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Make Your Move 6 - Nothing Gold can Stay

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goldwyvern

Smash Ace
Joined
Nov 25, 2008
Messages
519
Location
Holy keys locked in the jet, Batman!
THE TYCOON: No BS, this is by far one of my favorite sets this entire contest, and your best this contest. 100% flawless interpretation of an amazing game into Smash despite being Obviously Un-smash as you call it. I had a blast going through this Stock Market Clusterf*** of a moveset.

Ive had a past with the Tycoon series. An awesome one. That doesnt make me too biased, though. I actually feel that it makes me enjoy the set more due to expiriencing these rides and attractions in the game itself.

The shear reverse of what one would expect. every thing in this set seems like a random character that causes anyone attempting to main him to go insane, but building and gaining revenue was flawlessly implemented into Un-smash.

Every move i agreed with on every effect or damage or side note. Whether or not you agree, this is one of the best movesets this contest for me, and is getting a Supervote 100%. (I WILL try to get 30 posts...(ono))
 

PK-ow!

Smash Lord
Joined
Mar 28, 2008
Messages
1,890
Location
Canada, ON
Rollercoaster Tycoon:


HILARIOUS

Completely unsmash, so talking about inconsistencies and technical dilemmae is pointless, but yeah.
Wow.


I just have one question, and two opinions. How does building supports work? If they're built from the bottom of the screen, then they will almost never reach up past the stage bottom.

First opinion, I think you should have made the Tycoon, the Guests, and the Staff around the height of Olimar to Ness, and scaled the rides accordingly. ... it just feels wrong as it is.
... actually I can't find where you say what the Tycoon looks like. I just inferred it from Hire Staff and your description of Guests.

Second opinion, a guide to this 'wussiness / intensity' factor would have made thingsclearer.


I enjoyed the read.


*~*~*~

@Others: I am working on comments for Thief Khee'Bler and Suzu. Got it in a text document. Suzu is whack :laugh: , and so far Thief looks good but there are some let-downs. :(

I've got to finish my set before next week! :X
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
Naming taunts? What's up with that?

Those match-ups are really lopsided, they'd be boring to play.

You should have a picture at the beginning of the moveset.

Stage feels pointless. Extras are pointless.

I miss cheap_josh... (cry2)

Cool set.
:mad:

EDIT FOR SRS BUSINESS:

Jesus Christ, Roller Coaster Tycoon is insane. It's probably the most insane moveset I've ever read, because it's so utterly unSmash. Seriously, Junahu is going to have a field day with this, and Ocon? Don't get me started. I mean, I don't even know where to begin. The specials alone boggle the mind and break the character in half instantly, although I'm not sure whether they make him broken or Falconbroken.

Here's the kicker: this moveset is going to be incredibly popular. I can just sense that HR is going to seize upon it as one of his favorites ever, and I doubt he'll be the only one. This moveset is just pure, concentrated originality, and that's going to be clear to everyone who reads it, so it WILL place highly, of that I'm sure (unless something goes terribly wrong). Knowing that, I feel no guilt in giving you negative commentary.

I don't even know where to start. The most obvious indicator of this moveset's insanity is that it doesn't even deal in such trivialities as DAMAGE and KNOCKBACK; it deals in money, a unit the moveset itself specifically invents, and totally centers the game around. Playing against Roller Coaster Tycoon would quite simply be a losing battle for absolutely everyone, because he basically plucks your character out of Smash and drops him into his own game. It's like Mario morphing every stage into Mushroom Kingdom. It's like Game and Watch turning every level into Flat Zone. It's crazier than that. It's mind-boggling.

I mean, basically you've taken all the mechanics of Roller Coaster Tycoon and thrust them forcibly into Brawl. One of the most blatant examples is with those security guards, who you set to patrol in EXACTLY the same way that you do in his game. It's appalling, it's brilliant, and it's totally unrealistic. And building your roller coaster manually? Absurd! But... it's so cool! You can actually build it however you want, and make it go off the blast zones? Awesome! But... it's so ridiculous!

The real warning sirens should go off as soon as one realizes that RCT (abreviated henceforth for brevity's sake) has no ways to directly hit the foe. He's basically not even playing the same game; certainly not playing a fighter. This... is the EMBODIMENT of why MYM is not Brawl and could never be Brawl. RCT is not a Brawler. He's a bandit, a vandal sneaking into the game and hacking its very structure to its core. But he's not like MM9:MM, oh no. Where that one was an innocent wanderer who stumbled into the wrong game and was shown firmly out, RCT knows perfectly well that he's not wanted. He's planned and schemed for this, and theoretically he could fit in. You're a sick, evil man, Warlord.

And hell, FOOD COUNTERS? You actually make the foe get hungry after a few seconds? That's so ludicrous, it's genius... or maybe the other way around. I can't believe you put stuff like that in here.

Okay, let's see... constructive complaints... uh.... how does he get double Ganondorf's height into the air (at minimum) if his jump is a paltry 1? What else, what else.... uh, it seems kind of pointless to have so much control over building your roller coaster if it doesn't actually DO anything to have it twist and turn.... maybe make U-Turns causes the foe some brief disorientation after they get off, depending on how many you have? Uh, security guards should have more stamina, because otherwise I think you're pretty damn unlikely to actually get any structure built before the foe starts beating on you, and you with no GTFO moves, as you'd put it. On the flip side, he's broken once he gets going, so it all cancels out, I guess. This is typical of a trap character, one could say, but never to THIS extent. This is profane.

And what does he do on moving stages? Break down and weep, I suppose. And you say everything he builds goes away once he's KO'd? And he has no real recovery? Wow man, this is underpowered. He'll never even manage to start up, since the foe can just bash him away and then gimp him - or even just stand there and watch him plummet without any outside interference. Serves him right for sneaking into a game that doesn't want him.

But MYM is a game that wants him, unfortunately, and I fully expect to see RCT-the-profane in our Top 5 when all is said and done. Hell, it's hard for even me to resist the urge to love him, so what does that mean for MYMers like wyvern?
While I could reply to this piece by piece, it can all be summarized rather quickly: I am fully aware that this is the most unsmash moveset ever made, but as I’ve told you in the chat, I can appreciate all approaches to movesetting. This is the exact opposite of my recent trend of simplicity and less is more, so I still definitely find something enjoyable about making sets like this. Even the set itself acknowledges how utterly unsmash it is. It’s obviously not everyone’s cup of tea. Considering I have more representation then anyone on Ocon and Junahu’s voting lists thanks to my more simple sets, though, I’m not worried about them being turned off from just one.

As for him being underpowered, dude. It’s not as hard to get set up as you might think, considering how much he can abuse invulnerability frames. Hell, even before he has anything up, he can start working no his roller coaster for some more free invulnerability frames, and that godamn claw is a constant thorn in the enemy’s side. He doesn’t even have to go invulnerable. Several of his rides’ purposes are specifically to give him more time to set up. I originally planned to let his rides stay if he died, but I felt he was blatantly overpowered that way, and I hated how that turned out on Ludicolo.

Oh, and an excellent point on the low jumps and the minimum amount he has to get into the air to make supports. I’ll go fix that, seeing apparently he could use some buffs in your mind anyway. As for the different track pieces serving little purpose, the u-turns serve to turn the coaster around, and without at least two of them it’d be impossible for the roller coasters to make a loop, and thus you’d never be allowed to open the thing.

And that’s all I’ve really got to say. Your critique wasn’t honestly even all that negative. Yes, we know he’s utterly unsmash. I agree entirely. This is far from new information. I can tell everybody’s either going to call him overpowered or underpowered already and that this will easily be among the most controversial sets of MYM. I myself am quite conflicted on it, for crying out loud, though I still love it for what it is.

Well, whaddya know, RollerCoaster Tycoon is up. First, let me wave good bye to any more attention BubbleMan.EXE might have gotten. Good-bye...
Heheh. . .Sorry. I plan on commenting him, Hornet Man, and Black Knight momentairily. I just read Bubble Man up through the nair before reading this post, so it shouldn’t be long before I get some commentary up.

With that out of the way, wow. You really did a very impressive job of implementing the grandaddy of business simulator games into Brawl. The system is incredibly complex and entirely unsmashlike, but that was basically the entire goal of this set. I can't imagine a better way to implement him, and you did a fantastic job. The background dragging idea is an entirely kickass way to make it at least somewhere near the realm of feasibility and balance, so good job there.
I wouldn’t say it’s remotely feasible, but it could –theoretically- work in a perfect world. Anyway, glad you liked it so much. I wasn’t worried about unsmash-ness with this set, seeing that was my entire goal with it.

Starting with the specials, I question your choice of the funds system on the theme park entrance. Wouldn't it make more sense for each individual ride to have a set price; setting it all to one level is weird, and there isn't any real encouragement as far as you showed to alter prices. The Side Special was very nice, and the Up Special makes perfect sense, and the Down Special is just sweet. Handbuilding your rollercoasters? YES!
Would you believe my original plan didn’t have roller coasters involved at all? I tried to think of a way to make them special. . .But then it hit me. Allow them to be manually constructed. It made them an important part of the playstyle and more flashy then the other rides like I needed it to be.

Glad you liked S and U specials, but changing the price of the neutral special does have plenty of potential. Naturally you’ll want to raise it up to make more money so you won’t run out, but then you have to deal with your foe becoming immune to going on your rides due to lack of funds. . .You could make the price low so the foes never run out of cash, but then you’ll run out of money quickly. It’s all about finding a balance. As for just making everything have set prices, I wanted to get that all out of the way with the neutral special so I wouldn’t have another detail to state for every move.

For tilts, you made a good choice by making it the stalls and various items, and the games with the First Aid Room and such are sweet. The Smashes are all good move choices, but the aerials are a tad disappointing; how is it not an instant gimp if I build the slide entrance right on the edge, and why are the Merry-Go-Round and the Ferris Wheel mirrored? The Bumper Cars had so many effects that I couldn't keep track of them all too.
Bumper Cars I agree are a bit iffy in description and the slide is indeed an instant gimp. . .But does it matter? He has no moves whatsoever to hit them off the stage with. His only means of knockback, blowing up rides, does vertical knockback, so. . .It’s just a trap like any other. Foes won’t be having to recover against the tycoon, so having a wall against the ledge doesn’t really matter (Though in doubles. . .).

Also, why is the grab last? I'd put it right after the specials, personally, since it completely changes the entire moveset's flow. The Final Smash also seems a little lackluster; GO KARTS are his ultimate attack? Why does he only get eight seconds, why not be able to go in and save that Smash for later, like the rest of his set?
Grab is fix’d. As for the final smash, it originally just gave him infinite money, so. . .I made it more flashy and such so Junahu would have less to cry about. I made it only 8 seconds so it, y’know, wouldn’t be an instant kill if he got somebody on it cause he could just easily make the track go off the blast zone then loop it back before the timer was up.

Match-ups, as K Rool, said, are rather one-sided, and the lack of any sort of appendix explaining who rides what rides makes them feel a little manufactured. In the end, though, I absolutely have to commend you for having the balls to drop such an amazing, ambitious, insane set; like Sloth demanded playstyle, Tycoon wrecks feasability, so congratulations on a great read.
That was just a rather obligatory trolling comment from Rool, but in all seriousness, considering how unsmash Tycoon is, does it really come as a surprise that his match-ups are so game breaking? Tycoon is the definition of trap character. Extreme doesn’t even begin to cover it.

Dunno why I went so defensive here while I was so casual with Rool’s comment, considering this one was a good deal more positive, but this one did touch on more specific elements. Glad you liked it as much as you did.

Oh, and one last thing on the intensity stuff. . .Sure. I could've made an obligatory list in a <code> box, but would you read it? Would you care? It'd just make the moveset seem more complicated then it already does (and is), and I'm still trying to keep my movesets short and sweet for the sake of readabillity.

RollerCoaster Tycoon?

In my MYM?

That's all I have to say. >_>
:bee:

THE TYCOON: No BS, this is by far one of my favorite sets this entire contest, and your best this contest. 100% flawless interpretation of an amazing game into Smash despite being Obviously Un-smash as you call it. I had a blast going through this Stock Market Clusterf*** of a moveset.

Ive had a past with the Tycoon series. An awesome one. That doesnt make me too biased, though. I actually feel that it makes me enjoy the set more due to expiriencing these rides and attractions in the game itself.

The shear reverse of what one would expect. every thing in this set seems like a random character that causes anyone attempting to main him to go insane, but building and gaining revenue was flawlessly implemented into Un-smash.

Every move i agreed with on every effect or damage or side note. Whether or not you agree, this is one of the best movesets this contest for me, and is getting a Supervote 100%. (I WILL try to get 30 posts...(ono))
Must be good to lure you out of your hidey hole, eh, GW? Considering your preference towards my sets this contest, I certainly hope so. . .Ditto on the memories of the series. It’s a very memorable part of my gaming past. And you’re right. . .The entire set is a direct import of the game itself into Smash. Either way, thanks for the praise. As for my opinion. . .Check the final smash.

Edit @ PK-Ow: There's a link to a picture at the start of the moveset, and the supports will be built up from the bottom of the screen to the point of where the Tycoon pressed the button input. While I could've just included the pic at the start of the set, it was REMOVED DUE TO LEGAL ISSUES.
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
OH MY GOD

Roller Coaster Tycoon is just about the least feasible MYM set for Smash ever, which added to its epicness. Yeah he's a blatant trap character. So what? It's still genius. Instead of being some kind of set-and-forget thing, RCT has to manage his funds and turn up a profit, so you can't just spam really powerful traps. You have to price-gouge your customers to be able to set up things. This is pretty much a direct translation of RCT into Smash, without being ridiculous (see: MM9 Megaman [sorry Junahu]).

Criticisms? Little to criticize, really. Umm... like darth meanie said, the final smash is a little random, but that's okay, as there's no better option for it. It's blatantly un-smash, but hey, so is the rest of MYM! Seriously, amazing set.
 

Lord Sakurai

Smash Cadet
Joined
Oct 30, 2008
Messages
52


BACKGROUND

Zoo Tycoon is a series of RTS games on the PC in which you design theme parks. While the game had specific objectives for you to meet, who cares about some obligatory computer “park rating”? It clearly has no taste and is very robotic. No, Zoo Tycoon plays like a sandbox game in that the majority of your enjoyment will be in just messing around with the thing and making the parks exactly how you want them.

. . .But how can one make a moveset for a game? Well, the visual representation of “Zoo Tycoon” is a generic businessman. That said, the character slot “Zoo Tycoon” could still be much better described as a implementation of the game itself into Smash rather then the guy who makes the parks.

OPENING YOUR PARK

Zoo Tycoon is an absolutely blatant trap character and extremely “unsmash”, though anything less would fail to do the character justice. If you are SkylerOcon (No fun or smiling permitted), please stop reading this moveset now.

Every single one of his button inputs alters the stage in some way, without exception. While the tycoon has no lag whatsoever in using one of his button inputs to have his Zoo Keeper start building a exhibit (Who pops into existence just to do so), the Zoo Keeper can only work on constructing one exhibit at a time. If you order a construction accidentally, just press the button input again to cancel it. The Tycoon can only have one of any single type of exhibit at a time.

Seeing there would barely be any stage left to walk on if the tycoon built his park on the playing field, he instead builds his exhibits in the background. Each exhibit has an entrance and exit, roughly Bowser’s size. If a foe steps in front of the entrance, they’ll be forced to go onto the exhibit, the effects varying based on what exhibit they went onto. Once the exhibit’s over, they’ll come back out the exit. For shops and stalls, the foe simply has to step in front of it to activate its’ effects and goes back into the foreground afterwards, being immune to the shop for a few seconds. The Tycoon can also enter his own attractions (Mainly to abuse the invulnerability frames), though he’s not forced to, having to press up in front of the entrances/shops to enter them like doors in the SSE.

Now then, running your park isn’t all fun and games. Thanks to the lovely economic situation we’re now in thanks to our commander in chief, you’re going to have to make a living off of this theme park you’re creating. It costs money to build each and every addition to your park. You can get more money by forcing your enemies to go on your exhibits and buy your merchandise, as well as other matters elaborated on later. You start with $750, and it’s displayed next to your percentage. When the Tycoon dies, all of this is reset and all his exhibits instantly vanish.

Your most obvious way of killing your foe will be to blow your exhibits up while the foe is on them. To do so, simply press the button input of the exhibit you want to incinerate. This deals 18% and upward knockback that kills at 200%. . .Yeah, it’s gonna be a good while before they die this way if you just randomly blow up everything they board. While you can blow up your shops and stalls, foes will instantly leap back and not be caught in the explosion if they’re using one, so the only purpose of blowing them up is to relocate them.

Oh, and one last thing before we dive into the main moveset. You can’t honestly picture somebody like Ganondorf riding a Horse Exhibit, can you? No, you can only force characters to go on exhibits they’d actually enjoy going on. Every characters has a level of preferred intensity they look for in exhibits. If the characters prefers high intensity exhibits (Such as the earlier example of Ganon), they’ll refuse to go on your cute little exhibits for racking damage/stalling. If they’re too scared of the big exhibits though (Peach), you’ll have an annoying time KOing them due to them refusing to go on your Zoos and some of your thrill exhibits.

Before this turns into another Cutesy, let’s begin with the main moveset, shall we?

STATS

Priority »»» 10
Range »»» 10
Attack Speed »»» 10
Recovery »»» 7.5
Size »»» 6
Falling Speed »»» 5.5
Aerial Movement »»» 5.5
Weight »»» 5
Traction »»» 5
Movement »»» 5
Jumps »»» 5
Power »»» 2

The most deceiving things about these stats is the attack speed. The Tycoon has literally no means of direct attack, and he can only –begin- the construction of his buildings instantly, it still takes time for them to actually be built. The range/priority comes from all the infinite priority disjointed hitboxes and the massive stage control the Tycoon has – he has no melee range or good jointed priority to speak of. Aside from that, the stats are pretty average and boring, being the norm for a generic human, though the low power can be alarming.

SPECIALS – PARK ESSENTIALS

Neutral Special – Park Entrance

This takes a mere 2 seconds for your Zoo Keeper to build and is absolutely free, popping into existence almost instantly. This is basically just a small arch, not taking up any more space then the standard exhibit entrance. This is the only “exhibit” foes cannot enter, but this is still without a doubt the first thing you’ll want to build.

Every 10 seconds, a generic citizen will enter through the park entrance, a guest to your park. These guests are your primary source of income, as they have to pay the same amount of money to go on the exhibits as your rivals do. They vary in size from Ness to Marth, coming in many varieties. These random varieties determine the amount of HP and the types of exhibits the guests will prefer. While random elements might be a turn-off, you won’t get guests that prefer types of exhibits you haven’t built yet, so it’s not that big an issue. And yes, your guests are actually attackable – unlike your exhibits which are safe in the background, you’ll have to actively protect your guests from enemy fire.

If you enter your park entrance, you can stay inside for up to 3 seconds (Press A to come out early) to hide from your foes, though you’ll have plenty of lag going in and out of it. While inside, you can tilt the control stick up and down to make a green number appear and make it go up and down. By default, it’s set to 20, and it goes up and down pretty fast. This number is how much money you’re charging everybody to go on your exhibits, save your shops and stalls which charge half the number.

Guests/enemies will always go on exhibits if they encounter them regardless of price if the exhibit’s in their intensity range, but if somebody doesn’t have enough money to pay for a exhibit, they won’t be forced to exhibit it, meaning there’s little you can do to harm foes if you just empty them of all their cash instantly. While you can just put free admission on the exhibits, you’ll obviously run out of cash fast that way. All foes start with $300, their money also being displayed alongside their percentage, while guests have a mere $100.

As an Easter egg, the banner above the arch displays the name of your Brawl tag followed by “Park” (I.E. “DFM Park” with a DFM tag). If you don’t have a tag, it simply says “Tycoon Park”.
[$0]

Side Special – Hire Staff

This move has two variants based off whether you input it as a forward or back special, though they both hire staff. Inputting the move as a forward special hires a security guard with below average lag, who are needless to say far more useful here then in Zoo Tycoon. They’re roughly Marth’s size, have 25 stamina, and walk about slowly at Ganon’s walking speed. They’ll patrol back and forth on the platform they’re summoned on, swinging their nightsticks to deal 10% and average knockback with decent range/average lag.

By inputting a forward special when next to a security guard, you can set the security guard’s patrol zone by dragging around a cursor (Which moves incredibly fast). Move the cursor around to get to the start of the patrol zone, then hold A and drag to the end of how far you want the zone to be. You still can’t make the guard leave the platform he was summoned on, but considering they’re so slow there’s little reason to. If anything, you’ll want to just hit A once casually to tell the security guard to stay put, particularly in front of a exhibit exit so a foe gets hit by the guard the moment they come out the exit (Though they still have time to dodge, there’s nearly no lag coming out of a exhibit).

By inputting a backward special, you can hire a Zoo Keeper, who will happily wave before going into the background and vanishing, not seeming to do anything. However; this allows you to build two buildings at once, one per Zoo Keeper.

You can have up to three security guards and three Zoo Keepers, having one Zoo Keeper at the start of a match who works for free. Your other employees cost money though, $10 per second per Zoo Keeper and $5 per second per security guard. Needless to say, this can add up pretty fast, and you’ll be hard pressed to actually make use of all your employees at all times anyway, so try to flood your park with employees.
[$5 per second] [$10 per second]

Up Special - Supports

This move has no function if used on the ground, but if used in the air one of your Zoo Keepers will start building supports from the ground up to the point where you used the move. This can be used off the stage, the Zoo Keeper working up from the bottom of the screen to get to the point you used the move. This takes 3 seconds and costs $35 for every Ganondorf high the Zoo Keepers have to build, and the minimum you can build up is double good old Ganon’s height. While the Zoo Keeper builds the supports in the background, on the top of the supports will be a drop-through platform that reaches out from the background onto the playing field which can be stood on normally, being 1.5X as long as a Battlefield platform.

You can build as many supports as you want, unlike your other constructions, and in addition the Zoo Keepers will build around your other exhibits when creating the supports, meaning they don’t take up space. On the contrary, your supports are the main thing that allows you to be tourney viable, as it allows you to create more space to build stuff on those tiny tourney legal stages. Yes, I am fully aware this is a terrible recovery, if it can even be called that, that’s still to come.
[Variable $]

Down Special – Zoo

Now then, this is the first true exhibit of the moveset in one sense in that foes can actually enter it and it has a normal entrance and exit, but it’s much more versatile then most in that you manually construct it rather then your Zoo Keepers doing everything for you. When you first input this move, the tycoon steps into the background, becoming invulnerable. You can stay here for a maximum of 5 seconds and go into this quickly, but there’s terrible lag coming out of it. While in the background, you can press shield to change your track piece type, A to place the piece, and B to go back onto the battlefield early. This does not function in the air. The type of Zoo you make changes to match the stage – steel coasters for urban stages, wooden for medieval/jungle ones, log flumes/water Crocodile Exhibits for stages like Delfino Plaza, etc.

The five track pieces available to you are station platforms, regular track pieces, u-turns, the entrance, and the exit. Station platforms aren’t anything special, but you can’t place the entrance and exit on regular track pieces. Regular track pieces can be rotated, meaning you can make them climb up into the air or go down for a dramatic plunge. Each piece aside from the entrance and exit costs $15, and all pieces outside the entrance/exit are roughly half a Battlefield platform in size.

Now, before your Zoo can truly function, you have to loop it back around to connect to the opposite end of the station platform. You’re perfectly allowed to have the Zoo go off a blast zone on it’s way back – it’s pretty much the only way Tycoon will be scoring any KOs. . .But this is very expensive to make and will require you to step back into the background countless times, primairily due to you having to bring the track back around into a loop before the exhibit’s finished. But that’s what your other exhibits are for! Use them to occupy your foe so you can build your ultimate death trap in peace.

You can’t blow up Zoos like your other exhibits, but there’s no limit to how many you can make, meaning you can possibly make a secondary Zoo that simply goes on forever to occupy your foe while you continue to expand your park. Due to all the freedom you’re given with Zoos, they’re easily your most versatile exhibit. For the majority of the exhibit, foes won’t take damage, but when going downwards they take 5% a second.
[Variable $]

GRAB

Grab – The Claw

http://i244.photobucket.com/albums/gg28/MasterWarlord7/tycoongrab.png

In Zoo Tycoon, you could casually pick up your guests and employees with a claw like device, then place them anywhere you wish, so long as it was in your park boundaries. This naturally allowed for plenty of sadistic manipulation of guests such as drowning them and what-not, and this carries over to Smash quite well.

Upon pressing Z, a claw (Roughly Marth’s size) appears double Ganondorf’s height above the tycoon with below average lag, and you can they move it about at Ganon’s dashing speed in any direction for as long as you desire, although if the tycoon gets hit the claw will disappear. Pressing Z causes the claw to vanish early with below average lag, while pressing A causes the claw to open up it’s pinchers and try to grab someone with average lag and reach. If you do grab someone, you’ll deal 1% to them every other second and can still move the claw around at will, then release the victim with the A button. Foes must button mash out like a grab like normal. This can be used for KOs once you’ve got some damage up, mainly gimp ones, but more importantly you can use the claw to drop your foes off in front of the entrance to a exhibit. The claw is also an excellent shield, absorbing any and all attacks.

The claw is fully capable of grabbing your guests and security guards in addition to foes, making it all the easier to manipulate your park as you see fit. Place your guests in front of the exhibits you need them to go on and move your security guards to new locations rather then hiring new ones. As if the almighty claw couldn’t grab enough already, it can also grab the tycoon himself, serving as his primary means of recovery.

While you can obviously use this in the air due to it being a recovery, you can also use the claw when inside one of your buildings or are doing anything else whatsoever. This allows you to still put up an offense while cowering away and hiding, and also allows you to constantly be doing something or other for the betterment of your park by moving your guests out of harm’s way.
[$0]

STANDARDS AND TILTS – SHOPS AND STALLS

Standard Attack – Cash Machine

This and all the other shops/stalls are Ganondorf’s height and 1.5X Bowser’s width, cost $75, and are built in 8 seconds. The function of this particular stall is another move that is absolutely vital for the Tycoon – foes and guests who go up to it will take advantage of the ATMs to instantly restore all their cash to their max, enabling them to continue going on exhibits. Obviously, this doesn’t cost them anything. You –WILL- have to get your foe to eventually come to one of these at some point or other, so plan on it.

This button input has a secondary function, you only blowing up the cash machine if you’re standing in front of it. If used elsewhere, the tycoon runs his finger across his neck and says “You’re fired!”. If used in the middle of nowhere, you’ll fire one of your extra Zoo Keepers (You can’t fire your main one), and if used in front of a security guard you’ll fire him. If you run out of cash, all your extra employees instantly quit without needing to be fired.
[$75]

Dashing Attack – Souvenir Stall

Foes who go up to this shop can purchase either a balloon or a umbrella. Both cost the same amount and the parasol’s the default, but you can switch it to the balloon by pressing B as your character steps up to the stand. If items are turned on, you can purchase a random normal item with shield also.

The foe actually gets to make use of the item they purchase. The umbrella functions identically to the parasol in Melee, but the balloon doesn’t function as a battering item and simply gives you a float. Unlike the parasol’s “float” this not only slows your momentum but causes you to even rise at the rate you’d normally fall with the umbrella – but the balloon can be popped with any attack, making recovery with it dangerous.

The main reason you’ll be building this is to buy the items yourself – primarily the umbrella. While the recovery bonus is quite welcome, you’ll be wanting it because it will give you some actual attacks with its' battering weapon properties. While they’re still pitifully weak and low in number, raising your total of GTFO moves from anything other then zero is always nice. If your foe has a terrible recovery, an umbrella/balloon might sound like a dream to them. If that’s the case, blow the stall up after you get your umbrella immediately.
[$75]

Side Tilt – Food Stand

There are many types of food stands available in Zoo Tycoon and they appear at random when you use this move, but they all function identically, so the extra types are just Easter eggs. Now then, guests and foes will eventually get hungry from all the time they spend in your park and want some food, a thought bubble of the food item your stall produces appearing above their head. The guest/foe will refuse to go on any exhibits until their hunger has been satisfied. Upon picking up a food item, the guest will stand in place and eat to restore 2% per second for 4 seconds, though foes can move around while eating and have super-armor while doing so. It takes roughly 2.5 minutes for somebody to get hungry, and this timer carries over stocks.
[$75]

People can also get thirsty, and inputting this move as a btilt builds a soda stall (No variations, this is by far the most common means of drinks in the games) rather then a food stand. This functions much the same way, with everybody simply having separate invisible counters for thirst as well as hunger. The thirst of the people builds faster then their hunger, taking only 2 minutes.

If you intend to abuse the healing and superarmor by going to get food/drinks yourself, you’ll be disappointed to know that the tycoon has extra ending lag when finishing off a food item to prevent him from just re-entering the stall to get more superarmor. Bah.
[$75]

Up Tilt – Bathroom

Rather then getting a thought bubble, foes will start doing frantic little dances when left to stand in place when they need to take a piss and will lose the ability to walk (And thus their ftilts). The counter for going to the bathroom is pretty high, 4.5 minutes, but every soda the foe drinks makes the foe have to go to the bathroom 1.5 minutes sooner. Unfortunately, you don’t get any profit off of this (What do you mean I can’t tax people on bathroom breaks?!?), so this is far from high priority on your list of things to build.

All of these various needs (hunger/thirst/bathroom) for the people cannot stack, the other two counters pausing when one of the counters hits zero. Considering guests will tend to still eat/drink when not at max hunger/thirst, try placing your soda stall and bathroom close together, as the guests will probably have a good deal too many unnecessary sodas. . .
[$75]

Down Tilt – First Aid Room

Upon entering this stall, foes get healed for 15% over 5 seconds. Sure, it makes you a quick buck, but this isn’t one of the obligatory needs you have to fill to satisfy your customers, so what’s the point, really? Well, much like the souvenier stall, you’ll be wanting to go into this stall yourself to get some free healing. Unlike your guests, you can leave it early with a casual press of A. The first aid room can only treat somebody once every 15 seconds, preventing the entire match from being a king of the hill over the place.

What you’ll want to do is to assign a security guard to stand in front of the first aid room to block foes from getting in. Even if they do knock the guard away (They –do- take knockback) and get inside, the guard will come back to his spot before they leave the first aid room and smack them with his nightstick on their way out to limit the healing, as there’s more ending lag coming out of this place then your other attractions.
[$75]

SMASHES – THRILL EXHIBITS

Forward Smash – Tiger Exhibit

This is a rather small exhibit, being only as large as a shop/stall, though it costs a good $150. Once the foe goes inside of the thing, it starts rocking about every which way violently, dealing 17% damage total over the 2.5 second duration. While the exhibit is pretty fast and has little notable about it otherwise, if you fully charge it the foe will be dizzy and sway to the right or left a Battlefield platform’s distance upon coming out. While the foe will have super armor as they do-so, meaning they can’t just be grabbed and they won’t walk off edges, you can get free extra damage and time to yourself by setting up exhibits on either side of the Tiger Exhibit so the foe automatically is forced into another exhibit. Due to being unable to build more then one of the same exhibit, you unfortunately can’t just set up mass Tiger Exhibits for an infinite (Or close enough to one).
[$150]

Up Smash – Lion Exhibit

The longer you charge, the higher your Zoo Keeper will build up the Lion Exhibit (Also known as the King of the Jungle Exhibit), though it’s always only double Bowser’s width. Minimum charge makes it go up 2.5X Ganondorf’s height and costs a mere $80, while a maxxed charge doubles both cost and size. If you build some supports then build a tall Lion Exhibit on top of it, it makes for an easy KO move, but even without all that set up it’s still the best exhibit to blow up to go for a KO on the foe when they reach the top of the exhibit, thanks to the vertical knockback of exhibit explosions. Foes take anywhere from 12-28% while on the exhibit over time based on how long their exhibit on it is. While this exhibit is near useless uncharged, it’s not hard to find some time to charge it, considering how good you are at stalling. . .
[$80-160]

Down Smash – Elephant Exhibit

While this exhibit isn’t absolutely enormous, the actual ship part of the exhibit being around the width of a Battlefield platform and Mario’s height, it requires 1.5X the distance of a Battlefield platform on either side of it due to the arc the Elephant Exhibit goes in. This costs a rather meaty $200 regardless of charge. Charging increases the duration of how long the ship will swing to and fro and thus also the damage, anywhere from 2.5-5 seconds and 14-26% damage.

While this move isn’t that notable in damage output, this exhibit isn’t entirely in the background. It’s much like the statues in Castle Siege in that you can walk through them normally, but it absorbs projectiles. It still can’t be destroyed like the other exhibits, but the Elephant Exhibit is a hitbox to foes not on the exhibit when it’s swinging about. Aside from being great for FFAs, this means that you can board the ship yourself to set into motion, or simply send a guest to exhibit it in order to do so. This makes a great centerpiece to your park to give foes a consistent obstacle they’ll have to go around and to render projectiles obsolete.
[$200]

AERIALS – GENTLE EXHIBITS

A small note before we go into the aerials is that Zoo Keepers will build up supports to the point of where you used the move before constructing the actual exhibit that button input is assigned to. If you want to build one of these five “aerial exhibits” on the ground, just shorthop and use the button input, as if you do so the Zoo Keepers will just build the exhibit directly under your location (You have to be the minimum distance into the air to build supports – double Ganondorf’s height - for them to insist on building them rather then building the exhibit below you.).

Neutral Aerial – Horse Exhibit

This exhibit costs $100 with a 10 second build time, and is Ganon’s height/2.5X Bowser’s width. This exhibit is pretty simple and only deals 1% per second to foes that are on it, but the duration of this exhibit is –very- long – 7.5 seconds. This will be one of the first exhibits you’ll want to build so you can send your foe off to humiliate themselves on the merry go round (A shame so many people refuse to go on it) while you expand your park, it serving little other purpose.
[$100]

Forward Aerial – Hippo Exhibit

This exhibit takes 12 seconds to be built, costs $120, and is Ganon’s height/3X Bowser’s width. People stay in the Hippo Exhibit for a mere 2.5 seconds due to having no partner and take no damage from this move otherwise, but for every additional guest that goes onto this exhibit (There’s no limit to when people can board it or how many there can be), the duration will be doubled for each guest, and people inside will take 3% per second as they bash together with the other Hippo Exhibit. Seeing this damages guests and potentially puts them in danger, you’ll be wanting to steer guests away from this exhibit, possibly building it off the main stage to prevent them from entering it entirely, and only bring them over to use as “ammo” to damage/stall foes with when they board the Hippo Exhibit.

The tycoon can also go onto the Hippo Exhibit himself, though the only reason he’d want to do that would be so the foe actually takes damage and stays on longer if they’re currently on solo. While you won’t be able to do much while inside here, your foe will be occupied and your exhibits under construction will continue to be built. The tycoon will also take the same damage as anyone else, though, so be careful. If two players (Namely you and the foe) are on at the same time, they’ll go into a button mashing contest, the winner dealing more damage/taking less based on how much more they mash.
[$120]

Back Aerial – Monkey Exhibit

This exhibit is double Ganondorf’s height and Bowser’s Width, costs $150, and takes 12 seconds to build. Inside, foes take a somewhat “ho-hum” 12% and are trapped inside for a decent 4 seconds, but the real highlight of this move is that once foes come out of it they’ll be somewhat spooked. This has no effect on gameplay outside a new idle animation for 10 seconds, but during these 10 seconds foes will be willing to exhibit low intensity level exhibits. That said, the Monkey Exhibit is still a rather low intensity level exhibit, so the higher ups like Ganondorf will refuse to go on this and thus still will refuse to humiliate themselves on the Horse Exhibit, but that fat fart Bowser is another story. . .
[$150]


Down Aerial - Crocodile Exhibit

While this exhibit is only 1.5X Bowser’s width, it’s double Ganondorf’s height. It’s fairly run of the mill in build speed/pricing, 14 seconds and $140. Now then, this breaks the rule established with the other aerial exhibits in that your men won’t build up supports to it in the normal fashion. While you’ll be hard pressed to notice the difference at first, the platform on the top of the supports will be entirely in the background, meaning this is your only exhibit you can build with nothing whatsoever under it.

Now that we’ve established that, the area where you first press this button input will be where the entrance to the exhibit is built, but the entrance is located at the top of the exhibit. There’s an actual platform as wide as the entrance you can stand on in front of it, but the exit is at the bottom of the exhibit, double Ganondorf’s height below, with nothing under it. Naturally, you’ll be wanting to place your Crocodile Exhibit in such a way to either gimp foes or to drop them into a gigantic cluster of exhibits. The actual exhibit is over in a mere 2 seconds and deals only 5%, this exhibit requiring strategic placing to be useful.
[$140]

FINAL SMASH – ALIEN EXHIBIT

Upon activating the final smash, the camera zooms in on the Tycoon as he rubs his hands together greedily, then pans back out as he steps into the background. From here, you can make a Alien Exhibit track in an identical fashion to your Zoos, but you have 8 seconds to do so and it’s absolutely free. Once the time’s up or you’re done, all guests will start heading directly for the go karts, ignoring all other exhibits. You have to get the foe to come to the go karts before the 8 aliens are filled up, or else the final smash is essentially wasted, as once everybody does three laps around the track, it vanishes and the final smash is wasted, outside some free profit from your guests.

If you –do- get your opponent to go on the aliens, it starts up in 8 seconds, not waiting for a full load. The foe must button mash to get ahead of the race, as for every enemy racer that beats them they’ll take 30% damage. You can board the go karts yourself to add to the chaos and give your enemies another opponent to beat, though you’d be better off building more exhibits anyway. Of course, you can always just make the track loop off the edge so it KOs the foe, but with only 8 seconds to do so this is easier said then done, and if you haven’t finished a loop before your 8 seconds are up the final smash is entirely wasted.
[$0]

PLAYSTYLE
Like any good blatant trap character, the Tycoon must first set up before he can do much of anything. He has a much harder time doing this then most trap characters in that he has no direct attacks whatsoever. That said, there’s little foes can do to stop you to from constructing buildings seeing there’s no lag for you to order your Zoo Keepers to get to work and they can’t be attacked, but you’ll be taking tons of punishment while they’re being built none-the-less. To minimize this, you’ll be wanting to use your claw and security guards to the best of your ability, and best of all set up a souvenir stall and equip yourself with an umbrella in order to be able to actually defend yourself. Don’t worry about your foe picking one up, they have better options then to use such a pathetic weapon.

Once you actually have a few buildings up, making more instantly becomes much, much easier. Use a Horse Exhibit to eliminate foes from the picture, or just simply go on the exhibit yourself to hide as your exhibits continue being built. You can use your claw to defend yourself on the way out and pester your foe/save guests all the while. Elephant Exhibits also give you an actually large hitbox to work with, far bigger then a mere exhibit entrance. Build one ASAP.

Another thing to look into is making a chain of exhibits for maximum stall time. Make a Tiger Exhibit in the middle of a Horse Exhibit and a Underwater Exhibit, your two longest running exhibits. Place a Crocodile Exhibit above the Underwater Exhibit, then when the Tiger Exhibit forces the foe into the Underwater Exhibit blow it up to send the foe up into the Crocodile Exhibit. Have two nice little stalls on either side of the Underwater Exhibit foes can DI into once they come out of the Crocodile Exhibit, as well as a security guard and your claw ready where the Underwater Exhibit once was once they come down from the Crocodile Exhibit. Leave no space free from your onslaught of traps. The possibilities are endless.

While this is all going on, you’ll be wanting to build a coaster as your primary KO move. While you could go with an Lion Exhibit, a coaster generally will take less room and you can manipulate the track to go around your other exhibits. Of course, this is more expensive and time consuming, but this can possibly net you an additional KO once the foe respawns due to it not requiring you to rack the foe’s damage.

The main thing that prevents Tycoon from being garbage tier is his ability to 3 stock foes. While he can build up his park time and time again with each and every stock, this is easier said then done. That said, the Tycoon is more capable of this then most trap characters, as he can abuse invincibility frames by running and hiding in his exhibits, particularly by healing in his first aid room. It’s not even necessary to guard the place with a security guard – if you have a Zoo the foe’s percentage won’t matter anyway. In addition, the Tycoon’s up special allows him to make as much space as he wants to build his park with regardless of how small the main stage is. Before long, you’ll be troubled to freaking recognize the base stage at all.

That said, one thing preventing your complete and utter dominance once you have a fully functioning park are the needs of your foe, their cash/hunger/thirst/bladder. You’ll be wanting to satisfy these needs before they come into play, as if you can manipulate your foe to go into them with your other exhibits, particularly a Tiger Exhibit with stalls on either side, it’s far easier to meet the needs. If the foe becomes immune to all but one exhibit, though, prepare to be in for hell. Money is more only a problem early game, so you don’t have to worry about that as much. Just go make everything free in your park entrance. Your park should already be big enough by this point for you to go without additional income for a bit – just don’t grow too fond of your Security Guards.

Of course, Tycoon hates moving stages, but the legal ones, Delfino Plaza and Halberd, his exhibits will stay in tact so long as he doesn’t build the exhibits so far off that the main platform doesn’t pick them up, and if that’s not enough space for him he can always build up supports to make additional platforms. The Tycoon also absolutely LOVES Smashville (The most neutral stage in the game) – that gigantic moving platform can make your exhibits much more of a threat and opens up a whole new layer of strategies.

MATCH UPS

VS. Wario: 25/75, Wario’s favor
Wario’s waft power replaces the normal bathroom need, meaning he’ll have to use it a good deal sooner. While this might sound good for the tycoon, Wario can still use this as an actual attack, and if he actually uses a fully charged waft in the bathroom he’ll blow it up, wafting out through the top of it. No joke. This means you’ll constantly have to replace your bathrooms against Wario, though that’s not a big issue, seeing they’re so cheap.

Wario’s excellent aerial mobility allows him to move around the exhibit entrances much better then other characters, and that goddamn bike of his allows him to pass exhibit entrances without going into them. Thankfully, the claw and security guards outprioritze the bike, meaning it doesn’t give him the match up. That said, Wario is pretty much the jack of all trades, and seeing how good he is at avoiding your exhibits in general and the little bathroom easter egg to boot, he’s a great counter for the Tycoon.

VS. Mr. Game & Watch: 60/40, Tycoon’s favor
Sure, the Tycoon will be pressured to all hell at the start of a match, but G&W and other speedy characters can’t gimp the Tycoon nearly as well as he’d like for an easy KO. While if the Tycoon just uses the claw, he’ll be rather gimpable, if he floats back to the stage with an umbrella he can defend himself from being gimped with the claw (So long as he sets his momentum to go forward before he takes out the claw, he won’t need to control his main body). One of Game & Watch’s primary advantages, his disjointed hitboxes, also means little to nothing in this match-up. While G&W will indeed rack up the Tycoon’s percentage before he gets much set up, the Tycoon can stall his demise with his great recovery. While G&W’s aerial DI and small size help him out here like Wario, he can’t avoid the exhibits nearly as well as the fat lard due to his lack of a bike, and he also can’t KO and is easily KOable by the Lion Exhibit.

VS. Ganondorf: 65/35, Tycoon’s favor
Ah, so it’s the guy we keep talking about when we mention intensity levels. It’s true, stalling Ganondorf at the start of a match can prove to be a major problem due to his immunity to all the gentle exhibits save the Hippo Exhibit, which aren’t all that great for stalling anyway. Your best bet is to line up a bunch of shops and stalls so there’s a whole bunch of wide hitboxes lined up together. This will also eliminate the problem of having to stave off Ganon’s needs later on.

One of Ganondorf’s favorite moves, his side special, can prove rather problematic to use. Considering all the space he needs around him to do it, much less if he wants to follow it up with a dair, it’s pretty likely he’ll bump into a exhibit entrance or stall somewhere along the way. Of course, Ganondorf can still use this to suicide with the Tycoon off the stage and instantly destroy all his exhibits. He WILL go for it when he knocks you off with his absurd power. Predict it and grab him with the claw before he gets to you.

VS. Bowser: 20/80, Bowser’s favor
While one would think Bowser would have problems racking damage, when he’s faced with absolutely no retaliation it’s not nearly as difficult as one would think. Of course, the Tycoon can still dodge just fine, but the fact remains that Bowser will get up a good 30% on the Tycoon before he gets up a single exhibit. This enables him to have full control over the momentum when he grabs you with Side B, which enables him to get an easy suicide KO and is far from difficult to hit with. Considering this destroys all the Tycoon’s exhibits in the process, the win’s pretty much in the big for the Koopa King. The fact that he’s immune to all gentle exhibits save the Hippo Exhibit and Monkey Exhibit (Unlike Ganondorf, thankfully) also isn’t helping matters, giving him all the more time to suicide KO you before you can stall him and pick up some momentum.

VS. Peach: 60/40, Tycoon’s favor
While Ganondorf and Bowser being immune to gentle exhibits might be a nuisance, it’s just that. Nothing to be worried about, especially when the Monkey Exhibit comes into play. Wussy people like Peach on the other hand prove to be much more of a problem, as there’s no inverse of the Monkey Exhibit to force people to go on thrill exhibits/Zoos, and you absolutely NEED these exhibits in order to properly function. All Peach is vulnerable to is the Tiger Exhibit, meaning your best KO option would probably be blowing up a Underwater Exhibit when she gets to the top of its’ arc. This will require absurd amounts of damage. . .While this might sound bad for the Tycoon, if he gets that well set up to go for a KO, he’s pretty well off anyway. Peach can’t KO or damage rack as well as Game & Watch, meaning this match out actually comes out relatively even. Neither combatant’s going to die any time soon. . .Which is exactly what the Tycoon wants. For the match to drag out as long as possible.

VS. Von Kaiser: 75/25, Tycoon’s favor
The Tycoon feels no drive at all to raise Kaiser’s percentage, as the primary reason he’ll be having him board exhibits is to stall for time and to make a quick buck. This means Kaiser’s higher percentage moves become much more difficult to use, though the fact Kaiser can raise his percentage himself with his neutral special complicates things. On the other hand, the Tycoon can send Kaiser off to the First Aid Room when he gets him in the clutches of the claw to send his percentage back down. Kaiser has significant problems finishing off the Tycoon, making it all too easy for the Tycoon to build up momentum. At least Kaiser can get some vengeance on the kiddies who beat him up when they come into the park, right?

VS. Soda Popinski: 60/40, Tycoon’s favor
If Popinski goes up to a soda stall, the game will act as if he used his neutral B to slurp down a soda normally. Forcing Popinski to drink all six of his bottles to make his recovery terrible and force him into an eventual crash is an excellent. While Popinski can abuse all of his power he’ll gain from all the soda before he crashes, the Tycoon can just run and hide like a pansy and in general stalls very well, making this obsolete. That said, the Tycoon can’t exploit one of Popinski’s main weaknesses, the punishability in his ending lag. . .Because he has nothing whatsoever to punish the guy with. The fact Popinski refuses to humiliate himself on a Horse Exhibit or even go in a Monkey Exhibit to be sppoked can also prove annoying. It’s a close match up and Popinski can quite possibly stop the Tycoon from getting set up at all, but if the Tycoon picks up any momentum at all things can become hell for the Russian soda addicted boxer.

VS. Espeon: 90/10 Tycoon’s favor
Espeon’s sixth sense proves utterly useless here – the animations for all of his building attacks look identical. Of course, Espeon can try to guess what the Tycoon would want to build without his six sense and if you’re familiar with the character it’s far from impossible, but the Tycoon can just as well intentionally throw you off. The most Espeon can predict is the fact that the Tycoon is using an aerial and he can then proceed to use one of his moves specifically made for countering them. The Tycoon can easily casually short hop a nair at the start of the match to get in the only building he really will want early game anyway, though, a Horse Exhibit, long before Espeon can get a sixth sense on him. If Tycoon wants more aerial buildings in the late game, it shouldn’t prove much a problem, as he’ll have enough set up to easily protect him during that brief moment anyway, or he could even stall off the duration of the Sixth Sense. While Espeon can heal himself with his tilts with nearly no resistance, the Tycoon doesn’t really give a damn about Espeon’s percentage anyway, as Zoos require no damage to KO. Tycoon is THE Espeon counter.

VS. Leafeon: 20/80 Leafeon’s favor
Two trap characters being pit against each other generally always results in which character does better once their traps are all set up, seeing they’ll generally leave each other undisturbed. This is particulary true against the Tycoon, as due to the Tycoon’s buildings being made in the background they’re out of the way, meaning the other trap character can set up their traps on the main stage. Considering the Tycoon can make all the more room for traps to be planted, Tycoon is THE trap characters you’ll want if you’re aiming to make a stage completely unrecognizable by coating it with traps.

The main clincher is that not all characters are as extreme as the Tycoon in that they still have regular attacks to pressure the Tycoon with while Tycoon can’t do anything back, meaning he does rather poorly against his fellow less exaggerated trap characters. Still, Tycoon’s insanely low lag keeps him from being unviable against them, but Leafeon in particular is a rather special case in that his traps have an infinite duration and stick around even if he’s KOd. This means that once both of you are set-up to your heart’s content, Leafeon only has to KO you once while you have to 3 stock Leafeon to end his reign of terror.

VS. Arthas: 10/90 Arthas’ favor
Arthas breaks the mold of most trap characters in that his traps are in the background, meaning you’ll have to compete for space considerably. However, Arthas has no control over where his acolytes create buildings, while you have complete control over where your buildings are produced. This means you can use up all the space in the background hastily to prevent Arthas from getting that far into the Undead tech tree. On the other hand, you won’t be able to get up many of your own buildings due to having to compete for space with Arthas, meaning you’ll have to pick which buildings you build carefully. While Arthas has a full moveset, his Acolytes taking care of the traps, the fact he’s so slow means he’s not much more to worry about then any other opposing trap character.

The Tycoon will generally get the first kill and get somewhat set-up, but he’ll be far from ideally set-up. Due to the lack of space to create buildings, the Tycoon will be hard pressed to satisfy Arthas’ needs on the second stock, considering he’ll of used up the space with the regular exhibits needed to occupy him on the first stock. This will give Arthas more then the chance he needs to KO the Tycoon back, and considering Arthas’ buildings aren’t destroyed when he loses a stock when the Tycoon’s are, the Tycoon will soon be left with nowhere to build while Arthas will easily build up a deadly undead army. Even his weaker units will prove useful in the early game as they kill off the Tycoon’s guests, limiting his profit.

VS. Dingodile: 10/90 Dingodile’s favor
Dingodile is the ultimate trap character counter what with his ability to bring down his crystals without a second thought, being a trap character that requires no set-up. While the Tycoon can begin building stuff with little to no problem due to his low lag, Dingodile can use his attacks aimed at the background to quickly destroyed them. The stamina of the buildings when attacked in this way varies, but if you time a nice nair on a building just as it starts being made, you can destroy it before it’s stamina goes up while still draining Tycoon of the money it would’ve cost to build it. Hell, Dingodile has no need to hide behind his crystals what with Tycoon’s lack of direct attacks. He can just pressure Tycoon to all hell and blow up anything he attempts to build.

That said, Dingodile’s crystals are still useful tools if the Tycoon does manage to get set up, as they can block off the entrances to the Tycoon’s precious exhibits, and there’s little the Tycoon can do about it. A well placed Elephant Exhibit can shatter the crystals if you go to board it, but Dingodile doesn’t need all his crystals, just a few to block off your exhibit entrances. This is a fun match-up for Dingodile in that it’s a change of pace for him and that he actually gets to go out on the offensive rather then camping behind his crystals like a pansy.

VS. Spadefox: 0/100, Spadefox’s favor
Upon pressing neutral B, Spadefox summons your Zoo Keeper in front of him, strangles him, then tosses his corpse away without a second thought. This has nearly no lag, and there’s absolutely nothing you can do once your Zoo Keeper is dead outside your claw, Security Guards, and taunts. This makes Dedede’s infinites look fair. You can’t even stop him from doing it, considering you have no attacks whatsoever. You’re the exact kind of character Spadefox was designed to counter.

Try and get a souveneir stall up before Spadefox kills your Zoo Keeper so you can at least put up –some- form of resistance with an umbrella. If you do somehow kill Spade, you’ll get another instance where you can get up another exhibit or two. Go for a park entrance and a Elephant Exhibit or a first aid room. If you choose the first aid room, go set the admission to a ridiculously high price so Spadefox can’t afford to enter while you can abuse it. When you combine this healing with your good recovery (With both the umbrella and claw), you’ll have some excellent survivability going for you. While resistance is possible in this match up, this is even more broken then an infinite, seeing Spadefox doesn’t even have to connect with a grab – just one casual press of B. Winning here is as realistic as winning with Nolimar. All you can really do is delay your inevitable demise.

EXTRAS

Up Taunt - Stock Market Punch

The Tycoon does an upercut, but his arm is all squiggled up in the shape of a line graph and it extends. It knocks the enemy back in the direction you're punching with low set knockback and 1%.

Side Taunt - MONEY PAUNNNNCH
The Tycoon throws a giant punch and if it hits a bunch of coins spill out of the opponent (like Mario's Up B). It's pretty much a copy of Captain Falcon's Falcon punch. It takes a long time for the punch to execute, and has some ending lag. If it does hit, it inflicts 1% and average set knockback. Instead of fire being emitted it's a bunch of jewelry. He yells "Money Paunnnnch!" as he does the taunt.

Down Taunt – Money up the Wazoo
The Tycoon throws money all around like it's no big deal. What? He's rich.

Entrance – 5 Star Entrance
The Tycoon has his private helicopter bring him down to the stage. Some people who resemble hotel staff from a 5 star resort carry him out on his chair like a king.

Win Pose 1 - Entertainers
The Tycoon simply stands in a confident pose with his arms folded, but all the losers are replaced with entertainers, one in a elephant suit, another in a tiger suit, and a third in a panda suit. They all clap happily for the Tycoon.

Win Pose 2 - Handyman
The last place loser looks utterly sick, then pukes and resumes their normal loss animation. The Tycoon motions off screen for a handyman to come in and start cleaning it up, then stares at the puke in disgust, facepalming. If the character in question is incapable of puking (R.O.B.), then this animation will be not be used.

Win Pose 3 – Sunglasses Stall
The Tycoon goes into the background and picks up a pair of shades from a stall, then grins as his poses for the camera, his shades and teeth letting out a stereotypical shine.

Loss Pose - Clap
The Tycoon claps with his suitcase, opening it and closing it.

Stage – Forest Frontiers

For the basic layout of this stage, picture three copies of Battlefield placed side by side in a forest-ish setting. No, it’s not a walk-off stage, still having as much space as Battlefield on either side of the stage. However, it’s not just a big open forest for you to build a theme park on – there’s already a theme park built on this stage that is hostile to all players. In the center of the stage is the entrance to the park generating guests, and 6/9 of the platforms have a exhibit on them from Tycoon’s moveset. There’s one of each of the stalls placed on the ground of the stage besides a souvenir stall, and there are already 5 guests going about the park upon your loading the stage. The last touch to make the park function is a single regenerating security guard patrolling the main stage.

This stage is a mixed bag to play on as the Tycoon himself in that you have to compete for business with the existing park. While you have much more space then normal on this stage, a good chunk of it’s already taken up by the neutral exhibits, so it sort of cancels out. On the plus side, the Tycoon can hide in the less harmful hostile exhibits while his first few are being built, meaning he’s never without a place to cower in fear. Needless to say, the way to unlock the Tycoon and this stage is a late-game event match on this stage against the Tycoon where he owns all the exhibits.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
OH MY GOD

Roller Coaster Tycoon is just about the least feasible MYM set for Smash ever, which added to its epicness. Yeah he's a blatant trap character. So what? It's still genius. Instead of being some kind of set-and-forget thing, RCT has to manage his funds and turn up a profit, so you can't just spam really powerful traps. You have to price-gouge your customers to be able to set up things. This is pretty much a direct translation of RCT into Smash, without being ridiculous (see: MM9 Megaman [sorry Junahu]).

Criticisms? Little to criticize, really. Umm... like darth meanie said, the final smash is a little random, but that's okay, as there's no better option for it. It's blatantly un-smash, but hey, so is the rest of MYM! Seriously, amazing set.

And is it true that you need the next page too? I just finished Bubbles... Just wondering...
As I said in the chat, MW and I will kill you if you post on this page; both of our sets need more commentary, and even if it wasn't for that UserShadow has been waiting three pages already to post a set. Lord Sakurai has already assured us of our victory though. Although he needs to fix the pagestreching image tags.
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
Arthas Roller Coaster Tycoon​

Ooh, look, a blatant trap character. While my instincts would usually have me cringe at this fact, RCT actually seems like a really fun character to use and to play against. Hell, even spectators would have fun with him.. the way he humiliates foes is great.

I don't have much to criticize about this set. You've really thought of just about everything. The rides and stalls are interesting and mesh together well. The employees add in even more possibilities (or in the case of the mechanic, simply make things easier for you). Hell, even your grab flows very well into the trap based style and even provides a recovery. It gets my vote for the best grab ever (despite the Toy Story flashback it brought up, which made me cringe a little). Finally, the economy mechanic binds everything together while not being overcomplicated.

My favorite moves were the smashes, the Roller Coaster (Down Special), the bumper cars, and the employees, though I really liked just about everything.

Overall, this is a great change of pace for Warlord, being reasonable in detail, very easy to read, and very visually pleasing while containing the great content one would expect from one of his sets (except for Bald Bull :p.)

I really just have a few minor complaints about this set.

1) A list of ride intensity ranges for each foe (and some MYM characters) should have been included.
2) Why can't Ganondorf ride the Merry-Go-Round? :(

and ...

3) What do you mean I can’t tax people on bathroom breaks?!?
 

Jimnymebob

Smash Champion
Joined
Sep 26, 2008
Messages
2,020
NNID
Jimnymebob
Something about Zoo Tycoon seems earily familiar, but unlike the Roller Coaster Tycoon set it lacked the picture of the guy facing to the side with spikey hair and big, wide open eyes.

And everyone knows Roller Coaster Tycoon was the much better game.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,288
Location
Hippo Island
...I can appreciate all approaches to movesetting...
And this is why Warlord is my favorite MYMer. <3


So, Roller Coaster Tycoon. A set that acknowledges that it's "blatantly unsmash" and is a blatant trap character.

First off, I don't think he's "blatantly" un-smash. His rides are just glorified traps and the money mechanic isn't extremley crazy considering it's just simple dollar amounts. All of the individual rides were actually rather simple in function; foe gets on, they take damage and maybe a status effect, they get off. ZOMG SO COMPLEX! Of, that doesn't mean they were boring by any means; it was fun to see how you could make amusement park rides function in a fighting game. Granted, the sub-mechanics and whatnot were pushing it heavily with the eating and the drinking and ride intensity, but those weren't so much feasability issues for me as they were playstyle ones.

So, on that note, let's talk about playstyle. So, he's a trap character that can combo his traps together, but he can't just spam them all at the start and hide behind a wall of death. He has to plan his traps in advance and make sure he has enough money to afford them as well as space. The money mechanic was nicley translated into smash and fit into his playstyle nicely. The eating and drinking were accepable since you had to do that to make sure your guests would keep giving you more resources, but I felt it was a bit too much to make the enemies deal with it. Rather, I would have preferred if the actual playable characters just used the stalls in the same ways as the Tycoon himself, though I have to give you credit for actually making benefical traps that you still want the enemies to activate.

The intensity thing, however, just feels tacked on and nothing more than a way to turn Smash into Roller Coaster Tycoon. Besides making many of your moves useless to most characters if they swing either way on the spectrum, it doesn't even factor into the npc guests since the only ones that show up are those that can go on all your rides anyways. At the least you should have had some listing for the characters to see where they lie, or at least for the character matchups. Since this set is already more of a "for fun" set we may as well add in more "for fun" features.

Balance-wise, you've already explained yourself in the playstyle section and in response to other comments, and you're right. He's not underpowered. He's no-powered. As much as I love to see my precious Spadefox have an advantage over something for a change, that same matchup makes RCT into a tier so low that we have to go into greek symbols for him. The moment someone picks him in a torney, any random person can just pick Spade and win with next to no efffort. Yeah...other than that, he's a "well-balanced" set, I guess...lol

Overall, I LIKE this set. I certainly wouldn't put this over Sloth or The Black Knight, or say that it's insta top-ten, but it was definitley an enjoyable read. Your love of the game shined-through in the set, and any complaints I had with it were more actual problems and not this superficial/hypocritical "feasability" crap that seems to be poisoning MYM lately. In any case it's nice to see that we can still have some fun experementing with "out-there" concepts such as this. So thanks for the cool moveset, and thanks for continuing to be one of the people who keeps MYM an interesting place to be a part of. =D
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
Rool made me do it!





Bubbles

°O Background °O

Clu Clu Land's story began as a race of sea urchins, the Unira, stealing all of the fantastic treasures of the underwater Clu Clu Land. The hero Bubbles the bubble fish sets out to rescue the treasures. In gameplay, Bubbles uncontrollably breezed through passages, only turning by grabbing onto poles conveniently placed into the levels. Her only weapon was a sound wave to stun the enemy Unira and smash them into walls. Levels end when Bubbles finds all of the hidden golden ingots, forming a pattern like a heart or mushroom. Notably, Bubbles recieved a mention from Sakurai as a character he considered along with the Ice Climbers, Excitebike, Mach Rider and Urban Champion as a potential retro character for Melee. Bubbles was brushed off because "she doesn't really know how to fight..."

°O Mechanic °O

In Clu Clu Land Bubbles could never stop moving once she began, only turning with the aid of poles. This is translated into Smash as a very unique mechanic; Bubbles has zero traction! The only time she can ever be unmoving is at the beginning of a match or stock. Once she begins moving, Bubbles keeps moving and moving across the stage, never stopping... the only way for her to turn around is to either hit a wall or use a pole, from her neutral special. More on that later... Oh, and she can turn by hitting a ledge, but this initiates a second and a half animation as she stumbles around and regains her balance, so don't utilize it. Ever.

If Bubbles jumps, she goes up and forward a set distance, but her neutral aerial can allow her to move somewhat. If Bubbles is sent flying, she will keep moving in whatever direction she is facing once she stops taking knockback, but to prevent easy juggling she can turn around. Of course she can't rely on this, but it's nice to know about.

The fact that Bubbles is so difficult to control doesn't make her a crappy character, however. While it makes her difficult to control, she gets a bunch of unique pros, such as automatically escaping chaingrabs and not being easily comboed. She's also the goddess of hyphen smashes, being able to charge any of her smashes while still moving. Always think of this as a feature rather than a detriment.

°O Statistics °O

>> Recovery - 8
>> Attack Speed - 7
>> Range - 6
>> Power - 5
>> Movement Speed - 4
>> Size - 4
>> Priority - 3
>> Fall Speed - 3
>> Weight - 3
>> Traction - 0
Bubbles is pretty much your standard speed character, possessing good attack speed, nice range but not much priority to back it up. In addition to this Bubbles has a great recovery; this is quite fortunate, as she has so little weight that she needs a good recovery. Bubbles is also rather floaty, and compounded with her ability to slow her fall speed further, Bubbles has a nice ability to use aerials efficiently. Thankfully, her movement speed is rather slow. Oh, and she has 0 traction, of course.

°O Special Attacks °O

>> Special - Turning Pole
Bubbles does a flamboyant, twirling motion, as she sets a small pole onstage in front of herself in an animation taking slightly more than a second. By pressing B again directly on a pole, Bubbles can twirl around the pole for as long as she wants, until a second press, whereupon she launches forward in the direction she is facing. Each pole has a mere 15 stamina, but Bubbles can summon them fairly easily and there is no limit to how many may be on the stage.

A truly vital move to Bubbles, Turning Pole is something you want to use liberally. There's no penalty for their use, so Bubbles will want them set up all across the stage. Of course, opponents will take them down pretty quickly, so Turning Pole is something Bubbles will use constantly.

>> Side Special - Sound Wave
Bubbles' mouth twitches as she shoots a yellow sound wave, it moving about twice as fast as Bubbles (which is fairly slow) and making an oscillating noise as it travels. It has a fairly poor range, disappearing after two Battlefield platforms. Contact with this wave deals no damage or knockback, rather stunning the opponent until they button mash out. The opponent has constant super armor in this state, unable to take damage nor knockback, so this can't be used to punish. However, Bubbles can now push the opponent around. She can knock them off the stage, but the opponent is likely to button mash out of this pretty quickly. Given Bubbles' low movement speed, this ends up not useful for KOs.

What this *is* useful for is putting the opponent out of commission. Bubbles wants lots of free time to set up her poles, and since they're fairly easy to take down, the more the better. In addition to this, pushing an opponent against a wall deals them 15% and releases them from their stun, just like in Clu Clu Land! Of course, most stages don't have walls, but Bubbles can make them with her Down Smash for easy damage. A simplistic move, but a versatile one.

>> Up Special - Bubble Bed
Bubbles shoots a trail of bubbles out of her mouth, 2.5X the length of Ness's PK Thunder and having comparable speed but 1.5X the range. She is suspended in midair during this period, so there's no risk of accidental SDing. After reaching maximum range or being halted by a second press of the B button, the line of bubbles halts in place. Bubbles, and only Bubbles, can land on this bubbles like a platform to recover, until they pop five seconds later. Only a single line of bubbles can be out at a time, and the line has 15 stamina; the line pops a second later after losing it.

A fairly strange recovery, but an undoubtedly useful one that many characters would kill for. Bubble Bed allows Bubbles to recover from just about anywhere, and it allows her to perform the infamous Hyrule Jump and go beneath Final Destination with ease. It's slightly gimpable by characters with long distance recoveries like Pit or ROB, but it isn't particularly difficult for Bubbles to move further out before launching this move. It's slightly difficult to use, but it has a massive payoff.

>> Down Special - Golden Ingot
Bubbles briefly stops in place and sets a golden ingot, essentially a golden Rupee, side-down on the ground. Normally this ingot disappears immediately, but placed between two turning poles a Stage Builder Blocks apart (though there's significant leeway here) it remains suspended in between for twenty seconds, or when it loses its 15 stamina. The poles disappear along with the ingot. While these poles can no longer be used to turn, Bubbles can pass through this ingot to make it twirl and heal 5%, up to 3 times before the ingot disappears.

This takes quite a bit of spacing to pull off properly despite the quick animation, as Bubbles will need to reach a pole and turn around before the opponent can destroy the ingot or knock Bubbles away before she can exploit the healing. On top of this, Bubbles isn't exactly fast and it's counterintuitive to have close together poles when you only need one. Still, there's plenty of time to set some of these up after obtaining a KO, and this combined with her recovery makes Bubbles rather durable.

°O Standard Attacks °O

>> Standard Attack - Burst Your Bubble
Bubbles begins to blow a bubble out of her mouth, which expands as long as the button imput is held. The bubble begins at the size of a Pokeball, but after three seconds the bubble expands to the size of a Party Ball, being the same size as Bubbles herself. Expanding it beyond this point results in the bubble popping, dealing 12% with below average vertical knockback, it having a rather large hitbox and decent priority. If Bubbles stops blowing the bubble remains on her mouth ready to be expanded later, but shrink at a rate such that a second's worth of expanding is lost every two seconds. If it is attacked, the bubble pops, forming the regular hitbox of the attack.

This has a decently powerful effect despite the low knockback, as the damage is nice, but this move is defensive rather than offensive; pop it and incur the wrath of a popped bubble! Of course, it's easy enough to rolldodge behind and punish, as Bubbles is unable to use turning poles while she has a bubble... Still, this allows Bubbles to approach safely, making her largely invulnerable to projectile spam. Decently more useful than the majority of useless jabs.

>> Side Tilt - Bubbling Glue
Bubbles laggily shoots a couple of bubbles out of her mouth, each one being around a Squirtle in size and being a gluey white. These bubbles simply shoot forward and curve downwards, each popping once they hit the ground and dealing 3% with flinching knockback, with a surprisingly short range of a Stage Builder Block or two. On top of this, each bubble has zero priority, though they do create the normal hitbox if popped. What's the use of this move?

If every bubble pops on the ground without connecting with a character (which is about one and a half seconds after the imput, given the lag and the slow speed of the bubbles) a patch of glue appears on the ground the width of a Battlefield platform, remaining until it loses its 15 stamina, only being affected by low attacks such as Down Tilts. There can be infinite glue patches onstage, though given their low stamina it's hard to have more than two or three. An opponent who walks onto the patch is paralyzed until they escape with button mashing and grab difficulty- unfortunately, Bubbles doesn't have many attacks to really punish with. More notably, when Bubbles crouches on a glue patch she stops moving, though she will have ending lag equal to the period she stayed upon escaping as she tears out of the glue. These bubbles will also curve around ledges to make glue patches under the stage. Bubbles, and only Bubbles, is able to move onto these glue patches to suspend herself beneath the stage! However, she won't turn around at the end of these, instead simply falling off...

A vital move to Bubbles. Patches of glue are somewhat laggy to make and easily destroyed, but while they're out they certainly do their part to help control Bubbles. By using this over the ledge and continually using it while beneath, Bubbles can go all the way underneath the stage to stall, though since Bubbles never wants to be near the ledge outside of this the tactic quickly becomes predictable.

>> Up Tilt - Bubble Lift
Bubbles turns her face to the floor and begins to shoot a stream of bubbles beneath her, making her slowly rise into the air, reaching the height of a Bowser at the apex before lowering to the ground. She still moves at her regular speed while this is active, covering a Battlefield platform or so in the process. The stream deals multiple hits for up to 16%, but this is exceptionally easy to DI out of; in fact, the only time all the hits will land is when the opponent DIs into it. Pressing A again causes Bubbles to lower to the ground without much lag. Generally useful for evasion and navigating around Down Smash walls (more on that later).

>> Down Tilt - Puffer Fish
Bubbles suddenly puffs up to the size of Kirby, as spikes surround her body, like a puffer fish, instantly halting momentum. This has very little lag. Contact with the spikes deals 8%, with average set knockback. Bubbles can stay like this infinitely, being a decent way to halt in place.

Only decent? Indeed, this is far from easy to use; upon release Bubbles launches forward from the suppressed energy, with range anywhere from an uncharged Skull Bash to a fully charged Skull Bash. Unlike Skull Bash, however, Bubbles is not a hitbox in this state, and she will go into a helpless state at the end of the launch. The distance traveled is random, but the longer this is held the higher the chances of a longer launch; not held she barely launches, but as you charge the chances of a high launch increase significantly. After four seconds of holding this, Bubbles will automatically release and is good as dead. A real gamble, this can allow Bubbles to gain control but also has a risk of SDing should you get too greedy.

>> Dash Attack - None
What is this madness!? Having only one speed of movement, moving, Bubbles only has an Side Tilt. An imput of Dash Attack will result in a Side Tilt.

°O Pole Attacks °O

>> Neutral Pole Attack - Bubbles Leg
Bubbles sticks out a leg briefly on the pole, dealing 6% and average knockback. It isn't a sex kick, just a short and sweet leg jab. This has narrow range, being even narrower if Bubbles is facing the foreground or background, and the hitbox stays out very shorly... and it doesn't even have a strong effect? A decent get-out-of-my-face move, but largely useless otherwise...

>> Side Pole Attack - Pole Slam
Bubbles grabs the pole and slams it forward like Marth's Side Smash (albeit with less range and lag), removing the pole in the process. The hitbox of the pole deals 8% with average horizontal knockback. By the ledge this becomes one of Bubbles's couple of potential KO moves, though it's too weak anywhere else. Use this to get a little use out of a pole on its last legs, though it's typically hard to tell when this is.

>> Up Pole Attack - Graceful Leap
Bubbles balances on the pole with one hand and gracefully pushes herself up in an animation as quick as a standard jump. While this deals no damage, the hop carries Bubbles up a very good distance (about twice that of her regular jump) and Bubbles can turn around out of this jump. A nice trick is to use a Neutral Aerial near the pole, allowing Bubbles full control over her movement, though this limits her to one place and the opponent will knock her out or pop the bubbles.

>> Down Pole Attack - Bubbling Shield
Bubbles slides to the side of the pole and blows a bubble onto the pole in a second-long animation, being somewhat punishable. If the move is completed, a bubble will act as a shield around the pole, and if attacked it bursts for the same effect as Bubbles's Neutral Attack. The bubble pops early after ten seconds. However, Bubbles cannot turn around on shielded poles, making this most effective to defend other poles.

°O Smash Attacks °O

>> Side Smash -Bubble Propulsion
Bubbles turns her head around and begins to rapidly launch bubbles out of it, them being purely aesthetic effects, for anywhere from one to four seconds depending on charge time. There's some lag on this, but it isn't terrible. These bubbles propel Bubbles forward, increasing her movement speed from a 4 to a 9 (compared to dashes). This makes Bubbles exceptionally difficult to control, and should she go off the edge of the stage she goes into a helpless state, but her entire body becomes a hitbox, dealing 10% to 18% with below average to slightly above average knockback, this being useful as one of Bubbles's few KO moves, though it isn't exceptionally powerful. Just be sure not to SD...

>> Up Smash - Bubble Blastoff
Bubbles turns her head downwards, and blasts off with bubbles in a similar fashion to her Side Smash upwards in what can be compared to an exceptionally high jump, carrying Bubbles anywhere from a shothop to Falco's first jump. While she rises, Bubbles deals only 4% to 8% with low knockback, but when she reaches the apex of her jump she flashes a golden color. Contact with her here deals 8% to 14% with above average knockback.

Obviously, Bubbles won't have an easy time landing this with a decent charge correctly given that she has no good way to get the opponent in position to this, but once there's an opportunity use this immediately, as they come and go. As Bubbles rises she may even knock the opponent into place for it, but this isn't particularly reliable. A hard to land but potentially useful KO move. You could also use this to briefly halt momentum, but there are far better ways of doing this.

>> Down Smash - Wall Riser
Bubbles slams her hands into the ground, causing the screen to shake slightly. An instant later, a short wall the height of two Bubbles and the width of one rises up from the ground behind Bubbles. This wall has a rather hefty amount of stamina, anywhere from 25 to 40 depending on charge time. There's no limit to how many can be out at once, but given the high lag on this you'll only be able to get a single one after a KO.

These can be used to stop projectile spam or protect setups, but more notably, Bubbles laglessly bounces off these walls, effectively turning around. If turning around is not desirable, Up Tilt is perfect for evading these. While there's a bit of lag due to requiring the use of Up Tilt whenever turning around is not desirable, this is easily Bubbles's best option for turning around... if she actually wants to turn around, that is.

°O Aerial Attacks °O

>> Neutral Aerial - Bubble Bath
One of Bubbles's most vital moves. Bubbles spins her body around headfirst, her mouth shooting a constant stream of bubbles, making an area filled with bubbles two Bowsers in diameter around herself. There are 16 bubbles, to be precise, and each hit of an attack makes one pop and slightly shrinks the bath. Multi-hit and quick moves such as Jigglypuff's Down Aerial and Ness's Down Tilt can make quick work of this. This pops automatically after twenty seconds. Only one may be onstage at a time.

Inside of bubbles, Bubbles has full control over herself, being able to move at a 6/10 speed (compared to dashes), being fully able to turn and stop. By holding the jump button Bubbles can use aerials (except for another neutral aerial, obviously.) If you catch an enemy inside a bubble bath you'll be able to rack up some considerable damage, but you won't be able to set up a KO all that well before the opponent escapes (them having full movement). This is a vital move, and a valuable tool in Bubbles's arsenal.

>> Side Aerial - Halting Flail
Bubbles flails her arms ahead of herself, like Yoshi's Down Aerial forwards. This has quite narrow range and rather atrocious priority, but deals multiple hits for up to 14%... unfortunately, this is easy to DI out of and is quite punishable.

The real point of this move is decreasing Bubbles's momentum. By using this in one direction, Bubbles can resist the inexorable flow of movement, slowing her speed from a 4/10 to a 2/10 and usually taking around a Battlefield platform to regain momentum. Using it behind herself boosts her movement speed to a 6/10 for the same amount of time, being valuable for escapes. Admittedly this isn't a great attack, but opportunities will pop up for it in time.

>> Up Aerial - Bubble Buddy
Bubbles turns her head upwards and puffs up a bubble 1.5X the size as in her Neutral Attack; however, the startup lag is much lower, about that of an average Smash Attack. By holding down the control stick in any direction, the bubble can be stretched out to become lopsided in that direction, depending on how long and how strong the imput is held, the bubble becoming the length of a Bowser but the height of an Olimar fully puffed out.

Without being stretched the bubble simply falls below Bubbles at a slowish pace, about that of Jigglypuff's fall speed, dealing 8% with a weak meteor smash effect upon popping. However, should the bubble be stretched out, the bubble falls over as it falls on the axis of the opposite side it was stretched on, propelling it to the side. For example, stretched up-right the stretched segment falls down and propels the bubble downwards with rightwards momentum, it falling straight downwards eventually. Used correctly this can be an excellent tool for gimping, creating an unavoidable wall, but it's rather difficult to land this correctly.

>> Down Aerial - Bouncing Bubbles
Bubbles stalls in midair for a moment before launching downwards at a rather slow pace, being only slightly faster than her regular fall speed and dealing 4% with a weak meteor smash effect, a little stronger than a footstool jump. Bubbles has average priority here, and the hitbox is rather narrow. You can potentially use this to halt Bubbles temporarily, but you're pretty much asking to be hit given the predictability and just-okay priority.

By pressing A right when Bubbles bounces off the ground or off a character, she bounces off the ground approximately the distance of Falco's second jump. Each time she bounces, she falls faster on her descent and deals 2% more damage plus a slightly stronger meteor smashing effect. After five bounces, this maxes out with 14% falling at the speed of Mario with a meteor smash the strength of Mario's Forward Aerial. Like with Bubbles's Up Aerial this is an effective gimper but hard to land properly. This can be used to move somewhat controllably but once again you're asking for punishment.

°O Grabbing Attacks °O

>> Grab - Sliding Grasp
Bubbles simply grasps forward out of a grab. Fittingly enough, this has the properties of a dashgrab, having excellent range but bad ending lag upon a miss. Note that Bubbles continues to move at her regular pace while grabbing an opponent.

>>Pummel - Chain Link
Bubbles pulls a long-chained anchor out of nowhere, and slams it against the opponent. This deals 2%, but is very slow, even laggier than Bowser's pummel. After using this pummel, the anchor remains on the ground. This slows Bubbles's movement speed in a grab, as she drags the anchor around, to a 2. Using it again lowers it to a 1... at which point Bubbles is as slowed as possible, and the pummel only damages.

>> Forward Throw- Bubble Toss
Bubbles tosses the opponent forward for 3%, than blows three bubbles onto the opponent for 1% each and a grand total of 6%. This seems lackluster apart from the quick duration (great for FFAs), but it in fact is a chaingrab. Though it tosses the character a notable distance forward, Bubbles keeps moving, allowing her to cleanly regrab and toss. This greatly helps Bubbles' damage dealing, working up to around 30% on midweights and up to around 40% on heaviweights, but you won't be able to do it all at once, as Bubbles keeps moving as she chainthrows.

And no, Bubbles can't just bounce off walls to continue this infinitely. Her wall hitting animation is just long enough to prevent this.

>> Back Throw- Turnabout
Bubbles tosses the opponent ahead of herself with 7% and average set knockback. This is extremely quick, and after using it Bubbles turns around, there being enough lag to prevent chaingrabbing with this. You wouldn't want to end up throwing your opponent at the ledge as Bubbles suffers from her standard lag, but this prevents this issue. Otherwise, a standard usage really.

>> Up Throw - Chain Choke
Bubbles pulls out the anchor from her pummel and constricts it around the opponent's neck, dealing 10%. An excellent damage dealer, but suffers from extreme lag as Bubbles pulls out the anchor, during which period the opponent can easily escape... Unless she already has the anchor out. If she's used her pummel this throw is still somewhat laggy, but the risk is largely alleviated, making this the go-to throw for damage dealing after chaingrabbing percentages.

>> Down Throw - High Speed
Bubbles gingerly sets the opponent down, than rams through them at a highly accelerated speed for 12% and decent upwards knockback. After using this, Bubbles's movement speed is increased drastically, almost as fast as Sonic's dash, for five seconds. Should she touch a ledge during this period there's no laggy turnaround, she simply shoots offstage. A great damage dealer or decent KOer if you pull it off, but very risky; only at the highest echelons of Bubbles play should this be used.

°O Situational Attacks °O

>> Ledge Attack - Bubbling Glue
This encompasses Bubbles's Ledge Attack under 100% and over 100%. Bubbles turns her head under the ledge and spurts out several white bubbles. This has an identical function to Bubbles's Side Tilt, but due to trying to carefully maintain her balance, the animation is twice as long. The layer of glue made wraps from the beginning of the ledge to a Battlefield platform distance away, so Bubbles can barely use this to walk on the bottom of the stage, being an efficient way to begin this. That's right, a situational relevant to playstyle!

>> Downed Attack - Bubbly Bounce
Bubbles leaps up slightly and bounces up into the air upon landing, jumping the height of Falco's first jump with significantly more horizontal potential. There's no hitbox here (and hence no attack), but this is still useful for getaways, especially considering that it can be cancelled into a Neutral Aerial Bubble Bath.

>> Flipped Attack -Leg Flail
Bubbles, lying on her back, rapidly flails her legs, regaining her balance and flipping back up after a second. Her legs do multiple hits for up to 10%, and surprisingly enough this is somewhat difficult to DI out of and has decent priority; however, this is extremely punishable should it be missed.

>> Tripped Attack - Bubble Twirl
Bubbles does a ballerina-like twirl from her tripped position, blowing out six bubbles around herself as she does so. A second later or when attacked these bubbles pop in a similar fashion to Bubbles' Neutral Attack; however, these aren't nearly as strong, only being the size of a Pokeball and dealing 3% with flinching knockback each. This is still moderately useful for making a quick getaway.

°O Final Smash - Clu Clu Land °O



Bubbles got the Smash Ball! She tries to laugh evilly, but her laugh is more of a squeak... In a pixelated fade-in, the arena from Clu Clu Land appears onstage. It looks the same as in the above picture, but with blastlines at the sides and top. Bubbles is free to move around as she pleases in the arena due to the poles placed all over. All other characters appear shrunken as to fit into the arena, being able to jump on the poles as platforms.

By touching an opponent, Bubbles deals 15% with average knockback. By pressing any attack button, she fires a sound wave like in her Side Special, this time traveling at the speed of Zero Suit Samus's dash with a maximum range of half the arena. The stun is also twice as hard to button mash out of, giving Bubbles plenty of time to push the enemy offscreen or deal 18% by pushing them against a wall. Three Unira sea urchins spawn over the course of the Final Smash. Should they come within the range of 1.5 Bowsers of one of Bubbles's opponents, they chase them down with a 8/10 dash, dealing 20% with OHKO knockback, though a competent foe won't get hit by this unless Bubbles stuns them first. As if this wasn't enough, there are hidden ingots throughout the arena forming the outline of a house, happy face, or something to that effect, healing Bubbles of 3% the first time she passes through each.

While it's far from difficult to finish off the opponent in Clu Clu Land, Bubbles has a highly limited time to play around with her opponents in it, only 10 seconds. This makes this a rather hectic Final Smash. There are lots of elements to take advantage of here, and Bubbles wants to exploit them as much as possible; go crazy! After the alloted ten seconds, the screen does a pixelated fade out and the fighters return to their normal sizes.

°O Playstyle - A Movable Feast °O

The focus of Bubbles's playstyle? Movement. Captain Falcon and Sonic are nothing compared to this, as after all they can control their movement. Throughout the entirety of the match, Bubbles will be setting up moves like her Down Smash and Neutral Aerial constantly, as to allow her control. While Bubbles is certainly going to have some work to do at the beginning of the match, her control moves generally are easily set up; what stops them from being set-and-forget is their lack of durability, often having low stamina and disappearing after a comparatively short amount of time. Thusly, Bubbles's control moves aren't supposed to be set up slowly, they are to be steadily weaved into the match in sync with offense.

You'll certainly need to familiarize yourself with Bubbles's control moves. Turning Pole is Bubbles's bread and butter. Being quickly set up, non-obtrusive and easy to use, Turning Pole is limited only by its low durability. Because of this and the speed of setting them up, Bubbles wants to set up as many turning poles as she can. The useful situationals Bubbles gains from a pole are also to be reckoned with.

With the possible exception of Neutral Aerial, none of Bubbles's other control moves are as vital as Turning Pole, but they are a significant component of Bubbles's playstyle regardless. Side Tilt is a fairly useful one, being nice for stalling though it quickly becomes predictable used for this function. The stunning effect of it is to be reckoned with. Up Tilt is vital to navigate around setups and is very safe. Down Tilt is risky, but potentially very useful if you're willing to take a gamble. Down Smash is second only to Turning Pole as a way of turning around. And then there's Neutral Aerial. This is key. When you trap an opponent within a bubble bath, it's Bubbles's game.

Of course, weaving these moves into Bubbles's game doesn't do much except enable her to seize the offensive. That's why you need to use control and offensive moves in harmony, and learn how to use Bubbles's offensive moves in sync.

As far of damage dealing goes, Bubbles gets a lot of use out of her throws. Of course there's her chaingrab, but this does little on its own given that it doesn't work for a long amount of percentages and that it can't rack up insane percentages all at once given how much space it requires (Although Bubbles can artificially extend the stage using her Up Special). The rest of her throws are good damage dealers as well (Except for the Back Throw, of course). Up Throw can only be used should Bubbles have an anchor out from her pummel, but she's always going to have one of those. Down Throw is insanely risky but does good damage.

Outside of her grab game Bubbles isn't -particularly- good at damage dealing, but she can do it nonetheless. The two moves Bubbles can damage deal with outside of her grab game are Side Special and Side Tilt. Side Special isn't -too- easy to land but by pushing the character against a (probably Down Smash) wall it can deal nice damage. Side Tilt can incapacitate the opponent, and while Bubbles isn't a character who punishes very well, but a free hit is a free hit.

Come time for the KO Bubbles isn't exactly full of KO moves, but she doesn't have too much trouble with it regardless. Side Smash and Up Smash are two solid KO moves, and seeing as they aren't to be used at lower percentages they'll probably be fresh. Both aren't particularly easy to land, but when they do there's going to be a lost stock. Past these, Bubbles can use her Side Pole Attack or Down Throw, but given that they're weak for KO moves they aren't recommended. And even when she has trouble KOing, Bubbles can gimp certain recoveries with her Up Special, though it only works on crappy recoveries anyway.

Playing Bubbles is playing two games at once. She doesn't have so much trouble controlling the opponent, but she has trouble controlling herself. When the two games of controlling the opponent and controlling yourself are weaved together, Bubbles can be a true b*tch to take down.

°O Playing Against - Fish Out of Water °O

Pressure her, right? Well, no, for a couple of reasons. Bubbles is good at stopping approaches with moves like her Neutral Attack (pop!), and her debiliating moves like Side Tilt and Side Special can allow her to move away. In addition to this, pressuring Bubbles ends up rather awkward; she has some good moves to use when the opponent's in her face like her Up Tilt or Down Tilt. Traditional combos are pretty much impossible with her as she keeps moving and screws everything up. Pressuring Bubbles just allows her to pressure you.

Instead, you want to pressure... her control moves. As Bubbles must weave in the creation of control moves, a good Bubbles counter should weave in their destruction. As Bubbles sets them up quickly but they are easy to take down, whenever there is free time a character should be destroying her control moves. She has to make some more now, and however quick this is, it happens quite a bit... punishment time!

You'll want to know the best ways of taking down Bubbles's setups. Turning Pole is rather simple; just use a quick jab or tilt to take them down quickly, though new ones might sprout up as you destroy them. Side Tilt should be taken down by low-hitting moves like Down Tilts. Down Smash breaks the mold somewhat by being awkward to summon but awkward to destroy; fortunately, it's easy enough to connect a moderately charged Smash Attack on a wall given that they obstruct Bubbles as well. Neutral Aerial requires multi-hit moves. Many characters have multi-hit Down Aerials, but this is of course very predictable; mix it up with quick-hitting moves as well.

Once her setups are destroyed, there's some short free time to have your way with Bubbles.
If you think this is an innuendo you are a pervert.
These are short periods, but there are plenty of them over the course of the match. Simply get behind Bubbles. She's perfectly vulnerable to usually predictable moves, though she might move out of their range, making this better with ending lag heavy moves like Rest.

While taking down Bubbles is far from simple, it's also far from impossible. Given the opportunity to do so Bubbles can control herself, but by making her lose control- like a fish out of water- Bubbles could be losing stocks fast.

°O Matchups °O

>> Meta Knight - 80/20, Meta Knight's Favor
Meta Knight ***** Bubbles in every way imaginable and some not imaginable. With his superior aerial chasing ability from his multiple good midair jumps, glide and movement-oriented specials, Meta Knight has no trouble getting Bubbles far away, and once he does he easily rips through Bubbles's setups with his quick powerful moves. Mach Tornado in particular can rip through all of Bubbles's setups at once while dragging along Bubbles for the ride. Due to moving out slightly after each hit, Bubbles can DI out of Mach Tornado easier than all other characters, but it's still ****, just not up the butt ****. Take a card from Sundance and use Yoshi instead for this matchup.

>> Snake - 60/40, Bubbles's Favor
In a battle of setup characters, the one who can set up the quickest and most efficiently has the advantage, and it's clear that it's Bubbles here. Not only can Bubbles prevent Snake from setting up effectively, Up Tilt is super effective for clearing out his setups, instantly blowing up all traps Bubbles goes over with its long duration. Of course, Snake's strategies outside of traps are far from bad, and what with powerful moves on a lightweight character somebody's going to be knocked off the stage efficiently, but Snake's KO moves are mainly horizontal. Bubbles has obscene horizontal recovery. Of course Snake can still KO her easier than most but it's nowhere near as easy as her weight would suggest. Bubbles herself obviously can't KO a (illogically) superheaviweight but she can chaingrab him far enough to prevent this from being a huge issue. Bubbles far from shuts down Snake completely, but she's still a good choice to counter him.

>> King Dedede - 75/25, Bubbles's Favor
Good luck with your chaingrab, Mr. Penguin Eagle King! Bubbles is pretty much impossible to Down Throw chaingrab, as she slips out of grab reach after each throw. Due to the king's weight he's the one who's going to be chaingrabbed! Even after the chaingrab Bubbles can efficiently weave in and out of the slowpoke damage dealing and eventually KOing, usually dodging his laggy attacks. King Dedede does have high damage totals but given his lag it's far from easy for him to destroy her setups. Bubbles is a quite efficient counter to King Dedede.

>> Marth - 65/35, Bubbles's Favor
Marth can't really space against Bubbles efficiently, as Bubbles just keeps getting close up to Marth due to constantly moving- exactly the space where Marth hates opponents to be. He can try to space for while accounting for lag and how much Bubbles will move during it, but Bubbles can predict his predicting and jump or Up Tilt to wreck his plans. This kind of mental retooling is also far from easy. Marth has a slight advantage destroying Bubbles's setups, due to the high damage totals of his setups, but spacing against Bubbles's setups is highly inconvenient and Bubbles can take advantage of this by placing her setups cleverly. On top of all of this, Bubbles can stop Marth's recovery right in its tracks with a well-placed Bubble Bed. This matchup is far from unwinnable for Marth, but he still has a bit of trouble.

>> Ice Climbers - 75/25, Ice Climbers' Favor
But wait! Isn't it impossible to chaingrab Bubbles? Well, for Dedede it is, but for the Ice Climbers there is no such trouble. King Dedede leaves openings in between each succesive grab, allowing Bubbles to automatically escape, but with the Ice Climbers each successive grab is right after the other. Bubbles moves a bit giving the chaingrab unique timing, but this isn't a big deal as every character has unique timing for their ICs chaingrab. After they're done with their chainrape, the Ice Climbers can efficiently rip through Bubbles's setups. Squall Hammer and Down Smash deal hefty damage, making them ideal for this. So lrn2ICs, as they are a great counter to a commonly used character.

>> Yoshi - 65/35, Yoshi's Favor
Yoshi would go even with Bubbles, maybe even have a slight disadvantage... if not for two moves. These moves are Egg Lay and Egg Roll. With Egg Lay, Yoshi has an easy time pooping Bubbles off a ledge, as she continues moving inside the egg, though Bubbles has to be facing forwards for this to work... but it isn't hard to make sure of this. After pooping her the normally useless Egg Roll rips through Bubbles's setups very easily. Of course these are two moves, and they suffer from the normal cons (predictability and low priority) but they're still super effective against Bubbles.

THERE YA GO SUNDANCE

>> Jigglypuff - 55/45, Jigglypuff's Favor
While Jigglypuff is far from powerful and doesn't have much ability to get Bubbles away, moves like Pound can still pack a punch so she's better at it then one might think. She has average ability to destroy Bubbles's setups, but Jigglypuff's Down Aerial rips through Bubbles's crucial Neutral Aerial. Another small advantage Jigglypuff has is her ability to attack Bubbles from above, her having little in the way of anti-air. Still, Bubbles can KO the lightweight without too much trouble ,though she can't gimp her with Bubble Bed, as Pound destroys it with a long enough duration to negate the time it takes to pop and her multiple jumps can simply carry her around it, so Jigglypuff only has a subtle advantage.

>> Spadefox - 60/40, Spadefox's Favor
A fairly interesting matchup. While Bubbles possesses little in the way of approaches and Spadefox can stop them, she has less trouble with it than other characters would due to the constantly-moving thing. Besides, Spadefox can't approach Bubbles at all, so he's going to allow her to approach. Bubbles doesn't have much trouble getting a grab in, but she can't chaingrab Spadefox very well due to his light weight. On the other hand, Spadefox doesn't have too much trouble damage dealing, and compounded with Bubbles's weight he doesn't have nearly as much trouble KOing as he does on other characters (though it's still a definite issue). Overall, Spadefox has a big advantage over Bubbles in being able to damage deal and KO her fairly easily, but Bubbles has a variety of smaller advantages to keep this matchup in check.

But why would you want to fight such a useful ally? Reversal of Fortune literally allows Bubbles perfect control, changing her traction from horrible to perfect and also buffing her movement speed. Of course this can only be used once every thirty seconds, but Bubbles can help Spadefox in return by incapacitating foes so Spade can stack some status effects on the opponent. Bubbles plus Spadefox is a very powerful team.

Yes yes, I realize Spade changed his name, but this was a moveset for the Playing God character, not the Smasher. Durr.

>> Bleak -55/45, Bubbles's Favor
In general, Bubbles has the advantage at close range and Bleak has the advantage at long range. If Bleak can space enough he can easily spam snowballs at Bubbles to build up damage, and eventually KO the lightweight with his Top Hat Turret. At close range Bubbles gets the advantage, being able to chaingrab Bleak to a high percent and easily land her damage dealers, though she can't KO him all too well due to his weight. What tips the matchup in Bubbles's favor is that, due to constantly moving, the Brawl's going to take place at short range rather than long range slightly more often.

>> King Hippo - 80/20, King Hippo's Favor
I eat fish for every meal! HA! HA! HA! Indeed, King Hippo has a great matchup with Bubbles. Bubbles is NOT going to have an easy time landing attacks on King Hippo when he attacks, as she usually is somewhere else or automatically goes away, and even when she does land an attack, how does a weaker character KO a superheaviweight? Bubbles can rack up the damage with her chaingrab efficiently, but this means little when she can't finish him off. King Hippo, however, is going to easily land attacks on Bubbles and KO the little fishy nightmarishly quickly. A significant advantage for King Hippo here.

>> Roller Coaster Tycoon - 50/50
Like with Snake, in a matchup between two setup characters the quicker and more efficient setter-upper character ends up on top... wait, neutral? Well, Roller Coaster Tycoon may take a while to set things up, but once they get going the rides build themselves, even if Bubbles tries to interrupt the tycoon. Before Roller Coaster Tycoon can set up too much Bubbles can generally build the damage and KO efficiently, but once he sets up enough there's little Bubbles can do. She doesn't naturally go on roller coasters, which is annoying, but she can naturally go on merry-go-rounds without the aid of a Haunted House, which isn't annoying. Blowing up rides kills Bubbles earlier than normal anyway. Overall, Bubbles has a massive advantage at the beginning of the match, but as time goes by each stock Roller Coaster Tycoon usurps it from her. This matchup depends on how much Bubbles can pressure the businessman and how long he can hold out.

>> Bubbleman.EXE - 50/50
While it's far from easy to combo Bubbles, her moving slightly out of the way after each attack, this only means Bubbleman.EXE has new combos to use on Bubbles. A player of Bubbleman.EXE should read up on this matchup and fight uniquely. Of course, Bubbles might just get trapped in a bubble and be comboed normally, but this is easier said than done, as Bubbles can hide behind Down Smash walls and it's generally difficult to hit a moving target properly. The two bubble gurus have a variety of advantages on each other, but they end up cancelling out in the end to make this a largely neutral matchup.

°O Taunts °O

>> Up Taunt - Bubbles Jig
Bubbles stops in place, and does a short jig as seen at around 1:10 in this video.

>> Side Taunt - Bubble Pop
Bubbles blows a single bubble out of her mouth and pops it with her finger. She then giggles.

>> Up Taunt - Handstand
Bubbles walks on her hands for a short distance forwards (though it's quite long for a taunt).

°O Victory Screen Poses °O

>> Up Victory Pose - Bubbles Jig
Pretty much Bubbles's Up Taunt... on the victory screen.

>> Side Victory Pose - Accident
Bubbles moves across the screen, facing the camera while doing a smile and thumbs-up. She then accidentally moves into the background, making a crashing noise. Bubbles then moves in from the side of the screen again, clutching her head but still with a smile on her face.

>> Down Victory Pose - Gymnast
Bubbles does a jig on a pole onscreen with a smile on her face.

>> Loss Pose - Uncontrollable
Bubbles claps her hands for the winner with a wide smile on her face, moving around in a circle the whole time.

>> Victory Music - Clu Clu Land
The music playing from 0:00 to 0:07 in this video.

°O Alt Costumes °O

  • Regular Bubbles.
  • Flaming red Bubbles.
  • Light blue Bubbles.
  • Minty green Bubbles.
  • Pink bubbles wearing star-framed shades.
  • Grayscale Bubbles.

°O Kirby Hat °O
Kirby gains fins and a tail just like Bubbles, and gains a Yoshi-esque skin pattern hat. He can use Bubbles's Side Special, Sound Wave, for the same effect, as Turning Pole would be useless to him.

°O Codec Conversation °O

SNAKE|Mei Ling, there's some kind of red fish swimming around. What's he doing here?
MEI LING|Snake, that's Bubbles. She was an innocent bubble fish who saved the treasures of Clu Clu Land. She can attack you with sound waves and bubbles...
SNAKE|Wait, that's a she?
MEI LING|Yes, why?
SNAKE|It seems like such a waste... there are so few females in this game, and the only attractive one is Samus with her clothes off... why couldn't I get Ivy or something instead?
MEI LING|Snake, Smash isn't a service for meeting women.
SNAKE|It isn't?
MEI LING|Good luck, Snake.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Alright...let's see if I can post a new set...wait. Holy crap. MW posted Tycoon.

Him being a blatant trap character isn't a detraction at all, seeing as how he does so many new things in his moveset. Definitely the most un-Smash character ever, but that's not a reason to skip him in MYM, now is it. As HR said, the rides aren't overly complicated, so it keeps with your simplicity theme. I can see balance isn't a huge factor here, but that's not a huge problem. While I disagree that the intensity mechanic is tacked on, it would play a big part in many matches. I'm not gonna take the wyvern approach and say ZOMG AUTO-WIN SUPERVOTE but I will say this is unlike anything I've seen before. Controversial in a big way, but still a great set that merits a high placing in the contest.

Bubbles will get a review later, or at least commentary in the chat.
 

goldwyvern

Smash Ace
Joined
Nov 25, 2008
Messages
519
Location
Holy keys locked in the jet, Batman!
Doc Robot



DOC ROBOT​

This is Doc Robot. He is Doc Louis, but a robot. Very Lifelike, isnt he?

A: Steals your bike.

Dash: Steals your bike.

Ftilt: Steals your bike.

Utilt: Steals your bike.

Dtilt: Steals your bike.

Fsmash: Steals your bike.

Usmash: Steals your bike.

Dsmash: Steals your bike.

Nair: Steals your bike.

Uair: Steals your bike.

Dair: Steals your bike.

Fair: Steals your bike.

Bair: Steals your bike.

DOC ROBOT CANNOT GRAB OR THROW.

B: Chocolate Bar.

Side B: Rides stolen bike.

Up B: uppercut.

Down B: Talks about enemy.

Final Smash: ZOMG GIANT ROBOT DOC! LAZ0R VIZHINNN!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Tycoon: First off, the bad thing I want to just yell at you (and the rest of MYM) for;
You mapped Tycoon's moveset to Smash controls, despite how clumsy and entirely unintuitive that makes him. This is the same, reducing-good-ideas-to-fit-the-rules crap that ruined Miracle Matter for me.
If you've got a moveset that doesn't fit well with the standard inputs, then for god's sake don't just force it to fit. I'd at least try to understand if Tycoon actually performed any attacks on his end, but no. You're literally assigning blankface commands to a control scheme they couldn't possibly work with.

I mean, let's start this from the ground up. You have a lot of options of what to build, a LOT. So why not have B call up a wheel menu? Use the analogue stick to point at the icon of the attraction you want building and press A. Nice and simple, and removes most of the guesswork for a casual player.
Not enough options? Then have Left-B, Right-B, Up-B and Down-B all summon different menus (e.g. Left-B for thrill rides/rollercoaster, Down-B for stalls, Right-B for gentle rides/supports and Up-B for general park stuff like hiring staff).
There, I just cut out all your A moves in one fell swoop, and I still have a neutral-B left over.


This control scheme business is a tragic shame too, because other than that, I love this moveset. It's a literal translation of the source game that doesn't compromise itself just to fit in brawl. It knows exactly why and how Rollercoaster tycoon is fun, and it plays into that with such force that anyone who reads the set is taken aback. It's horrifically complex for smash, but so decisively simple from a broader perspective. This is exactly the kind of moveset I wanted to see when I was making MM9:Megaman, and precisely why I never shut up about it.
The writing of it shows some noticable cracks, and trying to cram the whole thing into a playstyle was a doomed expedition from the start, but whatever! Enjoying the moveset counts for more than grammer and cold logic anyway..
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
Ok, I'm all caught up (finally)...

Bubbleman.EXE: I must say, this was a really fun set to read. Bubbleman provides a nice twist on the trap playstyle, and seems like he’d be downright fun to play as. The numerous ways that he can utilize his trapping bubbles are very creative, and I have no real complaints about creativity for this set. Every move fits right into Bubbleman’s playstyle as well. As others have mentioned before, this set’s main problem is writing style. Moves like the down smash, which simply leave a bit too much information out, can be a bit confusing for readers to understand. You should try to include EVERY aspect of a move in the description, even if you think they seem obvious. Only unneeded or blatantly obvious details should be left out. Other than that, this is a great set that’s easily on par with Darkrai for your best imo. :)

Roller Coaster Tycoon: RCT is everything that you said it would be. A blatant, VERY unsmash character that wouldn’t fit into Brawl in a million years. It takes a huge amount of time for him to set up his rides, & he has practically no way to defend himself until then, which instantly dooms him to bottom tier. His only real chance to survive is to use his unique grab to stall for time until he gets a souvineer stand or something else built.

That being said, you have to be commended for basically taking an entire game and putting it into a moveset. I have a lot of memories of playing RCT as a kid, and this set succeeds in adapting every aspect of it into Brawl, from the money system, to manually building rides, ride intensity levels and the hungry/thirst/bathroom stats of guests (and foes). This set is pretty much as true to character as a set can possibly be. & the fact that the Tycoon himself is represented by cheap_josh’s CEO character is a nice tribute to him (I miss his awesome OCs… =( ). Overall, I’d have to say that this is one of your better sets in this MYM. It’s better than Envy & Ludicolo (yes, I’m setting aside my character bias) for sure, & I may even like it better than Dingodile. I don’t think that anyone could have done this better.

Bubbles: Bubbles seems to be the opposite of Shellder and Bubble Man from MYM5; instead of having trouble moving, Bubbles has trouble stopping. That being said, those sets didn’t do nearly as much to effect their movement as Bubbles does. Her placement of poles, walls and glue needs to be thought out in order to be used effectively, and she can rack damage through the neutral aerial or chaingrabs, in some cases. I personally love the idea of a character moving throughout the whole battle, which also leads itself to a completely unique playstyle that hasn’t been seen in MYM before. I’d have to say this is easily your best set yet. :p
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
I'm going to elaborate tomorrow when I'm rested, but for now, I'll just say I quite like Bubbles. There are some organization bloopers: Smash Attacks have the header Pole Attacks and Down Pole Attack is instead titled Down Tilt, are the two obvious ones.

More importantly, Bubbles is a set much like Sukapon, just more mainstream and with more blatant creativity. Bubble-based movesets are rare enough, although two in two pages is pretty amusing. I haven't read BubbleMan.EXE yet, but Bubbles is certainly interesting in how she uses them.

And, of course, her main gimmick is pretty awesome. You do a lot with it, between the poles and the wall-generating attacks. I suspect that this moveset is incredibly true to character, although I wouldn't know for sure, never having played Clu Clu Land. The only real thing I can find to quibble about immediately is that you try very hard to be concise here and there and it's sometimes a bit tricky to decipher. Maybe I'm just tired.

More commentary tomorrow, but hopefully this'll tide you over for now. ;)

EDIT: Silver, you're now my hero for actually commenting. :bee:
 

goldwyvern

Smash Ace
Joined
Nov 25, 2008
Messages
519
Location
Holy keys locked in the jet, Batman!
That one unknown Megaman character.

UPLOADING...
.
.
.
DOC ROBOT​


"Doc Robot is a special robot boss made by Dr. Wily. He is not classified as a Robot Master, though, and is more of a programmable jack-of-all-trades. 8 Doc Robots were programmed with each of the boss battle patterns of all 8 MM2 RMs during the events of MM3. I took a HUGE liberty with this set, believing that a "Super Doc Robot" could be made that has the ability to be programmed into it SEVERAL Robot Master Data from MM1-9 and MM&B. Basically, each of Doc Robot's Attacks are based off of a different Robot Master's BOSS PATTERN, not the weapon Megaman gets from defeating them" - Final words of Human that was made to make a Smash Brothers moveset for Test Subject, hereby known as Doc Robot or DR, before being executed.

Music to annhilate to:
Metal Man Rock mix: http://www.youtube.com/watch?v=_JDzMPtC27k
Pharaoh Man NES version: http://www.youtube.com/watch?v=qDgoeOoRtxg
Bubble Man Hyadain: http://www.youtube.com/watch?v=hK4q30e9N9s

Code:
UPLOADING: BBCODE
.
.
.
UPLOAD SUCCESSFUL
OPENING FILE: /STATS/.OUTOF10

Height:7

Speed:5.5

[----------------Doc Robot moves by using Top Man-esque wheels he has on his heels.

Traction:9.5

Jump Strength:6

Weight:7.5

Crawl:no
Glide:no
Crouch:no
Wall Cling:no

Although Doc Robot is unable to do the above actions, he cannot drown due to being a robotic drone. not even rust. Do you know how long it takes to rust-proof a full-sized robot?


Code:
FINDING FILE...
...
...
FOUND FOLDER "STANDARDS". OPEN? YES/NO
YES
[Neutral A: Hard Man]
Doc Robot will quickly extend his right hand forward a small distance and fire off said hand as a projectile. This hand is the size of a white pikmin without the stem. This hand will fly forward 2 stage builder blocks (slightly veering towards the closest enemy to DR) before flying back at its socket. The fist is certainly disjointed and deals a measly 2% per hit (as it is possible to hit as it comes back to the body). Doc Robot cannot move during the duration of time of which the hand is detached from his body, infact he has super armor to absolutely prevent him from budging during this attack.

[Dash Attack: Turbo Man]
Doc Robot will, with little lag, transform into a formula one race car with his color scheme that will travel 3 stage builder blocks forward VERY quickly (about between the speed of falcon's and sonic's dashes) before turning back to normal. This attack deals a full 5% and has barely any priority at all. The car DR transforms into is about as long as DR is tall and is half of kirby's height tall. As an added bonus, if DR is hit with an electrical-based attack while transformed, he will become super-charged and travel 6 stage builder blocks instead of 3 and will deal 10% instead of 5 as well as having priority as high as pikachu's thunder. This could be a help or a hinderance depending on the situation.

Code:
FOLDER "Control Stick Usage on the Ground"
...
FOUND TWO FOLDERS: TILTS------SMASHES
SELECT: TILTS
[Forward Tilt: Burner Man]
Doc Robot turns his right hand into a buster and juts it outward as it sprays a green whip of fire that is as long as pikachu's height that whips up and down. this whip of fire will deal a steady 5% and very little forwards knockback, but enough to be out of the whip's range. The attack is infinite as long as you hold the attack button, and thus if done at the right place ant the right time, it could be used to Combo the opponent to a certain, unrefined way. The whip has little priority, being about twice that of a Falcon Punch.

[Down Tilt: Yamato Man]
Doc Robot lowers himself slightly and extends a long spear out of his hand that is extended for 3 stage builder blocks before retracting back to Doc Robot. Being hit with the spear deals 4% and tripping. The spear has a slight amount of lag at both ends of the attack and it has very low Priority. The tip of the spear deals 7% instead of 4 and doesnt trip, but causes a Moderate Forward Knockback.

[Up Tilt: Napalm Man]
Doc Robot swings his right servo upwards as a orange and Purple capsule is expelled from his palm. This Napalm Bomb flies in an arc trajectory which eventually lands 2 stage builder blocks ahead of DR. The Bomb's explosion that it realeses upon landing Is the Size of a Bob-omb Explosion and deals 8% and packs a High knockback. Also the move is obviously Disjointed and DR cannot move until the Napalm Bomb is at the top of the arc. Since it IS Napalm of all things, if caught in the very middle of the explosion, you are incased in fire that acts like a Lip's Stick for 5 seconds.

Code:
BACK
TILTS------SMASHES
SELECT:SMASHES
[Forward Smash: Gyro Man]
Doc Robot Holds back his Right servo whilst he charges the Attack. After the release of the attack, DR will throw a large Gyro/Helicopter blade projectile forward that is Disjointed. After going a certain Distance depending on the charge (1 stage builder block for a c-stick, 2 and a half for full Charge), will fly straight upwards. Every half Second touching the Gyro will deal 1%, no matter the charge.

[Down Smash: Search Man]
Doc Robot Strikes a Pose Similar to Seach Man's during the charge. After the Charge, DR will Dissapear and 2-4 bushes will appear In the Area where he was. The ammount of said bushes will depend on how long the charge is held. The opponent will have 4 Seconds to Attack one of the Bushes Before DR jumps out and launches a Homing Missile that deals 8% and High knockback. One of the bushes will have DR inside, which if they guess right will deal all of the move used on the Bush's Damage with extra Hitstun. One of the bushes will always have a Decoy Doc Robot that does nothing, has 15 HP and disspears if DR is KO'd. Any other Bushes (just in case this Isnt C-sticked) will be Empty, Dissapearing when Attacked.

[Up Smash: Tornado Man]
Doc Robot will Hold his Right Servo out Whilst he charges. After the charge is released, 3 Tornadoes will Fly from his position to the Top of the Screen Whilst a Fan on his wrist Spins. DR cannot move until the tornadoes are out of his Hitbox. The Tornadoes Deal 3% each Uncharged and 5% each when Fully Charged. These Tornadoes are Disjointed and also deal Deal no Knockback, only a stun that stops them from falling for a few Seconds.

Code:
BACK
BACK
FINDING PROGRAM "aerials"
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PROGRAM FOUND
EXTRA DATA FOUND, BUT IT IS CONSTRICTED.
UNZIP FILE "Zair.ZIP"? YES/NO
YES
OPENING FILE...
[Nair: Ring Man]
Doc Robot Will throw a gryrating Ring Forwards one Stage Builder Block before it quickly Circles him and returns to him. Thing initial Throw deals 6% and Above-Average Forward knockback. The Circlular motion Deals Low Knockback with 3% Damage. The Ring Is Disjointed at all times except for when It's returning to DR.

[Uair: Bubble Man]
Doc Robot Performs the most Cop-Out and implausible move in his Arsenal: He creates a Ceiling of Spikes above him. These Spikes are stationary at 1 Stage Builder block Above where DR was when he created them. The line of Spikes is a Ganondorf Height long and half a Kirby tall. Contact with these spikes deals 3% and moderate knockback. The Spikes last until DR is KO'd or 10 seconds pass.

[Dair: Wood Man]
Doc Robot will create two leaves the size of a soccerball on either side of him. These leaves will flutter down at the fall speed of Jigglypuff, being disjointed hitboxes dealing 2% and Flinching knockback. Since these leaves continously go down until they hit the stage or go offscreen, its uite possible for the opponent to be comboed by these leaves, as well as gimped.

[Fair: Quick Man]
Doc Robot shoots three disjointed Boomerangs out of his wrist in a half second of lag. Each Boomerang deals 1% and VERY small forward knockback. After that, The boomerangs travel a 45 degree angle upwards. Unless the opponent is at Uber High percentages, this second part of the attack will hit them. Alas, this second part also has little knockback, but slightly moreso than the first hit. After the attacks, the boomerangs dissapear.

[Bair: Knight Man]
Doc Robot turns his right servo into a Chain Flail. He then, well, flails it behind him in a 180 degree arc downards before returning to him and turning his servo back to normal. This attack has a bit of lag on both ends as you could tell, but it makes up for it by dealing 9% and a spike. The Flail shockingly ISNT disjointed, but it DOES have a lot of Priority.

[Zair: Slash Man]
Doc Robot grows red glowing claws from his wrists as he flies downwards at a 45 degrees until he hits something or gets KO'd. If he hits a character, he will grab them, as well as deal 7%. If grabbed in the air, you and the opponent will fall straight down until they are KO'd or land on a platform.

Code:
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VIEW POPUP FROM [url]WWW.SITUATIONALSFTW.COM?[/url]
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[Get Up Attack: Spring Man]
Doc Robot Jumps up from the ground and throws disjointed bouncing springs in both directions. These Springs deal 3% and low knockback and continue to bounce until they go offscreen. You can tell this is more of a filler move, but It can be essential when your opponent has knocked you down and is closing in.

[Ledge Attack: Cold Man]
Doc Robot will use his robot strength to pull himself onto the stage. He will then proceed to open his chest cavity. A burst of Cold air will shoot out of the cavity, creating a wall of ice as tall as DR. The wall will then propel itself along the ground, reversing direction if a wall or immovable object collides with it. The wall deals 6% and Flinching knockback. The wall can fall off ledges and fall onto other platforms or off the stage and it will also crack and be destroyed after bouncing 5 times.

[Ledge Attack over 100%: Bomb Man]
Simply being a Lazy robot, Doc Robot places a generic Bomb on the stage above him. After 2 seconds, the bomb explodes, dealing 10% to opponents and throwing Doc Robot onto the stage due to the explosion, which deals him 5%. The Explosion is roughly the size of Kirby and lands DR one stage builder block away from the ledge.

[In Water Attack: Aqua Man]
Doc Robot when in water will turn both his servos into Busters. One will be put into the water and begin to suck a little bit up. After about a second, Doc Robot will launch three Large, Kirby-sized orbs of water 3 stage builder blocks forward in a very low arc. The orbs are disjointed and deal 8% and high knockback. They dissapear into the water if they hit nothing else on the way to it. This is a powerful move that can only be used effectively when you have filled the stage with enough water. I used underwater, the move will be the same, except the orbs will be ubbles that move a t a much slower speed.



Code:
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'SPECIALS' FOLDER IS UPDATED.
LOOK AT UPDATE? YES/NO
YES
[Neutral Special: Pirate Man]
Doc Robot in a swift motion turns his right arm into a buster and slams the barrel into the ground. We then hear a pumping sound, and from the bottom of the screen water begins to rise. The single use of the attack raises the water level of the stage (weither there was one on the stage or not) raises one and a half stages builder blocks. The move takes about 2 seconds to finish, and if DR is attacked during the pumping part of the attack, the water level that it was when he was interupted stays there. This water doesnt last forever though, since every 10 seconds the water level lowers one stage builder block. This attack can be used as many times as required to fill the screen. If Doc Robot is in the water, he can use two specific situationals for in-water use. Also, after the other drownable characters do the drowning animation, they will fall down until they are KO'd or hit a platform, which will cause them to become playable again in the water physics, but have 1% being dealt to them a second due to being 'drowned' already. Doc Robot can simply drop down from the top level by pressing down. Also, if DR uses his Ftilt while underwater, it will instead unleash a powerful wave of steam that pushes enemies as hard as a fully-charged FLUDD.

[Up Special: Gravity Man]
This move does basically what you might think it does, even if youve never plaed a Megaman game, reverse gravity. This causes all vertical momentum to be fully reversed and all stationary objects to go upwards. All characters/objects will move at their regular fall speed and the effect is 3 seconds in duration.

[Down Special: Metal Man]
Doc Robot will strike a stiffened pose for about a second. If the opponent puts in an attack or jump input, DR will shorthop, jump once, or jump twice (this is random) and throw 1-3 sawblades (this is also random) at the opponent's current location. These sawblades each deal 9% and cause above-average knockback. The opponent must be within 4 stage builder blocks of Doc Robot for the counter to register.

[Side Special: Magic Man]
This move is one of those specials that is different depending on the duration of the button press. If you only press the button quickly, Doc Robot will launch a shining playing card forward from his wrist. This playing card will endlessly go forward at the speed of Mario's dash, dealing 6% and average diagonal knockback to anyone or anything in its path. On the other hand, if you hold the button down for at least 2/3 of a second, a magical ball about the same size as the card (which i forgot to mention was about twice the size of Sheik's needles) will be launched out instead. This ball, if it hits any opponent, will deal 5% to them before coming right back to DR and healing him 5% before dissapearing.

Code:
FINDING FILE 'GRABS'
FILE IS CORRUPTED!
ALLOW VIEW ANYWAY?
YES                                                                 ...installing 'savage combo'. Bang Install failed.
[GRAB: Magnet Man]
Doc Robot creates a Filed of Magnetic energy around him, pulling in all opposing characters. The suction pulls in Characters at the opposite of their fall speed. Weight = slower. If the opponent is Touched by the Field during this move, they are grabbed. The suction lasts 3 seconds per use.

[Pummel: Pharoah Man]
Doc Robot lowers his servo that isnt grabbing the opponent and does a vertical *****slap that puts his hand in a pose similar to Pharoah Man's from MM4. This deals 1% like many Pummels do. Nothing Special here.

[Throw: Guts Man]
Doc Robot Lifts up his enemy with his Robotic Strength and just holds them there. DR will not do anything if you do not do anything, you lazy Gamer. By pressing the Normal Attack button, DR will throw his Ammo 4 Stage Builder Blocks forwards, Dealing 6% to them. You can easily stall the opponent, but not too long, since they still CAN escape, but it's about three times harder for them to do so.

Code:
WARNING!
MYMWall.F1r3 HAS DETECTED TROJAN HORSE FILE 'Final Smash'
WOULD YOU LIEK TWO DEL33TTeH FyL? /Oui/Non/
neiN? WtF r U t-
...
...
...
I NOW CONTROL THIS COMPUTER, WILY! IM TAKING OUT YOUR ROBOT'S FINAL SMASH AND REPLACING IT WITH A MORE STYLISH ONE!

[Final Smash: Proto Man]
Doc Robot grabs the Smash Ball! It SUPER CHARGES HIS ENERGY CELLS! He then unleashes...a transformation? Doc Robot shifts his armor plating to become a maroon and yellow Protoman clone. He now gains endless super armor and only a couple of powerful moves to use. His shield also makes him 100% immune to projectiles from the front. This form lasts 25 seconds.

A: Proto-Doc will fire off a fully-charged Proto Shot that travels at the speed of luigi's Falcon's dash that deals 10% and high knockback. the shot is the size of Metaknight.

B: Proto-Doc will perform a slide that deals 5% and EXTREME knockback while travelling PD 2 stage builder blocks forward.


HERE YA GO, WILY!
INSTALLING VIRUS 'EXTRAS'...
16%
43%
97%
COMPLETE

[OPERATIONS GUIDE]
Fig. 1 Spam all projectiles to get spacing. this is Doc Robot's greatest strength.
Fig. 2 If not, use Doc Robot's amazing ability to edgeguard. Combine this advantage with your Neutral Special/Water Situational for best results.
Fig. 3 I you end up in a corner with no time to pump water, spam useage of your Up Special until you get a KO or a lrage distance away.

Taunt1: Toad Man
Doc Robot raises his hands and shakes his waist like a Hula dancer for a couple seconds.

Taunt2: Clown Man
Doc Robot creepily says "See you in my dreams!"

Taunt3: Cut Man
Doc Robot yells "KUNG FU DOCBOT!"

Victory Pose
Doc Robot Poses victoriously with the Robot Master that represents the last move he used in the match.

Lose Pose: GET WEAPON
Doc Robot Explodes into like glowing spheres as the infamous sound-effect plays.
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
Bubbles: Bubbles seems to be the opposite of Shellder and Bubble Man from MYM5; instead of having trouble moving, Bubbles has trouble stopping. That being said, those sets didn’t do nearly as much to effect their movement as Bubbles does. Her placement of poles, walls and glue needs to be thought out in order to be used effectively, and she can rack damage through the neutral aerial or chaingrabs, in some cases. I personally love the idea of a character moving throughout the whole battle, which also leads itself to a completely unique playstyle that hasn’t been seen in MYM before. I’d have to say this is easily your best set yet. :p
I drew that parallel all too often while I was writing her. Yeah, I think that Shellder and Bubble Man required less moves for their mechanics, but I'm still glad to hear this, as I was quite worried that she didn't have enough control-based moves and that she would be difficult to utilize because of it. Best yet? Coolio! :bee:

I'm going to elaborate tomorrow when I'm rested, but for now, I'll just say I quite like Bubbles. There are some organization bloopers: Smash Attacks have the header Pole Attacks and Down Pole Attack is instead titled Down Tilt, are the two obvious ones.
Good catch there. I copy/paste my headers each time for convenience, but I suppose I forgot to change the title this time... though I have no excuse for the Down Tilt thing. :laugh:

More importantly, Bubbles is a set much like Sukapon, just more mainstream and with more blatant creativity. Bubble-based movesets are rare enough, although two in two pages is pretty amusing. I haven't read BubbleMan.EXE yet, but Bubbles is certainly interesting in how she uses them.
Glad to hear it. I'm worried that I pushed the bubble-based attacks too far, but given that Bubbles has so little to draw from in the first place I guess it worked out.

And, of course, her main gimmick is pretty awesome. You do a lot with it, between the poles and the wall-generating attacks. I suspect that this moveset is incredibly true to character, although I wouldn't know for sure, never having played Clu Clu Land. The only real thing I can find to quibble about immediately is that you try very hard to be concise here and there and it's sometimes a bit tricky to decipher. Maybe I'm just tired.
Yeah, I squeezed all the true to character things I could out of her, but the only moves that really were directly true to character were Neutral Special, Side Special, Down Special, Down Smash and you might be able to say that the Down Tilt was an imitation of the Unira sea urchins, but that's pretty much it. I just did a bunch of bubble-based things for the rest of the attacks.

Oh, and here you can play Clu Clu Land here free.

More commentary tomorrow, but hopefully this'll tide you over for now. ;)
That's fine, you actually commented. This tides me over. :)

EDIT: Silver, you're now my hero for actually commenting. :bee:
:bee: indeed.

Looking over it, Doc Robot is an interesting set, to say the least. You made a rather bold decision in having him steal moves from all of the robot masters, but unfortunately I don't feel it worked out too well. You see, this suffers from Pokemon Syndrome, in that Doc can feasibly transform into all these robot masters but it doesn't bleed Doc Robot. I think it would have been better should you have based this moveset on Robot Masters as a grouping instead of seperate components. For example, for his Neutral Special he could use weapons he gains after KOing opponents MYM4 Mendez Megaman style, have his Down Special give him attributes from various Robot Masters, etc. Of course it would be practically impossible to think of things like this for each and every move, but you could fill in the gaps with various original projectiles/slams/etc. Transforming into robot masters would probably work better as charges of a smash attack.

Still, I commend you for what you did with this set. It's of surprising quality considering that you haven't made a moveset since 4.0, and organization, while somewhat random, is fitting for Doc Robot (as far as this Megaman-deprived n00b can tell). I think you did a good job showing off the abilities of Robot Masters with their various cannons and bombs and stuff, as each move transformation bleeds "Whatever Man." All things considered, you did a commendable job given what you had.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Lord Voldemort



***

(--------Background--------)
http://www.youtube.com/watch?v=5J2KwbarSeA

Lord Voldemort is the most powerful Dark wizard of all time in the Harry Potter series. Although he used to be a clever and talented student named Tom Riddle, the young wizard disappeared and became completely absorbed in the Dark Arts, after leaving Hogwarts School of Witchcraft and Wizardry. During this time, he underwent many extreme and evil magical transformations, as well as assuming the alias of Lord Voldemort. After he resurfaced, Voldemort began gathering followers, known as Death Eaters, while planning to take over the Wizarding world and achieve immortality. Indeed, Voldemort and the Death Eaters became so widely feared that most are scared to speak Voldemort's name, referring to him merely as 'He-Who-Must-Not-Be-Named' or 'You-Know-Who'. The Dark Lord's plans caused two massive wars and huge numbers of casualties, before he was finally defeated at the hands of Harry Potter.

Click the moveset headers for some experience-uplifting music from the HP movies.

(--------Statistics--------)


Projectile Distance »»» 10
Traction »»» 10
Aerial DI »»» 9.5
Range »»» 9
Size »»» 9
Power »»» 8.5
Priority »»» 7
Comboability »»» 6.5
Recovery »»» 6
Second Jump »»» 6
Attack Speed »»» 4
Weight »»» 4
First Jump »»» 3
Fall Speed »»» 2
Dashing Speed »»» 1.5
Crouch »»» .5
Walking Speed »»» .5

Alright, an interesting new set of stats. Voldemort's power stat is (although it is becoming cliche to say this) deceiving. He can KO easily with his vast magical abilities, but he's not a power-focused character. Voldemort uses his yew wand to maximum potential, giving several attacks great range to combo foes from. Holy hell, a magic-user who isn't completely focused on close combat! In addition, the Dark Lord sports a floaty aerial style that can assist him at close range. However, Voldemort has one of, if not the slowest movement speed in the game. His deathly figure is also insanely easy to combo; while this wouldn't be a huge problem, Voldemort is quite light for a character his size, meaning he can't stand up to these combos that threaten him so much. You'll have to keep your foes at bay with ranged combos to emerge victorious.

(--------Ability - Deathly Hover--------)


Like most evil overlords, Voldemort lacks the commonplace ability to wall jump/cling, crawl, glide, or tether to the stage. However, he does have a unique take on the ability to hover. After a jump, hold the Jump input to begin floating in midair. While floating, you can use aerials, or glide around for a recovery. Voldemort isn't restricted to just horizontal movement, like Peach. He can direct the Control Stick in any direction to move that way, at 3/4 Peach's hovering speed. However, Voldemort can only float for three seconds before falling helplessly; also, if he is hit or touches the ground, he stops automatically. After hovering, Voldemort must touch the ground before hovering again. This new technique is best used for short-hopping aerials (seeing as how Voldemort has bad landing lag) or recovering in times of need.

(--------Moveset--------)
http://www.youtube.com/watch?v=Zgy4n14a8uE

Neutral Special - Cruciatus Curse
One of the three Unforgivable Curses, the Cruciatus Curse causes mind-blowing pain, simply put. Here, Voldemort aims his wand forward, muttering the incantation 'Crucio!'. Voldemort's wand emits a red beam of light across the screen. The spell has the same range and priority of R.O.B.'s fully charged laser; however, the beam is about half as wide. Voldemort has little startup lag, but a moderate amount ending (he's watching the result). Unlike R.O.B.'s laser, the curse doesn't pass through foes or obstacles. You can generally pull this move out easily, but it can only be done once every ten seconds; Voldemort wants to build the pain at a moderate pace to torture the foe.

A foe hit by this curse falls to the ground, writhing; the hapless victim takes fire damage, built up over the course of 1.5 second. You can't KO foes with this move, due to there being no knockback. However, hit a foe offstage, and they'll enter a footstool effect for the time they'd normally thrash onstage. The Cruciatus Curse is a prominent damage-builder in Voldemort's vast arsenal. It is quite effective at hitting from a range, and Voldemort can use other attacks on the thrashing foe to combo them. The main downside is that Voldemort can be punished after casting the spell; this sometimes limits him to using it as a surprise combo-starter.
[ 10% ]

Side Special - Imperius Curse
Another of the three Unforgivable Curses; this one gives the caster full control over the victim. Voldemort rapidly aims his wand again; however, a Soccer Ball-sized orb of blue light is cast from the wand this time, rather than a beam. Voldemort stands in place, manipulating his spell. You can direct the orb around like Din's Fire. While it only moves at the speed of the sh*tty Melee Din's Fire, the orb is amazingly maneuverable (like Lucas' PK Thunder). Release the input and Voldemort will utter the incantation 'Imperio!', detonating the orb with low lag on both ends. He can cast the orb around for three seconds, before it explodes automatically.

Foes hit by the orb's Kirby-sized explosion take no damage, but get a vacant look in their eyes. You now have complete control over their actions. If Voldemort KOs a foe via manipulated victim, he scoring the KO for himself. Although he is dangerously vulnerable while both casting the spell and controlling the foe, attacks your controlled foe uses cannot hurt the Dark Lord. The victim can button-mash out of their controlled state; it takes twice as long as escaping a grab. This means you'll have a tough time self-destructing your victim until they have high damage. Even if your foe is damaged, stick to a simpler KO move. Even without multiple foes, though, Voldemort can still direct foes into stage hazards. Just don't render yourself defenseless for too long.
[ 0% ]

Down Special - Horcrux
Horcruxes are items containing a portion of a wizard's soul, so that even if the wizard's main body is destroyed, their small portion of soul would keep them alive. To split the soul in the first place, however, murder must be committed by the wizard. As such, this move has no effect unless Voldemort has KOed at least one foe. If he has, Voldemort pulls out one of his various Horcrux artifacts from the series (including a golden locket, a diary, a black-stoned ring, a diadem, and a golden cup) and begins channeling Dark magic into it. Voldemort takes as long as Jigglypuff's Rest to channel a portion of his soul into the object; if he is interrupted, the effect is null.

Even if Voldemort can complete the spell, nothing is noticeable at first, as he stows the object in his cloak. However, the next time Voldemort gets KOed, his Horcrux saves him; the KO won't count against him. The Dark Lord merely respawns with an evil laugh, having used up the Horcrux. It is quite difficult to create a successful Horcrux due to its lag. However, if you can pull it off, Voldemort can be a lot more reckless. Even though he has a light weight, you don't have to play nearly as defensively when your KO won't affect you. For best results, create your Horcrux while your foe is soaring away in a Star KO, then continue playing defensively to conserve the freedom allowed by your split soul. Even if you have KOed multiple foes, though, only one Horcrux can exist at a time, unlike in the books.
[ 0% ]

Up Special - Dark Apparition
Apparition is a basic form of magical transportation; picture a location, yearn to occupy said location, step forward and poof, you're there! Voldemort uses his own form of this 'teleporting' as his recovery. Voldemort instantly begins concentrating, folding his arms as he falls at his normal speed. During this time, a thin train of smoke emerges from his head and extends upwards; for three seconds, you can control this smoke to form a path of your own. It moves at the speed of Ness' PK Thunder, but has the maneuverability of Lucas'. Don't let it touch anything or overlap with itself, or Voldemort will enter a freefall!

After three seconds, or when you release the input, Voldemort immediately vanishes in place. A split second later, Voldemort rematerializes at the trail's end, in a smoky flash of sorts. This deals slight damage and low knockback that can't KO. The flash is close-ranged, with low priority; it only affects foes who touch Voldemort right as he reappears. You should never use this move to damage, though. Foes can cripple Voldemort's recovery by either hitting him while he's concentrating (which makes him have to start his trail over), or by hitting his trail; this breaks the trail where the foe touched it, causing the break to be the place where Voldemort reappears. Use the trail's versatility to get around foes, or merely hover to safety instead. Fortunately, the Dark Lord can sweetspot edges with both of these.
[ 8-9% ]

(--------Basic Attacks--------)


Basic Combo - Disarm
Voldemort sweeps his wand arm in an arc in front of him, letting out a slight grunt. This has the exact same properties as Ganondorf's basic combo, except that Voldemort has slightly less range. To make up for this, he deals slightly more electric damage and knockback. Pretty nice as a GTFO move. There is a secondary use to the move as well; if a foe is carrying an item while standing within two character lengths of Voldemort during this move, they drop the item to the ground in front of them. In addition, they are unable to pick the item back up for three seconds. This can combo well into an F-Tilt, or from a D-Tilt; Voldemort can also just swipe the item for his own use.
[ 6-7% ]

Dash Attack - Smoke on the Wind
Voldemort quickly condenses his body into a Bowser-sized smoky orb (Death Eaters do this in the films to snipe at foes); you now have five seconds to control him around on the stage. Voldemort can maneuver himself around wherever he wants, but he can't go offstage, turn around, or rise above the height of Ganondorf. While in this form, Voldemort's maximum speed increases up to that of Dedede's dash. Even if you don't use it to attack, you can still move around faster for approaches with this move.

If Voldemort's smoky form overlaps with a foe, the victim starts taking damage. You can't KO with this, but if you overlap with the foe for three seconds, Voldemort automatically grabs them. Foes can easily DI out of this, though; it becomes easier to DI out over time as well, so this isn't exactly easy to do. Voldemort has very low priority in this form; one hit turns him back to normal. There is moderate ending lag here, but Voldemort can press a shield input to turn back early, if it is more convenient for him. Don't abuse this as a damage-racker, but don't overlook it either.
[ 5-6% per second ]

(--------Tilts--------)


Forward Tilt - Fiendfyre



Voldemort holds his wand to his mouth, breathing a ball of fire in front of him. As he releases the flame, it melds itself into a hissing fiery snake, slithering forward in the air. The fiery snake is about as long and thick as the Rope Snake; it travels three Stage Builder blocks' distance at Mario's dashing speed before fizzing out. Voldemort has below average startup lag on both ends of this move. The snake has moderate priority; foes who touch it take up to three fiery hits. The first two trap foes (although DI is possible), while the last deals moderate knockback that KOs at 145%. This tilt is a great ranged combo move for Voldemort, especially during a Cruciatus Curse. You can also KO with it in a pinch. Only one snake can be out at a time.
[ 3-12% ]

Down Tilt - Cruel Trick
Voldemort points his wand at the ground in front of him, a bit like Lucas' D-Smash, and fires an orange spell. The thin beam hits at close range, but due to it going down from Voldemort's height, it has more range than you'd think. Voldemort has the lag of DK's D-Tilt with each use of this. The beam has moderate priority, being the same thickness as the one form his Neutral Special. Foes who touch it take damage and trip in place. A second use of the move on the tripped foe yields below average knockback that KOs at 185%. A pretty handy set-up move for F-Tilt or F-Smash.
[ 6-7% ]

Oh yes, and you can cast this on items to give them the temporary properties of a banana peel. The properties last for two trips, whether it be from throwing the item or stepping over it. There is no limit to how many times you can cast the jinx on it, however, meaning you can make the item slippery until it vanishes. The item deals the same amount of damage as usual when thrown, but all knockback is replaced by tripping. If you cast this on a banana peel, you'll slip twice in a row upon contact with it. Trippy!
[ Varies ]

Up Tilt - Dark Mark



Voldemort points his wand straight up, firing out his personal emblem, the Dark Mark. This symbol is cast over homes where the Death Eaters have been, and usually, where they have murdered. Voldemort has the same lag as Snake's U-Smash; the Mark is shot up as high as a moderately-charged mortar, floating at the launch's apex. The Mark has moderate priority, and is the size of Kirby. Voldemort can only have one Mark out at a time, but he can disperse his own Mark to reposition a new one. Foes who hit the Mark take decent damage, as well as knockback that KOs at 150%; however, these stats slowly lower as the mark fades and vanishes over the course of five seconds. A nice move to coax foes off platforms above Voldemort.
[ 5-11% ]

(--------Smashes--------)


Forward Smash - Detonation of Fury



While charging, Voldemort makes a Bowser-sized barrier of energy in front of him. Upon release, however, nothing happens. This Smash is a charge-and-save move, like Giant Punch; there is no lag on either end here. Your charge time only determines damage, not knockback. When you press the input again, Voldemort spreads his arms to detonate the energy, letting out a mirthless yell. The Bowser-sized explosion deals great damage and above average knockback that KOs at 125%. Voldemort has below average startup lag, with an above average amount ending, when detonating energy. The blast always has high priority; stay away and wait to punish Voldemort.

You want more power with the attack now? While charging, Voldemort can absorb energy from all projectiles in his barrier. Now, when you release it, you'll get extra knockback, depending on how many projectiles you've absorbed. The other properties of the Smash stay the same. Your projectile-powered knockback can range from high with one or two projectiles, to unholy with five (the maximum). This can KO foes at 110-50%; now, that's power! Voldemort still has to be cautious of how easily foes can punish him. However, the ability to charge and use this Smash separately allows Voldemort to charge in front of projectile spammers like Fox, Falco, or R.O.B., then punish them at an opportune moment. Voldemort's wand glows blue when he has energy stored.
[ 23-29% ]

Down Smash - Infernal Cross
Voldemort aims his wand at the ground in front of him as he charges. Upon release, he rapidly slashes a diagonal line of purple fire at his feet. A split second later, he slashes another line of fire, creating an 'X'. He has little lag on either end, but the whole move lasts about a second; Voldemort is far from unpunishable, despite the crosses' great priority. The final 'X' is about the size of Kirby; it vanishes after completion. Foes who hit the first line take decent damage and a set knockback that is barely below average.

Now, no foe with half a brain would hit the next line, due to the fact that they're distanced a bit from Voldemort. They wouldn't...except that the first line reverses their controls for five seconds. Meaning new players or those who forgot this property will likely run right back into the second line when trying to DI away. You have to DI into the line to escape. Those unfortunate enough to hit the second line take better damage, as well as knockback ranging from above average to borderline insane. This can KO them at 120-85%; this is a great KO move, but you'll need practice to land it on experienced players.
[ 7-12% first line, 14-20% second line ]

Up Smash - Mental Sparks
While charging, Voldemort strikes a thoughtful, meditative pose. However, upon release, he yells, jabbing his wand into the air to release a flurry of sparks. This Smash shares many similarities with Zelda's U-Smash. The sparks fly above Voldemort in nearly the exact same way. Voldemort has a bit more vertical range with his sparks, in addition to dealing more damage and knockback per each light hit. However, Voldemort has below average startup lag, with a moderate amount ending, that is missing from the Zelda version. His sparks have moderate priority, so they can be used as a nice anti-air move.

A more interesting difference is that foes who touch the sparks are hit by a random variety of elements present in Brawl (e.g. fire, ice, electric, darkness). These don't affect the outcome, but are cool to watch anyways. The last hit deals average to high vertical knockback that can KO at 155-115%. Foes who touch the final spark at full charge take another interesting effect; the next time they land on solid ground, they enter a shield-break effect for 1.5 second. This may seem impossible to pull off, but Voldemort has ways of tweaking this effect with some other moves. Otherwise, Voldemort can jab through platforms fairly well with this Smash, as long as he is careful not to be punished from the sides.
[ 2-26% ]

(--------Aerials--------)


Neutral Air - Orbit of Smoke
Voldemort snaps his fingers, causing a smoky spiral to appear around his body, at a below average range. Although you can tap the input to keep the spiral out for half a second, holding the input keeps it there for as long as you want. There is little startup or ending lag at first, but if you land mid-move or hold the spiral more than a 1.5 second, the ending lag is above average. Voldemort has rather mediocre priority no matter what, so take care not to become a target.

Voldemort's spiral pulls foes and items toward him with a tiny vacuum effect; there's little to no pull, but it extends infinitely if you're on the same ground level. Once foes get within striking range, the pull strengthens to that of Dedede's Inhale. Foes who are pulled into the swirling spiral take no damage at first, but when you release the input, they are knocked away. This deals fair damage and average knockback that can KO at 150%. Foes are hit in the direction they were facing in the spiral. Multiple foes can be pulled in. Although foes can mash out with grab difficulty, Voldemort can Spiralcide at high damage levels.
[ 11-12% ]

Voldemort can also pull in up to three items; when an item is pulled in, it enters Voldemort's robe as the spiral continues. By pressing the throw input, Voldemort can now use or throw the item(s) he's collected, in the order he collected them. This gives him a great defense against Banana Peels and the like; normal projectiles he can't grab are merely dispersed by the spiral. You'll be using this aerial rather often, so practice its various uses.
[ Varies ]

Forward Air - Serpentine Gaze
With moderate startup lag, Voldemort's eyes flash a dangerous red color. This creates a low priority sparkle a short set distance from his eyes. This hitbox is very small, but you must hit with it from the get-go to land the following move. Foes who touch the sparkle enter a footstool jumped effect for a second and a half. They also take a bit of damage, but if you score a KO with this, it'll be from a gimp, not from blasting them past a boundary. Voldemort has bad ending and landing lag, so think carefully before you use this. On the bright side, it's a great edge-guarding tool; it also combos into Voldemort's D-Air.
[ 5-6% ]

Back Air - Cremation
Voldemort extends a hand backwards, not even bothering to turn around, creating a ball of fire slightly larger than Kirby. This has rather high priority, so you can create a wall of protection behind Voldemort with this. However, he has below average startup lag, with an above average amount ending and landing; don't go spamming this, or you'll pay the price. Foes who touch the fireball get pulled in, taking five rapid hits. The first four trap foes, while the fifth deals above average knockback that can KO at 130%. If a foe takes the final hit below the ball, they are spiked. Opponents in the ball can DI out, but Voldemort can DI backwards during this move to keep them in. Pretty handy damage-building and KO move, but not one that can be abused in the least.
[ 4 - 21% ]

Up Air - Yew Bolt
Voldemort aims his wand up and shoots out a bolt of energy. The energy is slightly longer than Pikachu's Thunder Jolt, but Voldemort has moderate startup lag, with a bit ending; like Bowser's U-Air, spacing and timing are key to landing this safely. The bolt has rather high priority, so it can defend Voldemort from above, although it leaves him open from the sides. Foes who touch the bolt take good damage and moderate vertical knockback that KOs at 145%.

Also, for ten seconds, they are surrounded by an electric aura. During this time, Voldemort can land the final hit of his U-Smash to put them in a shield-break effect...without charging it up the whole way, like normal. If you aren't using this as a situational KO move, this should be incentive enough to look for an opening to try and land it. If you land multiple U-Airs somehow, the effect's timers can overlap.
[ 13-14% ]

Down Air - State of Suspension
Voldemort snaps his fingers, causing a sparkle of energy to appear a short distance below his feet, with moderate startup lag. Like F-Air, this move has a small hitbox that foes must hit as it appears for the move to work. The fact that it has low priority doesn't help. Voldemort also has bad ending and landing lag to work around, so be extremely choosy about when you use this aerial; it's his most punishable one, by far. Foes who hit the sparkle are dangled upside down below Voldemort, moving parallel to him in the air below him wherever he goes.

From here, Voldemort can either press the move input again to detonate the sparkle area on the foe; this deals great damage and high vertical knockback that can KO at 120%. He can also land on top of the foe to give them lesser damage, but put them in their downed position, ready for a combo. Finally, Voldemort can suicide with his foe beneath him; because the foe is under him, Voldemort never dies first. All these options have their uses, but the foe can button-mash out with twice the difficult of a grab; make your choice fast! So many options, so little time.
[ 16-17% explosion, 6-7% landing on foe ]

(--------Grabs and Throws--------)


Grab - Dark Summon
Voldemort casts a thin red horizontal beam of magic in front of him. His beam has the range of ZSS's grab, but this is actually usable. The magic comes out and back in with virtually no lag; Voldemort can hold it out as long as he wants, but if he holds it more than one second, the ending lag becomes average. Now, the nearly non-existent lag plus the great range would make this a little overpowered, right? Merely getting hit by this grab won't bring you to Voldemort.

The beam drags you into his hands, it being a Summoning Charm. It takes about a second for a foe at the tip of the beam to be pulled to Voldemort; during this time, they can DI out with moderate ease. Voldemort holds his victim in a force-like choke-hold with his wand. Used as a surprise tactic, this grab can be quite effective; you'll hit the foe towards the beginning of the beam and pull them to Voldemort nearly automatically. Voldemort's throws are all rather damaging as well. A high-risk, high-reward grab with a fun twist. Oh, and from a dash, Voldemort merely stops his momentum before firing out his beam; this doesn't add lag to him at all.

If an item is in Voldemort's beam, it is automatically pulled to him, rather than dragged over like a character. Voldemort suffers almost no lag from this whole process; it can be helpful to snare items that are just out of his pick-up range.

Forward Grab - Serpentine Assistance
Voldemort also has another little tool he can use as a grab. By tilting the Control Stick forward as he grabs, Voldemort sends out his pet snake
and Horcrux
Nagini to track down his foes. Voldemort has below average lag on both ends of this grab, from a standstill or a dash (which he merely stops for). Nagini has 5 HP that can be lowered to KO her. She is Bowser's length, but very low to the ground; it'll take a D-Tilt to knock her out in most cases. She moves at Dedede's dashing speed, disappearing if she runs into a wall or reaches an edge.



If a foe comes into contact with Nagini while not attacking her, she'll coil around the foe, pinning them to the ground laglessly. She can still be KOed during this time (although not by Voldemort, as he wouldn't hurt his own
Horcrux
); if Voldemort walks into her, however, he'll hold the foe in his own grab, as Nagini vanishes with a hiss. Foes can button-mash out, but with double grab difficulty. Voldemort can obviously only have Nagini out in one place at once, and if she is KOed, he must wait ten seconds before using her again. While this can't really replace his normal grab, it can still assist Voldemort at longer-ranges.

Nagini can grab one item she comes across in her mouth, slithering back to her master to deliver it at normal speed. Once she has an item, Nagini won't grab foes; she can still be KOed during this time as well. However, she'll at least get the item closer to Voldemort; she laglessly hands the item to Voldemort before vanishing, if she reaches him.

Grab Attack - Torturous Finger
Voldemort extends a finger and presses it to the foe's forehead. While this may not seem painful, Voldemort's finger apparently burns the foe with a fire effect. This has moderate speed, but you'll only want to use it once or twice; you won't want to risk your victim escaping before you can use one of your better throws.
[ 2-3% ]

Forward/Back Throw - Smoky Ambush
Voldemort releases his foe in place, dealing minuscule damage with no knockback, as he vanishes. This leaves the foe on the ground where Voldemort stood, in their downed position. The foe and Voldemort have a second to choose what to do now. Voldemort can do nothing, or tap left or right on the Control Stick, while the victim can use a get-up attack or roll in either direction.

If Voldemort and the foe choose the same direction (as in, they tap/roll left), Voldemort will reappear in a smoky blast over the foe. This unfortunate victim takes great damage and above average knockback that can KO at 135%. Even if the foe uses a get-up attack, the blast will outprioritize it. However, if Voldemort chooses the wrong direction, he'll reappear laggily; the victim can punish him easily now. Voldemort should try to match his foe's direction to land this, while the foe should postpone their movement to the last second to keep Voldemort guessing. After a second, though, Voldemort reappears automatically; you can't wait too long to choose. Also, once either character has selected a direction, they can't change it. These throws are gambles, but they can be great KO moves if pulled off properly.
[ 15-16% ]

Down Throw - Possession
Voldemort seemingly disappears, while the foe falls into their downed position. No damage is dealt yet, so it would seem nothing is wrong...except that the foe has black rings over their eyes; Voldemort is possessing them. The foe can button-mash to exorcise Voldemort, but he can tap A to put the hurt on them. He can use this pummel-of-sorts up to five times during one possession; they are fairly fast and able to build up great damage.

However, Voldemort takes the damage he deals here; contact with the victim's whole soul damages his split one. Because of this, you absolutely cannot spam the great damage; if Voldemort is a stock ahead or has a Horcrux, though, go for it. Voldemort can shield to exit early; if he exits or is exorcised, he pops out where he stood. The foe is still downed at his feet, though; you can combo them directly after possession, seeing as there's no knockback.
[ 5% per pummel ]

Up Throw - Mental Spiral
Voldemort looks as if concentrating, using his telekinesis to spin the foe around him in a spiral. Once they reach his head, he blasts them upwards, dealing electric damage with knockback that can KO at 165%. There's nothing too special about this throw; Voldemort can use it to KO opponents on stages with low ceiling blast lines. The spinning foe can also hit outside foes for light set damage and knockback, providing a low priority wall of defense for Voldemort. Finally, if the spinning victim has the electric aura from U-Air, this throw resets its timer. As consecutive U-Airs can be annoying to land, this is reason enough to use the throw, if the other benefits aren't sufficient.
[ 8-9% throw, 4-5% spinning foe ]

(--------Situationals--------)


Get-Up Attack - Cyclone of Wrath
Voldemort gets up with a yell, snapping his fingers to create a dusty three-ring shockwave around him. The first and outermost ring extends a Stage Builder block's distance on either side of Voldemort. He has low startup lag, with a below average amount ending. Voldemort's waves of anger last for a split second around him, providing him with a moderate priority barrier of defense. Each waves deals light damage to foes, while the outermost ring deals a below average set knockback that can't KO. A fairly helpful get-up attack that is used for Voldemort's downed, flipped, and tripped attacks.
[ 3-4% per wave ]

YOU HAPPY NOW, JUNAHU? I DEFIED SMASH REALISM HERE TO APPEASE YOU!

Ledge Attack - Worship the Lord
Voldemort casually glides onto the ledge, aiming his wand at foes. Opponents who stand within a Stage Builder block of Voldemort below his height enter a 'bowing' pose of sorts, for one second. The niceties of battle must be observed, correct? The area of effect has below average priority; Voldemort holds it out for a split second before being controllable again. The area of effect covers Voldemort's body, but his upper half can be hit with projectiles; it's not entirely foolproof.

Bowing foes can be damaged, but they take no knockback from attacks; it's essentially Melee's Headbutt, but with a bigger target on the victim's body, seeing as they're not halfway buried. The bowing foe can button-mash to regain control, but it's a bit harder to do than with a grab. Voldemort has a decent bit of ending lag that can be punished should his opponent space from him properly. Still, the minuscule startup period allows for Voldemort to use this as a surprise damage-building tactic.
[ 4-5% ]

Ledge Attack (Over 100%) - Soul Sacrifice
Voldemort has a scary ledge attack with over 100%, although it can work against or for him. When Voldemort uses this move, he turns into the smoky form from his Dash Attack, with the lag typical to these attacks. In smoke form, Voldemort glides across the entire stage at Mario's dashing speed. He has moderate priority as he does so. Any foes who touch him get snared in his smoke and pulled along with him. Voldemort can pick up items at well, absorbing them in his robe; if he cancels this move, he can use the items in the order he picked them up.

As soon as Voldemort reaches an edge, he plummets down at an unholy speed; if you're caught as he does so offstage, you're dead. Fortunately, you can button-mash out with grab difficulty; Voldemort will have to do the same if he wants to cancel the move. Foes who are slammed off an edge onto a lower area of the stage take great damage and vertical knockback that can KO at 115%. Caught foes also take a bit of damage per second. This is extremely risky to use in any case, and should never be used as anything but a last-ditch suicide.
[ 2-3% per second, 14-15% stage slam ]

(--------Final Smash--------)


Final Smash - Killing Curse
Voldemort laughs evilly in an echoing voice, as the screen blacks out in a smoky manner. His opponents are seen in a graveyard, while Voldemort's laughter continues. The screen pans to show five tombstones, lined up in a row, each with a button input over it. Each foe has ten seconds to press a button input to hide behind the tombstone; multiple foes can hide behind the same tombstone, but this is not advised. After ten seconds, Voldemort appears; if a foe hasn't chosen by then, they stand defenselessly in front of the middle tombstone.

The button inputs appear once again for Voldemort. By pressing the input over a certain tombstone, Voldemort will cast the notorious Killing Curse on it, screaming out its incantation, 'Avada Kedavra!'. We don't need to elaborate on it does, correct? This third Unforgivable Curse destroys the tombstone in a vast beam of green light, instantly KOing the foe behind it. Voldemort has three curses to fire out during this Final Smash; he must use all them in fifteen seconds, or the Final Smash will end early. Voldemort has no way of knowing which tombstone each foe chose (unless they are ******** enough to not choose in time), but his opponents have no way to block the deadly curse. This is quite a luck-based Final Smash. After all spells are used up or all foes are KOed (only one KO per foe), the screen blacks out and the battle starts up again.

(--------Overall Playstyle--------)

One of the first things you'll notice about Voldemort is that he has ranged attacks that he is actually good at using, unlike, say, Link. Many of his attacks hit from a range, travel to a range eventually, or blast foes far back enough that they can be hit by more long-ranged attacks. Got all that? Now let's elaborate. A possible long-ranged combo may include using your Neutral Special to down the foe, F-Tilt to build more damage, then Side Special to manipulate them closer to you. From there, blast them back and repeat, with a few new moves mixed in to throw off your foe. Generally, Voldemort's KO moves need to be pulled off closer to a foe, but he has no real problem with this. He just can't revolve his playstyle around strong moves and such.

At close range, Voldemort becomes more aerial-focused; his grounded close-range moves are either too slow to use regularly, or mere combo set-ups. He is quite floaty and maneuverable up there, and several of his aerials are not half bad. Some take great precision or accuracy to land, and some can have horrendous consequences should you fail, but you can still build some damage up in times of need. Voldemort is exceptional also against campers, whether they be projectile-spammers (e.g. Falco) or item-abusers (e.g. Diddy Kong). Voldemort can absorb projectiles with F-Smash to strengthen the attack. He can also snare normal items with means like N-Air and F-Grab, and screw with them using D-Tilt and Basic Combo. Voldemort can hold his own against many of the best characters using these abilities, along with his ranged magic.

The final element you'll want to add to your playstyle is Down Special. While you'll have trouble setting up a Horcrux in a fierce battle, doing so after Star KOing a foe is doable. It takes practice to pull off, but having a Horcrux in play helps Voldemort overcome his downfalls...temporarily, at least. Overall, Voldemort excels at quite a few different elements of the game, but he has a couple of downfalls that prevents him from being stellar. By building damage from a variety of ranges, then ambushing your opponent with a powerful attack, Voldemort can prove to be a great character to use, but a challenging one to learn.

(--------Playing Against--------)

Ready to hear about those downfalls? Alright, so Voldemort is a tall character with decent width from his robes. With his mix of combo and KO moves, he must be another Kupa heavyweight combo villain, right? Voldemort can indeed be comboed like crazy, but he's far from a heavyweight. Even though he's big, Voldemort's frame isn't bulky or anything, so his weight is quite light. If a foe gets to him, they can absolutely **** him and KO him with ease; he's not a heavyweight who can stand up to said combos at all.

From close range, Voldemort will be pressuring to damage you in the air, then knock you back to land some ranged moves. Play smart, dodge these attempts, and keep comboing him. Voldemort can be gimped with relative ease; you can just touch the trail of his Up Special to cut its range short. He can try hovering back, but he has little defense from this. If you let your guard down, Voldemort can blast you back and keep on comboing. He absolutely cannot flee from you himself, though; his movement is among the worst in the game. Keeping close enough to pressure him, but including a touch of defense, is the easiest way to bring down the Dark Lord.

(--------Match-Ups--------)

Vs. Meta Knight - 45/55: Meta Knight's Favor
Voldemort and Meta Knight have a variety of options to take down the other character. First of all, Voldemort actually has options to outprioritize that cursed Whorenado; some of these include Neutral Special, Side Special, and F-Smash. Voldemort can also KO Meta Knight with little trouble, due to his light weight. However, let Meta Knight get close to Voldemort, and he's done for. Meta Knight can simply F-Air Voldemort off the edge, N-Air him to force him to recover, then use his endless jumps to gimp Voldemort. It'll be hard for Voldemort to set up a Horcrux to prevent this, seeing how Meta Knight has great speed. The Dark Lord can actually fare well against Meta Knight, but the broken Smash God just has more options to win, thus taking this match-up.

Vs. Snake - 65/35: Voldemort's Favor
Voldemort has no trouble using his ranged spells on Snake to build up damage. In addition, Voldemort can pull in and use grenades. However, they still explode after three seconds, damaging Voldemort if he's holding them; toss them back quickly. All of Snake's projectiles can power up Voldemort's F-Smash, giving the Dark Lord an easy KO option against Snake. Of course, if Snake gets in close to Voldemort, a few broken disjointed tilts can score him easy KOs. Because Voldemort will actually have to watch Snake from a range, he'll have trouble making a Horcrux. Still, Voldemort should take advantage of Snake's less-than-amazing speed to prevent this from happening.

Vs. King Dedede - 30/70: King Dedede's Favor
Voldemort obviously has trouble against Dedede, due to his size. He doesn't have nearly as bad of a match-up against the penguin king as, say DK, but Dedede's chain-grab and infinite can give the Dark Lord hell if he gets grabbed. Fortunately, out of the characters who fall victim to this poor match-up, Voldemort fares the best, due to his superior range. Dedede takes a while to get close to Voldemort; couple that with his large size, and the Dark Lord can build some damage on Dedede before he gets close. Also, because nothing of Dedede's besides minions can hit you from a range, Voldemort can sometimes create a Horcrux as a safety net should he get grabbed. Of course, when he does get close, Voldemort should definitely take to the air to avoid that massive grab range. Even from there, the B-Air of doom can spell him an early end. Dedede wins this match-up, but it's not impossible for Voldemort to pull off a surprise victory from time to time.

Vs. Diddy Kong - 90/10: Voldemort's Favor
Item-reliant characters fare poorly against Voldemort? No character proves this better than Diddy and his bananas. Voldemort can break through Diddy's low-priority defenses with his own priority from a range. It doesn't take much to KO Diddy at all, and bananas can power up Voldemort's F-Smash even more...but why waste such a valuable weapon there? Voldemort has no problem stealing bananas with several moves, being able to use them for his own means. Plus, with D-Tilt, Voldemort can cause Diddy's bananas to slip the young Kong twice in a row. Diddy can combo Voldemort reasonably well at close range, but Voldemort has so many more options here, earning him an easy win. He won't even need to bother with Horcruxes here.

Vs. R.O.B. - 50/50: Draw
R.O.B.'s projectiles have nothing on Voldemort; the Dark Lord can absorb lasers and gyros with F-Smash, or pull in gyros harmlessly to toss back at R.O.B for nice damage. Although these are easy for Voldemort to steal, they can prevent him from making a Horcrux in most cases. Voldemort has little trouble building damage on R.O.B. from a range, although if R.O.B. closes the distance, his aerial capabilities outclass those of Voldemort. R.O.B.'s KO options, such as F-Smash and D-Smash, are much more freely usable than those of Voldemort. Once R.O.B. gets Voldemort offstage, the robotic operating buddy can interrupt the Dark Lord's recovery with ease. D-Air Voldemort for a spike, then hover on up to the ledge and laugh. Voldemort and R.O.B. have fairly even abilities to screw over the other character in this match-up.

Vs. Bowser - 40/60: Bowser's Favor
Bowser's huge size makes him a prime target for Voldemort's ranged moves; indeed, the Dark Lord can curse the Koopa King fairly easily, but Bowser's F-Tilt and F-Air can beat most of Voldemort's ranged attacks. Once the two characters get within close range of each other, Bowser's stronger moves have the upper hand over Voldemort's light weight. The Bowser player's main focus should be to prevent Voldemort from making a Horcrux; if Bowser's KO on Voldemort doesn't count, the damage he's taken from a range can cost him the match. Also, every second Fire Breath comes into contact with the energy from Voldemort's F-Smash, one projectile's power is added to it. Fortunately, Bowser can angle the fire up and over the barrier, at Voldemort's head, knocking him out of the F-Smash charge into the main stream for some nice damage. Fire Breath can also shorten Voldemort's Up Special considerably, if aimed correctly. Finally, Bowsercide can all too easily be used on Voldemort while he's making a trail for Up Special. Voldemort needs to build Bowser's damage up from a range to win; it will take some work, but it can be done.

Vs. Yoshi - 45/55: Yoshi's Favor
Yoshi's fairly large size can accumulate damage rather quickly from a range against Voldemort. His one ranged tool against this? Up Special. It gives Yoshi a decent way to retaliate against Voldemort's magic, while eliminating his chances to create Horcruxes, all in a few clean shots. Although Voldemort can absorb it with F-Smash, Yoshi can angle it over the energy to keep on pegging the Dark Lord. Yoshi's D-Air at close range can give Voldemort some trouble, but other than that, Voldemort's priority is better than Yoshi's in nearly every way. If it weren't for those eggs, Yoshi would have another bad match-up on his hands. Either character can come out on top in this match-up, but Yoshi's versatile projectile gives him the upper hand in most cases.

THERE YA GO, SUNDANCE!

Vs. Link - 70/30: Voldemort's Favor
That's right, Voldemort's not afraid to have a decent match-up against one of the worst characters in the game. Voldemort can absorb arrows and bombs (he can steal bombs as well), while giving Link a hard time with magic of his own. Sometimes, Link's shield can block him from an attack or two, but as good ol' Sakurai said on the DOJO, you can't rely on this. Link's disjointed sword can break through a few attacks, but he lacks quick moves to do so, leaving him open in the process. At close range, Voldemort can just take to the air and dominate Link even more. He won't need a Horcrux here, due to faring so well here. Link can KO Voldemort at times, but this is far from enough to earn him a consistent win in this match-up.

Vs. Bear Hugger - 50/50: Draw
Bear Hugger can force Voldemort to approach by going into his defensive stance. Voldemort can easily make a Horcrux from a range here, but in doing so, you give Bear Hugger plenty of time to sticky up his gloves. Using catch-and-release, Voldemort's damage can be built up with ease; because Bear Hugger has an abundance of KO moves, the Dark Lord's light weight is a problem. However, if you get him offstage, Voldemort is near-guaranteed a KO. Just hurl him off with N-Air and grab the ledge. If Bear Hugger gets in a few KOs before his own damage is too high, he'll have this match in the bag; Voldemort can still combo and gimp the Canadian with little effort as well, evening up the two.

Vs. King Hippo - 55/45: Voldemort's Favor
King Hippo's super armor renders Voldemort's long-ranged attacks useless. Now, the match is a matter of who can start the damage-building first. This requires a whole lot of patience, making it easier said than done. Hippo has little trouble KOing Voldemort after building his damage, while Voldemort can merely wait for an opening, then combo Hippo into next week. While Voldemort isn't exceptional at close-ranged combos, Hippo's hitstun gives him much more freedom to do so. Both characters fare fairly well against each other in this regard; if Voldemort scores a KO, however, he can make a Horcrux, due to Hippo's lack of ranged attacks. This gives the Dark Lord a slight upper hand in this match-up; if Hippo can prevent this and keep comboing Voldemort, the tubby boxer can vanquish the Dark Lord with ease.

Vs. Onishiba - 25/75: Onishiba's Favor
You've got to be kidding. A good match-up against Onishiba?! Well, if the demon wolf can use F-Tilt, he can take away a great part of Voldemort's projectile arsenal. This includes Neutral Special, Side Special, F-Tilt, U-Tilt, and F-Grab. Neutral Special can also take away Voldemort's mini-mechanic of Horcruxes, even though Voldemort has little trouble making them against Onishiba. While Voldemort's approaching options are much better than Onishiba's, that d*mn F-Tilt is all Onishiba needs to shut down Voldemort. While the Dark Lord can still build some damage in the air, all he can do with those besides gimp is space for a lucky B-Air/U-Air KO. Onishiba's status effects give him one more boost over Voldemort in this match-up.

Vs. Bleak - 80/20: Voldemort's Favor
All Voldemort needs is F-Smash to nullify Bleak's projectiles and therefore most of his game. Bleak can build damage on Voldemort fine and all, but this won't win him the match. In addition, Voldemort can do the same to Bleak, but nearly always have a powered-up KO option to unleash on the poor snowman. Both characters can KO with aerials; Bleak can do so slightly more easily, but when you have Voldemort's F-Smash, why bother even going up there? The only thing Bleak has going for him is defense against Horcruxes, which Voldemort won't even need in the first place, due to him being so dominant already.

Vs. Black Knight - 50/50: Draw
Black Knight fares well against campers, and can combo like crazy, huh? Is this the end for Voldemort? Not so much. If Voldemort can get BK into the air, he can rack up quite a lot of damage, even though he's not exceptional up there. The ebon-clad fiend's weight makes him troublesome to KO, but his crappy ledge game makes him a prime target for Voldemort; the Dark Lord merely has to glide out at use F-Air. Still, BK can easily KO Voldemort's light weight, even though his Smashes aren't too versatile. In addition, it's near impossible for Voldemort to make Horcruxes, due to BK's warping abilities. This match-up usually boils down very quickly, ending in the favor of the character who used their advantages the best.

Vs. Bubbleman.EXE - 70/30: Voldemort's Favor
Bubbleman is all about camping and comboing? That makes two characters in this match-up! Voldemort can fare well against Bubbleman from a range; his priority beats Bubbleman's with ease, although making a Horcrux is a pain in the arse, due to Bubbleman's bubbles staying out after he's KOed. F-Smash is a pretty big hitbox to get bubbles off you, but Voldemort won't really need to get close to Bubbleman to damage him. When you have to move in for the KO, Voldemort's options are much better than Bubbleman's. If Bubbleman can get Voldemort offstage, he can give Voldemort trouble, considering the Dark Lord's light weight. A competent Voldemort should rarely be out there, though. Voldemort reigns dominant in this match-up most of the time.

(--------Extras--------)

***

(--------Basic Animations--------)

Standard Pose:
Voldemort stands calmly, holding his wand at his side; he's ready for this slaughter fest!

Idle Pose:
Voldemort c*cks his head to one side, as if pondering a question, then regains his normal composure.

Walking:
Voldemort takes very slow, yet intimidating and deliberate steps towards his opponent.

Running:
Voldemort merely speeds up the above pose. Whoop dee doo.

Dashing:
Voldemort looks a bit like Zelda trying to run, except slower. He holds his wand up at his side now, ready to strike.

Jump #1:
Voldemort pushes down slightly, boosting him a small distant off the ground with some force-esque magic.

Jump #2:
Voldemort strikes a concentrating pose, shutting his eyes and lifting himself higher via telekinesis.

Crouching:
Voldemort barely hunches over, as if performing a mock-bow to his opponent.

Ledge-Hanging:
Voldemort points a finger at the edge, holding on with magic, despite not even touching the ledge.

Swimming:
Voldemort resurfaces angrily, and uses telekinesis to move slowly forward. His robes become bogged down quickly, only allowing the Dark Lord to swim for a short time.

Forward/Backward Roll:
Voldemort extends a hand, pushing himself magically in the direction he wishes to roll, leaving behind a bit of smoke.

Spot Dodge/Air Dodge:
Voldemort simply vanishes in place for a brief period, reappearing after the dodge, similarly to Mewtwo.

Shield:
Voldemort raises his wand slightly, creating a black shield charm around him. The charm has the same properties as the normal bubble shield.

Tripped:
Voldemort merely stumbles a bit, not actually tripping, but entering an unstable pose.

Dizzy:
Voldemort puts two fingers to his temples, looking disoriented.

Sleeping:
Voldemort merely shuts his eyes in place, folding his arms and entering a deep, meditative sleep.

Other:
Voldemort never actually touches items; he casts them around in a force-like manner from his wand.

(--------Extra Animations--------)

Up Taunt - Deathly Rotation
Voldemort spins around a few times, using his telekinesis, chuckling subtly to himself. Sound familiar?

Side Taunt - Dark Command
Voldemort yells at your character, "Don't you turn your back on me! I want you to look at me when I kill you!"

Down Taunt - Fool's Errand
Voldemort quietly tells his opponent, "You are a fool to challenge me...and you will lose...everything."

Entrance - Out of Smoke
Voldemort Apparates onto the stage in a smoky manner, chuckling as he appears.

Victory Pose #1 - Dark Distaste
Voldemort looks to the side of the screen, folding his arms, commenting that the foes are, "So...weak..."

Victory Pose #2 - Serpentine Meal
All of the losers lie dead, as Voldemort faces them, stroking Nagini, who is draped over his shoulders. In an emotionless voice, Voldemort tells his snake, "Dinner, Nagini...", for the snake to slither to the floor and at the corpses. The screen blacks out afterwards.

Victory Pose #3 - Death Eater Pride
Voldemort cackles as he fires the Dark Mark into the sky above his head. He holds the pose with his wand up after firing his emblem.

Victory Theme - Darkness Falling
Voldemort uses an ominous clip from the main Harry Potter theme as his victory fanfare.

Loss Pose - Lost in Limbo
Voldemort is shown as a writhing, flayed, naked baby, rather than himself. After the final portion of his soul was destroyed, this was the form he became trapped in for eternity, in a limbo between the worlds of mortals and souls.

(--------Kirby Hat--------)

Kirby gets a pale-tint to his face/body, gaining a copy of Voldemort's yew wand as well. Gaining the Cruiciatus Curse as his Neutral Special sure helps Kirby out from a range. Plus, hearing him screech the incantation in his high voice is always a plus, eh?

(--------Alternate Colors--------)

  • Normal
  • Red robes (Red Team)
  • Green and silver robes (Green Team, Slytherin colors)
  • Blue robes (Blue Team)
  • Golden robes
  • White robes

(--------Codec Conversation--------)

-Press Select-

Snake: Colonel, there's a pale-faced snake-man here...I get the sense that he's a murderous madman.
Colonel: Watch out, Snake! That's Vol...er, He-Who-Must-Not-Be-Named. Killing Muggles such as yourself is little more than sport for him.
Snake: Muggles? What the hell kind of disease is that?
Colonel: It's a term for a non-magical human, and Volde...You-Know-Who is determined to slaughter every last one of them. He's definitely got the magical talent to do so.
Snake: Magic? Pah...so he's going to put on a light show for me?
Colonel: Be very careful, Snake. Voldemort's *cough* knowledge of Dark magic surpasses that of any wizard alive, by far. He kills mercilessly and indiscriminately.
Snake: Whatever. I don't doubt my ammo's ability to penetrate snake-head's "magic".

-End Transmission-

(--------Other--------)

Icon - Famed Scar
Voldemort shares the Harry Potter series lightning bolt. Fitting, seeing as he gave Harry that scar in the first place.

Wiimote Sound - Dark Laughter
Voldemort laughs in a high-pitched casual manner.

Crowd Chant - Fearful Support
Due to the crowd being afraid to speak Voldemort's name, they merely cheer and clap loudly.

Unlocked By:
  • Play 700 Brawls
  • KO 10 foes with a Star Rod
  • Clear Classic and All-Star with Mewtwo
Unlock Message: "The Dark Lord has risen. Lord Voldemort has joined the Brawl, ready to create an atmosphere of chaos and confusion with his murderous magic."
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
I love Harry Potter books/movies, I love Voldemort's backstory and character, and so it's fitting that Lord Voldemort is one of my favorite sets of yours, maybe better than the horribly underrated Bleak. It may just be one of my favorites of the contest. You could have taken the easy way out and just given him random HP spells and potions for every move, but instead you gave him fitting original moves that fit into his playstyle. Before reading this I had high expectations for the Horcrux, and you don't disappoint, though I would like to have him be able to make items Horcruxes.

My main quibbles here are minor. There are a couple of props, but that's okay, as they are canonical and fitting props. More importantly, but still minor, is the fact that lime green doesn't fit a dark wizard AT ALL, but the organization is still fitting and great. Also, the playstyle section... is honestly too concise, though you somehow managed to cover all the important issues in only three paragraphs. Seriously, phenomenal job.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
I love Harry Potter books/movies, I love Voldemort's backstory and character, and so it's fitting that Lord Voldemort is one of my favorite sets of yours, maybe better than the horribly underrated Bleak. It may just be one of my favorites of the contest. You could have taken the easy way out and just given him random HP spells and potions for every move, but instead you gave him fitting original moves that fit into his playstyle. Before reading this I had high expectations for the Horcrux, and you don't disappoint, though I would like to have him be able to make items Horcruxes.

My main quibbles here are minor. There are a couple of props, but that's okay, as they are canonical and fitting props. More importantly, but still minor, is the fact that lime green doesn't fit a dark wizard AT ALL, but the organization is still fitting and great. Also, the playstyle section... is honestly too concise, though you somehow managed to cover all the important issues in only three paragraphs. Seriously, phenomenal job.
I'm just gonna touch on your quibbles before anyone else does. I left out the 'make-items-Horcruxes' mechanic because it would seem very OOC for Voldemort to pick up a Banana Peel and put his split soul into it. The items have to be important historical relics, like in the books. I believe in one book's Horcrux description they mentioned that a soul portion should be placed in an important item...which Smash items are not. His two props (Horcruxes and Nagini) are major parts of the book, and are not random props brought out for the hell of it (that would be taking individual relics and casting them at foes). Second, I don't know if you caught this, but light green is the color of the Killing Curse, which is Voldemort's trademark spell. It had to be prominent in there, despite not being dull.

Anyways, glad to see you enjoyed it. Hopefully all these enjoyable sets don't end in an annoying vote split...

EDIT: Unless you're on a huge stage, or your foe is flying away in a Star KO, it would be difficult for a Horcrux to be made with that much time. I'll edit it to be all of Rest, but 3/4 of that is still pretty easy to interrupt.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,439
TOM RIDDLE

Yeah, I actually read him. Be proud.

I love this set, and I'd even love it if I weren't a HP fanboy. The choice of curses, the long range-floatiness of him, everything is pure brilliant. The implementations of Cruciatus and Imperius are particularly brilliant. I love everything about this set, especially that "Basic Combo" and DTilt. I do have a few gripes:

1. NSpec isn't Avada Kedavara (although you already explained it to me in the chat that it's a case of God Syndrome)
2. Dark Mark, while I love you implemented it, deals damage . . . it just seems odd that a cloud formation/constellation would deal damage to the opponent.
3. Basic Combo should be the name of the disarming spell . . . what was it now . . .
4. Codec is basically what Juno makes fun of in his "Mad Lib" Codec. Seriously, we need original codecs! Although I do commend you for including extras, unlike SOME PEOPLE (D).

Although, these are minor quirks that don't detract from the set at all. My opinion? Better than Bleak. Amazing job, Kupa. +1 Super vote. (clap)

I wanna do Harry Potter now.
Consider it a future "plan" of mine.
 

SixrchBattosai

Banned via Warnings
Joined
Aug 31, 2009
Messages
39
Location
With my boyfriend...who's moving ;A;
F**k My Life

This is extremely unfortunate. The lower level of my house is infected with black mold. I have to stay upstairs. You won't see much of me. If you do, it will probably be from the public library. Oh Well. Bye, everyone.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
5 sets in 30 posts? Come ON!

Bubbles is certainly an interesting set. You've taken a barebones character, and run with her. The concept you have is very interesting, but you don't explain everything as clearly as you could. I couldn't tell if the bubble bath follows Bubbles around, of if she has to get into it, for example.

There were several great points of creativity. The Down Smash was plain near perfect, especially with the implementation it had with the Up Tilt and Side Special. On the other hand, the Up Smash seemed rather disappointingly similar to the Up Tilt, and the Down Special, while creative, seemed a little contrived.

Adding in pole moves was an excellent idea, so well done there. Joining the already brilliant jab into the down pole move was a nice touch as well. There were some complaints I had, Bubbling Glue was a little vague, and it and Puffer Fish seemed like frustratingly difficult to use correctly. I was also disappointed that you joined the Bair and Fair into one move, I understand they do the same thing, but there could have been at least some aesthetic differences. The chaingrab is fitting, although I was hoping that there would have been some sort of way to implement the poles into her grab.

As for playstyle; she's interesting, different, and fits together very well. For such a strange character I don't have too much trouble invisioning her fighting and playing; she's not perfect at all, but you did a fantastic job here. A gold star for you.


As for Dr. Robot, I know that this is one of the most frustrating things to hear, but clean up the organization. The colors and font sizes are a mess to read, and the code doesn't add as much as it takes away.

On the other hand, there is a surprisingly little amount of real substance to him. Using random Robot Master powers doesn't define this character, it makes his abilities feel random and arbitrary; it doesn't help that you underdetail and are rather vague describing things. The best example of this randomness is the Neutral Special. Pumping water to cause characters to drown but not really is mindboggingly odd, and I can't imagine it being IC either.

The playstyle is rather short, and a lot of it has to do with the fact that I don't really feel an overarching theme here from a playing perspective. While you certainly had an idea that had a lot of potential by having him use Robot Master powers, you don't translate that into a cohesive playstyle; I feel that in many ways this move is a bunch of cherry-picked Robot Master powers flung together in once character.

For a reintroduction into moveset making after a long hiatus though, it isn't that bad though. You could have done a much worse job here, and there aren't any problems that couldn't be fixed in another set. Just make sure that you have a clear understanding of how you want the character to play, and I'm sure that it'll be much better.

Also, you refer to many projectile attacks as disjointed. Projectiles are usually referred to as their own priority.


And last and certainly not least comes in Voldemort. Can I say, even before I start reading, that I am immensely glad that you've so cut the fat from your sets since the start of the contest, I'd be banging my head against my keyboard by now otherwise, and this has been a set I've been looking forward to. Although now UserShadow has to wait even longer. (cry)

And look at that! Another ranged fighter! Seriously though, could we expect anything else from Old Voldy? Death Hover seemed unnecessary at first, until you mentioned shorthopping aerials and lag; seems like an interesting mechanic potentially...

Unforgivable curses, cool. Wonder which one is Final Smash? Disarm disappoints me, in that it could have just as easily been handled in-universe with Expelliarmus; although I'm certain you knew this and had a reason not to use it, keeping the effect without the spell is just silly. Smoke on the Wind on the other hand is one of my favorite moves I've ever read. Its creative, its versatile, and it just looks fun to use.

In fact, Voldemort in general just has every move scream USE ME! The Smashes are beautiful, the dash, Nair, Dair all just beg for play. Voldemort is one of the most fun looking characters I've ever seen, and even with all of that, the aerials are entirely usable in regular combat, something that it is often overlooked in characters.

The grab is pretty cool, although I find the use of Nagini frighteningly complex, out of character, and unnecessary. Also, Nagini has 5 HP? What? This snake that only got killed by the sword of Gryffindor? Bah. Smoky Ambush is a fantastic mindgame and gamble, but why is it two moves?

Anyways, playstyle. Its pretty clear how he plays; he's got power at a range, fantastic, fun spells and he's not afraid to use them. I can't imagine him not being S tier though, he seems pretty broken. A horcrux is basically giving yourself an extra stock, and after a KO shouldn't be too difficult to pull off; sure he's easy to combo, but he's got priority and decent attack speed, not to mention horrifically good power and the ability to gimp.


Overall, he looks like one of the most purely fun characters I've seen in a while. He's got a solid playstyle, versatility, and lots of options. Anyone who says they wouldn't main this guy is lying. Also, you've got one thing wrong about his BubbleMan.EXE match-up. Bubbles produce even if BubbleMan.EXE is KO'd; he's going to have one helluva time making a horcrux with them inexorably approaching, but I'd still say that Voldemort outmatches him.

Its your best set by far, mind you.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Alright, more responses.

Disarm seems to be taking a lot of criticism, so I'll justify it. One, watch the Voldemort vs. Dumbledore battle on Youtube. It's the wandless magic he uses to disarm Harry; I thought this would be more fitting than Voldemort stooping down and using Harry's trademark spell...which is Expelliarmus, BTW.

I wanted U-Tilt to be a vertically-ranged move, so why not make it Voldemort's own emblem? I don't think it's too much of a stretch to have its smoky form be damaging, when Voldemort's other smoke-related moves do so as well.

Nagini is not complex at all; it's basically a ranged grab that you can use as a grab, or hit the helpless victim out of. Plus, we had to have that sixth Horcrux in there somewhere. 5 HP is to keep it only usable to a reasonable extent. Ambush was originally just one throw, but it encompasses Forward and Back Throw now so it's more input friendly; I mean, you can reappear either way, so why make it a throw meant for one direction?

I think you may be overlooking Voldemort's downfalls in his stats. Slow, light, huge target, and a sluggish overall attack speed (4/10). Heavy characters who can be comboed can stand up to that damage, while Voldemort cannot. Plus, with the exception of N-Air, the aerials need a direct hit to land, or are punishable. He'd be a good character, but not a broken one by any means. Thanks for correcting me in the matchup, though. I missed that quip during my read-through. (ONO)

Thanks for all the feedback, and sorry for adding to the bottleneck. I just had to get this out before school started next week; waiting for a new page for most of a day with my upcoming schedule would be pretty much unheard-of.

Oh yes, and someone link me to that Junahu Mad-Lib Codec. Sounds humorous.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,288
Location
Hippo Island
Voldemort looks epic from a skim, and these other comments on it are hyping me up tremendously. I'll be sure to give this guy a full read and commentary after I get some sleep. :bee:

For now, I'll comment on Doc Robot! Yay, Wyvern posted a set that is actually decent!

Your organization has improved a lot from your MYM4 sets for the most part. The main body of the set had a fitting color scheme and I just loved the computer-headers. Having said that, the stats and extras should have had more color differenciation from their headers and the main text instead of being a single solid color. And I agree with Darth Meanie that the "code" thing should be taken off the otherwise epic headers and leave them as ordinary text.

There were some genuinley cool attack concepts in there like electric attacks giving his dash attack a turbo-charge and the DSmash's hiding mechanic. Most of the attacks were more simple projectiles that little nuances to them to make them more interesting, which is fine since they weren't outright bland, and of course for the sake of playstyle...

...but Doc Robot doesn't really have a very engaging playstyle I'm afraid. He doesn't seem to have much depth to his strategy besides "spam spam spam spam spam spam spam spam spam spam spam spam!" Granted, his water mini-mechanic added a bit of extra depth to him, but considering how difficult it would be to utilize in a real match, it won't really come into play in the end. Still, I do comend you for at least trying to make a coherant playstyle, it's not something that is learned right away.

Detail-wise, you describe most moves well enough for me to understand what he's doing, but at times you do tend to underdetail. Attack speed is a must on every attack for starters. Otherwise, to be honest I'm really not that good at ctiriquing writing style despite being told that I'm good at it. Maybe look at mine for inspiration? lol

Overall, it was a fun little set. I enjoyed reading reading it, and considering your long hiatus it was nice just to see a set from you again. While I wouldn't say this is a top 50 set, at least you've reminded me why I saw potential in you back in MYM4. You do have it, I can feel it. It just needs refining and nurturing. And now I'm starting to sound really wierd, so I'll shut up. xD
 

goldwyvern

Smash Ace
Joined
Nov 25, 2008
Messages
519
Location
Holy keys locked in the jet, Batman!
3. Basic Combo should be the name of the disarming spell . . . what was it now . . .
I believe that would be Expelliarmus. Voldi looks great at a skim, Kupa, and i intend to read it eventually.

As for all my commentary (feels nice to finally have a reception again), I majorally agree. all the time i was working on it i was thinking of a spacer and an edgeguarder, but those two concepts were buried under random moves like the Dash Attack, Dsmash, Neutral Special, and Up Special. Attack speed...(ono). I personally love my orginization. I feel it's easy to read (then again no matter how many times Crashboards happens i always stay on the black backdrop) and I LOVE the code parts for the headers. last part was half-*****, but at least it fits Proto-Man hacking Wily's computer, right? My next set has a coherent playstyle, indeed, but i just wanted to not cancel a set and finally get it out there.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Say, Kupa... Harry Potter movies have some good music: why not link it in the attack section headers? It immensely uplifts the experience, for me at least. Here, I even dug it up for you:

Into the Pensieve (HP 6)
Great mood-setting piece.

Malfoy's Mission
Very nice theme, and mostly fits Voldemort as a character perfectly.

Journey to the Cave
Incredibly epic once it gets started.

The Drink of Despair
Sinister and tragic in turn, you're not going to find much that's more fitting than this for Voldy.

Inferi in the Firestorm
Same as above, minus the tragic part.

Horcruxes
This is actually fan-made, but it's a variant on John Williams' original score and really quite excellent. Plus it's as close as you'll get to a theme for Voldemort.

A Window to the Past (HP 3)
My favorite HP theme, even though it's quite mellow for Voldemort.

Theme of Fawkes (HP... 2?)
Uplifting and all, yeah, but it's still Harry Potter and it's still very good.

This post soon to be edited with commentary on BubbleMan.EXE, Doc Robot, and Voldemort... provided I see music in the headers. ;)
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Say, Kupa... Harry Potter movies have some good music: why not link it in the attack section headers? It immensely uplifts the experience, for me at least. Here, I even dug it up for you:

Into the Pensieve (HP 6)
Great mood-setting piece.

Malfoy's Mission
Very nice theme, and mostly fits Voldemort as a character perfectly.

Journey to the Cave
Incredibly epic once it gets started.

The Drink of Despair
Sinister and tragic in turn, you're not going to find much that's more fitting than this for Voldy.

Inferi in the Firestorm
Same as above, minus the tragic part.

Horcruxes
This is actually fan-made, but it's a variant on John Williams' original score and really quite excellent. Plus it's as close as you'll get to a theme for Voldemort.

A Window to the Past (HP 3)
My favorite HP theme, even though it's quite mellow for Voldemort.

Theme of Fawkes (HP... 2?)
Uplifting and all, yeah, but it's still Harry Potter and it's still very good.

This post soon to be edited with commentary on BubbleMan.EXE, Doc Robot, and Voldemort... provided I see music in the headers. ;)
Why, thank you, Rool. I considered doing so, as I did with Pennywise (the other character who has no stage), but I couldn't find the right vids. I'll link them right away.
 

Jimnymebob

Smash Champion
Joined
Sep 26, 2008
Messages
2,020
NNID
Jimnymebob
Mushroom


How to Unlock


You will Brawl Mushroom after reaching these conditions except for the Subspace Emissary.

Use 500 Super Mushrooms. (Using Poison Mushrooms detracts from this score).
Play 1,985 Vs. Matches.
Let Mushroom join your team in the Subspace Emissary.

Unlock Message

You have collected Mushroom! Hope he grows on you!

Introduction


Mushroom is one of the most famous items in the Mario series, definitely being up there with Coins, Stars and the Fire Flower, and whilst they come with many different properties, it is the classic Super Mushroom that many players fell in love with. This item caused players to grow bigger, but there are also 3 other types of 'shrooms that cause other size differences.
The Poison Mushroom shrinks whoever collects it slightly, the Mega Mushroom causes them to grow gigantic, and Mini Mushroom shrinks them to being practically invisible. In Brawl, Mushroom keeps the form and colours of the original Super Mushroom, but he can transform to his other forms.

Costume Colours


1= Red with white spots, the classic. (Mario Entrance)
2= Blue with yellow spots, resembles those Goombas from SMG. (BLUE TEAM) (Bowser Entrance)
3= Red with...... No spots?! (RED TEAM) (Peach Entrance)
4= Green with purple, makes sense. (GREEN TEAM) (Luigi Entrance)
5= Black with white spots. (Wart Entrance)
6= White with black spots. Creative, huh? (Tatanga Entrance)

When Selected


Mushroom makes the sound that is made when Mario or Luigi collects a mushroom in SMB.

Entry

A Question Mark Block appears on the stage, and depending on what character is listed at the side of each costume, an 8-bit NES style version of that character will jump and hit the box from underneath, causing Mushroom to fall out and to the right slightly.

Random Facts.


Idle=

Mushroom just remains stationary, occasionally blinking. He wants to remain unnoticed.

Shield=


Mushroom will simply gain a shield around him. Thankfully, his shield is large for his size.

Dodge=

He simply pops his cap over himself, and slips into the background briefly.

Aerial Dodge=

He does the same as he would do on the ground.

Forward Roll=


Mushroom simply does an ungraceful somersault, or flop, forward.

Backwards Roll=

Mushroom hops back quickly, covering a decent distance.

Tripping=

Mushroom slips up, and land on his back, poor guy.

Stunned=


Mushroom stays still, like his idle pose, but his eyes are spinning around frantically.

Sleeping=

Red ZZZZ's appear around Mushroom.

Stats


Strength= 2.5/10

Mushroom is one of the weakest characters in the roster, but his ability to change his opponents stats gives him a bit of an advantage over them at times.

Walk Speed= 4/10

Mushroom is one of the slower characters in the game, he merely bounces along the ground, as he lacks legs to walk.

Dash Speed= 6/10

However, he picks up the pace a bit more when he begins dashing, or rather, tilting his body forward, and sliding along.

Launch Power= 1.5/10

Mushroom is a mushroom, therefore it lacks launch power. It needs to rely on other methods to KO.

Jump= 5/10


Mushroom has a great spring in his step, and jumping is one of his best features.

2nd Jump= 6/10


I said he was a good jumper; with his second jump, he spins his body like a corkscrew, lifting his body up higher.

Fall Speed= 3.5/10

Mushroom is quite floaty, but isn't as bad as you'd expect. He falls at the same speed as he does in the Mario games.

Size= 1/10


Mushroom is the smallest character in Brawl, but to make him viable he is a bit larger than the standard 'shroom.

Weight= 1.5/10

He is also the lightest character in the game- seriously, it's a mushroom. Give him a break.

Crouch= 9.5

Mushroom crouches slightly higher than Jigglypuff, meaning he can dodge lots of projectiles; he simply covers his body with his cap.

Crawl= No


He can't crawl, but you are reading a moveset for a mushroom. Be thankful for what you have.

Wall Jump= Yes


Mushroom springs his body off the wall, applying pressure to his lower half before shooting off.

Wall Hang= No

Come on now, you're being ridiculous.

Mushroom's Forms

Mushroom has 4 different forms, his standard, or Super form, Poison form, Mini form and Mega form. This moveset is based around the Super Mushroom, so all the stats only refer to him, unless stated otherwise. However, each of his other 3 transformations give him different stats so you should read this so you know how each of your different forms work, as you may say them all in one single tiring match.

First we'll start with the Poison Mushroom, this one decreases Mushroom's size and weight by half, and cuts his movement speed as well. Finally, all of his attacks damage will be cut in half, and each of his attacks that deal knockback will deal low knockback. It is hard to KO in this form, and you are in more danger of getting KO'd, but if you can transform your opponent when in this state then you will have an even playing field. Just be aware that if you transform to another Mushroom form, you have a large chance of turning to this one, so you may be in this form many times during the battle.

Secondly it's the Mini Mushroom- the ultimate disadvantage to you, that is until you hit an opponent with it. Mushroom gains a little bit more speed, so he can escape from opponents easier with this move, and his jumping reaches double the size than it would normally reach, but he only has one jump, that reaching the height of all of Jigglypuff's jumps. You can use this to avoid the battle, but you should be aware that in this form Mushroom is the floatiest character in the game, as is he the smallest (smaller than the actual Super Mushroom item in SSBB) and the lightest, so enemies can simply jump into the air after him, and launch him to the distance. The poor guy is suffering from Pichu-itis I think. One last thing you should notice is that all of Mushroom's damaging attacks deal 1% damage, and they will only deal tiny knockback, just dealing enough to prevent Mushroom from performing a chain grab. When you are Mini Mushroom your main priority is to transform your opponent, as it will give you the upper hand, but if you can't then you should just run.

Finally, Mushroom can turn Mega. In Mega form, Mushroom's speed is cut to nearly nothing, making him the slowest character in the game. However, the knockback and damage of all his attacks are doubled! Mushroom is a little trooper after all. Mushroom needs to be careful though, as he can only do a pathetic little hop, that barely lifts him off the ground about the height of Mario's cap, and like Mini Mushroom, he only has one single jump, so once you are off stage you are screwed. Thankfully, Mega Mushroom is the heaviest character in the game, has the highest fall speed, and is as big as Dedede, and is the widest character in the game, being slightly wider than Bowser and Charizard. Mushroom is easily chaingrabbed in this form, so that is something you should be aware of, but he will deal large damage to opponents, and this is the best way to finish them off. If you are facing chaingrabbers, it is best to use your side special, due to the fact you can transform your opponent as soon as you touch them physically, so if they try to grab you, they will transform and be at a massive disadvantage.

Now you know how all of his forms work you are ready to learn about all the different moves he has.

Specials


Neutral Special=
Mushroom Pulse (7%)
Knockback= Low
Starting Lag= Medium
Ending Lag= Tiny
Priority= High


This move is a chargeable move, taking 2 and a half seconds to charge- the more you charge, the larger the hitbox is, only barely surrounding Mushroom when not charged, and covering the width of King Dedede around him when charged fully. It is dangerous to get up close and personal with Mushroom, so staying out of the way, charging, and letting it rip when your opponents are in range is the best way to go. It may have high priority, but it deals little knockback, and they will get their revenge once they have been hit, so running and charging is your best bet.

When you start the move, Mushroom simply spins round 360 degrees on the spot once, causing a white orb of energy to pulse out of his body and surround it in an orb shape. Mushroom simply goes back to what he was doing once you have used the attack. However, the more you charge, the more he spins, and the larger radius his energy pulse will cover.

Side Special= Classic Shuffle
Knockback= None
Starting Lag= Tiny
Ending Lag= Short
Priority= High


This is Mushrooms ultimate tool, and it doesn't even deal any damage, how crazy is that?! Well, you see, Mushroom slowly slides along the ground, exactly the same as they do in most of the games in the Mario series, and will keep going in the same direction until you hit a physical object, an enemy, or press side B again; you can even turn Mushroom around in the other direction, he truly is a brave little Mushroom. Mushroom just has to be aware that opponents can avoid him with ease, unless of course he is Mega Mushroom, and even though enemies will be affected as soon as he comes into physical contact, projectiles will deal damage to him, as will damaging items.

When he connects with his opponents, he inflicts the transformation on his opponent depending on what state Mushroom was in when he started this move, but Mushroom returns to his normal state, or remains normal if he connects with them in his normal state. The opponents will remain in this state for 20 seconds, but due to Mushroom's poor stats, the opponents aren't at that much at a disadvantage when they are transformed; in fact, all it probably achieves is leveling the playing field. As I have stated before, there are 4 different forms, and I will show what these are, and what they do.

Super Mushroom=


This is the exact same as it is in SMB, and SSBB, so you'll probably want to avoid hitting your opponent with this move unless you have a death wish.

Poison Mushroom=

This brings opponents down to the same size as it would do in SSBB, and it evens the odds between you and your oppressors. If you can, land with this move.

Mini Mushroom=


This is where things get interesting, this shrinks the opponent down to slightly smaller than Mushroom's own height, increases their jump, makes them floaty, makes them lighter, and cuts the damage and knockback of all their moves in half. Whilst it is difficult to connect with this mushroom, you should definitely give it a shot.

Mega Mushroom=

This mushroom causes your opponent to grow gigantic, around twice the size as they would with a standard Super Mushroom. This may seem disadvantageous to Mushroom, but listen to this- when in this state your opponent can't use any attacks, and will randomly taunt, crouch and trip until they change back, effectively turning them to a massive target that you can keep hitting and hitting.

Down Special= Mushroom Swap
Knockback= None
Starting Lag= Medium
Ending Lag= Tiny
Priority= Very High


Mushroom can transform into different shapes and sizes, as I said before, but what I haven't told you is how you transform, so now I will. When you start the move, Mushroom will enter a similar animation as to what Mario enters when he collects a Mushroom in his games- he flashes, and slowly grows bigger and bigger, or smaller and smaller, the traditional sound effect accompanying this move. It takes around 1 and a half seconds to transform, and Mushroom is invincible during this transformation, so you can use this to shield yourself from enemy hits, although this is risky, as there is more of a chance of you turning to a smaller mushroom than to a large one, and opponents can punish the little guy if they wait at the side of him while he transforms, then attack him.

However, you must remember that there is no choosing between which mushroom you change into, as it is random, but the chance of turning into some mushrooms are bigger than others. The chance of turning into either Poison Mushroom, or back to Super Mushroom is 70%, this being halved to 35% when you are Mega and Mini, due to having the an equal chance of turning back to Super or Poison. The chance of turning to Mini Mushroom is 20%, and a Mega Mushroom is only a mere 10%, so if you manage to get this then take full advantage of it.

This is another one of Mushrooms most important moves, it is possibly the one move that his whole potential lies on, and it should be a move you use often.

Up Special= Vine Climb (7%)
Knockback= Low
Starting Lag= Medium
Ending Lag= Short
Priority= Medium


What's this- Mushroom can summon a vine from the Mario games to climb on, and he can damage foes with it?! Wow, what can't he do? For this move, a Question Mark Block appears beneath Mushroom, and he hops on it, causing a vine the size of Link to appear from it, going vertically like the ones in the classic games. This block will remain in place for 5 seconds, or until he uses the attack again, and it will be climbable by all characters. Mushroom can climb up and down this vine, and can jump off it with all of his jumps whenever he wants to, but can't use it again until he lands on solid ground- he can even jump off and use his aerial attacks.

This move deals 7% damage if the opponent is hit by the vine as it is travelling upwards, but it does so slowly, so it is easily avoided. If you charge up the move, which you can do for a total of 3 and a half seconds, it ending up being slightly taller than Ganondorf at full charge. As he charges, Mushroom just hops on the block that remains stationary in midair until he finishes, or the vine reaches it's maximum height. This means that Mushroom is free to charge for however long he likes without risk of falling to his doom, which makes this a great recovery.

But he must always be careful, as opponents can push him off the block as he is charging, calling him to enter a free fall state, and fall to the darkness below. Once the vine has stopped growing it doesn't matter if he is knocked off, he can simply jump back on.

Situationals


Jab= Coin Steal (2%)
Knockback= Low
Starting Lag= Tiny
Ending Lag= Medium
Priority= Medium

Mushroom steals from his opponents when he uses his jab, without them even knowing, how skillful is that?! When you start the attack, Mushroom simply headbutts his opponent repeatedly, each time he does so he stores a single coin from Mario in his cap, the amount building and building the more he uses the jab. Once you stop jabbing, Mushroom wiggles his cap a bit to secure it in place, and stop coins from falling out of it. This takes just over a second, so you can be easily punished if you keep trying to use this move, or attempt to steal a whole bunch of coins at once.

Mushroom's stock of coins are shown near his damage box, and he can hold up to 999 coins, but it is practically impossible to get that amount in a normal Brawl, keeping in mind that he loses them when he loses a stock. There are also 3 other things Mushroom can steal, but these are rare indeed- there is a 5% chance of pulling out a Fire Flower, a 3% chance of pulling out a Bob-Omb, and a 1% chance of pulling out a HotHead; you could go months of playing without seeing one of them. You must be careful with Bob-Ombs, because if you pull one out, then jab again, you'll hit your opponent with it, and will both be sent flying. Mushroom should keep hold of his coins until you find out what they are used for in a bit.

Running Attack= Mushroom Bop (4%)
Knockback= Low
Starting Lag= Short
Ending Lag= Medium
Priority= Medium

As Mushroom is running, he has two main options, he can either stop running, or he can initiate his bop. If an enemy is in front of Mushroom then bopping them is the best way to go. The little guy can deal 4% damage with this move, and it will send those enemies back a bit.

When you begin this move, Mushroom does a teensy little hop, before he flops back to the ground, and slides on it's belly for a second, before bouncing back up, knocking his opponents back slightly. This allows for him to get up close, and prepares him to begin using some of his other moves. Mushroom won't be killing anyone with this move, and he can be punished if he misses, due to the ending lag, so be wary of that.


Ledge Climb Under 100%= Hop up (2%)
Knockback= Low
Starting Lag= Medium
Ending Lag= Short
Priority= Low

Mushroom's ledge climbs (both of them) are really simple attacks, but his second one is much more useful than this. Mushroom simply bounces back onto the ledge, and headbutts his opponent, which deals tiny damage, and knocks them back slightly. The fact that there is only low priority means that opponents could knock you out of the attack and gimp you. Shield rolling or jumping onto the stage and using an aerial attack is much safer.

Ledge Climb Over 100%= Hop, Skip n' Jump (5%)
Knockback= Medium
Starting Lag= Short
Ending Lag= Medium
Priority= Medium

His second ledge climb is like a better version of his first- as it has better stats, and higher priority thankfully. The move starts off the same too- he climbs up and heabutts his opponents, but as it pushes them back slightly he bounces onto the floor, back off it, and headbutts them again, which pushes them back a fair bit.

Mushroom should only ledge climb when he is over 100% damage, doing his first one is incredibly risky, and there is more risk than reward for doing it.

Get Up Attack= 360 degree 'Shroom (4%)
Knockback= Medium
Starting Lag= Medium-long
Ending Lag= Short
Priority= High

Mushroom has a fairly decent, albeit laggy, get up attack. However, like most get up attacks it is nothing special; Mushroom just rolls around in a circle on the floor, then springs to his feet. When he is spinning he deals 1% damage- the 4% damage comes from the final spring. This move has high priority, and short ending lag, so you are safe to use this move, and can follow up with something else fairly quickly.

It just goes to show, simple is often the best!

Tilts


Side Tilt= Coin Toss (4%)
Knockback= Low
Starting Lag= Short
Ending Lag= Short
Priority= Medium


This move has two different versions, one for when you have no coins, and one when you have collected some coins from your jab. Without coins, Mushroom shuts his eyes tight, shakes on the spot briefly, then shoots yellow sparks out of his cap, the sparks not traveling that far, slightly shorter than the electricity of Pikachu's forward smash. This attack isn't that damaging, and he needs to be close to someone to hit them, something that he doesn't want to do to often. This move isn't laggy though, so Mushroom is safe to use it then get out of there. When it comes down to it however, Mushroom is better of using his jab, or some other move until he gets some coins.

When he has coins, then the move gets a whole new role- it becomes a projectile! The animation, lag, knockback and damage remains the same, but the move now covers the range of Link's arrow in mid charge. This is a great projectile, and it allows Mushroom to attack from a safe distance. Mushroom enters the same animation, but he shoots a coin out of his cap as well as the sparks, which means someone could possibly dodge the coin and still get hit by the sparks, but the chances of this are slim. The coin travels similarly to how Link's bow travels, horizontally but at a slight arc. You should make sure to use this move when you have coins, as it is a great, safe damage racker.

Up Tilt= Spin Top (9%)
Knockback= Medium
Starting Lag= Short
Ending Lag= Large
Priority= High


This is Mushroom's highest damaging tilt attack; it even deals medium knokback- Mushroom must have been working really hard. However, this is a high risk, high reward move, as Mushroom can be easily punished with this move, and it can possibly lead to him losing one stock if used at the wrong time. This isn't something you should spam, but it does have high priority, and does deal good knockback, making it a viable KO move, so you should keep it fresh if you can. Mushroom flips over and lands upside down, balancing on it's cap. It then spins around for just less than a second, before stumbling back to it's standing position. The ending lag of this move is large, as Mushroom sways back and forth slightly before regaining balance, or more often than not, taking a fully charged smash attack to the face, which isn't nice.

The move can hit in front of Mushroom, but they need to be close to you, but it also hits above, as Mushroom spins around like a spinning top. There is one thing that Mushroom should be wary of when using this move, if he is hit with by a move with higher priority than his then he will enter his dizzy animation for 3 seconds, giving your opponent plenty of time to land one single, devastating blow, and possibly seal the match in their favour.

Down Tilt= ♪ Block
Knockback= Varies
Starting Lag= Short
Ending Lag= Short
Priority= Medium


Mushroom has a varied arsenal doesn't he? This attack deals no damage, instead it spawns a ♪ Block 2 stage builder blocks in front of Mushroom, which will remain on the ground for 10 seconds. Like in the games, this block will spring opponents into the air, which allows Mushroom to hop up after them and attack them. Mushroom simply lowers his cap a little bit, and a ♪ Block raises out of the ground. This is a hard move to anticipate, as it is difficult to tell when Mushroom lowers his cap, and it is difficult to position yourself properly. The ♪ Block will disappear when someone, including poor old Mushroom (yes, you can get launched into the air by this as well), and Mushroom can only use a total of 5 of them per stock, so you should use them sparingly, as they are great for KO'ing.

There is one other feature of this move that makes it one of Mushroom's greatest, if not his greatest, KO move- there is a 5% chance that he will spawn a Coin Heaven ♪ Block instead. This looks similar to the normal ♪ Block, but it is a pinkish colour, instead of white. This block will only remain on the stage for 5 seconds, but if your opponents, or you, land on it, they will act as if they were hit by a Home-Run Bat, or Judgement 9, but instead of going horizontally, they will just launch straight up into the air. This almost always means certain doom, unless of course there is a ceiling, or you are at the bottom of a very large stage. Opponents won't jump onto a ♪ Block if they see it just lying there, but if you can surprise them, possibly by adding it in at the end of a combo, then you can get them up into the skies with ease.

Just in case you were worried, this move has yet another property! That's right- when Mushroom uses this near the edge of a stage, the ♪ Block will spawn into the air, and it will fall down to the depths below. However, if it connects with an opponent off stage, it will act as a weak meteor smash, and if they don't DI properly, it will keep bouncing on their head, and bouncing, and bouncing, until they are KO'd. Of course, if you spawn a Coin Heaven ♪ Block off stage, it will act as a meteor smash the same strength as the likes of Ness and Ganondorf, KO'ing opponents almost certainly. This is a great gimping tool, but if you use it for this too often you will get predictable.

Smash Attacks



Side Smash= Bee Mushroom (11%)
Knockback= Medium
Starting Lag= Medium
Ending Lag= Short
Priority= Medium

What the?! Another transformation! Wow Mushroom, you are full of surprises, especially since all of your smash attacks cause you to transform. For this one, Mushroom transforms into Bee Mushroom. The transformation takes just under a second to complete, and once it is, Mushroom will hop forward, damaging whoever he connects with, and sending them backwards, before reverting back to his normal self. This is a great KO move, and you should definitely try to keep it fresh until your opponents are damaged quite a bit, as you have better moves to rack up damage quickly.

This move, along with all of his other smashes, have a 20% chance of transforming his opponent into what you hit them with. In this case, they will transform into a Bee version of themselves. If they transform they will receive no knockback, but it will take 1 second to do so. They will wear a yellow and black bee suit, have little wings, and a stinger on their rear end. In this form opponents can jump up to 5 times, and can only use one move, which is activated via their neutral special. They will remain like this for 10 seconds. The attack that they can perform is a simple sting with their stinger, but this has strange properties. If they connect with their stinger, like many real bees, they will take significant damage, a whopping 100% to be precise, but they will also hit whoever they sting with the power of a Home-Run bat, which is basically a guaranteed KO most of the time. This move is incredibly damaging, both to the user, and the one who gets hit by it, and the best time to hit with this is when someone is on their last stock, otherwise when they come back they will punish the Bee, who will have 100% damage at the least.

Down Smash= Boo Mushroom
Knockback= None
Starting Lag= Short
Ending Lag= Medium
Priority= High

This move has the same transformation animation as the Bee Mushroom, but the transformation time is just under half a second- making it faster than his side smash. When Mushroom has transformed, Boo’s signature laugh will play, and Mushroom will sink into the ground, where you can move him left and right for 2 seconds. Once the 2 seconds have passed, Mushroom will simply raise out of the ground, and either pass through the opponent, or cause them to transform.

This move has a 20% chance of causing his opponents to transform, as stated previously, and when it does it will cause your opponents to turn into a cute Boo version of themselves, or in other words their face and hair/ hat will appear on a Boo. It takes a second to transform, and when they have they can only do one attack, like before- a lick which deals 30% damage and low knockback to Mushroom. Your opponent can use the control stick to hover into the air, through the ground, basically anywhere, which allows for stalling, but they will only remain like this for 10 seconds, so if they are under the ledge, they will fall to their doom, and if they manage to get stuck inside a ledge they will be meteor smashed downwards instantly, and lose a stock. The lick attack may seem like it deals a lot of damage, but Boos only travel slowly, and it takes them a while to turn round; the catch with Boos is that they can only attack you when you are facing away from them, and considering they take a while to turn round then you can easily avoid it. The only way you can damage them is to hit them from behind, which can be difficult if they are floating in the air.

Up Smash= Spring Mushroom (5%)
Knockback= Medium- High
Starting Lag= Medium
Ending Lag= Medium
Priority= Medium

The last of Mushroom’s transforming smashes, and the same applies here, Mushroom transforms into a different form from Super Mario Galaxy, and if he connects with his opponent they remain in their transformed state for 10 seconds, and there is a 20% chance of them transforming. With the Spring Mushroom, it takes just under a second to transform, and when you do, Mushroom transforms into spring Mushroom, and puts pressure on his body, squeezing his spring tightly. When you leave go of the move Mushroom’s body springs up and stretches into the air, around the height of Bowser, with the top of the spring being the thing that deals damage. This deals medium to high knockback, and it is one of Mushrooms best killing moves, unless it transforms his opponents, which deals no knockback, sadly for you.

When his opponents are transformed they get a coil of silver spring surrounding them. Instead of walking Mushroom’s poor opponents bounce along slowly, but jump quite high; holding the neutral special button causes them to put pressure on the spring then bounce upwards very high. However, they need to be on the ground to jump, so if they are off stage they will lose a stock more than likely. The coil of spring acts as a barrier for his opponents, as it causes all attacks that hit them to deal half of their original damage, but the knockback stays the same. When they are knocked back they won’t just hit the floor and lie there, they will bounce of the ground, until the spring returns to its normal state. This move is a great KO move, if you land with it, and if they transform they have no means to attack you with, which gives you time to force them off the stage, or at least rack up some damage.

Aerial Attacks


Neutral Air= Mushroom Jazz (4%)
Knockback= Low
Starting Lag= Tiny
Ending Lag= Short
Priority= Medium


This is one of Mushroom’s greatest damage racking moves, due to it’s short lag, and decent priority. This is a really simple attack, even with its exciting name,

Mushroom simply gets green electricity around him and spins in a circle clockwise. This deals 4% damage to his opponents, and the radius of the electricity is practically that of Mushroom himself, so keep that in mind before using it, otherwise you will fall short, and get punished. There isn’t really anything else to say about this, except keep in mind that this deals low knockback, and you need to be close to your opponents to hit them, so using this at high percentages is a bit risky for the little guy. If you want to put this attack into context, then you could say that this is a portable version of Mushroom Pulse, in terms of the hitbox, but this move is far more practical in the heat of battle.


Forward Air= F-Air’shroom (6%)
Knockback= Medium
Starting Lag= Medium
Ending Lag= Large
Priority= Low


Mushroom’s forward aerial attack isn’t something he should be proud of, but lets not tell him that; at least he’s been working hard making all of his other moves as good as possible. The problem with this move? It is very laggy, especially the ending lag, so it isn’t really something you can use in a lot of situations, and it has low priority , so a lot of moves will hit through it. But even with these problems, it does deal medium knockback, and it gives 6% damage, and Mushroom knows that every little helps. The move also has an unusual property, something that helps it avoid the status of “utter rubbish”. What is this property?

When Mushroom uses this attack, he simply faces his cap forward, and spins around like a corkscrew and headbutts his opponents. Mushroom travels at a slight raised angle during this move, and it he travels forwards the length of one (dreaded) stage builder block. Once he hits his opponent, they don’t go flying away in front of him, instead, they are pushed back in the opposite direction that they were hit from, or in other words diagonally left or right. This is great, because as your opponents try to force you off the edge of the stage, you can hit them with this as they leap towards you, and it’ll be them who are off the stage. This isn’t a killing move, it’s a tool to set up a kill.

Backwards Air= B-Air’shroom
Knockback= None
Starting Lag= Short
Ending Lag= Short
Priority= Medium


This move isn’t an offensive move, which obviously means that you can’t KO anyone with it, nor can you even damage them with it. Mushroom should surely be attacking whenever he has the chance, but instead he decided to follow the lead of other characters before him and have non-damaging attacks; crazy little guy is our Mushroom.

When I said this move can’t be used to attack, that’s because it functions better as an evasive move, or even a recovery move. When you start the attack, Mushroom turns to face the opposite way, and then his cap consumes his body. The cap then disappears and reappears the width of Ivysaur in front of him. Mushroom will then enter a free fall state, but he will land facing the direction he teleported in. Whilst this is a good recovery move, you can be punished if you mess it up, and when you land more often than not you will be facing your opponents, so this leaves you at a slight disadvantage. Mushroom should learn to use this in many different ways, as watching him teleport all over the place is disorientating for his opponents, and it allows him to go in for the kill.

Downwards Air= D-Air’shroom (5%)
Knockback= Medium
Starting Lag= Medium
Ending Lag= Short
Priority= Medium


Mushroom isn't like most characters. Down air meteor smashes are boring, and everyone and their dog has one. Mushroom is much more cooler- the little guys down air is similar to Jigglypuff's Sing, or Mewtwo's Disable; in the sense that you can put your opponent into a stunned state which increases the higher their damage is. The interesting thing is that you can snap them out of it whenever you want to by simply jumping off their heads.

Mushroom simply shifts his bodyweight down slightly, and if he lands on someone's head he will just sit there, doing nothing. Even during a fight you need rest! However, when Mushroom is on his opponents head they can't move, and they have to either wait, or button mash to get him off. When he hits his opponent, they will receive some damage, and if they are in the air they will be knocked down by a tiny amount. But if their damage is high enough poor Mushroom can sacrifice himself by sitting on their heads as they are off the stage, and just waiting as they fall to their doom; unable to do anything. This is one of Mushrooms best way to KO, but it takes a while to get the damage up high enough to do this, it is easier than trying to knock them off via brute strength. Just be careful that they don't get you off their heads on the way down, because they'll probably punish you for it.

Up Air= U-Air’shroom (4%)
Knockback= Low
Starting Lag= Short
Ending Lag= Short
Priority= Medium


With Mushroom's up aerial attack he transforms his entire body into a bumper temporarily, which means that if someone lands on him he will deal 4% damage to them, and will knock them back slightly. Whilst the knockback is nothing to write home about, it is useful as a gimping tool, especially against the likes of Pit when he's using the Wings of Icarus.

For this attack Mushroom gains a silver glow around his body, lifts himself up slightly, and his body shape turns spherical. When he hits his opponent they bounce off him at the opposite direction that they landed on him, so it is perfect for stopping characters from recovering. On stage it can be used to juggle opponents in the air, or to get a little bit of space between Mushroom and his opponents. This move can also reflect all non-energy projectiles, such as Link's arrows, and Sheik's needles, but don't bother trying to reflect lasers and the like- it won't work!

Throws


Grab Attack= Thank You (2% per hit)
Knockback= None
Starting Lag= Short
Ending Lag= Tiny
Priority= High

As the names of Mushroom’s throw attacks may suggest, Mushroom Retainer from the original Super Mario Bros. makes a surprise appearance, and he’s now in 3D. Visually, the Mushroom Retainer looks like he used to do, which was like Toad, so now he looks like Toad’s most recent appearance, but with a slightly different wardrobe- Mushroom Retainer has an orange/red jacket on, with shoes of a matching colour. He’s also slightly fatter than Toad, has a more tanned skin tone, and is the same size as Pikachu. The reason Mushroom Retainer is here is to give Mushroom some support, and to help him throw and grab his enemies, as Mushroom has no hands.

Mushroom’s grab attack isn’t anything fancy, he just stands behind the Retainer, who proceeds to shake the person he is holding. This doesn’t deal that much damage, but it is a nice way to rack up some, and it can follow on to Mushrooms throws, which are a lot more useful.

Forward Throw= Mario! But (7%)
Knockback= High
Starting Lag= Medium
Ending Lag= Large
Priority= Medium

This throw has really good damage and knockback; it is one of Mushroom's strongest moves in terms of raw power. However, it is laggy, especially the ending lag- so all you can do is throw them away from you, either gaining distance between you and your opponent, or even KO'ing them! This means that Mushroom can not follow up with an attack as they are flying through the air, and if the opponent gets angry they may come back and punish you for it, something you never want to happen.

For the attack, the Mushroom Retainer slame his opponent behind him, which crushes poor little Mushroom, and deals 1% damage to him, and buries him in the ground. The Retainer then proceeds to throw his opponent over his head, and off into the distance, before disappearing. Mushroom then has to wait until he gets out of the ground and shakes the dirt off before attacking again. Mushroom Retainer should be more careful!

Backward Throw= Our Princess (3%)
Knockback= Medium
Starting Lag= Large
Ending Lag= Short
Priority= Medium

For this move Mushroom and the Retainer use an Ax from the original Super Mario Bros.- the same one that was used to defeat Bowser. This move doesn't deal that much damage, but it does have decent knocback, and short ending lag, so you can carry on attacking. Because an Ax is used, this move has other properties than just a simple throw backwards.

When you start the move the Retainer turns around to the other direction, holding his opponent in front of him. Mushroom magically gets an Ax to appear hovering over his head, and he has just under 3 seconds to position himself wherever he wants- either on the ground or in the air. Once the time runs out the Ax will stay in place, and Mushroom will return to the Retainer's side, who will then throw his opponent towards the Ax. The Ax will either knock the opponent back slightly, or act as a weak meteor smash if positioned in the right place in the air. This is an effective gimping tool, but it is difficult to get into the right position, and even if you get it off the edge the meteor smash isn't enough to KO unless they are at really high percentages.

Down Throw= Is In (2%)
Knockback= Low
Starting Lag= Short
Ending Lag= Tiny
Priority= High

Mushroom Retainer may be clumsy, but that doesn't mean he has any problems with slamming his opponents into the ground repeatedly. This move also has the great property of chain grabbing extremely floaty characters until around 30%, so Mushroom should exploit that to help him in his quest. This move isn't laggy, and combined with high priority makes it a fantastic move in Mushroom's arsenal.

When you start the move Mushroom hops onto the Retainers head, as the Retainer slams his opponent to the left side of him, then the right, then the left again; then he leaves go as the opponent bounces away. As floaty characters stay in the air longer, and they can't move until they hit the ground, Mushroom can simply walk over to where they will land, and grab them on their descent. Using this throw on heavy, and fastfallers isn't a good idea, because they can just hit the ground, and counter attack.

Up Throw= Another Castle. (5%)
Knockback= Low
Starting Lag= Medium
Ending Lag= Medium
Priority= Low

This move utilises another classic element of Mario- this time it is the castles that Mario enter after he passes the flagpole. This move doesn't deal a lot of knockback, but it does deal some good damage.

When you use the move, the Retainer holds his opponent into the air with both hands, facing the screen. Suddenly, a Castle appears around him; being just slightly bigger than the Retainer. The opponent is then knocked upwards from the top of the Castle, and Mushroom is then free to attack. However, the Castle will remain on the stage for 20 seconds, or until it recieves 85% damage, when it will crumble and vanish. The Castle serves no purpose, but it sets up a barrier that can get in the way of projectiles, and will create a wall of safety between poor Mushroom and his scary aggressors. This move should be used earlier on in the match if possible, but if you do you should put it on the left side of the stage, to give you room to shuffle towards the right.

Final Smash


Ghost 'Shroom


For his final smash Mushroom undergoes a drastic transformation, and turns into the frightening Ghost Mushroom. In this form you control Mushroom like normal, but he can only move around and jump. When he comes in contact with his opponents he will deal slight knockback, and deal 10% damage to them. Whilst this doesn't seem a lot, this lasts for 15 seconds, and there is one other interesting property about the move.

When you are in this form, a button from your controller will appear above Mushroom's head, and if you press this button Mushroom will grow in size, speed, and power. A total of 10 buttons appear- increasing his size and speed by 10, giving him extremely high knockback, and when he hits opponents it will deal 100% damage. However, you only have 1 second to press each button, and if you don't he will remain at the size he was at. So if you grow 4 times and miss the 5th he'll stay at that size. But if you press a wrong button, he will return to his original size, and yiou will not be able to make him grow again. This final smash is good, but you shouldn't be too greedy. Just get him to a good size and keep him at that; growing 5 times is better than not growing at all!

Taunts


Up Taunt=
Mushroom bounces up and down two times.

Down Taunt=
Mushroom's eyes turn sad, and he shakes on the spot in fear.

Side Taunt= Mushroom spins around on the spot, whilst the start of the Super Mario Bros. Hurry Up theme plays.

Victory Poses


1= Mushroom does his classic shuffle to the right of the screen.
2= Mushroom spins around in circles, before getting swirling, dizzy eyes.
3= Mushroom repeatedly cycles through all of his different forms.

Losing Pose


Mushroom faces away from the screen, and slowly falls face first onto the ground. Mushroom is so upset that he can’t find the strength to lift himself up. Poor guy.

Kirby Hat


Kirby gains the red and white cap of the mushroom, and gains access to Mushrooms neutral special, Mushroom Pulse. Thief!

Codec

*INCOMING CALL*


Snake:
Otacon, there's a mushroom with eyes staring at me.....
Otacon: Oh, don't worry Snake, it's just Mushroom from Mario's world.
Snake: You mean that's my opponent! Why didn't Sakurai make that other Vampire Hunter Konami freak a character!
Otacon: Calm down Snake, he may look cute, but he can be surprising, and tricky to fight.
Snake: Tricky to fight?! Seriously, this thing is more embarrassing than watching that Raiden guy prance round Arsenal Gear naked.
Otacon: You should try to limit your intake of Pentazemin Snake.
Snake: Wait- what's that supposed to mean?!

*END TRANSMISSION*



Stage

Mushroom Gorge


This stage looks the same as the image above, with the 3 mushrooms being the main platforms that you fight on, and the track in the background acting as scenery. During the level characters from Mario Kart Wii will drive past- there’s a frantic race going on in the background, but you must focus on the fight. If you have a Mario Kart Wii save file, the racers behind you will include unlockable characters and karts, but if you don’t then it will just be the default ones. The level features three giant mushrooms as platforms; two red ones on either side of a larger green one. The red mushrooms are like those found in New Super Mario Bros.- this means that when you walk near the edge of them your weight makes it bend over slightly, with heavier characters applying more pressure on it. If left long enough, the mushroom will droop over completely, and when it’s like this you cannot ledge grab it, so be careful. The main platform is just a stationary platform, so that will probably be were the majority of the battles will take place. This stage can be used as a counter pick in tournaments, due to there being no drastic game changing elements.

Assist Trophy


8-Bit Mario



This is Mario in all of his NES glory, and he’s here to help good old Mushroom in these difficult fights. When you release Mario from the capsule, he jumps out, and the Super Mario Bros. World 1-1 theme begins to play over the current background music. Suddenly, 8-Bit Mario begins running around, and jumping on your opponents heads, which deals 11% damage and no knockback, unless he hits them whilst they are off stage, which results in a meteor smash. 8-Bit Mario won’t just follow one enemy around, so all of your opponents must be on their guard at all times. However, 8-Bit Mario doesn’t have the AI seen in today’s generation of video games, so he sees no problem in following you off stage; that is until he follows you and falls to his doom.


Subspace Emissary Role

Mario jumps out of a pipe, grabs Mushroom and grows giant.

FIN​
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
In-thread review!

MUSHROOM

Mushroom... a mushroom? You've gone insane here, making a moveset for a fungus. I'm immensely surprised and pleased to see that, despite Mushroom having a grand total of zero moveset potential, this fits him like a glove and is actually feasible. I'm glad that you didn't fall prey to Pokemon syndrome, there are enough varieties of mushrooms in Mario for you to use a different one for every attack, but you used plenty of original attacks that leap out and say "I'm Mushroom!"

...But reviews have to be longer than this, so I have to criticize something...

The mechanic, I'm afraid, isn't very fitting. Mushroom isn't really known for transforming, he's just known for having a bunch of different forms, so it isn't as fitting as it is with Zelda/Sheik or Pokemon Trainer. If you absolutely had to do this, it would be better if he could transform into a type of mushroom for a Smash Attack to change his stats like give him more weight or something, though I don't want you to replace the Smash Attacks, as they are some of my favorite moves in the set. Oh, and as long as we are talking aboutstats as they relate to Mushroom's forms, why didn't you type out the statistics of the various forms in the actual statistics section? That would make quite a bit more sense. On top of this, it's also confusing to say that Mushroom X has Y times the Z value of normal Mushroom instead of just saying X/10 weight.

Also, we're in a feasability/readability movement, so writing out descriptions for statistics and animations at all ain't gonna fly. To be completely honest, I don't know why, but MW told me I should and what MW says is OBLIGATORY. D:

Now that I'm done nitpicking the introduction, let's see the set itself!

A general theme for the set itself is that you aren't expressing things as well as you can. The most notable symptom of this is the little headers saying the lag and stuff. I mean, it isn't a huge deal, this is something that makes Jimny sets Jimny sets, but eh, it just feels a little random to mention power, lag and priority without mentioning things like range and special properties up there as well. More importantly, you have a slightly awkward writing style that makes moves seem more complicated then they are, which can scare people off. I don't mind it too much as it adds personality but it's something I'm sure people will comment on later.

As MW said when he commented on Sukapon, the reason specials are put first is to draw the reader in with the most interesting attacks. Actually, the attacks are interesting but they just don't bleed "Mushroom" as much as the other moves do. The Neutral Special is the biggest violator of this, but it's present in the Up Special as well; I would have had him pop out of a ? block like how you get mushrooms in Mario games. On a completely unrelated note, Mushroom sounds like he has a deep playstyle, so where's the writeup?

...I'm sure I sound massively critical now, and I don't want that to happen at all because I love this set, and I'm out of things to criticize... how about I praise some stuff now?

The big reason I love this set is the attacks that feel like ways Mushroom would fight as a Smasher despite the fact that he doesn't fight, hell he isn't even a character, Mushroom is a conglomerate of all the Mushrooms in the Mushroom Kingdom... what I'm trying to say is that you gave fitting attacks to a non-fighter. The Smash Attacks are by far my favorites in the set, just because making people transform is... so mushroom. The fact that you actually buff the opponent as well in it adds another layer to the genius. Other attacks aren't quite as orgasmic, but cool nonetheless. Other awesome attacks in the set include the musical note block dtilt, and the castle uthrow, and the adorable-sounding balancing-on-his-head utilt, and... the vast majority of the moves.

What do I think of this set? Well, there are things that could be improved upon, and things that downright don't work, but this is still an aweshum set. As I've said all too many times you took a character who doesn't work and just made him work, and reading this makes me sad because of how reclusive you are with movesets. Come voting time, I'll be sure to strongly consider this guy.

Oh, and I almost forgot:

BEST SSE ROLE EVAR
 

UserShadow7989

Smash Journeyman
Joined
Aug 13, 2007
Messages
305
"Are you... happy?"

>>>Quite!
___Not Really.​

(If "Quite!"): Well, that's nice for you, isn't it? But you know, there are plenty of people who aren't... Whoops, I was preaching a bit, wasn't I? Well, listen to my story. Maybe you'll understand...

(If "Not Really"): That's too bad, I guess. But your life is yours to do with what you will... Whoops, I was preaching a bit, Wasn't I? Well, listen to my story. Maybe you'll understand...


Warning, Challenger Approaching!

Akira has joined the Brawl!

\\\Music of the Future\\\
http://www.youtube.com/watch?v=PcSBYw_ycms (A Painful Death at the Hands of a Psycho)
http://www.youtube.com/watch?v=AX7VvfmlBGU (Go! Go! Buriki Daioh!)
http://www.youtube.com/watch?v=dwtASYeer8Y (Megalomania)
http://www.youtube.com/watch?v=Uqs5fXUgaio (Title Screen)
http://www.youtube.com/watch?v=sHMLixBRpNI (Knock You Down)
http://www.youtube.com/watch?v=OSubLXwUI-w (Battilissimo (Battle Themes Medly))

\\\History\\\

Akira hails from the little-known RPG LiveALive. It was an SNES game made by Square which was never fortunate enough to see a Stateside or PAL release, but lucky enough to have the good folks over at Aeon Genisis create a translation patch for us non-Japanese speakers. In the game, you would choose one of multiple short stories (Cowboy, Caveman, Ninja, Martial Artist) or "lives" at a time, each with their own style of gameplay and storytelling. After completing all seven, an eigth is unlocked that ties the story together and sets up for the final chapter. Akira hails from the "Near Future" or "Mecha" chapter, which is heavily inspired by Future Punk anime with a twist of Mecha anime.

Akira and his sister Kaori were orphaned at a young age. Their mother had disappeared without a trace, and their father was killed by a member of the infamous Crusaders. Akira and his sister were eventually taken to the "Chibikko House" orphanage where they and several other children were raised by a woman named Taeko. As Akira grew, he gained telepathic abilities. He was able to read minds, and move objects without touching them. His ability to read minds made him distence himself from others, becoming untrusting.

As time went on, he met a man named Matsu. Matsu was the owner of a taiyaki stand and made constant donations to the orphanage, the donations keeping the Chibikko House from going under financially. Akira learned how to fight from Matsu and came to see him as a father figure, even though Matsu always kept his distance from Akira and the Chibikko House for reasons unknown. As Akira neared adulthood, he would always go out and pick fights with thugs, especially Crusaders. He often came back covered in cuts and bruises, but his newfound ability to heal himself prevented severe injury and incuraged him to pick more fights, despite Taeko and his sister's protests.

Eventually, he would learn of the origins of the Crusaders, Matsu's reason for distancing himself, and a conspiracy that extended all the way into the Japanese military... and the existance of the great machine known as Buriki Daioh.


"As I grew up at the Chibikko House, I... well, I gained psychic powers. I could read minds, and move objects without touching them. If you had powers like mine, how would you use them? In my case..."

\\\Playstyle summary\\\

Akira's focus is on stage control. His unique powers allow him to strike large portions of the screen, and he has enough priority to know his attacks will connect. However, he doesn't do a lot of damage or knockback, doesn't hit that fast, and is a decent sized target, so he must force his opponents away from himself to make the most of his powers.

\\\Stats\\\

~Size - 6.5/10~
~Weight - 3/10~
~Speed - 7/10~
~Traction - 4.5/10~
~Power - 2/10~
~Attack Speed - 2.5/10~
~Range - 10/10~
~Priority - 9.5/10~
~First Jump - 3/10~
~Second Jump - 5/10~
~Aerial Movement - 6/10~
~Fall Speed - 5/10~
~Overall Recovery - 6/10~
~Landing Lag - 5.5/10~
~Crouch - 5/10~
~Crawl - 5/10~
~Wall Jump - Yes~
~Wall Cling - No
~Glide - No
~Hover - No

"Never fight on the other guy's terms. That was the first thing about fighting I learned. I can use my abilities to attack from far away, take the fight to them without getting in their reach. I'm not very fast, and I'm not very strong, but with my powers I can break through their attacks and keep bouncing back."

\\\Specials\\\

~~Neutral Special~Mind Reader~~

Akira's eyes glow yellow as he reads the minds of any opponents within 1.5 Stage Builder Blocks of himself. The next time one of those opponents would hit Akira, he gains Super Armor for the duration of the attack(or if it's a multi-hit attack, until the last hit). Medium starting and ending lag. Does no damage in any way.

---Activate this when an opponent is dashing towards Akira, then use his Neutral A Combo when his Super Armor kicks in to knock them away. Another option is to use this, then heal Akira with his Side Special while his opponents can't hurt him. This compensates for Akira's long starting lag on many of his attacks, and also gives him a safe approach if going in for a throw. At the very least, it'll allow you to survive a powerful hit.


~~Side Special~Self-Heal/Healing Touch~~
Akira closes his eyes and focuses, the scar on his forehead glowing in a rainbow of colors. Heals Akira for 4%. If any allies are within 1.5 Stage Builder Blocks of Akira, they all recover 4% instead. Long starting lag and short ending lag.

---When the opponent is too scared to advance, take advantage of their hesitation. When you've sent the opponent flying, feel free to use this as your reward.


~~Down Special~Teleport~~
Akira's eyes glow gold and his scar flashes in a rainbow of colors. His descent halts, and the area around him blurs. Akira vanishes and instantly reappears 2 Stage Builder Blocks in any direction (use the control stick). If an opponent is within 2 SBBs of him when he teleports, they are teleported 2.5 SBBs in any direction of their choosing via analog stick (if they don't choose, they teleport in the same direction as Akira). Any items within 2.5 SBBs are teleported to a random area on-screen.

After teleporting, anyone who was teleported may use their second/extra jumps, but Akira cannot Teleport again until he lands on solid ground. Very long starting and medium ending lag. Does no damage in any way.

---Akira's panic button. This can put a large distance between you and the opponent, and if you predict when your opponent will throw an item, it's a good way to avoid a Bomb-omb/Falcon Punch to the face. It can also forcibly relocate the opponent or their traps. It's possible for your opponent to predict where you'll be and choose their destination accordingly, so it's not a perfect defense.


~~Up Special~Holy Image~~
Akira glows bright white and hovers in place. 8 angels appear, 4 to his right and 4 to his left. The angels are as tall as Akira and are Bowser's width thanks to their wings. They are positioned as 2 parallel lines going up to down, each line 1.3 Stage Builder Blocks from Akira. After a brief pause, they zigzag upwards a distance of 3 SBBs up and 0.5 SBBs to each side, then vanish. Akira floats upwards an equal distance at the same speed of the images, who move at the speed of Mario's run. The angels do 5% damage and light knockback, and turn the opponent to stone (the same as being frozen) for 2 seconds. Stone effects do not stack with each other (so no Akira and Akira 2 vs. 2 matches with an infinite combo for you!). Very long starting and ending lag. Transcended priority.

---Despite it's range and stone side effect, this is actually a poor gimper. The Holy Image only hits foes level with or above Akira, and most characters can let themselves descend a bit before using their recovery. Of course, opponents with mostly horizontal recovery are still open game. The true purpose of this is to immobilize the enemy so Akira can heal, run away, or rack up damage from a distance.


\\\Standards\\\

~~A/AA~Low Kick/Elbow~~

Akira squats and sweeps his leg out, hitting anyone within it's above average reach for 3% damage and flincing knockback with medium priority. The sweep will trip the opponent if they were running or dashing, but has very low priority. Very short starting and ending lag. The second and final hit of the combo has Akira rise slightly and thrust his elbow out at his opponent, doing 4% damage and medium knockback, but very low priority and short reach. Short starting and ending lag.

---The first attack is useful against approaching foes, leaving them open to a quick Mind Reader or attack. High speed opponents in particular will have to be careful not to run into it. The second attack will launch the enemy right back where they started, forcing them to approach again.


~~Forward A~Holy Blow~~
Akira throws a punch that does 3% damage and flinching knockback with medium reach and low priority. By holding the A button after Akira finishes the attack, the player can release it to perform a follow up attack. An angel appears in the background next to where Akira was standing when he did the first strike and mimics the attack. The angel does 5% damage, medium knockback, long hitstun, and has very long reach thanks to her longer arms. The angel's attack is a disjointed hitbox. Very short starting and ending lag.

---When hounded by a foe, create an angel facing the direction they're coming from, then run behind where it will appear. You won't be able to use tilts, smashes, or aerials because you have to hold the A button, but specials are still available. If the opponent doesn't advance, take the time to heal. If they charge, hit release the A button and charge in with a standard combo while they're stunned. Alternately, you can hold down the A button indefinately, fight using only throws and specials, and hold on until the opponent loses track of the angel's exact position. If they start acting paranoid, use their hesitation to your advantage. If they continue the chase, use it when they get close and stick to your full moveset.


~~Down A~Sleet Image~~
As his scar glow and he flashes grey, two pairs of curved blades, each positioned to make an X, appear behind Akira. He raises his hands, and the blades fly away horizontally from Akira at the speed of a Star Rod smash projectile. Each pair of blades is the size of a Stage Builder Block, and travel 3.5 SBBs before disappearing. The blades do no damage and can be moved through without taking damage until they start moving, and pass through everything in their way. Akira can't use this attack again until the blades from the first attack exit the stage. Does 4% damage and medium diagonal knockback. Medium starting lag and long ending lag. Very high priority.

---Sleet Image is very likely to hit the opponent multiple times. Lighter opponents will be knocked farther away, giving Akira much needed breathing room. Heavier opponents will take 3 or 4 hits at lower percents, stunning them long enough to get away and dealing a great bit of damage. Medium weights don't suffer from either, but are still stalled by the knockback. Due to it's speed and knockback, this is Akira's best bet for a safe KO.


~~Up A~Mother Image~~
Akira becomes a soft pink, his scar glowing brilliantly. The area around Akira within 3 Stage Builder Blocks turns the same shade of pink for 1.5 seconds. A foe who enters the sphere takes 3% damage and has their run speed and attack speed halved for 3 seconds. Akira cannot move until the move ends. Does no knockback or hitstun. Long starting and ending lag.

---Use this on an approaching speedster to drop their speed in half. With a speed score of 5, anyone Akira hits with this move will be dropped to a slower speed for 3 seconds, allowing him to escape or use one of his more powerful moves to punish the opponent. Don't bother using this on slower opponents, the decrease won't be substantial and your time is better spent trying to damage them. You can also use this time to run up and grab the foe while their attacks are slowed to a crawl. At the very least, it'll prevent you from being trapped by a combo maniac like Metaknight.


~~Dash Attack~Shadow Image~~
Akira slows to half his normal run speed, glowing a deep black. 4 black balls with multi-colored tendrills wrapped around them exit his body, following him everywhere. The balls create a line, with Akira at the center. Each sphere is as wide as Akira is tall, and there is a Pokéball's space between each. When the player releases the analog stick/directional button(s), Akira freezes in place and the balls move around him in a complete circle at the speed of Ike's run.

The balls deal 6% damage and below average knockback once they start circling, but do nothing until then. Shadow Image passes through anything and everything in it's path, ignoring walls or platforms. Akira can't do anything until this is finished. Short starting and ending lag, but long duration. High priority.

---A bit wordy, but I couldn't figure out how to cut back and still explain it well. Sorry. While this looks like a prime choice for heavier opponents (hitting them with both orbs or multiple times), Akira is left open to attack for a long time, and heavyweights won't be knocked far enough away to prevent potential counter attacks. Best used when that little speedster won't leave you alone. Besides, catch the lightweight between two, and they might be pinballed into two to four hits anyways.


\\\Smashes\\\
~~Forward Smash~Hell Image~~

Akira flashes grey, and his scar glows darker. Two floating skulls with glowing red eyes equal in size to Donkey Kong appear on each side of him. The skulls circle him once, then float away from Akira (one left and one right) 3 Stage Builder Blocks at the speed of Mr. Game & Watch's run, passing through walls and platforms on the way. Akira cannot move until the skulls disappear, and if he is hit the skulls vanish instantly. Contact with either skull does 7~15% damage and medium knockback. Very high priority. Long starting lag and short ending lag.

---Ideal for taking down opposing walls or traps from a safe range. The skulls can protect Akira during the first part of this attack, and hit anything approaching him from the ground during the second. Between it's long range and good speed, this is definately Akira's main source of damage and knockback. Just remember that Akira is completely vulnerable to attack until the skulls disappear, and they do nothing against an attack from above. To add to that, a well timed spot dodge/dodge roll or jump/double jump is all that's needed to evade and punish. Stay as far away as you can when you activate this.


~~Down Smash~Flame Image~~
Akira glows a brilliant crimson and raises his arms over his head. Four pillars of fire, two on each side, burst from the ground around Akira. The flames are as tall as Ike and wide as Luigi. The closest two pillars are 0.4 Stage Builer Blocks from Akira and the farthest are 0.7 SBBs. Akira can move and attack the moment he recovers from the ending lag, even if the fire pillars are still present. However, Akira cannot use this again (or even start charging it) until the flames pass. The fire remains for 2.5 seconds, doing 6~18% damage and medium upwards knockback to anyone (including Akira) that it touches. Disjointed hitbox. Medium starting lag and very long ending lag.

---Enemy batting you around like a pinball? Keep them at arm's length with this and attack while protected by the flames. Better yet, you can heal while fire shields you, teleport away using the Down Special, read their mind to nullify their next attack, or even charge another smash attack. Just make it count, the flames won't last forever and your only way out is unreliable and sometimes risky.


~~Up Smash~Heaven Image~~
Akira flashes white for a split second. 8 sparks of light the size of crates flash in and out of existence around Akira, moving away from him at the speed of Marth's run. Half appear above him, moving to the top of the screen, and the other half appear below him, moving towards the bottom of the screen. Covers an column shaped area 4 Stage Builder Blocks wide and from the top of the screen to the bottom. Akira cannot move until the sparks are gone, and if hit the attack ends. The sparks are unaffected by terrain and walls. Contact with a spark does 3~8% damage and light knockback, and puts the foe to sleep the moment they land. Medium starting and ending lag. Disjointed hitbox.

---While this attack hits a massive area, foes on level ground with Akira are missed entirely and have plenty of time to attack. Opponents in the air will find themselves out cold as soon as they land. Lightweights can be juggled by the attack at higher damages, and might even be star KOed by repeated hits.


\\\Aerials\\\

~~Neutral Air~Holy Ghost~~

Akira hovers in place as his scar glows, an angel appearing behind him. Akira holds this stance for 2 seconds. If a foe gets within 1.5 Stage Builder Blocks of him, the angel materializes a cross in her hands and bats the opponent away for 8% damage and medium knockback. If a projectile or long range attack nears Akira, the angel teleports in front of him and takes the hit, vanishing with the attack in a cloud of feathers. Long starting lag and ending lag. Transcended priority.

---This serves as an anti-ledge guarding/hogging move, and prevents Akira from being gimped. On top of that, this allows Akira to stall in midair for a large length of time, and may be the difference between a sudden death tie breaker and Akira winning. Sadly, it's too laggy for toe to toe fighting, but it has it's uses.


~~Forward Air~Shove~~
Akira's forehead scar glows and he thrusts his hands forward. Any opponent within 1 Stage Builder Block of Akira in the direction he's facing are flung away by an unseen force. By moving the control stick during the starting lag, Akira can push the foe in a specific direction within a 90 degree cone with it's center straight ahead of Akira. If Akira performs this move while facing a solid wall, he pushes himself 2 SBBs away from the wall in the opposite direction he pushed. Does no damage, but opponents are pushed away as if they were hit with medium knockback and recieve long hitstun. Short starting lag and medium ending lag.

---A fantastic gimper, as it doesn't knock the opponent out of freefall. On top of this, Akira can quickly shove himself out of the path of an attack or improvise an advance/retreat if he's careful.


~~Down Air~Fire Stomp~~
Akira turns a bright red and thrusts his feet downwards. He holds this position for one second, descending normally otherwise. If he hits nothing, the attack ends with no effect. If Akira hits a foe with his feet, he flashes, then propels himself off the opponent's back using a pillar of fire from his Flame Image attack. This attack does 12% damage and light downwards knockback, and launches Akira 2 Stage Builder Blocks up. Low priority. Short starting lag and medium ending lag.

---This is one of Akira's best finishers. Jump above a recovering opponent, then use this before they reach the ledge. It's also one of Akira's few good damage moves. Another use is to get above a would-be gimper and countergimp, though that's unlikely with Akira's poor jumps and laggy Up B. As a side note, if they dodge your Neutral Aerial by fast falling or spot dodging, you'll be in position to use this.


~~Back Air~Escape~~
Akira's scar glows and his body blurs. He disappears and reappears 1.5 Stage Builder Blocks behind where he started. If the A button is pressed again during ending lag, Akira repeats the animation and teleports 1.5 SBBs forward. No starting lag for either teleport, medium ending lag for the first, and short ending lag for the second. Does no damage in any way.

---Exactly what it says on the tin. Dodge an attack and put some distance between you and them. You can also lure the opponent back, then teleport again to get behind him. Furthermore, you can perform an improvised Air Dodge by waiting to the very end of the first teleport's ending lag then using the second. This doesn't help if your opponent will hit where you reappear as well, but it removes Akira from the path of the attack longer then a normal Air Dodge.


~~Up Air~Freeze Image~~
Four small blue sparks escape from Akira, two heading up and two falling down. After 1.5 seconds, the sparks will be lined up vertically with a Stage Builder Block's distance between each, the center of the line being where Akira was when he used this attack. The sparks rapidly expand into massive snowflakes, each the size of a Crate. Freeze Image stays for 2 seconds, then disappears. Akira can move during this time, but cannot attack until this move is completed. If Akira is hit before the attack is finished, the attack immediatly ends. The flakes inflict 5% damage and light knockback, and freezes the victim like the Ice Climber's Down Special. Medium priority. No starting or ending lag.

---This has two uses: jump backwards and block the foe's way with a wall of ice, allowing Akira to get some distance between him and them. The other is to use this on approach, cornering the opponent and possibly freezing them solid long enough to get in a few good hits or a finishing blow.


\\\Grabs/Throws\\\

~~Grab~Pull~~

Akira steps forward and reaches out for his quarry. His scar glows as he reaches forward. Akira pulls his target into his grasp using his psychic powers, giving this attack deceptive reach. Above average starting and ending lag, but a reach of 0.7 Stage Builder Blocks.

~~Pummel~Fear~~
Akira glows grey, and his scar black. A skull from his Hell Image attack overlaps both him and his opponent for as long as A is held. For every second A is held, all damage and knockback done by Akira and his opponent are halved for 2.5 seconds. Anyone who makes contact with Akira or the grabbie while this pummel is in use recieve the same effect for as long as they're touching. Does no damage

---Akira's already low damage output is barely effected by this, while his beefier, comboier opponents will be more deeply effected by this. While it prevents Akira from KOing anything, it's an excellent way to minmalize the effect of being caught early on.


~~Forward Throw~Exhaustion~~
Akira glows a soft pink, like when using Mother Image. Similarly, the opponent glows for a second before Akira shoves them forward. The opponent's movement speed and attack speed are reduced by half for 3 seconds. They recive no damage and light knockback. Medium starting and ending lag.

---Escaping from that corner just got a little easier. Use this, then jump above the opponent and deliver a Down Aerial for extra hangtime and damage.


~~Down Throw~Back Burner~~
Akira flashes red, then creates a large flame underneath his opponent and holds them steady. The grabbie can button mash out of this throw like a grab, the duration being whatever duration was left from the actual grab. Does 4% damage every second, and continues until the opponent escapes. Does no knockback or hitstun, and has long starting and ending lag.

---This does some nasty damage, but the lag leaves you open to counter attack. Since you will get hit afterwards, stick to using this on lightweights who can't floor you in a single retaliation. This serves as Akira's only damage racker.


~~Back Throw~Breaker~~
Akira turns pitch black as he focuses the negative energy used for his Shadow Image. He and the opponent are eclipsed by a large black orb with streaks of rainbow colored electricity. After 1.5 seconds, both Akira and his foe are launched out of opposite ends of the orb. Akira, his target, and anyone who wanders into the orb take 20% damage and medium horizontal knockback.

---A risky finisher. Wear the opponent down, then KO with this. If Akira's damage is high, you should heal using the Neutral Special until you're sure he won't be KOed by his own move. The knockback can also be used as an escape method, sending Akira flying away from his grabbie.


~~Up Throw~Spark~~
Flashing white, Akira hoists the foe off the ground and creates a burst of light in his hands, similar to one of the sparks from Heaven Image. Does no damage and below average upwards knockback. In addition, the opponent's weight is halved for the next 3 seconds. The weight change is in effect before knockback is applied.

---Turns heavyweights into middleweights, middleweights into lightweights, and lightweights into pansies. It can be used to make the opponent just a little easier to KO, or allow you to successfully push them away. Just do it quick, the effect won't last forever and you're taking a big risk by getting so close.


\\\Situationals\\\

~~Rising Attack(Lying Faceup)~Flash Freeze~~

Akira creates 4 Soccerball sized snowflakes around himself from his lying position. The flakes last for only 0.5 seconds, but anyone who touches one will be frozen as if struck by the Ice Climber's Down B. After the snowflakes disappear, Akira rises to his feet. Does 4% damage and no knockback, with short starting and medium ending lag. High Priority.

---This is best used when your opponent is charging in for a finish. Freeze'em, then retreat or hit them with a finishing move of your own.


~~Rising Attack(Lying Facedown)~Flip~~
Akira flips to his feet, landing 0.8 SBBs in front of where he started. His body is a low priority hitbox that deals 6% damage and knocks the reciever to the ground as if they had tripped on contact. Short starting lag and no ending lag.

---Same as above, wait for them to come running, then smash into them. After you do, immediatly follow up with Akira's Neutral Combo.


~~Rising Attack(Sitting)~Sleet Shield~~
Akira creates two curved blades forming an 'X' shape similarly to his Sleet Image attack in front of himself. The 'X' preforms a full circle around Akira, turning in the direction opposite of where he's facing. The blades are the size of a Crate and move at the speed of a Star Rod smash projectile, dealing 4% damage and medium knockback to anything they hit. The blades have high priority, and pass through anything in their path with no effect. Akira cannot move until this attack ends. Short starting and ending lag.

---While you can potentially spam thi against slower opponents to keep them away, it's difficult and punishable if you mess up. Instead, use this when you trip to cover Akira as he gets back up, and possibly get in a cheap hit.


~~Ledge Attack(99% damage or less)~Hot Foot~~
Akira glows red. For as long as the A button is held, a pillar of flame a Crate high shoots up from the ground in front of him. The flame has very high priority, doing 3% damage and very light knockback on contact. The fire disappears when the A button is released or Akira loses his grip on the ledge. Short starting lag and ending lag.

---If you time it so the opponent walks directly over where the flame appears, they'll take multiple hits from the flame and be juggled helplessly until they're pushed from the fire by the weak knockback. This attack cannot infinite the opponent or deal too much damage, as Akira will eventually lose his grip on the ledge like any other character.


~~Ledge Attack(100% damage or more)~Knock Out~~
Akira raises his hand and creates a Pokéball-sized burst of pink gas in front of himself for 1 second. Opponents that touch the cloud fall asleep as if affected by Jigglypuff's Sing. Afterwards, Akira will clumsilly pull himself back onto the stage.

---Put'em to sleep, get up, and either attack or run like hell. There's not many uses for this.


"So, what do you think? I admit it's not that unique compared to the rest of the people around here, but I'd like to think that I have my own charm."

*^*^*FINAL SMASH*^*^*
*^*!Buriki Daioh!*^*


If not already playing, the music switches to: http://www.youtube.com/watch?v=AX7VvfmlBGU for the duration of this Final Smash.

Akira smirks and teleports himself off screen. After a brief pause, the above theme blares through whatever sound system the television is hooked up to. Buriki Daioh rises from a hole that appears in the background, stomping it's way onto the middle of the stage and in control of the player. This Final Smash lasts 10 seconds , after which BD vanishes and Akira teleports back onto a random section of the stage. If in the middle of an attack, Buriki Daioh will complete the attack first. BD has no damage when summoned, completely independant of Akira's damage.

Buriki Daioh is 3 Bowsers wide and 4.5 Bowsers tall. It has the two jumps, each the height of Luigi's second jump. It has 20/10 weight, Fox's fall speed, and 4/10 aerial movement. It's run speed is equal to Mario's dash speed(which is kinda slow when you consider how much larger it is), and it has no dash. Buriki Daioh is similar to the statues of the Castle Siege stage; characters can move in front of it as if it wasn't there, but their attacks will still hit. BD cannot be grabbed, and if he falls off stage he leaps in from the background onto the stage again, taking 3 seconds total. Buriki Daioh takes no hitstun from moves with less then medium knockback.


**Neutral A/+/Metal Hit**
Raising it's fist, Buriki Daioh brings down it's arm onto it's foes. This basic downward motion does 12% damage and below average downwards knockback, with a reach of 1.5 Stage Builder Blocks. Contact with the fist as it raises deals 8% damage and above average upwards knockback, reaching up to 2 Stage Builder Blocks away. Both blows have high priority, medium starting lag, and short ending lag.

**Forward A/+/Charge**
Buriki Daioh squats slightly, then performs a shoulder barge. Opponents touching Buriki Daioh take 15% damage and above average horizontal knockback, and Buriki Daioh moves 2 Stage Builder Blocks forward in the process. Very long starting lag and short ending lag. Medium priority.

**Down A/+/Stomp**
Buriki Daioh lifts it's leg up, then thrusts it straight down. The stomp creates a shockwave that travels 1.5 Stage Builder Blocks, doing 12% damage and medium upwards knockback. The stomp itself does 20% damage and buries anyone hit in the ground for 2 seconds. Very long starting and ending lag. High priority.

**Up A/+/Lightning Crown**
The various antennas that serve as Buriki Daioh's 'crown' glow brightly. Everything that gets within 3 Stage Builder Blocks of the antennas are hit with a constant stream of electricity, doing 5% damage per second and gradually pushing them away at the rate of 0.5 SBBs per second. This effect lasts as long as the A button is held or until Buriki Daioh recieves hitstun. Short starting and ending lag. Transcended priority.

**Aerial/+/Flight**
The jets on Buriki Daioh's back flicker, then roar to life. This attack lasts until the A button is released, and the player can continue to control Buriki Daioh using the control stick. Buriki Daioh's fall speed is reduced to 2/10, and any opponent who comes in contact with the flames jutting from it's jets take 12% damage and are spiked downward.

**Neutral Special/+/Megaton Punch**
BD pulls it's fist back, and holds it for as long as the B button is held. While the player holds the B button, they may move the analog stick up and down to have Buriki Daioh move it's arm in that direction (crouching or standing on it's toes if it has to), allowing it to hit foes low to the ground or high in the air. When the B button is released, BD throws a mean hook for 25% damage and great knockback. Massive reach, hitting anything in front of the fist and within 2 Stage Builder Blocks. Long starting lag and very long ending lag. High priority.

**Side Special/+/Holon Laser**
Buriki Daioh glows blue, turning it's torso in the choosen direction. As it finishes charging, it releases a massive beam of energy as tall as it is and extending endlessly in the selected direction. Anyone hit by this beam of energy recieves 25% damage and obscene horizontal knockback. Buriki Daioh requires a full 3 seconds of starting lag to charge the attack, and suffers very long ending lag. Transcended priority.

**Down Special/+/Missle**
Buriki Daioh's shoulders open to reveal small rocket launchers. As the B button is held, this attack charges for up to 4 seconds. Upon release, Buriki Daioh launches a stream of missles from his shoulders, totaling 2~20 in all. the missles fly upwards off screen, then rocket down towards the stage in random arcs at the speed of Captain Falcon's run. Each missle explodes on contact for 12% damage and light knockback with Soccer Ball sized blast radiuses. Medium priority. Long starting and ending lag.

**Up Special/+/Babylon Kick**
Buriki Daioh makes a flying leap, disappearing off the top of the screen, then hurtling down foot first. Just like with the Warp Star item, players may tilt the control stick left or right to adjust Buriki Daioh's aim. Unlike the Warp Star, a shadow will appear where Buriki Daioh will land, making it easier to aim but easier to evade. Foes hit by the stomp take a whopping 40% damage and are buried into the ground for 2 seconds. Massive starting and ending lag. Transcended priority.

**Grab/+/Sieze**
Buriki Daioh lazily grabs at the nearest opponent. Massive reach, capable of snatching a foe from 3.5 Stage Builder Blocks away, even out of the air. However, the grab is very slow and has very long starting and ending lag. Buriki Daioh can grab anything half it's size or less. This grab takes double the effort/time to escape.

**Grab/+/Grapple**
If the nearest foe when Buriki Daioh uses it's grab is over half it's size, BD will instead grapple with the opponent. Both players button mash for the next three seconds. The player that does best throws the opponent to the ground for 25% damage and medium knockback.

**Pummel/+/Squeeze**
Buriki Daioh squeezes the grabbie in it's hand in a motion reminiscent of one of Master Hand's attacks, grinding them for 5% damage a second.

**Throw/+/Fastball Special**
Winding up for the pitch like a Baseball player, Buriki Daioh hurls the foe in the input direction for no damage, but massive knockback. Has very long starting and ending lag, during which time the opponent may button mash out of the throw like a normal grab.

**Up Taunt/+/Shine Like the Stars!**
Buriki Daioh pumps its arms, it's chest symbol, eyes, and lights glowing brightly.

**Side Taunt/+/This Drill Fist Will Pierce the Heavens**
Buriki Daioh tilts it's head downwards and raises it's left fist. It's eyes glow in a way to suggest sunglasses, as it makes a refrence to a popular anime that came out years after the game it was released in and has absolutely no connection to this character whatsoever because I couldn't think of anything better.

**Down Taunt/+/Victory!**
Buriki Daioh strikes a pose, "Victory!" in Japanese flashing behind him.

---Proof that "Ridley's too big!" is not valid. Buriki Daioh is the polar opposite of Akira. While not very fast and still capable of massive range, he's impossible to kill, capable of obscene damage, better against slow and big opponents while having trouble against small and quick targets, and a KO monster no matter how you look at it. Use whatever attacks you want, but make sure not to spam the same one over and over or you'll be easy to predict and dodge. One thing to keep in mind, though, is that Buriki Daioh is NOT invulnerable, and can be interrupted during his attacks. He may have a long duration, but you have to be pickier about which move you use and when.


"I haven't been able to activate Buriki Daioh after my adventure until now. Those Smash Balls really are amazing. I just hope that I can catch on to the controls as quickly as the last two times I used it... huh? What do I mean, 'two times'? Well, that's a story for another day."

\\\Playing as Akira\\\
Akira is a long range fighter. Peck at them from far away, inflict status errors to keep them from getting close, and bail out if they get you within reach. Staying just far enough away to prevent the enemy from countering, while close enough to hit them is the main challenge to playing Akira. The best distance is about 2.5 Stage Builder Blocks away where most of Akira's moves will hit and his enemy's attack options are limited. 2.5 SBBs will also give you time to respond to a charge from a middle or heavyweight opponent and finish one of your laggier moves before they can interrupt. When facing a foe faster then Akira, move him to 3 SBBs away. It limits your attack options but prevents them from catching you off guard.

Of course, the opponent's not going to let you stay at your preferred distance. Use the Neutral Combo's first hit, the Up tilt, the Up Aerial, the Forward Air, or any of the Smashes to hinder their advance. The Neutral Combo's second hit, Down tilt, or the Down Smash combined with another smash will send them flying. For escape options, Akira can freeze them with his Up Aerial or put them to sleep with his Up Smash. He can turn them to stone with his Up Special, or use his Down Special as a panic button. If all else fails, he can charge through using his Dash Attack to intimidate enemies out of the way.

Akira's Neutral Special allows him to take a single hit without recieving hitstun or knockback, and gives you enough time to finish them off or run away. Use the Side Special whenever the opponent tries to stay out of reach, healing whatever damage Akira does take or helping your more confrontational allies.

Now that that's said and done, let's talk about actually damaging your opponent. Akira doesn't have many moves built for damage, but he does have enough to actually fight. Sleet Image (Down A) and Hell Image (Forward Smash) both deal decent damage. Heaven Image (Up Smash) can knock an opponent out of the sky and possibly juggle them if they insist on advancing from the air. Akira's close range moves do a surprising bit of damage and knockback considering his long range playstyle, so if you're desperate for a KO you can take a risk and advance. Neutral Combo, Dash Attack, Down Smash, and Back Throw are all good attack options, and Up Throw gets an honorable mention for turning heavyweights into middleweights.

In the air, Akira has two escape options (Forward Aerial and Back Aerial) a defensive move (Neutral Aerial) a trap (Up Aerial) and a spike (Down Aerial). His air game isn't the best, but it's definately not the worst. If you're boxed in by a strong foe, taking to the air is the best way to escape. The Uair can disable the opponent if they persue, the Fair, Bair, and Nair will hinder their attacks, and Dair serves as a counter to most Up A and Up Smashes that can be used on you.

Akira's throws are useful but leave him open to attack, and should only be used when you would be hit anyways or when Mind Reader (Neutral Special) is in effect. The forward throw drops their movement and attack speed by half, invaluable when fighting combo oriented fighters or just general speedsters. Up throw cuts their weight in half, leaving them vulnerable to a finishing blow. Down throw does a lot of damage, softening them up if they require just a little more damage or acting as your main attack in stamina mode. Back throw is a last resort. Akira takes massive damage and knockback while using it, so it's only usable during low damages. If you plan on using it, use it after healing up with the Side Special.

Akira does best in matches with two equal sides, but poorly in free for alls with multiple threats to avoid/attack. Good team members for Akira are damage rackers who can compensate for his low damage output, and whose few KO options are covered by Akira's multiple KO options. Bad allies for Akira are lightweights and trap characters; Akira needs someone to soak up hits in a 2 on 2, not need protecting. Two Akira teams are a bad idea for the same reason. King Dedede can take care of those pesky heavyweights for you, so he's a very good ally.

Akira can do well on any stage, just about. Small stages guarentee there's nowhere to run from his attacks and make it easier for him to KO, while large stages give him plenty of room to run away. Stages that constantly change give Akira new potential escapes or obsticles to hide behind. Plain stages with few platforms makes it hard to escape, but easy to predict how the opponent will advance. Complex stages make it harder to anticipate, but easier to cut and run.


\\\Playing against Akira\\\
Pressure is not the answer. Surprising, I know. Akira can escape almost any advance between his decent run speed and variety of slowing/disabling attacks, and has his Down Special for a last resort. Unless you're filming for a video that involves the Benny Hill theme, don't bother. So, how do you do anything to him? Take the hit like a man, and don't stop charging until your foot is lodged firmly where the sun don't shine.

Akira can't move during the effects of most his moves, so a quick forward roll/spot dodge will let you do some damage while he's still recovering, and some attacks you can even run right through without being slowed down too badly. If you're having trouble, pay attention to Akira's animations. The color he glows before launching an attack will give away what he's doing, and make it easier to time a dodge or decide on attacking or retreating.

When you do get in close, stick to low knockback high speed moves, so you can rack up damage and avoid accidentally giving Akira breathing room. Only go for a high knockback move if you're sure it'll KO him. Throws that don't knock him too far away are also acceptable damage rackers, so long as it doesn't run the risk of giving him an escape. The bottom line is that once you get him in your grasp, you want to keep him there until you're done.

For character picks, anything that can be called a Heavyweight is the best. They're hard for Akira to KO and can slap him around easy. While Lightweights seem like a more obvious choice, they have just as much trouble keeping him in arm's reach thanks to all of his 'hit everything from here to there' attacks and the ability to disable and/or slow his foes. Lightweights are also easier for Akira to KO and will need to punch him around more to finish him off. Heavyweights can afford to mess up a few times against Akira, while Akira has little room for error around the lumbering brutes. Trap characters are no-noes. Akira will simply attack from far away, where your traps won't hurt him. Projectile heavy characters are evenly matched. They're able to hit him almost as often as he can hit them and usually for more damage, while Akira can out prioritize their projectiles. Such fights between players of even skill are guarenteed nail-biters.


\\\Matchups\\\
Akira vs. Metaknight: 40/60
*Akira's Advantages*
: Akira can hit Metaknight from far out of king broken's reach, and the best way to approach him, take a hit and push on while he's suffering ending lag, isn't an option to the lower weight Metaknight. Akira can even rob Metaknight of his speed or disable him entirely, and he can nearly go toe to toe in terms of priority.

*Metaknight's Advantages*: Metaknight can smash through or go around Akira's attacks easier then most characters, and he's difficult for Akira to escape when he does corner him. While easy to knock around, Metaknight will almost always recover if he isn't sent flying over the side/top boundries, so he's near impossible to KO. Lastly, Akira may not be combo food, but he doesn't take much damage to KO- something Metaknight dishes out easily.


Akira vs. Bowser: 35/65
*Akira's Advantages*
: Akira's attacks do very little to trip the Koopa King up. He must rely on attacks that render Bowser helpless to make any headway, such as Mother Image, Heaven Image, Freeze Image, and Holy Image. Heal using Self Heal as often as possible.

*Bowser's Advantages*: Bowser only needs a few solid blows to KO Akira, and Akira needs to really rack up the damage before he can beat Bowser. On top of that, Akira's major long range attacks do little damage and knockback to Bowser, so he can push through every obsticle between him and his quarry. When Akira prepares one of the above listed attacks, do a barrel backwards roll out of range, wait for it to pass, then charge in while he's suffering from ending lag.


Akira vs. Lucario: 35/65
*Akira's Advantages*
: Akira can beat out Lucario in the game of priority, and can either immoblize or force the aura Pokémon back through various means. Lucario is neither hard nor easy to KO, and Akira's low damage, decent knockback attacks can allow him to work around Lucario's aura.

*Lucario's Advantage*: Lucario has a great approaching game, making it hard for even Akira to force him back, and can do some real damage when he does inevitably get close. Akira won't build up his aura that much, but Lucario has plenty of time to KO him in the mean time. Ultimately, Lucario's few, large advantages outweigh Akira's many small advantages, as Lucario negates a very vital part of Akira's playstyle- his untouchability (yes, I just made that word up, so shoot me).


Akira vs. Dingodile: 75/25
*Akira's Advantages*
: Akira's renders useless Dingodile's main ability; his Down Special. Akira has plenty of "hit everything from here to there" attacks, striking Dingodile even with all his crystals up, and damaging all of them in the same Z-axis as him and Akira. Dingodile will recieve a massive amount of damage if he uses his most important move, and without them he's a heavyweight with all the flaws and none of the advantages. Akira's distancing abilities and speed, and being too big for Dingodile to swallow with his Side Special nullifies Dingodile's suicide attacks, robbing him of even that advantage.

*Dingodile's Advantages*: While his crystals and his main KO options are rendered ineffective by Akira's playstyle, he's still a pain to kill. Akira has trouble KOing normal opponents as is, and Dingodile's one of the hardest characters to KO around between his weight and recovery. Akira's one foe Dingodile can and should go toe to toe with in a direct fight. These factors keep the match up from being totally one-sided, but there are definately better counter picks out there. Such as...


Akira vs. Clefable: 5/95
If you really need to ask about this, please examine the "Magic Guard" ability at the top of Clefable's set (As seen here: http://www.smashboards.com/showpost.php?p=7855865&postcount=171 ). Now go back and look at Akira's moves, and count the moves that AREN'T completely nullified by this ability. Now look at Clefable's Cute Charm, and then at the average damage Akira's attacks do. If you still don't get it, start ramming your head into the computer screen as Akira players will when they see their opponents pick Clefable.

Done? Okay. There's still hope for Akira, at least. His throws, Down Aerial, Neutral Combo, and specials still have some use. Throw her, push her away, heal at all times, and be as much of a neusance as you can. Spam Down Special and hope she gets stuck somewhere Akira can pin her if you're really desperate. The brightside is that Clefable will have as much trouble KOing you as you will her. For Clefable players, just play to your strengths. The severe gimp your ability presses on Akira's moveset does most of the work for you.

Akira vs. Dr. Wily: 70/30
*Akira's Advantages*
: Akira can demolish Wily's robots with ease, and outprioritize Wily four out of five times. Wily's "let my bots do it for me" policy doesn't work when Akira can hit Wily and his bots in one go. Akira can keep up with Wily and pin him if he needs to, and with that, Wily has little that can't be countered by Akira.

*Wily's Advantages*: Wily's robots can keep Akira on the run, leaving him no safe spot to attack from. On top of that, Akira can't force Wily to approach, so he has to go through Wily's creations to fight him. Even if Wily can't get through Akira's attacks, he can at least overwhelm him with sheer number.


Akira vs. Bald Bull: 45/55

*Akira's Advantages*
: This is an intresting matchup, as both characters destroy the other's playstyle. Bald Bull has no real ways to approach Akira or force Akira to approach. His normal means of dealing with ranged attackers, his Neutral Special, does nothing to Akira's distance attacks which hit everything within range and/or keep going until they've reached the end of their range regardless of any obsticles in the way. Akira needs not move from his spot to attack Bald Bull and can Teleport away in place of retreating (though it's much harder for him to do so against BB), so Bald Bull's Up Special doesn't help him any either.

*Bald Bull's Advantages: In spite of his defences being trumped, Bald Bull is still a pain in the *** for Akira to KO, and has plenty of ways of turn Akira into a personal punching bag thanks to his damage and knockback. His priority is fairly high too, so Akira can't simply overpower Bald Bull's attacks if he does get in close. Despite still having trouble approaching Akira, he can keep the psychic pinned better then anyone else. On top of that, Akira's "get the **** away from me" attacks do very little to Bald Bull between his weight and his ability to slow his momentum. The moment Bald Bull gets close is the moment Akira eats canvous.


\\\Extras\\\

The shop is a complete mess, spare parts and half finished inventions mixed in with various antiques on sale. A small elderly man stands hunched over a pile of metal, mumbling to himself. His most noticable feature is the upper half of his head, which has been replaced with a glass dome containing all sorts of electronic gadgets. His head perks up suddenly, and he turns and looks at you.

"Oh, hello! My name is Toei. You're looking for the extras, right?" Toei scratches the back of his head. "Well, here's the thing. Shadow came up with a lot of extras, but was afraid that if the set looked too long, less people would read it. So, he stuffed all his extras into a blog post. You can find the extras at this address." He holds a piece of paper up for you to see, with http://www.smashboards.com/news/blogs/70048/2328/akira-mym6-set-extras written on it.

"Enjoy. Or not, if you're tired of reading. Either's fine... hm... moving the extra bits out of the way..." The dome on the top of the man's head lights up. "That's it!" He runs down the stairs excitedly without so much as a 'goodbye'. A variety of loud and obnoxious sounds (mostly explosions) come from downstairs as Toei tinkers with whatever idea he came up with.


\\\Closing Comments\\\
At first I wasn't sure about Akira. he had plenty of material to work with, but I felt required to apply every attack he learns in game. This isn't a bad thing, but like I learned with Iji this can make the moves feel generic if the they all function similarly to eachother. I made some attacks work slightly differently then they did in game to make it simpler and/or differ them from the others. Once I got into the swing of things, it wasn't so hard to make intresting and varied attacks.

I think there's a pattern coming about. My first Moveset in MYM5 and MYM6 were both called "good, could be better". My second set in each get called "great, your best set yet" and get a lot of attention. Akira and Iji (third for each) both have plenty of source material, but most of the attacks they inspired are similar to one another, each stepping on another's toes. Hopefully, Akira will do better then Iji, who I consider my worst set and will probably remake wwaaayyyy down the line when I run out of new/other characters.

On the subject of Buriki Daioh, the Final Smash: I took a few creative liberties with this, as he only has 4 attacks in game (Metal Hit, Babylon Kick, Missle, and Holon Laser) and I wanted to go all out on him. So I took inspiration from some generic Mecha anime/tropes and threw it in to make it more complete, and I think it all fits with the flavor of Akira's chapter (Cyber Punk/Super Robot). All in all, it's my favorite part of the set, and the thing I had the most fun with.

Also, I'm aware I overdid it with the extras. That's why I put it in a blog post.


Updates:
9/06/09: Posted set, fixed some minor errors. Toned down the overly flashy organization to something that (I hope) isn't an eye-bleeder. Added some info on the game Akira comes from. Dropped Buriki Daioh's stamina from 200% to 150%. Dropped the Ice Climbers match-up as I don't know enough aboutthem to realy have one, as pointed out by Darth_Meanie. Moved Animations to the Extras section, as also suggested by DM. Fixed A LOT of broken code in both the set proper and the Extras section.

9/15/09: Modified the Down Special to be less random, touched up the organization, added missing details to the Playstyle section.
 

Twilight-Emblem

Smash Apprentice
Joined
Nov 28, 2008
Messages
114
Location
Alabama
Go Go Buriki Rangers

Sorry about the title, couldn't resist.

@MUSHROOM: First off I have one question. Why did you make the Super Mushroom form do that when you said yourself is pretty much going to cause you death every time?:confused: Other than that? I admire your skill in giving a freaking Mushroom a moveset. It's an inspiration to those of us who are also making sets for characters that others might say are impossible to fully realize
coughcoughAryllcough
Overall Rank: :mushroom::mushroom::mushroom::mushroom: Four Mushrooms out of Five.

@Akira: Well what have we here? Another psychic? Surely it can't be origina-oh wait. Angels? Elements? Skulls? And...Physical attacks! Madness! But in a good way! Other than the vastly overpowered Final Smash (200% HP and no time or ammo limit? That's more along the lines of a weak boss isn't it? Not to mention that he is, in your own words, a KO beast! If I'm missing something that handicaps him enough to make sense, tell me, but otherwise lower the HP, add a timer, or something!) it's great and I love the little scenario thing you put to explain your relocation of the extras, though it further cements my sureness that I have no idea where Akira is from.
Overall Rank: :bluejump: :bluejump: :bluejump: Three Jumping Blue Guys out of Five


Feel free not to accept my comments, but try not to with those jolly blue people up there. Look at them all!
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Mushroom is a set that from the beginning I can see takes some major guts to even make a set like this, so lets see what we've got.

First off, I have to say you made a good move with the transformation mechanic; its really all that Mushroom really has to do, so good job there, although I'm going to have to frown at all the random chance. Random mushroom selection is pretty bad design, and the 20% chance of effect with the smashes doesn't feel worth it. Several moves are blatantly strange, the electric F-tilt and Nair, for example, don't really fit at all.

While there is a semblance of playstyle here, that Mushroom hits opponents with different status effects based on his form, it doesn't fit together well. His side special is otherwise boring, and his smashes have a poor chance to work; to top it off you don't have control of your form, and adding in weird negative effects to the Mega Mushroom form seems like a way to balance it out after writing it.

On the subject of organization, I don't like the way you head off all of the moves with stats; it doesn't really help visualize it, and the explanations aren't very specific. When it comes right down to it, although this set is excellent for a Mushroom, its not a good set overall, and that comes down to character choice. I look forward to see what you could do with a character with some semblance of potential after what you did here.



Akira is a set that's been waiting to be posted for a while now, so I expect perfection. I am honestly surprised that this isn't a Mega Man set, I don't even know who this is, so I'm coming in blank slate.

Spacing. Spacing spacing spacing. Akira just drills this into you, doesn't he? Every move is about it, pretty much. He seems like hell to approach, and hell to approach with too. Several nice moves, the N-Special is simple but brilliant, and the Down-Special is just ridiculous in an excellent way; a risky, but creative take on teleportation? Say it ain't so.

His aerials were generally good, the Nair was a brilliant take on midair defensive moves; the kind of thing that needs to be seen more often. The throws pretty much all had to do with debuffs, although I don't know really why the pummel affects both; its not broken even if it affects only the opponent.

In general, he felt like a very solid set. A clear playstyle, and nothing objectionable really, and he fit together well. Most of his moves had a purpose and situation to them, which is good. Match-ups feel off though, especially the Ice Climbers one. 99/1? When CLEFABLE gets a 95/5?

On the subject of organization; the stats are too numerous, and the shades of gray are a little grating to read after a while; my eyes sort of glazed over a few times. You could definitely stand to move the stats into broader categories and add some summarizing statements at the end. Also, move animations to the end, no one wants to read through what a character does when hanging on a ledge when they haven't read the set yet!

He's better than Dr. Wily, you've stepped up your game some, but I still feel like this wasn't your best you could do, but in a good way. Akira wasn't bad, but I can see you popping out something even better later this contest, and I look forward to seeing it when it comes out.
 

Jimnymebob

Smash Champion
Joined
Sep 26, 2008
Messages
2,020
NNID
Jimnymebob
Thank's for the comments people, but before I responed to them, Mushroom is a MYM5 set. Everything except for the extras and throws were made around the same time K.Rool began working on Miracle Matter. The only reason I didn't post it was because I was trying a visual layout, but that was taking too long. Also, I had a playstyle section, so I will write that up and add it in after.

Now, onto the comments.

MUSHROOM

Mushroom... a mushroom? You've gone insane here, making a moveset for a fungus. I'm immensely surprised and pleased to see that, despite Mushroom having a grand total of zero moveset potential, this fits him like a glove and is actually feasible. I'm glad that you didn't fall prey to Pokemon syndrome, there are enough varieties of mushrooms in Mario for you to use a different one for every attack, but you used plenty of original attacks that leap out and say "I'm Mushroom!"

I was going for originality in his moves, and I'm glad I managed to make it feasible and suitable. I would have used more forms, but that would have made it generic.

...But reviews have to be longer than this, so I have to criticize something...

Boooooo!!!! XD

The mechanic, I'm afraid, isn't very fitting. Mushroom isn't really known for transforming, he's just known for having a bunch of different forms, so it isn't as fitting as it is with Zelda/Sheik or Pokemon Trainer. If you absolutely had to do this, it would be better if he could transform into a type of mushroom for a Smash Attack to change his stats like give him more weight or something, though I don't want you to replace the Smash Attacks, as they are some of my favorite moves in the set. Oh, and as long as we are talking aboutstats as they relate to Mushroom's forms, why didn't you type out the statistics of the various forms in the actual statistics section? That would make quite a bit more sense. On top of this, it's also confusing to say that Mushroom X has Y times the Z value of normal Mushroom instead of just saying X/10 weight.

I wanted Mushroom to have different forms, but there were limited ways to do that other than transforming. Otherwise my set would have been Super Poison Mega Mini Boo Bee Spring Mushroom :bee:. As you said, I could have used Smashes, but I liked them a lot.
I have no idea why I didn't type out the stats, maybe because the stat section was already looking a little too large. A multicharacter set I'm working on is going to feature the X/10 method however.


Also, we're in a feasability/readability movement, so writing out descriptions for statistics and animations at all ain't gonna fly. To be completely honest, I don't know why, but MW told me I should and what MW says is OBLIGATORY. D:

Description animations were all the rage in MYM5, when I made the set XD. And I'm not spending all my time writing them to delete them. I've never been criticized for too much detail before lol.

Now that I'm done nitpicking the introduction, let's see the set itself!


A general theme for the set itself is that you aren't expressing things as well as you can. The most notable symptom of this is the little headers saying the lag and stuff. I mean, it isn't a huge deal, this is something that makes Jimny sets Jimny sets, but eh, it just feels a little random to mention power, lag and priority without mentioning things like range and special properties up there as well. More importantly, you have a slightly awkward writing style that makes moves seem more complicated then they are, which can scare people off. I don't mind it too much as it adds personality but it's something I'm sure people will comment on later.

I am also scrapping the little headers in my next set- that's an old habit I've had since Cortez. I tend to mention special properties in the desription themselves, and only put about range on projectiles (see Cortez for this XD).

As for my writing style, I'm British.....

/thread


As MW said when he commented on Sukapon, the reason specials are put first is to draw the reader in with the most interesting attacks. Actually, the attacks are interesting but they just don't bleed "Mushroom" as much as the other moves do. The Neutral Special is the biggest violator of this, but it's present in the Up Special as well; I would have had him pop out of a ? block like how you get mushrooms in Mario games. On a completely unrelated note, Mushroom sounds like he has a deep playstyle, so where's the writeup?

I know the neutral special is generic, but I had no other ideas, and little to work with other than transformation etc. As for the Up Special, I was trying to incorporate other elements of Mario 1 and 3 in the set, such as the music block, and I thought a Vine was a perfect way to do this. As I said, the file with my playstyle died, so I'll redo that.

...I'm sure I sound massively critical now, and I don't want that to happen at all because I love this set, and I'm out of things to criticize... how about I praise some stuff now?

Yay!

The big reason I love this set is the attacks that feel like ways Mushroom would fight as a Smasher despite the fact that he doesn't fight, hell he isn't even a character, Mushroom is a conglomerate of all the Mushrooms in the Mushroom Kingdom... what I'm trying to say is that you gave fitting attacks to a non-fighter. The Smash Attacks are by far my favorites in the set, just because making people transform is... so mushroom. The fact that you actually buff the opponent as well in it adds another layer to the genius. Other attacks aren't quite as orgasmic, but cool nonetheless. Other awesome attacks in the set include the musical note block dtilt, and the castle uthrow, and the adorable-sounding balancing-on-his-head utilt, and... the vast majority of the moves.

I always seem to pick characters who are limited, i.e Cortez with all his guns, Ripper Roo with no arms, Articuno was a bird, and Mushroom has no limbs. With 3 smashes there was no way I could give up an opportunity to use transformations, and SMG had 3 Mushrooms new to that game, so I had to use them. Buffing the opponent was also something I wanted to do; this came from the fact that in Smash sometimes you can't tell what Mushroom you picked up until you transform. That was my main inspiration for the whole set. I liked the musical block, and I'm glad you liked the up throw- which was something I rushed yesterday afternoon.

What do I think of this set? Well, there are things that could be improved upon, and things that downright don't work, but this is still an aweshum set. As I've said all too many times you took a character who doesn't work and just made him work, and reading this makes me sad because of how reclusive you are with movesets. Come voting time, I'll be sure to strongly consider this guy.

I'm just glad I made him work, made him sorta in character, and made him Smash-like in a way.

Oh, and I almost forgot:

BEST SSE ROLE EVAR

I asked H_R if I should make that his SSE role, and he said yeah, so I did XD.
Sorry about the title, couldn't resist.

@MUSHROOM: First off I have one question. Why did you make the Super Mushroom form do that when you said yourself is pretty much going to cause you death every time?:confused: Other than that? I admire your skill in giving a freaking Mushroom a moveset. It's an inspiration to those of us who are also making sets for characters that others might say are impossible to fully realize
coughcoughAryllcough
Overall Rank: :mushroom::mushroom::mushroom::mushroom: Four Mushrooms out of Five.

I made the Mega Mushroom do that because in a way it is disadvantgeous to you, but if you transfrom the opponent then they are at a disadvantage. Anyhow, I'm glad you liked it :).

Feel free not to accept my comments, but try not to with those jolly blue people up there. Look at them all!

Comment accepted- blue people cuddled :laugh:.
Mushroom is a set that from the beginning I can see takes some major guts to even make a set like this, so lets see what we've got.

Major guts, and enjoyment for making sets that have little potential or could easily be generic.

First off, I have to say you made a good move with the transformation mechanic; its really all that Mushroom really has to do, so good job there, although I'm going to have to frown at all the random chance. Random mushroom selection is pretty bad design, and the 20% chance of effect with the smashes doesn't feel worth it. Several moves are blatantly strange, the electric F-tilt and Nair, for example, don't really fit at all.

The transformation is a key part in the moveset, so I'm glad I got it down OK. Without random chance it would have been awfully unbalanced- it'd be like Mr. Game and Watch getting a 9 Judgement 100% of the time. I know a lot of moves didn't fit, but I didn't want all transformations, and I had little to work with.

While there is a semblance of playstyle here, that Mushroom hits opponents with different status effects based on his form, it doesn't fit together well. His side special is otherwise boring, and his smashes have a poor chance to work; to top it off you don't have control of your form, and adding in weird negative effects to the Mega Mushroom form seems like a way to balance it out after writing it.

If you've read my other 4 sets you'll know that I'm more focused on feasability in Smash than generally exciting and breaking the rules slightly sets :laugh:. The smashes may not work all the time, but if I recall they still deal damage and knockback if they work, so they are still functional. Mega Mushroom was always about negativity- if a character is large in a fighting game it is often bad for them, as it makes them a target.

On the subject of organization, I don't like the way you head off all of the moves with stats; it doesn't really help visualize it, and the explanations aren't very specific. When it comes right down to it, although this set is excellent for a Mushroom, its not a good set overall, and that comes down to character choice. I look forward to see what you could do with a character with some semblance of potential after what you did here.

I've done the headers since MYM4, but I may try one without if I ever make another set. This was more of a test of "could a set for a generic item work?", and it did in my opinion. I probably won't make that many/any sets after this- heck I'd given up with the whole MYM thing, but I decided to pick it up again a few days ago.
Thank you for the feedback :).
 
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