and her player pressing the control stick left or right, Lyn will leap the same distance as her first lunge in that direction. This attack has short starting and ending lag, but a long lag between the sword swing and the second leap.

---Lyn players should keep this attack to a minimum. While it's a great approaching move and a decent damage dealer, spaming this move makes it too easy to predict and dodge/counter. Still, it's not a bad move on it's own merits and it can work out fine if you do use it often, but it's much better if you don't.

Side B (Bow) - Deadeye:
Lyn stands strait up, her body facing the camera and her head turned in the direction she's facing. She holds her bow parrallel to her body. The attack charges as the player holds the A button increasing the damage it does when it's released, but also boosting the end lag. If the control stick is pressed hard and quickly, Lyn will hold the arrow in place, no longer increasing the 'charge', no matter how long the A is held. If Lyn's player wishes to start 'charging' again, they can simply repeat the motion. Lyn can walk while charging, but no faster. Lyn can perform jumps while the A button is held, but cannot use any other moves until she finishes. Lyn can cancel this move by hitting the Shield button.

It takes 4 seconds of charging to reach the maximum. The arrow travels in a line, slowly going lower as it travels due to gravity's influence, going up to 6 Custom Stage Blocks in distance and losing 1 Custom Stage Block in height for every 3 it travels in length, and travels at the rate of Falco's blaster. Does 3%-18% damage and medium knockback. Short starting lag and very short to long ending lag. Medium priority.

---Woo, that's a lot of reading! Basicly, you can charge it, and both damage and ending lag go up as it charges. Lyn can pause the charge and unpause it any time she wants. She can jump and walk while charging, but not run or attack. She can cancel this entire thing at near any time. It's best used for mindgames, making the opponent cautious against approaching and unsure of when to dodge. You can charge for a long time, then cancel and hit with a uncharged bow to catch the opponent off guard. You can pause the charge early, so when a confident opponent dodges the arrow, they'll be left vulnerable because they didn't account for Lyn not suffering from the full charge ending lag. Alternate between this and her Neutral A (Bow) to confuse opponents. Hell, just cancel it for a faster or slower move. There's plenty you can do with this, so go crazy!

Down B - Evade:
Lyndis enters her standing stance (see stances section above). She will remain in this position until the player presses a button or moves the control stick. When the player presses the control stick left or right, Lyn will dive 2 Custom Stage blocks in that direction, with 0.4 seconds of Super Armor at the very start. There is a below average amount of starting lag as Lyn first enters this 'Evade Stance', but the dodge itself is instant. If Lyn tries to attack, jump, shield, etc. while in this 'Evade Stance', she suffers from a small amount of lag, in addition to whatever starting lag her selected action normally has. Lyn suffers short ending lag after dodging, but the longer she spends in her 'Evade Stance', the longer the lag will be. If Lyn dodges something using her 'Evade Stance', the word "Miss!" will appear over the opponents head for a split second. Does no damage in any way.

---This move's main use, like many of Lyn's moves, comes from it's unpredicatbility. It's animation is the same as Lyn's standing pose. Because of this, you can stop and stand still for a few seconds to trick the opponent into charging in with intent to use this move's lag to their advantage, only for you to strike with one of Lyn's faster attacks. On the other side, you can actually use this move, then get behind them when they charge so you can attack while they turn around. Whatever you do, don't dawdle in this form. The lag is negligible at first, but after a few seconds it becomes a real hinderence.

Up B - Rescue:



Florina, Lyn's childhood friend, appears in the background behind Lyn riding her pegasus Huey. Florina reaches down and grabs Lyn's hand, trying to pull up the green haired girl with all her might. Florina and her pegasus Huey have 15% HP and a hurtbox the size of Donkey Kong. The pegasus knight pulls Lyn upwards at the speed of Mario's run for 3 Custom Stage blocks or until she runs out of HP. Lyn can press the B button again to have Florina drop her early, but this provides no benefit other then being able to land quicker.

If Florina has any HP left when Lyn lands safely, she will follow her in the background. While Florina is following Lyn, the latter's jumps are increased to 1.2x their normal height. When Lyn attacks in the air while Florina is nearby, the two women will attack in tandem. (See the Aerials section for specifics.) These effects continue until Florina loses all her HP. If Florina is called on again by this or any other move involving her, she'll have whatever HP was left over at the end of the last move. Florina can only be attacked when she enters the foreground to assist Lyn. If Florina is KOed, she can't be called upon again for 12 seconds. Medium starting lag and ending lag, and does no damage in any way.

---Florina turns Lyn's aerials from weak to deadly. However, as far as recovery goes she's not much help, and if her very small bit of stamina in reduced to 0 then Lyn loses her recovery move for a long time. Be stingy about using Florina outside of recovery, or you just might regret it.

_((Standards))_

A (Sword) - Sidesplitter:

Lyn rotates her hips so her back is to the screen while looking right or the background while looking to the left. She pulls her sword arm back so the blade is in front of her torso and the tip just passing her side. She performs a horizontal swing in the direction she's facing, doing 5% damage with light knockback. Just as she starts the swing, the tip of her sword gains a sweet spot, doing 9% damage and medium knockback. A disjointed hitbox, hitting a decent distance in front of Lyn, and a very short range behind her.

---While the sweetspot is nice, it's very hard to hit with it. If you're going to try, run up to the opponent, then when you're real close turn and hit the A button at the same time. If you did it right, the foe may run right into it. Otherwise, you aren't going to pull it off. This is fairly quick, so you may be able to rack up some damage if you hit them repeatedly.

A (Bow) - Sharp Shooter:
Lyn enters the same stance as in her Side B. She aims an arrow in front of herself, and releases it when the A button is released. When holding the A button, Lyn draws the arrow back and holds it in place and can aim up and down, using the control stick. Does 7% damage with flinching knockback, short hitstun, and high priority. Has medium starting lag and short ending lag. The arrow travels straight, up to 4 Custom Stage blocks or until it hits something, and moves at the speed of Fox's blaster rounds.

---This attack has two purposes. First, it can be used to hit a foe attacking from the air or an angle that's difficult to hit. Secondly, mix it up between this and Lyn's Side B (Bow), in order to play mindgames with your opponent. If they attack from an angle, they get hit with this. If they charge head on with the intent to dodge, the different speeds between the two attacks will trip them up. Either way, the two provide great versatility in how you deal with far away opponents.

Forward A (Sword) - Driving Strike:
Lyn bends her knees and pulls her sword back, the tip still pointed in front of her. She thrusts the sword forward to impale her advisary with enough force to push her forward. A red aura appears around the blade as she thrusts, widening the hitbox. Lyn pushes herself forward 1 Custom Stage block when she uses this move, her sword reaching slightly more then half the distance ahead of her. Lyn can fall off a ledge with this move. Very low priority, but very short lag on either end and a brief duration. Small knocback and 6% damage.

---Lyn noobs will likely spam this attack, hoping to rack up damage before the opponent can even respond. The low priority makes the would-be infinate combo easy to escape, and that's not even counting the fact that it's easy to dodge roll behind Lyn and strike her before she can turn around. Use this to approach, but never spam it. If your opponent predicts this, you're only giving them a free shot.

Forward A (Bow) - Quick Shot:
Lyn swiftly fires an arrow upwards in the direction she's facing. The arrow travels in an arc 2 Custom Stage blocks high at it's peak and 3 Custom Stage blocks long if it doesn't hit anything. The arrow moves at the same speed as Falco's Neutral B on average, moving slower near the top of the arc and faster at the start and end of it's path. 4% damage and flinching knockback with very little priority. Very short starting and ending lag.

---You can get a solid 2 or 3 hits on airborne foes with this attack, allowing Lyn to keep opponents away from herself. Lyn can land even more hits on opponents on the ground, but they can easily dodge roll under the arrows and the arc the arrows travel make it hard to hit them with this move in the first place, so I don't recommend trying. If the enemy is inside the arrow's arc, this move isn't even worth considering.

Down A - Mine:
Lyn reaches into her pouch. After digging around, she takes out a small red orb (Lyn can move around and jump during this time, but not perform other attacks). When this move is used again, Lyn puts it on the ground, the orb gleaming ominously. When someone (including Lyn) walks on the orb, it explodes. If Lyn uses her Neutral A while holding the Mine, however, she throws the orb one Custom Stage Block ahead of herself, where it detonates. Medium Knockback and a blast radius equal to Donkey Kong's height. Medium starting lag as Lyn searches for the Mine and little ending lag. Medium priority. 6% damage.

---If your opponent is harassing you, you can throw the mine to get them off your back, or even purposely get Lyn caught in the blast to put some distance between her and her opponent. Use this to make it harder to move for your opponent, so you have more time to line up a shot with Lyn's Neutral A (Bow), charge up one of her Smashes or her Side B (Bow), or heal with her Neutral B.

Up A - Torch:
Lyn produces a lit torch from hammerspace, like many Smashers seem capable of. She swings it in an arc over her head, starting strait in front of herself and ending diagonally behind. The flame itself is a sweetspot, doing 8% damage and medium knockback, while the rest of the torch does 5% and flinching knockback. This move has short starting lag, but medium ending lag. The torch is a long reaching disjointed hitbox. Lyn switches back to her current equipment at the end of this move.

---This is an all around move that's helpful regardless of which weapon you're using. It has a bit more reach then Lyn's sword moves, and is less laggy then several of the bow moves. If your opponent is harassing you, making switching weapons dangerous, you can use this to fill in for either of the weapon's shortcomings, if only until you can pull a switch.

Dash Attack - Diving Kick:
Lyndis tumbles forward, swinging out her legs to strike in front of herself. She lands on her feet and continues her run after the attack ends. She slows slightly when she uses this attack, but her hurtbox shrinks and rotates, allowing her to pass under some attacks as if she crouched. Very little starting and ending lag, with a short duration. Low priority, average knockback, and 6% damage.

---If your opponent is spaming a projectile or has Lyn backed into a corner, this attack can be used to escape it. It can also be used to push the opponent back a short distance, if they won't leave you alone.

_((Smashes))_

Forward Smash (Sword) - Critical Hit:

While charging, Lyndis squats down and holds her sword to her side, ready to draw it samurai style. When the A button is released, Lyn vanishes. She reappears 1.2 Custom Stage blocks in front of the direction she was turned in, facing the other direction. Lyn strikes immediatly after reappearing with an upwards strike, hitting foe directly in front of her and foes low in the air above her. Does 9%~18% damage, high upwards knockback, high priority, and medium hitstun. Has a short lag before Lyn vanishes, long starting lag before Lyn reappears, and long ending lag.

---Unlike most smashes, this is fairly safe to use on faster foes. The vanishing bit makes it hard to time a dodge and opponents will have to be careful not to get too close to Lyn lest they be struck by the move, so camping is just as dangerous. However, Lyn still suffers from long lag, and if she uses it too many times enemies will inevitably gauge the best distance to take when Lyn uses this move. Save this as a finishing move. This move's animation is very close to her Up Smash, allowing for mindgames. Of course, neither are moves you want to be close to when they go off, so it's not as effective as the Neutral A (Bow)/Side B (Bow) mixup.

Forward Smash (Bow) - Critical Hit:
Lyn pulls an arrow from behind herself and rapidly spins it in one hand. When the A button is released or the attack is fully charged, Lyn fires the arrow with her bow. The arrow travels 3 Custom Stage blocks or until it hits something at the rate of Fox's blaster shot. Has high priority, medium horizontal knockback, and medium hitstun. Medium starting lag and long ending lag. Does 15%~25% damage.

---This has the highest damage of any of Lyn's moves, but it's also the riskiest. The short reach and long lag allow opponents to do anything they want to her if she misses, and it's very hard to hit with this move. Use it only on incapacitated opponents.

Down Smash (Sword) - Guard Break:
Lyn swings sword back behind herself and lowers herself to the ground, reducing her hurtbox to 1/3 it's normal height but twice it's normal width. She steadies herself with her free hand. When the A button is released, Lyn slashes forward in a horizontal swing with all her might. Does 8~15% damage and below average knockback. A foe hit by this move while shielding recieves no damage or knockback, but their shield breaks regardless of the shield's remaining strength. Has short starting and ending lag. Medium priority.

---This is better against larger opponents, more then anything. When the opponent attacks, use this drop below the swing, then counter. If the opponent tries to shield, they'll be shield broken, leaving a well timed dodge the only way to avoid the attack. The attack isn't that strong, so foes can simply take the hit and charge again.

Down Smash (Bow) - Short Bow:
Lyn gets down on one knee and swithces her bow out for a smaller, more orniately crafted one. She pulls back an arrow as she charges this attack. When she releases, the arrow travels strait forward the same speed and distance of Link's Neutral B at full charge. The arrow will normally do 10% damage (regardless of charge time), medium knockback, and low priority. However, this attack has a 5%~75% chance (depending on charge time) to do 20% damage and large knockback with medium priority. Short starting and ending lag as Lyn switches from one bow to the other, and back again.

---A full charge is a waste of time. The optimal time is around 2 seconds out of 3, which gives the attack even odds of landing a critical, while saving you a second for every use. If facing an impaired foe, feel free to charge this attack up to it's fullest. Of course, you may want to charge less for more oppurtunities, or more for a higher criticla hit chance. It depends on the player and how much time you have.

Up Smash (Sword) - Lunge:
Lyn pulls her sword back behind herself and squats down low, just like her Forward Smash. When A is released, she leaps 2 Custom Stage blocks upwards and 1 Custom Stage block forward, moving at the speed of Captain Falcon's run. Lyndis swings her sword in a half circle motion, ending with the blade positioned directly above her head. This attack does 12%~23% damage and medium upwards knockback. High priority. Medium starting lag and no ending lag.

---Launch foes into the air with this move, then use the time before the opponent lands to get to a better spot or switch weapons. Skilled players can potentially use this to dodge attacks if they're high enough off the ground, then retaliate with the attack itself. This also combos exceedingly well with Lyn's bow version of her Up Smash, knocking them into the air so she can slam them down again. This move's animation is very close to her Up Smash, allowing for mindgames. Of course, neither are moves you want to be close to when they go off, so it's not as effective as the Neutral A (Bow)/Side B (Bow) mixup.

Up Smash (Bow) - Grapple:
Lyn points her Bow directly upwards and- hey! That's not an arrow! Lyndis fires a grappling hook with a rope attached straight into the air, which hooks onto the first thing it hits. Lyn yanks down on the rope, pulling whatever item or character she grabbed and slamming them into the ground in front of herself. The opponent will hit the ground as if they were knocked down and take 8~18% damage. If the foe does not land on the platform, (the attack is used next to the ledge) they will fall as if they were on the recieving end of a footstool jump and take no damage.

If Lyn grabs onto an item, she simply pulls it down and grabs it. If she hooks a platform, however, she will let the rope dangle from it, serving as a ladder that all brawlers can use until the grappel itself is hit by something. The hook will travel a maximum of 4 Custom Stage blocks up, and can grab onto things going up and on the way down. Has short starting lag and medium ending lag, but if Lyn misses she has to wait for until the hook falls to the ground before she can move again, resulting in massive end lag. Disjointed hitbox, the hook is about the size of a Pokéball and the rope is not part of the hitbox.

---I confess. Lyn never used a grappling hook, and I don't know any Fire Emblem game that has. That said, use this to pull an opponent out of the air and force them into a ground battle. Once Lyn pulls them down, switch to the sword or retreat to a better distance for her bow and put the hurt on your opponent. The secondary abilities don't have much use on their own, but keep them in mind. You'll never know what will come in handy.

_((Aerials))_

Neutral Air (Sword) - Crescent Cut:

Lyn lifts the Sol Katti above her head, then swings downwards in a crescent shape, ending the cut behind herself. In short, 3/4 a circle. The damage done depends entirely on when and where the the Sol Katti hits the foe. From the start of the swing until its reached 1/4 a circle, the hilt and the left half of the blade does 3% damage and weak downwards knockback. The very center of the sword is a sweetspot, doing 7% damage and meteorsmashes the foe. The right half to the tip does 5% damage and small horizontal knockback. From the 1/4 a circle point to 3/4 a circle, The left half & the hilt does 2% damage and flinching knockback, the very center does 5% and medium knockback, and the right half and tip of the sword does 3% damage and flinching knockback. Medium priority at all points. No starting lag and short ending lag, but long duration. Long reach.

---This attack is simple in execution, even with it's complex statistics. The first part of the swing is better then the later part of the swing, and the middle of the sword is the best spot while everything left of the middle is the worst. Really, the best you can do with this is practice. Learn how to time it so you hit the opponent with the center near the start of the move. While you can hit enemies behind Lyn with this, I advise against trying. The swing takes way too long to get to that point, and doesn't really do anything notable once it hits.

Neutral Air (Bow) - Long Bow:
Lyn swaps out her normal bow for a larger, heavier one. She slowly pulls an arrow back, grunting in exertion required to hold the arrow in position. She releases, the arrow launching forward with a much louder sound then normal. The arrow flies in a mostly straight line, losing altitde at a rate of 1 Custom Stage block for every 5 it travels, and traveling indefinitely until it hits something. The arrow travels at the rate of Fox's Neutral B, and does 8% damage and below average knockback. Long starting lag, but short ending lag. Medium priority. If Lyn lands on a platform while using this attack, she'll continue the attack on the ground. Once she completes the attack, she switches back to her normal bow.

---This has the longest range of all Lyn's attacks. The starting lag makes it difficult to line up a shot, however, and it's fairly easy to move out of the way. With Florina, it's much easier to line up a shot in the air, making it harder to avoid. Otherwise, don't bother unless you're firing into a cluster of enemies big enough to guarentee you get something.

Neutral Air (Florina) - Helping Hand:
Florina takes hold of Lyn, grabbing the scruff of Lyn's neck with one hand and the other hand wraping around Lyn's midsection. Florina and her pegasus hold Lyn in place as she performs her attack, allowing for more hang time and making it easier for her to hit her target. Florina keeps her hold on Lyn until the attack is finished, at which point Florina pulls Lyn up the distance of one of Kirby's extra jumps and lets her go. Florina can only do this three times every time Lyn leaves the ground, preventing infinate recovery. Does no damage in any way.

---This allows for a massive boost to Lyn's subpar recovery, allowing her to deal with an aerial battle to some extent. It also makes it easier to hit foes with the sweet spot of Lyn's Neutral Air (Sword) and just plain hitting with her Neutral A Air (Bow) However, Florina is open to attack during all of this, and there's little detering foes from using that to their advantage. Never use this when an opponent is nearby.

Forward Air (Sword) - Quickdraw:
Lyn leans forwards and performs a quick horizontal sweep with the Sol Katti, reducing the height of her hurtbox but increasing it's width. After finishing the motion, she returns to her normal animation and hurtbox size. This attack has long reach, with short lag on both ends. Does 6% damage and flinching knockback. Medium priorty.

---This is Lyn's best stand alone aerial, doing a decent bit of damage while keeping the foe in range for a follow up swing. This is also the best choice to use in combination with Florina, stoping the foe long enough for Florina to get in her hit. Just be careful around fast opponents. Lyn will be in their striking range as well, and if they interrupt Lyn they can get to Florina before she can strike.

Forward Air (Bow) - Flying Arrow:
Lyn bends her knees and leans back ever so slightly, moving into a sitting position. She takes an arrow from the quiver on her back and lines up a straight shot in front of herself. She releases the arrow, the projectile flying forward an impressive 4.5 Custom Stage blocks in distance and losing only 1 Custom Stage block in altitude for every 3 is travels. The arrow moves at the same rate as Falco's Neutral B, and deals 9% damage and flinching knockback. Long starting lag, but no ending lag. Medium priority.

---This is the exact opposite of the sword version of Lyn's Forward Aerial, best at striking further away foes and pushing them even further away. While with the sword counterpart you want to use it so Florina can attack, with the Bow version you want to intimidate foes with the threat of Florina's attack so Lyn can use hers.

Forward Air (Florina) - Impale:
Florina enters the fray again to assist Lyn. She leans back and pulls her lance behind herself, then quickly leans forwards and thrusts her lance forwards as far as she can, grunting softly from the effort. The attack reaches 1.3 Custom Stage blocks ahead of herself, dealing 8% damage and medium horizontal knockback. Florina suffers from long starting lag and medium ending lag. Medium priority.

---This attack's entire purpose is to be used with Lyn's Forward A Air. For the sword version, hit them with Lyn's quick slash, and Florina will blow them away with hers. For the bow, Florina will scare the foe away while Lyn redies her shot. It doesn't have much use outside of that, sadly. The horrible lag leaves Florina open to attack, and it's animation serves to warn foes away. This makes it hard to hit anyone with it outside of an opponent who underestimates Florina's reach or isn't paying attention.

Down Air - Sky Attack:
Lyn shifts her body so that she faces the ground with her arms extended out to each side. She plummets, her weapon positioned in front of herself and her image blurring from the speed of her descent. Her body becomes a hitbox as she falls at double Fox's speed, and Lyn continues falling at this speed until the player presses the A button, she lands, or she hits her opponent. Contact with Lyn inflicts 12% damage and strong downwards knockback, with high priority. Short starting lag, with medium ending lag. If Lyn lands on a platform in this state, she takes 5% damage and suffers from very long ending lag as she peels herself off the floor. Lyn's fall speed returns to normal once this attack ends.

---High risk, high reward. Lyn will very likely KO her opponent if she hits them with this while they're over the ledge. However, Lyn is very likely to self destruct if she tries to set that situation up, and if she uses it over the ground, she risks damaging herself.

Down Air (Florina) - Safety Net:
As Lyn enters freefall, Florina bids her pegasus to follow. When Lyn ends her Down A attack or right before she makes contact with a platform, Florina instantly moves Huey underneath, catching Lyn and stopping her fall. If Florina catches Lyn in the air, she'll fly Lyn up 1.5 Custom Stage blocks before letting her green haired friend go. Lyn does not suffer from the ending lag her Down A normally comes with, but will have medium ending lag after Florina releases her. Florina is vulnerable during this entire attack, until the end of the ending lag. Does no damage in any way.

---Florina eliminates much of the risk involved with the above attack, but at the same time is put at risk herself. She is perfectly vulnerable during this entire effect, putting Lyn's already threatened recovery at risk.

Back Air - Shine Barrior:
Lyn uses the Shine Barrior item! She turns and thrusts her arm out, creating a glowing cricle the size of Kirby right behind herself. The circle is solid and cannot be moved through by any character, even Lyn. The circle can be climbed on like a platform. The barrior lasts 8 seconds or until hit with a higher priority move. There can only be one Shine Barrior at a time. If Lyn tries to make a Shine Barrior where it would overlap with the opponent, that opponent is pushed back. Long starting lag and no ending lag. Does no damage, knockback, or hitstun whatsoever. Very high priority. Does no damage in any way.

---This move can either be a blessing or screw you over. This can gimp the opponent's recovery, but may mess up your own recovery if you get sent flying right after. You can use the barrior as a platform to greatly boost your recovery, but so can your opponent. Because this is Lyn's highest priority move, she can't punch through it like other characters.

Back Air (Florina) - Back Kick:
Florina re-enters the fray and lightly nudges her peasus Huey on it's sides. The winged horse responds by swinging both of it's hooves back in a donkey-like manor. Short starting lag and medium ending lag (applies to Florina only), and has a very brief duration. This move has short reach, but foes that do get hit recieve 7% damage and above average upwards knockback and hitstun.[/b]

---This is one of the more viable KO options available to Lyndis, and can also serve as a gimper in combination with Lyn's Back A, Florina pushing the opponent behind the Shine Barrior which makes recovery more difficult.

Up Air - Thrust:
Lyndis takes her equipped weapon and jabs upwards wth it, striking foes overhead. While equipped with her sword, opponents take 5% damage and medium upwards knockback. When equipped with her bow, enemies take 3% damage and flinching knockback. Both have short starting and ending lag, and low priority.

---While the sword seems the obvious choice here, the bow version is actually better for damage racking. The sword knocks opponents away a decent distance, giving them plenty of space to move away from Lyn and to a more favorable position. The bow does only flinching knockback, so Lyn can potentially spam this move until she lands for great damage.

Up Air (Florina) - Blunt Blow:
Florina reaches up with her lance, bottom towards the sky, and twirls it once. The twirl has a long reach, but does only 3% damage. However, hitting the foe pulls them down towards Lyn instead of knocking them away. Short starting and ending lag, and low priority.

---This move is basic in appearance and use, but one of Florina and Lyn's greatest benefits. The lance will pull opponents into Lyn's own Up A, ensuring more damage and a potential chain that can last until they Air Dodge or Lyndis lands on the ground. This is also a good early damager combined with the sword, as the sword's knockback won't be strong enough to free mediumweight characters until 45%, and heavyweights can be caught. Of course, Lyn will land again eventually, so this can never be an infinite chain, and it's not hard to get out of via high priority attacks.

_((Grab & Throws))_

Grab - Vicious Grip:
Lyn slides her left leg forward and lashes out with her left hand, grabbing the opponent on the neck if male and arm if female. If they don't have that, then she just grabs them where they would have a throat. Short reach, but very quick.

Pummel - Improvise:
Lyn's Pummel makes use of what she's equipped, each having a different use.
(Sword) - Skull Breaker: Lyn slams the hilt of her sword onto the opponent's head with a grunt of effort. 3% damage per hit, and an average hit rate.
(Bow) - Chokehold: Lyn fits her bow over her opponent's head, then presses the wood section of it against the opponent's throat. Lyn's player can mash the A button, dealing 1% damage for every press. This pummel has medium starting lag but is very quick.
(Vulneary) - Steralizing the Cuts: Without a moment's hesitation, Lyn smashes the Vulneary bottle on the opponent's face. Does 6% damage. Lyn releases the opponent, who suffers from long hitstun. Short ending lag.

---The Sword's pummel isn't anything special, but it's the one you want to use on opponents that have low damage. The Bow is far more effective for damage racking, but low damage opponents can get out of Lyn's grab before she can use it, making it a poor choice until 55% or so. The stun from the Vulneary is a great set-up for a Smash or another grab, or even to make a dash for that Smash Ball. Unfortuantely, that pummel is the hardest to pull off, as Lyn can't use any attacks between her Neutral B and her grab if she wants that effect.

Forward Throw - Roundhouse:
Lyn stirkes the foe with her current weapon, doing 3% damage (6% if equiped with the vulneary, which breaks on use of this move) then roundhouse kicks the opponent in the head for 10% damage and little horizontal knockback. Medium lag between the first blow and the second, short starting lag, and medium ending lag after the kick.

---Use this throw when you need to do some quick damage. It has the potential for a chain grab, but light-weight and medium-weight characters will only get thrown twice before being thrown too far to chain grab, and heavy-weight opponents land close enought to punish Lyn's ending lag with a grab of their own.

Down Throw - Moving Target:
Lyn throws the opponent up in the air, 1 Custom Stage block in direction she's facing and 1 Custom Stage block up. If equipped with her sword, Lyn will draw the weapon and leap at the foe at her run speed, delivering a mighty upwards slash. The blowl inflicts 12% and above medium upwards knockback, but Lyn will enter freefall after striking the opponent and suffer from double landing lag. The swing has medium priority.

While armed with her Bow, however, the throw will end very differently. Instead of bringing the fight to the opponent, Lyn draws an arrow from her quiver with a flourish and fires it at them. The projectile travels in an upwards arc that peaks at 2 Custom Stage blocks up and away, and ends after traveling 4 Custom Stage blocks in distance or hitting something. Lyn's arrow travels at the speed of Fox's Neutral B and does 8% damage and medium horizontal knockback. Medium ending lag and priority.

Lastly, while holding a vulneary, Lyn will simply throw the container at the foe. The vulneary travels the same arc and distance as the arrow at the rate of Falco's Neutral B, and shatters on contact with anything. Foes hit by the vulneary take 4% damage and flinching knockback, but above average hitstun. Virtually nonexistant lag and low priority. The opponent can airdodge once after being thrown, making it possible to avoid this move and counter during Lyn's freefall/end lag if they time it correctly.

---The sword throw will do the most damage and is the most reliable KO move, but be careful not to fall off the stage if you use it. The bow is the weakest version of this move in terms of damage, but the medium knockback can put some space between the opponent and Lyn. The vulneary deals enough hitstun to grab a slower opponent again, but opponents who fall slowly or very quickly can escape the hitstun quick enough to counter Lyn.

Back Throw - Powerful Strike:
Lyn spins around, flinging her opponent around with her. She retains her grip around the opponent and strikes them with an overhead strike using her current equipment as hard as she can. This attack's qualities depend on her equipment. With her sword, she deals 12% damage and strong horizontal knockback, but no hitstun. With her bow, she does 8% damage, medium knockback, and a full second of hitstun. With a vulneary, she inflicts 10% damage and no knockback or hitstun. Short begining and ending lag for all versions of this move.

---This is the only throw where the vulneary version is weakest. It does not knockback or hitstun, and Lyn suffers from short ending lag, leaving her open to attack. If your opponent has only slow attacks, it's alright, but otherwise avoid it like the plauge. The other two versions are much better. The bow stuns the foe long enough for Lyn to get to a better position, while the sword acts as a potential finisher.

Up Throw - Alley-oop!:
Lyn adjusts her grip on the grabbie, placing both hands on their scruff (or where they would have a scruff) and lowering them to the ground. With all her might, Lyndis flings them straight up. The opponent recieves strong upwards knockback and medium hitstun, but no damage. Medium starting lag and short ending lag.

---What? No damage? Well, yes, this throw does no damage, but it has the highest knockback of any of Lyn's moves, and the opponent's newfound altitude will give Lyn plenty of time to do whatever she wants to do. She can take a moment with her vulneary to heal up, find a spot to place a mine or shine barrior, or call Florina in for better aerials.

_((Situationals))_

Stand up attack (Lying on her back) - Sweep:

Lyn sits up and sweeps one leg front to back, hitting any opponents nearby her on either side. She stands up after completing the motion, dusting herself off. Does 5% damage to foes in melee range on each side. It does no knockback, but it makes them fall down as if they tripped. Very short starting lag as she sits up, and medium ending lag as she climbs to her feet. Low priority.

---Don't use this unless the opponent is right next to you, as the ending lag will leave you vulnerable if you miss. It takes longer for Lyn to get up with this attack then normally, so don't bother unless someone's in range.

Stand up attack (Lying on her stomach) - Double Hit:
Lyn gets on her knees and swings her weapon in front of herself, from down to up, then again from up to down as she stands up. Each swing does 5% damage and flinching knockback, with decent reach. Medium priority, with short starting and ending lag.

---Really simple attack. This is a good way to score some quick damage and sets up nicely for a follow-up attack.

Stand up attack (Sitting) - Spring Stab:
Lyn rocks onto her feet. Then, once in a squatting position, lunges forward and thrusts her weapon out in front of herself. After she completes the stab, she lands on her knees and scrambles to her feet. Lyn propels herself forward 1 Custom Stage block, stopping on a ledge instead of going over. Short starting and medium ending lag, with medium priority. Lyn does 6% damage and below average knockback.

---This is perfect for getting out of the way of a slow attack or striking an opponent out of reach. It's not much for damage or knockback, but it gets the job done.

Ledge attack (99% or less) - Flip Out:
Lyn flips herself over the ledge, kicking both her feet out in front of herself as she reaches the highest point of the flip 1 Custom Stage block off the ground. The entire motion takes slightly longer then a second, Lyn landing on the ground feet first and drawing her weapon once again. 8% damage and medium knockback, with virtually nonexistent starting and ending lag and low priority.

---While situationals aren't worth anything other then preventing camping, this situational is very useful. If you so wish, you can bait your opponent towards a ledge, jump onto it, then use this to score a decent hit. At high enough percentages and at the right position, this can even be a great finishing blow!

Ledge attack (100% or more) - Reversal:
Lyn keeps one hand firmly grasped on the ledge, and reaches over the ledge with her other hand. She reaches about 1/3 of a Custom Stage block from her ledge, grabbing for an opponent for about a second. If she grabs on, she yanks on the foe's leg with all her might, throwing them over her shoulder and pulling herself up. Otherwise, she gives up and returns to her normal ledge hanging animation. Does no damage, but pulls the foe over the ledge, then does below average knockback in the opposite direction of the ledge. Short starting and ending lag. This attack has no effect on hovering opponents.

---Pretty good as a stalling tactic against low damage or heavyweight characters, and a decent set up on high damage or lightweight characters to use Lyn's Neutral Air (Sword) Meteorsmash effect. Just try not to do it when Lyn's out of reach, or the opponent can knock her off her ledge.

**!!FINAL SMASH!!**
-~Together We Ride!~-

Lyn poses dramatcily with her weapon, smiling confidently. The knights Sain and Kent, the archer Wil, and pegasus night Florina (if she isn't already present and regardless of whether or not she was KOed recently) appear on the stage in colomns of light a la Marth's Entrance animation. For the next 10 seconds or until their individual stamina runs out, they will run rampant and assist Lyn in her fight. Anyone who is KOed will fade away in the same manner as killed characters/enemies in Fire Emblem, and all of Lyn's allies (except Florina) will disappear at the end of the duration. Florina acts as she does normally, but has 25% stamina instead of her normal 15%.



Sain and Kent are knights of Sacae who were searching for Lyn to deliver news to her about her grandfather's ailing health. Sain puts on an air of chivalry, but is really a bit of a scoundrel and falls in love at the drop of a hat. Kent, in contrast, is focused and polite, and commonly has to reign in his less sensible partner. The two Sacaen knights appear on horseback. Thay have the same hurtbox as Florina, Captain Falcon's run speed, Donkey Kong's weight and fall speed, and a single jump that gains the same altitude as Yoshi's second jump. They appear on the stage itself, and fight along side Lyn as Level 4 CPU controlled allies. Sain has 20% stamina, while Kent has 25%.

The duo have two attacks; The first is a sword swing striking foes a short distance in front of them with short starting and ending lag, flinching knockback, and medium priority. Sain does 7% damage with this attack and Kent does 5%. Their other attack is a simple lance thrust reaching 1.5 Custom Stage blocks in front of them. Their thrust has medium starting and ending lag, as well as medium priority. Sain's version deals 12% damage and light knockback, while Kent does a smaller 7% damage in exchange for a stronger, medium knockback.



Rounding out this merry band is the archer, Wil. Wil has 15% stamina and has a special AI, with a focus on avoiding his opponents like the plague and striking from as far away as possible. He has the run speed of Mario and two jumps the same height of Marth's, and his hurtbox is the same size and shape as Marth's. Wil has only one attack. He levels his bow dead ahead and fires a single arrow. The arrow travels the distance and speed as Link's fully charged Neutral B. This attack has medium starting lag, short ending lag, and low priority. The arrow deals flinching knockback and 3% damage.

---Florina operates much like she does normally, but her slight increase in stamina makes it a lot safer to abuse her grear aerials and can be a life saver if she was KOed right before the use of this Final Smash. If you catch an opponent between Lyn, Sain, and Kent, you have a very high chance of KOing them or at least making their damage meter skyrocket. Sain does more damage, but is more vulnerable, while Kent does less damage in exchange for greater longetivity. If Sain and Kent split up, have Lyn follow Sain in case he bites off more then he can chew.

Wil seems to be the weakest link, but he's actually the most valuable. His AI combined with the constant pressure Lyn, Florina, Sain, and Kent cause ensure he will survive until the duration of this Final Smash barring bad luck. For those 10 seconds, Wil will pepper foes with arrows, interupting their counter attacks and making them flinch long enough for Lyn to land a power move. At the very least, Wil's efforts will rack up the damage on opponents.

_((Playing as Lyn))_
Lyn's greatest strength is her versatility. She can fight reasonably well at any range and has enough speed to keep at the range where her opponent is weak. Of her two weapons, the sword is better up close, while the bow is best at long range. Her Down A and her Back Air are important to Lyn, slowing down pursuing foes long enough for her to switch weapons or heal with her Neutral B, or limiting their movement while she presses an offensive.

An aerial battle is best avoided. Alone, Lyn has weak, bland attacks in the air. If she calls in Florina, her aerials become her strongest moves, but she risks losing her Up B for a long tim. With her pathetic second jump, that would be catastrophic. Florina should be an absolute last resort. Of her aerials, Lyn's Forward Aerials and her Back Aerial are the only ones you want to use consistantly. The others are either limited in use or are risky for a number of reasons. When you do want to use one, short hop into it.

Most of Lyn's smashes do little in terms of damage. However, most of them involve Lyn ducking down, reducing the height of her hurtbox. This allows Lyn to avoid attacks from taller characters if she carefully times it, giving her smashes that are 'safer' then most. That doesn't mean you can spam smashes and be done with it. Lyn is still a decent sized target and is fairly light, so failing an attempt to spam a move will often end with Lyn flying through the air. For that reason, a Lyn user should vary their attacks as much as possible. Another advantage provided by doing so is that several of Lyn's moves have similar, or even identicle starting animations. This makes it hard to predict Lyn's attacks, and even harder to respond properly to them.

Lyn players should remember which attacks don't change in use when Lyn switches weapons, so if she is cornered with a weapon that's weak to the current situation and unable to switch to the other weapon she can still fight. For your sake, here's a list: Neutral B, Down B, Up B, Down A, Up A, Dashing Attack, Down Air, Back Air, Up Air, Forward Throw, Back Throw, Up Throw, and the Situationals. That said, Lyn players should also learn how moves do change. Some moves don't change how they oprerate, but have minor changes that make them more useful in one situation then another.

Lastly, remember what KO moves Lyn does have; Down A [risky], Forward Smash (Sword), Down Smash (Bow) [sometimes], Neutral Air (Sword) [hard], Down Air [hard/risky], Back Throw, Up Throw.

_((Playing against Lyn))_
The way you fight Lyn depends entirely on which weapon she's using. If she is fighting with her sword, attack from a distance or set traps to keep her away. If she's using her bow, get in her face. Force an air battle if you can. Lyn's recovery is subpar, and she has to choose between using her weak alone aerials, or calling in Florina to assist which beefs them up but puts her recovery special on the line.

Lyn has very even match-ups across the board, (lightweights are fast enough to neutralize her speed advantage, heavyweights are hard for her to KO and mediumweights can do both to a some extent), the only exceptions being Captain Falcon and Sonic, who outdo her in terms of speed and can pressure her well enough to eliminate her range advantage. Even so, she still does reasonably well against them, so pick whoever you're comfortable with. Lyn has a focus on mind games on top of everything, so most matches with her will come to who can predict their opponents better and who's more skilled with their character choice.

_((Extras))_

((Up Taunt))

Lyn twirls her current weapon, placing her free hand on her hip. If present, Florina will imitate the motion with her lance, and Huey neighs proudly.

((Side Taunt))
Lyn takes out a vulnery, similar to her Neutral B, and goes to take a sip from it. She pulls the glass away from her lips in confusion and holds it upside down, revealing it to be empty. She tosses it away, into the background. If Florina is with Lyn, she'll catch the bottle and put it in her pouch for later.

((Down Taunt))
Lyn swaps her equipent, sheathing her sword and taking the bow off her back, or placing the bow on her back and unsheathing the sword. Florina will get off of Huey for a second to help, putting away Lyn's current weapon while Lyn takes out her other weapon, then jumps back on when the taunt ends.

((Victory Animation 1))
Lyn practices some impressive strokes, facing the right side of the camera. After four swings, she sheathes her sword, wipes the sweat off her brow with the back of her hand, and turns to the camera with a satisfied smile.

((Victory Animation 2))
Lyn stands normally, staring at the screen. Loud wingbeats are heard from off camera. Curious, Lyn turns to the left side of the screen, then smiles and waves. Florina appears, riding her pegasus Huey and lands to the left of Lyn. She hops off Huey and hugs Lyn, smiling broadly. Lyn gently pats Florina on the back of the head. If this screen is left on long enough, Huey will sit up impatiently and turn towards the screen. He walks over, curious, then picks up the camera in his teeth and walks away.

Florina and Lyn can be heard trying to get the headstrong pegasus to put it down. Huey ignores them and walks off the stage, into what looks like a filming studio with plenty of people around. If Sakurai was not in the Brawl, he can be seen sitting on a chair, looking slightly exhasperated but highly amused while the pegasus walks around the studio in circles. The chair will be empty if he was in the Brawl, but otherwise there are no real changes to this animation.

((Victory Animation 3))
Lyn stands with her sword drawn. The EXP meter from Fire Emblem appears on screen and fills completely, then disappears. The words "Level Up!" appear over Lyn's head. Lyn smiles, places her sword back in it's scabboard, and turns her back to the screen as the words fade out.

((Loss Animation))
Lyn has her weapons put away, and is applauding the winner good naturedly. She seems slightly disappointed, but shows no ill towards the winner or anyone else.

((Kirby Hat))
Kirby gains Lyn's flowing green ponytail, and his eyes shift to a deep green. He obtains Lyn's Neutral B, the vulneary.

((Wiimote Noise))
The stereotypical metal "shing" that occurs whenever a cartoon/anime/videogame/manga/whatever character draws a sword from it's sheath.

((Music))
http://www.youtube.com/watch?v=gjaL5-z_k5A (Rise to the Challenge, Normal Boss Battle)
http://www.youtube.com/watch?v=Us55r61R3qo (Together We Ride!, Ally Reqruitment Theme)
http://www.youtube.com/watch?v=rRETlQRNt7U (Softly With Grace, Four Fangs Boss Battle)
http://www.youtube.com/watch?v=AIgfilrpU6s (A Knight's Oath, (I don't remember))
http://www.youtube.com/watch?v=Xgegq4ZK4CA (Campaign of Fire, Fire Dragon Battle)
http://www.youtube.com/watch?v=HQrcsfQgnoo (Everything Into Dark, Nergal Battle)

((Snake Codec))
Snake: Woah, nice legs!
Campbell: If you're done appreciating the scenery...
Snake: Right, so who is she?
Campbell: That's Lady Lyndis, though she prefers to go by Lyn.
Snake: So she's another royal? Seems to be a lot of them around here.
Campbell: While she's of royal blood, she grew up on the plains as part of the Lorca tribe, of the region of Sacae. Her parents and the rest of her tribe were slaughtered by bandits from the mountains nearby.
Snake: So she's been training with her sword and bow because she wants revenge?
Campbell: I think that was her motivation to begin with, but she seems to have put her abilities to more practical use, helping to save her world from a madman named Nergal, alongside her friends.
Snake: Good. Ghandi once said "Holding on to anger is like holding on to a hot coal with the intent of throwing it at someone else. You're the one who gets burned." ...I've been talking to Mei Ling too much.
Campbell: *Chuckles*

((Scrapped Attacks/Concepts))
Down B (Sword) - Holy Water:

Lyn takes out what looks like a normal bottle of water and pours it over her head. Notice how I said what LOOKS like normal water. In reality, she just used Holy Water from the Fire Emblem series. For the next 10 seconds, Lyn takes 1/2 damage and no hitstun from projectiles, the reduction of both decreasing as the duration nears it's end.

Down B (Bow) - Repel:
Lyn takes a metal arrow with a rope attached to it and jams it into the platform she's on. This has no immediate effect, other then Lyn holding the rope with her free hand (or under her arm when she uses both hands). The rope reaches infinitely. When Lyn is airborne and has the rope in her hand, pressing Down B will cause her to pull the rope taut, stoping her fall if the rope is draped over a ledge when she uses this, or swinging her back towards the stage when it's not.

When she reaches the side of the stage, the rope will hang over the side and act as a ladder for Lyn and any other character to use. The arrow has 15% hit points and will stay on the stage until it is destroyed or it leaves the stage. When the arrow is destroyed, Lyn's rope disappears. Lyn can damage the arrow herself, and can't use this move again if there's already an arrow out. Short starting and ending lag as Lyn places the arrow.

_((Final Notes))_
This is actually my second version of the set. During the first set, I burned out and was working on it mostly when exhausted. After a while, I had a flash of inspiration, and remade the set with the mechanic. I feel like the mechanic is ripped from my Three Stooges set, but leaving it out would result in Lyn having a very boring Link/Marth hybrid feel to her. This feels much more like Lyn should, a graceful fighter who's good at dodging and has plenty of options for mindgames.

This is by far my biggest moveset, the text document I have it saved on coming in at over 70KB. I spent a great deal more time on her then my other movesets, I think it was to overcompensate for her limited amount of moves. I think my Three Stooges set is better, if only for the better readability, but Lyn is certainly the highest in quality. One thing I'm concerned about is the Playing as Lyn section, and I'm not so sure I did a great job explaining everything. If you have any suggestions on how to write a better one, or anything I should mention, please let me know. Thanks for reading, and good luck to everyone in the contest.

(Updates):
6/14/09: Added Color and bolding to all mentions of lag, knockback, and damage to make it easier to read. Added More Size BBcode. Thank you, Plorf & Phatcat203 of the Xat Chat. (Later, same day:) Fixed some grammer errors.
 

Tacel

Smash Lord
Joined
May 10, 2009
Messages
1,616
Location
PA

Enters stage through a warp robot.

Attacks:

B: Chibi-Blaster (5%)

Up-B: Chibi-Copter (0%)

Down-B:
Squiter (Like FLUDD, 0%)

A: Punch (5%)

AA: Punch (5%), Toothbrush slash (7%)

AAA: Punch (5%), Toothbrush slash (7%), Spoon uppercut (Hits enemy into air, 7%)

Up+A: Swings plug upwards (7%)

Down+A: Hold tip of plug and jabs (5%)

Up Tilt: Toothbrush Jab (7%)

Forward Tilt: Spoon Jab (8%)

Down Tilt: Sliding kick (9%)

Dash Attack: Dropkick (15%)

Side Smash: Smacks enemy with spoon (15% uncharged, 20% charged)

Down Smash: Whips around plug in a circle (10% uncharged, 15% charged)

Up Smash: "!" or "No" (crossed out circle) comes out of head and smacks enemy. "!" is a stronger hit (20% uncharged 25% charged, "No" is a weaker hit (3% uncharged, 8%
charged.)


Aerial A: Swings spoon left then right (10%)

Aerial Up A: Radar comes out of Chibi-Robo's head and hits enemy (12%)

Aerial Front A:
Diagonal toothbrush slash (10%)

Aerial Back A: Gets squirter out and uses air to blow enemy away (0%)

Aerial Down A: Shoots Chibi-Blaster at ground (5%)

Shield: Hides in mug

Final Smash:

Plugs plug in an outlet and gets powered up. Now, the damage he does to enemies is tripled. (%x3)

Grabs:

Chibi-Robo takes enemy inside head. Every time you press 'A' while you're holding someone, you
shake them around in your head. (5% each)

Up throw: Sucks enemy inside squirter and shoots them out (10%)

Front throw: Lobs the way Chibi-Robo lobs trash into a trash can (0%)

Back throw: Lassos enemy with plug and throws backwards (10%)

Down throw: Throws enemy to ground and brushes enemy furiously with toothbrush (20%)
*When done to a player on team, Chibi-Robo gently scrubs them clean with toothbrush and
heals them by 25%*


Taunts:
Up: Swings the toothbrush around (like he does when you get a Cleaning Bonus)
Side: Radar comes out and rotates a couple of times
Down: The '!' sign comes out of his head

Costumes:
Drake Redcrest Costume
Frog Suit
Trauma Suit
Pajamas
Tao suit
Ghost suit
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
I'm going to respond to all of my comments in one conglomerate of a post: I truly wrote awkwardly during Krow. And not in a detail-y sort of way, as I was honestly trying during my set to make the descriptions as long as possible. If I go over it I'll probably only fix the pronouns and make more paragraphs, but I will try to write better in my next set, Rainman. On to comments:

Phoenix Wright: Nice repost of Chief Mendez's MYM3 Phoenix, LOL.

Lyn(dis): Despite the fact that I don't really support Lyn over New FE Lord for SSB4, I still found this a good read. It was very well balanced, detailed and quite original to boot. The weapons mechanic didn't feel tacked on at all, and it really helped in a coherent playstyle. This leads into my main criticism, playstyle. Lyn didn't really seem like she had much of a playstyle. The weapons mechanic truly was a saving grace for that, but she still seems to just be a boring speed-based character, though it was nice that she had one, even if it was an unoriginal one. Also, the organization wasn't so great. The headers were a bit small and should have been bolded, and the dark green can be a bit difficult to read at times. However, this was still a great set by you, and I can tell that plenty of work went into it.

Chibi-Robo: You're going to need to put in a lot more work into this before it can be counted. I won't go over the standards again, but look at any of the sets on the first page to see what you need to have.
 

mythmonster2

Smash Rookie
Joined
Dec 29, 2008
Messages
10
Heh, I feel out of place here. Anyways, I am making a character (I think I first promised one in MYM 3 or 4, but never delivered) and I need some help balancing a move, since I'm not sure what's overpowered or underpowered. The move takes as long to charge as a Falcon Punch (from beginning to end) is all I've got for sure. However, it allows the person to get life from anyone he attacks. I'm stuck between him absorbing 20 or 25% of the damage done and I'm also stuck with whether the effect should last 10 or 15 seconds. I would much appreciate help.
 

Clownbot

Smash Lord
Joined
Jun 9, 2009
Messages
1,851
REGICE

Forward Smash: Ice Punch: Regice charges his arm back and then releases it forward, an icy mist surrounding it. 23% uncharged, 37% fully charged, with high knockback and a 10% chance of freezing. Moderate endlag, amazing priority.

Up Smash: Crystal Spikes: As the attack is charging, two small crystals (similar in appearance to the ones on Regice's back) appear on either side of Regice. When the attack is released, the crystals shoot up a certain amount, pending on the charge time. Uncharged, it does 14%, fully charged, 24%. HOWEVER, The attack also acts as a shield for Regice for a small time (how much time the crystals stay up, again, depend on the charge time of the attack).

Will update.
 
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