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Make Your Move 6 - Nothing Gold can Stay

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Meadow

Smash Apprentice
Joined
May 4, 2008
Messages
197
Location
Herndon, VA
I'm sorry D:

“Tally ho!"



Toadsworth, the elderly mushroom retainer and steward of Princess Peach, is here to join the Brawl!

Contents :

I. Introduction [INTRO]
II. Playstyle [PLYST]
III. Pros & Cons [PRCNS]
IV. Statistics [STATS]
V. Special Attacks [SPATT]
VI. Standard Attacks [STDAT]
VII. Smash Attacks [SMSHA]
VIII. Aerial Attacks [AIRAT]
IX. Final Smash [FNLSM]
X. Grabs & Throws [GBTHR]
XI. Stage & Music [STGMS]
XII. Appearance [APRCE]
XIII. Taunts [TANTS]
XIV. Victory/Losing Poses [VICLO]
XV. Single-Player Roles [SNGPL]
XVI. Assist Trophy [ASTRY]
XVII. Trophies & Stickers [TRPST]
XVIII. Snake Codec [SNKCD]

Introduction

[INTRO]​

“I am most concerned with the well-being of the princess in this dreadful heat. Master Mario, if you would, cross over to that shore and find some assistance...”

– Toadsworth, Super Mario Sunshine (2002)

Toadsworth (キノじい, Kinojii) is the old Toad steward of Princess Peach, the one you see in Brawl today. Toadsworth sports a white bristling mustache, a pair of black spectacles, brown spots on his domed head (Which signify his longevity; it is said that when a Toad ages, their spots turn darker until they reach a shade of brown), with a matching walking stick. His first appearance was in Super Mario Sunshine (2002), and since then, he's appeared in quite a few games, either as a supporting or playable character. In the first game he's appeared in, Super Mario Sunshine, the old Toad has had a minor role; simply walking around everywhere on Isle Delfino in deep worry of the captured Princess Peach. He has also had similar, minor roles in many of the other games he has appeared in, from being a referee in Mario Power Tennis, to the main host in Mario Party 7, and to teaching the Mario and Luigi [Bros. Moves] in Mario & Luigi : Partners in Time, with his younger self, Toadsworth the Younger.

Toadsworth is generally seen fussing about Peach, no matter if she has been kidnapped or is resting peacefully in the castle. He gets flustered easily and overreacts a bit too often; he has even fainted in shock, but...you can't really be surprised, he's sixty years old, after all. Toadsworth is often seen speaking in a stereotypical southern English accent, uttering phrases such as “Tally ho!” at the top of this post. Without Toadsworth's vast knowledge, who else will we look for some elderly advice? (And don't say Merlon or anyone similar, I know some of you are inclined to, sorry~)

~

And now, onto the moveset!~ I hope you'll enjoy it! And I'm very sorry for all of the errors and mistakes in the moveset … I'll try and get them all fixed (Eventually...if I don't get lazy or procrastinate, which I usually tend to do > <; ). I know I have a lot of kinks to work out, sorry. I apologize for the inconvenience!

Note : For most of Toadsworth's attacks, if they have some sort of thing to do with using his cane/walking stick as the primary weapon of the attack, then most of the time the small brown mushroom on the tip will deal more damage and knockback. It also tends to have a slightly bigger hitbox than the stick itself, which...is sort of obvious if you look at it.

Pros & Cons

[PRCNS]

~ To be done ~

Statistics

[STATS]

Power : 5.5/10
Weight : 4/10
Size : 3/10
Fall Speed : 5/10
Attack Speed : 6/10
Ground Speed : 2/10
Priority : 5/10
Range : 7.5/10
Traction : 5/10
Movement : 5/10
Jumps : 5.5/10
Recovery : 5/10
Crouch : 7.5/10
Abilities : None

Toadsworth doesn't seem to be very proficient at anything when you first look at him, but he has ways to substitute for his atrocious abilities. He can steal KO off of others easily, rack up damage on multiple players without having to do very much, and cause all sorts of effects, such as healing himself, slowing others down, shrinking them, and one very special quality to his moves; bouncing! Bouncing is incorporated to some of Toadsworth's more shroomy moves, which causes the player that comes into contact with him to be repelled at the same speed they were at. Sort of like a slingshot! Most of Toadworth's playstyle requires cooperation on both parts, which means his abilities are somewhat hindered in a 1 vs. 1 match.

Some not-so tiny tidbits :

First paragraph of a move basically describes what it does, its animation, and some other interesting quirks about it. This is the meat of the move. I suggest you read this part of every move, but you can skip over the the...

Second paragraph, which is for statistics. There are mainly three of them : Knockback, Range, and Speed, in that order. This leaves out some important details of the moves, but can still give you a general yet precise idea about the move. If you don't want to bother reading my strange writings, this is where you might be happy to go to first, although I don't guarantee anything. Sorry.

And lastly, the third paragraph. These are the comments about the move, but they're pretty much just that; where I write my opinions, thoughts, and stuff about the move. This is also where I list the ways you can use the move, and its usefulness compared to others. Situational Attacks don't have this, since...situational attacks are already situational for their own part. I think reading this part is completely optional (But then again, reading anything of him is optional), since you can decide however you want to play with Toadsworth! Although, I don't think he's very optimal in choices...I'll try and work on it.

Well then, enjoy!

Special Attacks

[SPATT]

(Note : I think I still have things to say about Mushroom Monarchy...although, I forgot what it was...which you would've assumed after reading this, I think. My lousy memory failed me again, sorry! If I do remember it, I'll be sure to include it, so...um, yes, don't think that this is it for Toadsworth's Down B...uh, sorry for trying to capture or retain your attention. > < Okay, here it is!~)

Neutral B : Mushroom Monarchy – Toadsworth jabs his cane into the ground in front of him, causing a slight shockwave or tremor to rack the area around him, dealing very little damage. The main part of this attack is what happens next though; a small, yet tall brown mushroom with a flat cap pops up approximately one Stage Builder block in front of Toadsworth, doing moderate damage and propelling the opponent up into the air, if they happen to be within range of the mushroom.

The mushroom stays in effect for roughly a second, before disappearing. This gives it enough time to catch any other opponents that may run into the mushroom. The mushroom functions like a while for the remainder of its time before it disappears.


  • [Tremor : 3%, Mushroom Hit : 10%]
  • (Knockback : Tremor : Very Low. It causes the opponent to flinch, nothing more. Mushroom Hit : High. At 0%, you'll be knocked One Stage Builder block into the air. The attack has the potential to KO Jigglypuff from the center of Final Destination off the top in about 80% or so.)
  • (Range : High. Like I said in the move description, it's about one Stage Builder block both in height and width.)
  • (Speed : Average. The speed is just a bit faster than when Dr. Wright summons up his skyscrapers; predictable, but a bit tricky to dodge.)

Comments : To be used in conjunction with other attacks for the most part, Mushroom Monarchy is a basic staple to your game when you start playing as Toadsworth. By causing people to bounce up into the air leads you to use some of your more airborne attacks, which you'll find out later. I find Mushroom Monarchy to be a very good surprise attack to use, and the fact that it comes out quite quickly doesn't really degrade it that much either. Use it, have fun with it, profit~! (I know that after reading the entire moveset, Mushroom Monarchy actually has very few and limited uses, so...>_< Bleh. It's a bit useless to Kirby as well...oops.) Although, you can use it as a KO move, as at higher percentages, this move becomes extremely deadly. Using this on Luigi's Mansion is sure to cause some laughs, since the height of the shroom is the same as the second floor of the mansion.

Side B : Shroom Spread – Toadsworth takes out a small Mah-Jong tile used in the game of...Mah-Jong, obviously, and tosses it forward, bending his back a bit. You can change how high or far the tile is thrown by tilting the control stick as if you were throwing one of Snake's grenades or Yoshi's eggs. After the tile is tossed, whenever Toadsworth presses his side-special again, or if an opponent gets close to it, three mushroom spores eject from it, infecting everyone nearby. The players affected will then receive a small flower on their head, as if they were hit by Lip's Stick and Jigglypuff's rest, causing them to be dealt 1% damage for every second for the number listed on the tile. If the tile has a direction symbol on it (North, South, East, and West), they'll have a five-second flower on their heads; if it's a lucky flower, they'll be affected for nine.

So, is that it? Just a flower on their heads? Well, no, that's not all of it, silly, if I'm asking you that question. The key thing about Shroom Spread and that it's an epidemic (Or pandemic?), hence, Shroom 'Spread'. Once a player is affected by one of Toadsworth's Flower-Mushroom spores, they are able to infect another player as well! If the affected person comes into direct contact with someone else, other than Toadsworth, then they will also be affected by the flower for the rest of the duration of the one that originally had the flower. I hope that that made sense. Toadsworth is able to have two Mah-Jong tiles on the stage at any one time. The previous Mah-Jong tile will disappear only when the flower of the one affected (If anyone is affected) falls off. If a player is already affected by the effect of the spores when they come into contact with another spore attack, then it won't affect or override the first flower.


  • [Mah-Jong Tile : 7%, Spores : Varies]
  • (Knockback : Low? The hit from the tile doesn't really matter, since you want them to be affected by the spores anyway.)
  • (Range : Um, this one is a bit tricky. The Mah-Jong tile itself is tiny, only having the size of a Smoke Ball; the spores, however, spread out roughly one character length away from the tile, giving the move a considerable range boost. Plus, you can't really say exactly the range of the attack, as it goes on and can spread to other opponents. So, I guess you could say it can cover the entire stage! Or, um, not really. Never mind. Maybe the same as Snake's grenades or something.)
  • (Speed : Average. The spores take about a fifth of a second to shoot out of the tile, so anyone has a chance of powershielding the attack. The tile itself is tossed rather slow, since it was tossed, after all.)

Comments : Obviously one of Toadsworth's better moves, Shroom Spread is very good at racking up damage on multiple opponents. I'm not really sure if this should've been a special mechanic or something, but I think Toadsworth would be too broken if all of his attacks had a spore or something. The spores can also be reflected back at their owner, so if Toadsworth throws the tile at point-blank range on an opponent, if they reflect it, it'll be Toadsworth that'll be spored instead. Oh, and the opponents can also pick up the tile and throw it back at Toadsworth, but only after the tile has come to a complete halt, which only gives them a few moments before the tile blows up, which I think I mentioned in the description of the move itself.

You'll see me refer to this move very, very often throughout the whole moveset, so obviously I consider it to be a valuable part of Toadsworth's gameplay, although I could be … over-hyping it, I suppose. There aren't really any cons with this though, other than the tile can be reflected, but that shouldn't happen too often, especially when you can pelt two tiles at once, if you so wish.

Up Special : Toad Tier – As soon as you use Toad Tier, Toadsworth tosses his cane up into the air, which will then start twirling all around Toadsworth. Toadsworth will then be able to float for three very brief seconds (Or less if he wished), to move any direction he wants. The cane that's spiraling itself around Toadsworth performs as a pseudo-shield and possibly protects Toadsworth from attackers.

During each second, Toadsworth immediately creates a platform in the shape of a flat and brown mushroom cap, about the width of a crate and being relatively thin. The platform cannot be pass through, but you can jump into it...it's like Delfino Plaza's main bottom platform, or Halberd's main bottom platform. If you want to create one, simply press the B button again during each second, and make sure that you're close to the time limit, or else it'll be too late for you to sprout a mushroom cap. The platforms don't do any damage, and last for one second each. The cane floating around Toadsworth can do up to nine hits, doing three hits around Toadsworth per second.


  • [Each Hit : 2%]
  • (Knockback : Low. The cane merely serves for protective purposes, and isn't meant for KOing. It does the same knockback as his jab.)
  • (Range : Low. Well, you might've guessed from the comments above that the cane doesn't really have much range either. It's a few inches away from Toadsworth's body, but it does cover all of him, but not at the same time. The cane can only guard one half of Toadsworth's body at a time.)
  • (Speed : Average. I'm not really sure of what the speed is, if you mean by the attack, or just how long it takes to initialize it. There's a bit of a stall when you start the move, and Toadsworth moves relatively slow for a recovery like his. Something like the speed of Charizard's Up-B or glide.)

Comments : The cane, unfortunately, twirls at a slow pace around Toadsworth (Which is sort of contradicting, if it causes Toadsworth to float and fly in mid-air). The three platforms Toadsworth create help support him in case someone does manage to get through the cane shield, but they may also help the other players too, obviously. Toadsworth cannot form very tight curves when he's floating around, and he stalls for a bit if you stay still for too long, so make sure you already have an idea of where you want to put your platforms. Don't try to create a staircase though; unless you're about to get meteor smashed/spiked somehow. All in all, Toadsworth's recovery is there just to help him recover, nothing more.

Down Special : Refreshroom - Toadsworth has his own recovery move, oddly enough! Being the old fellow he is, Toadsworth typically needs treatment nearby whenever he has an issue, be it from 'Shroomshock' or getting tired and having to stay at the Rogueport Inn for the duration of the entire adventure, Toadsworth never fails to keep or find a nice remedy at hand. (I dragged that on a bit too much, I know > <; ).

Once you activate this move, Toadsworth will immediately be propped onto a small throne embroidered with the Mushroom Kingdom logo, with three Refreshrooms floating by his side. For each second that passes by, Toadsworth will be healed by 3% damage. (The amount decreases by 1% for each Refreshroom lost) While that may seem small, it can build up over time. Toadsworth can't be hurt while the three Refreshrooms are surrounding him, as they act as a shield of some sorts.

Each Refreshroom vanishes into the air upon being hit by an opponent's move or item, so you'll have to destroy each Refreshroom before you can hit Toadsworth. Once Toadsworth is knocked out of his throne, he'll have to wait five seconds from that point before he can use the move again. You can cancel the attack whenever you want by pressing Down + B again, but it will take about a fifth of a second for you to recover.


  • [0%]
  • (Knockback : None. Um, there's no attack at all to Refreshroom. I don't think I have to explain.)
  • (Range : Um, well, the Refreshrooms surround Toadsworth about a Barrel's height and width, but there's no attack range on this, obviously.)
  • (Speed : Again, no attack speed, but Toadsworth takes about a tenth of a second to sit onto the throne, and the Refreshrooms appear another tenth of a second later.)

Comments : Oh boy, this'll be annoying. Toadsworth can't move while using Refreshroom, and the three Refreshrooms don't help all that much either, due to their Mr. Saturn-like vitality. Once the opponent sees you sitting on your royal throne, you can bet that they'll be scrambling up to get you. The good thing is, is that while they're attacking the Refreshrooms, you can quickly end the attack and possibly put your shield up if you're lucky. Refreshroom is absolutely devastating if you have the Starman effect on you; I'd be laughing hysterically, though. (My sense of humor is a bit odd like that.) Don't plan on using it in a 1 vs. 1 match, you'll be knocked out of the attack before you can even heal 3%.

This move doesn't really have that much depth into it, but each senior citizen needs some time to recuperate after a while, right? Maybe I should let Toadsworth be able to move with this move and heal only 1% per second...that'll add a whole other aspect to his gameplay...or maybe not, that'll just make him more annoying.

Standard Attacks

[STDAT]

A : All of a Dither – Toadsworth shouts in a haughty tone as he takes out his trusty cane and shoves it forward, smacking the opponent in the face, causing them to cringe with pain and surprise.

  • [2%]
  • (Knockback : Very Low. It causes the opponent to flinch, of course.)
  • (Range : Average. Hm, it reaches ahead of him roughly the same distance as an uncharged Lip's Stick attack. That's not bad.)
  • (Speed : Below Average. For a jab, it's a bit slower when compared to others, and can be shielded, if not powershielded, quite easily.)

A-A : A Thrust in the Gut – Toadsworth does his first hit of the jab as usual, but instead of reverting back to his idle stance, he continues the attack by taking in his cane for a moment before thrusting it out again, this time hitting the opponent's gut. (Sorry for another run-on sentence, you'll be seeing a lot of these > <; I'll fix them all eventually, sorry!)

  • [3%]
  • (Knockback : Low. A bit higher than the first hit, but the knockback dealt can still be considered flinching.)
  • (Range : Average. A bit less than the first hit, but it's still about the same.)
  • (Speed : Average. A bit faster than the first hit, but still slower than some other jabs out there.)

A-A-A : Ungrateful Lout – Toadsworth proceeds to do his first two hits of the attack as normal, but instead of ending it there, he proceeds to do another hit. Toadsworth brings his cane into the air above him for one very brief moment, before slamming it down onto the opponent's head, thoroughly dizzifying them.

  • [4%]
  • (Knockback : Average. Not very viable as a KO move, but it's good for knocking an opponent off the stage, but not little enough so that Toadsworth may use an aerial on them. They get knocked at more of a horizontal direction as opposed to a vertical one.)
  • (Range : Average. Hm, well, same as the first hit of the jab, about the same length as a Lip's Stick.)
  • (Speed : Average. Hm, well, same as the second hit of the jab, about the same speed as Mario's third hit of his jab.)

Comments (Basic A Combo) : I blended all of the comments in together for Toadworth's slow jab combo, since having one for each would be very unnecessary. Anyways, Toadsworth first hit of the jab isn't fast enough so that the stun from it will be able to get you out of a problematic situation, but if you're using it for all three hits, then it's pretty durable. It does more damage than other three-hit A combos out there, but don't expect to use it very often.

Up Tilt : Mushbrella – While Toadsworth may not have the magical and powerful umbrella that Peach has in many of her games, Toadsworth's seemingly novelty-use umbrella provides more uses than simply fending off harmful raindrops. His 'mushbrella' is made out of mushrooms, as you may have guessed, and has the attribute of...bounce! Or ...equal trade or something like that.

When you start to use the attack, Toadsworth spends a few moments to take out a fancy umbrella made out of Golden Mushroom caps, and opens it up above his head, giving it considerable starting lag of about ¾ of a second. While it is open, anyone that touches the umbrella will receive a small amount of damage; however, if the opponent flies into the umbrella at a very high launch speed, they'll bounce away from the umbrella at the same speed (Sorry if that's too broken; I'll tone it down a bit!).

Another little quirk about Toadsworth's umbrella is that it can produce...spores! Wow, that's a lot of effects. In order to produce the three spores, all you have to do is as soon as you start to use the attack, rotate the control stick once before you open the umbrella, and voilà! Toadsworth will spin the umbrella once in his hands, and three spores pop out. So, I think that covers everything. Toadsworth ends the attack by holding it in front of him and closing it up neatly before it vanishes into thin air after about ¾ of a second.

  • [10%]
  • (Knockback : It varies, obviously! But if the opponent just touches the umbrella, then they'll just flinch. Make sure that you're...sure of when to use this attack, or you'll be left very vulnerable.)
  • (Range : Average. The mushbrella by itself only covers the general area of Toadsworth's head, sort of like Peach's parasol, except...shorter, and a lot more brown. The spores, however, reach out approximately ¾ of Toadsworth's width from the sides of the umbrella, so that'll hopefully help it not so much.)
  • (Speed : Low. ¾ of a second of start-up may be a bit too much, but with a number like that, I don't really think I need to explain. At least the end-lag is bearable, coming in by only a ¼ of a second.)

Comments : Mushbrella is a great attack to use in a Free-For-All, despite it's discouraging starting and ending lag. If there are three players fighting on the stage at a high percentage, feel free to crawl in and try to use Mushbrella; it's almost guaranteed to steal a KO off of someone else! Plus, having the ability to produce spores makes it even better in an FFA, since the chances of one or all of the spores hitting and spreading are a lot greater than in a 1 Vs. 1 match. But...that's the bad part of this move. In a 1 Vs. 1 match, this move can't really be used all that often. The starting animation can be, um, 'seen-through' clearly, and they'll have plenty of time to shield or run away as you activate it. So basically, the start-up lag is a big giveaway, and the ending lag isn't that good either. Buuuut, just um, think of it as a strange substitute for Toadsworth's Up Smash, which you'll read in a bit.

Mushbrella is a nice move when both sides of the field cooperate; it's useless if you use it just by itself. Oh, and don't try to edge-guard with it either, if I didn't say it (Sorry if I contradicted myself). Because the Mushbrella only covers the area above Toadsworth's head, the opponent can only be bounced up into the air, and never, ever bounce...downwards, unless they try by using DI.

Forward Tilt : Slow Shroom Switch – Toadsworth is renowned for his slow pitch in the Mario Baseball titles, and he shows that again here, when he demonstrates his own pitch by throwing a baseball in front of him. Slowly, obviously! So this makes it a projectile, sort of, right? Um, sort of.

Toadsworth is unable to move during the duration of the attack, which is bad because of what happens later. Erm, as you can see, Toadsworth throws a baseball in front of him... Toadsworth throws what seems like a baseball, but just before it hits the opponent (Or if it misses, near the end of the pitch), the baseball transforms into a Poison Shroom! (It's not a Slow Shroom, despite the name of the move. Sorry about that.) The Poison Shroom (If it hits the opponent) then shrinks the player as if they were effected by a regular...Poison Mushroom.

  • [10%]
  • (Knockback : Very Low. Once the opponent is hit by the pseudo-baseball...thing, they'll just step back a bit as they realize that they were not really hit by a baseball.)
  • (Range : High. The range of the pitch is about two Stage Builder blocks long, higher than even Toadsworth's forward smash attack, coincidentally.)
  • (Speed : Very Low. Oh, this attack is something awful in the speed category. But it IS a slowball, so I guess that reconciles things a bit.)

Comments : This move is just...horrendously slow. Even for Toadsworth, it takes a very lengthy three seconds to completely start and finish. The pitch itself takes the longest, with one and a half seconds topping the...invisible charts. That means that there's half of a second of lag on either end of the move, so that's...bad. (It's sort of obvious, but...) This means the opponent can whale on you with a completely charged Smash Attack if you miss completely, so use it with great, great caution. However, with all of the downsides to this usually terrible move, there are a few good sides. One good thing about this is that if the baseball or mushroom actually manages to hit the opponent, it'll shrink them no matter how they avoid it, even if they have their shield up, it's not effective against Toadsworth's Star Pitch. If the opponent tries to sidestep it, then, unless they do it almost perfectly, most character's sidestep dodges don't last long enough before the Poison Mushroom completely disappears. The duration that the opponent is shrunk is a bit less than being shrunk by a real Poison Mushroom, which is about...seven seconds or so? Oh, and one last thing before I end this very long move description; the reason why it's a Poison Mushroom is because it shrinks...um, … yes, it shrinks them and also it's based off of the Poison Mushroom used in Luigi's Mansion, which...is a Slow Shroom, judging by its colors...or something. Something like that. I also apologize if I made the move a bit too broken...or maybe the other way around. I think I went overboard on the tilts, a bit. It's fine if I replace this with the Forward Smash, or I could just scrap this all together. I'm still a bit unsure about this move, which explains the...giant wall of text. I think it's a bit too broken since it effects them in their shield state and also sidestepping doesn't work...maybe I could have it bounce off shields instead of nullifying them? Or...or, or! Maybe it'll just slow them down? Wow, I'm incredible! > <; And pathetic. This is just wayyy too impractical for Smash Bros., I'm afraid.

Down Tilt : Stupendous Sweep – Toadsworth takes his mushroom beheaded cane and swings it across the floor in a stiff movement, causing anyone hit by the cane to be knocked abruptly into the air. If the opponent is hit by the top of the cane, again, by the mushroom sweetspot, they will be dealt slightly more damage and knockback. The mushroom on the head can't spike anyone, however, so don't go all willy-nilly whacking everyone in sight if they're on the edge.

  • [Mushroom Tip : 12%, Rest of the Stick : 10%]
  • (Knockback : Above Average. It knocks the opponent into the air, almost at a ninety degree angle perpendicular to the surface, about ¾ of a Stage Builder block at Mario in his fifties. Percentage, not age.)
  • (Range : Average. Most Down Tilts reach pretty far, and Toadsworth and his cane are no exception. The cane's hitbox is roughly twice of that of Luigi's or Ness'.)
  • (Speed : Average. Not the fastest Down Tilt in the world, nor the fastest attack in Toadsworth's arsenal, but its speed can still get its job done. Too bad it doesn't have enough speed to 'lock' the opponent, or any qualities that might let Toadsworth be able to chain a few Down Tilts continuously.)

Comments : A 'normal' (Or I guess you could say bland) down tilt. There's nothing very notable about this, as it is average in all retrospects (At least in my opinion; sorry if I came off as too rude or anything > <; ). It can lead to a couple of set-ups though, so that makes it better than some of the other Down-Tilts out there (It still can't trip anyone though, too bad.) You might be able to get a hit of Mad Hatter in if they're at a low percentage; or, jump over them and use Mushroom Screw if they aren't expecting it (That one's not much of an option.)

Or, you could attack someone on the edge, that'll knock them into the air. Probably the biggest downside of this is it's ending lag; it takes about a quarter of a second for it to end, leaving you a bit vulnerable. The attack has very good shield stun (Or push?) though, so hopefully that'll lessen the chances of them being able to counterattack. But aren't most down tilts like that?

Dash Attack : By My Grandfather's Marmalade! - Toadsworth rushes forward carrying a jar of dusty peach-flavored marmalade, and shouts some random gibberish, before tripping. Toadsworth falls flat on his face, and the marmalade of jar is thrown out in front of him, and shatters on the ground, spilling and leaving a gooey mess all over the floor/opponent. It seems that the opponent is stuck in a sticky situation! (Sorry, I couldn't resist ^^')

Toadsworth is free to do whatever he wants to the opponent (If they're caught in the blast of the marmalade, or if they stumble into it) for one second, as the opponent is able to do anything but move. Toadsworth has to hurry and recover from his trip, of course, so the timing is really strict here. After a second has passed, all of the marmalade vanishes instantly, and the opponent is able to move again.

Oh, and if the jar is thrown over the edge of the stage, if it comes into contact with an opponent, then they won't be smothered with marmalade when the jar breaks on their heads, it'll just cause them to flinch, which had to be sort of obvious.

  • [7%]
  • (Note : If the opponent walks into the marmalade after it has already spread all over the ground, they simply get stuck in it, and don't suffer any damage. Sorry if you already knew or guessed.)
  • (Knockback : Very Little. It causes them to flinch, which means that they'll almost always get stuck in the marmalade, unless they roll away at the last second. The main knockback will be from your next move, however~)
  • (Range : Average. Toadsworth's marmalade range is a bit...odd. It'll completely miss an average sized opponent if you stand right next to them, since he tosses the jar in a high arc and all that. You have to be a little less than two character lengths away for the jar to actually be able to hit. The width of the marmalade mess on the stage is about the same width as Toadsworth, which, fortunately, isn't a lot.)
  • (Speed : Average. With a further similarity to Toadette's dash attack, it's speed is that of Mr. Game & Watch's dash attack.)

Comments : Wow, I really need to read other movesets more...the only inspiration I get is from my other movesets, which isn't a good thing at all...I'm very sorry once again to others, when I get lots of really nice help and advice yet I'm not giving any others any...I'm sorry. Anyways, I'm sure that this is just a carbon copy of one of those 'Aiding in Playstyle' moves or something. The sticky effect lets Toadsworth to be able to use some of his slower moves, provided that he gets out of his trip animation first. Slow Shroom Switch might actually be able to use in play here, as well as some other attacks.

Oh, and to stop marmalade jars from flying all over the place, the user can only have one marmalade jar on the screen at a time. If you use it while the marmalade jar or marmalade is still in effect, then Toadsworth will simply trip while carrying nothing in his hands. Still, that makes a 2 vs. 2 Toadsworth only match very, very chaotic. Not to mention the spores, bouncing, and everything.

Smash Attacks

[SMSHA]

Up Smash : Mad Hatter – Toadsworth, while he isn't really mad as a hatter, when he gets stressed, he certainly...does go...uh, mad. Both kinds of mad. (Or more, if there are any other than the two most generally used definitions, if I remember correctly)

Toadsworth holds up his cane as if in prayer, clasping his hands firmly and furrowing his eyebrows somewhat angrily. After about a half-second (If you're not charging up the Smash, of course), Toadsworth unclasps his hands and the mushroom on his cane leaps up off of its resting place and expands into a brown and bulbous Mega Mushroom, squishing anyone above and around Toadsworth. The mushroom then pops back onto the cane as it floats down while Toadsworth brings it back to his side.

  • [Uncharged : 12%, Fully Charged : 28%]
  • (Knockback : Above Average. The opponent doesn't flinch, but takes damage and bounces away from Toadsworth in the same manner as being hit from Jigglypuff's Final Smash. The direction that they're knocked away is the exact mirror of...the angle [?] that they hit the mushroom in...so it's pretty useful as an edgeguard, provided that the opponent bounces off of the mushroom from the upper side of it, of course! And the knockback is obviously a less when comparing to Puff Up, of course!)
  • (Range : Average. The mushroom isn't very big itself; it's just a bit smaller than Toadsworth's spotted cap itself, and only covers the area above and in front of Toadsworth.)
  • (Speed : Below Average. Taking a half of a second to execute, this makes the mushroom quite predictable and the opponent will usually halt in place when they see you blow up the mushroom.)

Comments : An underestimated attack with a lot of potential; this move is a nice surprise attack if you don't use it as the accepted intended function of it being a KO move. I think it's the perfect (And probably only) 'Get-Away' move when you're in a sticky situation! The range and timing is a bit awkward however, with the whole thing taking time to getting used to. While it can't be used in conjunction with any other move, it's still great by itself. It's quite useful against those aerial combatants; one hit to the face and they'll be knocked back as if they were a popped balloon. Just one thing about when you use it; don't hesitate! Do with that what you will~

I'll try and get more commentary on this move later, I'm a bit tuckered out right now. Sorries!

Forward Smash : Simply Smashing – Toadsworth wags his index finger teasingly as he brings out his cane extravagantly out of his coat pocket. He grabs the bottom of it, holding it behind his shoulder, getting ready to whack the opponent. One of Toadsworth's feet lifts up off of the ground as he charges up power for a devastating blow. The mushroom on the tip of the cane expands into a bigger mushroom the longer Toadsworth is holding the Smash, which is a visible notification that it gets more powerful with each passing second. Once his back reaches his limit, Toadsworth promptly brings down the tip of the staff onto the opponent's head, causing them to be hit by the large, brown mushroom cap on top of the stick and bouncing away from Toadsworth closes his eyes in tiredness but with satisfaction as the mushroom on the cane reverts back to normal.

  • [Uncharged Mushroom Tip : 11%, Fully Charged Mushroom Tip : 24%, Uncharged Rest of the Stick : 7%, Fully Charged Rest of the Stick : 18%]
  • (Knockback : High. A pretty powerful move in Toadsworth's arsenal, Simply Smashing knocks the opponent back two Stage Builder blocks away, and has the potential to KO an opponent.)
  • (Range : Above Average. Toadsworth's walking stick reaches farther than most would expect due to his short height. It reaches forward exactly one Battlefield platform length in front of him, with a square-like hitbox on the mushroom, rather than a completely round one.)
  • (Speed : Above Average. It's not as slow as some of Toadsworth's other attacks, but compared to other characters, it's certainly not the fastest either. The opponent has a brief moment to shield the attack as Toadsworth starts it, creating some very tiny lag on the start and end if it misses.)

Comments : Simply Smashing is your basic, rounded Forward Smash attack. There isn't really anything special about this, other than the fact that the attack stops as soon as it hits a wall or something of the sort, causing the attack to end abruptly. This actually makes it useful if you trapped the opponent in a corner, because if you use it on them and they roll behind you, the quick halt of the attack can provide you enough time to shield yourself, if the opponent tries to counter-attack on you. Sidestepping is the best method of avoiding this attack though, even if it is a bit tricky to judge the exact moment when the cane is brought down.

You can also maybe tie this attack in with your Down Throw if you predict where they're going to roll, so don't hesitate! This is also pretty much Toadsworth's main way of KOing opponents, due to its pretty small starting and ending lag along with good priority. But other than that, I like it because I think that it's just...so normal, yet so fun at the same time. I mean, playing as Toadsworth of course...but everyone feels that their character is fun to play as, that's why they made a moveset for them, right? I know this isn't the most entertaining thing to read, but I think putting some of your thoughts here and there can make making your moveset a whole lot more fun! Or, just talking to other people about it, but your ideas tend to be a bit...um, restricted? Sorry if I offended anyone.

Down Smash : Adored Spores – Toadsworth waves his hand around the top of his cane, closing his eyes, as if he was peering through a crystal ball when you first activate this move. The mushroom on the tip of the cane glows brighter the more you charge it, just as an indicator. Once you release the smash, Toadsworth will summon up and fire out two small brown mushrooms, similar to those of the Mario series, on either side of him on the floor. The brown mushrooms, as soon as they appear (They also appear instantly, for further information), sprout up to three spores out of their caps, depending on how long you've charged the move.

The mushrooms themselves also do damage, although, it's very minor and doesn't do much significant knockback. The spores last longer on the opponent the longer you charge them, with using it immediately lasting for a measly 1 second along with the mediocre knockback.

  • [Damage Varies; Uncharged : 3 Second Spores, ½ Charge : 6 Second Spores, Fully Charged : 9 Second Spores]
  • (Knockback : Average. The mushrooms themselves knock away the opponent(s) roughly half of a Stage Builder block away at 0%, unlike the spores.)
  • (Range : Above Average. It covers both sides of Toadsworth very well, leaving only the top of his domed head exposed when the move is activated.)
  • (Speed : Above Average. This attack is surprisingly quick. I don't think it's fast enough to be used as an OOS option, but it surely is one of the faster Down Smashes out there, being equivalent to the speed of Mario or Luigi's Down Smashes. And both sides are covered at once too, so that's even better...or maybe not.)

Comments : More of a damage racker than a smash attack than anything, Adored Spores is another alternative for one of Toadsworth's attack; in this case, Shroom Spread. Providing a bit of physical damage as well, you can use this move at a close distance instead of far away, in case you're stuck in a strange situation. The starting lag is high, so that nullfies the use of it somewhat, but at least the ending lag leaves you minimally vulnerable.

Since the tiny mushrooms cause the opponent to flinch, it's possible to land another attack (Neutral or Down Aerial would be nice) if they're distracted and don't put up their shield in time. And, as I'm sure you all have guessed, using it right on the spot only releases one spore from the mushroom cap, charging it halfway causes two, and a fully charged one has three. Most of the time, you'll get one or two, as you'll rarely have enough time at your disposal to fully charge any smash attack.

Aerial Attacks

[AIRAT]

Neutral Aerial : Polar Opposites – Toadsworth and Polari, Rosalina's faithful companion, have a lot more/less in common than you may think (Okay, maybe not). Toadsworth calls on for some assistance speaking in his gibberish talk while waving his cane in a circle around him, sprinkling purple sparkles all over the place. The swing with the sparkles and sprinkles and things surprised Toadsworth; he wasn't expecting his … twirling motion to deal such a high amount of damage. He turns his head around and finds a small, black Luma waving merrily behind his shoulder, before popping into thin air.

  • [10%]
  • (Knockback : Average. Toadsworth and Polari combined don't have enough power to KO a heavyweight opponent, as strange as that may seem. The opponent will just be knocked back as if they were hit by one of those Checkpoint Posts in Green Hill Zone.)
  • (Range : Above Average. The cane and Polari's enhanced range gives Toadsworth's cane a bit of a disjointed hitbox; the enhanced cane range reaches about ¾ of one Stage Builder Block on both sides of Toadsworth. Just picture the sparkles as part of the hitbox too, that'll help!)
  • (Speed : Average. Um, yes, another average. Looks like this attack seems a bit bland...? Anyways, Toadsworth takes about .1 of a second to initiate the attack, making it rounded, sort of?)

Comments : Okay, I know that the description is very, very confusing and probably doesn't even make the slightest sense (Heck, most of the things I say don't make sense...), but it's just a basic...swing in the air. For the animation, it's basically just Mario's Star Spin move in Galaxy, except Toadsworth uses a cane instead of his arms and Polari is present instead of the Luma Mario has when he does the move. Polar Opposites has exceptional range compared to most other N-Airs, so use that to your advantage as well. The move does, however, cause the person hit by the cane to be sucked in and hit throughout the other side, so if you're lucky, you might be able to get a Back Air in, or you can chain a few Down Airs as well, due to the some strange hitstun the opponent receives.

I have just one qualm about this move though; Polar Opposites can really confuse you...when you use it, it's pictured as sluggish in my mind, but...for some odd reason, that doesn't really fit my desires. So I gave it a strange speed. But I guess you all didn't have to know that. Oh, and before I forget, here's something that you all should know : Toadsworth gets a brief stall (Prepare to see a lot more stalling in his aerials > <; There's plenty of them) when he uses it, so make sure that you're at the right height when you attack someone!

Up Aerial : Sporesosbord – Toadsworth tosses his cane up into the air, and then surprisingly twirls the cane in his fingers very nimbly, mimicking the blades of a helicopter. This causes the opponent to be hit up to a maximum of six times, but they won't be sucked in if they come into contact with it. After a brief moment of twirling the cane, Toadsworth pulls it back down, looking satisfied, surely proving the point that just because he's old doesn't mean he isn't energetic!

Toadsworth also gets a very slight boost into the air when he uses it, almost like a stall, but that's only for the first time that you use the attack. This stall is so that you're able to get all of the hits in before you plummet.

As if all of that weren't enough, Toadsworth can produce yet more spores if the player happens to twirl the control stick (Depending on your controller scheme) in a circle quickly before the attack ends, causing two spores to pop out from either end of the cane. The spores last for three seconds, but hey, at least you get some additional damage!

  • [Each Hit : 3%]
  • (Knockback : Above Average. For a damage-racking move, it deals surprisingly high knockback. It can even be used at a KO move during some situations, if you're high enough on a stage with a low ceiling, like Battlefield, for instance.)
  • (Range : Above Average. The cane has a very wide hitbox; it's longer than Toadsworth's rather large head, elongating to the length of a Star Rod or something similar. The hitbox has low height, but I think the width of the attack is the most important part of a U-Air.)
  • (Speed : Average. There's a tiny bit of delay when you start the attack, which makes it slower than some U-Airs such as the Zero Suit Samus' or Meta Knight's, but faster than ones like Zelda's or Pikachu's.)

Comments : Dear dear, this move seems remarkably similar to someone else's Up Air, doesn't it? Oh well, I've done what I can. Sporesosbord is another damage-racking move, and is much less situational than some of the other ones. While Sporesosbord can only be effectively used while the opponent is in the air, thankfully, Toadsworth can easily force them to do that whenever he wants to, so this is a nice touch to his aerial combat. It's quickness, priority, and sheer usefulness makes it a solid attack to use in almost any environment.

The only downside of it is that when shorthopping and using this, you might not get through the entire attacks duration, and making yourself vulnerable, as the knockback of the final hit isn't being dealt. But I personally think that's a small price to pay when you can potentially rack up 18% damage from one move. The...suction is not as effective as Meta Knight's Tornado though. It can still be DIed out of if done correctly. I'm not very knowledgable about...um, things like this, so sorry if that description was a bit confusing.

Forward Aerial : Bug Zapper – Toadsworth's might cane has another interesting function; it can be used as Toadsworth's personal bug zapper! Once you use this, Toadworth will jab his cane out in front of him and a very, very small lightning bolt will shoot out of the cane. The lightning bolt provides a small extra damage boost to the main damage dealer of this move, which is Toadsworth's cane itself.

The lightning bolt also has a small chance of stunning the opponent, only at about 10% or so. Because of this low chance, it can be hard to react quickly by attacking the opponent again while they're stunned, making it not very viable (The stunning part, that is.). After Toadsworth finishes quickly zapping the opponent, then the cane will turn back into vertical position.

  • [8%]
  • (Knockback : Below Average. This attack is more to be used as a pressuring tool rather than a KO one.)
  • (Range : Above Average. The cane reaches in front of him about the same as Link or Lucas' Tether Grabs, so Bug Zapper beats some other attacks in terms of range, here.)
  • (Speed : High. Almost as fast as a jab (Not Toadsworth's own jab, mind you), this aerial is the fastest attack out of … all of Toadsworth's attacks, somewhat surprisingly enough!)

Comments : This attack has a very short duration, only lasting for the same time as a jab. The good thing about it is that it's almost as fast as a jab as well, matching up to the speed of Mario's jab. It can be used as a good surprise attack, and you actually might be able to chain a few of these on lighter (Or was it heavier? Or maybe floaty...) characters. There aren't really any risks to this, so use it without hesitation! Even a small burst of damage can help you in the long run.

Oh, and one other probably important feature that I should've told you before was that Toadsworth … sort of stalls, when he uses Bug Zapper. This means that it's a bit hard to use on moving opponents, but it's also quite helpful in a couple of other situations, such as trying to avoid an edgeguarding attack as you recover back onto the stage.

Back Aerial : Fine 'N Dandy – Toadsworth takes a brief glance behind him, before swinging his cane out behind him abruptly. You can direct the direction of the cane by tilting the control stick (Depending on your controller scheme) slightly upwards or downwards, giving this move a bit more versatility. Once Toadsworth is finished glaring angrily behind him, he brings his cane up and back as quick as it came.

  • [10%]
  • (Knockback : Above Average. Oh, not too high, and not too low. It can KO a middleweight at a percentage of 130% or so, but this attack can also be used … um, repeatedly.)
  • (Range : Below Average. The cane, unfortunately, doesn't poke out as far as it usually does. Surely not the best compared to most of the other B-Airs of the cast, it can still get the job done if you're within one character width within the opponent.)
  • (Speed : Average. Not the fastest attack either, it looks like Fine 'N Dandy is rather bland, right? It takes about .3 of a second for Toadsworth to bring his cane out)

Comments : A viable and good attack for almost any purpose, you can either chain two or three of these swings together; it's a great edge-guarding tool, and you can use it as a follow-up after quite a few other attacks and throws. The ability to change the positioning of the cane just makes it better. The only thing dragging it down is it's range and speed; the opponent has to be quite close to Toadsworth in order to be hit, and if the opponent is quick to powershield the attack, then, well...expect to be shieldgrabbed, or N-Aired by the opponent. Its ability to pressure the opponent well makes it a good move by itself as well; although maybe not as good as Mr. Game & Watch's.

Down Aerial : Mushroom Screw – Toadsworth twists his cane upside down and propels it downward, twirling it like a drill. This allows him to do up to three hits on the opponents, but it also causes him to fly down into the stage, like Toon Link/Link's Down Air or some other similar attack. The attack's duration is only for a second or so, so don't think that you can drill someone all the way on your way to the stage. Once Toadsworth reaches the ground, if he's finished with the attack, then he'll just plop down with a touch of ending lag (If you hadn't used another aerial attack by now, or air dodged, of course).

If he's still in the middle of his Mushroom Screw, then Toadsworth will bounce off of the floor approximately one Stage Builder Block in height, and you can control the direction he bounces, causing him to do a bit more damage to someone if they get hit by his bounce, as well as possibly confusing them.

  • [Each Hit : 3%, Mushroom Hit : 4%]
  • (Knockback : Drill Hit : Low. It causes the opponent to flinch, but even the last hit doesn't do much significant knockback. This is, yet again, another damage-racking move for Toadsworth. Mushroom : Above Average. It doesn't have the 'bouncing' properties as some of Toadsworth's other mushies do, but it still deals some considerable knockback. The hit from the mushroom is the one that may KO; it sends Mario sprawling from the edge of Final Destination at 110% or so.)
  • (Range : Drill Hit : Low. The opponent has to be nearly in direct contact for one of these hits to um, hit. Mushroom : Above Average. Does this even count? It's a spherical ball, about two or three times the size of a Smart Bomb (When it's not activated, of course).)
  • (Speed : Drill Hit : Above Average. It's fast enough to rival that of Bug Zapper. It's roughly the same as other D-Airs that send you toward the ground, a bit of start-up lag at the beginning, but nothing extreme. Mushroom : Below Average. Toadsworth bounces off of the ground at a speed roughly half of that when he was plummeting towards the ground, so that might catch an opponent off guard.)

Comments : A strange attack, but I think it has a bit of flair. Guess where I got the inspiration? (Hint : It's from a magical talking umbrella :D ) This is especially fun to use during short hops; the bounce you receive from the attack is higher than your original jump, actually! An okay damage-racker, the only thing that's bringing it down from usability like Mario's Down Air or something is that aforementioned bounce at the end...it's a shame, but the bounce gives some good and bad sides. You can use this on the edge so that you can ignore the bounce factor of the attack completely and grab onto the ledge if no one is occupying it.

You can also stall somewhat using this attack, similar to Toon Link/Link and Lucario's Down Air semi-stall. The attack comes out pretty quickly, but has a bit of considerable ending lag (Either from the bounce or just landing), so make sure that you're okay that when you use this against someone, that you'll be able to recover!

And try not to bounce off of the stage, please! This attack is just a feast for characters that attack quickly...~ At least the priority is okay against some Up Airs and such, but this is just absolutely horrible to use on someone that's just waiting on the stage with an Up Smash. Your best bet is to use it after another attack, possibly Mushroom Monarchy, to drill your opponent down onto the stage, sort of like Zero Suit Samus when she uses her Up Tilt and follows up with an Up-B.

Final Smash – Royal Retainer

[FNLSM]


Toadsworth's Final Smash is pretty handy for the old fellow, as you don't need to aim or do anything beforehand; just press the Special button and you're ready to go!

As soon as you activate the Final Smash, Toadsworth twirls his cane around him and shouts, “Hi-ho!”, before a yellow and red striped time vortex appears in the ground beside him. After a dazzling display of lights and stars, a somewhat familiar figure pops out of the hole. Young Toadsworth is here to aid Toadsworth! Once Toadsworth's younger self stands beside him, the hole sinks in back to the ground. Toadsworth is now free to attack whomever he likes, with Young Toadsworth mimicking his actions. The current Toadsworth can still be hurt by attacks and such, but Young Toadsworth is not affected at all, so that provides some assurance. Young Toadsworth sticks around with Toadsworth for fifteen seconds, before another time vortex appears beside him, and brings him back to his original time period.

Notes : Hm, nothing very extravagant, but I think that suits Toadsworth's demeanor quite well. I'm thinking of having him summon up a bunch of Toads instead of this, but I thought that there were already a bit too many Final Smashes like that. (Okay, maybe not. Only King Dedede and Pit have those kinds of Final Smashes.) I really need to work with my originality/creativity when writing Final Smashes, as I need to do with everything else I'm doing. Toadsworth seems like some super shroom ninja with Young Toadsworth right by his side. >_>;

Grabs & Throws​

[GBTHR]

Grab : Wisdom of the Wise – Toadsworth jabs a finger at the opponent's face, beckoning them to come forward. The opponent, if at a close enough range, will be dragged towards Toadsworth as if by a magnetic force. Toadsworth then grabs the opponent's shirt/collar/chest and holds onto them tightly, a vindictive glare in his eyes.

  • (Range : Above Average. For a stationary grab, the range is surprisingly high. Due to the erm, disjointed area of affect box, the opponent may be caught off guard. Unfortunately, Toadsworth's Pivot Grab is horrible, and he doesn't really utilize his grabs all that much.)
  • (Speed : Average. I don't think that I even need this category, it's just to distinguish the difference between those with tether grabs and...those that don't.)

Dash Grab : Cashmere Cardigan – Toadsworth, for some very odd reason, tosses out one of Peach's beloved cardigans, in the prettiest shade of pink, out in front of him. Toadsworth has his arm in one sleeve, with the other wrapped around his cane, forming a true...cane. Toadsworth stumbles a bit if he misses.

  • (Range : Above Average. The cane reaches out quite far in front of Toadsworth, the same as Lucas's tether grab. It's not as good as either form of Samus' grabs, but it's still quite exceptional.)
  • (Speed : Below Average. Like most (If not all) tether grabs, there is some rather high ending lag. The start-up lag is acceptable, but Toadsworth is left a sitting duck if he misses.)

Comments : That was some very awkward wording there. I need to remind myself to fix it later. Bleh, so many things to fix. The cardigan was there to provide some comfort to the person being grabbed; I wouldn't want to be dragged by a chain or plasma whip, would I? And cashmere is just so soft! Wow, I sound odd. Sorry, this is just a self-insert note for me, really. Not much objective insight or anything like that, sorry.

Pummel : Wheel of Whimsy – Once Toadsworth has a firm hold on his opponent, the mushroom cap on the tip of his cane is replaced by a rotating wheel; Toadsworth nudges the opponent in the chest with the wheel, and by chance, he can either do 3% for one pummel, or a measly 1% per pummel. Each has an equal chance of being done.

  • [Each Hit : 1 ~ 3% (Random)]
  • (Speed : Average. To keep things fair and as even as possible, isn't it only logical for the speed of the pummel to be average? It's the same as Mario or Mr. Game & Watch's pummel in terms of speed.)

Comments : Or rather, just a random blurb...thing. I just thought of another, perfect replacement for Toadsworth's pummel : Shroom Shake! Oh, that was such a bad pun. Sorry. My sense of humor is terrible.

Up Throw : Chin Up, Old Bean – Once Toadsworth has gotten a firm hold on his opponent, he sets them scolds them by pointing his finger angrily at their neck. The opponent looks down, slightly surprised and confused by the action, but as soon as they do, Toadsworth whacks his cane right under their chin, sending them flying into the air.

  • [10%]
  • (Knockback : Average. The opponent is knocked roughly one Stage Builder block away from Toadsworth at a moderate percentage like 60% or so, which gives Toadsworth a chance to shield himself if the opponent tries to counterattack.)
  • (Speed : Average. This throw is just a tad slower than King Dedede's Up Throw, making it pretty fast.)

Comments : I was thinking of using Polari for this move and substituting another for the neutral aerial, but I guess that's too late for now. I'm sure you all know what the move name would've been. Anyways, Toadsworth's Up-Throw doesn't have much going for it; it's just like any other Up-Throw~ I don't mind the blandness of this move, but I should spice it up a bit more. It's not getting much interaction. :x You will easily get a hit of Sporesosbord if you toss the opponent up onto a platform though, unless the roll or shield in time. That makes it very, very useful on Battlefield, Smashville, Pokemon Stadium, and the like.

Forward Throw : Quite Right – Once you start this throw, the opponent's mouth will open, but Toadsworth will stop them and shake his head sadly. As he shakes his head and the opponent looks at him in confusion, Toadsworth jabs his cane at their feet, tripping them. Toadsworth then knocks them away using the bottom of his cane, using it as a broom. The opponent will always trip as they land after they're thrown.

  • [7%]
  • (Knockback : Average. The opponent flies into the air for roughly ¾ of a Stage Builder block away if there is no surface for them to land on.)
  • (Speed : Average. This throw takes a little longer time to execute than his other throws, but it's actually a bit quicker than you might expect. Something a bit faster than the Ice Climbers' Forward Throw is what I think. Sorry if that made no sense.)

Comments : Quite Right, is really just there to help you mind-game your opponents. By forcing them into a trip, you can follow up after them, or use Mushroom Screw to maybe catch them off guard. Any aerial attack other than Sporesosbord will work too, although you have to be quick if you want to catch them with Fine 'N Dandy. Mushroom Monarchy is a nice way to use this too, since there isn't much ending lag to this throw. Who knows, it might even KO them! Take a few risks.

Back Throw : Lefty – Toadsworth takes his cane and twirls it once in his hand behind his back, transforming it into a golf club. Toadsworth places the opponent behind him, and he takes a fine swing at their bottom, sending them sprawling into the air with pain. Toadsworth looks at the opponent as they fly through the air, satisfied, as his golf club poofs back into his cane.

  • [9%]
  • (Knockback : Below Average. The opponent flies at a low angle, which may cause them to roll onto the ground, if they cancel the momentum. Not sure if you can do that from throws, though. Toadsworth' Back Throw can never be used as a KO move, it's just nonviable.)
  • (Speed : Average. Not the fastest for a B-Air, maybe something like the speed of Peach's in terms of execution.)

Comments : The funny thing about this throw is that Toadsworth has never appeared in a Mario Golf title, and he has a throw about golf when it could've been a tennis racket or baseball bat. I didn't want him to be a bit too similar to Ness or Peach though, so I didn't choose those two (But then again, Peach has a golf club too...Oops!).

Okay, with all that aside, I think that this throw is … average. The time that it takes to set it up is a bit slower than other throws (Around the same speed as the Ice Climbers' Forward Throw), but other than that, it's pretty rounded in all aspects. It's hard to follow up with an attack after this throw though, due to its slightly unpredictable knockback, since the opponent can DI into any direction they want easily.

Down Throw : Undergrowth - With a bit of effort, Toadsworth shoves the opponent onto the ground, and raises his cane. As soon as the cane reaches the apex of its raising of caning, Toadsworth slams the bottom of it into the ground harshly, causing the victim to open their eyes in surprise. A small tremor appears on the ground, and knocks the opponent away.

  • [10%]
  • (Knockback : Average. The opponent is sent off in a northwest/northeast direction, out and above Toadsworth.)
  • (Speed : Below Average. Toadsworth takes his time in slamming his cane down into the ground, but the tumultuous quake doesn't affect himself, which is all the more benefit to him.)

Comments : Like all of Toadsworth's throws, there is very little ending lag, and Toadsworth can follow up easily afterwards. For undergrowth, I don't suggest using any aerial attack other than N-Air, since they'll be sent right above and next to you. Actually, maybe you could use Mad Hatter! Since the attack's duration is quite long, if the opponent doesn't DI out of Toadsworth's way in time, you may just be able to scrape off a KO, although...that's not very likely.

Situational Attacks

Get-Up Attack (Faceplant) : Bifocals - Toadsworth presses his hands onto the floor and plucks himself off of the ground with a small popping sound, his face flattened by the fall. As he rises back up, his cane lying beside him floats up and twists around Toadsworth once, damaging any opponents that are near him. Once Toadsworth is fully up, his face pops back out to normal and his cane flies back into his hand, with his other adjusting his spectacles.

  • [6%]
  • (Knockback : Low. His cane works as a protection device, although it's not really guaranteed that it'll work on quick players. It seems like Toadsworth's cane acts like more of a magic broom now, right? That's what I've been thinking. >.< Maybe I've been reading too many fantasy stories lately.)
  • (Range : Very Low. The opponent has to almost literally bend their back over Toadsworth in order for them to be hit by the cane.)
  • (Speed : The entire attack takes less than ¾ of a second to finish, which is surprisingly short for him. There is a touch of starting and ending lag though, so be wary when getting up, although it'll probably be already too late if you've already done it.)

Get-Up Attack (Pratfall) : Delirious – Toadsworth swings his cane up into the air as he leaps up with unexpected vigor and speed, shouting incomprehensibly. He spins around twice on the spot, his cane protruding out from his side, all in the matter of a second or so, dealing two hits in total. Toadsworth's eyes are replaced by stars for a brief moment, before he shakes his head and supports himself with his cane.

  • [Each Hit : 4%]
  • (Knockback : Average. The first hit doesn't have as much knockback as the second, but it can still blow away an opponent to keep Toadsworth safe from harm.)
  • (Range : Average. Toadsworth's cane is similar to a blade when talking about range, and his get-up attack is no exception. If Toadsworth to use any other part of his body, it probably wouldn't even hit Olimar, when he's at his real size. It is about the same as Toon Link's Get-Up Attack.)
  • (Speed : Average. There's a lot of start-up lag for this one, leaving people like Falco to Up Smash you easily if you happen to use this while they're shielding, but the overall attack goes by quick with not much ending lag.)

Ledge Attack (<100%) : Royal Rumpus – Toadsworth swings himself up onto the stage without injuring his back for once, his bottom up first. After hitting anyone in the way with Toadsworth's bottom, he pulls himself back up onto the stage and uses his cane for support. Toadsworth looks appalled by the feat he had done, but he quickly turns back to the tide of the battle.

  • [7%]
  • (Knockback : Below Average. The opponent will be knocked towards the center of the stage, but not enough at almost any percentage so that Toadsworth is safe from any long ranged attacks, especially smashes.)
  • (Range : Average. The hitbox doesn't cover much of the stage, but it does cover the area all around the edge, so it's useful against other people that may also be recovering.)
  • (Speed : Average. Toadsworth's swing takes just a brief second as he musters up the energy to do so, but it is still quick enough to be considered, 'average', in my book. It takes about three tenths of a second to activate.)

Ledge Attack (>100%) : Mushroom Maneuver – Toadsworth pulls himself up onto the stage headfirst with a huff using both of his hands, flourishing his cane in front of him as he does so. It's merely for cosmetic purposes, the cane doesn't really do more than one hit. There are two hits in total though, first is pushes himself onto the stage and his domed head functions as a hitbox, the second as the cane. He lets out a breath of air when he crawls back on, and even his mustache droops as his energy dwindles.

  • [Each Hit : 4%]
  • (Knockback : Above Average. The opponent, if their percentage is also in the hundreds, then they'll be knocked back to the center of Final Destination if they walked over to give Toadsworth a hearty hello. Although, I'm not really sure if it's above average, maybe it's actually average...oh well, I may be a bit too picky.)
  • (Range : Average. Pardon me for saying this, but some of you may realize that this ledge attack of Toadsworth is remarkably similar to that of the Ice Climbers' [It's so memorable for me for some odd reason; maybe it's because I can never shield myself against it, and I want to give Toadsworth … that kind of power too, although I hardly thing that that's a good 'power', seeing as how you have to be above 100% for this to come into effect. Sorry for that ramble. Or rant. Whichever you prefer.])
  • (Speed : Average. When compared to other >100% Ledge Attacks and moves in Toadsworth's moveset alike, the speed of this is only average. Not that surprising though, since you must be pretty tired by now if you're above 100% in damage.)

>_<; I also just realized I'm missing a trip get-up attack. I'll get that one added in shortly. Thank goodness situationals aren't required!

Taunts

[TANTS]

Up Taunt – Salutations! : Toadsworth faces and waves at the screen with a quick flick of his hand, similar to the introductory image I used at the very top of this post.

Side Taunt – Memorable Memoir : Toadsworth takes a small locket out of his pocket, before flipping it open immediately. He gazes fondly at whatever is inside the locket (It's too blurry for you to see), before snapping it tight and putting it back into his vest.

Down Taunt – Chipper Kipper : Toadsworth faces the screen and nods his head up and down slowly, closing his eyes with satisfaction as his hands rest on the top of his cane. After about a second or so, Toadsworth opens his eyes and goes back to his idle stance.

Victory/Losing Poses

[VICLO]

Victory Pose 1 : The Perfect Parade - Toadsworth zooms into the screen on his Parade Kart, with two large mushroom statues sitting on the two pedestals on the kart. Toadsworth waves one of his hands as he drives, before stopping to a halt after looping around three times. He continues to wave as he looks at the screen.

Victory Pose 2 : Congratulated Caretaker – Toadsworth is seen surrounded by five differently colored Toads (Their colors match those of the Toad Brigade), as well as Toad, Toadette, Toadsworth the Younger, Baby Peach, and Princess Peach herself. Toadsworth looks flustered by all of the commotion until he notices the screen, and a blast of confetti showers him. He looks up, and smiles hesitantly into the camera.

Victory Pose 3 : Jolly Holly – Toadsworth puts his hand on the tip of his cane and nods up and down slowly, closing his eyes with a small smile on his face, exactly the same as his Down Taunt. In the background, you can see a small, red sleigh drive past, with a figure dressed in red sitting on the seat.

Victory Pose (With Mario/Luigi/Princess Peach) : Surprised Steward – Toadsworth rubs the back of his head nervously as he apologizes, saying, “My apologies, Master Mario / Master Luigi / Princess!” If there is a combination or all of them up there, then Toadsworth will say both or all of their names.

Losing Pose : Surly Shroom : Toadsworth claps his hands politely with his cane set in the ground beside him, but you can see the ends of his mustache drooping. Poor Toadsworth, he must be disappointed.

Playstyle

[PLYST]

As you may have noticed, Toadsworth specializes in building up the opponents damage from afar, before bringing in one or two powerful hits as his most … um, fitting form of play. With his low speed and average priority, Toadsworth must make use of his range attacks, as all of them can lead to potentially problematic predicaments. Toadsworth's attack durations are deceptive, and well, so are most of his other qualities, so that's another advantage. Toadsworth also tends to rely on his aerial attacks more so than his tilts and such, since his aerials are generally the fastest attacks of his group (Or the only fast attacks at his disposal). However, Toadsworth's Dash Attacks leads to a possibly infinite number of set-ups, and because it's not that slow either, try and incorporate it into your playstyle.

Free-For Alls / 2 Vs. 2

Toadsworth, as you may have guessed, is best at Free-For-All battles. Toadsworth can't bring out the potential of some of his more important moves in a 1 vs. 1 match, and his spores can be homicidal in a Team Battle. However, this makes Toadsworth as much of a threat to the other team as he is to his own, in a 2 vs. 2 match. His Mushbrella (U-Tilt), Mushroom Monarchy (Neutral B), and Mad Hatter (U-Smash) moves are moves you should use sparingly; only when needed, and make sure your partner is out of sight or at a low percentage! If you're in a Free-For-All, you can jump amidst the fray and try to use a marmalade jar; then use Slow Shroom Switch for maximum effect.

1 Vs. 1

Approaching

For approaching, pressure the opponent by tossing out marmalade jars (Dash Attack), Mah-Jong tiles (Side B), and some confusing Mushroom Screws (D-Airs). Keep them guessing what you'll do next; if you're in a 1 vs. 1 match Retreating Bug Zappers (F-Airs) can be useful against an opponent if you're trying to approach, due to the small stall and how fast it comes out. Most of Toadsworth's other aerials are good options as well, due to them also having a short stall, with Bug Zapper having the most effective one, as mentioned before. Most of Toadsworth's projectiles have low priority, however, so keep note of that if Link is chugging arrows and boomerangs and such everywhere, or Zelda with Din's Fire, before tossing a jar or tile. If they're firing lasers or some other sort of annoying projectile continuously, shield, and either approach using his aerial moves like I mentioned before or simply toss Mah-Jong tiles to force them to stop their projectile barrage. Use Stupendous Sweep (D-Tilts) Toadsworth doesn't have the best range out of the cast; in fact, it's actually pretty limited. But I have to say he's pretty good when it comes to pressure and approaching. Maybe this paragraph should've been dedicated to pressure instead, I'm not sure what this is now.

Attacking

Hm, attacking. Toadsworth doesn't have many viable ways of racking up damage (From what I think); again, his aerials are best, but there are other ways too. Tiles are obviously one way, but his grabs should be used often as they can lead up to another attack.

Onto defense.

So, all in all, Specials are used either sparingly or very, very often (Refreshroom, Tiles...), Aerials are pretty much his best overall aspects, Tilts are for situational purposes, use Spores to rack up damage, apply bounce tactics as a substitute for a set-up to rack up damage other than simply knocking them into the air. Most of Toadsworth's attack come out rather slow, so you have to think ahead of time of what you're going to do. I think that Toadsworth's playstyle is a bit...flopped. But I haven't ever really done a real playstyle, so I know that it's horrible and I'll try and get to work on it. But I hope that it's fun enough, I'm still experimenting with the 'Bounce' concept...I may incorporate it into a future moveset someday, that's how much I like it! But that's not saying much, since I copied some of my previous movesets' attacks and such...bleh. I'm not even sure if Toadsworth is underpowered or overpowered, although I'm sort of hanging on the former. The moves don't exactly mesh well together.

Most likely to be edited later, but due to my laziness and procrastination 'skills', that doesn't really seem all that likely after all.

Playing Against Toadsworth

“Now now, boys! Don't touch that stuff!”

Toadsworth, Super Mario Sunshine (2002)
The main thing that you should avoid from Toadsworth, are his Mah-Jong tiles. While they aren't as big of a deal as I make them sound like, they're still pretty troublesome and can mess up your game. Treat them as you would with Snake's grenades, toss them back if you see that they're distracted, or just reflect the spore explosion when Toadsworth sets it off, it'll render the tile completely harmless, and if Toadsworth is within range of his own spores (A very, very low chance; it's meant to be a ranged weapon, obviously), he'll get effected too, like I said in the move description.

Toadsworth's ground game is a bit absurd; all of his tilts (Except for his run-of-the-mill down tilt) are impractical to use in a real 1 vs. 1 match. His jab isn't all that fast either, so he'll have to rely on his Smashes to get him out, but even his Smash Attacks are easily predicted. Corner him and lay a barrage of attacks on him; Toadsworth can't use his tiles, spores, or other good attacks. Toadsworth lacks the options to get him out of a troublesome situation.

Toadsworth's recovery is mediocre as well; while it may be tricky to gimp Toadsworth, he can surely be attacked at any one time, much like some other, more predictable recoveries of other characters. Since his Toad Tier causes him to spiral in any direction he wants, on his way down, he'll be left a sitting duck. Attack him while he's gently falling if you can. Toadsworth's off-stage game isn't that marvelous, but you have to watch out for his Stupendous Sweep; it'll knock you off of the edge and into the air where Toadsworth can annoy you with his spore attacks, either by Adored Spores or Sporesosbord.

Toadsworth may even seem like an ally in a 2 vs. 2 match, since he hampers and helps his team equally. Watch out for his marmalade jars in battle, and if you have a reflector, reflect the tiles if he tosses them at you; they will affect both him and his partner.

Match-Ups

[MTCHU]

Meta Knight : 35 – 65

Toadsworth doesn't fare too well against Meta. Due to Toadsworth general lack of speed and options, Meta Knight has an easy time to pressure Toadsworth and bombard him with attacks. Toadsworth's useful attacks also lack in priority when compared to Meta Knight's, which leaves him extremely vulnerable to his D-Tilt, Tornado, N-Air, and such. Toadsworth's somewhat slow 'Shield' also hinders him if Meta Knight approaches him using Shuttle Loop. Plus, since Toadsworth is easily gimped by characters like Meta Knight, he really doesn't have much of a chance against him.

King Dedede : 50 – 50

King Dedede is an even match-up for Toadsworth. Toadsworth's marmalade jars and tiles may not cancel out King Dedede's Waddle Dees, but they are small enough and thrown in such a way that they can either go above or pass under them, respectively. This forces both of them to approach. King Dedede has a much better ground game than Toadsworth, and he has no trouble chaining a few D-Throws while he's at it. However, if Toadsworth manages to knock King Dedede into the air (Maybe Mushbrella?), Toadsworth can easily go through his attacks if he so wishes. When King Dedede is falling, Toadsworth can use Mushroom Monarchy or some other high-ranged move to keep the big penguin in place. Toadsworth's F-Air beats King Dedede's B-Air in range, but not priority. This may discourage you a bit, but I'd be willing to take the risk if King Dedede tries to edgeguard you using his B-Air or something similar. Just watch out for his grabs, and keep away from him, and you'll do just fine against King Dedede.

[.::*To be updated when I get some insight on general match-ups and playstyles in general*::.]

I'm so sorry to have disappointed you all, especially the moveset before mine. Sorry! > <;

Stage & Music​

Toadsworth, unfortunately, doesn't have a stage. He shares his main stage with the rest of the Mario cast, of Mario, Luigi, Princess Peach, and Bowser. He does, however, have some music that can be unlocked once you unlock Toadsworth.

[Mushroomy Kingdom]

[Mario Circuit]

[Luigi's Mansion]

Assist Trophy – Baby Peach


Baby Peach makes an appearance in Brawl, in the form of an Assist Trophy! The much more childish form of Princess Peach tries her best to use all of her abilities to affect the playing field. That is, her crying. Once Baby Peach is summoned out of the Assist Trophy, she'll start crawling around the stage. After three seconds of crawling aimlessly, Baby Peach settles in her baby carriage, and starts to suck on a pacifier for, about six seconds. If anyone bumps into her while she's sucking on her pacifier, Baby Peach spits it out and immediately starts to cry, bawl, and everything else that has to do with tears. (If no one touches Baby Peach, then she simply giggles and disappears) The baby carriage then flips and transforms into the Baby Booster (Mario Kart Wii), and then starts to drive back and forth across the stage at a medium pace, Baby Peach rampaging all the while. Being hit by the Baby Booster will deal 10% damage per hit with low knockback, dealing a strikingly similar amount of damage and knockback as the Wario Bike. After six seconds of crying, Baby Peach will halt in place and a giggle will be heard as she disappears. Talk about mood swings!

Trophies & Stickers

“Princess, look! On the statue's head!”

Toadsworth, Super Mario Sunshine (2002)
Toadsworth – Worrywart

Royal Retainer – Two's Company

Young Toadsworth – Daft and Daring

Baby Peach – Royal Infant

Refreshroom – For the Faint

Parade Kart – The Shroomobile

Lady Lima – Another Unpredictable Advisor

Fawful – The Chortling Charlatan

Descriptions to be added later~

~

Ah, I'm sorry for being so late! I hope everyone has had a great summer, I sure am! Although, I procrastinated...a bit. With everything. I apologize for that. ^^; I know I tend to drag things on a bit...I'm just trying to keep everything interesting, sorries. Oh, and I'll try to be a lot more open to suggestions; I can't believe that I just realized that I didn't really listen to many of the suggestions some of you have given me; I'm very sorry for that! Thanks again for your support ^^;

Okay, wow, that paragraph above is seriously outdated! It's been a month since I've even looked at my moveset, I'm so sorry! I forgot about it, which isn't that surprising...oh dear. Looks like I'm getting worse and worse with every Make Your Move contest. Fiddlesticks. I know I can't make up for all I've missed, and I won't get that much reception due to me not contributing that much, an eye for an eye, but I appreciate for all of you that take the time to even take a glance at Toadsworth or any of my previous movesets.

The main problems with Toadsworth's moveset (Other than a slightly overwhelming amount of detail and my horrible grammar/writing habits), I think, are playstyle. I'm not very good at imagining how Toadsworth for play, I think that that's because my way of thinking is just too narrow or shallow. There aren't very many (If any) move interactions, and Toadsworth is a very straightforward character, from what I've experienced. Another thing that doesn't help is that I stink at noticing the negatives as well as giving some negative aspects to Toadsworth's moves, as my um...Make Your Move instinct causes me to make Toadsworth the best character in the universe. D: And my abysmal memory doesn't help that much either, as I've forgotten what I was going to say again...maybe I'm just overthinking a bit too much.

...I tend to ramble a bit, as you all may have noticed. That's a habit I really have to stop. Oh, and I tried a new layout this time, instead of just coloring and pasting walls of text all over the moveset. I hope that it's a bit easier to read than my other sets. I'll get all of the other information soon, like the Trophies, Stickers, and whatnot. I really have to stop my stupid rants...they're so boring, and I'm quite sure no one is really interested in the things that are going on in my head; or maybe … never mind. Oh, and I tend to repeat what I say, a habit I'm trying to get rid of > <; I'll get it all worked out eventually...eventually. I'll try and promise to make my next moveset much less detailed, as I'm planning to do so with a surprise moveset! I think my mindset towards things are simply way too shallow, and I just can't really come up with anything all that causes a 'Yowsers!' reaction or something. Sorry D: I'll get the rest of the extras done later, but...I never finish them...so don't expect much, sorries. The quotes are also something I'll finish later, I know that it looks a bit off and incomplete with only a few sections having quotes or something; I'll get it all done eventually. Eventually. I hope you won't mind... Um, so, with that...

Pip pip, cheerio!

Sorry if I offended anyone with all of the sterotypical British sayings and all that > <; Although I guess that's too late for now...

And I'll try to promise that I'll cut back on all the ramblings, I'm sure you're all very tired of them by now, but thanks for sticking with me until the end, everyone! I'm sorry that I have ignored some of your kind words without saying a proper thank you (Which I still haven't done, have I?). So, thank you!~

– Meadow

Trying out a new layout, and boy, did that ever go wrong >_>; I should've experimented earlier. I'll make it a whole lot neater, I'm a bit tired (and feeling lazy) right now. >_< Sorry, I know it's rude and won't get much attention due to its incompleteness, but I don't want to get a last minute rush like last contest, with Toadette. I'm not doing so well this time either. I'm really sorry. o-o ... Wow, it still looks like I have gigantic blocks of text, even though I spread out everything and everything. >_> And I know that I should use a different font color for the little 'comments' thing, since it's hard to tell where each move ends and begins. I'll get to it when I'm not feeling lazy. D:

~

D: And sorry, dancingfrogman, I should've gave commentary on your sets before posting, but I'm sort of limited on time right now. I'll be sure to include a small review here or later in another post. I hope I'm not stealing yours or anyone's else thunder.

Oh, and thanks for welcome, King K. Rool, and you're very welcome, _calming_rain_!

Good-bye for now!
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
Good lord. Toadsworth is a wall of text, and I mean that in the best way possible. Your writing style feels a little fractured like Toadette, but it isn't as obtrusive as it was with her. Toadsworth is a pleasure to read because it feels so human. It really feels like a moveset as opposed to a bunch of unconnected ideas, because your writing style really connects with the reader. By this I mean the little comments about you being unsure about the moves. For the record, the Neutral Special -does- sound quite useful to Toadsworth's playstyle, the Forward Tilt isn't particularly useless and the marmalade Dash Attack is very clever.

While many of Toadsworth's moves are props, I don't really mind that; I've never been fond against the movement against them unless the moveset in question literally pulls one out for every move. Toadsworth may be leaning towards that, but again, I don't mind it; it's actually something I admire about your sets, the capability to find so many unique and fitting props to use. One of my favorites is the Side Special Mah-Jong tiles. Very fitting and very relevant to playstyle.

I'll admit Toadsworth doesn't come together into something particularly interesting in terms of playstyle. It echoes of something like an old man who doesn't really want to fight, mainly abusing his projectiles and healing with his Refreshrooms, but... yeah, it's nothing too special, and I have to give you props
Rool: (SHOCK)
since it's so fitting to character.

So yeah. I rather like Toadsworth. A quality moveset from you and deserving to place at least somewhere in the Top 50, in my opinion.
 

goldwyvern

Smash Ace
Joined
Nov 25, 2008
Messages
519
Location
Holy keys locked in the jet, Batman!
TOADSWORTH: Meadow. its always a pleasure to read your most recent One-hit Wonder for the contest. This was a great, yet simplistic set that was a better than Toadette in my eyes. I really enjoyed the simplicity, even in the moves with props. I really feel your writing style is one of the best in MYM, and your creativity isnt stifled by a minor case of Sakurai Syndrome. Really great set, Meadow. Now relax until the last month of MYM7, when you will be obviously be working on, and posting your next Masterpiece.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,251
Location
Australia
OMG, Pegasus is so cool! I wanna do a Yugioh moveset now! Can I do that?
Yes you can do a Yugioh set if you want to. You could even do one of a random Yugioh Monster.

[size=+2]Toadsworth[/size]
As for a opening comment, this set looks very organised and easy to read so good job on that. As for the attack names, perhaps it could have been a good idea to have a way to slightly to have the attack name and the comment header slightly different in visual to make it a bit easier to read, though this is just a nitpick, it's fine.
(Sorry if that's too broken; I'll tone it down a bit!)
The move isn't broken, seeing as Toadsworth has bad stats, so it helps balance him out a bit.

The writing style is neat as above comments state, it even has a sense of character. Like you said, you will probably edit the set later, but the spore effects and his playstyle seem to work well from what I see. Perhaps some of the moves are a bit forgotten in terms of their position in the set, but it's alright.

Sorry if Im not commenting to the best of my ability, though this is a very good set in terms of organisation and writing, and a small sense of playstyle.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
There you go KingK.Rool, you miserable blackheart!

Arche Kraine

Click her adorable mug to go to the moveset.
no, seriously, clicking the picture will take you to a new moveset
 

goldwyvern

Smash Ace
Joined
Nov 25, 2008
Messages
519
Location
Holy keys locked in the jet, Batman!
Arche: ive already read the set, so I didnt have to wade through one long pool of awesome, but I wouldnt mind. this took everything good about all of your best sets and then made then better while using th best balance ive ever seen in a magic syndrome character. brilliant organization, attacks, originality, and overall set quality. obviously one of my super votes, and the most deserving of them.
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
So I read Arche, and it's really good. Not much to say, it's a great set with cool moves and a great concept. So unless 5 or 6 really good sets come along in the next day, I'm super voting Arche.

Also, I will HOPEFULLY come out with a real set tomorrow! How incredible! Of course I'm Baloo so you can't really trust me on that. <.<
 

PK-ow!

Smash Lord
Joined
Mar 28, 2008
Messages
1,890
Location
Canada, ON
ARCHE KRAINE

Pound for pound, I am the best thing since cake!

Actually scratch that. I'm BETTER than cake!

Sold! :laugh:


So...

Transformations, huh? First reaction is: This is how the goshdang Pokemon are supposed to be. :mad: If your system forces switching to have everything you need, make the "everything" you get more than the sum of its parts. :)


Now. . . I think you went the wrong way when you started concepting "attacks the nearest foe." This is a dangerous formula. The fireball move I thought foreshadowed a set of interesting aiming restrictions. But ... I'm sorry, from my perspective, I am a little upset to see what I find myself calling a "projectile moveset" (which are just plainly overrepresented in MYM, I think). :(

As we should all know, a projectile is an attack for which the user does not endure hitlag. If a projectile has quick timing on both ends, it becomes one thing: spammable. Your projectiles have very careful balance properties in place, and I think are fair -- except for that auto-aiming! :urg:

I really like your interactive properties. Quite the processing feat for any game to actually code this up! Basic spells: down tilt, Forward smash, Down smash; Technical spells: Forward Smash; and basically every Striker spell... all muy sexy. But it becomes trivialized, in that it sort of became saddening to keep reading the really awesome ('awesome' in the literal sense) moves.

In fact, if you went back and gave range restrictions - anything, I think - I would consider this a top-grade moveset on all accounts.

Oh, I've assumed that transforming doesn't take any time.


... yeah so... this would be the greatest thing since Sakurai if it seemed there was more that had to be lined up, for her to play. Instead it... well, I want to kill you for the editor you made this in, and now I feel I want to play a Tales game, but there's something here that could be 1000x cooler.

Moveset remix in MYM 7? =O


Final notes:

Side-Special = Greatest Side Special ever,

and

Why summon a sword, when you can summon a bolt of lightning in the SHAPE of a sword?
Can't argue with that. T_T :lick:


*~*~*~

This moveset is simply fabulous.
QFT :joyful:
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
WARNING! Revamp approaching...

Darth Meanie and JOE! present:



"We set out to create world's strongest Pokémon....






...and we succeeded."​














Mewtwo is the strongest... you know what, if you don't know who Mewtwo is already, just go ahead and leave. We don't need your kind here.



Size- 9/10
Mewtwo is a massive character. Measuring in at an impressive 6'7", he is only surpassed by Ganondorf in height. He also sports a light frame, but a massive tail effectively puts him at about twice Ganon's width.

While this makes Mewtwo rather easy to hit, his stature allows him to out-range just about any opponents, even close-up!


Weight- 9/10
Along with his impressive stature, Mewtwo weighs in at an incredible 268 lbs! This makes him bulkier than Charizard, but not nearly as weighty as King Dedede. If you were to put him on brawl's weight list this makes him the new 5th heaviest fighter.

Movement- 3/10

Ground- 2/10
Mewtwo hovers just barely off the ground, combining poor traction with slow movement speed for a terrible ground movement. His Dash just barley passes out Zelda, and his walk is comparable to Jigglypuff's.

On the bright side, the floating means he does not trip randomly when dashing like most other characters (except with banana peels), although that may be little reassurance.


Air- 4/10
Mewtwo fares a bit better once airborne, moving faster than his dash with an average Hor. air-speed, and an average first jump like that of Mario's. However, he has an abysmal fall speed, tied with Peach for second slowest. Combined with his big frame he could be easy pickings for jugglers.

Recovery- 8/10
Mewtwo turns this around with recovery though. Not only does he have an excellent second jump, comparable to Toon Link's, but he also has an excellent ability in Teleport, with it's relatively long range and speed. Combine this with his average air speed and slow fall speed, Mewtwo should rarely fear being gimped.

Attack Speed- 3.5/10
Unfortunately for Mewtwo, he has no relatively fast moves. Everything he has save a few attacks here and there either have some hefty lag tacked onto the beginning or end. Fortunately, the amazing range or utility of your moves should make up for their speed.

Priority- 11/10
Mewtwo's Psionic power gives him the best priority attacks in the game, bar-none. Nearly every move is disjointed with transcended Psionic properties, or has grab priority (his only jointed attack even grabs!). This is quite easily his best feature, now if only his attacks weren't so slow...

Power- 5/10
Many of Mewtwo's abilities are either control based or have set knockback. While this may give the allusion of him having mighty attacks in term of launching, he only has one or two abilities capable of killing opponents in the traditional sense.

Range- 9/10
As mentioned a few times before, Mewtwo's size and psychic reach give him tremendous ranged capabilities, sometimes extending throughout the whole stage! What keeps this from being a perfect stat however is that while good all around, his attacks all vary wildly in range, anywhere from right in front of him to a few Platforms away.


Overall Mewtwo is a scary opponent to approach due to his range and priority. Be thankful that he is very sluggish overall, both in attack speed and movement, and easily pressured due to his slow movement and size if you are able to get into his face.




Neutral Special - Telekinesis

Mewtwo's eyes glow a bright blue as he begins to levitate in place, exerting his dominance over the world. After a fifth of a second, all projectiles and objects freeze in midair, and all enemies are pushed back a battlefield platform over the course of half a second. Mewtwo levitates for up to five seconds or until he releases the attack, and suffers a third of a second of ending lag.

Mewtwo then gains complete control over the field. By tilt the control stick, Mewtwo can push all objects, and projectiles in any direction. Objects are moved at their falling speed, projectiles at their regular traveling speed, with control similar to Yoshi's final smash in terms of momentum.


Mewtwo can hit opponents with their own projectiles as well. Projectiles such as Link's bombs and Snake's grenades have their timers before exploding frozen. Instead they will explode on contact with an enemy. If Mewtwo ends telekinesis early, the timer restarts at the point at which Mewtwo first gained control of it. Note that Mewtwo only gains control of projectiles fired when he starts the move. Opponents can still fire and throw projectiles at him while he performs the move, so it doesn't completely shut out projectile users.


Side Special - Shadow Ball

Mewtwo holds his right hand out and generates a sickly black sphere in a quarter of a second. The Shadow Ball is the size of a half charged Aura Sphere, and levitates in front of Mewtwo for one and a half seconds before firing. Once fired, it wobbles forward at the speed of Ivysaur's Razor Leaf, exploding on contact to do 6% damage, with knockback that KOs around 175%.

With ending lag, Mewtwo can generate these at a rate of about three a second. If Mewtwo uses TK while the Shadow Balls are out, they move twice as fast as they normally do, but deal the same damage and knockback. He can turn it with about the same angle as Lucas's PK Thunder.


Up Special - Teleport

After a third of a second of starting lag, Mewtwo winks out of existence, leaving behind a trail of purple vapor. Mewtwo then reappears the height of three Ganondorfs upwards by default, but will move in whatever direction the control stick is pressed, releasing a purple storm of Psionic energy that hits everyone with half a stage builder block for 7% damage and light knockback. Mewtwo then enters helpless state (if performed on the ground, he suffers negligible ending lag).

If there is an enemy within half a stage builder block of Mewtwo when he performs this move though, Mewtwo teleports them with him! The opponent reappears in the same direction that Mewtwo propels himself, so the opponent is teleported above Mewtwo if he teleports upwards, and so on.

When performed in this way, Mewtwo does not enter helpless state, and suffers no ending lag to his attack. He still cannot perform Teleport again until he touches solid ground, however. At percentages around 80% and lower, the knockback from the teleport is low enough that Mewtwo can immediately follow up with an aerial. This move is essential to Mewtwo's playstyle, giving him direct control over his opponent's position off-stage, as well as being a great recovery and mobility tool.

As a recovery though, this move does have one significant problem. Your opponent can get hit by Teleport in midair as you head back to the edge; if you grab the edge with it, your opponent reappears on the stage! In general, you're going to want to avoid such a counterproductive action.


Down Special - Levitation Field

Mewtwo's eyes glow blue, and after two fifths of a second, Mewtwo releases a storm of psychic energy in the radius of a Smart Bomb around him. The field does 12% damage, but oddly, no knockback when released, but rather a lot of hitstun akin to being struck by a sweet-spotted move. The cyan explosion condenses into a mist that causes all characters in the area to levitate freely. Mewtwo suffers relatively little ending lag after the field is sent out of him.

The field lasts for five seconds, and while inside it, characters move at half their aerial DI speed in any direction, knockback is greatly reduced to the point that all attacks deal only flinching knockback, hitstun is doubled, but attack speed is cut in half similarly. Curiously, Mewtwo still moves at three quarters of his usual speed, but takes the same amount of hitstun. If Mewtwo uses this attack in the air, he cannot use it again until he hits the ground.

This attack is amazing as a prison for Mewtwo to unleash his normally slow aerials within, and to just generally create chaos on the stage for him to abuse. It can even be a possibly aide to his recovery if placed off stage, trapping potential gimpers and stopping his momentum cold.





Special Grab - Confusion


The most iconic attack in Mewtwo's arsenal, he holds out his hand and reaches out with his mind. The nearest enemy within two and a half stage builder blocks is held by a blue energy field, even in midair. This is a laggy grab, taking two fifths of a second to perform, but the incredible range overrules it's weaknesses.

Once Mewtwo has grabbed an opponent, he can move them around with the control stick within two and a half stage builder blocks. Mewtwo can crush the opponent by holding down the B button, dealing 1% per half-second, or slam the opponent into the ground or walls for damage. Each hit deals 2% damage plus half a percent for each previous hit. This amounts to a somewhat slow pummel usually, but can be faster depending on the surrounding architecture. Mewtwo can finally release a thrown opponent by pressing the A button, tossing them in the direction of the control stick. They are thrown one stage builder block, plus one stage builder block for every time they were slammed into a surface, up to a maximum of six.

Mewtwo can also use this move in the air, but has half the grab length as when grounded (he has the same range of movement however), and cannot slam opponents into surfaces to increase the knockback, unless he lands while holding the opponent, or perhaps he happens to be near the edge of a stage?

An important note about this move is that it has an especially potent stale. Hitting this decreases the range of the actual grab by about 1/5th each hit. Not to worry however, it follows the standard stale count, in that using other attacks will refresh the range.





Jab- Psionic Claws

Mewtwo throws his right arm forward, and halfway generates a Shadow Ball. It explodes directly in front of him in less than a quarter of a second, dealing 6% damage and knockback that KOs around 175%.

By holding the A button, Mewtwo redirects the remaining energy into a second attack, sending dark flames out in a stream about a stagebuilder block long. The stream does light hits of about 3% damage each, and can be angled up or down. This secondary attack cannot KO though, and putters out in about two seconds. It's surprisingly brutal inside a Levitation Field, however, where foes have difficulty avoiding the hits.


Dash Attack- Dimensional Switch

Mewtwo teleports forward two battlefield platforms mid-dash. When he lands forward, a blast of psychic energy shoots forward, dealing 5% damage with little knockback at close range. Mewtwo can teleport off the stage with this attack, and enter helpless state. You can use this to also instantly reach the ledge though.

If the enemy is within two battlefield platforms of Mewtwo when he performs this attack though, Mewtwo teleports into the spot the opponent is in. The opponent, instead, appears in the place Mewtwo just vacated, taking 5% damage and backwards knockback that KO's around 160%. A strange dash attack, in that it is actually a fairly effective spacer, and can kill grounded approaches done right....just be careful of your own positioning when you try this.


Forward Tilt- Telekinetic Slam


Mewtwo casually waves his hand in front of him as his eyes glow a piercing blue color. The air in front of him in an area distorts slightly, ripples appearing in the air. The move has a little over a third of a second of start up lag, but any opponent a little less than a stagebuilder block in front of Mewtwo will instantly be tossed out telekinetically at about a 30 degree angle, travelling the height of three Ganondorfs outwards and taking 5% damage.

This move has a small bit of ending lag, but has knockback that makes it quite favorable to follow up with one of your ranged abilities or begin a laggier attack if they try to come back to you. The move has a rather narrow hit box in front of him, and cancels helpless states, making it nigh impossible to edgegaurd with unless the opponent purposely goes directly in front of you.


Up Tilt- Psybeam

Mewtwo makes a strange hand motion, bringing his hands together as his eyes take on a purple hue. If there is an opponent nearby to either side of him, he will grab them telekinetically, spin them around his body then over his head rapidly, and fire them upwards with a Psybeam out of his hand. The beam itself travels up to the blast zone, and will hit enemies even in the air, but Mewtwo will only fire it if he grabs an opponent with the attack. He suffers about the same end lag as it takes to start the attack.

This attack has a very short range for Mewtwo, but hits to both sides. It has about two fifths of a second of starting lag, but deals 15% damage and KOs at around 130%, making it a fairly strong attack and a reliable, if somewhat difficult to hit, KO move, especially with its disjointed, grab priority.


Down Tilt- Disable


A simple wave of the hand again, and the air in front of Mewtwo distorts. The animation and lag are almost identical to Mewtwo's Forward Tilt, making it difficult for enemies to discern which one you are performing. This attack instead creates a field around any opponents in front of Mewtwo, similar to when caught by Confusion, with a range of a little less than a stagebuilder block. Enemies in this field take no damage, but are suspended, floating just slightly in the air, and must button mash to escape at grab difficulty.

This move isn't quite reliable or fast enough to throw out at random, but placed correctly, is a fantastic set up to other KO moves and attacks.




Forward Smash- Future Sight

Mewtwo's eyes glow entirely purple, before he reaches out far forward, attempting to physically grab his opponent. His only jointed attack, it's relatively fast and has a decent range (and grab priority to boot). If Mewtwo touches his opponent, he grabs them by the face and blasts a purple light into their face, giving them the purple cloud effect like Mewtwo had after storing a Shadow Ball in Melee, before releasing them with a slight frame advantage.

This is Mewtwo's KO move of choice. Why, you ask? Because exactly five seconds after using this move, the opponent takes 18-29% damage, and knockback that KOs around 140%. While not an excellent KO percentage, Mewtwo can use Confusion, Teleport, and other moves to force the opponent offstage when they recieve the knockback, and, with proper care, can be used to KO at 80% or lower! Mewtwo suffers a considerable amount of ending lag if he misses with this attack however, similar to missing a Dash grab on most characters.


Up Smash- Psycho Bomb

Mewtwo crouches slightly and focuses his internal energy, his eyes glowing a fierce blue color. After a third of a second, a bright blue sphere of energy the diameter of a battlefield platform warps around Mewtwo, and expands at the speed of Jigglypuff's dash. Even while charging, enemies within the field take rapid hits, adding to about 2% per second. The sphere will continue to expand until it half the size of Battlefield itself.


When Mewtwo releases the attack, the field winks out for a moment. A third of a second later, the sphere explodes into a column of blue light that reaches the top boundary, and about 1/2 the width it was charged to. It lasts for two seconds, and enemies take rapid single hits with upwards flinching knockback, dealing from 30-50% damage, the last hit having upwards knockback that KOs around 240%. Afterwords, Mewtwo takes about 3/5ths of a second to gather his energy again.

A massive damage racker, a slow (takes anywhere from 3.2 - 5.2 seconds to do, you can get off like 3 Warlock Punches during just a tap upwards on the C-Stick) , but powerful "get out of my face" attack, and general haymaker. Especially effective if you can drop out of a levitation field and launch this attack from below, where Players cannot easily DI out of it. One of the least spammable attacks in the game, but ridiculously dangerous in that the charge is rather low priority.


Down Smash- Psionic Rift

Mewtwo's arms stretch out as he crouches down, summoning up a great force. His eyes glow violet, and after about three fifths of a second of starting lag, he creates a massive purple cloud around him, similar to his teleport move, with radius of about a battlefield platform around him.

Everything, be it item or enemy, is instantaneously teleported away into random directions about two Ganondorfs away, and take damage from 18-29% with knockback that KOs starting at 160%. Mewtwo can also direct the teleport with DI right as they disappear, and force everything to teleport in the same direction. If the opponents are teleported into the ground, they take no knockback, but an extra 8% damage and are tripped. If you fully charge the attack, they're instead pitfalled.

Mewtwo also takes a good bit of ending lag from this move, but knockback or tripping makes it a fairly frame neutral attack, especially if you space it right for your next move. It's even more difficult to hit with than confusion, but it's more offensive nature more than makes up for the loss of fine-tuned control.



N. Air - Barrier


Mewtwo forms a field of blue energy directly around himself. This attack has only about a quarter of a second of starting lag, and a relatively short range, but Mewtwo's aerial DI and fallspeed are slightly decreased while he performs this attack. Upon contact with an enemy, the field deals 6% damage and moderate knockback and pushback, making it feel more powerful than it really is.

While the attack is fairly safe and easy to use, it can't really threaten opponents, acting more like an offensive version of a Spacey reflector. While he takes some moderate end lag in the air, he suffers a good deal of landing lag as he bounces slightly off the ground, making Mewtwo open to punishment.


Forward Air- Anti Matter

Mewtwo reaches forward with both arms, his eyes glowing purple as he creates a ball of darkness in his hands. It explodes immediately after creation, dealing three hits for 5% each and light knockback. It has excellent priority and Mewtwo has surprising control of the angle for an aerial, and it has fairly low lag for Mewtwo, at around a fifth of a second. The knockback of the first hit is a tad stronger than the other two as the explosion occurs, which may make hitting all three a bit tricky if you don't have a way to reduce the knockback...

Back Air- Black Hole

Mewtwo's eyes glow violet, and he reaches forward, as if using his Forward Aerial, but suddenly turns around in midair. He creates another black sphere in a little under two fifths of a second, but this one has a suction effect, bringing opponents within about two thirds of a stagebuilder block of the attack into its hitbox.

The attack deals around 16% damage and knocks opponents at a 45 degree angle as the black hole detonates in an explosion as big as the one caused by Ganon's utilt, with knockback that KOs around 120%. An excellent KO move, especially when used off stage. Mewtwo suffers much more ending lag than with Anti Matter though.


Up Air- Psywave

Mewtwo's eyes fill with purple light as he raises his arm over his head. Psychic energy seems to spark from it, and shortly after a wave of purple and pink light fills up the area above Mewtwo. It has a surprisingly large range, hitting about the height of Mario upwards and about 60 degrees to the right and left of Mewtwo and excellent priority to boot.

The attack does only 7% damage and light upwards knockback that won't KO, but massive hitstun. The move has about three fifths of a second of starting lag, making it impossible to juggle with under most situations, but effective in a Levitation Field with it's tiny end lag.


Down Air- Levitate

Mewtwo's eyes glow blue, as he lightly kicks downwards (takes about 1/5 of a second). His feet aren't the hitbox here though, but the energy field he leaves beneath him. An area about the size of a bumper is filled with swirling energy, and any opponent hit by the field takes massive hitstun, about three fifths of a second's worth, and is trapped in a spinning position. They float in midair though, and it still counts as an attack for recharging recovery moves. Mewtwo suffers a bit of ending lad from this, about 2/5ths of a second. Either be quick or inside of a Levitation Field if you want to get away with this move.

Where this move is useful is for disabling opponents temporarily. It's especially filthy inside a Levitation Field, with how it plays with hitstun, and even without it, Mewtwo can sometimes fastfall beneath an opponent hit by this move to hit them with a Uair. This move is great for stopping and then turning the tables on jugglers, or just trapping a foe to give yourself room.

Oh, and if you can, hit an opponent offstage with this after you nail them with Future Sight. They will not like it.



[ [ PSYCHIC ] ]


Yes, the most overpowered move from R/B/Y thanks to Mewtwo makes its way to Brawl! After grabbing the smash ball, press B at any time to teleport into the background to give yourself some room. From here, waves of Psionic energy will emit from Mewtwo, turning the stage into a massive Gravity field, levitating all players helplessly as...what are those fissures on the stage?


It can't be. Mewtwo's mind is so powerful that he's literally tearing the stage apart into three separate pieces! From here you can smash the control stick in any direction as each section levitates infront of you. Each piece does tremendous damage, up to 70%! Annihilate your helpless victims as they struggle under your will.


Once Mewtwo runs out of stage pieces, he will envelop all but himself and surviving players (players can tech off the stage pieces or dodge if they time the throws right) in a massive version of teleport as the stage is returned to normal under his might.

Stages that move or transform will be frozen where Mewtwo started the final smash. On stages like Onett or a Wario Ware transformation with no "blocks" (in Onett's case only 2 things...), mewtwo will lift a chunk of ground out instead.





Mewtwo is a unique character among the roster, being both heavy, yet floaty, having god-like priority, but worm-like speed, he seems to defy the rules of basic character design. He extends this oddness into how you play him as well. At first he seems like your average camper, using Shadow balls with TK to force approaches, but on further inspection, he brings a much scarier twist to that style: a moving wall.

The trick with Mewtwo is getting past your notions of how to space attacks for maximum effect. Mewtwo's attacks all either grab or reach far past himself and carry the same effect throughout the range, so you really only need to worry about timing rather than spacing with your moves. However, if you miss your mark, the lag from your attacks will spell doom as your opponent can now approach and rack some hefty damage on you.

That being said, once your opponent is coming at you, you have the advantage. You can break pretty much any opponent out of their approach with Dtilt, Ftilt, Dash Attack, DSmash, even a well timed Teleport. However, Confusion is what you will be wanting to stop them cold with. Early on in a match you will want to be racking up damage, a relatively hard thing to do as Mewtwo with his laggy attacks. Confusion helps tremendously in the amazing spacing you can achieve with it, essentially leading to almost any move you want depending on how you toss your opponent. Try different mix-ups with it, such as a light toss to land the opponent into a Utilt, or maybe even a hard smash to the ground to bounce them up for an aerial. On some stages, Confusion can even kill if it's fresh! A simple grab near the ledge could be all it takes to swing someone under the stage for a stage-spike, granted they're at the right % of course.

This isn't the most reliable way to build damage though. You're going to want to force your opponent into the air and isolate them. Teleporting an enemy into the air with you is a great way to get it started, especially at percentages around 25-80%, where you have a good chance of being able to pull out a Levitation Field and still hold your enemy inside of it. Your Fair and Uair are especially effective, and your Dair can leave opponents utterly defenseless. Smart players will sometimes Teleport out of their Levitation Field to the ground, so they can fire off Shadow Balls or charge up an Up Smash to rack some hefty damage on the trapped foe. Be careful of Nair in a Levitation Field however, it's pushback can knock opponents out of it, this could be beneficial offstage, leading to potential gimps as their Up B's are slowed, or if you want to hit them with a move that has knockback.

Once your opponent is around the 80% mark, you're in the optimal position to try to use Future Sight. With your ability to control the opponents position, its the best KO move you have, despite the relatively low knockback. With your multitude of positional moves, it shouldn't be too hard to maneuver a foe close to the blast line to make a seemingly weaker move into a real killer, just be sure to remember the 5 second countdown to the detonation.

Future Sight isn't your only KO move though, and certain opponents make it hard for you hit them with it. You can also get KOs with your UTilt and Bair if you maneuver your opponents well. But even though they are decent, often times the opponent sees it coming and will most likely weasel their way to safety. This is where Mewtwo's potent gimping abilities come into play. With clever use of Teleport and aerial Confusion, you can make an opponent's recovery a nightmare to perform. A good tactic would be to Teleport with a foe off to the side, and immediately Nair to get that awesome push effect. From here they should be either too far to recover depending on %, or relatively easy to edgegaurd. Other strategies include using confusion to toss a foe against the stage, or to Dair, go back on stage and TK some Shadow Balls to pressure them from coming back. Be careful however, as you can accidentally Teleport your opponent back to the stage.

You play best against opponents who move slow or attack slowly, like you, seeing as you can generally just bully them. Even characters with excellent priority fail against your attacks, as you have much more. Be willing to retreat or Teleport around your opponent to keep the advantage. Your Dash Attack is especially effective to this end as you swap places, making the opponent rethink what they were trying to do. On the subject of slow characters, opponents with fast movement speed are something to be wary of. High aerial speed means an easier time in Levitation Field, and high ground speed means they can just bait attacks, retreat then rush back to take advantage of your lag (or just beat you to the punch on some moves). Try to keep an eye on your opponent's patterns when moving around if you want to manipulate them properly.

Avoid letting your opponent prey on your weaknesses. Your combination of size, floatiness, and weight makes you one of the worst combo targets in the entire game, so punishing approaches is more crucial for Mewtwo than it is for any other character, and potentially the easiest to do as him. You only have Jab, F and Uair as traditional damage rackers, so have to control your opponent at all times in order to be able to build up the damage you need via healthy usage of Telekinesis and Levitation Field. Focus on keeping your opponent under your psychic thumb, and victory will only be inevitable.





Entrance- Descending Teleport

Mewtwo appears from his Teleport attack as if he did it from the floor straight up, then slowly descends to the stage engulfed in a blue aura as if he is using Confusion on himself.

Up Taunt- Unmatched Power

Mewtwo floats up about as high Lucario does when he makes his entrance, and does a similar pose, except looking to the sky as his Barrier forms around him. This shakes the screen as he does so, and can even cause a trip to an opponent directly touching the Barrier as it appears. An awesome display of his Psionic prowess.

Side Taunt- Evil Laugh

A classic taunt from the Melee era, Mewtwo spins in place, crossing his arms with a content laugh after presumably dominating an opponent.

Down Taunt- Fools...

Mewtwo creates a fist, and draws it in wards slowly while calling his opposition what the title says above. As he does this, his eyes glow bright blue and a small vein bulges on his brow as he extends his power to the stage below, floating chunks of the stage about the size of pokeballs up and around him. As the taunt ends, they fall back into place, keeping the stage as-is.

Win Pose 1- Breaching Dimensions

Mewtwo teleports in and waves his hand at the screen as his eyes glow a fierce purple. The screen then shakes violently as the TV seems to malfunction as the image warps, and finally the "glass" seems to crack, revealing Mewtwo standing, arms crossed and floating slightly.

Win Pose 2- Levitation

The screen focuses on the opponent(s) being spun around mid-air in the pose they take when teetering on an edge. A blue aura is seen around them as the camera tilts down, revealing Mewtwo chuckling as he idly rotates his wrist, his hand glowing blue as he makes his foes orbit above him.

Win pose 3- Dark Pokeballs

Mewtwo teleports in to the opponent's surprise, along with a handful of his Dark Pokeballs. They then fly about after Mewtwo motions his hand forward and capture all the losing players. They then orbit Mewtwo as he smirks towards the screen.

Loss Pose- Humble Defeat

Mewtwo sticks around to clap for the adversary who managed to best him, but teleports away after a second or two, having more important things to attend to...

Standard Animations/ Special Animations

Mewtwo comes back with most of his unique animations from melee, such as his flying Dash and Walking up The ledge to get-up.

He brings some new ones in his defensive maneuvers, all having him Teleport briefly, making them probably the most tricky dodges in the game as the opponent has no idea where he could pop up.

His shield is also unique in that it is actually a small version of his Barrier ability used in his Nair. It has no effect on anything besides looking cool however, acting as a normal shield.






Alternate Colors- Alternate Costume






Kirby Hat

Kirby gains access to Telekinesis after swallowing Mewtwo, albeit a tad weaker than Mewtwo's version.

SNAKE'S CODEC:

SNAKE: Otocon, what is this thing?

OTOCON: I'm not sure Snake...it seems like a pokemon but, it isnt listed in any files. I think you are fighting some sort of unknown breed!

SNAKE: Great, we have no info on this guy? Well, from what I see he has some sort of Psychic powers, and he's strong. Psycho Mantis has nothing on him...

OTOCON: OK Snake, after some research it has some similar features to the ledgendary Pokemon Mew, I think he ma*static* ome sort of evolut *static.....*

~Bzzt~

SNAKE: Otocon?

after the codec goes inactive, Mewtwo's telepathic voice can be heard as he says "That's quite enough snooping, human" as the ! mark appears above Snake. He is then harmlessly knocked against the wall with a blue aura similar to confusion.




Vs LUCARIO- 70 / 30

Ah, I love the smell of poetic justice in the morning. Lucario is simply outmatched here as nearly all his advantages as a character are outright neutralized or surpassed by Mewtwo's. He is out-ranged (especially his Dair vs Mewtwo's Uair), out-prioritized, he loses a lot of potential from Aura sphere being TK-able, and that with Mewtwo's gimping prowess and Luc's lack-luster recovery his high % Aura Boost rarely comes into play.

Fortunately for the clone of the....clone Pokémon, he does have the saving grace of out-speeding Mewtwo. Granted he gets into Mewtwo's face, he can rack some nasty damage with his comboish Standard attacks and Fair. As an added plus, extreme speed can get out of levitation field a bit better than most moves, and Double team lasts forever inside it (lol, it has a use after all).

Overall, Lucario is simply outclassed in all the attributes that make him good here, sans his speed.



Vs META KNIGHT- 60 / 40

Well oh my god, he has a good MU vs MK, how broken, right? Wrong.

Like vs Lucario, Mewtwo shuts down MK a little by neutralizing two of his main advantages in any given MU: Range and Priority. Essentially any of Mewtwo's moves beat anything MK can dish out, even the tornado due to the Psionic damage or grab properties, making the once untouchable Top Tier quite tangible.

Now that it is established that Mewtwo can get around these advantages, how does he beat MK with such a slow attack speed? Simply put, MK's air speed of all things screws him over. A well placed Levitation field should be all it takes to take control of a MK player, seeing as your aerials (or Shadowball) all out prioritize and outrange his, alon with his horrid air movement essentially locking him in place should make this the ultimate torture for the cheap buggar.

It's not a cakewalk however, MK still can pull off his tricks on you such as Uair Locks and killing with Dsmash, or just comboing you in general. Gimping can also be an issue due to his insane recovery, he is one of the few characters that could survive an under-the-stage confusion. Try being creative with your stage-air teleport with him, it gives you a free barrier at least, and sets MK up to face either a Levitation field when he goes back to the stage, or a shawdow ball barrage as he tries to get to the ledge (no planking with TK around buddy)

In short, you actually have natural attributes that can trump and shutdown MK wherever and whenever, you just have to be smart on what you do with it, and avoiding being shut down yourself by his combos and you'll be sure to take him down a notch.


Vs POKÉMON TRAINER- 60 / 40

As usual, a PT Match-up is to be divided into 3 parts for each Pokémon:

Vs SQUIRTLE- 40 / 60

Squirtle is actually rather decent at getting around Mewtwo's advantages of Range and Priority just in the way he fights. His amazing Aerial movement and small size essentially allow him to weave around Mewtwo's bread and butter moves like Disable or Psionic Claws (even shadowballs) and hit Mewtwo up close where it hurts. These attributes also help him escape such things as a Teleport or a Levitation field much easier than most characters (Withdraw gives him a lot of SA in LF to boot).

In short, a good Squirtle will be able to dance around you, but you still have that edge in range and power, making it possible to swiftly turn the tables.


Vs IVYSAUR- 90 / 10

Poor Ivysaur, is everything Mewtwo craves for in an opponent: A horrid recovery, bad kill moves, horrendous air speed, and to top it off a projectile they rely on.

Ivysaur essentially has nothing to rely on in this fight. His claim to fame with spacing is all but rendered useless against Mewtwo's ranged abilities, and a simple nair off stage at nearly any % means almost instant death by edgegaurd.

A PT's best bet here is to just switch to Charizard before Mewtwo bullies the poor plant-starter to death.


Vs CHARIZARD- 55 / 45

Charizard is a bit of an odd match. He has great ground speed, a ranged attack you cannot abuse in Flamethrower, similar weight, bad air speed, but a great recovery. he seems to be a character that actually limits your options for a change in that he can counter a lot of your tricks just by being Charizard.

This is also what allows you to pull ahead in this match however. He is a big target, and thus prone to shadowballs, as well as moves like U and Fair, which can rack some decent damage. be wary of his own aerials however, they are faster and generally more powerful than your own, and he loves to juggle with utilt and uair.

What keeps you on top however is your amazing priority, along with Charizard's mostly jointed attacks, will plow through his moves, even Rock Smash due to the safe disjointedness of moves like Ftilt or a held Jab. It's a pretty interesting back and forth while playing, but if you space right and avoid Charizard's nasty Up-Close game, you should be fine.



Overall, the Pokémon Trainer is a thematically fun battle. Both Charizard and Squirtle put up a hell of a fight, but in the end Ivysaur drags down PT to a disadvantage vs Mewtwo by just having nothing to bring to the table. Bullet seed isn't even reliable due to Mewtwo's floaty nature. Just jump on the chance to kill Ivysaur in this match for a free stock. As far as the other two go, Charizard is prone to LF's due to his air speed and size. Try trapping him, then teleporting out to pelt him with Shadowballs for some free damage, then try a Utilt for the kill as anything but Rock Smash will be caught in it if timed right. Squirtle will be tough to land many hits on, but ironically for such an aerial character, going off-stage with him is the best bet. He has a lackluster recovery, so an Nair spaced right or a mid-air confusion should push him just far enough away to make an easy edgegaurd.


Vs YOSHI- 45 / 55

Yoshi is weird to fight. Like Charizard, he has natural attributes that counter many of your strong points, mainly his mobility and air speed allowing to get out of most of your traps, especially levitation field.

You may be tempted to TK his eggs, but thats honestly one of the worst things to do in this match. Yoshi is fast enough to run up and actually get in close to combo you if you catch an egg, as you are immobile while TKing it. He can also just toss another at you or the held egg to punish if he feels campy. Mainly for this he controls the match while on-stage. His air speed and arcing, safe eggs provide a means of actual approach or just punishment depending on if you feel like camping or rushing. You will need to play smart as long as you are grounded along with him.

However, that is only when you are grounded. Mewtwo happens to have aerials that actually punish Yoshi for going airborne, especially Dair. The trap effect of it will grab through his SA Double Jump, and eliminate it from play. Along with that, Nair can push Yoshi as he double jumps, making his recovery a nightmare vs a smart Mewtwo.

Unfortunately, thats about your only reliable finishing option in this match is to try and gimp him, albeit a good one. Just try and keep Yoshi airborne during the match to abuse his own floatiness with U and Fair, and maybe even the occasional Pyschobomb if he recovers from high. Dsmash can be used if recovering Low, just hit him while he double jumps, then point away froom the stage. Congradulations, he no longer has a second jump and is plummeting to death.

In the long run it will be a tug of war of sorts over positioning, but Yoshi has the speed and ironically range with Egg toss in order to be a pain for Mewtwo.


THERE YA GO, SUNDANCE

Vs SONIC- 40 / 60

This match is essentially the same as VS Squirtle...only Sonic doesn't switch to Ivysaur. Lets face it, Sonic is infinitely more mobile than you can be, and can bait you like nobody's business. Your epic priority isn't even a deterrent here for a good Sonic in that they are used to working around it, having some of the worst priority attacks around. You will want to somehow keep him from hitting you reliably with his quicker attacks. SH Fairs and Jabs should to the trick, as well as healthy uses of your teleport attacks to keep Sonic on edge and mess with his spacing.

Sonic adds insult to injury in having a great, hard to gimp recovery on top of his movement advantage. Spring should get him out of Levitation fields, and homing attack can have it's timing changed by Sonic to possibly even mindgame you as you try an aerial.

Sonic however has one Achilles heel in this match that doesn't make it too polarizing in his favor: KO potential. Mewtwo is a heavy guy, and Sonic has nearly no reliable kill moves, and he isn't going to gimp you as long as you have Teleport available. While he may be the one racking most of the damge if he plays you well, you should have the last laugh as he struggles to kill you as that Future sight counter ticks down...


Vs BUBBLES- 40 / 60

Bubbles is one of the most interesting match-ups out there for Mewtwo. You have an advantage right from the getgo as Bubbles begins to set up. In this match up, you'll actually want to approach as your opponent has few options to punish you as she sets up. You can destroy a Turning Pole in a single burst of your Fair, or move them around with Telekinesis. Especially fun, if not particularly useful, is to use your Down Smash to teleport them all in random directions.

For that reason, Bubbles will want to rely more on her Wall Riser for moving around, as you can't destroy it with anything short of an Up Smash and cannot move them around at all. With Mewtwo's slow approach too, he'll have a harder time stopping you from using this move than other characters do. Be careful though, as Mewtwo can use the walls to abuse Confusion as well.

Bubbles does have one major advantage in this fight though. She is ridiculously difficult to control. You have to actively stop her from moving by tilting in the opposite direction when using Confusion. If Bubbles has blown a bubble before heading for you, she'll likely hit you with it and escape the grab. Factor in her ability to rush at you quickly and unexpectedly with moves like her Down Tilt and Forward Smash, and you'll be struggling to punish her approaches. You have less reliable follow ups as she keeps moving after your attacks too.

When you bring her in the air, she has her Bubble Bath too, allowing her to ignore the slowed movement of your Levitation Field. Fortunately, she still takes less knockback, more hitstun, and attacks slower, so you can still nail her with your attacks.

When it comes to getting KOs, you'll by far have the easiest time forgoing Future Sight and just trying to gimp. Your Ftilt is your friend here, as she keeps on moving until she can regain control with her aerials, and you can keep her busy with Shadow Balls and your Nair. It's a different fight than what you're used to though, and Bubbles still has the advantage on you in the end.


Vs EGGPLANT WIZZARD- 80 / 20

Science triumphs over Magic here, big-time. First and foremost, his eggplant toss is TKable, making the Wizard have a taste of his own medicine. Seeing as he cannot use eggplant toss for the most part now, he is left with trying to close in on Mewtwo to try and do....something to him. Bad move.

In trying to approach, he falls right into where Mewtwo wants him, in range for Confusion, Teleport, Levitation Field, the works. On top of this, Mewtwo flat out out ranges and out prioritizes his moveset. This means it can be terribly hard for EW to ever gain momentum in the match.

All is not lost however. If a EW managed to eggplant you a bit, your already terr-bad speed goes even lower, making only a few Egg-planting necessary for EW to make a comeback, but most of the time this shouldn't happen vs a competent Mewtwo.


Vs GLUTTONY- 40 / 60

Gluttony enjoys a fight with Mewtwo. He's one of the few characters you can't force to approach; he can eat your Shadow Balls if you don't carefully aim them and build up his hunger so he can get a fast approach, firing laser beams from his chest too fast for you to deflect on occasion.

Gluttony is definitely going to need to build up and maintain his hunger at a high level in order to fight effectively; the boost to speed does him wonders against Mewtwo. Indeed, until Gluttony gets his hunger up he's going to be hurting to be able to consistently hit Mewtwo's defenses, but once its at a decent level, Gluttony can attack Mewtwo without too much trouble, considering his speed at high hunger levels.

He also has the only grab in the game that can outrange yours, although using it comes at a cost and makes him vulnerable to a Teleport behind him.

In this match, you'll probably have an early game advantage as Gluttony sets up and tries to overcome his mechanic. Once he's got some hunger up though, he'll approach you fairly easily and keep a lot of pressure on you. Try to play aggressive early game and more defensive late game to counter this.


Vs TAUROS- 75/ 25

Tauros is just begging to be gimped, so why don't you oblige him? It's not like you don't have plenty of ways to do it, what with three different teleportation moves and the longest ranged grab in the game.

Let's face it, Tauros has a generally predictable approach game. Bull Gore may have a few mindgames, but by the time he's charging it up you're either close enough to grab him out of it with Confusion, or you're far away and can pepper him with Shadow Balls. He'll never get off a chance to use Eye to Eye, and you can space him pretty easily. Not to mention that getting him into the air where he's weak is a simple procedure for Mewtwo.

Tauros's tail based aerials give him surprising range and speed in the air, so a Levitation Field could just as easily bite you in the butt as it could let you rack damage off of him. Really though, against Tauros you mainly just have to avoid letting him get near you and use your massively superior range to toss him like a ragdoll.



Not even the Smash Ball will save you. Tauros may have been a beast in Red Blue and Yellow, but you're up against the king.

Vs KING DEDEDE- 45 / 55

Mewtwo seems to have it made in this match-up. King Dedede is too slow on the ground or in the air to easily approach him, and can be easily tossed around with Confusion or other moves. Dedede players usually depend on opponents approaching, like you do, so you've got a significant advantage there.

Its not all roses and sunshine though. Dedede can infinite your floaty big heavy body with that Down Throw of his, as long as he can get close enough to you to do it. Further, Dedede loves your Levitation Fields. His Uair and Dair are even better suited for abuse in that space than your own moves are, and he can chain Bair after Bair into you. Factor in the fact that his long, fast grab allows him to reach past you when you use Future Sight, and that his heavy weight and fallspeed means that you'll have to get him to a ridiculously high percentage to KO with your Utlit, and you'll have a lot of trouble killing this guy.

The main advantage you have in this match is that Dedede has no approach against you, with Waddle Dee Toss shot by TK and his slow dash and air speed leaving him helpless to your long, high priority attacks. If you let him get near you, it's just about over, so play it safe as you can, and you'll all but shut him out. Until he grabs you, that is.


Vs MEWTWO- 50 / 50

It's a clone match! I guess you should have expected this, being a clone yourself though.

Anyways, against Mewtwo, you can instantly see that there is a serious problem. Neither of you can approach the other. Sure, if you feel like horsing around you can both toss out Shadow Balls and fight for mental control, but what does that gain you?

It's a contest of who has the sharpest nerves here. Trying to grab the other with Confusion before the other can, use Levitation Field first so you get the advantage the hitstun from the move provides, its a game of constantly jumping around the battlefield to try to outspeed the other. You've got balls if you're going to play a mirror match with Mewtwo. Serious balls.


Vs NANOHA- 40 / 60

Mewtwo's beaten in range, that's for sure. Nanoha has some ridiculously long ranged attacks to hit Mewtwo with, and they're so ridiculously huge with long durations that even Mewtwo has trouble deflecting them with Telekinesis, as if he times it wrong he'll be able to stop the attack from the beginning but will get hit by it at the end!

There are a few good advantages Mewtwo has. For one, her Fair, a staple move for Nanoha, is completely useless, as Telekinesis will let him hit her with it before she can even use them! Her Down Smash can be similarly affected with its comparatively slow movement.

Nanoha is one of the few characters that Mewtwo can't force to approach though. She's got more than enough defensive options to stop oncoming Shadow Balls or reflected attacks, and a smart Nanoha player will use Restrict Lock more often against Mewtwo to keep him from using Telekinesis against her.

In the air, Nanoha's got Mewtwo somewhat beaten. She's just about as floaty, has better aerial movement, and can get her Bair out quickly to hit him hard, even in a Levitation Field. Her recovery gives her just as good mobility as Mewtwo's Teleport even.

Mewtwo has two major problems when fighting Nanoha. She rarely ever gets close enough for Mewtwo to pull off his kill moves, and she's very difficult to gimp. Your best chance is to try to KO her with her own move with Telekinesis, and since she's so dependent on her projectiles to do anything, its only a matter of time before you can bounce a Divine Buster back in her face.

Its difficult going though, you're up against the White Devil herself. She's probably the only projectile character who can go toe to toe with you at an advantage.


Vs VELOCIRAPTORS- 25 / 75

Ironic, isn't it? A creature designed to be the best fighting monster the earth has ever seen faces so much trouble against the hands, or should I saw claws of a handful of prehistoric beasts. Well to put it bluntly, the Raptors are everything Mewtwo DOESN'T WANT in an opponent.

They have unparalleled mobility for starters, and are combo-centric. Along with the fact you cannot abuse them with either TK or Confusion (the other raptor will hit you), makes your options rather limited while fighting. Heck, you cannot even send a shadowball from the get-go due to the lag difference between summoning that, then TK and a Call for Help. A Raptor will ALWAYS be able to summon at least 1 buddy from the start, and from there it is just down hill.

It isn't all lost however, Mewtwo possesses those big Hitboxes the Raptors fear, and an uncharged Psycho Bomb can easily dispatch the summoned Raptors (they have CPU AI and do not DI, as well as only have 30% stamina). They are also gimpable with their lower range Up Special, and they dont take kindly to things like Fair and Bair due to their size and numbers.

You will want to play very cautiously and punish whenever you get the chance, for once they get the ball rolling up close, it is VERY hard for Mewtwo to regain control.



Vs ZANT- 65 / 35

So, two control heavy characters facing off, huh? Mewtwo doesn't need to set up to start fighting, and can pull Zant out of building his Twilit Portals or disintegrating the stage with his long ranged confusion and faster movement by using Teleport.

Worse for Zant, his Neutral Special and Forward Smash are just begging for Mewtwo to hit with Telekinesis. Mewtwo can even just grab his Neutral Special, bounce it off the ground a few times, and throw it back like a bullet. Fortunately he can guard against it with his Down Tilt, but using these moves is practically out of the question with Zant.

And as if to make it worse, Mewtwo's aerials that work so well in his Levitation Field are similarly effective inside Twilight, his fair easily getting all of his hits, and Confusion and Nair's set knockback utter unaffected by it. Zant does have the speed and combos that Mewtwo loaths so much once they're in Twilight, but safety is almost always just a Teleport away, throwing the two of you back into Mewtwo's domain.

So where does Zant have the advantage? His Forward Tilt can give him time to space, and once he gets some twilight going he has a much better approach game that he does otherwise. That takes a while though, and until then Mewtwo can comfortably chip away at Zant while he attempts to set up and slow down his progress. A midair Confusion will absolutely wreck any attempt to use his Fair, for example. It's not impossible for Zant, but it's very difficult.


Vs THE COUNT- 85 / 15

The Count is an interesting match. Neither of you two are particularly proficient at approaching. With your movement and range, Zondark will find it almost impossible to grab you. Its a joke to even consider Count himself grabbing you. On the other hand, if you do pick one of them up with Confusion, you are a complete sitting duck.

To be clear, your defenses are just too strong for The Count to get grabs out easily. You'll also be a sitting duck for Mewtwo's Shadow Balls. The Count can cancel them out with your slimeballs though, but Mewtwo can fire several at once with staggered shots, making it a practice in futility.

And of course, there's the scariest thing Mewtwo can do to the Count, a Levitation Field. With no aerials, once he's up there, in the air, he is as absolutely boned as can be.

The Count can take over Zondark, and that's where he's sadly, got his best chance. His Side Special has all the characteristics Mewtwo doesn't like in a move, but honestly, at this point Zondark's going to end up behind a stock, and it still isn't enough.

Basically, Levitation Field and Confusion means that The Count is never going to get a chance to do anything meaningful to you. The Count is exactly the kind of character Mewtwo thrives against. One who can't approach and fails in the air.


Vs MARIO REMIX- 50 / 50

This MU is probably one of the more back and forth fights found in Brawl. From the start, his fireballs are TKable, and you can easily shut down his poke-game as you out range him. However, he can actually approach using his high run speed and good jumps, getting in close and starting his amazing combos.

Off stage if a gamble between you two as well. Mario has his aerials and Cape to gimp you...and you have your aerials and Confusion to gimp him. Interestingly, his cape cannot gimp a Teleport, and Barrier's push cannot necessarily overpower a FLUDD recovery. This makes for an odd struggle if it comes down to aerial combat, whoever getting the first hit dominating.

In conclusion, it's a true battle of opposites as a slow, big, powerful and control heavy fighter clashes with a fast, small combo-character. The key to win is to just outsmart the Mario and punish when you can, shutting down his approaches when given the chance to keep him under your control.


Vs WHEEL GATOR- 70 / 30

Wheel Gator brings an interesting game to the table. You really don't want to be in the mud pit. He really wants you to be in the mud pit. Both of you have ways of getting what you want. The problem for Wheel Gator is that with you'll have a much easier time than he will.

Wheel Gator can't force Mewtwo to get near the Mud Hole. With his Shadow Balls and Telekinesis he can feel free to camp away. Making it worse, when Wheel Gator does approach, Mewtwo not only has many ways to deal with, even getting up to him won't get him into the Mud Hole. It's going to require several successive Back Throws without Mewtwo escaping to do that, and that's just not happening.

And Wheel Gator's got another thing coming if he thinks he's going to get away with gimping Mewtwo, what with his recovery and all. Even before going for the KO, Wheel Gator is going to have a very tough time getting close to Mewtwo. There's really little hope for the Reploid at all.


Vs CLOUD OF DARKNESS- 80 / 20

A unique Match for Mewtwo, he actually out-speeds CoD! A lot of what you two aim for in the match is similar in that you want to space, mix up the foe's range from you and in general control the opponent. Unfortunately for CoD, Mewtwo has the edge in these areas in this particular bout.

To start, Mewtwo floats and Teleports, making just about her whole ground game null in that just by the way you move you can avoid 90% of her attacks without thought. Even her usmash can be simply TPed out of. As for other moves of her, as always you have the range and priority, and oddly enough speed this time around, to counter attack, or even TK back at her if it is her Bsmash.

In the air, she isn't much better off as Mewtwo out ranges her and can generally abuse her size and low range with uair or Fair. Speaking of, if she grows just use a levitation field to essentially lock her in place to rack some massive damage. Afterwords, you can simply use Utilt, Dsmash or Confusion to send her into one of her own Voids if you feel sadistic. A Teleport can even do this if you feel like taking a risk.

Overall Mewtwo seems to be like CoD 2.0 as he rather outclasses her in everything she likes to do. Be wary however, as she can still use her massive damage abilities or throws (granted she gets close enough) to do some nasty things to you.


Vs THE GREAT MIGHTY POO- 60/ 40

Great Mighty Poo is usually reliant on his fecal tossing Side Special to build damage, a projectile move you can easily counter. Unfortunately for you, he just seems to absorb his own projectiles, taking no damage. Disgusting, but it doesn't change the fact that you can still shut down ranged combat from him.

Great Mighty Poo actually has greater mobility than you, being able to slide around through his various pie holes. And he'll need to to be able to hit you consistently. When his fastest attacks are all projectiles, he has a good bit of trouble hitting you, but you have trouble hitting him as well.

You can play aggressive when fighting the Great Poo though. Your Ftilt is especially troublesome for this giant, as you can toss him away from his fecal tunnels, and if you knock him into the air, he's all but combo fodder with that massive size, once you throw him into a Levitation Field.

In a match with the Great Mighty Poo, you have to play to your strengths. Strong control over his positioning will win you this match, so keep your cool and throw this steamy pile of chocolate all around the map.


Vs GREAT TIGER- 40 / 60

Mindgames against Mewtwo are an exercise in futility, seeing as he can consistently outrange Great Tiger without too much trouble. Not to mention the fact that Great Tiger telegraphs every single attack, making it fairly easy for him to override. And of course he really, really doesn't like your Shadow Balls.

Its not a walkover though. Great Tiger's shadow duplicates give him a lot of mileage in approaching, as he can use them to force Mewtwo to grab the clone with Confusion and render himself vulnerable to the real one's attack. His Up and Forward Smash especially can wreck Mewtwo's game if he gets up close with his duplicate. Oh, and if he times his duplicate switch before you try to Teleport him, you'll end up a sitting duck.

If Great Tiger manages to hit Mewtwo with an Up Air, his tail means that he gets five footholds as he climbs up him, and he can combo it right into his Dair too, and his Fair has great range and speed.

Mewtwo isn't out of it either though. Confusion isn't as effective as usual, with his Shadow Clone and ability to instantly switch places with it, but he still has more than enough spacing options. Ftilt is a good choice for example.

Great Tiger needs to abandon his color mindgames against Mewtwo and go all out with the shadow clones, abusing them as best he can to avoid retaliation for approaching. Its a strategy Great Tiger players won't be used to, but it'll be effective enough to beat you.


Vs ARCHE- 65 / 35

Arche is an interesting match. She shares Nanoha's title as one of the only projectile characters who can actually threaten you, as many of them have positioning and speed when they come out that makes them impossible to TK.

This match really isn't good for Arche though. Telekinesis still shuts down a good portion of her moveset, and she'll have a hell of a time trying to dodge your Shadow Balls since you have such fine control over them all. Further, her super falling skills when she gets hit is just asking for trouble against you.

She absolutely cannot ever go off stage when fighting you either. A single Teleport will instantly put you in her face and her on the way down, and you'll be able to edgehog her. Same effect happens if you fire several Shadow Balls at her at once. She can't dodge them all or outprioritize them all.

Arche is as pressure weak as they come, and Mewtwo has all the right abilities to break through her defenses. Arche has to stay on the field and stay on the defensive if she wants a chance at surviving. Tough luck girl.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~​

DM: This set was a lot of fun to write, and it was a blast to work with JOE! on it. We both put a lot of work into this, debating the intricacies of his playstyle and whatnot, and I can say with confidence that this set couldn't have been half as good as it is if we hadn't worked together on it.

Here's hoping for Top 50! (#1 would be nice though)

JOE!: My 4th set and probably the most fun to come up with, seeing as we had a lot of flexibility with what he could do being such a powerful psionic. I hope my pics go over well, seeing as I was in charge of the aesthetics. DM was a blast to work with in just going over the ins and outs of what to do with Mewtwo, I think we have something really special here.

As DM said, here's hoping for top 50! :bee:
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,251
Location
Australia
[size=+2]Mewtwo[/size]
From what I can see, it seems that the computer expertise with IMGs that JOE has and the quality that darth meanie produces is coming together for something massive. It's Mewtwo! I have a feeling Im gonna love this set.

The headers look really cool and not to mention Mewtwo's weight stays a LOT more true to character. Not to mention that the Final Smash is visually awesome looking, especially if it was really in Brawl (I couldn't help noticing that some of the images of Mewtwo were taken from the TCG images). The IMGs of Mewtwo's amour (Which should have been in Brawl) were visually incredible.

Mewtwo's playstyle is a pretty interesting one at that, seeing as he controls the air and the foe. His massive ranged moves do indeed make up for Mewtwo's weak KO moves. It's easy to get the idea of how Mewtwo works from his Up and Down Specials. The grab is probably, despite being very true to Mewtwo, the worst move in the set, not only not neccesarily helping to the playstyle a lot but also being a kind of filler for the move in my mind.

The moveset was quite easy to read and understand, as well as there being a lot of match-ups (Master Warlord virtually invented the whole thing and you've done probably more than he's ever done on his sets). Im a bit sad Banette didn't get in there to be totally honest, but that's only a sign I guess that I need to work harder.

This set should get into the top 50 alright, perhaps even 30-20. The timing of the post wasn't the BEST, but hey it's near end of MYM6, and people can always go back and check it.
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
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Location
Dedham, MA
(I couldn't help noticing that some of the images of Mewtwo were taken from the TCG images).
Really? only 1 image was used from the TCG.....

The grab is probably, despite being very true to Mewtwo, the worst move in the set, not only not neccesarily helping to the playstyle a lot but also being a kind of filler for the move in my mind.
Its essentially his longest ranged spacer, as well as a means of easy damage and possibly Gimping...

But I digress, thanks for the comment tho :bee:
 

goldwyvern

Smash Ace
Joined
Nov 25, 2008
Messages
519
Location
Holy keys locked in the jet, Batman!
MEWTWO: wow, JOE, just wow. Remembering Spiderman, this almost locks you for most improved MYMer in the MYM Awards. This set reads like a MW set thats had a good amount of time put into it. Actually, it reads better than a MW set in most cases. All the moves are simplistic in execution but mad creative in concept. His stats and lag give his broken damage %s some balance. I want to play Melee now because I want to laugh at how bad Mewtwo's moveset was compared to this. certainly a vote, or even a SV if I cant find anything else for my last slot.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Toadsworth: You've still got that wonderful relatable charm to your writing, and that's great because I told you never to lose it, way back when Toadette was new.
Toadsworth is a notable improvement in terms of readability, you've learned how to cut a lot of the fat from your descriptions. Your props are still mostly charming enough to forgive how jarring they would be to see.
It's all still more lengthy than it needs to be, and your self depreciating borders on excessive. So work on being more confident with the quality of what you're making.


Mewtwo: It's a remicks so obviously I hate hate hate it...

..But I don't, annoyingly. Unlike other remicks that tend to shoehorn the author's limited opinion of the character into the set, Mewtwo actually feels complete and largely free from such bias.
All the obvious compliments of "it looks great" and "the moves are creative and come together well" apply here (of course)
Overall Mewtwo seems to be like CoD 2.0
I more or less agree with this statement I took completely out-of-context
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
Mewtwo is a set I've been looking forward to from the moment you previewed the organization to be (which is very well done, by the way), and once you told me there was a Bubbles matchup I clinged onto your announcements about it for teh advertisting. I'm very happy to say that Mewtwo quite easily blows Bubbleman.EXE and The Raptors (your best sets previously) out of the water, even with competing with some of the stronger sets in the contest. And this isn't bias at all, since I have never really understood the appeal of him as a character and didn't mind his removal from Brawl (though I recognize that he badly deserved to get in).

But that isn't enough for a full review for practice when I do it officially come 7... *shakes fist*

The biggest draw to this moveset is the sheer originality of the moves. Nearly every move has some sort of unique draw to it that doesn't feel random or tacked on at all. It also remains within reasonable bounds without being... y'know... Pokemon syndrome. One of the truest to character moveset I've ever seen.

Still, the flipside to this is that the individual moves don't distiguish themselves from the specials as much as they should. The specials have stunning raw creativity, but so does every other move, and the special moves don't feel all that important to the playstyle as they should be. On top of this, you have Shadow Ball, a generic projectile, as a special. I'm not complaining that it's generic as it's necesarry to his playstyle, but.. if it is relevant to playstyle... yeah, just pointing that out.

This isn't my main criticism of this set; my main one is that Mewtwo has too many options for his own good. I'm more complaining that he shuts down things too much rather than that he is broken, though he is indeed that. For example, take his Neutral Special, which completely shuts down all projectiles, ever. I mean, lots of characters are very much dependant on their projectiles, and him being able to reflect all of them onstage at once is... yikes. Still, the reason that Mewtwo is so broken is more because of a couple of broken moves, rather than a general theme across the set, so kudos for that. I would suggest a nerf to the Neutral Special, Down Special, Up Smash and Down Smash in particular.

Still, while some moves are definitely broken, they all help the playstyle flow all the more. Mewtwo has a quite phenomenal playstyle, and the quality writeup in the playstyle section doesn't hurt. It's also very much true to character- the vast degree of control over the match's flow isn't that original but it fits Mewtwo like a glove.

So yeah. Mewtwo is a great set and easily the best of both of you. Now to find a set to boot from my vote list... :urg:

Oh, and Joe's comment on how Mewtwo is "the first joint set that seems like an actual blend of 2 MYM'er instead of just X does this and Y does that" is not only egoistical, it's wholly wrong. See Cortez and Wheel Gator (and Paper Mario at the risk of sounding biased).
 

goldwyvern

Smash Ace
Joined
Nov 25, 2008
Messages
519
Location
Holy keys locked in the jet, Batman!
Oh, and Joe's comment on how Mewtwo is "the first joint set that seems like an actual blend of 2 MYMer instead of just X does this and Y does that" is not only egoistical, it's wholly wrong. See Cortez and Wheel Gator (and Paper Mario at the risk of sounding biased).

I do completely agree with this statement. Well said, Wiz. (H). TBH, though, I want to be known for making good sets that AREN'T joints, and that is what I plan to do with Jigglypuff Remix in MYM7.
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
I would suggest a nerf to the Neutral Special, Down Special, Up Smash and Down Smash in particular.
as for balance of those moves, ill do this in a list:

neutral B has a small window to actually grab the projectile (12 frames, or 1/5th of a sec), so if you bait it, you can just hit him with somethign else as he only has control over what he catches in that window.

D Spec can only be used every 5 seconds, and mewtwo can be abused right back insid eof it. Many characters also have ways of getting out of it easily, such as Bowser's Down B or marth's up B

usmash takes a full 4 seconds to complete, when you just tap up on the cstick...it is also not too difficult to Di out of

Dsmash has meh range and lag that doesnt give too much adv., unless you fully charge it to ground the opponent, but then it's easy to see...

Oh, and Joe's comment on how Mewtwo is "the first joint set that seems like an actual blend of 2 MYM'er instead of just X does this and Y does that" is not only egoistical, it's wholly wrong. See Cortez and Wheel Gator (and Paper Mario at the risk of sounding biased).
eh, i heard that nobodies ever done a joint that felt like a blend more than "he did the writing and i did the MU's" or such.

guess Im wrong?

anywho, the post has that edited out now (wary)
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,251
Location
Australia
This is not a re-post. It's a completely different set, just re-using the character. Deal with it!
[SIZE=+5]((GOREA))[/SIZE]
Gorea is the somewhat forgotten Final Boss of Metroid Prime Hunters. It has very little relation with the Metroid series, but a wikia link can be found in the above image about Gorea for it's background. Or read below, take your pick.


1,000 years ago, a meteorite landed in Amblic territory. It heralded a formless gas, taking the form of the Amblic's own cellular structure. It was found that Gorea had shape-shifting abilities and could use a variety of weapons, even using the Amblic's weapons against them. The Amblics waged a 3 month war against Gorea, only for it to continually devour the lifeforce of the Amblics and grow stronger, much like that of a Metroid. The Amblics believed that Gorea would continually destroy all in the universe, so they had to stop it by creating the Seal Sphere as well as the Infinity Void, which would trap Gorea in another dimension inside a ship named Oubliette for all eternity. The Amblics then became extinct afterwards, leaving behind artifacts and weapons to prevent those who could release Gorea from doing so.


During the present day of the Metroid Series, seemingly taking place after Metroid Prime, The Galactic Federation and some of the most exceptional Bounty Hunters received a telepathic message from stating "The secret to the ultimate power lies in the Amblic Cluster" Samus was sent to investigate this "ultimate power" and either seize or destroy it. At the end of the game when Samus find Oubliette, she finds Gorea, who has defeated (Possibly killed) all of the other 6 bounty hunters. Samus battles Gorea, whom has fragile biomorphic neurons in it's shoulders for Samus to attack over it's invincibility, soon changing into it's second form, Gorea 2, so it can absorb all of the Seal Sphere's remaining power. Samus cannot harm Gorea in this state, but luckily finds the strongest weapon, the Omega Cannon, and with a good number of shots, defeats Gorea. When Gorea is defeated, it lets out what seems to be a blast of fire as it starts to emmit red cracks.


The end of the game left a few questions to answer. It is unknown if it was Gorea or the Omega Cannon which was the Ultimate Power, most likely Gorea was. It's also unknown what Gorea really wanted, as it showed no display of personality. Gorea is also not added to the total enemies killed at the end of the game, so it may have survived somehow.


Before Gorea was about to be destroyed, it managed to teleport itself to another dimension somewhere far, far away from the Metroid Universe. Seems that Gorea ended up in the Smash World. The Galactic Fedaration see Gorea as a threat to all the other fighters in SSB MYM, so they send Samus into the Smash competition to try and defeat Gorea again to avenge for her crimes in Metroid Fusion. Will she succed or will Gorea defeat Samus once and for all?


((STATS))


Size--10/10
Gorea is X2 wider than Samus, and is tall enough so it's shoulders could peek through the top of a battlefield platform, making it a massive target.
Weight--4/10
Gorea is light, a bad combination to go with it's size. All this is enough to put Gorea on bottom tier(?)
Ground Speed--1/10
Gorea's ground speed is among the worst in the game.
Aerial Speed--8/10
But the opposite can be said for it aerial speed.
Jumps--7/10
Gorea is a great jumper though.
Falling Speed--2/10
Gorea is very floaty, meaning it can be juggled with ease. On the good side however, it can drift along the air combined with it's aerial speed.
Traction--10/10
This is dead perfect.
Dodges/Roll--10/10
Gorea's best stat. It's roll dodges are quick and cover a lot of range over other fighters. To be exact, with 1 roll, it can cover 1/4 Final Destination in barely anytime at all, as well as being greatly spammable. This makes up for Gorea's walk speed.


((SPECIALS))


Neutral Special -- Special Drain
Gorea flashes yellow, a position which can be held infintely with the hold of B, and during this time any projectiles, traps, items or summons reaching a SBB around Gorea will be absorbed by it (Even steals disjointed moves such as Snake's U-Smash). The fact that Gorea can get in and out of this attack with almost no lag means foes cannot camp against it, the objects being "stored" for Gorea's Non-Specials (up to 300 at a time) for the rest of Gorea's stock.


By using this move when holding the grab button, Gorea will lash out an orange tentacle forward, having the same properties as ZZSamus' Side Special except that this tentacle reaches out 1/2 Final Destination and has a extended grab hitbox at the tip of the tentacle 1/2 SBB around it. Upon touching a foe, the tentacle quickly retracts them back to Gorea, then being held for 4 seconds in a grab hitbox before taking 6% and forcing the foe into a downed state (Footstool if in air). During the 4 seconds, you can tap any attack input (For aerials and throws, tap the jump/grab buttons respectively, then the button input). If the selected button input was a projectile/trap creating move of the foe's, Gorea gains that move in the place of this move, though using a taunt or taking 50% will get rid of the move. This option allows Gorea to nitpick one of the foes' projectile moves so that it may use it to it's own accordance, best for keeping foes away.


Side Special -- Additional Effect Drain
Exactly like the above move, except Gorea absorbs any additional effects (Even from attacks that inflict them, Gorea taking no damage from the attack) and "stores" them. These can include mushroom effects, stun, freeze, pushback, even widespread effects such as timers, Gorea removing the effect from the stage by doing this. Using the tentacle option with this move allows you to "store" an additional effect (if a single effect can vary in the attack such as charging, it will take the strongest option) much like the absorb version. Only 1 effect can be stored at a time and if a new one is "stored", then it will become the new effect.


Non-Specials in purple allow Gorea to add a "stored" effect (The given effect is ALWAYS triggered by attacking the foe) anytime to the attack by tapping the Side Taunt button during the attack, permanently assigning the effect to Gorea's attack to inflict on foes, so be careful when choosing what properties to assign. As a important note here, Gorea CANNOT use the attack unless it has at least 1 property from either this attack or it's Up or Down Special, though moves with X next to their name bypass this rule and can be used anytime. You will get to keep the effect stored and assign it to other attacks so you don't have to repeat the use of this move to steal the effect from the foe again. Multiple effects of the same kind can stack on a foe if more than one of that effect is stated for that attack or used on that foe over and over in special conditions.


Up Special -- Properties Drain
Gorea's body starts distorting, entering counter frames similar to Lucairo's Double Team. Upon being struck, Gorea suffers no harm, teleporting to an area of the stage fatherest away from what struck it with 1 second of invincibility, having absolutely no lag on either end, being a excellent escape or recovery move. Gorea also "stores" all special properties from the attack that triggered the counter had (This includes Super Amour/invincibility frames, reflecting, healing, but not movement momentum). Gorea also has a tentacle attack for this state, and you guessed it, it "stores" special properties of the chosen button input.


Non Specials in green are the same deal as the Side Special except that it's triggered by the Up Taunt and this gives your moves the "stored" special properties.


Down Special -- Power Drain
Exactly like the above move, but Gorea instead "stores" the priority, damage and knockback/hitstun of the move that triggered the counter/button input from tentacle. When chosing a move from the tentacle attack, it will take away the potential damage the attack itself can do, regardless if it is mechanic triggered, such as Olimar's pikmin based moves. If the chosen move from the tentacle attack has more than one possible damage/knockback (Say a sweetspot/sourspot move like DDD's F-Smash), then the strongest damage/knockback will be chosen out of them (This means if a chargeable move such as a Smash Attack or Special was chosen, then it will "store" at fully charged power).


Non Specials in red are the same deal as above, except that this gives the move the priority, damage, KB/hitstun of the "stored" move. Yes, it seems Gorea's playstyle is emerging already with these four counters, read on my friend.


((STANDARDS AND TILTS))


Standard -- Reuse X
X1= All projectiles share the same additional effect. As a rule when combining additional effects with attacks, if an effect such as tripping or stunning is combined into an attack, the knockback/hitstun of the attack is negated to make room for the additional effect
Gorea uses a "stored" object, the item re-appearing in whatever state it was in before but this time under your control in the opposite direction (Projectiles like Din's Fire will automatically attack the original user). This move has no lag, you only being able to use as many objects as you have stored, best used for keeping foes away from you, comboing or even giving the attack a special property for fun to heighten the absorbed object's uses.


If Gorea doesn't have any objects "stored", but it has the special property of a attack that's the whole attack itself, by tapping the U-Taunt button while holding A, you may assign it to this attack input. The possible moves can include Zelda/Shiek's Transform or Raven's Neutral Special. During use of the assigned move, you can tap the U-Taunt to de-assign the move and get out of it.


Dash Attack -- Material Burst X
X1= Foes that run into Gorea when it moves forward get this effect.
Gorea de-materialises on the spot, appearing as black blobs still the same size, then shoots forward as a blur until it reaches the end of the stage, Gorea having Super Amour frames during this time. There's some lag lag on both ends for Gorea doing this, though right after Gorea reaches it's peak, any stored objects will appear as if you used your Standard in the spot Gorea originally was when it used this attack. This will only happen if you tap B during the attack, the number of times you do this depends on how many stored objects will appear. You can even tap A during the attack for the object's appearance to be delayed by 1/6 a second for each tap to throw off your opponent's timing.



Without the stored effects, this move only serves as a weak get-away move, but know that using stored objects can easily lead to combos since Gorea can move during this time.


F-tilt -- Across Slash X
Gorea leans forward while slashing across with it's arm, which can be angled with the control stick. Does 14% with KB KOing at 150%, as well as average priority to boot with. There's barely any start-up lag but a good punishable bit of ending lag, wasn't the entire duration of the end lag a counter frame. Upon Gorea being hit during the counter frame, it will repeat the whole attack again with 1.2 more power, which is stackable for each counter. This move is unaffected by Gorea's Specials, so you can use if freely, as well as the counter frame at the end being a nifty extra that can catch foes off-guard. Be careful that foes don't grab you during the counter frame though.


U-tilt -- Uppershot Jab
X1= Properties at 1/5, but attack does 4 hits within attack duration, only the final hit doing KB.
X1

Gorea extends it's arms straight up above it's head. This attack has short lag, the arms having ridiculously good reach, making it a good anti-air option. During the attack's duration, you can tap A only once, for Gorea to fire out ONLY a "stored" projectile straight above it from it's arms, allowing you to hit aerial foes with projectiles such as Aura Sphere or ROB's Laser so they can't get away from you just by being in the air.


D-tilt -- Poker X
X1= Properties at 1/5, foes take damage each time they touch the tentacle. The tentacle just does 1% with weak hitstun upwards, forcing the foe to DI out of the tentacle in the case of not adding damage to this attack.
X1
In it's crouch state (One similar to ROB's), Gorea lets out a tentacle 1 SBB forward that stays out for as long as you hold the control stick down. There's a very small bit of start-up lag but no end lag, so you can intercept foes who try to jump over the tentacle to reach you.


You can also use this move to make the most of special properties such as reflecting or healing. Using this move in conjunction with your counters or Aerials is a must with this move.


((SMASHES))


F-Smash -- Murder Beam
X1= Properties at 1/4-1/2 based on charge
X3
X2
Gorea fires a beam that's as tall as itself forward 1/4-full Final Destination, travelling through walls with infinite priority. There's small lag on both ends, making this attack spammable.


This is a great way to stack various effects on foes as well as attacking them from afar since Gorea doesn't want foes to get too close to it, or after you've teleported away from your foe from a Up/Down Special counter. The range of this move also means that it can hit foes on Battlefield even if they are 1 platform higher than you are, which is quite devastating, this being Gorea's main projectile.


U-Smash -- Soul Eater
X1= Properties at X2.5, once foe is DI'ed into Gorea, they take this damage
X1-3= The "1" comes from Gorea's spore it releases while the 3 is when the foe is DI'ed into Gorea. Foes will take the effects from the "3" when they touch ground.
X2
Gorea fires a tentacle from it's core, imagine this tentacle as controlling Lucario's Extremespeed in EVERY aspect, the tentacle extending as it travels. Once the tentacle has reached it's peak, it will form into a spore that lasts 1-3 seconds. Foes who touch any part of the travelling tentacle are instantly placed at the end of it in a grab hitbox. This is where it gets a bit tricky, as now Gorea must "DI" foes through it's tentacle into it's core by constantly mashing the direction you want the foe to travel like a madman, but foes can do the same to get out of your tentacle. While it would seem that it's a battle of the best button masher from here on, the DI'ing contest is rigged into Gorea's favour based on how low it's damage percentage is and how much you charged this move. Two additional things you should notice about this move, first being that other foes touching your tentacle while dragging a foe in are also dragged in, secondly that you can tap A anytime while dragging a foe in to form the spore effect mentioned above, exiting the attack with very little lag.



The lag of this attack is a bit heavy, especially if you miss, but the massive damage you can do if you can drag a foe in could almost guanrantee a instant KO, so keep this move in mind for a good KO option from a distance.


D-Smash -- Prescence Spreader X
X1= Does 10 hits that do X2 of the total move damage and hitstun all together, but no KB during the attack initiation.
X1
Gorea releases a surge of orange mist a 1-X2 Smart Bomb range around itself. The move has average lag on both ends, though the mist Gorea created stays around it after the attack. This mist acts as a extended hitbox for foes to attack Gorea, though Gorea only takes damage (No KB or hitstun) when the foe's attack hits only the mist, as well as the mist having a "mist" priority where regular projectiles will pass through the mist. Gorea can use this mist to it's advantage, it's absorb/counter properties from it's Specials expanding to the mist's range. The mist does not last forever, it shrinking at a rate where it would vanish within 30 seconds to a minute of being created, and Gorea cannot create another mist until the current one is gone to prevent spamming.


This attack is not only good for damage racking and as a breather, but the extended hitbox is an invitation for foes to attack Gorea's mist to damage it and allow Gorea to set off it's absorb/counter from a distance, but this depends on if the foe wants to use the time to do so or not.


((AERIALS))


N-air -- Limb Tornado
X1= Properties at 1/2
X1= Additional effects occur once foe touches ground, multiple uses before the effect occurs can stack it
X1
Gorea's limbs begin erratically flying around Gorea in a sphere shape with good range away from Gorea's main body, the flying limbs being the attack hitbox. Gorea barely has any lag on both ends, so it's a good idea to assign a foe's F-air or similar comboing tool to this move, as you'll need to use this strategy on combo-orientated foes who don't have powerful moves.


F-air -- Energy Leak
X1= Properties at 1/2
X1= Additional effects occur once foe touches ground, multiple uses before the effect occurs can stack it
X1
Gorea thrusts both arms forward, it's hands being the hitbox that are able to be angled with the control stick. The attack has a little more lag than the above attack, though due to Gorea's arm length some great distance can be got out of this move. By inputting the move like a Smash Attack, Gorea will throws it's arms forward at twice the attack's normal distance at the sacrafice of all damage done and adding a slightly longer duration to the attack.


This attack is useful as a combo move after the N-air due to it's long range, as well as allowing you to continually stack effects on foes.


B-air -- Suction Blast
X1
X1= Additional effects occur once foe touches ground, multiple uses before the effect occurs can stack it
Gorea's core emmits a short spark of light behind it for a short duration. This attack has almost no lag, having bad attack range to make up for. Luckily this move interacts with your D-Smash, this B-air creating a weak suction effect that drags foes into this move providing they are in range of the D-Smash mist.


This move is a great finish move in the air, but also good to combo with the Dash Attack.


U-air -- Material Shuffle
X1= Properties at 1/4, KB is automatically set upwards
X6= Additional effects occur once foe touches ground, multiple uses before the effect occurs can stack it
Gorea's legs disconnect from where they are, then re-appear right above it's head upside-down, the tip of the legs being the hitbox. The attack is a bit laggy due to the animation at the start but not so much at the end, and the attack is very difficult to land given Gorea's height and the rather small hitbox. Do understand that the X5 for added effects is quite deadly should you land this move.


This attack doesn't end there, as Gorea's legs stay where they were for the attack. To explain things, this will change Gorea's hitbox slightly, Gorea's main body now touching the ground while it's legs are at the top of it's body. Because of this, some of Gorea's moves will slightly change in terms of height, so it's tentacle moves are now more low lying and it's U-tilt has worse range. You are able to reverse this by using this move again, this time the move acting in the exact reverse to as before, the legs now having a hitbox below Gorea, reverse and all. Having to do this makes the move a bit hard to spam, but being able to attack from more than one direction is pretty decent, given Gorea's aerial speed.


D-air -- Gorea Shockwave X
X1= Properties at 1/8, foes touching Gorea during it's descent take this damage.
X1= Effect comes from shockwave, actual effect occurs once foe touches ground, multiple uses before the effect occurs can stack it
Gorea's aerial movement is halted for a split second before falling straight down, so fast in fact that it reaches the floor instantly, creating two SBB sized shockwaves on either side of it that push foes back 1/2 Battlefield. Since there's barely any lag to this attack and foes are given little forewarning, this is a great way to fall to the ground safely and give yourself space from your foe.


The shockwaves from the attack make a great combo finisher after you've used the N-air and F-air in a combo, as well as vast other moves. Try using a F-Smash after pushing foes off-stage.


((GRAB/THROWS))
Gorea extends a tentacle forward from it's core, much like it's Specials but only 1/4 Final Destination and barely any lag so it's extremely easy to use. This gives Gorea an easy grab to set-up from a distance without being easily punished for missing.


Pummel -- Leeching X

Gorea drains a bit of the foe's lifeforce for a quick pummel like Lucario's. This move slightly gives a bit more favour to Gorea with it's U-Smash for each use, and based on the conditions of Gorea/Victim, one or both of the effects below will occur:
  • Neutral: Providing that Gorea has at least 1 object from the foe stored, you will gain 1 extra object stored (1 for every object that came from the foe) for each pummel. A great way to increase on projectile ammo for Standard and Dash, seeing as how it's the foe's fault for using it in the first place.
  • Side: Any additional effects that the foe has that are yet to be triggered due to not landing on ground are doubled (stacked) for each use of this Pummel. Note you will have to catch foes in the air with this grab to be able to use it, but it's great off-stage after aerial combos.
F-throw -- Fiend's Slam
X1
X2= Additional effects occur once foe touches ground, multiple uses before the effect occurs can stack it
Gorea raises it's foe into the air before slamming them down into the ground 1 SBB in front of Gorea. Gorea's most basic throw if you want to KO a foe, though you can hold forward during the throw for the foe to be released on the spot when they hit the ground, instantly suffering the additional effect of this move in case you want to follow up another move or just fake out the foe.



B-throw -- Tentacle Vapour X
X1= Properties at 1/8, this attack doing set KB upwards 2 SBB instead without any power added.
Without turning around, Gorea's tentacle changes direction with the held foe before a blast of black vapour hits the foe. This vapour sticks onto the foe, adding a 1/4 SBB distance around that foe to which Gorea's Tentacle Specials, U-Smash and Grab can act as a hitbox to the foe (They can still dodge to prevent themselves from getting grabbed anyway). This grows by said amount every 4 seconds, up to a maximum of 2 SBB. Gorea using this throw on an already affected foe will double the grab hitbox area unless it exceeds the limit. By assigning a weak attack to this throw, you can create a devastating chain-grab on foes that can blow DDD's out of the water.


U-throw -- Retract X
Gorea lets the foe go as if they had escaped the grab. For the next 3 seconds providing that Gorea stands still, foes who try to attack Gorea (Or it's mist from the D-Smash)will automatically set-off the counter for Down Special. This is a great mindgame move and a way to set-off your counter, though just remember that you don't want your foe to grab you because you are vulnerable to being grabbed.


D-throw -- Boring Filler Move X
Gorea lets the foe go as if they had escaped the grab. The next time Gorea lands a Tentacle Special on the foe, instead of dropping the foe after choosing one of their moves, the timer resets and you get to choose another of their moves. The property gained this time depends on which Tentacle Special you originally got the foe with, going in the normal order = Neutral > Side > Up > Down. Using this throw on the foe again before this effect occurs allows you get 4 pickings from each of the above Specials, but it cannot stack further than that in terms of using this throw.


((FINAL SMASH -- LAST DRAIN))
Gorea turns upside down as it floats in place. All of a sudden, it shoots a orange tentacle at every living thing on the stage, even summons and ATs, going right through walls. Foes can spot-dodge the otherwise difficult to dodge strike, though if they fail, then Gorea lifts their helpless bodies up as it slowly pumps all of the beings life force out of their bodies, then dropping them down as if their shield had broken so foes off-stage will fall to their dooms. Once a foe touches the floor, they stay in their downed state for the maximum time and take 70%, Gorea healing 30% for each victim. Summons and ATs are also killed by this FS, and additionally affected foes cannot use any of their attacks on Gorea for the rest of either their or Gorea's stock, whichever comes first.


((PLAYSTYLE))
From the looks of it, Gorea is gamebreaking, already on the God Tier. It can absorb traps, items, summons, projectiles, additional effects, and copy the foe's strongest trait to use it against them with relative ease. Though it's not all that good in Gorea's case, seeing as it's a huge target, light, floaty, and even is given little to work with other than it's F-tilt, D-tilt, D-Smash, D-air pushback, and it's grabs since it's other attacks do not work unless given the properties. The counter frames of it's Up/Down Specials also need good timing otherwise you're foe gets a free hit in Gorea, and they don't counter grabs. Finally, Gorea has no move in it's set that actually forces the foe to attack you, so it's up to the foe to attack you unless you can land a Tentacle Special.



SO, at the start of the match, Gorea's Neutral/Side Special pretty much prevent foes from camping, so they will have to approach Gorea. Here you should try to use a Grab on the foe, then B-throw them to expand your grab hitbox on the foe. Even so, your Tentacle Specials are still the slightest predictable, but unless you either land one of these or a counter, the battle will be very difficult to win since you have only your F-tilt and D-air to try and KO foes. If you fail to land your all-important Specials, you'll have to roll dodge, Dash Attack or jump/D-air to escape foes. Let's just say the first part of the fight isn't a cakewalk for Gorea, foes easily being able to know what Gorea will try.


When it comes to picking the foe's move for your Tentacle Special, you'll have to know your foe's moveset, which will put a even greater strain on learning Gorea for those who want to main it (Like me). You will obviously want the foe's strongest attack/added effect, though this will depend on which foe you are facing. From here on, it's a lot of fun playing as Gorea, though remember that you can't change assigned effects so be careful with your decision. You'll still want to keep your distance from foes and consider every option you have for scoring a (EASY) KO on foes, especially considering the foe's playstyle. DO NOT EVER LET A FOE GRAB GOREA, EVER.


So overall, Gorea uses the foe's greatest weapon against them, is impossible to camp against and suffers from being grabbed. While it can virtually win the match by using it's Tentacle Special once against a foe and spamming F-Smashes against them, this is balanced out by Gorea's size and weight, it's lack of options at the stat of the match, as well as Gorea's lack of recovery without a well-timed counter. To master Gorea is a very difficult task, there being many creative combos and playstyles that are only limited to your foe's moveset.


((FINAL NOTES))
My last set for MYM6, I speak here for 2 reasons. Firstly, I hope that nobody minds me re-making Gorea in the same MYM, seeing that it's legit to make a moveset of a character that's already been done before in the same MYM. Secondly, I understand that this is a bit of a complicated set, and I probably didn't make it as easy to understand as I could have, so if there's something you don't understand, then I should be able to answer. Making Match-Ups for Gorea could have perhaps made it easier to understand the set, though I will do no such thing as of now. I'll expect this set to get vast amounts of critisicim, but that's OK since I kind of rushed this set a bit once again to fit it into the final hours of MYM6.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Geez, I'm really behind on my commenting. Don't really know how that happened. Well, anyway, here's the obligatory brief catch-up.

And very first on my list is Arche. Now, I went into this set with incredibly high expectations, what with everybody going about claiming they'll super vote it - and it's interesting how all this happened in the chat, making this the first truly chat-based set with little to no in-thread reception, because of the wacko way you chose to present it. I mean, I don't even KNOW what's up with that.

Anyway, it is indeed a good set, but I think you had rather too much to work with. I'm most impressed with the sets where you make a plain or downright incomprehensible character work interestingly - with something like this, well, yes the spell system is unique and interesting and the flying is more well-implemented than ever before and the individual attacks are all creative, but really, with the subject matter anyone could make a decent set. This is better than decent because you're definitely not just anyone, but...

Ultimately, I don't find it cohesed into a more interesting playstyle than that of, say, Anne, or Viola, or Clefable. Maybe on the same level as Joe, who's a great set in his own right. I don't want to sound too harsh - after all, this is definitely worth a vote for its implementation - but somebody needs to counteract the nigh-godly praise it's been getting.

Just by the way, the organization is superb. For a projectile-based set like this, making drawings of every single attack was just a brilliant move.

So next is my good buddy Mewtwo. Right off the bat, can I make a suggestion for everybody? You don't put music in the character's name, and then right away in his first header. You space music out to serve as background music for reading. Otherwise you have the reader constantly going back in the moveset because they read more quickly than they listen. Maybe I'm way off and it's just me who's jarred by having two links right next to each other.

Very good moveset, really. I'd disagree that every attack has "stunning creativity"; this isn't Spadefox or anything. Really, many of these attacks are quite standard controlling techniques - the reason they work so well is because they fit together and make an operating whole. They're all just so Mewtwo. The playstyle turns out very nicely and I can't complain about any of these, the conceptual aspects of the set.

That said, the presentation is iffy. The color scheme is very nice but the execution is shifty. There's a space missing in the names of over half the attacks - just before the dash - the kind of sloppy little nitpick that shouldn't matter but that just bugs me as I'm reading and ruins the visual flow. The videos are neat at first, but quickly become irritatingly eye-drawing, distracting from the set itself. And there are so many extras, it boggles the mind. I'd forgotten how annoying it is to have longer extras than set; it trivializes the important part of the moveset and turns what should be an experience into a list of facts. And I don't like the bulk of your music choices, they're not nearly brooding enough.

But either way, these are not important complaints. The day I change my mind about a set because of its extras will be a sad day indeed. Well done, I'd say to the both of you; this is probably one of the best non-HR joint sets around.

Now, Pegasus? To be honest, I haven't read all of him. I don't feel I have to. From the glance I've taken at the monsters, it seems to me that they're meant to serve as quasi-generic figures. This, rightfully so. Pegasus is mind-bogglingly complex, and if the monsters weren't just as simplistic, the set would be overwhelming and unbelievable for Brawl; as is, it's not. It's a package, a translation of a card game directly into Smash, and it's quite brilliant. You made a great choice, presenting the monsters and spells and traps the way you did, and it makes him - shockingly - approachable. And that playstyle! It's just breathtaking.

The one thing that goes wrong, time and time again, is your writing style, which seems even more insane with little phrases like "my little MYMing friends", which, as Warlord mentioned, makes you sound like a creepy old pedophile. However, since this is a set that I thoroughly believe doesn't have to be fully read to be understood and appreciated - rather like one doesn't need to read Zant's Twilight moveset - it's not as big an issue as it would be otherwise. There's something wonderful at work when a fading MYMer makes a big bang set, an underdog that reaffirms their importance - it happened when Chris made Arthas, and it happened again here. Well done.

I'm going to leave it at that and comment Maha, Gluttony, Samus Remix, Banette and Gorea (three Katapultar sets (SHOCK)) after the contest is over. And also Cloud of Darkness and Hector, who I still have to read before I make my votes.

Things are kinda slow. I wonder whether there really will be any last-minute rush..
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,528
Well, I was going to completely revamp Kee-Mo-Shi and post the update here, but I accidentally hit a combination of buttons that completely erased every change I made. And now, during the middle of my attempt to re-revamp Kee-Mo-Shi, my Mom has just informed me that I need to get off the computer. So regrettably, I have no update to post today, as originally intended. I did actually finish a few sets since I made HK-47, but I didn't like either one of them, and they got junked. Consequently, I have nothing toatally new to post here either. Grrr.

*Leaves before my Mom yells at me again*
*Vows to remake Kee-Mo-Shi in MYM7*
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
More Comments from Meanie

Pegasus

I liked the concept behind this set a great deal. You didn't compromise the idea of him being a behind the scenes card player, and your use of Toon World as what needs to be destroyed to beat him was a very cool move. You also had a good idea with all of the mindgames behind his card drawing style and highlighter, although I"m not sure you implemented it as well as you could have.

First of all, I don't see why you had the Neutral Special for drawing a card. There's no reason not to draw a card when you can, so Pegasus should have done it automatically. This could have freed up a button so you could hide his hand with the Neutral Special instead of the shield; so his monsters actually could shield.

On to the monsters themselves; I'll be honest, I didn't read through them all, but I did skim through them. Generally, I thought that they were all uninspired, and the fact that they don't have access to any sort of Specials hurts them. Further, few of them seemed well suited for guarding the Toon World itself. Toon Alligator for instance had a trap-busting focus, when Toon World is almost never going to be hit by a trap. Really, enemies can for the most part just ignore your monsters and wail on Toon World, especially if they have a good damage racking or projectile attack.

The magic and trap cards too didn't seem particularly well thought out, and couldn't really be a consistent help. You emphasized the importance of mindgames about which one you used though, and I don't see how its that important. The enemy has to approach Toon World regardless of whether you have a trap laid or not, and they're not going to think twice because they don't know what the card you laid is. There were some cool cards that modified your monsters, like the grabbing hand, and I would have loved to see them be more like that.

All in all, this set was full of some good ideas, but they just weren't implemented well. I liked the concept though, and it was fun to read through and see all the work you did to make such a "fabulous" moveset for such a "fabulous" guy.

Arche

Arche is an extreme, by any definition. She has massive magic syndrome, she's incredibly campy, incredibly pressure weak. Normally, these would be death strokes for a moveset, but Junahu takes it all and makes it awesome.

Really, there's little I can say that you don't already know. The spells all had a great deal of individual creativity and were designed to make best use of that spell charge feature of yours. I really have to say that the brilliance here is not in concept, but in execution. You take these ideas and implement them quite nearly as well as they possibly could be.

That's really your strength, implementation. Your sets are always good looking and have the personality to make already good ideas jump from the screen.

Gorea

Katapultar, really? I thought you knew by now that vomiting five different colors on the screen doesn't look good. I understand why you put the different colors there, but you could have displayed the different effects from the specials in a different way.

And I really hate to say this, because there are a lot of good concepts behind this set, but its almost impossible for me to understand what you're trying to do. You don't clarify the effects of your Specials very well, and the X3 X1 whatever things at the top of the different moves make no sense to me.

I can see that you've got a playstyle based on picking the strengths of your opponent and applying them to your moves, and destroying camping. Its a fantastic idea for an anti-character set, and there are some really good ideas here, but its just so sloppily put together that I can't figure out how it all works.

You said at the bottom that you rushed this, and I feel that was the problem. I would absolutely love to see this set again in MYM7 cleaned up, rewritten to be clearer, and resubmitted, because as it is, its got some great ideas, but you just don't flesh them all out.

Also, I know why you removed damage for several of the moves, but all of them should do at least some damage, especially the ones that are outright attacks. He shouldn't be completely toothless without abilities absorbed.
 

Meadow

Smash Apprentice
Joined
May 4, 2008
Messages
197
Location
Herndon, VA
Hooray! Happy Halloween, everyone! Are any of you trick-or-treating, this year? I wish I could, but I lack a good costume >.< Other than a plain white bedsheet, but...ooh, maybe I could dress up as...Doopliss! :D But, here are some mini-reviews that I did! I'm very sorry that I wasn't able to contribute that much, I wasn't really all that into MYM (Again...) until...once again, the last few days of the contest. I sure hope it won't shape up to be like this again in the next one! I'm sorry.

Sorry if the quality of the reviews aren't that good, I know I'm very nitpicky and don't have many good things to say...I'm ... sort of a pessimistic person. Yet also optimistic... oh, and very, very contradictory. Sorry!

Arche

A Tales of Phantasia character? Lucky for me, that's the only Tales game that I own and am familiar with (Don't shout or yell at me for that >_>). Arche has always been one of my most useful characters, due to her more useful spells than ... the spirit summoning guy (Forgot his name >.< I haven't played the game in a long time). And oh, how nice this looks :D. I like how you implemented her many spells into the moveset into a seemingly fluid system, although I'm not sure if I will be able to get into the habit of switching spells frequently to get a desired spell. (Plus all those statistics confused me >.<; I'm not used to reading those kind of tidbits just yet, so sort of like Anne, it gets tedious for me to refer back to the beginning section, but that's just my bad memory getting in the way)

It's nice how you grouped together the spells according to their properties, power, and purposes; it would've been disastrous to have Arche's main KO spells spread out through the three categories, but you obviously took note of that (>_> I probably wouldn't have; I like to spread things out, but in Arche's case, this can never happen). Although, Arche does have a damage-racking move in each category, that affect different areas (Ice Tornado, and Aqua Edge), so I'm not sure if that makes Arche a bit too...well, powerful?

I don't mean to be picky or rude or anything, but I felt a bit conflicted when I read the specials >_< Isn't there any other way for you to toggle through a set of spells other than the specials? Well, no, there's not, other than Taunts, but that seems really off. Sorry, it's just that I tend to think that Specials should be the most useful and ... well, special attacks in a character's moveset that also can be used as a tool yet are fundamentally good alone for one purpose or another...and wait, I just contradicted myself, didn't I? They do have a use, albeit...not as flashy as I would like them to be. Sorry. :x I'm just a bit iffy today.

Arche seems to be a pain to fight against though, in my opinion. With her many ground affecting moves that force the opponent to jump (As you emphasized strongly throughout the set), strong barrier like attacks, and her wide, wide range of projectiles, along with a way to repel them to boot, she seems...just a tad, overpowered to me, really. (It may be just the diagrams/pictures of each move that are throwing me off, Tempest looked so o_o; big.) Sorry if I offend you or anything.

I know that I said a lot of bad things and not much (If any) positive things about Arche, just picking out what I think that seems wrong (Wow >_> Looks like I'm turning ... so self-centered, if I haven't been already). But Arche is a hard character to create a balanced and fluid moveset for, so I greatly commend you for that; I would've done a whole lot (Times that by a hundred) worse! And it looks like your artistic skills are still burning greatly, if that makes sense; the whole thing was very pleasing, and it looked a lot more organized than... oops, I'm lacking a comparison...just goes to show you how little I keep up with the thread. Which is another reason not to take my review seriously. And sorry for the walls of text >_>;

And thanks for the review, although, I post my comments about that later! ^-^ As well as to everyone else that commented!

Mewtwo

Mewtwo! Oh, wow, this moveset looks very organized and nice as well. Sorry if this review doesn't suffice to your expectations.

While I haven't read any of your other sets, DarthMeanie (Other than skimming through Nanoha once), and only read Velociraptors of yours, JOE!, I can tell that both of you went through a lot of effort with this one (Not saying that you nor anyone else didn't put much effort into their own movesets; after all, it's what we crave for, right? Effort, perfection, glory, and a sense of fun! Sorry if that was offensive!) Mewtwo, at first glance (For me, anyways; not sure about other people >_<), seems to be a bit overpowered, but...it does seem fitting, after all, since Mewtwo is ... or sorta is, one of the most powerful Pokémon.

I'm not that familiar with Pokémon, even though I own a few games (I haven't even touched a copy of the fourth generation games >-<;; So I'm really lost). But that doesn't really matter, since the attack descriptions give me an idea of what it would be like in the games.

Is Barrier a real move, though? I mean, you obviously edited the effects to fit in with SSB instead of a shield (As you already have that, of course), and I don't recall ever seeing one in the games. But...that's good, actually! aSince of the Pokémon Syndrome I've been hearing about, it's bad to use unfitting moves into a Pokémon moveset and simply filling in moves that have no relevance that the Pokémon can learn into their moveset, so, great! But that's the problem I have with Barrier, though, since Mewtwo is so...strong, does he even need a barrier to protect himself? Sorry about being so picky with this, but I probably would've done the same thing for Mewtwo's N-Air, I can't think of any other options. (Don't blame me for that, though; I have a bad imagination, but I'm not saying you two don't! I'm sure you two can come up with something, and I don't mean for you two to change it; it's fine the way it is now, really! I'm just...being picky (Repeat) >_<; Sorry!)

First off, (Another picky thing), the stats. o_o It may just be me, since I'm too used to judging things by first impressions (Sorry!) and since Mewtwo was floaty and pretty light in Melee (Don't quote me on that >_>), I can't really picture him as a heavyweight...his size is fine, it's a bit odd to see Mewtwo as tall as Ganondorf, though. But it's nice to see you two fit the stats so close to... character!

Ignoring my desire to think and view Mewtwo as overpowered >_< Sorry!, the attacks you used for Mewtwo are quite fitting for him; most of them being psychic moves (Obviously), and used Mewtwo's...um, 'grabby and throwing' tendencies into most of his moves. Yes, sorry >_> I'm not good at describing things as a whole. I'll go back to my fit of saying negative things now :

I don't get his Special Grab. What are the buttons (Commands? Grab Button + B) for it? You may have explained this in a later post or have said it in the moveset, so I am very, very sorry for not reading the whole thing properly.

(Side note that is not really positive nor negative, I think) : Kirby will be a force to be reckoned with when he has Telekenisis too! xD;

Mewtwo seems to be a destructive force in a Free For All match, in my opinion! With Disable, Levitation Field, and being occupied with Future Sight, leaves everything in chaos. And even then, Mewtwo is very, very deadly in a 1 vs. 1 match, with many attacks that slowly increase in um, usefulness in range, with very good gimping abilities (Psionic Rift), Levitate and Psywave to stun an opponent for even more set-ups, and such. o_o I'm not sure if it's just me, I'm sorry for that, but I feel as though Mewtwo is really just... too overpowered.

Bleh...sorry, I lost my train of thought. o_o I had to go do something for a second, and now I have a slight headache. Sorry about me being so rude yet again, but I'll try and get through more later >_<;

Bye for now! I'll read Pegasus later, Toon World seems utterly entrancing, and Gorea, who was just posted.

Hopefully I'll make an appearance again tomorrow or the day after; >_< Goodness knows how times fly by so fast!
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
Mewtwo

Mewtwo, at first glance (For me, anyways; not sure about other people >_<), seems to be a bit overpowered, but...it does seem fitting, after all, since Mewtwo is ... or sorta is, one of the most powerful Pokémon.
Yeah, it may be a bit intentioanla that we made the most OP pokemon seem a bit Overpowered at a glance, but if you take the set in as a whole you will realize that Mewtwo has either really bad or really good options depending on the situation.

For example, vs meta Knight he out ranges and out prioritzes his attacks, something MK relies on in a match. On top of this, MK has poor aerial speed, making him prone to being trapped in levitation Fields. From there, mewtwo can just outclass his air attacks with his. This is why mewtwo wins this match: MK has nothing new to bring to the table in this match besides the things he normally relys on to win.

VS Sonic however, not only can sonic just essentially avoid Mewtwo and punish his slow attacks with his movement speed, but the priority and range issue isnt a deterrant for sonic, because the character allready has bad range/priority vs the whole cast, it's nothing new for a sonic player to deal with. Along with him having ways to get out of his traps, sonic is a tougher match for mewtwo

I may have rambled a bit, but the point is that Mewtwo is actually balanced in that if you can play keep away, or bait attacks, granted you have means or punishing / evading mewtwo's attacks well, you can easily beat him. He is like a more extreme version of ganondorf in this respect.


Is Barrier a real move, though? I mean, you obviously edited the effects to fit in with SSB instead of a shield.
I see what you are getting at here: his barrier is simply a cosmetic effect, like how Yoshi has his egg instead of the normal bubble shield. Both dont really do anything besides look cool, and act as a normal shield would.

First off, (Another picky thing), the stats. o_o It may just be me, since I'm too used to judging things by first impressions (Sorry!) and since Mewtwo was floaty and pretty light in Melee (Don't quote me on that >_>), I can't really picture him as a heavyweight...his size is fine, it's a bit odd to see Mewtwo as tall as Ganondorf, though. But it's nice to see you two fit the stats so close to... character!
thats a bit of a misconception actually. If you look up mewtwo's Pokedex data, it says that he is 6'7", and weighs 268lbs.

Approaching 7ft means that he is certainly taller than anyone else but ganon (who is like 8ft), and weighing close to 300 lbs puts him ahead of the next heaviest pokemon: Charizard.

and just to shoehorn in more about his balance: Looking at his stats we made him very slow all around. Being heavy and Floaty isnt a good thing either: He can be "juggled" and "comboed" VERY easily because of how big and heavy he is.


I don't get his Special Grab. What are the buttons (Commands? Grab Button + B) for it? You may have explained this in a later post or have said it in the moveset, so I am very, very sorry for not reading the whole thing properly.
His "special grab" isnt actually a specal move. It is just that it is special in that he has no "throws", and can freely move the opponent.

Mewtwo seems to be a destructive force in a Free For All match, in my opinion! With Disable, Levitation Field, and being occupied with Future Sight, leaves everything in chaos. And even then, Mewtwo is very, very deadly in a 1 vs. 1 match, with many attacks that slowly increase in um, usefulness in range, with very good gimping abilities (Psionic Rift), Levitate and Psywave to stun an opponent for even more set-ups, and such. o_o I'm not sure if it's just me, I'm sorry for that, but I feel as though Mewtwo is really just... too overpowered.
On some stages he may be a bit silly, but in a free for all just avoiding him means he cannot really harm you. remember, everyone but Ganon and Jigglypuff can out-walk him...


Thanks for the read tho, meadow :bee:
 

goldwyvern

Smash Ace
Joined
Nov 25, 2008
Messages
519
Location
Holy keys locked in the jet, Batman!
Gorea looks okay, but did you REALLY have tio pull a Bear Hugger and steal a charaacter Kirbywizard already did? :p. Looks decent enough though. The detail is still pretty well done for a newbie set, so I can commend you for that and the well-designed organization that was a mix of the original Gorea's and a little bit of your own stuff.

YES YES YES. VOTEABILITY, I AM HERE! [/bad grammar]
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,289
Location
Hippo Island
A JOINT MOVESET BETWEEN HYPER_RIDLEY AND PLORF

>>V I L E

[MAVERICK HUNTER]



Vile is a maverick robot in the Megaman X series. He was initially created to help fight off the Mavericks but a programming error caused him to be sadistic and enjoy destruction. Eventually he defected to the Mavericks in order to destroy Megaman, a rival of his. Vile was playable in the remake of the first Megaman X game, "Maverick Hunter". In his story he actually does prove that he is stronger then Megaman and only loses because of Megaman's assistance from Zero.

In Brawl, Vile is heavy due to his robotic body. He is decent at both ground and movement speed but nothing that could be considered "great". He is slightly floaty but his jumps are slightly below average. He is about the height of Marth with bulkier armor.


[SPECIAL_MECHANIC]

Weapon Energy

Resting on top of Vile’s HUD is a small black horizontal bar filled with many little white bars. Megaman fans should recognize this as the classic energy meter of those games used to measure how much ammo Megaman has left when using his various attacks. In Brawl, Vile’s own weaponry will be running off of a similar system. In fact, you can even see this energy bar on his shoulder cannon, and it will reflect the status of the one on his HUD!

The vast majority of Vile’s moves will siphon power from his energy sources, which of course translates into Vile needing a certain amount or more of his energy remaining in order to perform them. If there isn’t enough energy, Vile will perform the move animation but nothing will be fired out of his weapons. The maximum amount of energy Vile can have is 28 units, and he always spawns with full power.

Regaining energy couldn’t be easier. The moment Vile uses up some energy, it begins to recharge at the rate of 5 units per second. As you could probably guess, this makes it somewhat difficult to run out of energy with Vile unless you utterly spam his moves like no tomorrow, but that is basically the point. Considering the sheer amount of projectiles Vile can utilize, this gives him incentive to play smartly with his ranged weapons while not severely handicapping his projectiles, which would be a massive detriment to Vile’s playstyle.


m o v e s e t

[SPECIAL_ATTACKS]

Neutral Special > Target Marker
As you hold the special move button, a small red cross-hair the size of a pokeball will appear right in front of Vile’s face. While continuing to hold the button, you may move the cross-hair around with the control stick and it moves at an average speed. Vile is immobile and vulnerable while you do this, and if he is hit before you finish positioning the cross-hair, it abruptly disappears. If you do let go of the special button with the crosshair positioned where you want it, it will remain in place and turn green as Vile is free to move around again. If you overlap an enemy with the cross-hair, it will stick to and follow them, provided you keep it on them for a second or so. On moving stages, the cross-hair will move along with the stage and try to remain in the same relative location on the screen.

With a location marked, most of Vile’s weaponry will actually curve their trajectory in order to head towards the marked location. The attacks will still have their regular trajectories listed in their descriptions for when there is no crosshair. When attacking a marked enemy, the shot will aim for the position the enemy was in when the shot was initially fired. The lock-on remains indefinitely until Vile either loses a stock, or he presses the special attack button again, which will cause the lock to immediately disappear. This move is great for controlling the enemy’s movements for your other attacks that don’t use the lock, and is overall an important move to master for successful Vile play.


Side Special > Maverick Beam
Vile begins to charge energy into his shoulder cannon, using up heavy amounts of his energy. This is a storable charge move like Samus’ Charge Shot. It takes 1.5 seconds to fully charge, and for each .1 seconds he charges, he uses up one unit of energy, thereby taking 15 units to fully charge. Don’t think you can just charge up in small doses to evade the energy requirements; as long as you store the charge for this move, the energy used in it is perpetually lost, so if you store a full charge you have only half of your meter to work with until you unleash the charge.

When you do release the charge, Vile unleashes a massive beam from his shoulder cannon that is as thick as Mario is tall and travels infinitely across the entire stage horizontally. There is below average startup lag to fire and the beam lasts from .4 seconds to 2 seconds depending on how long Vile charged and is disjointed. It deals 2% for every .2 seconds an enemy is caught in the beam and it is rather difficult to DI out of it, but not impossible. The final hit of the move deals pathetically minor knockback that won’t ever KO but it’s enough to get some space between Vile and the enemy, which is a great thing since this move has above average end lag as the beam fizzles out.


Up Special > Uplift Reserve

I'd like to say this is a very interesting move. Looking upwards, Vile launches something rather large from his shoulder cannon so it's a platform directly above him. The object then complexly unfolds into a hovering donut-like platform of sorts. It'll hold Vile in place one platform below it, unless he presses up or down. Vile will also be able to move left and right while in hold.He can go down infinitely, but when he reaches the top of the gravity hold, he'll automatically stand on top of it. The Maverick is able to move around for a mere five seconds before the gravity lift locks up and forces him on top. This move uses up ALL of Vile's energy. It's also got a rather annoying lag time.

Once Vile's on top of it, he can't move left or right, or even move down normally; the gravity lift has stopped functioning and the hole in which he rose through has closed. What he can do is camp. This is essentially a sniping platform form which Vile can perform any of his attacks. Please note that the platform is only big enough for one character at a time. The platform has 30 HP and can be destroyed, leaving Vile without a recovery for seven seconds. Uplift Reserve is extremely gimpable, but makes up for it with a few other factors. The above image is essentially how this platform would work mechanically, though the visual is a bit different, that is, more compact and slick. It still basically retains that awesome shiny purple color, though.


Down Special > Ride Armor


Vile kneels down and holds his hand to his helmet, looking very similar to Snake initiating a codec conversation. It takes Vile .7 seconds to complete the transmission, during which time he is completely vulnerable. After completing the transmission, gameplay resumes as normal with no noticeable change…

5 Seconds after Vile made his transmission, a beam of light shines down from the top center of the screen. Oh great, Vile’s got divine intervention on his side! Nah, it’s just his fellow mavericks supplying Vile with his own personal Ride Armor, which according to Vile is like divine intervention anyway. The Ride Armor is nearly twice as tall as Ganondorf and as wide as Dedede. It appears on the very center of the stage atop a special platform that resembles a spawn platform. If there is something in the way, it will spawn as close as possible. Anything other than the Ride Armor will simply pass through the spawn platform, and the Ride Armor will remain on the platform as need be till someone actually uses it, it even keeping up with moving stages.

Any character can take control of the Ride Armor by simply jumping into the vicinity of the driver’s seat at the top of the thing. The spawn platform then disappears and the character is free to operate the hulking machine, with larger character shrinking down to fit in. The machine can walk around at a 5/10 speed and has a single 4/10 jump, so maneuverability isn’t what you’ll be using this for. However, it does have a dash that acts similar to a spot dodge, but without dodging attacks. You can only use this fast boost once every five seconds, though, but while boosting, you can jump quite far horizontally. Its offensive capabilities are what make it so valuable. Pressing the attack button will cause the machine to harshly punch forwards with its right arm. This has low startup lag with average end lag, and deals a mighty 16% with knockback that KOs at 70%. Pressing the special-move button results in the left arm firing a spread of machine-gun fire. There are 6 groups of 3-way tight spreads with slightly higher interval between each shot as Shiek’s needles. Each bullet is the size of a Franklin Badge and travels infinitely at a high speed. They have low priority and deal 1% with no damage or knockback. There is low lag on both ends to initiate this attack.

The Ride Armor has 35 HP and has permanent super-armor. It can be damaged without a rider inside of it and even while it is still on the spawn platform. The rider itself can be damaged but they have super-armor while controlling the Ride Armor. In order to get out of the machine, press jump and up on the control stick, and your character will simply hop out of the machine and be free to move immediately. Now why would you ever want to leave your mech of doom? You see, when the Ride Armor loses all of its HP, it will explode, which only hurts the driver, dealing 20% and vertical knockback that KOs at 55%. There can only be one Ride Armor on the stage at a time, so when it gets low on health all players should be wary about trying to use it to score quick KOs.


[STANDARD_ATTACKS]

Neutral Attack > Emergency Rifle
This is the most “basic” weapon (go figure it takes a wall of text to describe the move) in Vile’s arsenal, a weak pea-shooter. In order to use it, press the attack button once, and then Vile will hold out his right arm as the hand retracts, and out of it comes a small machine gun. This happens almost instantly, just like when Megaman characters fire arm-canon shots in the games. Once Vile has converted his arm, you are free to move around as Vile keeps out the machine gun. You may walk, dash, and perform a single jump in this stance. When you press the special move button in this stance, Vile will laglessly fire a single tiny round that travels as far as a battlefield platform as fast as shiek’s needles. They have no priority at all and deal a measly 1% with no knockback or hit-stun.

The primary advantage of this move is that besides the sheer speed at which these shots can be fired, this is the only weapon in Vile’s arsenal that does not require energy to use, allowing you to attempt at some damage racking with it if need be. When you want to return to Vile’s regular stance, press the attack button again and Vile’s arm will return to normal with below average lag. If Vile is in the air when he does this, he will not be allowed to use his midair jump until he touches the ground again, and if Vile is dealt hit-stun at any point while in this move’s stance, he will be knocked out of it and instantly be back in his regular stance.


Forward Tilt > Energy Saber
Using his arm cannon, Vile appears to fire a long blue bolt of energy, but it doesn't leave the cannon. Instead, it stays on his arm as a sword, one strikingly similar to the beam sword item. In fact, it's identical to it in every way. The initial formation of the sword, though, is a forward sweep rather like Ike's FTilt. This does 8% damage and fairly low knockback with high priority and low lag. Pressing the FTilt again while it's active will fire the sword off as a projectile for 4% and flinching, with infinite range.

Up Tilt > Machine Burst
Vile aims his shoulder cannon upwards at a 70 degree angle. He then fires round after round at a rapid pace, as fast as sheik’s needles, and the actual shots travel at the same speed and range as those needles as too! He fires 1 shot for each unit of energy in Vile’s reserves, which also means that this shot will automatically use up all your energy... Each shot deals 1% with no knockback or hitstun and have no priority whatsoever. You're looking at 28% total possible damage here. Below average startup and end lag.

Down Tilt > Chill Burst
From Vile’s crouching position, he holds one hand against his other forearm like Samus holds her arm cannon as he fires a thin stream of ice from his own hand weapon. The ice reaches as far a full-power Bowser fire breath on a purely horizontal path before breaking apart at the end, though with a target marker it will smoothly curve towards that location. The ice is disjointed. It lasts as long as you hold the attack button, and for every .2 seconds the enemy is caught in the stream they take 2% and flinching knockback. What’s more, if they are caught in the stream for .8 seconds before they DI out, their body slightly freezes, which causes all of their movements to be slowed down as if they were stuck in a timer item’s effect. This partial freezing goes away after 4 seconds if they are no longer hit again by this attack, otherwise it refreshes itself after being caught in the stream for another .6 seconds. If your opponent is held for 1.5 seconds or more, their body completely freezes and they will remain in their current position for as long as a grab would hold them at that percentage. There is low startup lag and average end lag to this move. This costs 7 energy per second.

Dash Attack > Invisible Staircase
Vile activates the jets in his feet and begins to rise as he runs forwards, looking like he’s running up a flight of stairs. He goes as far as 1/3 of battlefield and as high as Ganondorf is tall, the jets on his feet being disjointed hitboxes that deal 8% with a moderately powerful meteor smash. This move has low startup lag and below average end lag, and Vile naturally ends the move in the air. This move is very eco-friendly with Vile’s energy reserves, only costing 5 energy to perform so when the move ends you’ll almost immediately gain back that energy.

As a nifty feature of this move, you can actually perform it in the air by pressing both the attack and special buttons simultaneously. This is a reference to how playable characters in the Megaman X series could dash in the air, and this even serves a practical purpose of assisting with recovery! Note that Vile can only do this once each time he is airborne (again, just like Megaman X but also to prevent stalling). If you’re wondering why the input isn’t just tapping forwards with the attack button, the FAir already uses that input for its own purposes.



[SMASH_ATTACKS]

Forward Smash > Tank Shell
Vile fires an exceptionally powerful shot from his shoulder cannon. It’s a large shell that’s the size of a shot from Wolf’s blaster and travels across the screen as fast as Shiek’s needles. It has high priority and deals 20% (30% charged) with an instant knockdown effect to substitute blowing the enemy to smithereens. If the enemy is airborne they’ll just take flinching knockback, lol. Average startup lag, and average end lag as Vile is pushes back as far as Ike is tall due to recoil. This attack requires 10 energy to use.

While the charging the attack, you may move the control stick up or down to angle the cannon in that direction. The lowest is straight ahead (default) and the highest is straight up. This gives the move added versatility but be warned that if you aim the cannon straight up (or close to it) Vile to actually pitfall himself from the recoil.


Up Smash > Sonic Boom
In Megaman X, Megaman could actually learn his own version of the classic Street Fighter attack Hadouken. So as a little homage to that, Vile will try his impersonation of the other well known projectile move, Guille’s Sonic Boom!

Vile quickly throws both of his arms over his chest so they are crossed, which release a crescent-shaped blade of energy that travels forwards as far as ½ of battlefield at a fast speed. In Street Fighter this move was performed with a “charging” command, which translate into Brawl as having to charge up the smash all the way to fire the shot, otherwise Vile’s arms are low-priority hitboxes that deal a meager 5% with flinching knockback. The actual projectile has high priority and deals 16% with enhanced hitstun so you can possible chain this into another attack if you hit connect with it. Low startup and end lag. This move costs 12 energy, but it’s only deducted if you actually charge all the way and fire the Sonic Boom.


Down Smash > Energy Bounce
Vile aims his shoulder cannon to the ground at a 45 degree angle and fires a small purple energy shot to the floor that bounces along the ground 3 times at a nice speed, going as far as ½ of battlefield before disappearing. The height of each bounce depends on charge, from Kirby’s height at minimum to thrice Ganondorf’s height at maximum. The shot has good priority and deals 12% with flinching knockback, with the additional effect of "electrifying" the enemy as to slow them down. Average startup lag, low eng lag. This attack costs 8 energy to use. With a lock-on, the shot just goes in that horizontal direction towards the marker, turning around if need be.


[AERIAL_ATTACKS]

Neutral Aerial > Arsenal Shield
Vile activates his foot jets, stalling in midair for the duration of this move. While hovering, he uses his arm and shoulder cannons to create a mass of tiny, translucent pink shards around his body. These look like they're about to shoot out at any moment, but they stay in place as long as you hold A. The longer you've held the button, the more needles will have formed a shield around the Maverick, it taking a bit over a second to max out. This makeshift barrier will cancel out attacks with lower priority or bad range, but disjointed attacks can usually go right through the gaps. A full charge of this move will use up all of Vile's energy, but one not charged at all will use up hardly anything.

Once you release A, tons of irritating projectiles come outwards from Vile at once, having high priority along with 1% and flinching knockback each. They move at Captain Falcon's dashing speed, and no more than 25 can be produced in a single charge. The needles also have a very slight homing tendency, but nothing strong, and will only travel about two Battlefield platforms before disappearing. Additionally, not very many of your projectiles will hit the opponent, due to being spread out evenly around Vile's mainframe. However, when you've locked onto a target with your Neutral Special, this move suddenly becomes very potent, requiring a lot of skill to dodge all of the needles. Medium startup lag, low ending lag.

NOTE: By manually aiming in a direction while you release A, the needles will curve a little more in that direction, making it good for close range.

Forward Aerial > Inferno Boomerang
Vile stalls in midair as his arm turns into buster-form and launches a fiery boomerang that is actually a similar size to Toon Link’s. It travels at a good speed forwards as far as ½ of battlefield. You can aim it up or down at a 30 degree angle with the control stick, though this is overwritten by lock-on markers. The boomerang has average priority and deals 14% with flinching knockback on impact, and does not disappear on hit. Average startup lag with below average end lag.

When the Boomerang travels its distance, it then hovers in that spot indefinitely, having no hitbox at this time. The next time you input for this move, Vile motions with hand, which causes the boomerang to fly back to him with the same properties as its initial trip except it will travel as far as need be to return to Vile (Vile is free to move as normal while he waits for the boomerang to return to him, this input doing nothing until his weapon returns). However, if you input for the move like a smash input, the boomerang waits for .5 seconds before returning. This can be a nice mix-up since airdodges last for .5 seconds too. The boomerang ignores lock-on markers during this portion of the move. This attack costs 10 energy.


Backward Aerial > Shock Kick
Vile performs a backwards spinning roundhouse kick. As he does this a small burst of electricity comes out of his feet, which is the only (disjointed) hitbox of the move. Due to the motion Vile makes this attack actually hits to both sides, first hitting to the front. This electricity deals 10% and a paralyzer effect, making it a good way to stall the enemy while some other projectiles close in. Low startup lag, average end lag. This only costs 5 energy.

Up Aerial > Flash Cannon
Vile stalls in midair and raises both arms above his head, forming a white sphere of energy above them that is the size of a party ball. After it fully forms in .4 seconds, Vile lowers his arms as the orb starts to very slowly home in on the nearest enemy target. This can be characters, summons, or structures, and an actual homing marker will override the natural homing mechanics of the orb. Since this is a giant flash of light, naturally, it sort of has a flare effect, in that it makes everything within a platform extremely bright and blinding. The orb lasts for 3 seconds. It has high priority and deals 10% with knockback that KOs at 210%. As a special bonus, this is unaffected by projectile reflecting moves, giving Vile some offense against the myriad of characters with this ability. This move costs 9 energy.

Down Aerial > Bombs Away!
Vile stalls for a moment in midair and launches something small and dark from one os his legs. Yes, he has cannons on his feet, too. Anyway, for this move, he launches down a fast-moving grenade that deals a nice 8% and alright knockback. The grenade will indeed bounce off surfaces, detonating automatically after a very short while. It can also be picked up in midair, and thrown immediately thereafter. There's a small but notable thing you can do with this move, though. As it's coming out, the projectile can be aimed a bit to the left or right, making it a tad more convenient. Pretty bad ending lag, not much starting lag. The move uses 10 energy.

[THROWS]

Grab > Rocket Fist
Vile’s points an arm forwards as his hand flies off. It travels forwards as far as 1/3 of battlefield at a high speed with its palm open, and then it flies back to Vile. You may control the fist a little as it moves forward, but you're only able to aim it a bit up or down, not slow it down. There is low startup lag but average end lag as his fist returns, with Vile is immobile while the fist is moving forward. Of course, you could always use a lock-on with this move…

However, there's one small hitch with this grab: it’s also a projectile, and therefore, can be reflected! Vile can in fact grab himself like this, and then the enemy gets to throw Vile. In a way, this is the riskiest grab in Brawl, but it can also be the most deadly since you can grab an enemy over a pit and throw down. This move costs 7 energy. One final note: Since it's only your detached hand doing the grabbing, Vile's throws are quite simple. Downer.


Pummel > Zap Zap Zap
If Vile catches an enemy, the hand stops in place. From there, you may press the attack button for the hand to shock the enemy for 2% each; this pummel is mildly spammable.

Forward Throw > Shuttle Loop
Vile's hand powers up and performs a perfect loop, at the end of which the hand lets go and propels the enemy forwards. This does 12% and pretty high knockback considering it's Vile; your foes will want to be avoiding this.

Backward Throw > Backtrack
This one's interesting. The rocket fist Vile used to grab goes back to him now, doing nothing but reattach upon return. However, the enemy is still on the hand, meaning it's an added boom to maybe one of your projectile attacks, making them unavoidable. If you don't hit them as they return, they'll be stunned for a moment in front of Vile-- long enough to be hit by a close-range attack.

Up Throw > Hang ‘em High
Vile’s hand lifts up with the foe, suspending them in place twice Ganondorf’s height from the point of the initial grab. They remain there for as long as it takes to escape from a grab. While in this state, you may input attacks for Vile to use, but he cannot leave his spot. This is a good way to prepare some other attacks, such as charging an USmash while the opponent is stuck. Most in-game Brawl characters can’t do much follow-ups with this however. (h)

Down Throw >Slam Dunk
Vile’s hand simply heaves the enemy downwards, dealing 8% but a powerful spiking effect on par with Falco’s Dair. This is a very quick throw and can be used to gimp enemies, unsurprisingly. Interestingly, if you have a target marker on the stage, the hand will throw the enemy at an angle so that they fly closer to the marker as they fall. Of course, this won’t matter if you’re just tossing them into the abyss.

[FINAL_SMASH]

Final Smash > Bullet Hell
Vile begins to glow with a multicolored aura as he rises into the air, shouting “This time you won’t escape!” Vile then boosts to the center of the screen and spreads his arms as many, many tiny yellow sparks appear on the edges of the screen in random spots. After 2 seconds, the sparks turn into small yellow bullets that shoot directly towards the nearest player, dealing 1% with no knockback or hit-stun. Bullets keep forming over a 10 second duration, and they fly so fast and are so numerous that it’s very easy to rack up at last 30% even on foes who are decent at dodging. These shots can’t be reflected either. When the final smash is over Vile’s cannon continues to glow for another 4 seconds, during which time he has unlimited ammo and all projectile attacks can be canceled into one another for extreme bullet carnage.

[PLAYSTYLE]

Vile is the very embodiment of projectiles. Most of his normals are projectiles, his grab is a projectile, his recovery is a projectile…yeah, this should be a campy spammer’s wet dream, right? Not quite.

The key to Vile’s gameplay comes from his ammo-system. The vast majority of his attacks can suck it all up very quickly if you just mash on the buttons, and then you’ll be vulnerable while you recharge. Nope, you gotta be smart with your various weapons. Vile’s projectiles fly at all sorts of trajectories and speeds, and then there’s the special properties they may have. So you practice and practice with his moves, and you start to realize that the ammo limit still keeps him from be really campy since he can only fire 3 attacks before running dry, not quite enough to be a stage control God despite all his ranged moves. But you see, Vile doesn’t control the stage with projectiles…he combos with them.

Yes, you heard me right. Vile’s projectiles, rather than being outright stage control tools, are best used as set-ups or true combos. The various speeds and nuances of his projectiles lend themselves to this quite well. Fair is a great example of this. As a simple combo/set-up, you can have it do the delayed return and then start aiming an FSmash. If you’re enemy thought you were doing a regular return FAir and airdodges, they’ll be hit by the FAir as the dodge ends, and then you can hit them with FSmash. If they predict your Fair and wait to dodge, they might still be hit by the FSmash. Bair is another bread-and-butter combo starter since it stuns the enemy, though you have to already have a projectile in play for it to work due to its end lag. A final recommendation for quick and easy combo set-ups would be Dair since it’s so similar to other great set-up projectiles in Brawl such as Diddy’s bananas, Link’s Bomb, and ROB’s Gyro.

Now let’s try an advanced combo! For this move we shall use Uair, DSmash, and Maverick Beam. First, fire the Uair. This projectile moves slowly, lasts for 3 seconds, and homes in on enemies. Next, charge up a DSmash. It doesn’t necessarily have to be fully charged, just enough to that it lasts on the screen longer or goes higher to mesh with the other 2 moves. This will be dependant on the real-time situation. If you do it correctly, now you’re opponent has to dodge a homing attack while a bouncing energy blast heads for them at erratic trajectories. While they’re so confused, nail them with a charge up Maverick Beam! As you can see, there’s a lot of options and depth to Vile’s combos and setups, you just have to be creative with them.

When it comes time for a KO, Vile has some interesting options. One method is through some good old-fashioned gimping. Using a marking the edge with the neutral special gives you some edge-guarding advantages, and you can also perform a grab then DThrow. You may also consider trying a set-up for an aerial dash attack. Because Vile’s moves don’t deal much knockback this isn’t as easy as it sounds, they enemy will get back to the stage in a flash if you don’t think just as fast. For standard KOs, Vile will have to look to his Ride Amor. This can score KOs very early on, but first Vile must play a King-of-the-hill game while he waits for it to appear so the enemy can’t use it against him! Even if Vile does get a quick KO with this, when the enemy respawns they can inflict heavy damage on the Ride Armor, possibly destroying it and taking out Vile in the process. This then leads to more mind games between Vile and his foe to risk using it further or to leave it around, but then they just grab it when the other player isn’t expecting it! Ride Armor is a high-risk/high-reward move but it does make for some unique scenarios when in play.

Vile’s own recovery is average. Uplift Reserve is rather mediocre as a recovery move due to its gimpability as well as using up all of Vile’s energy. Instead, try using an aerial dash attack to return to the stage. Vile is a bit floaty and heavy so he won’t be truly KO’d for a while, but he’s too easily edge-guarded to be good at overall survivability.

Overall, Vile is a very unique take on the projectile archetype. Rather than sit back and fire shots all day, Vile must use his projectiles to create combos, taking into account his finite resources in addition to enemy positioning, emphasizing creativity and clever manipulation of game mechanics to score consecutive hits. He also has some very unique interactions with his opponent should he chose to score direct KOs on opponents, turning Smash Bros even more into a true “King of the Hill” game than it initially is. Vile would be a fun addition to both casual and competitive play with abundance of mindgames and options playing into his matches and being a projectile character who can’t be called out for spamming.


 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
MYM 6 ENDS AT 12:00 MIDNIGHT, EST.

Will edit this post with a comment on Vile. I promise.

EDIT: Okay, so we've got Vile here now. Along with Mewtwo, he's been perceived as a potential last-minute spoiler, as any major effort from HR tends to be. Throw in a hefty dosage of Plorf, and you have a winning formula, right? Right?

Well, I don't think so. Not because of quality - I'll get to that in a second - but because the set is kind of hard to read, I have to say right now. So many projectile attacks... so much detail... so many technical tidbits... it feels very much Plorfish in this sense - not a bad thing per se.

In terms of creativity, I can't really complain. It's a very nifty set, with lots of cool interactions and tricks up its sleeve. Things coalesce quite nicely and just about every attack has something interesting to it. I can see this set as a spiritual successor to Bass for HR - Plorf, of course, hasn't really written this kind of set before, but it's yet another MM entry from him, a series that's quickly becoming synonymous with him.

No, the thing that I can't say I really like here is the mechanic. How it's used is okay, I guess... but it's really not something fresh, the idea of having a set counter of ammo has been done before, time and time again. Hell, HR's used it himself a few times, I think, or something near, anyway. It's really becoming a bit rote to have this machine-based sets, and I have to say I went in with even more bias because Vile is apparently such a dull, mundane character.

Now, what does work - because don't get me wrong, I like this set - is the playstyle. Projectile combo character? That's seriously brilliant, hasn't been done before, and very much interesting. It's definitely worth reading this set just for all the opportunities this presents alone.

But no, I don't think it'll be a frontrunner. Too many MYMers will pass on it, and the MM genre has been explored so much over the course of the last contest, too. I deem that most MYMers crave something a bit different in their sets these days, and so are turning to things like Mewtwo's complete control of the foe or Arche's Final Smash-in-every-attack. Still, a very good set that should definitely leave some sort of mark on the Top 50.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,251
Location
Australia
My Helloween was earlier than yours. What did I do? I did stuff like look at the awesome Arche set and edit my own set. Fun fun fun.

but did you REALLY have tio pull a Bear Hugger and steal a charaacter Kirbywizard already did?
Umm, firstly, kirbywizard never did Gorea, he did Ghor. I did Gorea earlier in MYM6. Also, Im not a newbie at this stage, I've done 8 sets throughout MYM6 though I guess that it's alright.

Also at Rool, don't comment on Samus Remix, don't even look at it. Just leave it alone. I know that it's got Pokemon Syndrome (lol), but it's OKAY. At least you have 1 set less to read. YAY!

As for DM's comment, Im hoping that I won't rush sets in MYM7 if at all. I kind of foresaw this kind of comment, and I was aware of it myself, not being sure if it was a good idea to post Gorea. Anyway, I've kind of thought to myself that rushing sets is very bad. I know usually a MYMer "MAY" have a move filled into a set just for the sake of completeing it, which has happened for every set I've ever done in the comp. I guess it would be a good change to actually put more thought over time into a set, as usually ideas come from when you're not working on the set, as well as when you have inspiration for the sets.

[size=+3]Arche[/size]
I've read this set enough to know it's really awesome. The concept of fiends in interesting, wether it was you or MW who invented it, I don't know (I saw MWs fiends before reading the set). When I see some of the writing it is invisible to me, but that's not your fault as others can see it alright, it's just me. All the extras were awesome and I was surprised of the AT character's name. I don't have much else to say.

[size=+3]VILE[/size]
HE LOOKS LIKE JANGO FETT! (I've never played a Megaman or Castlevania game ever nor do the series interest me in the slightest) -----_---
And I thought that this set would not come out. MYM6 Winner? Anyway, looks like a no stats movement is starting, though you've told the reader at least that Vile is average in stats. The Up Special is random, funny and serious= I like it.
Oh great, Vile’s got divine intervention on his side!
There's the HR character that's expected from your sets!
Any character can take control of the Ride Armor
Some people don't know how to drive robots. I wouldn't know how to if I was given the chance, but it would be pretty funny to see Miracle Matter or Missingno or Mara or TAUROS (LOL) or Vegeta drive the robot. The Down Special is awesome because a giant robot comes down onto the stage, which in fact would be a good idea to employ in Playing God kind of SM where you get to drive a robot for a level or two.

Going off that topic, this set felt like my old Gorea set and my Samus remix which I didn't want to mention. He's got ammo, a lot of projectiles. I question without the knowledge or great judgement wether these flow together well of if it fails as a playstyle.
Now let’s try an advanced combo!
I'll pass.

Anyway, Im surprised at the set's possible maybe if you don't really need it lack of set interaction = not that you need it desperately. To be honest, you tell us about the Down Special and then leave it at that. It's kind of like a forgotten move. There's no way to replenish ammo, this not even interacting with the set on it's own (Hey, maybe that's not a bad thing) and even if Vile can camp and combo, what do you do when you run out of ammo and you're foe is on your trail? I guess you just wait for the quick ammo replenish.

To be honest overall, I don't think this is a totally great set, perhaps on the average marker. There is a slight sense that the max effort was not put into this set, seeing as there were no Match-ups since pretty much all the Villains, dm, Wizzerd and stuff do them. I guess that this was more of a fun set for you rather than a major competitive set, seeing as both of Plorf's sets should place in the top 50 and Spadefox is gonna place either 1st, 2nd or 3rd by my guess of those who loved him. You need not to fear yourself.
 

goldwyvern

Smash Ace
Joined
Nov 25, 2008
Messages
519
Location
Holy keys locked in the jet, Batman!
O wow. It didnt end while I was gone. Im sure many more sets will be posted, but im stuck on a sucky Mac right now. Ill be home tomorrow so Ill see all the sets and reminese tomorrow with you guys. Why did I agree to go to my friend's house? (ONO)
 

Koppakirby

Smash Cadet
Joined
Aug 13, 2009
Messages
52
The Gentleman's Rules have nothing on me!

I swear I'll read and comment on some sets later. Maybe.

Weldar​


Visually-Impaired Welding Torch​

Excuse me, but I believe it states quite clearly that MYMers are not to be let into the factory. And from what I can see, You are a MYMer. If you are not, I apologize, I left my glasses back in Rusty Bucket Bay. I have been built to destroy intruders in Grunty Industreis, and you are one, so I must get to work.

Weldar has joined the Brawl! A obscure Banjo Character without Banjo in the game? YES PLEASE! Weldar is the Welding Torch in Grunty Industires, he does have a sight problem however. He can shoot extremely hot fire, inhale people, summon minions, and crush people under his weight. He also can electrify the floor. He's a bout as big as Gannondorf in Brawl, and he's very heavy, so watch out! Here is a video of the battle with Weldar: http://www.youtube.com/watch?v=eh_sfipAy0s

Stats

• Weight ~ 9
• Run ~ 3
• Fall ~ 7
• Traction ~ 8
• Power ~ 8
• Attack Speed ~ 4
• Jump ~ 3
• Wall Jump: No
• Wall Cling: No
• Fly: No
• Float: No
• Crouch: Yes
• Crawl: Yes

Weldar is a very large character, possibly being the largest Brawler of all. He about the size of Gannondorf and as wide as 1.2 Bowsers. He is also very slow, having to hop around the stage in small bursts. You don't need to jump for that however, same as a normal walk.

Specials

Neutral Special ~ Turning up the Power Dial
Weldar will hiss and fire a blast of fire out of his mouth, which travels forward and down, as most of his opponents will be smaller than him. If the button is held, Weldar will continue to fire shots down, each one landing close to each other, not hitting in exactly the same place every time. The shots deal 9% damage, light knockback, plus has endless range and will only vanish if it hits an item, opponent, or the ground. He shoots it on an average angle that would take the blast a full 2.5 seconds to reach the ground. This attack is spammable, having little lag.

NO, NOT THAT ONE!

Side Special ~ How about a few Nuts & Bolts
Weldar begins to hack slightly, and he coughs up living Skrew, Washer, or Nut(the ones used for building) that begin to absentmindedly wander the stage. Contact with them deal 6% damage and light knockback. They are quite slow, but will pursue opponents within 1.5 Bowsers of them. The nuts, bolts, and washers will remain on the stage until they are defeated, and they have 8% HP.

Up Special ~ Putting your weight on it
Weldar leaps up into the air about the height of 2 Gannondorfs, making this attack very dangerous in high places, and comes crashing back down dealing a whopping 15% damage and high knockback to anyone caught underneath him. This attack does have a very large amount of ending and startup lag, which is makes this attack less ideal when surrounded. Weldar can move in the air as well, much like Dedede's up special.

Down Special ~ Emergency Switch
Weldar spins the wheel on his body, and a large electric field appears on the platform he stands on. The Electricity surges on the platform, cutting small platforms in half and large ones into 8. Anyone would touches the electrical dividers gets shocked for 5% damage and lighknockback. There is a bit of startup lag for this, but Weldar himself is immune to the grid. The dividers can be jumped over. The electricity lasts 30 seconds, but Weldar can't use it again until then.

Standards

Jab ~ Snacker
Weldar lower his headn and takes a snap at the opponent. This attack has lots of startup and ending lag, but does 6% damage and little knockback.

Dash Attack ~ Bigbutt Charge
Weldar points his head forwards and bashes any opponents out of the way. This has little lag, deals 5% damage, and heavy knockback.

Tilts

Forward Tilt ~ Slappa
Weldar suddenly falls over, and onto any opponents in front of him. While this does have a lot of ending lag it also does 7% damage with heavy knockback.

Up Tilt ~ Grabba
Weldar straightens himself, and opens his jaw open completely, waiting until the release of the A button to snap his jaw shut and deal 8% damage with medium knockback on anyone unlucky enough to get in his jaws.

Down Tilt ~ Cyanide Spin
Weldar spins around quickly, dealing 5% damage and medium knockback to anyone close enough to him. The attack lasts a full second without much lag and can move Weldar left or right direction if they tilt that direction during the spin.

Smashes

Forward Smash ~ Chompa
Weldar leans forward and opens his jaw up, and then suddenly clamps it doen hard, dealing 7% damage uncharged and 12% charged with medium knockback. This attack can be spammed, surprisingly.

Up Smash ~ Whiplash
Weldar swings his head wildly around, try to hit someone. It has a very large hitbox, large knockback, does 6% damage per hit uncharged, 9% per hit charged. It hits a random amount of times under 3.

Down Smash ~ Ripper
Weldar performs a small hop, but really smashes his weight down on the landing, creating a small shockwave dealing 6% damage and light knockback uncharged and 9% damage and medium knockback charged.

Aerials

Neutral Aerial ~ SnareBear
Weldar folds his body together, then kicks out his neck and gas tank to send anyone hit by wither flying with 8% damage.

Forward Aerial ~ Blaze
Weldar fires a steady plume of fire out in front of him, it does have a bit of starting lag but it hits the opponent random times under 6 with a damage of 3%.

Back Aerial ~ Tank Smasher
Weldar will fling his entire Gas Tank backwards, hitting the opponent hard with it's immense weight. It has a quite a bit of lag, but des 10% damage and high knockback.

Up Aerial ~ Whipcrack
Weldar cracks his head like a whip, sending opponents flying. It has a bit of lag,but deals 9% damage with high knockback.

Down Aerial ~ Crush
Weldar smashes his body down with all his might. This sends him hurdling downward at Bowser's running speed. He cannot change direction, or stop, so using this as a meteor Smash is not a good idea. He'll keep going until he reachs the ground, then controls will go back to the player. Getting hit by the smash deals 15% damage and heavy knockback! Woah!

Grab & Throws

Grab ~ Suction
Weldar leans his head down and begins to suck opponents, items, and projectiles with 1.5 Bowsers in front of him. A different type of Grab, Weldar won't be able to perform throws or his Pummel until he's sucked the opponent into his mouth. With no resistance from the opponent this is fairly easy, as the sucking is as fast as Gannondorf's Walk. But with resistance it can be quite tricky. Eating projectiles or items does not deal damage, and heal items heal you.

Pummel ~ Chump
Weldar chews the opponent, dealing 2% damage, but it has little lag, so it can be spammed.

Forward Throw ~ Ptooie
Weldar hacks the opponent up, sending them flying across the stage upward diagonally from his position, dealing 7% damage to the opponent on the extreme spit.

Back Throw ~ Incinerate
Weldar engulfs his mouth with blue-hot fire, scorching the opponent, dealing random amount of hits of 4% between 2-6, although lower numbers are more common. He then drops the opponent out of his mouth in front of him, leacing them open for attack.

Up Throw ~ Skyshot
Weldar points his head to the sky and launches the opponent straight up the length of about 2 Bowsers with 6% damage.

Down Throw ~ Hack!
Weldar coughs and spits the opponent down onto the floor in front of it, the opponent stunned for a moment. Had a bit of ending lag, but you'll still have enough time to land another hit in on the opponent in edition to the 5% that this throw causes.

Final Smash
Final Smash ~ Electromagnet
Weldar grabs a Smash Ball! When you press that button, a Giant Magnet will appear where Weldar is, and all the opponents will be pulled towards it, unable to control their movements! This Giant Magnet keeps all of Weldars foes together in one place, completely helpless! He can attack them without mercy! However, after 15 seconds, the Magnet will explode, dealing an extra 14% damage to those stuck to it, but freeing them nonetheless.

Playstyle

I'm finishing this set on the last day of the contest. So it's rushed. Well, no. The playstyle and extras are. XD. Anyway, I'll try to give a little detail on Weldar here instead of 3 paragraphs of filler. Anyway, a Good technique to do with Weldar is to used your Down Special to creates an electrical Grid, and Bombard the opponents with electric blasts from the nuetral special. However, on stages like Battlefield, it is certinly possible for opponents to jump onto other platforms.
To account for this, your up special allows a bit more movement then Dedede's. So on platforms above and near Weldar, the opponents cannot escape. Okay, they can, but Weldar still can snare them with this technique.If he just misses them, sucking them into his mouth with a grab is a pretty good idea at that point. Defending against this, opponents might want to use their up-tilt or similar move when Weldar coming down.
Having lots of Nuts and Bolts on the stage is a plus, as Weldar can surround his opponents with a barrage of minions(Just like Dedede!). The you can just wail on the opponent as they are trying to finish off your minions and forgetting about you. Combining this technique with your Down Special works wonders as well. Now short playstyle is short and done.

Animations

Idle ~ Weldar looks around at the environment, a stream of blue fire hissing out of his mouth.

Walk ~ Weldar hops forward.

Run ~ Weldar fervently hops forward.

Crouch ~ Weldar falls onto the floor, scrapping his head along the ground for movement.

Dizzy ~ Weldar's head sags, eyes swirling.

Extra Stuff

Up Taunt
Weldar hisses, blue fires hissing out of his mouh in greater length then his idle pose.

Down Taunt
Weldar takes two bites at nothing.

Side Taunt
Weldar spins his wheel and hisses.

Symbol: Jiggy

Victory Theme
http://www.youtube.com/watch?v=cQxhluA3iJ4

Victory Pose 1
Weldar fires of Bursts of fire in random directions.

Victory Pose 2
http://www.youtube.com/watch?v=xCCFz8VfTo0

Victory Pose 3
nutss and Bolts from Weldar's side special parade around him.

Defeat Pose
His head lies there on the ground, blinking.

Entrance
Falls into place.

Trophies:

Weldar
Electromagnet

Stickers:

Weldar(Large)
Weldar (Small)

Alt costumes:

Default
Brown Steel
Yellow Steel
Green Steel
Red Steel
Blue Steel

Selection Sound
Weldar hisses "I beleive it states quite clearly that nonemployees are not to be allowed in the building".

Kirby Hat
Kirby becomes Metallic, and gains the ability to shoot fireballs.

Codec
Snake: Otacon, what the heck is this bucket of bolts?
Otacon: That's Weldar, Snake. He's a living Welding Torch that resides in Grunty Industries.
Snake: Living WeldingTorch? That means he's dependent on fire, like almost every other fighter here.
Otacon: Not quite, Weldar can shoot fireballs, but he also can summon living nuts, bolts, and washersd to assist him.
Snake: That all?
Otacon: No, he can also jump fairly high in the air, and electrify the floor.
Snake: Got it.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,251
Location
Australia
Now it's time for...

[size=+3]Weldar[/size]
There was a MYM3 set for this character, but this one looks awesome with all those pictures.

Anyway, as far as the colors go, it seems that light blue does not suit Welder. The display of the stats isn't very charming as far as I go. Hmmm, you should have placed red instead, and while the pictures are funny, they are massive and spread out the set a bit TOO much, making it annoying to read. I would have placed a link to the picture in the attack header or name, otherwise don't use the pictures.

The set itself is a bit ordinary, it kind of seems at the same standard to which was your Space Invades beforehand. The playstyle you detail on how you can use Weldar, but in reality it's not a orderly playstyle, maybe on the random side.

Sorry for souding mean, I know the last thing that a developing MYMer wants is to get a comment filled with critisicim that makes them feel bad/sad. Everybody improves over time at different paces, so there's no rushing things here. But it's ok if you're doing this for the fun of it.
 

Hobs

Smash Journeyman
Joined
Dec 22, 2008
Messages
390
Location
Mississauga, Canada (Hobs crk)
Have a taste of your own rule-breaking medecine, Koppakirby!

This is obviously just for fun. I pretty much finished it months ago, pulling all-nighters. I just finished up a bit this week. :D Without further ado...


Scyther


Scyther, the Mantis Pokémon. Its claws are sharp as swords, and it is a powerful flier. This Pokémon is rarely seen by humans and almost never captured.​


Stats:

Dash Speed: 6/10
This is not so much a dash as a glide above the ground, just like Metaknight. Scyther flaps his wings very fast. His feet leave the ground, and his body bends forward. He’s not the slowest, but not quite fast either.

Weight: 5/10
Scyther is a medium-large Pokémon, weighing in at 123.5 pounds. He is still not very heavy, though, and is easier to KO, as his defense is a large weakness.

Speed: 6/10
Scyther has moderate speed. He mainly moves by flying, but his flying is not as strong as others with wings, like Pit. His moves sometimes have lots of lag, but others have barely any at all.

Power: 9.5/10
This is Scyther’s major strength. He is an amazing fighter, wielded with a strong body, a hard head, and most importantly, his arms, which double as sharp scythes. Obviously, Scyther was named for his impressive scythes, with are deadly weapons in battle. Several moves and also the ability show that Scyther is a formidable warrior.

Size: 7/10
He is moderate- to tall-sized, compared to some of the shorter characters, but nowhere near Bowser’s size. He may look sturdy, but is surprisingly easy to knock away.

Fall Speed: 3/10
When Scyther is in the air, he floats. Using his wings, he lowers himself gently (because he can't keep it up,) just above Jigglypuff's falling speed.

Priority: 4/10
People may make the mistake of thinking Scyther’s scythes are disjointed. Actually, his scythes are parts of his actual arms. He only has a couple of disjointed hitboxes.

Recovery: 8.5/10
Scyther an enviable recovery. He has 3 aerial jumps, gradually diminishing, but still adding up to a nice boost. His wings, however, don't permit him to glide. Scyther’s small wings are not enough to keep him gliding, and he must flap them vigorously for his jumps. His Up Special recovery move is moderate. The thing that makes Scyther's recovery potentially great is his Neutral Special...dare you find out? Read on!

Float: No
Glide: No
Crawl: No
Wall Jump: No
Wall Cling: No
Tether: No


Ability: Swarm

Swarm: Next to Scyther's damage %, there will be a small "dignity" meter. For each consecutive hit Scyther gets (without being hurt in between, starting on the second hit,) his meter will rise, up to a maximum of 5 bars. The meter goes down every time Scyther gets hit 3 times consecutively, or if Scyther does not get a hit in 20 seconds. Each increment slightly boosts Scyther's attack damage and knockback. Each time the dignity meter rises, 2 Scythers will join the background like Pokemon Trainer.


Animations

Idle Pose
Scyther stands still, gently bouncing, flapping his wings, and slightly moving his arms up and down. Occasionally, he looks to the left and then to the right, or shakes his head.

Walking Pose
Scyther uses his wings to levitate above the ground, but his feet just barely drag against it. His body is bent forward at an 80 degree angle.

Running Pose
Scyther goes a little faster than his walking pose, tilted at a 70 degree angle.

Dashing Pose
Scyther flies higher than running, but he is at a 45 degree angle which actually makes Scyther shorter.

Crouching
Scyther crouches his knees, still partly standing. It is not a very good crouch because he doesn't go very low.

Jump 1
Scyther kicks off the ground, fluttering his wings hard, propelling him up high.

Jump 2
Scyther flaps his wings more, taking him soaring into the sky.

Jump 3
This is just like jump 2, but Scyther doesn't go as high.

Jump 4
This is just like jumps 2 and 3, but Scyther doesn't go very high at all. It is similar in height to King Dedede's last jump.

Ledge Hang
Scyther uses a sharp scythe as a pickax, digging into the ledge. What? It's better than Kirby's!

Shield
Scyther crouches slightly, holding his upraised arms in front of him and turning his head.

Forward Roll
Scyther darts around, rather than rolling, in a quick spurt of flying. He faces the opposite direction from before. It's about average in length.

Backward Roll
Scyther fades away backwards, by using his wings to pull himself backward. He faces the same direction. It's about average in length.

Spot Dodge
Scyther leans away, without stepping. He leans away by turning toward the camera and falling backward, controlling himself by using his wings. It is a long spot dodge.

Air Dodge
Scyther does not have an actual airdodge. Scyther will only vanish for a split second, as in Melee Mewtwo's airdodge. However, Scyther only moves too fast to be seen, so he can still be hit. It may confuse the opponent, but it is quite poor at high levels of play.

Tripped
Scyther falls on his bottom, sitting like a human would.

Dizzy
Scyther has his arms around his head, as if shielding himself from a light, while his head revolve in a circle.

Asleep
Scyther falls on his back, right arm laid out, left arm over his chest.


Standards


Basic Combo: Cut


Scyther swipes with one arm. If the attack button is held or repeated, Scyther will alternate arms. It's very fast, and very weak, covering only a small area in front of Scyther.

2%


Dash Attack: Double Hit

Scyther lunges out very quickly, swiping out one arm, while trailing with the other behind. The first hit has no knockback, but stuns so that the second one cannot be escaped. The damage and knockback are weak.

There is superarmor if the first hit connects. This means that if Scyther hits with the first swipe, he WILL hit with the second one. Also, the trailing arm has no hitbox for the first part. With all this, Scyther is guaranteed to get that "double" hit, if at all.

2% first hit, 3% second hit


Up Tilt: Pursuit

Scyther crouches, then leaps straight up to bite the foe. This has a very large and unsuspecting range, up to a Bowser’s length away. If the opponent jumps, Scyther will home in on them, moving left or right as needed.
7%


Side Tilt: Double-Edge

Scyther bends his knees, then springs forward. He tries to ram into anything in the way with his hard head. It has a tremendous reach, but he suffers both a little startup and very heavy cooldown lag. It’s comparable to a smash attack, causing good damage, and great knockback.

This move may be used to KO at ~130%, but with Scyther's many other options, this won't do much good. It may be used to build good damage in one hit, but it can't be spammed, and if Scyther misses he will almost certainly get punished for it.

14%


Down Tilt: Knock Off

Scyther sweeps an arm out low, tripping anyone in front of him. Interestingly, Scyther doesn't actually hit. Scyther actually fakes a swipe. If there is an opponent standing next to him, they will automatically try to jump (rather comically) out of the way, interrupting whatever they were doing, and tripping themselves. If there is an opponent that is sleeping, dizzy, or downed already, nothing will happen. This move will make the opponent drop an item they are holding in their hands (or Smash Ball), while putting them in the tripped position. This move has almost no startup or cooldown time.

You might wonder why Scyther doesn't just swing out his arm instead of bluffing. Well, this move is amazingly fast. Scyther can pull off 3 of these every second. The whole purpose of this move is to get the opponent into a vulnerable position where Scyther may attack more easily. It also takes priority over pretty much all jointed hitbox moves and disjointed hitboxes too close. Naturally, projectiles aren't affected by the user. If the opponent in killing range just happens to step too close, pop this in, and finish them off.

0%



Smashes


Forward Smash: Slash

Scyther slashes out one arm, diagonally downwards. His whole arm is the sweetspot, but the hitbox extends a bit past it as well. This move is very strong, KOing at ~105%. Both startup and cooldown are quite long.
Yup, it's your standard heayweight f-smash.

Uncharged: 18% sweetspot, 10% non-sweetspot


Up Smash: Razor Wind

Scyther spins twice, creating a whirlwind on each side, moving outwards for 1.5 to 3 Bowser lengths. It does low damage, but pops the opponent up and towards Scyther for an easy combo. High startup lag but low ending lag. Charging this smash does not increase knockback or damage, but the range is increased. There is no KO percentage, as the opponent is moved to generally the same area: 1 Scyther height above his head.

This is one of Scyther's best moves, because it will set up an Up Aerial quite nicely. Used together, this is a nifty little finisher combo.

Uncharged: 10% touching Scyther, 8% next to Scyther, 4% more than 1 bowser length away


Down Smash: X-Scissor

Scyther turns to the camera and stomps, while spreading his arms outward, to the ground. A large white X appears, crossing Scyther’s body, along his arms. The X goes from the top of the head to his feet. The hitbox is larger at the bottom, which is also the sweetspot. It is a great KO move, because it comes out quick and KOs at ~110%, but the cooldown time is a little long.

The smash attack is more than just that, though. The white X will stay in place, fading away like the flash of a camera. It will retain a hurtbox, so you can use it to shield against projectiles.

Uncharged: 14% sweetspot, 8% non-sweetspot


Aerials


Neutral Aerial: Agility

Scyther glows white, as if invincible, for 40 frames. If Scyther comes in contact with an opponent, another Scyther will suddenly spring out and latch onto the foe. It will automatically bring the opponent straight down like in Ganondorf's flame choke.

The good news is, you don't even die! You can yell "It's a trap!" now.
The bad news is, you can only use this once without touching the ground.
The worse news is, you can't use this when you have a "clone" from the Neutral Special out.
The worst news is, if the opponent doesn't make contact with you within those 40 frames, you automatically enter helpless state. This makes it a risk to get a quick gimp. If you land on the stage, you'll receive terrible ending lag.

5%


Forward Aerial: Air Slash

A somewhat strong KO move, Scyther brings back his right arm and violently swings it forward. It is similar to the forward smash, but quicker and weaker, because it's an...air...slash. Not much special here. Move on.
14%


Backward Aerial: Aerial Ace

Scyther thrusts his wings backward, both pushing enemies back and moving himself forward. This move will do damage only if Scyther's wing touches someone.

Another very minor wind effect is here, so if you position yourself right, you can simply gimp characters with poor recovery.

14%


Up Aerial: Skull Bash

This move has a special sweetspot in that it should be used while Scyther is increasing in height. This is a completely different way of using Skull Bash than Pikachu’s version, so get it out of your head. When the move is sweetspotted, at the top of his jump, Scyther gets a small boost upwards, the height of Ganondorf. During that time, Scyther’s head is the hitbox, and it has great vertical knockback. If the timing is perfected, this is easily one of his best kill moves, KOing at ~85%. A combo from Razor Wind (Up Smash) to Skull Bash is a lethal setup at low percentages.
12%


Down Aerial: Silver Wind

Scyther sends out a strong visible gust downwards with his wings. The hitbox extends far below Scyther, and pushes the opponent down as a light meteor smash. However, if the wings, which are the sweetspot, hit the opponent, it becomes a much stronger meteor smash and deals more damage.
12% sweetspot, 6% non-sweetspot.



Specials


Neutral Special: Double Team

A classic Scyther move, this works WAY differently from Lucario's. Scyther will fade out, and fade back in. After Scyther moves away from that spot, there will be another faded image of Scyther in place! Scyther may continue the battle as normal. This initial move takes about half a second (30 frames) which is quite fast considering its use.

From here, Scyther will be able to basically "teleport" back to this location again with just the tap of B again. Of course, we all know Scyther just moves really fast to that position, not teleports, but it's been modified to fit Brawl. It's pretty much instantaneous, with just 5 frames of lag before and 0 after. It may be harder to use, however, because the opponent can destroy the image Scyther with just one blow. Another interesting property is that Scyther will now become the still image while the playable Scyther switches to the spot of the image. The image may last up to 30 seconds untouched, before it disappears.

Now, for two obvious uses: combos and recovery. This move will add a previously unseen advantage. Scyther may finish up a combo, only to reappear in front of the foe to attack again (...like in Dragonball Z!) This adds a whole new dimension to what Scyther can do. With practice and training, this should be one of Scyther's main moves.

The recovery part is a bit trickier, however. Double Team may be used immediately after a momentum cancel aerial, which means it surpasses pretty much every other recovery. This move is limited in that the opponent may easily attack the image Scyther, negating the move, if you wait too long. If you can beat your opponent there, it's quite easily the best recovery available. If not, you may have to resort to using the mediocre Up Special.

There is a way to be more cautious though. You may use double team just off the ledge where the opponent cannot attack easily, and after being transported there, use your Up Special to arrive safely to the ledge.

0%


Side Special: Fury Cutter

Scyther swipes with one arm, then the other quickly in succession. The first hit is always weak. This move takes the opposite effect of decaying/staling. When this move is used in succession, the damage and knockback of the consecutive hit increase. The consecutive hits can increase in power for up to the fifth time. If Scyther connects with any other move, Fury Cutter resets. The first 2 hits cannot KO. The 3rd hit KOs at ~150%, the 4th at ~120%, and the 5th at ~95%. This move combos well until the 3rd time, which usually knocks the opponent too far away so they can protect themselves. Very low lag, both startup and cooldown.
2% first hit, 3% second hit, 5% third hit, 8% fourth hit, 12% fifth hit


Down Special: Swords Dance

Ah...another classic "Scyther" move. Scyther spins to the right 3 times, arms crossed on his chest, blades flashing red and green (like Dancing Blade). This move takes 90 frames (1.5 seconds) and cannot be done in the air.

The effect is that Scyther's moves are refreshed from being stale, and also have 1.1 x damage and knockback for 600 frames (10 seconds). This sets up for better killing, but the opponent will obviously realize this too, so Scyther will need to trick them into a wrong move. The good thing is that this move boosts Scyther for such a long time.

0%

It can be seen at 7:50 of this battle:
http://www.youtube.com/watch?v=SwnsGKkFOdA


Up Special: Demon Speed

For recovery, Double Team is much preferred. However, this is the"back-up" recovery. It's still pretty nice, especially when aided with the midair jumps.

Controlling this move is similar to Pikachu's quick attack. After initiating it, you may move the control stick in 1 of the 5 directions (up, down, left, or right, or nothing). Scyther will disappear and reappear very quickly, about 1/2 a stage builder block away (or in the same place if left alone). This can be done up to 5 times. You may determine how many times you move by how long you hold the Special button. Once you let go, Scyther will stop moving and enter helpless state.

Because there are 5 directions to move and 5 chances to move...well, that's a lot of variety! Fake opponents out by staying in place before moving on. With practice Scyther will become much less predictable and much harder to edgeguard.

2% per hit



Grab, Pummel, and Throws


Grab: ...Grab
Okay, so this isn't really a real grab. Scyther doesn't have hands at all, so he just closes his scythes around the foe's (who's facing away like Snake's) neck.
Very poor range. Think Ganondorf, with fingers cut off. Long lag.



Pummel: Toxic

Scyther sprays purple liquid out of his mouth, damaging the opponent. The liquid is obviously toxic, which is why the opponent gets hurt. I know it's a little hard to believe for Scyther, but just stretch your mind a little for this one. It's not the best-fitting move, but it's made up for in its uniqueness! The special thing is that the way it works resembles the move in actual Pokémon games.

The first one does 1%, and for each consecutive pummel, it does 1% more than before This continues even on different grabs, but is reset when the opponent is KOed or SDs. For example, on the 4th pummel, it would do 4%. This would seem to be broken, but Scyther's pummel is so very slow. He can only pummel every 120 frames, or 2 seconds. This move maxes out at 8%.

Now, you could just try to get grabs and get pummels each time to get to the 8%, but of course your opponents will be quite aware of that. They'll be as sure to watch out for your grabs as with the Ice Climbers. It won't be too hard to escape, because the grab range and lag makes it very risky. What's more, by the time you get a few of those 8% grabs in, they should already be in KOing %. You could have used the time trying to actually attack, rendering this a perhaps less effective, but different tactic.

Without pummeling at least once during that grab, Scyther cannot perform his Forward, Backward, or Up throws.



Forward Throw: Venom

Scyther takes a bite into the victim's head/neck. He then tosses them forwards. The opponent now takes 2% poison damage for each second of shield in the next 4 seconds.
4%


Backward Throw: Poison

Scyther takes a bite into the victim's head/neck. Flinging the opponent back hard over his head, Scyther makes the opponent suffer 2% poison damage for each airdodge in the next 4 seconds.
4%


Up Throw: Infect

Scyther takes a bite into the victim's head/neck. Using both his arms and his neck, Scyther tosses the opponent directly upwards into the air. The opponent will now receive 2% poison damage for each aerial they perform in the next 4 seconds.
4%


Down Throw: False Swipe

Scyther uses both arms (blunt side) to knock the opponent on the head. The foe falls down, like in Snake’s or Mr. Game and Watch’s down throws. Obviously, this move will never kill.
8%



Final Smash (1): Triple Team


Scyther throws back his arms, and then flies forward. The opponent must be in range to be of effect (same as Marth). Scyther slashes the foe towards the left side of the stage. As the opponent flies, Scyther disappears...and reappears as 3: on the left side, on the right side, and on top! The 3 Scythers will now start slashing the opponent in a clockwise direction. They will be hit from right, to left, to top, for a total of 3 cycles. When the foe reaches the top Scyther the third time, that Scyther will give a final blow, hitting them to the stage, and bouncing backup. Each hit (9) in the cycle does 4%, and the last hit does 24% with bad knockback (for a final smash), for a total of 60%! It resembles Ike's, but even flashier. It will KO at about 80% (before initiated.) It's best used to rack up all that damage, since it doesn't have much power. Compare to Wario's full fart, I guess.


Final Smash (2):
Swarm Backup
When Scyther uses the final smash with a full dignity meter, it will be a completely different attack. Scyther will call in his swarm, as their leader. There will be 4 more Scythers, following our own like 4 Ice Climber Nanas who can't be desynched. Whenever the opponent is hit by an attack, they recieve just enough extra hitstun so that all Scythers will complete their sequence. Now you can experience what it feels like to be the pack leader, and show your friends to victory!



Pros and Cons

Pros:
-KOs extremely early (almost never past 150%)
-Has great attack speed to go with power.
-Is fairly good at combos.
-Has a great recovery.
-Plenty of kill moves.
-Stale moves may be negated with Swords Dance (Down Special)


Cons:
-Gets KOed very early.
-Is a pretty large target.
-Is quite easily the most "combo-able" character, due to both his size and his floatiness.
-His recovery maybe gimped.
-Rather poor aerial game.
-Low priority.
-Has a MASSIVE learning curve.




Playstyles



As Scyther


So you've chosen to play as Scyther, eh? Well, listen up, then. If you can't tell from reading the moveset, Scyther is the perfect offense Pokemon. Somehow, he's got incredible power coupled with ninja speed. However, you can't just expect to pick him up and start owning everyone. No, Scyther is a character with a large learning curve. A mediocre Scyther will do horribly. A trained and perfected Scyther will excel. There are several set-ups essential to learn. You should learn all your moves. There are an abundance of tricky combos: for example, Up Smash to Up Aerial. Almost all the moves that KO viably will KO very quickly. You really won't have to edgeguard very much, because most of the time they'll be sent flying.

Now that you know the basics, that KOs will be plenty, let's talk about some strategy. As said before, Double Team (1), is probably Scyther's best "potential" move. This move sets apart the intermediate level Scyther from the advanced level Scyther. Learn to use this whenever possible to get that extra hit (and a flashy one, at that) for more damage or the crucial KO hit. The two other KO strategy factors are your dignity meter and Swords Dance. Well, with all Scyther's KO power, what's left? More power, of course! Using Swords Dance is just the boost to help knock that foe outta here. Spare it at the beginning of their stock, and when they're past about 50%, use it often and you can already start to look at KOing! Scyther's dignity is just an incentive to get those chains of hits. And with that...

Constant pressure. That is what you should be aiming for. If you constantly harass your opponent, never letting up, you will be well on your way to victory. Of course, you could say that for every character, but Scyther actually gets something extra from it. Again, Scyther is not the best "I don't know him but I'll try" character. You must know how to use Scyther effectively. If you just try to get a few hits in here and there, it will not go well. Keep it up, and soon, you'll have them in KO position easily while building your dignity.

Broken, right? Well, not exactly. As Scyther, you're going to have some trouble staying alive yourself. Scyther's got nothing to boast about with his defense. In Brawl, this is amplified. Scyther is quite a slow faller, a large target, and surprisingly easy to KO.





Against Scyther


So...you've gone to the dark side, eh? Errr...well, here's a lesson. Scyther's glaring weakness is his all-around defense. A baby could combo this Pokemon. Scyther's complete floatiness in addition to his LACK of airdodge is just calling out to be juggled. Scyther doesn't have great priority, so landing a hit won't be to difficult. If you think he's going to use his Neutral Aerial, try to predict it. You can easily get a free smash from it.

Scyther's devastating hits are one thing you must watch out for. Keep your distance from both Scyther and his illusion.




Taunts

Up: Scyther faces the camera, opening his arms and mouth. He snaps his mouth shut and his arms flash, before resuming his position.

Side: Scyther glares in the direction he's facing. At the same time, he points both arms out and thrusts, while lunging, kung fu style.

Down: Scyther inspects, and tries to sharpen his arms by rubbing them against each other.



Winning Poses

1: A swarm of Scythers flies past the screen, and the last one stops and looks at the camera intently.

2: Scyther stares at the camera, but leaves to join the swarm.

3: Scyther performs a sort of Swords Dance, though in greater detail and length than his Down Special. Finally he lets out a loud "Scytheeeeeer!"



Snake's Codec

Snake: Otacon, what's this? A dino...wait, a bug?!
Otacon: Snake, be careful! That's a Scyther, the Mantis Pokémon. It's dangerous with razor-sharp blades on his arms.
Snake: Ha! If I can take swords, I can take this.
Otacon: Oh no, Snake. That's not all you've got to handle. He can move so fast that he could be behind you without you even knowing! And don't forget: this one looks like a pack leader. There may be others watching you. Just watch your back, Snake.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
When there is no more room in hell... the dead will walk the earth.

A PALE MOON RISES, AND IN THE DISTANCE A WOLF HOWLS.... WHAT LURKS BEHIND THAT SENILE SMILE, THAT BULBOUS NOSE, THOSE OVERSIZED GLASSES?




(((George A. Romero)))


George Romero is a god of the undead, a rabble-rouser with infinite powers at the tips of his fingers; here is a necromancer who puppeteers the bodies of the dead like some dark ventriloquist.

Well actually he's a 69-year-old man living in Toronto, but that's irrelevant here. Zombie-based moveset, anyone?

Because George A. Romero is most well known for being the pioneer of the zombie genre in film: everybody's heard of Night of the Living Dead, which came out in 1968 and was made for peanuts and essentially revolutionized the horror genre itself. Ten years later Romero directed Dawn of the Dead, which was just as significant - and is also one of the greatest horror movies ever made, and I totally recommend it. Both films - and all that he's made since - deal with an unexplained zombie apocalypse and with small groups of people struggling to survive against immeasurable odds.

There's nothing like the power of imagination, and that's what Romero harnesses in Brawl. Bring your zombie apocalypse to an entirely new and hitherto untouched world, and cackle with glee at the results; this is what it means to play Romero.


(((Statistics)))


  • Traction . 8
  • Height . 7
  • Attack Speed . 6
  • Fall Speed . 6
  • Weight . 5
  • Power . 4
  • Priority . 4
  • Run . 3
  • Jump . 3

Romero is a decrepit old man, so it stands to reason that his stats don't compliment him. He turns fairly quickly, and his attacks are not too slow. The rest of his stats go from bad to worse, culminating in how bad he is at getting around and how tough it is for him to KO. Typically Romero will KO by directly taking control of one of his zombies.


(((Specials)))


Neutral Special --- The Living Dead --- Romero raises both arms into the air and croaks "Rise." Nothing funny about what happens next, as a zombie begins to push its way out from the ground directly in front of him, providing he's on solid ground. The animation - lag period - of this attack is just under a second, and it takes another two for the zombie to rise out of his grave completely; during this time, the foe can get a head start on beating to [second] death.

A Romero zombie looks much like a regular person, with plain features. However, it has a noticably greyish tint to its skin, and is typically in a certain stage of decomposition, so it can look quite grotesque. These zombies are about as tall as Link, although it varies from corpse to corpse. They walk forward with a strange stumbling gait, but they aren't as slow as you'd assume; their speed is about equal to that of Ganondorf's walk by default. They cannot jump, nor can they turn quickly. A zombie is incredibly difficult to destroy and has 50% stamina; it also doesn't take knockback, only flinching back slightly upon taking an attack.

Now, bear with me; this is the longest attack in the moveset by far, I promise.

When unmotivated, zombies tend to idle in place, but if they come within a platform of a potential victim (any character but Romero, that is), they GET motivated, and begin to resolutely pursue. Once they start chasing you, there's no way to stop them, outside of killing them. If a zombie catches up to you, it'll cling to you in a kind of grab and attempt to bite; this happens 0.8 seconds after the grab, and can be prevented by wildly moving the control stick (difficulty dependant on %) or by attacking them. If more than one zombie latches onto a foe at once, however, it starts getting very difficult to break free, and ever more likely that they'll get bitten.

A zombie's bite deals 6%, and no other visible effects... immediately. However, after precisely 20 seconds, the bitten foe will turn darkish and gaunt, zombified. This 20 second timer is reduced by three seconds for every additional bite, so a mob of zombies can afflict a foe quickly.

Undead foes lose their second jump, as well as the ability to run or dash. Their fall speed is also cut and their knockback halved. They're greatly weakened and this is how Romero will scrape his KOs; remember, some of his standards allow him to control zombies, and the foe is now a zombie. This condition lasts until either the foe or Romero is KOed.

All zombies waste away once Romero is KOed, in fact. Until then, however, this attack is the foundation of your whole game and defines your own objective. The obvious problem with it is that it's quite laggy to summon a zombie, and it's vulnerable while spawning... but there are other ways to create zombies, aside from merely raising a corpse.




Forward Special --- Those Who Scream and Cower --- As Romero knows very well, there's one thing yet missing in your odyssey of the undead; the frightened human victims. These Romero can summon with his creativity alone; a thought bubble, cozy and safe, appears before him, a human within. Then it pops, and the person is dropped terrified to the ground. This whole attack is deceptively quick, taking about half a second altogether.

The human, about as tall as Link, can run as well as walk; they can also jump, but only a bit off the ground. Humans have a mere 20% stamina. If they come within two platforms of a zombie, they become alarmed and will do anything to get away; likewise, a zombie will see a human as a potential victim and pursue if it comes within a platform. The human's likely to lose this particular chase, especially if there is more than one zombie... although some larger stages may allow the human to flee successfully for a long time.

If a zombie reaches a human, it'll grab on and bite, and the human has no chance of struggling away. After being bitten once, they'll be left alone to collapse to the ground; five seconds later they'll rise as a new member to the legion of the undead, just like a zombie summoned by your NSpec.

Now, there is one catch to this quick n' easy way to birth ghouls; humans are resourceful. They know that a zombie's one weakness is fire. A human who is left alone for long enough - say, ten seconds - is going to build a small fire right there on the stage; this serves no purpose but to keep zombies a safe platform away. The fire dies after about eight seconds, but if there is more than one human tending to it, it may last longer. All humans are drawn to it, and the foe will be, too; you have to make sure your zombies can get those pesky humans before they start banding together.

Unlike zombies, humans linger after Romero is KOed. The only way to get rid of them is to kill them manually, and you can do this yourself if need be. The ideal option, of course, will always be to add them to your zombie horde. This attack allows one zombie to quite quickly turn into many, and should be used very often... but it also has to be carefully regulated.




Up Special --- The Wizard of Gore --- There's still an ingredient that we haven't added here, a staple in Romero's films; intense blood and guts. More importantly, what do zombies crave above all else? The flesh of the living. Toto, I have a feeling we're not in PG Brawl anymore.

Romero points forward suddenly, his finger a small hitbox dealing 6% and set knockback. The first human directly in front of him who isn't tending a fire will instantaneously explode in a shower of intestines and other nasty appendages. These will rain down on the ground and linger there, drawing all zombies with the temptation of fresh flesh. Once they reach the bloody mess, they'll help themselves, eating away; this takes three seconds, but they're invincible while eating. The blood and guts vanish after fifteen seconds, so everyone must eat their fill before then.

Once they're done the gristly meal, they'll be sent into a state of intense bloodlust, their speed doubled and their grip strengthened, making it quite difficult for any foe to get away. This may sound like an unfair tactic, but bear in mind that you need to summon the human, have the zombies on hand, and find some way to protect yourself while they're busy eating.

If used in the air, this has quite a different effect, and considerably less interesting. Left with no alternative and with only one resource left to him, Romero's own intestines burst out through a bloody hole in his chest and tether onto the ledge. Unpleasant indeed. As soon as he pulls himself up to the ledge, however, he hastily scoops them back up and into himself. This has one unexpected side effect; the sight of your blood makes your own zombies turn against you temporarily. For the following ten seconds, they'll hone in on you as potential prey, although you still cannot be turned into a zombie yourself; you merely take damage from their bites, so it's no more than a nuisance. Poor recovery.




Down Special --- Dance of the Cadaver --- Romero closes his eyes and strikes a concentration pose. Almost immediately, the zombie nearest him - if one exists - comes directly under his control. He can walk it in whatever direction he chooses, press B to grab onto a foe, and mash A after that to make it even harder for them to break free than it would be typically. After the requisite 0.8 seconds, the zombie will bite of its own accord, and you know what happens after that.

When controlling the zombie, you can also use a mighty one-handed punch with a lot of start-up lag; this deals 18% and has better knockback than any attack Romero can use himself. It's easy to see coming, but with a mob of zombies approaching, it's easy to miss that Romero is influencing one to attack directly. The other use of this, of course, is to manually chase down and bite any humans fleeing about the stage.

This can also be used to possess a zombified foe, but this control is much more tentative; the foe can struggle against your control and swirl the control stick to break free, and they retain most of the control if they're at a lower % than you. At higher %s, however, and if you can get nearer to the foe than to any of your zombies, this is one of your few KO techniques.


(((Standards)))


Jab --- Rough Shove --- Romero shoves forward with both hands; this attack is mostly lagless but has short range and priority. This deals only 2% but knocks a foe back slightly, then causes them to trip automatically. It's impossible to chain due to the slightly knockback before the trip.

If this attack is used on a zombie facing away from you, it'll be sent into a headlong fall from the shove, mouth gaping... and if it makes contact with a foe as it goes down, it'll bite instantly and instinctually. No grabbing necessary. Since the zombie goes down fast and is tall enough to get some genuine range going here, this is very helpful if the foe is too quick for the zombie to get a good grip. However, it takes the zombie another two seconds to clamber back to its feet, so do not abuse heedlessly.


Dash Attack --- Lead The Ghastly Charge --- Romero's run is leisurely. His dash attack sees him pointing forward suddenly, still moving. Every zombie on the stage immediately turns in the direction he is pointing and goes into a motivated shuffle that way, for as long as Romero himself continues to run. If you turn and run the other way, they WILL turn with you. This gives you some measure of direct and mostly lagless control, as zombies will still attack any prey they come within range of... but be sure you're not running Romero too far ahead of his zombies and into a close-combat situation.

(((Tilts)))


Forward Tilt --- Blood Splatter and Marrow Spurt --- Romero brings a clawed hand on a downwards arc before him. Quite laggy, as he takes a moment to hold it behind him before swinging it for full momentum. The attack's hitbox is fairly small, but contact deals knockback that bounces the foe slightly into the air with heavy hitstun. It also effectively cuts the foe open, bringing that trademark gore into play again. All zombies will immediately head for the cut foe. This attack can also be used on summoned humans to temporarily put the out of commission.

Of course, the best use for this is to hit a foe into a mob of approaching zombies that just can't seem to catch up. Its lag makes it a risky thing.


Up Tilt --- Tower of Rotting Flesh --- Romero suddenly raises both hands into the air, reminiscent of a less laggy Wario UTilt. His hands are a small hitbox dealing 7% and "go away" knockback; they can never KO, and the attack has slight wind-down lag.

If this attack is used when you have at least one pair of zombies within a platform of each other somewhere on the screen, the nearest pair will immediately converge, and one will climb onto the other's shoulders. Zombies are resourceful creatures even on their own, despite what the government would have you believe, and with Romero's guidance, they are more than clever enough to develop this rudimentary tactic against foes avoiding them by taking to the air.

The joined zombies move at the same speed as usual, and if they catch a foe they'll split up and both grab on. However, the zombie on top is constantly groping about in the sky, so there's no safe escape there. If the bottom zombie is "killed", the top zombie falls to the ground and continues on. This isn't helpful if you only have two zombies, but if you have more than enough to keep the ground perilous, stacking some of them up here and there is almost necessary.

Just remember that Romero has one other way to bring the battle to the ground; going up to the air in person.


Down Tilt --- Curt Stomp --- Romero raises a foot into the air and then brings him down a bit before him. His age prevents him from dealing too much damage or getting too much range, so this attack deals only 6% with minor knockback - but it comes out speedily.

If this attack is used while standing over a fire a summoned human has started, it will be extinguished. This is the only way you have to regulate their defense, and so quite important.


(((Smashes)))


Forward Smash --- Flesh Cannonade --- Romero snaps his fingers; this attack has no effect unless a zombie is within half a platform in front of you. Suddenly, it goes flying forward at a low angle, insensate; it covers about 1.5 platforms' length before hitting the ground. Contact with its undead projectile deals 12-16% and causes that minor dragging knockback that's typical when a Brawler is hit into another. If aimed off the stage, this can potentially drag the foe down into a cheap KO - they had best have a strong recovery. Note that if the zombie and foe hit the ground simultaneously, it'll immediately try to grab on and bite; only by teching or by using a powerful get-up attack can it be shaken off.

If an undead foe is directly in front of you, how far they go flying is directly dependant on their %. This can KO around 100% and is fairly quick to come out.


Up Smash --- Feeding Frenzy --- By default, zombies do not eat one another. What appeal can dead flesh have for them? But then again, you're Romero. You can make them do whatever you like, and it'll just be another staple in the zombie subgenre.

Romero raises both hands to the sky as he charges - when you release, a black light flashes in and out of existence between his palms. For the following five to ten seconds, zombies can and will attempt to devour the freshly dead. By freshly dead, I mean, of course, newly zombified foes. They'll still hunt living foes, but now undead foes are added to the list of prey, and since they're so much slower, they won't have much trouble catching up. Once a zombie catches up, they'll grab on just as they would otherwise and then repeatedly take bites, dealing increments of 6% per second. Insane damage racking ensues if you have enough zombies sticking around, and this is just another link in the chain. There is no rest for the foe once they're dead; if anything, the zombiescape becomes more dangerous than before. This attack is of middling lag.


Down Smash --- Bad Grave --- Another staple of the zombie subgenre is the element of surprise. True, zombies aren't quick, but they're also not very strong, which is why they're only truly dangerous in groups... or when you just don't see it coming. Most Brawl stages are lacking in dark corners and closets and hidden hallways, so there's only one place to speak of - underground.

Romero extends a crooked hand as he uses this. The zombie nearest him will immediately move toward him, so this is also a clever way to manuever them about the stage. When it comes within one platform of you, the ground beneath it gives way, and it falls into a shallow grave. Romero quickly waves his other hand and the hole is covered up, completely invisible. Now there's a hidden zombie beneath the stage, just biding his time and awaiting prey to pass over it.

If a living foe or a human passes over this hole, the buried zombie will immediately grab onto their ankle, stopping their movement dead. They have about a second to use a very low-sweeping attack to knock the zombie's grip off, because after a second the dirt gives way and the zombie rises out, poised to bite at the legs. Even if this particular buried zombie misses, this just may be the time delay required for the rest of your undead to catch up.


(((Aerials)))


Neutral Aerial --- Children of the Grave --- Romero is not a physical combatant, we've established this. When he's forced into the air, he simply brings to life a new kind of zombie, one more adept at following him into the air and defending him there; zombie children.

Romero spreads his arms as they crackle with electricity; they make for small hitboxes that deal small multiple hits. This aerial lasts for one 1.5 seconds; during this time, if Romero hits the ground, he'll clap his hand together. A small - smaller than Mario - zombie will rise in front of him; this takes another second or so. There you are, with your very own zombie child. These behave like regular zombies, except that they are more than twice as quick, but their grip is incredibly weak and can be shaken off by simply pulling away. Their stamina is a mere 15% and they take knockback like a regular character. In short, these are no real zombies, or at the very least they can't serve the same purpose. They are, however, useful at chasing down humans. You can only have two at a time, I'm afraid, and this attack is laggy on both ends.


Forward Aerial --- Bait, Pounce and Devour --- Romero extends an arm. If he touches a foe, he grips them by the head and holds them immobile for half a second. During this time, if a zombie child is within a platform of the captured foe, it'll take a mightly leap, grabbing on and pulling them out of Romero's grip and to the ground, where it will attempt to bite. Even if it fails, this is a very nice manuever for confounding the foe. Like all of Romero's aerials, this attack gives away that he's no aerial combatant; they're all designed to bring the foe down to where the zombies await.

Back Aerial --- Self-Immolate --- Romero's skin turns ashen and his limbs stiffen, and he keels over and goes into a backwards stall-then-fall. This attack isn't as laggy as it sounds, and Romero is revived as soon as he uses something to get up off of the ground once he lands. Along the way, he's invulnerable - taking neither damage nor knockback, although he still flinches after being attacked - and his body drags foes down with it effectively. In addition to the obvious uses - such as getting away from a juggler - this attack has a far more minor use; it negates the repercussions of an Up Special, your own zombies going after you. They have no need for dead flesh, so playing the corpse is a nice tactic.

Up Aerial --- Profondo Rosso --- Romero extends both arms beneath him suddenly; if there is a zombie child directly beneath him, it'll jump straight up toward him, whereupon he'll throw it up about two Ganondorfs overhead. Dark magic, indeed. It's a small grabbing hitbox that clings to any foes it touches, doubles their fall speed, and plummets - but don't forget that it can be thrown off without too much difficulty. This attack is notably useful when shorthopped, to dispose of a niggling aerial menace.

Down Aerial --- The Heart of a Human --- Romero, heartless? Surely you jest! He has one right there, in his pocket! With a little bit of lag, Romero pulls a pulsating heart from a pocket, then tosses it carelessly down. It's not a projectile, nor does it do damage of any kind, really... but it lingers on the stage for five seconds, during which time all idling zombies are drawn to it. This is best used when the foe is engaging you in an aerial bout and won't let you set up your zombie children below you and thus bring the battle back down to the shuffling, groaning hordes below. A very handy attack, and its uses shorthopped should never be ignored; rarely do you have attacks that allow you to so effectively move around the undead.

(((Grab & Throws)))


Grab --- Slave and Master --- Romero's grab is simple and functional, a feeble one-handed swipe... but it only works against the undead. Trying it against the living will have them simply shake you off; Romero is not physically equipped to deal with them. It matters not, this simply gives you more options... and you can always do it once the foe is zombified...

Forward Throw --- Feast of Flesh and Skin --- Romero lifts one hand into the air, and the zombie's head rips cleanly off, still gnashing its teeth. He then thrusts his hand forward, and the head hurtles away, going straight off the side of the screen at a standard projectile speed. If it comes into contact with any foe or human, it'll immediately clamp on; easily knocked off it may be, but it's sure to land at least one 6% bite. There's a telling start-up as the zombie's head comes off, so the foe will have to read this to avoid it. Also note that the zombie's body vanishes, useless.

Used against a zombified foe, this causes Romero to frown slightly when their head refuses to come off. He compromises by waving a hand and making their whole body hurtle forward with medium knockback and 11%. Their body knocks down your zombies - and also humans - as it goes, so it's best to use this to knock them into a mass, then start a Feeding Frenzy.


Back Throw --- Master and Slave --- "Follow," Romero mutters. The zombie will then be drawn to Romero until its destruction, straying for him only if prey is nearby. A nice and simplistic way to essentially get yourself a bodyguard, and especially useful when you only have one around - you're going to need it for most of your attacks, so keep it close.

If used on a zombified foe, this simply has the effect of causing a literal magnetic attraction. If they get more than two platforms away from Romero, they'll be drawn toward him as if by a wind on Pictochat. This is versatile, but wears off after eight seconds.


Up Throw --- Neverending Pursuit --- The terrifying thing about zombies? Their singlemindedness. Once they have your scent, they will never stop hunting you. Anyone who has seen Dawn of the Dead can tell you that they will scrabble at the door for months, never caring whether they have a plausible chance to get in.

This attack used on a zombified foe is a simple snap of the fingers, throwing the foe straight up with 11% and minor knockback. Using it on a zombie, however, will cause them to lock onto the nearest foe... forever. Romero simply points them in the right direction and they chase that foe, no matter how far away they are, until they're killed again. Crucial.


Down Throw --- The Good Doctor Frankenstein --- Romero puts his hand over the zombie's heart. A shiver of electricity passes through him, and then into it. In the blink of an eye, it comes back to life, a human once again - or a child, in the case of zombie children. Why would you do this? Think on it well. It's handy, to say the least.

But more to the point, this brings zombified foes back into their default state (and also deals them 14% in electric damage into the bargain), making them once again a prime target for your zombies. If the stage is overrun, you just might want to use this a few times for its damage racking capabilities alone.


(((Super Attack)))


Super Attack --- Multiplying Too Rapidly --- If Romero has no zombies, three of them rise out of the ground somewhere on the stage. Gravity becomes intense, more like a real-world situation; jumps are halved and second jumps are done away with altogether. The final ingredient, fifteen humans appear on the stage. Humans become zombies twice as quickly, and foes do not become zombies at all, so they'll be bitter many, many times. That's it. Here we go, more like a real-life scenario; perhaps now the foe can appreciate just how hopeless the zombie apocalypse really is. This is a KO method if you possess a zombie through your Down Special and use the confusion to land a KO punch. This should be fun to play with.

(((Playstyle)))


So, you've chosen Romero. Fascinated by zombies, are we? At the potency and primal fascination of the zombie apocalypse? By the mere notion of our dead being used against us, our most sacred and ancient keepsake desecrated? Well, it's an uphill battle. Romero is entirely dependant on momentum. On his own, he's one of the most useless character in the game, a feeble old man with scant few close-combat tactics. Once a few zombies are brought into creation, he's an overlord with immense power at his fingertips.

Creating a zombie horde is going to be your most important task, one you must undertake with every new stock. You start by making one; this shouldn't be too difficult, should it? Then you make humans. Don't worry about zombifying the foe at this early stage; although it would definitely aid in slowing them down, it's far too difficult and altogether unlikely. Make humans. Slow them down however you can. Speed up your zombie by blowing one of them to bits. All the while, use your few - but surprisingly fast - close combat options, your tilts and jab, to keep the foe from getting in close and going to town. If they camp, put your zombies between you and them, or, better yet, put a human there. They'll be trapped between the foe and the undead. If all else is failing, make some zombie children - this is quicker, and they're far more irritating on their own.

Soon you'll have three or so zombies. Now it's time to allow them to do their thing. The foe is starting to run out of places to attack from, what with all the grasping hands and clawing flesh. Manuever your zombies around. Station one to follow you, perhaps, and another to track the foe wherever they go. They multiply quickly if you simply drop some humans into their midst - just beware firestarters. Quash them with Down Tilt. All the while, hide amongst your zombies, never approaching the foe.

Once you have six or so, depending on stage size, you'll be on the offense. If your wave is too slow to catch a small foe, use your Up Special to make them a gristly feast. Employ zombie children to keep the foe out of the air. Use your Down Special to possess one of the zombies if you're safely tucked away, then actively go hunting. Never use Romero for anything but controlling and sustaining your massive horde. The foe is likely to kill a few of them, but as long as you sporadically create humans, you'll do fine.

Now they're zombified. Now what? Your Smashes and Throws beckon. Both provide multiple ways to take advantage of a foe with cut movement, a zombie. Possess them, toss them about, bring them back to life only to have the rest of the horde lay in once again. It's a brutal, vicious cycle, culminating in a humiliating KO.

Romero, however, is not unbeatable. He's feeble. If KOed, all your hard work becomes nothing. It's of the utmost importance that you protect yourself, so have a few zombies follow you about at all times and time all your moves carefully. When you win, you may win with two or three lives left, but when you lose, it'll be a miserable, frustrating, zombieless defeat.

You are the orchestrator of the zombie apocalypse, a god amongst insects. Engineer your very own saga of the undead, cultivating every variable and culminating in only one possible outcome. Dead world.


(((Match-Ups)))


Against Yoshi --- 30/70 --- Let's take Yoshi for a simplistic example of a simplistic character's match-up against Romero. Now, Yoshi is very quick and you're going to have a lot of trouble even setting up with him; your best option is to outprioritize him early on. He's going to have trouble with some zombie children, too, so make them right away and then bring up a few zombies. Yoshi can rip through them with his multiple hits, so he's much more adept at killing them than most characters, but this shouldn't suggest that he's not a nice, big, juicy target.

However, Yoshi is also quite good at spiking. This is not good. Georgie hates foes who can KO him early on, they wreck all of his careful planning. On the whole, he's much happier fighting slower heavyweights than someone like this, as we'll soon see. There you are, droogy.


Against Great Tiger --- 65/35 --- Great Tiger is a foe much more to Romero's liking. He's slower, bulkier. Easier to turn. You open with a zombie, then make a few humans; don't bother with zombie children, they'll just be swatted aside. Once you have a few more zombies, Great Tiger will be bitten easily, but he's still a major threat. Typically, you're going to want to grab him a few times and de-zombify him so he can take the damage of the zombies all over again. Your main KO route against him is going to be a nice Down Special to possess and suicide. A nice, easy match-up to show you what it's all about.

Against Arche Kraine --- 20/80 --- Here's a more complex match-up to chew on. Arche is the antithesis of the character you like to face. Your zombie children are going to be absolutely vital here, because you really need to drag Arche down to your level if you can even hope to have a chance. It'll be a struggle, though; know that. Arche can rip apart your zombies and foil your plans easily with a few projectiles, and do it all from up high... like a god. If you bring her down with a zombie child, you had best be disposed to keep her there; I'd recommend using your Up Throw to lock all of your zombies onto Arche and keep them directly under her where she floats. When she hits ground, they'll be ready, and once she's a zombie you've at least got the option of possessing her and forcing her to come down.

Against Sloth, Spadefox and Zant (FFA) --- 10/45/15/30 --- Now we combine all of our concepts, yes? Into the very first four-player match-up, yes?

In this match-up, I'm going to break down each character's gameplay and chances piece by piece. Sloth, as in all FFAs, wants to keep out of the fight as much as possible. He's likely to try to camp as much as he can to conserve his strength, then expend it in a few bursts of powerful attacks like Side Special. He's a tricky customer, to be sure, and he's likely to be setting up his various TRAPS and holes, trying to make himself a little castle and be well-protected from zombies and from Zant's projectiles. Sounds all very well and good, but unfortunately for him, he's outranged by both Spadefox's tentacles and Zant's whole moveset. Once Twilight engulfs him, he's thoroughly enfeebled and will be in definite danger of zombies. Where he gains his great advantage is that none of his foes are especially adept at KOing. Spadefox is a manipulative damage racker, first and foremost - Zant is a camper who eventually becomes a combo character - Romero doesn't have a ghost of a chance at KOing until Sloth is zombified. And never forget that you have no positive mechanic for Spadefox to disable. In short, this match-up is quite beneficial for him, although if the other three choose to team up on that annoying camping Sloth, things could turn quite ugly.

Skipping over to Romero, he's going to have trouble teaming up, considering that zombies don't discriminate; they go after everybody in equal measure. This automatically makes you public enemy number 1, and since Zant and Sloth are likely to camp on opposite ends of the screen, you're going to have trouble doing it in turn. Spadefox vs you means that you're going to get poked at and prodded and, although you have no mechanic to shut down, you have equally few ways to stop Spade's few effective approaches. He doesn't like your zombies, but he can always just glide away; you don't want the match to come down to you and he being forced to fight. And who do you send your zombies to? Zant blasts them before they come near or warps around them... Sloth just bashes them or hides behind a rock... Spade flies over them. Not a good outlook, no sir; your only real chance is if they don't pay you any attention. Make some unobtrusive humans, then, when everyone else is busy, make a single zombie and turn them. In the blink of an eye, a situation can change.

And then Spadefox, who's also going to have an uphill battle. He can deal with Romero easily enough, it's true, but Zant and Sloth will both brutally punish his lack of a good approach. Sloth can just whack him from a good range with a chain or two and dissuade him from going that way - Zant can just hide in his Twilight and combo him out of there. Spade's a pressure character, and such characters do poorly against multiple foes. Your best chance is to stack on the status effects and then go for a gimp KO, but for every foe that works on, there's another waiting to punish you for your trouble.

Last is Zant, who has quite a good chance here. He's not likely to be the center of attention, a rather quiet and unobtrusive character, until things really start heating up. In the meanwhile, he sets up portals, creates Twilight. Soon you'll have patches here and there and can start attacking from within them. Zombies are just as strong inside of them as out, so Romero might want to ally with you temporarily - of course, you can't let him get too many zombies or you'll be turned and he'll be free to do as he wills; this can also be counteracted by simply making a small hole in the stage, zombies will be downright confounded until Romero throws them over. Once you have your patches, Spadefox falls easily, and that just leaves Sloth to worry and fret about. He's a real powerhouse. You'll get your best chance at beating him by staying well far away and pelting him persistently with a variety of projectiles, then closing the gap once you have a goodly amount of Twilight. You've got a shot, provided they don't pay you too much attention early on.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
I've got less than 3 hours to get quite a lot done, so forgive the lack of commentry in this post. (and yay Rool made his set on time!)

I'm surprised at the amount of Arche commentry I got. Seriously, thanks, it makes the work worthwhile to see comments.

Pk-ow: Yes, the auto-aim/infinite range spells would be rather unfair (or underpowered even, since the player has little control over them, making mindgames rather impossible). It was a decision to increase the set's readability over making the set deeper or more plausible.

Rool:I think there's a kind of poeticness about having a character from a copy-cat RPG series pop up inconspicuously after a Final Fantasy moveset. There's also some sort of deeper meaning in why I put it there, but it's not like anything I do makes sense or anything..

Darth Meanie: Thanks a lot. Keeping the spells big and over-the-top while making sure they didn't become broken with spell-charge was annoyingly tricky (and I'm sure there'll still be a real broken combination in there somewhere, Ice Tornado + Explode springs to mind. Or maybe even just Cyclone + Tempest, Grave + Tempest etc)

Meadow: Yeah, having such boring tasks assigned to the Specials was something I considered changing while planning Arche. But in the end, I decided that it provided a fairly nice contrast to have extreme attacks and bland specials. It also fit in with the way I wanted to present the moveset, having each special begin a new section, and getting the reader to wonder what the fourth special might be.
Just as I said to Pk-ow and implied to Darth Meanie, I concentrated more on keeping the set entertaining and readable, than I did on giving it proper balance. But thanks a lot for the comment.
The summoner is named Klarth (or Claus if you're going by the translated name).
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,289
Location
Hippo Island
The submission period for MYM6 is over! If you have a moveset you want to post, it will have to wait for MYM7!

With that said, it's voting time! Wheeeee!

As a new rule this MYM, all elegible participants who wish to vote must make an advertisment for THREE movesets not made by themself. Got that? They have to be genuine advertisments too, not just copy-pasting comments. ;D
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Here is an advertisement


Dingodile

MasterWarlord is always improving, because he's always putting nose to grindstone making new movesets.
So you may be asking why I'm promoting one of his older sets in favour of say, the Count?
Well...


If you were a camper, you lost to pressure and beat the slower heavyweight characters. And that was all there was to it before Dingodile flipped the concept on its head. In the time it took to summon his crystaline fortress, Dingodile threw open the doors to more creative and offbeat playstyles than any moveset before or since. In a world where playstyle is king, Dingodile's significance cannot be overstated
MasterWarlord also demonstrates his masterful ability to successfully pitch an idea to the reader. The crystal summoning is introduced as the last of the specials, to give the reader a real 'eureka' moment of realisation when all the previously useless sounding specials suddenly become vital mainstays. And yet the concept stays fresh and continues to surprise thoughout the set, MasterWarlord introducing new concepts and interpretations as the reader delves deeper.

This set directly inspired me when making both Hector and Cloud of Darkness, and although neither shook up the playstyle world like I was hoping they would, they were still well recieved sets. And now you know who to thank for them
 

SkylerOcon

Tiny Dancer
Joined
Mar 21, 2008
Messages
5,216
Location
ATX
Neku is a set that isn't necessarily outstanding or memorable to your average MYMer. However, to the TWEWY fanboy inside me, it was not only a great set, but a very good interpretation of the game. The set at least deserves a read to see what the ideal newcomer set is - not the best around, but with clear effort put into it and a few good ideas.

The Fair/Bair mechanic is interesting, and Neku really is a character that while he centralizes around trap moves, he isn't a trap character. He's a lot more spacing based. He also manages to juggle two different mechanics nicely, as neither of them interfere with each other which is something most veteran MYMers would struggle with.

Of course, it is a bit unrefined in places, but that's to be expected for a newcomer set. However, it's a set that was very unfortunately overlooked during its posting. Definitely worth a read, as Apemasta is probably a very overlooked newcomer to this contest.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,439


Clefable

By Junahu

While earlier movesets are often forgotten, this one should not be. Junahu brings together Clefable's personality, beautiful organization, and treasured creativity with Clefable. Its extremely unique minimalistic writing style is extremely brief, but just enough that the reader can figure out everything about the move in a few sentences. Junahu has a skill of his own about capturing Clefable's personality, and it is very apparent in this set; it's like Clefable herself wrote it. Even though every attack is a Pokemon move in name, it has no Pokemon Syndrome- all are fitting for Clefable. For originality and playstyle, it by far is one of the top in the contest- just think about the possibilities stealing mechanics can do! Plus, it has fancy music header GIFs now!

Not to mention it was made in three hours, an impressive feat in itself.

If you have not read Clefable, I highly recommend you do. If you've already read her, go and read her again to get a refresher course on what a real moveset is.
 
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