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Make Your Move 7 - It's Over, Nothing to See Here

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Smady

Smash Master
Joined
Apr 29, 2007
Messages
3,306
Location
K Rool Avenue
Make Your Move 7
Creating Movesets for Smash Since 2008

It's A Form of Art

"Success is a science; if you have the conditions, you get the result." - Oscar Wilde

Make Your Move is an on-going project of creating plausible, enjoyable movesets for our favourite characters that would fit into the fighting series we all love so dearly - Super Smash Bros. The point of which is simply for fun; we are all about theory, making the very best possible conditions for our chosen characters to fit. Though this is a contest, we are only here because we enjoy ourselves and anyone can join in.

What It Means For This Thread

Make Your Move is a contest in which full movesets for characters are submitted to be voted upon at the contests end. Simply submit your moveset - full of smashes, tilts, aerials, throws, a final smash and a picture of the character and you are automatically entered into the contest. At the end of every contest we have a vote that decides who wins the contest, displaying the top fifty in this thread as well as possibly on our website, The Workshop.

LEADERSHIP


This iteration of Make Your Move is run by a collective of participants known as The Conglomerate. We are all well-renowned members of the MYM community, and will to our best to ensure the thread runs smoothly and efficiantly. Each member of The Conglomerate has a title based on a video game character who belongs to a certain cliché. Do not be afraid to call us by our SWF usernames, though.

There were 4 members of The Conglomerate who left. These members can be identified by their usernames: Smash Daddy; Ganondorf, KingK.Rool; Dark Sage, Hyper_Ridley; Ridley, Junahu; Splash Woman.

There's also our secret leader, SundanceTheKid.



He wouldn't move when we asked him politely, so he may be here for a while...

THE RULES
&
WHAT YOU NEED TO KNOW


Posting Movesets

There is no limit on the number of movesets you may submit.

Submitting a character that has already been submitted, whether in this contest or a previous one, is permitted, so long as the movesets are significantly different from each other.

Due to the increase in moveset quality standards during Make Your Move 7, all movesets from Make Your Move 1.0, Make Your Move 2.0, Make Your Move 3.0, Make Your Move 4, and Make Your Move 5 may be updated and resubmitted. Resubmitted movesets from Make Your Move 6 may have a maximum of 5 shared moves with their past-contest counterpart.

Movesets should not be reposted under any circumstances. If you have changed or updated your moveset, you are permitted to post a link to it in the thread, but do not repost the moveset.

You may retract a moveset of yours from the contest at your discretion. If you decide to do this, you are expected to 1) completely remove the moveset from the thread, and 2) notify one of the Conglomerate that you are retracting the moveset via Private Message.

Story Modes

Those users who chose to create story modes for Make Your Move 7 are expected to do so in their Smash World Forums User Blog, not in this thread. If you do post them in this thread, well, we will cross that bridge when we come to it, as story modes have fallen particularly out of fashion.

Voting Regulations

In order to vote at the end of the contest a user must have made at least 30 posts in the thread, or submitted at least 1 moveset. The Conglomerate reserves the right to remove voting priveledges of those they deem unfit to judge, though this is very rare.

Users are not allowed to vote for their own moveset(s).

In voting for movesets, users have 30 votes to use, with 6 of those being “Super Votes,” which count as a double vote.

Users should send a Private Message to one of the MYM7 leaders with their votes, stating the movesets they wish to vote for, along with the author of the moveset, and also specifying which are Super Votes. Votes posted in the thread will not be counted. Voting for Story Modes will be handled similarly, through Private Messages.

PLEASE only vote if you have actually followed the thread and have seen a good enough chunk of the movesets.

The Conglomerate reserves the right to vote among themselves to see if voting priveledges should be taken away from certain individuals as the contest progresses. In the same fashion, the sins also have the ability to make exceptions for notable individuals to give them the right to vote.

The Results

The votes received by The Palette from all the eligible voters will determine 35 movesets as the contests temporary “Top 35.”

After tallying up the votes and determining the Top 35, The Palette will commence what are known as the “Picks, Kicks, and Shifts.”

Each member of the Palette is allotted two each of Picks, Kicks, and Shifts. Most of this is superfluous to non-Conglom's, so feel free to skip it.

Picks allow a MYM7 leader to add a moveset to the list that did not make it, at any location outside the Top 10. This allows unrecognized, but deserving movesets, to receive due recognition. Picks must be approved by a majority vote from all of the Sins, and all members of the Palette are required to use both of their Picks.

Kicks allow a MYM7 leader to remove a moveset from the list entirely. This may happen in order to trade out a user’s moveset for one that The Palette feel is better, or to remove a joke moveset from the list. Kicks must be approved by a unanimous vote from The Palette.

Shifts allow a MYM6 leader to transfer a moveset to a higher placement in the list. Shifts must be approved by a majority vote from all of the major members of the Palette.

Picks, Kicks, and Shifts will occur in private amonst The Palette, who will then release to the public the finalized Top 50.

The Rewards

All winners receive bragging rights.

If you seek power in MYM and wish to become a leader in MYM8, placing high certainly won't hurt your chances of becoming one.

Other rewards may become available as the contest progresses.

LINKS


The Workshop, the home of The Conglomerate, can be found here. See the comprehensive moveset list, request reviews of your movesets, and check out past Make Your Move contests!

The MYM Chatroom, an extremely active part of Make Your Move where all off-topic discussions are usually held.

The MYM Wiki, created by Kholdstare. Contains various info on the users and movesets of MYM. Create your own article here today!

The Official Make Your Move social group. Used solely for advertising for the most part, but there's the ocassional discussion tucked away in there.

Junahu's in-depth guide to moveset making. Be advised, this is extremley long so don't feel you have to memorize all of this.

A comprehensive guide to organizing your moveset's presentation

A guide to the mechanics of charged moves.

A guide to the mechanics of move priority.

A guide to giving your movesets a good playstyle.

Don't Spam, Use The Chatroom

GENTLEMAN'S RULES



The Gentleman's Rules are a list of guidelines that are highly suggested to make Make Your Move a happier, closer community. With this guidelines, people will be encouraged to comment on the previous moveset before posting their own. This will ensure that each set will be recognize and acknowledged without being ignored. These rules won't exactly be enforced nor will there be any real punishment for not following them. Simply keep these in mind while posting so we can help keep Make Your Move a friendly community and make sure that all movesets are recognized for their effort and hardwork!

For now, they are not really held in a high regard by the leadership or regular members, so aren't necessarily essential in posting in the thread. However, they are a good handbook for thread etiquette, so they shall remain here.

-1 Please post commentry on the previous set, before posting your own moveset. If the previous set did not follow this rule, you may comment on the one that came before it (although the best thing would be to comment on both)
-2 Please comment on the previous set, before replying to comments about your own moveset
-3 Please do not criticise other users, in the thread, for not following the gentleman's rules
-4 Please, if you read a moveset, post a comment for it. Even "I read it and liked it" is better than no comment at all
-5 Please, if you have multiple movesets to comment on, don't use more than one post to comment on them.
-6 Please take disagreements lasting more than 3 posts to PrivateMessages, rather than continue to argue in the thread.

MISC


Common Sense: Use it. By far the most important rule. Failure to follow this rule will result in your movesets not placing in the top 50, you making no friends, and overall having a miserable time. Break this rule at your own risk. Other side effects may include getting looked at by Plorf.

This MYM [and the last] is dedicated to SirKibble, who has left the commmunity for 2 years in order to serve his church. We look fowards to the day you return, Kibble.

Keep it clean and safe and above all, enjoy this contest!


 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,439
Axel

My very first moveset. I made Axel the focused combo character of the cast, consisting of many combo moves and a few KO and gimping attacks. He boasts in high damage racking, tons of fire attacks and mid-range boomerang-style techniques.​

BKupa666, one of our official Reviewers, said: "Axel brings some pretty tight ideas to the massive table of combos (some range needs clarification here and there, though). I hope he won't be forgotten, as he is at least on par with Khold in my opinion. Bravo (clap)!"

darth meanie: "Hey Khold, you clean up nice! Seriously, this moveset's presentation, organization, and execution is so much head and shoulders above your previous work, and it's quite excellent. You clearly put a great deal of effort into this."

Frf: "Axel is a refreshing set; The neutral special is awesome and the organization is to die for. [...] the set has a very focused concept and would be loads of fun to play with. Well done."

Neo Exdeath: "Oh, and the organization and overall appearance is a work of art. Just would like to say that. His moves are also short, quick, and to the point, which heightens his readability. But do these subtract Axel's quality? Of course not! (Well, except for the Up Special) You did him justice in this moveset, and I will be awaiting his extras."

flyinfilipino: "@Axel: Nice moveset here, Khold! The attacks are short, simple, and easy to understand, except for a few lacking details here and there. Overall, great job!"
 

Neo Exdeath

Smash Ace
Joined
Sep 11, 2009
Messages
795
Location
Strawberry Fields
Link up space will be improved later. Wizzerd is so gonna hate me for this...



~~~~THE INTERDIMENSIONAL RIFT~~~~

Completed sets:



Planned Sets:

IMPOSSIBLE TO PREDICT
 

SkylerOcon

Tiny Dancer
Joined
Mar 21, 2008
Messages
5,216
Location
ATX
Wallmaster





"An ancient force seems to roam this hall
You can hear it now, its' woeful crawl

Gather tightly and move with haste
Once you see its' shadow, it is too late"

- Unknown


Tomes

Size - 7/10 - Incredibly large. Bowser's width, but only about half his height.
Weight - 8/10 - The Wallmaster is a giant, bulking hand. Weight is too be expected.
Walk - 2/10 - The Wallmaster creeps along slowly, moving its' fingers in a middle,
index, ring, pinky, thumb, progression.

Run - 4/10 - The Wallmaster hurries its' pace, traveling somewhat quickly in a
pinky, middle, ring index, thumb progression.

Jump 1 - 8/10 - The Wallmaster has a surprisingly high jump, though it does take
a slight bit longer than most jumps to execute. It crouches
down on its fingers then springs up.

Jump 2 - 3/10 - Opposite the ground jump, this jump is terrible. Wallmaster spins
around and quickly contracts then retracts his fingers


Scriptures

Magics


Down Special

Phase - This move's first stage is only usable when you are standing on top of a ground surface. In the air, or on platforms, this move causes absolutely nothing to happen. When the move is executed correctly, the Wallmaster phases right through the ground and appears as a black circle on the ground, about half the width of Bowser. You may move around at three quarters the speed of Sonic's run.

Wallmaster is allowed to do as it pleases as long as he remains down here. There are no reprocussions to using this move, though it does have one glaring weakness - Every character in the game has at least one move that can hit the ground. If this move lands, Wallmaster suffers 15% damage and knockback that kills at 75%! This is a major threat to a heavyweight like himself that would normally not be getting killed until much later.

Now then, what is the actual function of this move? Well, the most glaring and outright function is that you are giving two actual attacks in this form. Holding down the A button causes a black fog to curl up around where Wallmaster is hiding. It can go up to about half of Bowser's height, and about twice Bowser's width. Of course, the fog doesn't hold very well, and will only start to form once you're staying still. Once it forms, Wallmaster can move around inside the area where the fog is, so as to not make it clearly obvious where it is, but the moment it leaves the area the fog dissipates. Any opponent inside the fog recieve two percent of passive damage (no knockback/otherwise notable effects) and obtain half a unit of fog (this moves secondary function, which we will be getting too shortly).

Pressing B causes two thin, black tentacles to whip up exactly at the sides of Wallmaster. These reach up to Ganondorf's height, and deal 10% with fairly good knockback (killing at about 130%), but they lock Wallmaster in place for a good quarter of a second after, allowing the opponent to find out where they might be hiding in the A attack's fog. The tentacles do take a slight moment of hesitation to come up, so your opponent may very well move out of their path before they hit.

Now then, for the secondary function of the move. Pressing Down-B while you're already phased causes a singular tentacle to whip out and attempt to grab the opponent. Once the opponent is grabbed, they have to wildly mash buttons to get out, before they are pulled down into the darkness (AKA Instant KO). However, the length and power of the tentacle is dependent on how much "fog" your opponent has built up. You've seen a mention of it already. You can have up to twenty units, and this will cause it to vary between a Pikachu's length in front of Wallmaster, to that of six Battlefield platforms. It becomes harder to mash out depending on how close the opponent is to Wallmaster, and the amount of Fog. The tentacle isn't a guaranteed hit, as it travels outward at a moderate pace, about that of Bowser's run. It's incredibly thick, however, about as thick as Wallmaster itself. Pulling the opponent back in, it moves at about the speed of Bowser's walk, so it's quite the long lasting move. Unfortunately, the tentacle will only travel above the main stage, and will not go offstage for any reason.

Neutral Special

Death's Reach - 15% - Black fog curls up around the Wallmaster's general area, as it becomes tense. The moment you release this attack, the hand swings up in a crushing gripping motion, ending in the hand upright and the palm facing the screen. The fog will turn into tentacles during this, and depending on the charge, will shoot out at a different length.

At minimum charge, the tentacles will reach out three quarters of a Battlefield platform, while at full charge it'll reach out a full two Battlefield platforms! These will quickly coil around the opponent and bring it into the Wallmaster's grasp. From here, they're given a forceful squeeze, which sends them rocketing upwards with knockback that starts to kill around 140%. Beyond that, this move causes a one unit of fog to build up around the opponent, which is highly important for your Down Special.

At full charge, this move is an instant KO. It's highly unlikely for this move to ever land at a fully charge, but the option is there in the event that you manage to land it. High start-up and ending lag. Grab priority, thought it is shieldable.

Sideways Special

Sickness - 10% - Tentacles rear up on both sides of Wallmaster, and they jam into the ground. They then pop up at a maximum of three stage builder blocks away from Wallmaster, it using AI to go directly under the nearest opponent, so long as it doesn't surpass the maximum distance. Upon hitting the opponent the tentacles will wrap around them, squeeze them, then carelessly drop the opponent on the ground whil they disappate to nothingness.

So that opponents don't just predict this and shield, you can choose to withhold the tentacles for up to two and a half seconds underground. Merely keep the B button held down so that they don't come out faster. Also, you are allowed to move the tentacles around underground, by pressing the control stick, but the moment you use manual control instead of letting the AI take over, a small amount of black for appears up above where the tentacle is. It's all rather tricky to control two tentacles at once, seeing as you make them both move in one direction at a time.

The effect of this move is to give the opponent some strange illness. They will turn a bit pale after getting hit, and the effect will last for the next ten seconds. This causes all opponents to become a bit sluggish, and all types of movement speed will be decreased by 1/5th their maximum, and all attacks will be a good 1/7th laggier. This is a major boon for Wallmaster - it's incredibly lacking in the mobility department, and landing this first marks one of the few ways you can held land your incredibly laggy KO moves.

Completely missing the attack will cause small pools of mist to gather up around where the tentacles came out of the ground. They're only the size of Pikachu, but walking into one of these will reward your opponent with a brand, new full unit of fog!

Unfortunatley, this attack also suffers from high start-up lag, a good 2/5th of a second, and ending lag mirroring that. It, of course, has disjointed priority so that's a nice plus, and getting hit by the move also deals a full unit of fog to the opponent.

Upwards Special

Grasp - 5% - The Up Special is where it all comes together. This is the only move other than the Down Special that's effected by the fog, and easily the most important. Wallmaster is unique in that he is a heavyweight among heavyweights that can't kill. Essentially, when it comes to your opponent's fog build-up, you have two options - either go for the KO with the down special (which is hard until you have built up a good 15 or so units of fog) or use your Up Special. This will cause a tentacle to go up from the bottom blast zone and wrap around the opponent with the most fog that is offstage.

What happens here? It drags the opponent quickly downwards, moving at a good three quarters the speed of Wolf's blaster. The opponent must escape via button mashing, and much like the down special, this gets harder as the amount of Fog builds up.

This is where the move gets interesting: At ten units of fog or more, the tentacle will grab the opponent no matter what. HOWEVER, it's much easier to escape from, and this will only aid your offstage game if you have superb edgeguarding/hogging abilities. The move becomes incredibly useful (and powerful!) after about fifteen or so units when it'll become a struggle for the opponent to make it back into recovery range. You also don't have to go through the extra button input of phasing through the ground, unlike the down special which is a nice plus.

Now then, the actual animation which was ignored for the hype-build at the beginning of the move description: Wallmaster snaps, which causes the tentacle to come out of the blastzone, directly below the opponent. It's appearance is similar to that of the tentacle in the down special.

Playstyle
Wallmaster's specials are absolutelly integral to the moveset - as you would expect something 'special' to be. You see, his down special gives him decent mobility options, as well as spewing out clouds of fog which could possibly help build fog up on the opponent quite nicely - an absolutely major part of his moveset. Being phased is also a requirement to grab the opponent, but we'll go more into that later...

Its' neutral special is an excellent move if only for the fact that it can have such great range. Though you can sheild it, this just adds to Wallmaster's excellent pressure game, and is just one of the many things that you can use to prod your opponent into the position you want them. Your side special is another excellent example of this, but instead of the possibility of an instant KO, they have their movement speed and attack speed somewhat reduced, making it much easier for Wallmaster to both keep up with them, and force them into a disadvantage position. You'll soon find out that Wallmaster is nearly entirely about spacing - his ground moves will all discourage opponents from making certain movements, or doing certain things.

It's quite obvious what Wallmaster's up special does. This is its' primary way of KO-ing, and without a doubt, the centerpiece of the playstyle. Wallmaster DOES have to zone the opponent to put them in the position it wants, but this all for the sole purpose of building up fog. After a decent amount of fog is built up (15+), then Wallmaster will be focusing on trying to get the opponent off-stage. The amount of fog is signified by a small number below the opponent's stock count, and it resets to 0 when an opponent is KO-ed.

In the event that your opponent is at high percents, but has low fog for whatever reason, there is still a typical brute-force KO... but you should not that it is very hard to land. More on that later, though.


Customary Techniques

Neutral Combo

Flick - 8% - Wallmaster curls its' index finger towards its' palm, and then suddenly flicks it outwards, causing the finger to fully extend right in front of Wallmaster. The finger has good priority and will cause somewhat decent knockback killing at 180%. Exactly .15 seconds after being sent from Wallmaster's body, a white ring suddenly bursts from it. Getting hit by this burst will cause the opponent to be immediately be transported five Battlefield platforms forward. This isn't enough to kill in any case, but it usually is just enough to get the opponent offstage, greatly aiding your Up Special. The burst will also deal 5% damage. Seeing as it counts as a magic attack, the burst receives transcended priority. The move as a whole, however, receives lag on both ends that is above average for neutral combos - however, above average for neutral combos is not saying very much at all.

Dash Attack

Slide - 8% - Wallmaster quickly flattens itself out and falls onto the ground. It then slides a good two Battlefield platforms, going at a good 6/10 run speed initally but slowly slowing until it reaches the maximum distance. Being hit deals 8% and causes pretty flimsy knockback, pretty much just knocking the opponent upwards a very small amount. It gives the player just enough time to hit the opponent and run away. The move starts up on a dime and has a noticeable touch of ending lag. However, the real use of this move comes from what the slide leaves behind - an unholy black mist, stretching the span of two battlefield platforms. Any opponents that enter this receive one unit of fog, and as soon as the unit is dealt, the mist disappears.


Playstyle

And just why would you ever think that the standards would be useless moves? In fact, the dash attack is arguably the single most important move in Wallmaster's entire moveset, because it's what beings the set-up for the rest of Wallmaster's moves.

You see, once you set up the two clouds of go via your dash attack, your opponent has two zones he will attempt to avoid at all costs. These will limit your opponents options greatly, and from there, the rest of Wallmaster's actions are a domino effect - summoning tentacles with your up smash to help box the opponent in vertically, or forcing them closer to you so you can suck the opponent up with a forward tilt... it's incredibly useful, really. Always, always have two dash attack clouds out at all times... they are just too useful.

And for after you've built up enough fog, your neutral combo sends your opponent off the stage for a whole 'nother set of interactions most likely involving your down smash, down air, back air, and up special. The neutral combo is usually what will seal your opponents fate, as it puts them in prime position to be dragged down via the up special.

Resilient Movements

Forward Smash

Tentacles - 10% uncharged, 23% fully charged - Wallmaster quickly curls itself into a fist, it's fingers showing noticeable strain while charging, and three long, thin tentacles rise up out of the ground directly in front of Wallmaster. The tentacles move up at a moderate pace, reaching full height in about two seconds. They will reach up to the size of 1.5 Ganondorf's, and will have a width of half of Wallmaster. They'll stay at their full height for a full second before disappearing into nothingness.

The tentacles are effectively Wallmaster's best damager, but chances are you'll be using it to build up the one unit of fog it rewards. If an opponent touches them, they are immediately caught and tangled up by them. The tentacles will harshly squeeze the opponent, and then slams them onto the ground and leaves them there. However' the opponent can tech this, so try to place your fog clouds wisely so that the opponent will end up teching into one!

Unfortunately, you are only allowed to have two of these out at a time, and despite the move having low start-up, it has high ending lag, though Wallmaster does regain his ability to move a bit after the tentacles start moving upward. The move also has transcended priority, which is quite nice.


Upward Smash

Floormaster - 5% uncharged, 10% fully charged - Wallmaster's Up Smash is probably one of the most useful tools in his arsenal - despite how absolutely pathetic it is damage-wise and lag-wise, hitting with this attack will greatly aid Wallmaster.

Upon using the attack, Wallmaster collapses on the ground, as if it is dead. Suddenly, a black hand phases up out of the ground, and takes an apperance inverse to that of Wallmaster's default position. The hand is propped upward, causing the palm to face forward, and it is connected to the ground via fog. It is otherwise known as the Floormaster, and reaches the height of Ganondorf, and you can move it to the left and right at your will, though it will always move at the pace of a 4/10 running speed. Upon being grabbed the opponent immediately gains two units of fog.

Pressing A will cause the hand to swing in a wide grabbing motion, reaching a Bowser's length in front of it. However, the hand reels back and has 1/2 the starting lag of an Ike Forward Smash - which is a fair amount, and still a bit tricky to dodge. Once the opponent is grabbed, they take 5 to 10% damage, depending on the charge. At this point, the shadow hand is able to carry the opponent around for what is usually around 2~3 seconds, assuming the opponent knows to button mash.

What Floormaster can do at this point is press any of the 8 directions on the control stick. This will cause Floormaster to give a flimsy throw forward which will only start killing at around 160% from the edge of FD! This will also deliver an extra five percent damage, which is a decent plus. However...

Pressing down on the control stick (position 2, for those acquainted with competitive fighters) will cause it to drag the opponent back down onto the ground and three strands of fog will lock the opponent down onto the ground. They will be locked on the ground for two and a half seconds, though Wallmaster only have two to act due to it taking .5 seconds for Wallmaster to recover from the move. Though, doing that will cause the opponent to lose three units of fog, and you can't use your down special to take advantage of your opponents immobile state. What you can do, however, is use your down smash (which will be explained right after this).

This move has grab priority, and while Wallmaster is "dead" on the ground, so to speak, he takes 1.5x damage and knockback. However, the hand will take the hit of any projectile the opponent will throw at it, preventing opponents with projectiles from taking advantage of this. The move has high start up lag, and as stated before, has ending lag of .5 seconds.

Downward Smash

Pillar - 10% uncharged, 15% fully charged - Wallmaster takes half a second to slap the ground, causing it to start shaking. Exactly one second later, a giant pillar of fog rockets up right below the opponent (reaching two Ganondorf heights above the main platform of the stage), or in the event that the opponent is offstage, the pillar appears one and a half stage builder blocks in front of Wallmaster.

This move clearly has two functions - the first is scoring an easy hit on the opponent when they're locked to the ground via your Up Smash. Hitting with the tip of the pillar causes great upwards knockback, usually killing at around 130%. Unfortunately, the chances of this actually hitting the tip are low - the Up Smash is hard to land on its own and you will not be hitting with the tip outside of using the Up Smash unless you are incredibly, incredibly lucky.

The second function is edgeguarding. This is an absolutely insane edgeguarding technique, and will work extremely well in conjunction of your Up Special. However, due to the move taking one and a half seconds to come out (half a second of Wallmaster slapping, another full second for the pillar to come out) this will be hard to hit with, and in many cases you will be better off just using the up special.

The move has nearly non-existant end lag, due to the fact that slapping the ground probably wouldn't cause much stun to Wallmaster. It has transcended priority though, which is great.

Playstyle

Ah, the smashes. For these, we'll have to start off the forward smash because it aids Wallmaster early in the game, while the up and down smashes aid Wallmaster later on. The forward smash is a giant pillar that provides a nice aerial block - though you can obviously jump over it, it's still quite the nuisance, and it can practically box you into where Wallmaster wants you in conjunction of the dash attacks. A smart Wallmaster players will always use these correctly, and an opponent will rarely escape without getting another unit of fog added to their counter.

As for the up smash, this is where things get tricky... this is a rather complicated move, so bear with me. You see, being able to throw the opponent in any direction that you please may seem useless at first, but when you think about it, it really is rather useful! This can force your opponent inbetween forward smash tentacles, clouds of fog, or right into Wallmaster's grab. This makes the move incredibly useful early in the game, though its high-risk potential will definitely disuade some players from using it.

What you would most likely see it used for is setting up for hitting the opponent with the powerful down smash, which is Wallmaster's only other option for KO-ing beyond the Up and Down specials. Even then, it doesn't start killing until higher percentages, and Wallmaster isn't exactly a great damage racker, so don't count on it! Ideally, your down smash will be used as an off-stage gimper rather than an actual kill move. It plays into the up special quite nicely, seeing as you can effectively use it to block off the stage. Smarter opponents, however, will predict the move and either wait it out or rush onto the stage.


Customary Techniques

Forward Tilt

Prop-Up - 8% - Wallmaster props himself up so that his palm faces forwards and shoots out three black tentacles from his hand that reach a battlefield platform ahead of him. The move has grab priority, so if the opponent is touched at anytime during this attack, they are grabbed. Immediately upon grabbing an opponent, the tentacles retract back into Wallmaster and it squeezes the opponent, causing them to pop out a good one and a half stage builder blocks away. This is a decent damage racker, and also rewards you with a cool one unit of fog. Very little start-up and ending lag.

Upward Tilt

Vortex - 1% per hit - Wallmaster lies on the back of his hand, and strains his fingers inward. A black, swirling vortex appears about half a stage builder block's height above Wallmaster, starting off at Wallmaster's width! However, it will expand at a rate of 2x per second as long as you constantly tap the A button; a nice bonus for button-mashing. The move is about as easy to DI out of as Charizard's flamethrower, so it's a much better idea to hone your SDI skills if you forsee this attack as being a problem. Also, you get a nice quarter unit of fog per hit with this attack - nice little boost to your fog count.

The move has light start-up and ending lag as Wallmaster gets onto and moves off of his back.

Downward Tilt

Convulsion - 5% - Wallmaster starts violently pulsing around on the ground the moment you activate the move. Luckily, the move itself has decent horizontal knockback that can start killing at around 150% - nothing great, but this move is best used in conjunction with your up special. Use this to knock them off stage, and then pull them down with the up special. And in the even that they're still a bit too close to the stage for comfort, you can risk trying to pull off a down smash in time (though this probably won't work). High priority.

Playstyle

Wallmaster's tilts are probably some of the most useful attacks in his aresenal. Its' down tilt is a useful alternative to the neutral combo, though it does take a slight hit in the lag department, as well as the range department. As a plus though, it can actually kill, and has higher priority which is rather nice. Other than that, this moves use is fairly obvious - get them off-stage and set up for the up special.

Wallmaster's forward tilt is one of the most used attack in its' set - an excellent GTFO move, and one of its' very best fog rackers. Decent range, decent lag, very high priority... this moves only problem is how predictable it is. Whenever the oppnent is getting in at close range when they have a lower amount of fog, you better BET that Wallmaster will use this attack. It's absolutely inevitable. However, this is an absolutely great attack, and really should be used whenever and opponent gets close. Even if they dodge, it doesn't have too much end lag, so you still might be able to avoid punishment.

The up tilt is a blatant anti-air move. Really, whenever you're threatened by an aerial approach, throwing up a Vortex would be an extremely good idea. Though it's really a mediocre damage racker, it is an absolutely great fog racker - something that all Wallmaster players love! Just be sure to get it out quick enough to hit the opponent.


Aerial Maneuvers

Any readers should make note that Wallmaster's aerials have a mini-mechanic. Each aerial, except for the neutral air, has a starting value of 10, and using any of the aerials will effect these values. This will take quite a bit of explaining, so hold tight!

The Upward and Backward aerials are a pair. The Downward and Forward aerials are a pair. Using any move will increase its' value by 2, and the its partner move's value by 1. However, this decreases the opposite move's value (Forward/Backward - Upward/Downward) by 2, and its' pairs' opposite move's value by 1. For example, using the Upward Aerial would cause the Up Air value to go up by 2, the Backward Air value to go up by 1, the Downward Air value to go down by 2, and the Forward Air value to go down by 1.

As if this wasn't confusing enough, Only one move is allowed to be above 15 at any given time, and only one move is allowed to be below 5 at any given time - just something to keep in mind. And while yes, this does seem incredibly arbitrary, it does serve a purpose. Wallmaster's air game is incredibly bad on its own. It needs the help of this mechanic so at least TWO of the moves are somewhat decent.


Neutral Aerial

Float Cloud - 10% - This move has what is probably the most useful effect of all the aerials, and is by default, very powerful. This move is at its’ maximum power when all other aerials have a value of 10, the default number for each. Activating the move will cause Wallmaster to send streams of fog flying around his body incredibly fast, and you can see a slight tinge of purple, dark power pulsing through it. This lasts for a good second and a half, and can cause a maximum of ten hits, doing 1% each. This is pretty easily DI-able, as the hitbox barely extends from Wallmaster’s own body. Assumably, this starts up on a dime.

What this does is decrease Wallmaster’s fall speed to 2/10, and will make your second jump double in height! This isn’t a major boost, but it is the closest thing Wallmaster has to recovery. However, all of this is assuming that the value of every other aerial is 10. When the aerials are as split as possible (One of the four have a value of either 20, 15, 5, or 0), this barely causes the fall speed to decrease to 4/10 and only increases your second jump by a quarter of its’ original height.

Upward Aerial

Fog Grab - 5% - Wallmaster quickly grabs upwards, with very quick starting and ending lag. Upon grabbing the opponent, darkness begins to swirl around its' hand. This is probably the most useful of all of Wallmaster's aerials, due to the fact that is the best move in his arsenal for building up fog. By default, landing this move will net you a cool one unit of fog. At a value of 20, it will net you three units! However, at a value of 0, your opponent will actually lose three units, so this move can easily be rendered useless by using your forward and downward aerials. Be careful! Grab priority.

Backward Aerial

Slap - 8%/10%/12% - Wallmaster lurches backwards a bit as it spins around in a slapping motion. It reaches a good 3/4 of a Battlefield platform behind its' initial position. As a nice bonus, seeing as Wallmaster slaps in a full 360 degree circle, this attack can also be used to hit opponents in the background. However, this move has a slight bit of start-up lag, as Wallmaster remains in a position where he appears ready to slap for a noticeable moment.

What's the opponent is slapped, they are not giving traditional knockback. Instead, they just get really bad hitstun. At a value of 10, this lasts for one and a half seconds, at a value of 0, a quarter of a second, and at a value of 20, four seconds. This has the chance to be either incredibly useful or mindnumbingly useless.

Forward Aerial

Vice-Grip - 2%/12%/20% - Wallmaster gives a quick grab forwards, with very quick starting and ending lag. If this connects, it roughly squeezes the opponent and then lets go, the opponent going into their aerial grab release animation. This is a very basic move, causing 2% at a value of 0, 12% at a value of 10, and 20% at a value of 20. Obviously, it's a move made exclusively for damaging, offering set knockback. Grab priority.

Downward Aerial

Knockback Grab - 4%/8%/12% - Wallmaster quickly grabs downwards, and as with every other aerial, it has very quick starting and ending lag. The moment the opponent is grabbed, Wallmaster harshly throws them downwards, which has spiking knockback that will KO at 140% before the opponent loses hitstun at a value of 10. At a value of 0, the knockback is quite pathetic, only killing at around 200%. At a value of 20, it's an impressive killer at 75%, and is one of Wallmasters better KO moves, outside of the up and down specials. Of course, this move was made as an aid to the up special, so try to build up fog before you use this!

Playstyle

Wallmaster's aerials are incredibly self-explanatory. There really isn't a need for a playstyle section for them, actually. Really, if you ever find yourself in the air, always be sure to know which aerials you've been using more, and always try to keep your aerials near a value of 10 so you have a somewhat decent recovery. Of course, your aerials do offer the possibility of an early KO, and your down and back airs are a great aid to your up special if you use it correctly... so these aren't entirely useless. At the same time, though, they still aren't particularly good.

Grounded Actions
Animation

As stated before, Wallmaster must be phased under the ground via his down special before you can grab. What happens is that Wallmaster appears out of the ground, swings back onto his back, and then swings forward. This gives him a very cool grab range of three Bowser lenghts. However, he stays on the back of his hand, almost strained, for the start-up lag of Ike's Forward Smash. And then, he slams down forward, infront of himself, and stays with his palm slammed on the ground for the ending lag of Ike's Forward Smash. If this description if confusing, rotate your hand as far back as possible, and then slam it as far forward as possible - that's how this attack looks.

Once the opponent is grabbed, they're phased under the stage along with Wallmaster - and this, for the Wallmaster player, is where the fun begins. However, it should be noted that after all throws, Wallmaster will automatically phase out of the ground.


>>> Pummel - 3% - A bone crack is heard as the opponent gains 3% damage and gains half a unit of fog. However, this is an incredibly slow pummel, and you will have trouble getting more than two of these off - even at 100%!

Upward Throw

Rejection - 5% - Five tentacles the height of Ganondorf open in a circle directly above Wallmaster, and the opponent is sent rocketing out for the fixed knockback of three Ganondorf's upwards, and is still stuck in a hitstunned state for another full Ganondorf's length as he's falling back down. Wallmaster will phase back up in time for him to have a chance to land one of his aerials on the opponent before they escape the hitstun.

Forward Throw

Side-Out - 3% - Three tentacles appear on the side of the stage that Wallmaster is facing - not on top of the stage platform, but on the side. Wallmaster will immediately phase out of the ground, and then the opponent will be shot out two ganondorf's heights to the side of the stage. You can guess what this move is for - your up special! There's really not much else to the move beyond this being an excellent way to set-up for an Up Special KO.

In the even of a walk-off stage, or a stage with blast zones that are closer than two Ganondorf heights away from the stage, the opponent is phased up out of the ground as far to the right on the stage as possible (or as far to the left is Wallmaster is facing to the left). Instead of 3%, however, they take 10% and gain one unit of fog.

Backward Throw

Side-Out - 3% - This move functions exactly the same as your forward throw, except the opponent is sent out on the side opposite the direction that Wallmaster is facing. This move will come in handy in the vent of team matches, or if Wallmaster is just too far from the other side to be at a safe distance from the opponent in case it needs to attempt to edgeguard.

Downward Throw

Overkill - 5% - A loud, painful sounding bone crunch sounds, and the opponent is immediately phased right back up to where they were grabbed. Wallmaster then immediately phases back up right after, and appears right next to the opponent. This does deal an incredibly three units of fog, but it is important to keep in mind that not only will this erase all dash attack clouds, all tentacles set up by your forward smash, and all of that, it puts Wallmaster in an incredibly vulnerable position - right in front of the opponent. This move can be a major boon, but it could also come right back to haunt you.

Final Smash

Hell's Tentacle

Wallmaster has the Smash Ball! Upon activating it, Wallmaster jumps a surprising height in the air and then burrows into the ground. Suddenly, a giant tentacle pops up and wraps around the opponent - one that's a good 1/5th the size of FD! It carries them up about four Ganondorf heights, zooms in on one of the opponents faces, and then begins to suck the life out of them - quite literally! You see the opponents faces turn a sickly blue as their percent counters go up rapidly for a total increase of 30%!

Suddenly the opponents are dropped, and here's where the fun begins... you see, this is an entire reflex test - above each character five buttons will appear. The final smash suddenly terms into a mini-competition of its own, as now you and the opponent must press these buttons in order without messing up! if Wallmaster presses the buttons faster than the opponent, another tentacle will pop up and forcefully slam the opponent into the ground for another 30%! If the opponent presses the buttons first, a fairy flies around them at recovers 10% damage. In addition, one mess up will cause the opponent to win by default, so be careful! Thankfully, the inverse is also true, so one mess up by the opponent will cause the second tentacle to slam them into the ground. If neither Wallmaster nor the opponent finishes by the time the opponent reaches the ground, and neither messed up, the opponent lands as normal and only takes 30% damage.

This is either a terrible Final Smash (20%/30%) or an exceptionally damaging one (60%). Work on that finger speed!


Overall Playstyle

Wallmaster is the ultimate pressure character. It may not seem like it at first glance – to most, he is just a heavyweight with a really strange way to kill, but at a second look, you’ll realize just how much of a threat it is. The whole playstyle, at its core, revolved around building up fog and then using your up or down special to drag your opponents down into the pits of hell (or onto a recovery cloud, whatever suits you).

How you do this, however, is very interesting. You see, Wallmaster has plenty of moves that make the opponent, well, not want to move. Its’ dash attack is especially dangerous, seeing as it leaves very wide puddles of fog just laying around, waiting for the opponent to step on them. A smart player will know that they need to avoid getting fog at all costs when playing against Wallmaster – the dash attack puddles will just make opponents avoid that section of the stage at all costs.

In addition to that excellent zoning device, the forward smash provides a giant pit, just waiting for your opponent to be dragged into it to receive more fog. It’s not all that wide, but it does make up for it in height – it could be said that it’s an inverted dash attack! Not to mention that your neutral and side specials both pose an instant threat for your opponents because that just means MORE tentacles could be shooting out at you out of nowhere. These also build fog.

To add even more to Wallmaster's pressure game, its forward tilt is quite useful. Though a bit predictable, at close range it really is your best bet at fog building. If your opponent ever gets within range, it is best to forward tilt, assuming they do not have 15+ units of fog (in the event that they do, attempt to hit them with your neutral combo). The forward tilt is great, because it gets the opponent away, and gives them more fog – a clever player could double this up by causing the opponent to be thrown into a dash attack puddle! The up tilt greatly aids Wallmaster against aerial assault, and also builds up fog.

Wallmaster’s grabs are exceptional, because not only do two of them shoot your opponent out of the side of the stage, but the other two are absolutely excellent for fog building, though your down throw does place Wallmaster in a VERY risky position.

This is all important because Wallmaster is a great pressure character without falling into the conventions of your typical pressure character... he doesn't even have a single projectile, nor does he have any blatant trap moves. His tentacles, albeit laggy, are an ever-present threat to the opponent, and all his moves seem to build into each other, almost setting up a zone in which your opponent can move via phasing, your forward smash, and your dash attack! At all times, Wallmaster will have the opponent right where he wants them.

As I said in the individual playstyle section for the smashes, the up/down smash is extremely important. This provides a way to kill in the event that your opponent's fog count isn't high at all (probably due to a botched up/down special). This is a last resort, as hitting the move is fairly hard to land, and puts Wallmaster in a very risky situation. However, your down smash also interacts with all of yoru aerial moves as an excellent edgeguarder and gimper... getting too far off-stage is practically begging to be gimped by this move. Your neutral combo will obviously send the opponents immediately off near the blast zone, and your down tilt is also a viable way of putting your opponents in a dangerous position. The down smash is arguably Wallmaster's single most important non-special move!

Though, Wallmaster does have his obvious faults. An absolutely horrid recovery makes it a character that not only prefers to stay on the ground at all times, but MUST stay on the ground at all times. Its attacks do suffer from lag (though his aerials are luckily pretty quick, albeit they suck in their default position), and it is very noticably slow. However, your insane pressuring abilities that will allow you to prevent the opponent from getting near you will balance this out and then some, probably pushing Wallmaster up somewhere around the middle of the high tier.


Match-Ups

Vs. King Dedede
10-90

Wallmaster suffers a massive disadvantage against Dedede - due to his weight and size, he is suceptible to the dreaded infinite! In addition to this, Dedede has extra jumps, and a really high vertical recovery - something very important when it comes to escaping Wallmaster's up special! Your forward smash isn't much more than a nuisance when it comes to Dedede - he can easilly jump over it with jumps to spare!

While yes, your side special and neutral special are still excellent prodding devices, Dedede can easily get around a lot of your zoning attacks with easy. He has great range to counteract your forward tilt, Waddle Dee's to walk over your clouds, and a good aerial game to stay away from Wallmaster's dominion - the ground. Luckily, Wallmaster can also phase into the ground, but once Dedede finds out where you are, him using a simple down tilt will easily get rid of that.

Really, all Wallmaster can do here is attempt to play gayer than Dedede, which is incredibly hard. One throw will cost the game, and Wallmaster cannot do much to avoid it.


Vs. Meta-Knight
30-70

Meta-Knight has many of the same advantages over Wallmaster that Dedede has - most notably multiple jumps, and a really high vertical recovery. He also has excellent speed, and can run circle around Wallmaster itself, which greatly prevents Wallmaster from using some of his attacks.

Unfortunately for Meta-Knight, he is incredibly light. This makes him more than susceptible to your up and down specials. You'll probably only have to build up 2/3 the normal amount of fog it takes to kill an opponent against Meta-Knight. And really... this is your only advantage. Meta-Knight has incredibly fast moves, good air and ground game, and can get around Wallmaster's clouds and forward smash with ease!

There's not really much else to this match-up besides Wallmaster praying he can land the Vortex and trying to build up fog at all costs... it's an incredibly uphill battle, really. Though it's not as bad as the match-up against Dedede, it's still a very bad match-up.


Vs. Wario
60-40

Ah, finally a character that Wallmaster doesn't lose against! While Wario does have great aerial mobility, and strong aerial attacks, he's a bit clunky on the ground which is where Wallmaster excels. Summoning clouds of fog make Wario have to choose where he jumps with tact, and tentacles are an ever present threat to him. He's a somewhat large target, which aids Wallmaster too...

The vortex does decently against aerial approaches, and your forward smash has a chance of stopping Wario in his tracks! However, Wario has good kill moves, and can gimp you easy so watch out for that! While Wallmaster doesn't exaclty have an overwhelming advantage here, Wario still does get beat out by him.

Vs. Snake
70-30

Snake is an incredibly easy match-up for Wallmaster, as his only real advantage in this match-up is his grenades. However, due to their nature of being a projectile that has a timer on the main attack, Wallmaster can get away with a lot more in this match-up. Setting up tentacles with the forward smash will make it hard for Snake to mortar-slide, and the forward smash tentacles will make it generally harder for Snake to shoot the mortar around them anyway - chances are, he'll have to rely on his cypher to get over it!

Wallmaster can practically force Snake into a corner with this one, via the dash attack, side special, neutral special, phasing, and the up special. Snake's greatest advantage in this match-up is probably his forward tilt - due to its' broken range, it actually might have equal range as Wallmaster's forward tilt, and will easily beat it out due to its' incredibly low starting lag. Outside of that though, Snake's options are very limited - planting tons of mines is probably Snake's best idea for this match-up, however.

In the air, Snake's neutral air can provide a definite nuisance, though neither of these characters wants to be in the air very often. If you go back to the ground, the Snake player will too. Wallmaster has pretty much complete control of this match, though the nikita launcher, forward tilt, and the grenades, assuming the Snake player is really good with them, can prove to be annoyances that could turn the tide of battle. Just stay inside your clouds, and phase properly (grenades pose a MAJOR thread while you're phased, so be careful), and this match-up should be almost too easy.


 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
Wizzerd in Make Your Move 7

~------------------- Dead Hand -------------------~

My very first set in MYM7, and one of the first two of the contest, sharing the page with fellow creepy Zelda boss Wallmaster. While Dead Hand isn't my best work, it was a fun set to make, boasting a playstyle I'm truly proud of.

Also, it's a grand total of two posts below this one. olololololol


~------------------- Lucario -------------------~

Unfortunately, this one didn't go over nearly as well as Dead Hand - Lucario was rather awkwardly written, and his playstyle is probably one of my least interesting. Still, I think he has some decent ideas, and he might be worth a read.

~------------------- Dr. Strangelove -------------------~

This is probably one a favorite of both mine and of many MYMers. Dr. Strangelove, a moveset for the deranged former Nazi bomber from the titular film. I really went all out on this one with a psychological playstyle, and I certainly hope it shows.
 

goldwyvern

Smash Ace
Joined
Nov 25, 2008
Messages
519
Location
Holy keys locked in the jet, Batman!
Goldwyvern in MYM7

~-~-~-~-~-~-~-~-~-~-~-~-~-

JIGGLYPUFF REMIX♥-

My pride and joy this contest. What might end up being my only solo set this contest since I extended an invitation of joint movesets to almost anyone. <.< Still, i think Jiggly will be what Im remembered for this contest when its posted in a few more pages since Im not done yet. Im sure that since Im making joint sets with very good setmakers, it might not be my highest placing set, but I do hope it gets somewhere from 50-45 on the Top 50 :).

SECRET JOINT SET ONE-

Being made with a leader for a character that isnt a heavyweight.

SECRET JOINT SET TWO-

Being made with a regular member for a character in an over-represented series.

THE SCARECROW-

possibly for MYM8. Yeah, th guy from batman. he'll be in the Arkham Asylum look. yeah.
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929



^thanks to Spire IV for the awesome pic^
DEAD HAND

Dead Hand is a miniboss fought in the Bottom of the Well and the Shadow Temple in The Legend of Zelda: Ocarina of Time. He is commonly regarded as one of the creepiest bosses in all of Zelda. Dead Hand was fought inside a small cavern filled with long arms sprouting out of the ground. If Link walked in range of them, they would grope and grab him, and Dead Hand would emerge from the ground to slowly consume Link. Once he defeated him in the Shadow Temple, Link gained the Hover Boots, which allowed him to walk on the air to reach far away platforms.

STATISTICS

Priority - 8
Size - 8
Traction - 7
Fall Speed - 7
Power - 6
Weight - 6
Recovery - 4
Range - 2
Attack Speed - 1
Movement Speed - .5

Some of Dead Hand's statistics end up dramatically good. He has some power to back up his attacks, his Side Special, Devour, being one of the most powerful moves in the game. His priority allows him to cancel attacks like the Whorenado without any effort on his part, though his priority does tend to be erratic, just being good more often than bad. He has a decent bit of weight as well, though his size makes this more of a disadvantage, him being combo fodder. But Dead Hand has some really horrible stats as well. His attack speed and range mean that it's practically impossible for him to land attacks on his own. Most notably, he has the most horrible movement speed in the game. His movement speed (he can only move at a single, sluggish speed) is approximately the speed of Ganondorf's walk, and his aerial DI is about half that of the Ice Climbers, which was already bad. Dead Hand is going to need to incapacitate his opponents before he lands attacks...

SPECIAL ATTACKS

Neutral Special - Dead Limb
Dead Hand lets out a feeble croak, summoning a pale, bloody arm the height of Ganondorf but as wide as a Pokeball to rise up from the ground directly in front of himself. This is an extremely quick animation, lasting about as long as a spotdodge. Dead Hand can make up to three of these, and they remain onstage indefinitely unless their 25 stamina is removed. Arms have no flinching animation, attacking right through other attacks, though they have no priority.

If anyone comes within two thirds of a Battlefield platform of either side of the arm, it slams to the side towards the character to grab them. This has bad ending lag if it misses, and the range causing it to grab is barely longer than the range of the grab, so by slowly advancing on it one can punish the ending lag with no effort. If the arm does grab the character, it drags them back to its original position, holding them over the ground until they button mash out with grab difficulty. If any part of the move causes the character to go within range of multiple arms, they all grab the character, holding them in the center of the leftmost and rightmost ones. Each extra arm makes it another grab's worth more difficult to escape, so with two arms it takes twice as much button mashing and with three triple as much. This is your cue to advance on the foe. Now it's actually possible to land your laggy, close-ranged attacks and finish off the opponent with Devour...
[No Damage]

Side Special - Devour
Dead Hand does a grasping motion with startup lag and range half that of Melee Koopa Klaw. The ending lag is pretty bad on a miss, however. If Dead Hand manages to grab with this, he steadily begins chomping on the opponent's face, dealing them 3% about three times a second. While this isn't much of a damage dealer on its own, Dead Limbs can grab the opponent at the same time, each making it more difficult to button mash out by a factor of 50% in the same fashion as the Neutral Special, making this highly effective as a damage dealer.

If Dead Hand manages to keep his grip on the opponent for 1.5 seconds- which is at around 120%, but much less if you have Dead Limbs grabbing the opponent, 75% with all three- Dead Hand forces the opponent down his throat. This instantly KOs the opponent and heals Dead Hand of a massive 50%. This may sound like a lot, but Dead Hand's poor defense and approaches mean that his damage is going to be going up very quickly on its own, so this is really just stalling the inevitable. This is his only KO move outside of gimping (which is practically impossible with him) as well as one of his only damage dealers, so you can imagine it's quite vital to him.

Dead Hand can grab projectiles or items out of the air with this, him eating them to heal himself of the damage it would have done, even with explosive ones. This is a pretty quick animation so it's pretty useful on projectile spammers.
[3% + 50% Healed]

Up Special - Clawings of the Damned
Dead Hand throws his hands into the air as if appealing to a higher deity for startup lag comparable to the length of a spotdodge. Dead Hand can hold this position for up to 1.5 seconds, having super armor during the period and even floating in midair if necessary. There's a bit of lag to exit this stance. This can be moderately useful to avoid powerful hits, but it's really not so useful as it just makes him take damage even quicker than he normally does.

As long as Dead Hand holds this stance, all Dead Limbs he has planted around the stage begin rushing to him wherever he is at the speed of Zero Suit Samus's dash, returning back to where they were at the same speed once they touch him/reach his vertical plane. If Dead Hand is offstage, the Dead Limbs rush towards his nearest ledge, stretching off the ledge like a tether once they reach it the distance of a three Pikmin Pikmin Chain. Each successive hand adds another three Pikmin to the total, so this has 1.5X the recovery potential of a full Pikmin Chain with all three Dead Limbs. The chain of hands reaches towards Dead Hand for up to a second before leaving the ledge and going back to their original position. If Dead Hand touches the end of the chain, he's pulled back up to the ledge. This can't be edgehogged, as the hands force any opponent off the ledge with a footstool effect, though it's easy enough to hit Dead Hand as he comes back up for some damage (since he has super armor). The rushing Dead Limbs are hitboxes dealing 6% and weak set knockback behind them.

If Dead Hand is close enough to the ledge when he initiates this, he's assured to reach the ledge. Still, this is a rather poor recovery, namely because it's so easy to rack free damage on. During the whole time Dead Hand has super armor competent opponents will be constantly whacking him with high damage attacks. His Dead Limbs are begging to be destroyed as well during this as well, though this will artificially lengthen their lifespan if so, them dying once returning to their original position. Try to minimize damage taken as much as you can.
[6%]

Down Special - Burrow
Two sandy waves, the height of Dead Hand but very thin, radiate to each side of Dead Hand the distance of half a Battlefield platform, dealing 6% and weak set knockback as a pseudo-projectile. A wave covers Dead Hand's side facing the screen as well, blocking him from view. Once the ring of sand disappears, Dead Hand is gone. After a very short period of time (almost a third of a second) Dead Hand reappears in another ring of sand half a Battlefield platform away from the nearest opponent (you can tilt the Control Stick to change the direction), the hitbox appearing as normal. However, Dead Hand reappears to where the opponent was when he initiated the move. This can be quite a long time, in which the opponent can move away quite easily. This seems like a useful approach at first glance, but it's really quite incompetent at it when you get to it.

Still, if the opponent is grabbed by a Dead Limb when you initiate this, this is a much more useful precursor to a number of moves, namely Devour. This can be a great setup for a Devour KO. Still, due to the lag allowing for more button mashing out, this means that Devour will kill about 20% later than normal. For this reason, it's vastly preferable to go through the nightmare of manually approaching the opponent so you can kill with Devour. If you can't, though, this is always there for you.
[6%]

STANDARD ATTACKS

Neutral Attack - Damnation Howl
Dead Hand slightly tilts his head to the heavens and lets out a drawn-out, creepy howl. This creates a series of invisible hitboxes in succession in front of Dead Hand, each a character distance ahead of the previous one, and each lasting a quarter of a second. Each deals 3% with set knockback right into the next attack, and the final one does a good bit of hitstun, plenty of time to safely approach. There are four in total for a potential 12%. While it may seem counterintuitive to use this move as an approach when he has to be right next to the opponent, Dead Hand might not even be able to complete an approach, so this is a nice way of securing an approach once you reach there. Still, this is rather punishable when missed.
[12%]

Dash Attack - None
Dead Hand does not dash, if you missed it in the stats section. He only has one movement speed, a (very slow) walk, and a Dash Attack imput results in an FTilt, which is shown below.

TILT ATTACKS

Forward Tilt - Mouth Depths
Dead Hand points his head forward square in front of his body and opens his mouth like Wario's Chomp, with no startup lag. However, it doesn't stretch out at all, only covering one quarter of Dead Hand's body. He can angle it freely without suffering from much lag, but due to his size he can't aim it to the very top or very bottom of his body. Once the button input is released, Dead Hand's head returns to where it was before with moderately punishable ending lag.

Dead Hand's head is a hitbox dealing 6% and mediocre set knockback (though the priority is nice); however, the attack is not the point. If Dead Hand points his head at an incoming projectile, he literally eats (well, it actually just disappears, but it's obvious enough), it disappearing as if it had never existed. Dead Hand won't suffer from any lag eating a projectile, and he won't take damage or extra lag from eating an explosive either. This won't see much use, but it serves its purpose of preventing Dead Hand from being easily stopped by projectile spam. A good thing, too, as he'd be very vulnerable to it otherwise!
[6%]

Up Tilt - Bloat
Dead Hand points his head up and begins to rapidly suck in air, as long as the A button is held. Dead Hand can hold this indefinitely; however, there's little point to it, as after .75 seconds the whole effect is recieved. Once the A button is released, Dead Hand appears puffed up and bloated from all the air he's inhaled, moreso if he's inflated himself for longer. This doesn't enlarge his hurtbox. For 3-7 seconds depending on how long Dead Hand sucked in air, his body gains a bit of (low) priority from all the bloat, slightly better the more bloated. This means that weaker attacks will bounce right off of Dead Hand, such as weak projectiles, jabs and tilts, though moderate like most specials to stronger moves like Smash Attacks are left intact. As the time limit progresses, Dead Hand deflates, which lowers the body priority bonus. Overall, this is a nice way of countering the pressure Dead Hand would normally fall prey to.
[No Damage]

Down Tilt - Kiss of Death
Dead Hand claws at the opponent with a touch of lag. If this misses, Dead Hand suffers from some ending lag, though it isn't crippling. If he connects, the opponent is captured by a grab hitbox until they escape with button mashing with grab difficulty. With the A button, Dead Hand can plant a "kiss" on the opponent with nearly no lag, being perfectly spammable and dealing 4%.

This may sound like a broken damage dealer, but note that each of the kisses eventually stale to 1% on their own and the ending lag upon release increases for each kiss. After ten kisses, the opponent is automatically released and Dead Hand suffers from ending lag about a third of that of Lucas's Up Smash. The ending lag varies between zero to this depending on the amount of kisses. This is all about mindgames and prediction here; do you plant a few kisses as not to risk it or go all out and risk the ending lag and punishability?
[Variable Damage]

SMASH ATTACKS

Forward Smash - Succubus
Dead Hand fans out his arms to the sides as he charges, than grasps forward in an animation practically identical to his Side Special upon release, albeit with a little more ending lag on a miss. However, if he manages to grab an opponent, instead of biting them as long as they are held, he sinks his teeth into their forehead, sucking out their blood. This deals them 2% every third of a second until they button mash out, and Dead Hand is healed each time by the same amount. Like the Side Special, the grasp of Dead Limbs can stack on the difficulty to button mash out, and it's just as important, as it's weak otherwise. Of course, you'll build more damage on an opponent with a lot already.

With a charge the move doesn't become any more powerful, but the ending lag decreases. C-Sticked this move has ending lag about two-thirds that of Lucas's Up Smash, so the damage gained may not make up for the damage dealt and damage healed, but it's almost nothing fully charged, making it much safer. You'll want to estimate how early you can release this so that this won't be punished to nullify it. It's very much worth it once you do, as this is quite vital for damaging the opponent and healing Dead Hand.
[Variable Damage + Variable Healing]

Up Smash - Drool
Dead Hand vaguely points his head forward as he charges. Upon release, 18-26 drops of drool drop out of his mouth evenly distributed the distance of two Pokeballs within half a second. Each drop is a projectile deals a mere 1%, but nice flinching. However, if the opponent isn't placed right, this is fairly easy to DI out of; since the drool drops are evenly distributed, it could be a relatively long time before one lands. However, if the opponent is directly in front of Dead Hand, this move becomes much easier to use, all of the drops landing wherever they fall and this not being as punishable as it was before. Note that this is one of Dead Hand's only attacks without startup or ending lag, though it's plenty punishable, giving this another potential use. This is one of your best incentives to get up close to the opponent, but hardly your only one.
[18% - 26%]

Down Smash - Dead Shadow
Dead Hand barely exits his idle stance as he charges, flattening into the ground with no lag upon release. This leaves behind a shadow the same size as Dead Hand was before, wherever he was; it can be moved around at four times Dead Hand's normal dash speed (which admittedly is still pretty horrible, on the level of Ganondorf's dash). After 2-5 seconds depending on charge time, Dead Hand pops right out of the shadow, there being some lag this time, though it isn't horrible.

While this is a viable way of movement, especially considering how much of an improvement it is in terms of speed, the lag at the end is punishable, especially by any character with any comboing facility at all, considering how comboable Dead Hand is. For this reason, this is not very valuable as an escape or approach. No, this is useful to emerge on the opponent... when they're grabbed by a Dead Limb and it's too early for Burrow to be usable, this is how you emerge on the opponent.
[No Damage]

AERIAL ATTACKS

Neutral Aerial - Sadistic Carriage
Dead Hand faces downward and briefly grasps, forming a grab hitbox. This has even worse range than Side Special and Forward Smash due to the contortion, and the grab hitbox is awkwardly positioned directly beneath Dead Hand. Still, the ending lag is a lot smaller, though it isn't insignificant, and there's more startup lag.

If Dead Hand manages to grab anyone, he won't throw them, just flipping over and holding onto them while dealing 2% three times a second until reaching the ground, at which point both Dead Hand and the opponent suffer from hideous landing lag. As it might sound, this is a suicide KO over a blastzone, but Dead Hand dies before his opponent, so this isn't usable when he has only one stock left. This is still an excellent means of KOing after securing a lead. Another use is to grab the opponent over a Dead Limb, them being grabbed during the landing lag, though Dead Hand can't capitalize on it all too well since this landing lag is so horrible.
[Variable Damage]

Forward Aerial - Snap Up
Dead Hand points his head forward, angled slightly upward, for about half a second before retracting it. There's no hitbox here, though Dead Hand's head has surprisingly good priority. Still, the hitbox for the priority is rather awkward, and Dead Hand has better options for this anyway like Forward Tilt.

If an opponent comes in contact with Dead Hand while his head is out, they're swallowed into the depths of Dead Hand's stomach. Dead Hand stays bloated and paralyzed for half a second before spitting them forward the distance a Dedede would with Inhale, albeit angled downward slightly. This deals them 9%, and once they hit the ground, they take hitstun a little better than Falco's Laser, allowing for punishment from one of your attacks that isn't laggy... or setting up for a Dead Limb grab.
[9%]

Back Aerial - Twisting Snap
Dead Hand opens his mouth wide and tilts his head back, his long neck lengthening even more, and snaps his mouth closed, dealing 16% with rather sharp knockback. This has a narrow and awkward hitbox, bad landing lag, and there's about .4 seconds of delay between the input and the attack itself, but it has a nice effect if you do land it. This could edgeguard if you're offstage. Of course, what are you doing offstage in the first place!?
[16%]

Up Aerial - Floormaster
Dead Hand thrusts his hands up like Wario's Up Tilt, albeit significantly laggier. This deals 7% with barely acceptable knockback; however, the attack is not the point. If Dead Hand manages to complete the entire .3 second animation without being interrupted (It continues if he hits the ground), a patch of deep purple shadowy fluid surrounds each Dead Limb on the stage. For five seconds, each of these hands gains movement speed on the level of Ganondorf's dash, them chasing down where the opponent will land (nearest one in FFAs). If any opponent of Dead Hand lands on them, they're automatically grabbed as normal. One of your most useful tools for getting that one grab in.
[7%]

Down Aerial - Coffin
Dead Hand curls up his midsection for low startup lag before slamming it straight downwards. If it connects this is a meteor smash, and a very powerful one as well. It deals 12% and its strength approaches that of Ganondorf's! This has no required sweetspot for the desired effect and it has very deceptive range as well. The priority is nice as well, if centered below Dead Hand...

...however, this is still not a very effective move. The catch? You're offstage. Dead Hand has a ridiculous fall speed and horrible aerial DI, making him very vulnerable to chasing in midair, and if the opponent manages to airdodge you're pretty much screwed. This is definitely a potential emergency KO move if Devour doesn't work for whatever reason, but be sure you know the potential consequences before going offstage!
[12%]

GRAB ATTACKS

Grab - Beckoning to the Underworld
Dead Hand leans back for an eternity before grabbing forward. This has both startup and ending lag, bad range comparable to the Ice Climbers
*sniff*
and it telegraphs hideously. You won't be grabbing with this anytime soon... unless you grab someone out of a Dead Limb...
[No Damage]

Pummel - Grind
Dead Hand presses a hand to the opponent's face and twists it, grinding against their body. This deals 2% and is somewhat spammable. Considering that Dead Hand can get a lot more time with the opponent grabbed from the 50% bonus Dead Limbs give, this is one of the more effective pummels in the game.
[2%]

Forward Throw - Sick Swing
Dead Hand leans back like a pendulum, swings back and releases, dealing the opponent 6% with mediocre set knockback. This usually sees standard use if only for how quick it is, but if this is used on an opponent grabbed by a Dead Limb they remain grabbed afterwards, easily grabbed again to spam this and build up damage. This is one of Dead Hand's more reliable ways of building up damage on a grabbed opponent, though Side Special is generally preferable if you don't have multiple Dead Limbs grabbing the opponent.
[6%]

Back Throw - Vomit
Dead Hand tosses the opponent back with a Battlefield platform of set knockback and 1%, then immediately puking up a thin stream of vomit that arcs down to a Battlefield platform away. The stream of vomit deals multiple hits for up to 14%, and is practically impossible to DI out of. However, it's possible to techroll out of the initial toss, and even then smaller opponents like Kirby and Olimar have the stream miss them altogether, though this is somewhat reliable on medium to large foes. This is never the most reliable move ever, but considering that it does 1% less than that one throw Warlord loves referencing so much, it's still plenty useful.
[1% + 14%]

Up Throw - Choke Down
Dead Hand tosses the opponent into his mouth and begins to cough and retch, his opponent slowly being swallowed into the depths of his stomach. He takes about half a second to swallow the opponent (longer than it sounds), and the opponent can button mash out with grab difficulty as he swallows them. If the opponent manages to escape, Dead Hand suffers from highly punishable ending lag, so be careful! If he does manage to choke them down all the way, Dead Hand points his head forward and retches the opponent forward, flecked with bits of vomit and flesh (and not Dead Hand's pale flesh...) the distance of a Dedede using Inhale. They're automatically grabbed if they come in range of a Dead Limb. This deals them an impressive 8% and heals Dead Hand of the same amount, putting him 16% ahead of the opponent! However, the unreliability and punishability prevent this from being an amazingly useful move.
[8% + 8% Healed]

Down Throw - Fresh Meat
Dead Hand slams the opponent into the ground for only 1% and decent upwards knockback, angled a little to the right to prevent chaingrabbing. This isn't all that useful ordinarily, but if a Dead Limb is within a Stage Builder Block of the opponent as they slam into the ground, they grab them, drag them into the background and mass chomping noises are heard before release. This deals the opponent 5%, and fully heals the Dead Limb's stamina. If multiple Dead Limbs are in range, they each deal an additional 5% for up to 15% and all are healed. Nice!
[1% + 5%-15%]

FINAL SMASH - TOMB

Dead Hand lets out a drawn-out, eerie cackle, staring at the screen forebodingly... a moment later, the screen blacks out, and when it reappears, the stage is replaced by Dead Hand's arena for his boss fight in Ocarina of Time. This is a deep sandy brown cavern flecked with blood and nicked with scratches, the width of Final Destination (the main platform, not the whole stage) and the height of Yoshi's Island. It's a walk-off stage, and there are no platforms, just the floor and the blastzones. There are three Dead Limbs spaced out evenly across the stage, them acting just like the ones from Dead Hand's Neutral Special. There are three more to the sides of each in the background for a total of six Dead Limbs, forming a circle you can see if you rotate the camera. This lasts for a long 15 seconds before the screen blacks out and returns to regular gameplay.

So this is just a mechanic booster? Hardly. While six Dead Limbs are nice, the fact that some are right next to each other tends to defeat the purpose of having lots of them to spread out, and a good Dead Hand player would have these up quickly anyway. There aren't any large clumps either, so there are none of those shenanigans from bunches of them.

What makes this Final Smash dangerous is the enemies that come in. Regularly throughout the Final Smash, various undead and creepy enemies from Ocarina of Time clamber out of the shadows, ready to fight off the opponent. As a rule, the enemies that come out are powerful and numerous, but easily disposed of and dodgeable if one knows what they are doing. Note that this can't KO an enemy twice, them not reappearing until the end of the Final Smash if KOed. If every opponent of Dead Hand in the match is KOed in this manner, the Final Smash ends early.



Ah, ReDead, the classical undead Zelda enemy. ReDeads act quite similar to the way they do in Melee, having the same AI and movement speed, as well as 25 stamina. They are the size of Marth. However, they attack differently. If a ReDead comes in contact with an opponent of Dead Hand, they latch on to their heads, dealing them 6% about three to four times a second. ReDeads can be removed like Pikmin by attacking with close-ranged attacks. However, they must be hit high up due to latching onto heads, and they won't fall off until losing all of their stamina and disappearing. ReDeads appear every three seconds during the Final Smash, so four of them will come out (since one won't come out at the very end), so they're one of the more common enemies. ReDeads are weak but make up for it with their number.
[Variable Damage]



Poe, the other classic undead Zelda enemy. They are the size of Ness, though they float over the ground to evade low attacks like Down Tilts. Left alone, Poes float around an area of a Battlefield platform at a slow speed, even slower than Bowser's dash. If any opponent of Dead Hand walks within another Battlefield platform in front of the Poe, they'll be chased down directly (floating straight up and down, not being limited to ground movement) at the speed of Ganondorf's dash, not letting up until the opponent goes 1.5 Battlefield platforms away from the Poe. If the Poe does reach an opponent, they are possessed, indicated by a disembodied mask floating above their heads. While possessed, Dead Hand is able to control the opponent, so he can put them into helpless, use a self-damaging move, lead them into a Dead Limb, anything he wants, until they escape by button mashing with half grab difficulty. If another opponent is possessed, Dead Hand begins controlling them instead while releasing the former opponent. He's invincible while he controls possessed opponents, so don't think you can punish him or anything. Poes have only 15 stamina (though they don't flinch from attacks, being ghosts), and they die automatically once the opponent escapes from being possessed. They always spawn within a one second period of a ReDead, whether before or after, so one appears four times throughout the Final Smash. Poes are tricky to utilize properly but can potentially be very powerful used right.
[No Damage]



Bubbles are semi-recurring enemies in the Zelda series. Here, they are moderately common enemies in the Final Smash. Bubbles are the size of Kirby, with 20 stamina, and float over the ground like Poes to evade low attacks. Their movement pattern is identical to Poes, pacing around a certain area before chasing down opponents. However, instead of a possession effect, Bubbles deal 12% with good knockback and a fire effect on contact. A single Bubble that appears during the Final Smash will at random be a Blue Bubble. These have the same AI, but leave the opponent unable to use attacks for three seconds (a while in this Final Smash), though they can dodge regularly. A Bubble will appear during the Final Smash at the four, eight and twelve second marks, and any of these can be the Blue Bubble. Bubbles are basic enemies that are nice to interrupt an opponent before a stronger enemy comes in.
[[12%]



Skulltulas aren't undead, but they appeared in the Bottom of the Well and the Shadow Temple as common Ocarina of Time enemies. Here, Skulltulas are fairly common, appearing three times. They are each the height of Fox but much skinnier, and have only 10 stamina. Skulltulas will slam down from the top of the screen on a random opponent at the speed of a Bowser using Bowser Bomb, hanging on their web-strand. They won't do anything to attack except being there, dealing 12% to any opponent of Dead Hand unlucky enough to walk into them. While they have low stamina, hitting them anywhere beside their back won't cause them any damage, attacks bouncing off their thick exoskeleton as if they were powershielded. They turn around to face the opponent (unless there are multiple opponents in an FFA), so it isn't easy to sneak up on them. However, after a second of being out, they flip around for .3 seconds, easily destroyable if you know what you're doing. Still, they reel back up their web-strand after two seconds, so it's best to just leave them be. Skulltullas appear at the two, seven and twelve second marks during the Final Smash. Skulltulas aren't powerful but they make the opponent wary of where they step.
[12%]



Floormasters are constant thorns in the side of many Zelda fans. There are two varieties of Floormaster: the normal kind, and the Wallmaster. Both appear during the Final Smash, and since there are two time periods for a Floormaster to emerge, you'll see each once. Both are the size of Donkey Kong with their bottom chopped off to avoid low attacks, and both have 25 stamina. The first kind, the regular Floormaster, will simply sweep across the bottom of the stage at the speed of Captain Falcon's dash, them covering the entire stage in a second or two. On contact, Floormasters deal no damage, but instead grab the opponent, dragging the opponent offstage if they have a moderate amount of damage and they can't button mash out. The other kind is the Wallmaster. Wallmasters fall down from the top of the screen over a random opponent at the speed of a Bowser using his Bowser Bomb. They won't alter their path, so they can be rolldodged away, and like any good stall-then-fall, there's a noticable stall. They also grab the opponent and pull them offstage. They move upwards at a slower speed, but since the arena is much wider than it is tall, they start killing at around the same time. A Floormaster or Wallmaster will appear at the 3 second and 8 second point, and each variety has an equal chance of appearing each time. They're one of the better finishers in this Final Smash, but they don't damage deal at all and are notoriously dodgeable and unreliable.
[No Damage]



Stalfos are always some of the most powerful enemies in Zelda games, and are no different here. A Stalfos is the size of Ike and has an impressive 35 stamina. They walk towards the nearest opponent, shield up, at the speed of Ganondorf's dash. As their shield is up, attacks hitting their front will bounce off as if powershielded, just like the Skulltula, and opponents can sneak up on their rear just the same. Stalfos has two attacks to use. The first is a basic sword chop, quick to come out but with a little ending lag, which deals 11% with pretty good horizontal knockback, obviously being disjointed. Stalfos will use this attack whenever he gets in range. The other attack is a spinning attack, just like Link's, which covers both sides and deals 18% with very good horizontal knockback. The startup lag is only a little longer than the sword chop, but the ending lag is very bad, so be careful! Stalfos will use this attack a second after every two sword chops, even if the opponent isn't in range. Stalfos can only be damaged during his lag frames while his shield is down, and he pulls it immediately back up once hit, making him very difficult to take down in one hit. Fortunately for the opponent, only one appears during the Final Smash at the 8 second mark, being the best finisher in it, hands down.
[11%]
[18%]

Overall, Tomb is a Final Smash that n00bs will find broken. The enemies are extremely powerful, and being hit just a single time by an enemy will result in being hit by many more due to the ricochet. Still, competent players can find a way to dodge each and every attack of the enemies while disposing of all of them (this is actually the premise of Event Match 42). Still, Tomb is one of the potential deadliest Final Smashes in the game, if it's used correctly.

PLAYSTYLE

If you try to play Dead Hand as you would any other character, you're doomed to failure. Dead Hand plays quite unlike any other character in the game. Instead of trying to seize the offensive through damage dealing and KO moves, Dead Hand is generally going to be staying far, far away from the opponent through the match. There should ideally be only a single time a stock when Dead Hand goes to close range, and that's when the opponent is completely helpless and grabbed by Dead Limbs. It's the only time he needs, as the moment he gets to close range is the effective moment the opponent is dead. The rest of the time, Dead Hand should be at a range more concerned with himself. Why?

Because Dead Hand is one of the easiest characters to combo in the game. Having a large size and little weight to back it up, anyone from Sheik to Ganondorf can walk up and Up Tilt or Down Tilt his percentage up, and there's little he can do about it. Indeed, his moves do very little to help this. They're slow as molasses and aren't that powerful, and their range is piss-poor. Priority is the only thing they have going for them. Thankfully, Dead Hand has a couple of quick hits in his arsenal in Neutral Attack and Up Smash. He's going to be using these a lot, to defend his highly vulnerable hurtbox.

So Dead Hand is clearly a bottom tier garbage character since he can barely ever seize the offensive, right? That's just the thing. While Dead Hand is rarely going to be on the offensive, once he is, the opponent is good as KOed. Once grabbed by a Dead Limb, Dead Hand can approach or just emerge with Down Special or Down Smash... and once he gets there... he has some highly powerful close ranged attacks. The most obvious of these is Devour, which is a damage dealer, a KOer, a mindgamer (because it looks very similar to many other attacks), anything it needs to be. But beyond that, Dead Hand can use his Down Tilt, Forward Smash, Up Smash, and most of all, use his grab. Dead Hand is rarely going to land a grab, but once he does, he has some scary throws.

Of course, getting to close range is a nightmare. The vital way you'll be doing this is by planting your Dead Limbs. Finding the time for the animation isn't a problem here. No, Dead Limbs come up with very little lag, and it's tricky to remove their stamina due to antsiness of the grab. No, the challenge is figuring out where to place them. Spreading them across the stage allows for easy coverage, but no clumps where it's extra dangerous. Placing them in clumps completely shuts off areas and allows for easy consumption when it comes down to it (due to multiple Dead Limbs grabbing on at once), but leaves entire areas uncovered. Finding the best way to strike fear into the heart of the opponent and the terror once they are helpless- finding the best ways is a key component of Dead Hand's playstyle.

Once the opponent finally gets grabbed, things get a whole lot easier. Getting over there to begin punishing them is the only moderately difficult part. At the right percentage Down Special is always the best option, but otherwise you can either dash over or use Down Smash. Dashing over is the safest, Down Smash is the fastest.

Still, it doesn't matter in the end, as you'll consume them in some way or another. At close range Dead Hand is going to be using Devour a whole lot. It's quick, it's spammable, it does nearly anything. There are other close ranged moves like Down Tilt, Forward Smash and Up Smash, but none of them are as menacing as Devour. Still, they have their uses. In any case, once the opponent is grabbed and Dead Hand gets over there they should never be released. Potential cheap tactics abound where Dead Limbs release opponents into other Dead Limbs or Dead Hand himself, or opponents stay grabbed for a ridiculous time, whatever works. And then, at the very end, consume them with Devour. They can't avoid it, and it heals you of a good chunk of the inevitable damage you've accumulated across the match.

And speaking of healing, Dead Hand has quite a few moves which heal him- which is fortunate. His combo-foddery means that his percentage will become very high very quickly, so he needs to keep his percentage down as much as he can. He can do this with defensive moves like Up Tilt, but it's pretty much inevitable; use your healing as much as you can! The preferable situation is being up against a projectile spammer, as he can eat projectiles with his Side Special. Even if the move is too laggy to be worth the risk at times, Forward Tilt serves the same purpose sans the healing. Beyond that, Dead Hand has other ways. The two main ones are Side Special and Forward Smash. Side Special isn't one with much strategy to it; you'll get it once you reach your ultimate goal of grabbing the opponent, so it's useless to try and utilize it. Forward Smash is more usable and so it's something Dead Hand needs to lean on. It takes one hell of a lot of foresight, mindgames and prediction, but it's very useful if you get it right. Once it can be landed when the opponent is grabbed by a Dead Limb, their percentage will go up very high very quickly and Dead Hand can reliably heal himself in increments of 20% or more.

Once Dead Hand gets ahead in stock, his options get a lot more varied. He now has suicide KOs to solidify his lead. Instead of wasting time on shenanigans to get that one grab in, why not take them down with you? Dead Hand has two tools for suicide KOs: Neutral Aerial and Forward Aerial. Neutral Aerial is the most dependable and straightforward but isn't too powerful. Forward Aerial is great once it lands and might even KO the opponent without Dead Hand dying himself if he spits them off a blastzone, but it's tricky to land and use properly. Use these moves, and use them well.

Dead Hand is usually going to want to confine the fight to the stage. He can't gimp worth a d*mn, and unlike certain other characters, there's nothing else he really has to do with free time. If he gets offstage Dead Hand is assured to return to the stage if the user knows what they're doing, but it's inevitable that he'll accumulate a load of damage, and be unable to escape it due to the super armor of Clawings of the Damned. It's known for competent foes to accumulate as much as 40% from being knocked offstage and being forced to recover. Keep the opponents down on the stage firmly and things are much simpler.

Overall, Dead Hand's a character of opportunity and seizing the possibilities. Over the course of the match Dead Hand will accumulate damage and be KOed quite easily, but once he gains a bit of leeway, he'll use the leverage to get in that single grab. And then, it's a slippery slope for the opponent until they finally get consumed, and they will finally know the true meaning of fear. The force of fear is a powerful one, and one that talented players will grab and run with to go far with Dead Hand.



MATCHUPS

King Dedede - 25:75
The good king's most blatant advantage in this matchup is his infinite on Dead Hand. That's right, Dedede doesn't just have a chaingrab on Dead Hand, he has a full-on infinite. The timing isn't quite as easy as it is with, say, Donkey Kong, but it's definitely something working very strongly in Dedede's favor. That said, Dedede is rather vulnerable to Dead Hand's grab himself; he's not that slow but he isn't fast and a large target, so Dead Limbs can grab him quite easily. Still, Dedede has an excellent means of clearing them out in his lagless ranged Forward Tilt, and Waddle Dees are rather handy for dispersing them. This means Dead Hand will need to be regenerating Dead Hands much more than he does typically, which puts him in reach of Dedede's deathgrab.

Looked at this way both characters have some accomplishments in their grabs, but Dedede has something else up his sleeve: edgeguarding. With his multiple jumps, godly recovery and especially his Forward and Back Aerials, Dedede will have a very easy time chaining Dead Hand off the stage. Fortunately he's invulnerable to this when he's actually recovering (Due to the super armor), but this gives Dedede a chance to rack up Dead Hand's damage all the more. Overall, this matchup is somewhat winnable, but definitely one of Dead Hand's worst matchups.

Marth - 65:35
If Marth manages to space perfectly throughout this matchup, he could have a rather easy time with Dead Hand due to how much combo fodder he is. That said, spacing properly against Dead Hand is a nightmare. His biggest tool to shatter Marth's spacing is Down Special. If Marth doesn't move, Dead Hand is barely out of range of Marth's sword, and he can't be hit with anything save Dancing Blade briefly. Of course a good player will just move so that the spacing is right, but there's no indication of which way he's moving, and if the Marth player moves the wrong way he's back to square one. Even beyond that, Dead Hand has useful tools such as Neutral Attack and Down Smash to prevent spacing.

In the downtime, Dead Hand will probably want to be hiding behind a Dead Limb. By staying in place behind a Dead Limb, Dead Hand gains a good bit of defense, as Marth can't really space anymore without being grabbed. Of course, Dead Hand has little to do from this position except for bloating up his body with his Up Tilt, but it still gives him nice stalling ability.

Despite all of these advantages, Dead Hand doesn't totally dominate since Marth has qualities Dead Hand hates: range and speed, and hence comboing. If Marth ever gets spaced right on Dead Hand he's bound to take a bunch of hits, and Dancing Blade is very effective due to Dead Hand's lack of speed or evasion. Still, Dead Hand can generally hold this back for enough time to pull ahead.

Ice Climbers - 30:70
Dead Hand is ridiculously easy to chaingrab, but there's a catch: he isn't alone. If the Ice Climbers come near a Dead Limb at any point during their chaingrab, one will be grabbed and the lead climber must leave to allow them to escape. Still, a solo Down Throw chaingrab is very much possible on Dead Hand up to around 45% due to his size and fall speed, but the lead climber HAS to move forward for this, which will probably lead into a Dead Limb. The difficult to time Back Throw chaingrab with both climbers is very much possible on Dead Hand without allowing him to escape via a Dead Limb, though it requires a lot of practice to get down.

Of course, the reverse is true; due to the secondary climber, Dead Limbs and Dead Hand's grab are greatly nerfed. Unlike Ice Climbers, however, Dead Hand doesn't really have anything to do outside of his grabs, which is a massive disadvantage. Dead Hand's only hope is to get both Ice Climbers grabbed at once, but this is much more difficult than it sounds and once one escapes it's over. Both characters are limited but Dead Hand moreso.

ROB - 50:50
ROB generally likes to camp with his Neutral Special and Down Special, but this is not very effective on Dead Hand. If he can get the timing down Dead Hand can swallow ROB's lasers and gyros with ease for some free healing, and even if this is impossible or the lag prevents this from being too effective, Forward Tilt nullifies all projectiles without any fuss. This means that a significant portion of ROB's damage dealing game and edgeguarding is taken away. Of course, ROB's basic melee options are far from bad; he just likes to have them along with his projectiles.

ROB is generally putting himself at risk by moving out to Dead Hand due to his large hurtbox and relatively low weight, and he has a rather tricky time avoiding and destroying Dead Limbs in general, making him easily grabbed. Still, Dead Hand has something to be very wary of himself: ROB's edgeguarding. While his Up Special can't be gimped (albeit it can be exploited for damage), Forward Aerial is a quick and reliable way to get Dead Hand off the stage and carry him off the blastzone. Strangely enough, ROB can use his projectiles at close range on Dead Hand to make them effective since he can't consume them with his Side Special or nullify them with his Forward Tilt all too easily. Overall, Dead Hand must be sure to keep at a distance as long as he can, and ROB needs to try and conquer in a somewhat unfamiliar territory. Both characters are in new bathwater, here.

Donkey Kong - 40:60
DK has no projectiles but good melee range, which is something Dead Hand dislikes. While DK won't be giving Dead Hand any free healing with projectiles any time soon, by spacing properly he can easily stay out of reach of his laggy short-ranged moves and whack Dead Hand with moves like Forward Tilt (very important in this matchup). On top of this, landing a Headbutt, while difficult, is much easier than it is on many other characters due to Dead Hand's general lack of defense.

That said, DK doesn't have it too easy. While he can efficiently clear out Dead Limbs when he needs to with that Forward Tilt (barely outranges the reach of a Dead Limb grab), his large hurtbox is not a good thing and, while he's not slow, he doesn't have the speed that could be a boon in this matchup. DK can't KO Dead Hand all too easily either since his Up Special invincibility frames makes him invulnerable to Back and Down Aerials. This means DK is limited to his laggy Forward Smash and Giant Punch to KO, both of which are laggy. DK has his Headbutt and Dead Hand can't really evade all too well, but a laggy move is a laggy move.

Bowser - 70:30
While Bowser isn't that fast at all, he has some quick hits in his arsenal that he'll need in this matchup. These are Forward Tilt and Whirling Fortress. With Forward Tilt Bowser can score quick hits on Dead Limbs and barely outrange their grab, and with Whirling Fortress he can weave in, invincible, to score multiple hits on the Dead Limb. Still, these are far from preferable. Neither of them is that quick, and they can't take out Dead Limbs in a single hit outside of an aerial Whirling Fortress, which is predictable, as Bowser would never enter the air otherwise. If he's able to land a Forward Smash it's going to take out a Dead Hand no matter what the stamina, charge or staling is, but it's incredibly slow to start up, of course. Fire Breath is somewhat useful, but it loses range before doing anything significant.

As a large and slow target, Bowser is going to have a tough time avoiding Dead Limbs, and he's easy fodder for grab releases and the like once he is grabbed. If Bowser manages to gain control over the match he does have an opportunity to land some laggy attacks that would be useless otherwise, but he's no combo heaviweight, so he can't absolutely decimate Dead Hand. Overall, a winnable but highly difficult matchup for Bowser.

Mario - 45:55
Right off the bat, one of Mario's greatest tools is taken away: his Fireballs. Mario can no longer shorthop Fireballs for approaches, as Dead Hand will just consume them for some healing, or just swallow them with his Forward Tilt to remove them altogether. This means that Mario isn't all that great at approaching Dead Hand, though he does have other tools. Beyond this, Mario is good at avoiding Dead Limbs with his powerful jumps (He's Jumpman!), but he has a rather tricky time destroying them. His only moves that outrange the grab are Fireballs and FLUDD. FLUDD obviously won't be useful for it, so Mario is left with his Fireballs. These, while quick, need to hit five times (Due to staling) to fully destroy the Dead Limb, which is a definite disadvantage.

Still, Mario has the advantage here because of the one thing he has left: comboing. Mario is fairly good at combos, and since Dead Hand hates them so much, Mario has a very useful tool. It doesn't even take much skill; Dead Hand can't really defend himself at all. On top of this, Mario can gimp Dead Hand very easily... What? What about the invincibility frames!? Well, FLUDD ignores them. While Dead Hand is in the laggy initiation to his recovery, he's fully vulnerable to being squirted offstage. In fact, Mario might even find the time to fully charge FLUDD right then and there. Overall, Dead Hand needs to keep himself away from Mario, because while he does just fine from there, Mario will decimate him at close range.

Yoshi - 50:50
While it's totally useless in all other situations, Yoshi's Egg Roll is very useful here. Why? It rips through Dead Limbs. Yoshi is essentially invincible to Dead Hand once he rolls up, and he can go through an entire clump to destroy them in two or three hits. Proper placement of Dead Limbs is very important in this matchup, as otherwise they will quickly be destroyed. You probably want to just spread them out across the playing field. That said, outside of Egg Roll Yoshi can't do much of anything to the Dead Limbs due to his poor melee range, and his Egg Roll will become predictable and/or staled. Egg Toss could be useful but it's a touch laggy. In any case, Dead Hand doesn't really have any trouble getting Yoshi nice and grabbed, as he has poor defense from his poor shield and out-of-shield game. This matchup could swing either way.

THERE YA GO, SUNDANCE!

Wallmaster - 55:45
This moveset requires little effort at first glance from the Wallmaster player, simply because he has so much of an easier time with his playstyle. Normally Wallmaster must set up his Dash Attack and Forward Smash TRAPS
*is shot*
to build up fog on the opponent, in order to be able to drag his opponent into the abyss with his Up Special or Down Special for a KO: while it's true that Wallmaster needs to build up his fog if he wants to KO with Down Special, since Dead Hand can button mash out like anyone else: and for his Up Special for the same reason: Neutral Special becomes a potential KO move here. Dead Hand doesn't have a good means of dodging it at all and his damage will be going up so fast that reaching 140% won't be a problem at all for Wallmaster! In addition, Wallmaster's status as a pressure character means that Dead Hand will have difficulty shaking him off at the best of times.

Still, Dead Hand can decimate Wallmaster if he has the time. If Dead Hand gets any free time at all, he will set up some Dead Limbs, and these fence off portions of the stage from Wallmaster. Dead Hand can stay in these areas for safety, and due to Wallmaster's lack of projectiles or disjointed hitboxes, his only way to destroy them is by carefully approaching them and baiting them into attempting a grab. Down Special may be useful to Wallmaster, but he can be grabbed out of it, making it unreliable at best. Wallmaster doesn't have any quick ways of destroying them either, and he doesn't have any way of avoiding Devour either. Ironically, Wallmaster is also rather vulnerable to the Dead Limbs being turned into Floormasters with Dead Hand's Up Aerial, due to his poor movement in general. Overall, this is a battle to see which warped Zelda enemy can gain dominion over a larger portion of the stage.
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,527
n88's MYM7 Link-Up Space

Plans~

You'll get s**t when I stop being lazy.​
 

Koppakirby

Smash Cadet
Joined
Aug 13, 2009
Messages
52
Like Negative Man, this is a Pseudo Jokeset

Mr. Dream
Shameless Sprite-Swap to avoid legal action

That's right bois and gurls, everyone's favorite non-convicted fictional boxer is joining the Brawl as a tribute to all the silly Boxers and Bald Boxers(Bull, Hippo, Popinski.....) that seemed to be so popular last MYM. Now you may be asking, how do I shot web or make set for generic boxer #51? Well, by taking tons a liberties of course! I mean, MarthTrinity did that with Negative Man! Right?

Mr. Dream is ready to punch your face in! He's got fast fingers, a butt-chin, and is totally much more than a Mike Tyson palette swap. So, this set squeezes out everything this boxer has in him and more for what could be considered 'The best Punch-Out!! set ever!' So let's get this Train Wreck a-rolling!

Stats

• Weight ~ 7
• Run ~ 3
• Fall ~ 5
• Traction ~ 8
• Power ~ 8
• Attack Speed ~ 8
• Jump ~ 2
• Wall Jump: No
• Wall Cling: No
• Fly: No
• Float: No
• Crouch: No
• Crawl: No

When it comes to Close Combat, Mr. Dream is the king. Of course, all of the Punch-Out!! sets are good in this category. He's got a bad jump, and is heavier than average, which could mean trouble.

Specials

Neutral Special ~ Champion Punch
Mr. Dream smiles, his teeth shining brightly, then he quickly heaves his fist forward, sending anyone within a Bowser of him down. Or, more accurately, deals 14% damage to them, knocks them back lightly, and makes them trip. Yup. He makes them trip. Yup. That's all I got. Yup. This attack has a fairly big hitbox, but a very long startup lag, almost as bad as the Falcon Punch.

Side Special ~ Trophy Flip
Mr. Dream pulls out his championship trophy(Yeah, I know it's a really a belt, shut up) and whacks anyone in front of him with it. After the impact, it is sent flying into the air, and Mr. Dream can move away from wherever he was and the Trophy will follow him like Link's Boomerang until it eventually returns. The swing of the trophy will do 8% damage and light knockback, and the airborne trophy will deal 3% damage to all in makes contact with.

Up Special ~ Champion Uppercut
Mr. Dream turns his body slightly towards the screen and unleashes a vicious uppercut, propelling himself up a small ways in the air and dealing a crazy 20% damage and heavy knockback if it hits! However this attack has a little bit of Starting lag, and a painfully small hitbox.

Down Special ~ Dream into Nightmare
Mr. Dream snickers and suddenly vanishes in a flash! He reappears by the nearest opponent within 3 Bowsers of him, and smacks them, dealing 7% damage and stunning them as would a shield break, allowing more hits to be dished out. If an opponent was not in this move's radius, Mr. Dream will reappear where he was, kneeling, an angry expression on his face.

Standards

Jab ~ Fast Fingers
Mr. Dream takes a quick jab at the opponent, dealing 5% damage and light knockback, he'll keep punching if the button is held.

Dash Attack ~ World Circuit
Mt. Dream barges through the opponents in a nice shoulder tackle move, still smiling. This move has standard knockback and deals 8% damage.

Tilts

Forward Tilt ~ Plowing Punch
Mr. Dream rears one of his fists backwards, and then sends it flying forward in an arc, similar to one of Don Flamenco's moves. This move deals 9% damage and medium knockback, but has a bit of Startup lag.

Up Tilt ~ Quick Uppercut
Mr. Dream pulls off a quick, smaller, and less powerful uppercut than his up special's, dealing 7% damage and light knockback!

Down Tilt ~ Stuck-Up Laugh
Mr. Dream puts his hands by his side and laughs, just laughs. He'll laugh for a whole 1.5 seconds. Why would one want him to do this? If he is attacked during this time, he'll dodge and unleash a counter punch that deals 15% damage and heavy knockback!

Smashes​

Forward Smash ~ Wind-Up Blow
Mr. Dream winds up his punch and let's it go, pounding the opponent with 16% damage and heavy knockback charged, 10% and medium knockback charged.

Up Smash ~ RELEASE THE BOGUS!
Mr. Dream apparently doesn't have a problem ripping off other boxers, as he steals Super Macho Man's signature move with his Up Smash. Mr. Dream performs a swirling Uppercut, while announcing the move title. This is very quickly executed, and deals 10% damage and medium knockback charged, 16% and heavy knockback uncharged.

Down Smash ~ Spinning Punch
Mr. Dream spins around with his fists out, uncharged he only spins once and deals 4% damage for almost no knockback, charged he'll spin 3 times for 12% damage and medium knockback.

Aerials

Neutral Aerial ~ Whirlwind Punch
Mr. Dream holds his fists out and spins a in the air, smacking opponents with both fists! This attack deals 2 hits of 5% damage and light knockback.

Forward Aerial ~ Headbutt
Taking a page from Aran Ryan's book, Mr. Dream rears backwards, and then unleashes a hardy headbutt! This headbutt does have a bit of starting lag, but deals 8% damage and heavy knockback!

Back Aerial ~ Step Back
Taking a page from a surprising boxer, Glass Joe, Mr. Dream suddenly rears backwards and says 'Watch out!' and hurls back a huge punch. He does this with surprising speed, but is still and extremely laggy aerial. It deals 10% damage with light knockback.

Up Aerial ~ Flamenco Uppercut
Ripping off ANOTHER boxer, Mr. Dream holds one of his hands behind his back and unleashes a full uppercut with very impressive range, hitting anything with a Bowser in front or above him. This has 11% damage and medium knockback.

Down Aerial ~ Fist Crusher
Mr. Dream points his fists downward and thrusts them with all his might down onto the opponent, dealing a ridiculous 17% damage and heavy knockback.

Grab & Throws​

Grab ~ Clasp
Mr. Dream spreads his hands and suddenly clasps them together, grabbing the opponent. Mr. Dream has a very loose grip however, as he cannot type-er....Grasp things properly with Boxing Gloves on. This has standard range, and has a tad bit startup lag. Just like in Super Punch-Out!! with Aran Ryan, his pummel and throws will heal him.

Pummel ~ Shake it
Mr. Dream shakes the opponent, dealing 2% damage every shake. He gets some pleasure out of this, and will regain 1% HP every time the pummel is executed, similar to a grab in Super Punch-Out.

Forward Throw ~ Push
Mr. Dream lets go of the opponent, but then shoves them, dealing 4% damage and medium knockback, PLUS TRIPPING THEM. He also regains 2% HP from this attack.

Back Throw ~ Nightmare Warp
Mr. Dream vanishes, dropping the opponent behind, and reappears behind him and whacks the opponent with all his might! This deals 13% damage and deals Mr. Dream 7% HP damage.

Up Throw ~ Uppertoss
Mr. Dream executes an uppercut with the opponent still in hand, tossing the opponent into the air after completing the motion, dealing 10% damage, healing 5% damage to Mr. Dream, and sending the opponent 1.2 Bowsers up into the air.

Down Throw ~ Crush
Mr. Dream throws the opponent onto the ground of 4% damage(Heals 2%), and falls on the opponent, dealing a whopping 11% damage(Deals 6%). However, this has a log of startup and ending lag.

Final Smash
Final Smash ~ Punch-Out!!
Mr. dream yells out “I'll show you why I'm champ!” and does a motion similar to Captain Falcon’s taunt, but not so flamboyantly. If anybody is within a Battlefield Platform in front of Mr. Dream when he performs this move, they’ll be locked into the final smash, otherwise it ends right there.

If you hit with the initial hitbox, the camera pans behind the enemy and the gameplay goes into a typical arcade boxer format. You can both press A and aim either high, low, or in the middle to punch that point of your enemy’s body. Foes deal 2% per hit and 4% per headshot, while Mr. Dream does double damage due to the battle not being in his field of expertise. You can both press B to block any of the three points of your body, as well as move right and left ever so slightly to do a brief dodge.

However; Mr. Dream has an option that his foe can’t do – a deadly right and left hook that you input like you would a fsmash/bsmash. This deals 20% and knockback on par with Bowser’s fsmash, ending the final smash early. These two deadly hooks out prioritize all enemy punches and can’t be blocked, and must be dodged by moving in the opposite direction Mr. Dream's punches. Of course, these can be hard to hit with due to the lag, so you can fake them by inputting a ftilt/btilt to do the startup animation but not actually the punch, then punish the foe for their dodge.

Aren't I original?

Playstyle

Alright, let's get down to business(To defeat the Huns) on Mr. Dream's playstyle. I wlll be giving some strategies on how to use Dream and how to counteract these strategies. As you can guess, the down tilt is key strategy to use when faced with lots of powerful opponents or in a Multi-man Brawl. This nice counterattack should help Mr. Dream clear the crowd. However, to counteract this strategy, simply do not hit Mr. Dream.
Another strategy for Mr. Dream is comboing his side Special at close range with his Neutral Special. The flinch from the side special allows just enough time for the neutral special to unleashed. The Up special can be used instead of the Neutral Special, if desired. To counter this, simply don't get hit by the Side Special or use the small time you have between the attacks to roll out of the way.
Lastly, grabbing the opponent can be an effective way to clear opponents out of the way, and regain some lost health. To get a good opportunity for grabbing, there's the side special or the jab. To counter, there are several ways to counter a grab, so there ya go. Although counterpunching would be a good way to counter a failed grab. And there ya go. How to win with Dream and how to counteract his strategies.

Animations

Idle ~ Mr. Dream dances from one foot to the other, fists up, huffing slightly.

Walk ~ Mr. Dream shuffles forward.

Run ~ Mr. Dream sprints forward.

Dizzy ~ Mr. Dream lets down his gaur and his eyes swirl.

Extra Stuff

Up Taunt
Mr. Dream Holds his hands over his head and chants 'Yeah' for a couple seconds.

Down Taunt
Mr. Dream makes 2 small jabs and then 2 uppercuts at nothing.

Side Taunt
Mr. Dream holds up the champion belt.

Symbol: Boxing Glove

Victory Theme
http://www.youtube.com/watch?v=INiGyxzXvy4&feature=related

Victory Pose 1
Mr. Dream holds up his Champion's belt and boats 'Still the champ, baby!'

Victory Pose 2
Mr. Dream says 'Hey sorry. You're still not good enough to be the champ'!

Victory Pose 3
The same thing as the down taunt except with confetti blasts going off in the background.

Defeat Pose
He is more of a gracious loser, and says 'Hey Nice match! I've never seen such Finger Speed Before'.

Entrance
Mr. Dream appears doing his Down Taunt.

Trophies
Mr. Dream
Punch-Out!!

Stickers

Mr. Dream(Large)
Punch-Out!! Logo(Large)

Alt costumes

Default
Mike Tyson-ish Look
Blue Gear
Yellow Gear
Green Gear
Nick Bruiser-ish Look

Selection Sound
A few 8-Bit punching sounds from the original Punch-Out!!.

Kirby Hat
Kirby's gets Mr. Dream's hair and his neutral special.

Codec
Snake: Colonel, who is this guy? He's huge!
Colonel: That's Mr. Dream, Snake. Former WVBA Champion boxer.
Snake: Geez, Colonel, this guy hits hard.
Colonel: What did you expect? But don't worry, he's pretty slow. Although he does get his attacks out pretty fast.
Snake: Well, regardless, I think I'll steer clear of this guy. I don't think my fingers are fast enough.
 

UserShadow7989

Smash Journeyman
Joined
Aug 13, 2007
Messages
305
UserShadow7989's MYM7 Link-up Space

Completed Sets


(No Button)
Revolver Ocelot, the Manipulative Gunman
Metal Gear Solid

Ocelot escapes to a range by disabling opponents to slowly peck away at them, then closes back in for a KO. He has plenty of tricks up his sleeves to keep the enemy off balance and hinder their approaches/escapes, and his Neutral Special is incredibly painful for his foes and usable from great distances. The key to dealing with Ocelot is patience and a high pain tolerance; a fight with him is pure torture.

(No Button)
Houndoom, the Dark Pokémon
Pokémon

A set made in 24 hours. Houndoom bathes the stage in flames, then goes in for the kill against his damaged enemies. With extremely high attack power and mostly average stats, Houndoom is an aggressive and relentless fighter. Defensive play won't cut it, you have to fight fire with fire to do battle with him. Luckily, Houndoom isn't that heavy or adept at recovering.

Planned Sets


(No Button)
Kira Trine, the Cowardly Hero
Original Character

Kira has poor stats other then mobility, and relies on 10 second stat/attack changing templates. She can gain decent attacks and stats, replace the enemy's key moves with attacks that contradict their playstyle, or combine a template with her stat boosting Side Special to become whatever style fighter she wants. Constantly stopping to reapply templates or fighting with an underpowered moveset, either way she must make the best of her time.

Previous Contests

Make Your Move 6 Link Up Space

Make Your Move 5 Link Up Space
 

tirkaro

Smash Champion
Joined
Jun 24, 2006
Messages
2,808
Location
but a pig in the sun
❄❄❄~CIRNO~❄❄❄



BI⑨~
Cirno is a rather minor character in the Touhou Project doujin game series. She's an ice fairy who has the ability to manipulate the cold. While she's strong for a simple fairy, she's pretty weak compared to most of the cast, and isn't exactly the sharpest tool in the shed either. She's just a child, so she puts little forethought into anything, preferring to rush in headstrong. Also has some meme involving the number ⑨.

CIRNO IS TEH STRONGEST PERSON IN GENSOKYO! SHE'S ALSO SUPER-SMART AND PRETTY, AND GRACES ALL WITH HER SHEER INTELECT. SHE HAS STARRED IN EVERY TOOHOO GAEM WHERE SHE'S TEH MAIN CHARACTER. SHE IS ASSOCIATED WITH THE LETTER ⑨ WHICH MEANS "AWESOME" AND "SMART" AND IF ANYONE ELSE CALLS YOU A ⑨ IT MEANS YOU ARE ALMOST 1 BILLIONTH AS STRONG AS ME-EYE MEAN, HER.
SHE'S ENIMIES WITH THE STOOPID SUWAKO, WHO GETS MAD AT HER FOR FREEZING SOME FROGS. I MEAN, IT'S PERFECTLY NORMAL ICE TRAINING! TRAINING, THAT'S IT! IT'S NOT LIKE EYE DO IT CUZ FROZEN FROGS ARE CUTE, OR BECAUSE THEY SOUND ANNOYING, OR BECAUSE IT'S EXCITING WHILE JUGGLING THEM BECAUSE THEY MIGHT BREAKS. NO NOT AT ALL. BUT IT DOEZNT MATTER, SINCE EYE WILL BE TEH WINNER, HAHAHAHA

   |\/|
  </ ̄ ̄丶
 __彡ノメノノレリ〉
 \ ルリ゚ヮ゚ノリ
  >;lt;(つiつ
 ∠_く//」」〉













STATS~


❆SIZE~ ④/⑨
Cirno is a pretty small fairy. She just goes above the height of your average critter, and is a tad shorter than Mario. Cirno, obviously to demonstrate her superiority over everyone, makes up for this by hovering in the air all the time. She is able to make eye contact with characters like Ganondorf like this, while at the same time being small enough to dodge plenty of moves.

❅WEIGHT~ ①/⑨
Poor Cirno is as fragile as a snowflake. She can be sent flying to her doom at pathetic percentages like 90%. Still, did you expect any less from a tiny fairy?

❆GROUND MOVEMENT~ ⑦/⑨
Cirno is really, really fast, lending well to her playstyle. While not as fast as Sonic and CF, her ground movement is up there with the likes of Fox and Pikachu. But where she really shines is in her....

❅JUMPING/GLIDE~ ⑨/⑨
Cirno is one beastly fairy whilst in the air. She can jump a total of 7 times, each jump going just as high as one of Kirby's floats. And if that wasn't enough, she has a modified glide. By "modified" I mean it's more like a float. Every time she jumps, she'll float safely down at a ridiculously slow pace, giving it almost glide-like properties. And this float/glide, unlike others, is completely automatic. It's pretty much her default fall speed. Though if you're impatient, you can still fast-fall at a normal rate by pressing down the control stick.

❆CROUCH/CRAWL~ ⑧/⑨
Cirno's crouch is somewhat different. As Cirno always floats in the air, crouching her down will simply make her stand on the ground in a normal fashion. As such, her crawl is much faster than others(though still not as fast as her usual run speed), as she simply waltzes along, slightly slower than her speedwalk.

❅TRACTION~ ④/⑨
As Cirno is always in the air, she's kind of awkward to control. She's a bit more slippery than others, and her automatic glide may feel weird at first.

❆POWER~ ①/⑨
Don't tell Cirno this, but she's pretty well on the weak side. And by "weak" I mean "absolutely pathetic." Not one of her moves go past the 9% mark, and only 1 of her moves has any remarkable knockback. Though she sure as heck can build up damage, so that should count for something.

❅PRIORITY~ ①/⑨
Hands down, Cirno has some of the worst priority you'll ever see. Most of her moves can be out prioritized by even the weakest character's jab. Hey, cut her some slack, she's just a child.

❆RANGE~ ⑨00①/⑨
But whatever she lacks in power or priority, Cirno more than makes up for in sheer range. Need an example? One of her special moves can literally hit the entire stage, given enough time. And her other moves aren't much too scoff at either.

❅ATTACK SPEED~ ⑧/⑨
Cirno has a lot of chargable moves, but other than that, she's pretty dang fast with her attacks.



So tl;dr: Cirno is a very lightweight projectile maniac with an automatic glide. She's extremely mobile and speedy, and combined with her efficiency with projectiles, she's sure to keep the opponent on their toes.













M⑨VESET~









❆❅SPECIALS❅❆




NEUTRAL B: 「Icicle Shoot」

Pretty much Cirno's most basic-yet-essential move. This is a basic chargable attack; A simple tap of the B button will cause Cirno to shoot out in front of her 3 fast moving icicles in a slight cone formation, while holding it for .4 seconds and .7 seconds will boost that number up to 5 and 9, respectively. The icicles home in slightly on the opponent at a quick rate, and do 2% damage each. They have horrible priority and almost nonexistant knockback.
So what's so great about this mediocre projectile? Simple: it's extremely spammable. Even with charging, this move has almost no startup or ending lag, can go as far as battlefield without breaking, and can even be angled while charging. Not to mention you can charge it up in midair without falling. It's a great way to needle opponents and build up some quick damage, not to mention it helps space yourself out, which you'll really want to do. This is pretty much a move meant to be spammed.
Description for ⑨s-
*hold and charge B to shoot icicles
*each icicle does 2% damage
*They have little knockback
*Icicles home in slightly
*You can charge it in midair, and Cirno won't fall





UP B: Snow Sign 「Diamond Blizzard」

More chargable moves! Hurrah!
Remember when I said Cirno's range wasn't anything to mess with? Well this is one of the many reasons why. While charging, Cirno will take up an excited pose; upon release, Cirno pumps her fist into the air, causing icicles to fall from the sky! What happens is, if you simply tap upB, a small group of icicles will fall directly above Cirno's head. For every .3 seconds this move is charged, the range of the falling icicles will increase by 1 battlefield platform around Cirno.....so technically it's 2 battlefield platforms. Basically, all you need to know is for every .3 seconds this move is charged, the horizontal range at which the icicles rain down increases quite a bit.
What's unique about this move is that you can charge it infinitely. Yes, infinitely. As long as you can afford to stand open in one place, you can charge it. Guess what that means? Yes, if you can afford to charge this attack for about 4 seconds, you can have deadly icicles rain down on the entire stage. So how do you dodge this barrage of ice? Well, ever try dodging raindrops? Basically, you aren't going to dodge this icy onslaught; Your best hope is stopping Cirno from charging, period. (That, or just shield it.)
The amount of damage from each icicle is only 1%, and deals no knockback. Vertically, 8 icicles fall from the sky, no matter how much you charge it, meaning if the opponent is lucky, they'll take 8% damage from each barrage. So yes, it's pretty much the same as the rain on the Wario Ware stage, except umbrellas aren't going to help the opponent out this time.
This attack has very little startup lag, but some slight ending lag. So as usual, use this move to rack up some major damage, or just spam it to piss off the opponent.
Description for ⑨s-
*Use this move to rain icicles down on the stage.
*You can charge up this move infinitely
*Every .3 seconds you charge increases the horizontal range around Cirno by a battlefield platform
*Each icicle does 1% damage with no knockback
*The icicles have horrible priority, but it may not be too wise to knock them out when they're all around you.
*About 8 icicles appear vertically
*You can still charge this in midair...but you wont stop falling.(Same for every other charging move at this point.)
*And in case you couldn't figure this out, her icicles go through platforms. Nothing is safe from Cirno's Icicle storm!





DOWN B: 「Frost Field」

Guess what! More charging moves! :bee:
You can think of this as a ground version of her Up B. While she charges this move, Cirno places her hands on the ground, as clouds of frost emit from her hands. Upon release, she freezes the ground! Much like Diamond Blizzard, this can also be charged infinitely, and charges by the same amount. (That is, for every .3 seconds charged, the range of this attack increases a battlefield platform on both sides on Cirno.) But unlike Diamond Blizzard, the range doesn't go off-stage. You're just freezing the platform you're on!
The move has pretty minimal startup lag, but some noticable ending lag, as Cirno rises back into the air again. Good news is, any opponent on or near the ground take 8% damage, and become frozen for .3 seconds.
Besides the usual attacking properties, Frost Field has some other fun functions; For 5 seconds the part of the platform you froze becomes a slippery slidey wonderland! Of course, Cirno can't be effected due to hovering in the air, but your opponents will be in for a real treat! Watch as they have the time of their lives, slipping, sliding, and tripping all over! It's just like normal ice terrain, but in the middle of Final Destination!
And if that wasn't fun enough, the ice field also modifies some of Cirno's other moves! Be sure to keep an eye out!
Description for ⑨s-
*Use this move to freeze the current platform you're on.
*For every .3 seconds charged, the range of this move will extend a Battlefield platform in front and behind Cirno.
*One can only be hit by this move by standing on or just near the ground.
*Getting hit by it deals 8% damage and freezes you for .3 seconds
*Makes the terrain nice and slippery for everyone
*Improves some of Cirno's other moves.
*You can't use this attack in Midair





SIDE B: 「Midsummer Snowman」

Well, at least it's not a chargin' move.
For this technique, Cirno forms a small ball of snow in her hands, and sets it on the ground. She begins rolling it like some sort of icy Katamari. Sadly, there isn't much ice on most stages, so she'll just be rolling it around to little effect. So what is there to do? Why use Frost Field of course!
Rolling the snowball on the icy terrain caused by Ice Field will make the ball steadily grow larger as it rolls along. Of course, the ball completely absorbs the field when rolled over it.
Getting hit by this icy ball will constantly combo you as it rolls along, unless you DI out of it. It deals 1% damage initially, and gains more power one by one as it increases size, until it reaches it's peak at 9%. But unfortunately, all good things must come to an end; in order to use any other moves or even jump, you're going to have to let go of the ball. Pressing B again will cause Cirno to push it away from her, as it rolls along at the speed of her dash. It'll keep on rolling until it hits something or rolls offstage. This whole move has pretty minimal lag all around.
Interestingly, the priority of the snowball increases as it becomes bigger, though it never reaches past the "Very Good" point.
This is one of Cirno's more...defensive moves. It has the protection Cirno requires, while all the spammability of a normal projectile. Use it healthily.
Description for ⑨s-
*Cirno lands on the ground to spawn a snowball from her hands, which she rolls along.
*Has little knockback, so a rolling snowball constantly juggles the opponent, lest they DI out of it.
*The snowball will get bigger as you roll it along icy terrain or a frost field.
*The Power and Priority increase at a steady rate as it grows larger.
*However, the power is capped at 9%, while the priority is capped at an above-average amount
*Press B again to push it away from you, like a rolling projectile












❆❅STANDARDS AND TILTS❅❆





NEUTRAL COMBO: 「Frost Drizzle」

Give your opponent a small taste of the chilling cold. With no lag whatsoever, the first 2 taps of the A button will make Cirno emit a small burst of icy goodness from her left hand, and then her right. Each one of these frigid blasts have almost no range outside of her palm, and hit 2 times each, doing 2% damage.
But where things get fun is where the 3rd press of the A button comes in. As you'd might expect by now, the ending to her neutral combo is chargable. Simply hold the A button, and Cirno will hold her arms in the air, a swirl of frost twisting above them. You can keep charging this up for up to 2 seconds, and upon release, will cause Cirno to drop something down in front of her, hitting the opponent on the head. What exactly she'll drop depends on how long you charge it:

*0 seconds/no charge- She'll drop a single lonely icicle, not too different from the ones found in her up B. It does 1% damage with almost no knockback upon contact.
*.3 seconds- She'll drop a small chunk of ice. It does 2% damage with very little vertical knockback.
*.5 seconds- She'll drop an adorable frozen frog. The wonderful frosted amphibian will do 3% damage with little vertical kncoback. But what about the poor frog? Well, 1 out of every 3 times, the poor froggy will break! But luckily, most of the time, the frog will thaw itself out once dropped on the foe's head, and start hopping along the stage until it disappears. More of an easter egg if anything, but still a sight to behold.
*.8 seconds- She'll drop a small building block of ice, probably used for an igloo. It does 5% with sub par vertical knockback.
*1 second- She'll drop a beautifully crafted ice sculpture of herself. Deals 6% damage with sub par vertical knockback.
*1.5 seconds- She'll drop an ice sculpture of her Yukkuri self, quite obviously taking it way too easy. It does 8% damage with below average knockback.
*2 seconds- Finally, she'll rain down a barrage of icicles directly in front of her, with the range of half a battlefield platform. They all pass by quickly, and do 1% damage each. As there are 9 icicles that drop down, this move does 9% damage with medium knockback.


Surprisingly pretty versatile for a simple neutral combo, you can also use this move to gimp opponent's recovery when using it off the edge. Of course, all the objects dropped have depressingly low priority, so pretty much every attack can block/break them.
Description for ⑨s-
*First 2 parts of the combo give the opponent a blast of frigidness from Cirno's palms, each doing 2% damage.
*Third part is chargable, and has Cirno drop an icy object on the opponent's head.
*What object this is depends on how long you charge it.




DASH ATTACK: 「Frost Pillars」


As Cirno is flying along to her heart's content, pressing A will make the fairy point her finger towards the ground. In almost no time at all, 3 icebergs will rise out of the ground, all in a horizontal row. This row of icebergs rise up one at a time in .1 second intervals, and ultimately extend about a full battlefield platform. The icebergs are as tall as Mario, and deal 3% damage each with mediocre upwards knockback....normally.
What's so special with this move? Since the icebergs are rising from, y'know, the ground, this move gets a bonus when done over a Frost Field!
To be specific, the Pillars will now do 9% damage each with medium upwards knockback. Not too shabby.
You should love, praise, and honor this move with all of your might, as it has pretty much no punishment. While Cirno will obviously has to come to a stop after preforming this move, she can do just about anything else to follow up this attack; it's extremely versatile. There's no startup and very little ending lag. It's an absolute necessity when you have your pesky opponents on your tail.
Description for ⑨s-
*Press A while dashing to make a row of icebergs pop out of the ground.
*Each iceberg does 3% damage with mediocre vertical knockback.
*Doing thus over the Frost Field will bump that up to 9% each with medium vertical knockback.
*There's almost no lag-related punishment.




FORWARD TILT: 「Freezing Beam」


So I heard you like charging moves, eh?
Upon a simple tilt of the control stick and the A button, Cirno's palms start to charge with an ice cold power! Simply tapping the A button or charging it for .2 seconds will have Cirno shoot out a thin beam of frostiness. Of course, charge it for .5 seconds will increase that number to 2 beams! Yes, 2 beams will fire out of her palm, each going diagonally instead of straight. Of course, if you want the best of both worlds, try charging it for .8 seconds. Then Cirno will shoot out a lovely 3 Beams! Yes 3! 3 beams! *the count laugh*
But no matter how many you fire out, their properties stay the same: The each do 3% damage, and Freeze the opponent for .2 seconds! They're also as long as half a battlefield platform. Of course, they have pretty poor disjointed priority, but you should know that by now. But this move luckily has little ending lag.
Description for ⑨s-
*Press Ftilt to fire some bone-chilling beams.
*No, the beams don't shoot out like a projectile. They're more like a weapon.
*Simply tapping it or holding for .2 seconds will shoot out 1 straight beam.
*Holding it for .5 seconds sends out 2 diagonal beams.
*Holding it for .8 seconds adds a 3rd straight beam to the mix.
*The beams freeze the opponent for .2 seconds.
*They only last on screen for .1 seconds, only long enough to hit an opponent once.





UP TILT: 「Little Iceberg」


Cirno puts her hands above her head and forms a small iceberg in her hands. So what now? Well, think of the iceberg as Cirno's own little Freezie!....except not really. Luckily, Cirno's able to move and jump while she's holding the iceberg....but that's about it. She isn't able to float or multi-jump, and pressing any other attack button, even the B button, will cause her to throw the 'berg a short distance in front of her. She'll throw it like any other item, like throwing a Freezie. So with all the mobility limitations, it surely must be more special, right? Sorry, all the iceberg does is deal 5% damage and freeze the opponent for only .3 seconds. Lame! But luckily, there isn't much damaging lag, only a split second being required to form the chunk of ice in her hands.
Description for ⑨s-
*Use this UpTilt to form a mini-iceberg in your hands.
*Cirno cannot attack, float, or multi-jump while carrying the iceberg
*Throwing the iceberg at an opponent deals 5% damage and freezes the opponent for .3 seconds.





DOWN TILT: 「Icicle Sword」


While standing her ground, Cirno thrusts forward with a giant sword formed by ice. After thrusting ahead, she'll swing the blade upwards, hopefully launching the opponent in the air. The initial strike deals 2% damage, and the trip upwards deals an additional 3%. The opponent is launched at a medium height, just slightly above Cirno during her normal standing animation. Unlike a lot of Cirno's other moves, this one has some punishable ending lag.
So what, you wanted something fancier? Well, you ain't gonna find it in this move. This is a simple method to keep the opponent helpless and hopefully trap them in Cirno's aerial combos. Other than that, it's some pretty basic stuff.
Description for ⑨s-
*Thrust a sword made of ice forward.
*Afterwards, Cirno'll swing them up into the air.
*This does 5% damage in total.








❆❅SMASHES❅❆






FORWARD SMASH: Ice Mass 「Cold Sprinkler」


With a huff and a puff, Cirno will blow out a small spherical cloud. This cloudy ball will slowly home in on the opponent. And I mean slowly. It moves at 3/4ths the speed of Ganondorf's walk...but in the air. After about 4 seconds of floating in the skies, the cloud will have finally had it, and will explode into 5~13 icicles, in a circular formation. Exactly how many pieces are shot out depends on how long you charged it.
Each icicle does 3% damage with small knockback, and have slightly better priority than her the icicles from her Neutral Special. Yet another really spammable attack, it's almost a bit mean in a way.
Description for ⑨s-
*Use this Fsmash to send out a small cloudy sphere.
*It homes in on the opponent very slowly.
*After 4 seconds, it'll explode into 5-13 icicles, depending on how long you charged this smash.
*Each icicle does 3% damage with small knockback





DOWN SMASH: Freeze Sign 「Cold Divinity」


Cirno takes up a charging stance in midair as swirls of frost twist around her. Upon release, 4~8 small energy balls will shoot out from the center of Cirno, forming a circular formation surrounding the fairy. How many energy balls are shot out depends on how long you charged this attack. But there's something strange about these balls; they aren't damaging anything! What gives?
Well, within a mere split second after being fired, the energy balls will freeze themselves, turning blue, and becoming a lot more frostier. Instantly after becoming frozen, they'll start homing in on the opponent at the speed of Ganondorf's walk...but in the air again.
These frosty balls have medium priority, and instantly freeze any opponent who dare make contact with them at this point for .4 seconds, as well as dealing 2% damage each. This may sound lame, until you figure out that, if the foe hasn't destroyed most of them yet, all the other frost balls will hit the opponent if the foe simply gets hit by one. Y'know, since all the balls are homing in at the same rate, getting frozen by one will give the balls enough time to constantly combo into you....c'mon this is basic stuff. The balls last on the screen for 4 seconds.
Perhaps one of Cirno's most deadliest moves, if only for being a gigantic damage racker, and leaving the opponent open for attacks like her Neutral B.
Description for ⑨s-
*Use this smash to send out 4-8 energy spheres in a circular pattern around Cirno.
*After completing this circular pattern, the spheres will freeze themselves and start slowly homing in on the foe.
*Getting hit by one of the frozen spheres will freeze the opponent for .4 seconds and deal 2% damage each.
*Just getting hit by one of these spheres will most likely keep you open long enough for all the other spheres to follow up, making this attack reach percentages like 16%.





UP SMASH: Ice Mass「Great Crusher」


A very basic, yet very vital move to Cirno's gameplay. For the charging animation, Cirno starts creating a mass of ice above her. Upon release, Cirno will bring down a giant ice hammer, about the size of a stage builder block, in front of her. Aside from it's gigantic size, the glacier does 7~9% damage, and pretty good horizontal knockback and priority. This move actually has quite a bit of lag, being comparable to DDD's Forward Smash, but slightly faster.
So what's so great about this generic move? Well, it's important due to one important fact: it's the only move in Cirno's arsenal capable of killing at a sane percent. It's her basic kill move, but that still doesn't make it a very good one. It's knockback is only pretty good, not great, like the average heavyweight's smash, or even the average middleweight. But it still kills, and that's all you need.
Description for ⑨s-
*Use this attack to smash a large glacier-hammer upon your foe.
*It deals 7-9% damage with pretty good knockback.
*Though it has a good degree of all-around lag.
*Pretty much the only move in her arsenal capable of killing at non-absurd percents.







❆❅AERIALS❅❆




NAIR: Blowing Ice 「Ice Tornado」


Something funny about Cirno's aerials: As Cirno is technically always flying above ground, shouldn't every move of hers be an aerial? You have no time to ponder such questions, as Cirno is about to freeze your balls off.
Simply hitting A while flying/floating will cause to spin around so fast, she creates an icy F**KING TORNADO!!
This twister is as tall as Ganondorf, and lasts about .5 seconds before letting up. Getting hit by this icy twister instantly freezes you, and constantly damages you, 1% damage each hit. The whole tornado will probably hit the opponent 6 times, given they get sucked in during the very beginning.
But as fun as this move is, it doesn't have any real knockback...and it also has bad priority. Oh c'mon Cirno! Even your tornadoes have bad priority!? How does that even work?! How much could your priority possibly fail?
Oh well, it has some pretty forgiving startup and ending lag, so I can't complain too hard.
Description for ⑨s-
*Use this nair to spin around so fast, Cirno creates a tornado around herself.
*This tornado is as tall as Ganondorf, and as wide as Cirno.
*It sucks in opponents upon contact, and deals 6 hits in total.
*Each hit deals 1% damage.
*Has pretty much no knockback and bad priority.
*But has a nice lack of lag.





FAIR: Freeze Sign 「Freeze Atmosphere」


Tired of Cirno's weak damage output? Want some more boosts in power? Well do we have the attack for you!
With a simple shift on the control stick and a press of the A button, Cirno will breath out a small cloud, about as wide as half a battlefield platform. It moves very slowly, at the same rate as the cloud generated by Cirno's Fsmash, except it only moves left/right, and doesn't home in on the opponent.
So what does this stupid cloud do? Well, it's not obvious at first. It doesn't damage anything, and just disappears after 4 seconds. So what gives? Basically, this special cloud doubles the damage done by any one of Cirno's projectiles that happen to pass through the cloud. Any projectiles that pass though the cloud will be marked via a small bit of sparkly fog surrounding them.
Keep in mind that this only applies to Cirno's projectiles. It's useless for just about anything else. Also, only 1 cloud can be kept on the screen at the same time. How sad. But useful. Usefully sad? Saddeningly useful? Does it taste yummy? Ooh, scary scary.
Description for ⑨s-
*Use this move to send out a cloud directly in front of you.
*The cloud will keep moving forward at a very slow pace along the X axis.
*Any one of Cirno's projectiles that pass through the cloud will have it's damage output doubled.





BAIR: 「Feather Sword」

Cirno shifts herself a short distance behind her and starts spinning! Well, she's actually trying to attack the opponent with her icy wings. She spins horizontally, her wings outstretching slightly more than usual. This attack hits 3 times at most, each hit doing 3%. It knocks back the opponent a short distance away, along with momentarily freezing them.....but they're frozen for about .2 seconds, not really long enough for it to matter. As usual, this move has little lag all around, it's actually slightly faster than the Ice Tornado.
Description for ⑨s-
*Cirno will jump a short distance in midair before spinning herself horizontally.
*Cirno slighly outstretches her ice wings.
*Anyone who makes contact with those wings take 3% damage and get frozen for a very brief a amount of time.
*It pushes back opponent's a short distance, not enough to KO.
*Slightly faster than the ice tornado.





UAIR: 「Icicle Rise」


Rise, o icicles! While in the middle of the air, Cirno will bring up her hands, commanding something to rise in an almost god-like fashion. Shortly after, 3 small icicles will rise out of the ground, and fly up the distance of about 2.5 Ganondorfs. These 3 icicles all follow each other in a straight line, and deal 3% damage each with little knockback. They instantly explode upon contact, and have pretty low priority. This move as a whole is somewhat laggier than her other aerials, so it isn't as shorthop-friendly.
What, you wanted a better move? Well, you can change this attack if you want to, by doing 1 simple thing: preform this attack over a Frost Field.
Yes, Cirno's frost field comes into play once again, and provides this technique with a more powerful boost.

Instead of 3 icicles rising out of the ground, a Frost Field'd Icicle rise brings out one giant icicle, about the size as 2 Ganondorfs. Also unlike normal Icicle Rise, this icicle doesn't fly up. Instead, it holds it's ground and breaks after .7 seconds. This one icicle does 8% damage and deals mediocre upwards knockback. Pretty sweet. Though it still retains the same amount of lag.
Description for ⑨s-
*Use this attack to rise 3 icicles out of the ground.
*The icicles fly up a good distance.
*Getting hit by one deals 3% damage each with small knockback.

*Performing this attack over Frost Field changes this attack to a single giant icicle rising out of the ground.
*This single icicle lasts onscreen for for .7 seconds and deals 8% damage every time contact is made with it, with so-so upwards knockback upon contact. Think of it as like an extremely miniature version of IC's final smash
*The icicles have low priority has a whole.



DAIR: 「Icicle KICK」


Generic downwards action go!
Cirno quickly encases her foot in an icicle and kicks diagonally downwards, much like a certain falcon variation. Unlike it though, it does some pretty weak damage as usual, only dealing 4%, and goes half the distance. Unlike Falcon Kick, hitting a foe with this attack will cause Cirno to ricochet off her victim, leaving the opponent as if they got footstooled. This makes for an okay spike if you really need it, but not too amazing. It has poor priority as usual, and almost no knockback aside from the footstool effect.
However, this move has one more variation: by pressing A again while doing the kick, the icicle on her foot will launch off, in the exact same direction of the kick, except it goes 1.5 times farther and is disjointed. It only deals 2% damage though, and doesn't have the footstool effect. Nevertheless, the move, in both variations, has little lag and can be spammed just like any other move.
Description for ⑨s-
*Performing this will make Cirno do a kick in the air
*This kick deals 4% damage and has a footstool effect
*Pressing A again will cause the icicle to break off, and travel like a projectile
*It goes farther, but only does 2% damage.






❆❅GRABS❅❆



GRAB/PUMMEL: 「Frozen Freezing Method」


As to be predicted by such a freeze-happy girl, Cirno brings her arms out a short distance. Anyone who gets caught within Cirno's hands will get caught and become frozen in a solid block of ice. Yes, Cirno freezes the opponent just like a mere frog. Of course, this functions just like any other grab....just frostier.
Pummeling the opponent in this state will have Cirno shake the block up and down, slamming it on the ground, dealing 1% damage each hit.
Description for ⑨s-
*Cirno freezes the opponent in a block of ice.
*Her pummel slams the opponent on the ground, for 1% damage.




FORWARD THROW: 「Frog Cargo」

Similar to DK's Forward throw, Cirno takes the frozen opponent and lifts them up over her head. She can now move around, though she still has plenty of movement limitations. Her speed is cut in half, she can't dash, can't run, and obviously can't attack. Pressing A will have Cirno throw the block forward, hopefully crashing to the ground, and dealing 6% damage, with medium upwards knockback.
Description for ⑨s-
*Cirno holds the frozen opponent over her head, and carries them like a crate.
*You can throw them for 6% damage.



BACK THROW: 「Frozen Impale」

Cirno tosses the opponent backwards, and in almost no time at all, 9 icicles rise up from the ground to impale your foe's frozen body; The ice soon breaks afterwards, causing 9% damage as a whole, and launching the opponent a short distance upwards.
Description for ⑨s-
*Cirno tosses the opponent back and impales them with icicles.
*This does 9% damage and small upwards knockback.




DOWN THROW: 「Frozen Stage」

Cirno throws the opponent on the ground, and then starts to Pirouette on top of it. As she's spinning, the opponent takes damage continuously until it reaches 9% after 1 second. The ice soon after breaks, knocking back the the opponent a short horizontal distance.
Description for ⑨s-
*You actually need a tl;dr for that?




UP THROW: 「Frozen Paradise」

Cirno tosses the block directly above her head and starts shooting it with icicles. After 8 icicles are shot, the block explodes, dealing 8% damage and medicre horizontal knockback.
Description for ⑨s-
*Seriously?



❆❅SITUATIONALS❅❆



DOWN/TRIPPED/FLIPPED: 「Temperature Dropping」

Angry that she was somehow thrown to the ground, Cirno madly rises up with an aura of cloudy frost emitting from her. This Frost is about twice as large as cirno and deals 3% damage with little knockback, along with possibly freezing the opponent in a block of ice for .1 second.

LEDGE ATTACK: 「Freeze Me」

While on the ledge of the stage, Cirno freezes all but her hands around her, encasing her in a block of ice. She then rams herself over the edge of the stage, dealing 3% damage and mediocre knockback.


LEDGE ATTACK (OVER 90%): 「Freeze You」

Cirno is probably going to die at this point, so you may as well make the best of it. Upon climbing on the edge, Cirno angrily blows a puff of frost from her mouth. This puff is 1/3 battlefield platforms long, and deals 5%. However, this move will instantly freeze the opponent for a good amount of time, the same as if the opponent got hit by a Freezie. Pretty sweet deal.






❆❅FINAL SMASH!❅❆
http://www.youtube.com/watch?v=evU8TwkB_1E&feature=related


Oh it's on now. Cirno has just broke open a Smash Ball, and now glows with an awesome power! With a press of the B button, a beam of light shines down on the icy fairy, and in simple seconds (of load time) Cirno transforms into her Final Fantasy flavored alter-ego, Advent Cirno!
The AC transformation lasts for 20 seconds, for which during that long period of time, Cirno is open to unleash a can of whoopass upon her opponents. Of course, AC isn't invincible, and still takes damage just like anyone else.



STATS~

SIZE- ⑤/⑨
Stragely, AC is slightly taller than normal Cirno.
WEIGHT- ⑤/⑨
GROUND MOVEMENT- ⑧/⑨
Oddly, AC now walks on the ground instead of flying around. She still moves fast though.
JUMPING- ⑧/⑨
While she still has her multi-jumps, she can't glide anymore.
CROUCH- ④/⑨
TRACTION- ⑨/⑨
POWER- ⑦/⑨
PRIORITY- ⑨/⑨
RANGE- ⑤/⑨
ATTACK SPEED- ⑨/⑨


ANY A ATTACK ON THE GROUND- 「Attack」 ~Ground Combo~

When pressing the A button on the ground, no matter what the direction, Cirno will preform this 9-hit attack with her Buster Cirno Sword! Of course, this is more like a neutral combo on speed, so it requires constantly mashing the A button.

1st attack- Cirno slashes horizontally. 3% damage.
2nd attack- Cirno slices vertically. 5% damage.
3rd attack- Cirno does a quick diagonal slash towards the ground. 3% damage.
4th attack- Cirno raises her sword back up. 2% damage.
5th attack- Cirno dashes behind the foe, slicing them in the process. 3% damage.
6th attack- Cirno dashes back in front of the foe, slicing them again. 2% damage.
7th attack- Cirno swings her sword upward, launching the opponent in the air. 5% damage.
8th attack- Cirno jumps up and spins around vertically with the sword, her slices making a circle shape. Similar to Aether. 6% damage
9th attack- Cirno slams her sword back down, bringing the opponent down with her, and slashes them horizontally, dealing 9% damage with good horizontal knockback.

Anyone that gets sucked into this combo is most likely staying there for the rest of the trip. She also has invincibility frames throughout this entire attack.


ANY A ATTACK IN THE AIR- 「Attack」 ~Air Combo~

More or less the same thing....but in the air! Cirno performs yet another 9-hit attack, but aerial this time:

1st attack- Cirno does a quick diagonal slice. 3% damage.
2nd attack- Cirno does a small uppercut with the sword's blade. 4% damage.
3rd attack- Cirno does a horizontal spin attack with her blade. 3% damage.
4th attack- Cirno kicks the opponent in the gut. 2% damage.
5th attack- Cirno blunts the opponent in the face with the sword's handle. 4% damage.
6th attack- Cirno gives the opponent a quick horizontal slice. 4% damage
7th attack- Cirno slices upwards with the tip of her blade. 2% damage.
8th attack- Cirno turns to the side and spins her sword vertically with one hand. 5% damage.
9th attack- Cirno deals the finishing blow by spiking the opponent to the ground with her sword. Of course, Cirno still remains in the air.

Cirno is completely stationary in the air while preforming this attack to a foe. Otherwise, it has the same general properties as the ground version.



NEUTRAL B- Limit Break 「Braver」 ~Hard~

Cirno yells out "Limit Break!" as she briefly starts to glow with a red aura. Shortly, she jumps into the air and slightly homes in on the closest opponent, her Watermelon/First Tsurugi pointed ahead. If she makes contact with the unlucky foe, Cirno does a strong-looking diagonal slash, followed by another strong upwards slash. The poor smasher hit with this attack becomes frozen in a block of ice, as if they were frozen by a freezie. They take good upwards knockback with 19% damage.
This move has a good deal of startup lag, in which Cirno is thankfully invincible, and has little noticable ending lag.




SIDE B- Limit Break 「Below-0 Blade Beam」

Cirno yells "Blade Beam!", as she strikes the ground with her Cirno Buster. Out from the crevasse caused by the blade, a cresent-shaped beam travels forward at the same speed as Sonic's run, and goes 3 battlefield platforms far. Any contact with this moon-shaped bullet deals 14% damage to the victim, and freezes them for 1 second. They're lauched a good horizontal distance, but not enough to kill. A pretty spammable move, as it has little lag.




DOWN B- Limit Break 「Glacierain」

With little hesitation, Cirno points her sword forward and yells "Glacierain!" Exactly one battlefield platform ahead of her, A series of 9 chunky icicles will rain down from the heavens to the exact spot. Each one of these icicle chunks deal 5% damage each, and do moderate upwards knockback. However, the hitstun is large enough for the icebergs to combo into each other upon contact with the foe. This move has little noticeable lag all around.



UP B- Limit Break 「Version ⑨ Omnislash」


Cirno's main finishing move! Cirno yells "Get ready!" as she starts to glow with an icy-cold blue aura. Shortly, she'll do a powerful uppercut with her sword, hopefully hitting a foe. If she does, the foe will launch into the air, as Cirno flies up with them. Cirno will start flying around the foe like a blur, constantly slashing them. Each hit from Cirno prompts the numbers "9999" to appear over the opponent, showing the sheer power of this move....Well, she actually just hits them 8 times, doing 9% damage each. But that not might matter, as Cirno finishes them off with with the great 9th slash! Her blade glows shortly before she yells "CRITICAL HIT!" and swings the opponent on the ground, launching them upwards with great knockback!
So too good to be true, right? Of course you are. Preforming this move on a foe instantly changes you back into normal Cirno, robbing you of your AC form. Bogus! But at least the attack is overpowered enough to make up for it.



Description for ⑨s-
*RAEP






PLAYSTYLE~

You could say Cirno is an odd mixture between a Combo character and a projectile specialist, with elements of a glass cannon thrown in there for good measure. Her strengths lie in her insane range, combo proficiency, and great mobility. At the same time, her complete lack of stamina and particularly hard-hitting moves bring her down.
Oddly, she probably does worst against powerhouses and heavyweights, as her lack of priority causes her to get out-powered easily. Her wall of projectiles can't save her for too long. Just a couple of damage-building moves by a powerhouse and it's hasta-la-frozen pizza for our ice fairy.
So here's what you want to do: Use some **** common sense to try and keep your distance away from stronger opponents. But after that, go crazy with Cirno's plethora of ranged attacks. Its all about damage-building, honestly. You'll find your foe with surprisingly high percents at such 300% in pretty little time....but it's made up for the fact that Cirno's only Kill move pretty much sucks. Bummer.

But anyway, when in the presence of a fast-moving opponent, you may want to spam sparingly. Even most lightweights can overpower Cirno! In this case, Neutral B will probably end up becoming your best friend when racking up damage. Be sure to constantly space away from the foe, while at the same time, completely overwhelm them. Keep one step ahead of the fast menace, and spam as much ice as you can. Heck I can pretty much sum her whole playstyle up as "Overtake your opponent with quick moves and stay the hell away from them otherwise."

But hey, what if your opponent does catch up to you? What if your dealing with an even faster foe, like Sonic? Well, Cirno does have some moves to discourage staying too close. Most of all, Cirno is a beast in the air, mostly due to her Nair. Her Nair can combo into a lot of moves, such as her Uair and her Down Tilt. Okay, her options for combos are a bit limited compared to other combo characters, but they're still there.
And adding to that, Moves like her Forward and Down smash discourage a distanced foe to get any closer. Cirno has a very good deal of spacing moves, which you're probably going to want to start off the match with. Pressure the foe with constant needling, even if it doesn't stop your opponent.

Anyway, onto some scenarios. Upon entering a standard battlefield, 1-on-1, you're going to want to stall the opponent with your Down and Forward smash, along with some Neutral B spam to keep them more at bay. After that, try using her Down B to shift the terrain to your advantage, even if it's just for a short while. After that, then it's probably safe to get close to them and overwhelm them with moves like her Forward Smash and Dash attack. But that's the only time you should get close. After building up enough damage, say, 300%, now it's time to KO them with her Up Smash. You probably need to get a proper opening for this attack, since it's still a meh-priority close range ordeal, but once you do, hammer away at the foe and send them flying.
But oh no! Something went wrong in your little plan, and now you find Cirno flying away instead! Well don't panic; while Cirno can float safely down, the opponent might want to end it off with a finishing hit. If that ever happens, use Cirno's Uair or Nair on the opponent to buy some stalling time and get away from them once again.

So once again, try to spam the stage some more with her Down B and Up B. Also, try keeping a Fair cloud on-stage at all times, just to pressure the opponent down some more. Cirno is all about spamming to make the stage hers. Not much of a strategy, but she's only a fairy child after all. What do you expect? Though it's perhaps best to play defensively if the opponent catches on to your spam spam eggs sausage and spam, and can somehow completely overwhelm it.(Which isn't surprising, given her poor priority.)



MATCH UPS~

VS BOWSER~ 70/30 「Cirno's favor」
Poor Bowser just can't get a break. While he certainly has the power to completely overwhelm Cirno, Cirno is just too fast for him. Bowser will find himself under the rain of Cirno's projectiles all too often, and will find himself at high percentages like 300% in under a mere minute. However, just a few hits from Bowser is all it takes for Cirno to go flying, so a good Bowser player does have a good chance of taking down Cirno, even if he is at a disadvantage.

VS BLEAK~ 20/80 「Bleak's favor」
Cirno is simply doomed here. Cirno takes a different approach to projectiles, one that doesn't exactly help her in this scenario. Bleak has way too many defensive maneuvers for Cirno's ice spam to make as much of an impact as it does normally. Not to mention Bleak has much better priority, and stronger attacks. Bleak's snowballs and boulders, while fewer in number, easily overpower every projectile in Cirno's lineup, leaving her trying to dodge Bleak's snowball barrage. Oh, and did we mention Bleak is a heavyweight? He seems to be almost made to screw Cirno over. However, Cirno can still land a few hits in, just because her projectiles are that versatile, so not all hope is lost.


VS KHOLDSTARE~ 40/60 「Khold's favor」
Cirno and Khold both have their ups and downs when dealing with eachother, but most of the time, Kholdstare should have the advantage. Like Bleak, Khold has plenty of defenses, but not quite enough to hold off Cirno's projectile spam. Not to mention she outclasses him in speed. The one downside though is that if Cirno ever gets frozen by Khold, she is f**ked. Given Cirno's already light weight, just one Carve+Cold Shoulder combo, is all it takes to knock her out of the park. But to her credit, she can easily dodge any of Khold's main freezing moves. (Her standing pose alone goes right over Khold's Cold Stare) But overall, Khold just packs more power, and will overtake Cirno in most cases.

Also, they are both uneffected by each others frost patches, though it's not exactly a major hit towards either of them.


EXTRAS~




TAUNTS
UP- Cirno puts both her fingers on her head, and points up, making bunny ears with them. The number ⑨ briefly appears over her head afterwards
SIDE- Cirno points to herself with her thumb and boastfully states, "Eye'm the strongest!"
DOWN- Cirno takes out some Frozen frogs and starts juggling them. 1 out of every 3 times, Cirno will accidentally drop a frozen frog, making it fall and shatter to it's doom. She'll put on a shocked face when this happens and innocently sweeps the mess up away with her foot.

ENTRANCE
A giant icicle drops down from the sky and plants itself on the ground. Shortly after, Cirno will break out from it and boastfully point to herself.

VICTORY ANIMATIONS ~Normal~
VICTORY THEME- This, from 0:32-0:45
1- A bunch of fairies from the Misty Lake surround Cirno, as she yells, "Check it out! That's why eye'm the strongest!"
2- Cirno yells, "What did I tell you? Now tell everyone about my strongness or eye'll make a mess of your frogs!"
3- Cirno yells "THE STRONGEST never loses!" and freezes the TV screen.
AGAINST BLEAK- Cirno rolls up a few Midsummer Snowmen in front of Bleak, and makes a crude-looking snowman in his image. Amused by Cirno's failed attempt, Bleak starts laughing hysterically as Cirno puts on a saddened face and sulks away.
AGAINST KHOLDSTARE- "Ew! You're too cold, even for my tastes!"
AGAINST SHO MINIMIMOTO- Cirno puts up a chalkboard she wrote on, which says "2+2=9, 6-6=9, 30x5=9, and 8/10x30%= 9." She then states, "That's why eye'm a genius!" as Sho simply facepalms.

LOSE POSE- Cirno lies face-first on the ground, obviously defeated so hard, she can't do anything.

VICTORY ANIMATIONS ~as Advent Cirno~
VICTORY THEME- This
1- Cirno lands on the ground, as if she just finished her Version ⑨ Omnislash. All of her blades land on the ground as she claps her hands and passively says, "I'm the strongest!" Not to long after, her last Popsicle-stick blade lands on her head with the message "No Prize." Ouch.
2- Cirno swings her sword around and says, "I am.....an ally of justice!"
3- Cirno spins her sword and plants it on her back, not unlike another certain RPG protagonist she may or may not be ripping off. She then gives a thumbs-up toward the camera and says, "The strongest! Remember it!"
AGAINST CLOUD STRIFE- "Wow! I already have my own fanclub! Are you allies of justice too?"

LOSE POSE- Same as before, but in her AC costume.

KIRBY HAT

lolchilly

CODEC

-PRESS SELECT-
Snake: Otocon! There's this weird ice fairy here...
Slippy: Hey Snake! How's it going?
Snake:*Grumble* You again....
Slippy: Of course! Now who are you fighting this ti-.....
Snake: Huh? Slippy? You alright?
Slippy: I-it's her! Cirno! She's the one who froze my good friend Bert!!!
Snake: Eh?
Slippy: That's it! Show no mercy against this fairy! You must avenge Bert for me! End her reign of terror this instant!
Snake: *Sigh*
-END TRANSMISSION-
 

Frf

Smash Apprentice
Joined
May 11, 2008
Messages
83
Location
Memphis, TN
I'm just going to post comments as I read through the set. Besides, wallmaster looks like it'll take a while...


Wallmaster

-I'm liking you just having a quote describing wallmaster, then moving right on to the statistics. I'm sure most of us have a good idea about wallmaster, anyway.
-Stats make it look like master hand.
-The walk is oddly detailed....

-You do a good job describing the down special.
-Twice of Bowser's width doesn't seem like a lot of room.
-TENTACLEEEEEEEE <3
-Quarter of a second lag doesn't seem too easy to punish....
-Down special seems pretty neat. I SMEEEEEELL PLAYSTYLE

-Thank god you mentioned the high lag for the neutral special. I was about to scream broken. The move seems like a fancy variation of the tentacles in the down special.

-TYPO ON SIDE SPECIAAAAAAAAL *smashes lamp*
-Status effect seems a little random, but it benefits the playstyle so I'm good.

-Finally we're getting into the fog being useful. *grabs popcorn*
-WHOOPS FORGOT THE ANIMATION IT'S IN THE TRUNK. *gets*
-I love the up special. Very awesome.

-Mmm, yes, specials ARE quite special.
-TYPO ON SPECIAL PLAYSTYYYYYYYYLE *smashes lamp*
-Although I do love how more people are doing the playstyle-section-after-part-of-moveset thing. It helps my short attention span. <3
-I just hope you don't drop this fog mechanic mid-moveset.....

-Oh my god, moves a paragraph long. :]
-FIVE BATTLEFIELD PLATFORMS!?!?!?!?
-The neutral combo could DESTROY on the smaller stages, lag or not.
-Well I guess it's kind of hard to hit with that ring of yours, so not terribly broken...
-But it will be scary with fog. 0_0
-Dash attack seems neat.
-I would've put the tilts in this section as well, but whatever.
-A playstyle section seems a bit odd for just two moves...
-omgspoilarz

-I'm glad to see some folks that still know that smash attacks can be charged, not just another move to attempt to describe some wacky mechanic. Well done.
-Your style seems to be describe awesome attack, and then tell us its disadvantages.
-Although I do like your writing style. You make things easy to picture.
-I just peed when I saw how much words the up smash had. Well, here we go...
-So you can't use the up smash to help with your other moves...
-The move seems a bit too situational, but it does spice up the set a little.
-Down smash is pretty nifty.
-TYPOOOOO-*shot*

-I missed you, one paragraph! *huggles*
-Forward tilt is fun, but the up tilt seems a bit useless.
-You act like violently pulsing is a BAD THING.
-Oh silly, you say EVERY move is the most useful. :]

-Another mechanic? 0_0 noooooo
-So wallmaster's air game sucks so you need a crazy mechanic?
-You say both the nair and the uair are the most useful.
-The back air seems boring, BUT WAIT! YOU CAN HIT PEOPLE IN THE BACKGROUND! *writes advantageous match up against pokemon trainer*
-Have you been bolding stuff this whole time? I didn't notice, actually. 0.0

-I was a bit lost for a moment as to what "animation" exactly met. Just saying grab would suffice...
-I just noticed you can highlight to see what each section is......XD
-My sister looked at me funny when I tried to do the grab motion.
-YOU SAID GANONDORF LIKE THREE TIMES *explodes*
-Nooooo similar throooooooows D:
-Can't really blame you, though, since it's pretty freaking tough to make a set for wallmaster.
-Overkill is overkill.
-Hehe, I like the final smash.

-Wallmaster is a dude?!?!?!
-To be quite honest I'm not a fan of people saying what tier their character is...
-All in all though a well written playstyle.
-Match-ups are also well written.

Overall Wallmaster is a neat set. It's one of the few where I can actually REMEMBER most of the attacks, and it all comes together quite nicely. I'm sure many will skip over it due to how intimidating it looks, but you did well in making a moveset for my most hated LoZ enemy.

Dead Hand

-Hehe, you said grope!
-You seem to have nailed the stats pretty well.

-Didn't dead hand have four arms?
-Sweet jeebus, its an instant KO at 120%. 0_0
-Up Special is so freaking BRILLIANT.
-I SO called the down special being Dead Hand going underground.
-GEE A THIRD OF A SECOND SUUUURE DOES TAKE LONG
-I think you're underestimating burrow just a tad. It seems like a big part of dead hand's game.

-Neutral attack seems a little oddly explained.
-Not the "slow characters don't need a dash attack!" syndrome! D: NOOOOO

-Hmm, I'll give you the projectile countering attack. Sounds neat, anyways.
-I lol'd at the thought of a fat dead hand.
-Down tilt didn't seem like a broken damage dealer in the first place....
-IM GONNA GO ALL OUT WITH THIS KISS <3
-It seems like people are trying to label every possible move as "mindgames".

-He sinks his teeth into his forehead? 0___________________0
-To be honest I keep forgetting about the dead limbs.
-Nope, I'd still pick burrow over the down smash.

-OH GOD THE LANDING LAG IS HIIIIIIDEOUS
-Up aerial seems like ownage.
-You say 14% is the largest dead hand can do in his back air, but his down air does 18%....

-The down throw is awesome.
-I really want to try out that final smash....

-Playstyle is written quite well (You say no alot, though....)

I was kind of critical throughout the commentary, but Dead Hand is a solid set overall. I actually finalized my Dead Hand moveset a few days ago so I was surprised when I found out you were making one. XD But I think it's safe to say your set easily surpasses mine in playstyle, organization, and overall creativity.

Mr. Dream
-RANDOM MEMES MENTIONED = SUCCESS
-Oh crap i thought mr. dream could float
-I DONT CARE IF ITS A JOKE SET MAKE THE SPECIALS UNIQUE, K?
-Mr. Dream likes to copy other boxers it seems.....
-Why would anyone want to steal one of glass joe's moves?
-I'm really not seeing the playstyle here.
-You ARE original, hon. ~<3
-Yeah, a good way to counter a move is not getting hit by it. Thanks!

I'm not quite sure what you mean by "joke set". Still, I guess we needed a set for Mr. Dream anyway.

Cirno
-The bio is scaring me a little. @_@
-The organization is a bit cluttered and confusing.
-No attacks over the 9% mark.....

-I like the descriptions at the bottom, but the pictures don't help me at all.
-The neutral B seems fun.
-You are VERY excited about the down B.
-I like the specials. I actually want to main this little fairy.

-The neutral combo seems like a modified up special, really.
-Standards are standard.

-ICICLEEEEEEEES
-Hehe, frosty balls.....
-Your writing style is refreshing. No fancy metaphors or phrases, you just get right down to business.

-lmao @ neutral air, finally someone with a sense of humor around here
-You are up there with Sundance on the weirdness level.
-I forgot about the frost field for a moment...
-You were right about Cirno's pitiful power.

-I SO FREAKING CALLED THE GRAB HAVING CIRNO FREEZE THEM
-Throws are kinda boring.
-Oh good lord. Advent Cirno? 0_0
-These are guilty-gear level combos here....
-Your writing style is sexy awesome.

Cirno is different from the typical MYM set, in a good way. You have a very unique style and delivery, with all of your sets. I can't wait to see what comes next.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
The Death Star


Darth Meanie's MYM7 Link Up Space



Praise for Subaru:

~ Subaru is without a doubt, the best set posted so far (and one of the best movesets ever). SkylerOcon

~ Subaru is a moveset literally OOZING AND PAINFULLY EXCRETING creativity. Frf

~ Subaru, is a truly amazing set... Subaru is the absolute DEFINITION of playstyle. Wizzerd

~ This is what MYM was made for... her moves all have a fundamental thing connecting their use... the playstyle just bleeds out like grease from a fried hamburger. GoldWyvern

~ Freaking. Epic. Kholdstare

~ Loved this when I previewed it, still love it now. Easily would’ve SVed this in MYM 6... This is the set to beat. MasterWarlord




Saber

Praise for Saber:

~ A really solid set, definitely. SkylerOcon

~ Subaru was good, but I liked Saber better. Wizzerd

~ another great set from you DM that's also actually pretty practical for Smash. FlyinFillipino
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
REMIX PROJECT:
DIBS LIST​

just a quick listing of who has claims on who for the moment

DONE LAST CONTEST: :mario2: :mewtwo: :samus2:

JOE!: :samus2: :sonic:

n88_2004: :yoshi2: :zelda: :shiek: :younglinkmelee:

Wizzerd: :popo: :pichu: :lucario:

Marth Trinity: :ness2:

Meadow: :peach:

Kupa: :dk2: :diddy:

Darth Meanie + Kupa: :bowser2:

Master Warlord: :wario: :dedede:

Kholdstare: :link2: :toonlink:

Twilty: :ike:

Neo Exdeath: :luigi2:

Gold Wyvern: :jigglypuff:

Smash Daddy: :ganondorf:

Skyler Ocon: (:kirby2: :pikachu2:?)

King K.Rool: :pt: (:squirtle:/:ivysaur:/:charizard:)

Hyper Ridley: :wolf: :metaknight:

Apemasta': :olimar:

Jimnymebob: :snake:

Koppakirby: :lucas: (:drmario:?)

Agi: :pit:

Mr. Author: (:mewtwo:)

PLORF: :fox: :falco:

UP FOR GRABS:
:rob: :zerosuitsamus: :marth: :falcon: :roymelee: :gw: (:mario2:)

just bumping this, again


ONLY 6 FIGHTERS LEFT! (wary)​

come on folks, claim ur doodz
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
If you can view this text, switch your skin to Smash Revolution

LIGHTWEIGHT FEMALE PROTAGONIST

LUCY



Oh good god, Warlord, you’re not serious. Don’t you remember Lust? You’re a bloody mad man.

Lucy is the main character from the Elfen Lied anime/manga, which means Plorf will automatically hate this moveset. Her species is essentially a mutation of the human race: and it’s more then just those obligatory horns (Sorry, they’re not cat ears. I thought they were too). While at a glance the creatures seem like an ordinary species, they have several invisible tentacle-like appendages they can bring out of their backs called vectors. The strength and speed of these vectors are near-unmatched, and seeing how they’re, y’know, invisible, victims never see their death coming.

In Smash, Lucy’s vectors retain their invisible qualities and aren’t hurtboxes for her. Furthermore, they’re completely solid walls, which can make even attacking Lucy at all an extremely frustrating experience for foes. Considering all of Lucy’s attacks use her vectors and there’s no visual indication whatsoever as to what she’s doing, mindgames are a massive part of playing Lucy.

STATS

Range: 10
Priority: 10
Attack Speed: 7
Movement: 7
Aerial Movement: 6
Size: 5.5
Recovery: 5.5
Jumps: 5
Traction: 4.5
Weight: 4
Power: 1

. . .What? You say this isn’t a Warlord set? Nonsense! Look at that priority! In any case, Lucy’s stats generally are all average or better except that pitiful power. She can’t KO, nor does she have any obligatory insta KO via pummel. Most of her KOs will be gimps unless she wants to rack up a good 190% on the foe. Also, while she can attack out as far as she wants, Lucy is horrible at close range. Hope you’re happy that the stats are back since their departure from Gluttony, you cretins. You do know Rool was joking, right? Idiots.

SPECIALS


NEUTRAL SPECIAL – Vector Rotation

Lucy only uses one specific vector at a time in most of her attacks, and after the attack is complete the vector won’t return to her, simply laying out where it was at the end of the attack as a solid invisible wall (No hitbox). Lucy can’t keep any vector out for longer then 25 seconds before it’ll automatically retract.

Pressing any button input when a vector is already out like this calls it back to Lucy with below average lag. If you want to leave out the vector as an obstacle, though, you’ll have to use this move to swap to the next vector in line (You have a total of 8). Considering this is much faster (No lag) then calling back the vector you’re using, you’ll be using this a lot.

SIDE SPECIAL – Vector Tether

Lucy extends out a vector for a rather generic tether that deals a mere 5% and flinching, but very fast with ridiculous range (Final Destination’s length). The vector can be aimed to go in any direction you wish, though Lucy retracts the vector rather then holding it out like most other moves and the end lag is atrocious.

If you use this on a solid wall (Such as another vector) or drop-through platform, Lucy will start swinging around the wall. The angle she swings at is based on what angle she latches onto the wall/platform. She has very high priority and swings around very quickly, dealing 12% and knockback that kills at 190% on contact. You can let go at any time for her to spring off of the wall on the side she’s currently on, allowing her to move through walls with ease.

UP SPECIAL – Vector Stilts

Lucy turns to face the screen, then extends two vectors (She’ll retract one if necessary, as do all other attacks that require more then one vector) directly downwards on either side of her. Should she land on the ground, she can extend and retract her two vectors at will to elevate herself up and down. Walking is also capable in this form at Ganon’s slow speed, and your two vector stilts are still constant walls. Lucy can keep out her Vector stilts as long as she wants. She can’t elevate herself more then double Ganon’s height above the platform she’s on to prevent her trapping a foe in-between her vectors and extending up out of their range. Lucy is treated as if on the ground when in the air. To come out of the stance, jump or retract one of the two vector stilts (Which will automatically retract the other). Getting hit by any attack that deals knockback will also make the vector stilts retract.

One would think this would be a solid gimper in the air. . .But unlike the Up Special of an obese homunculus, the bottom blast zone doesn’t qualify as solid ground for Lucy to put her vectors into, meaning you’ll kill yourself trying to gimp with it. This can’t recover either, for that matter. All you’re left for recovery is your pathetic tether Side Special.

DOWN SPECIAL – Flash

This move causes Lucy’s vectors to become visible with no lag, and upon a second use causes them to become invisible once more. Aside from allowing Lucy to be played casually and decreasing her insane learning curve, this can be used to bait foes. Set up your vectors to allow only one opening, reveal it, then change your vectors around for the opening to in actuality be elsewhere. Also beware then whenever Lucy is hit her vectors briefly flash and become visible. . .

STANDARDS


NEUTRAL ATTACK – Vector Spin

Lucy spins a single vector around herself rapidly. Only the tip of vector has a hitbox, and only 5% and terrible set knockback at that. The vector is as long as a Battlefield platform and makes one rotation every .30 seconds. The meat of the vector is capable of doing FLUDD style knockback and is still perfectly solid, which is the move’s main use, a GTFO move. Unfortunately the duration is very long, though if you’re using your Up Special you can still move left and right while the move is in effect.

DASHING ATTACK – Vector Polevault

Lucy impales two vectors into the ground and leans back, then springs off of them, propelling herself forwards. This sends her up the height of Ganondorf’s first jump vertically and Falco’s first jump horizontally. Lucy’s body is a pitiful priority hitbox that does only 5%, but you can double jump or use an aerial out of this move and there’s very little lag on it. While this has all the makings of a good approach, you’ll be using it more to retreat.

FORWARD TILT - Stab

Lucy extends out a vector directly forwards half of Final Destination at the rate of Luigi’s dash. The tip of the vector deals a casual 7% and weak knockback. That’s all there is to it, though you can angle the move up or down to have the vector go to a slightly higher/lower elevation before stabbing forwards.

UP TILT – Vector Arch

Lucy makes a very tight arch over herself with a single vector. The arch completely encases her and prevents her from taking knockback, but because it’s so tight it prevents her from moving at all. She can still use other attacks, of course. . .This prevents her from taking any actual knockback when the foes gets to her, but because the vector’s so thin it’s easy to attack through it to hit Lucy. Considering she’ll bounce against the vector in mass from any remotely high knockback attack, this makes it incredibly easy to rack damage on her. She can be kept in everlasting hitstun until she’s forced to retract the vector (25 seconds), then finally finished off. This move turns into an upward version of the ftilt when in the Up Special stance.

DOWN TILT – Vector Drop

Lucy impales a vector into the ground, then it comes out on the bottom of the platform at the same location after some very brief lag. The vector has a weak hitbox as it goes down next to Lucy that does 3% and flinching while the one under the stage does 10% and spikes. The move seems to be rather situational and reserved for preventing characters from stalling under the stage. . .

Though in tandem with the Up Special the move becomes much more usable. Trap a foe between your two stilts, then do a Vector Drop seeing they have nowhere to run. The vector does mass hits of 3% and flinching as it falls, dragging foes down with it. This makes the move far more viable.

SMASHES


FORWARD SMASH- Impale

Lucy extends out a vector, then impales the vector into the ground. She brings the vector up from the ground Bowser’s width forwards and makes it go up her height before bending it back downwards and impaling it into the ground again, repeating the process. The vector has a hitbox that deals 15-25% and knockback that kills at 200-170% each time it pops up out of the ground, and it pops up 6 times in total. This move has no lag, but lasts as long as a Warlock Punch. Good god that move’s terrible. Clone of an unusable move due to lag. . .Let’s make it laggier!

When the attack is over, you’ll have 6 evenly spaced walls Ganon’s size over the distance of Final Destination, making this a great move to start your invisible maze with. Of a particular note is if a foe is in between two vector walls, you can use an upward angled ftilt to make a roof over their heads to cage them in.

UP SMASH- Vector Tower

Lucy brings up two vectors, one half a Battlefield platform in front of her and the other behind her. It goes taller and taller as she charges, potentially reaching 2.5X Ganon’s height. Upon releasing the charge, the vectors stab upward briefly for a casual 10% and weak set upward knockback.
Nothing much to see here, but this is by far the tallest walls you can make.

DOWN SMASH - Root

Lucy impales a vector into the ground during charging. The longer you charge, the further the vector will pop out of the ground at the end of the attack. This move charges very quickly to allow you to get the vector to come up where you want. The vector only comes out half Lucy’s height of the ground and does a casual 12-20% with knockback that kills at 250-220%. Granted, it’s a very fast move.

Now, once the vector stabs up out of the ground, it’ll curl itself around a background object (That pops out of nowhere in particular). This prevents Lucy from taking any form of knockback due to being held down by this vector. She can still flinch though, so moves like continuous jabs turn into infinites. . .To make Lucy take knockback again, foes must hit the vector around the object with any attack to uproot it. Unfortunately; the background object Lucy binds the Vector to will appear out of nowhere, perfectly visible, so foes will know where to go to uproot you. How to prevent it? Putting it in a box of vectors where it can’t be hit, of course.

AERIALS


NEUTRAL AERIAL – Vector Backlash

Lucy slashes with two vectors in a rare attack with mediocre range. It’s fast, but only does 5% and horrible knockback. By default Lucy turns to face the camera and slashes in front of herself for a pseudo spot-dodge, but you can “angle” the move forward and backward for her to slash in those directions and push her in the opposite ones. While this might’ve been useful for recovery, Lucy’s fall speed is increased slightly during this move. Bald Bull wants his nair back. . .

FORWARD AERIAL – Vector Spikes

Lucy extends out two vectors forward at the rate of Dedede’s dash. One goes forward at a diagonal upward angle while the other ones goes at a diagonal downward angle. Both vectors reach out half Final Destination’s length and have hitboxes on the end that do 7% and weak knockback. Use this as an extension of your ground game. Any attempt to use this as an actual aerial will just get you punished. Why does this exist then?

BACK AERIAL - Slash

Lucy retracts all of her vectors, then flails them about behind herself. The flailing vectors reach out double Bowser’s width and 1.5X Ganon’s height behind her and do 7% with knockback that KOs at 250%. The move has next to no lag if she doesn’t have to retract any vectors and is all around an incredible move. . .Though it’s pretty much reserved as an emergency GTFO move due to how it retracts all her vectors. Just don’t shorthop it, there’s bad landing lag. Nope, this certainly isn’t referencing the main of the creator’s bair at all.

UP AERIAL – Vector Ceiling

Lucy instanenously extends out a vector and keeps holding it up in the air where she used the attack. Weak hitbox that does 5% and weak set knockback as it comes out. The wall it leaves behind is horizontal and ever so slightly larger then half a Battlefield platform. You can use this to make sort of a ceiling above you to box yourself in in combination with usmash, though you unfortunately can’t do this twice to do it entirely due to the vector being ever so slightly too large.

DOWN AERIAL – Vector Floor

Lucy brings down a vector a Ganon below herself near instantly, creating a horizontal wall underneath herself the size of a Battlefield platform. The vector falls downwards along with Lucy and she automatically retracts it upon it going off the bottom blast zone/hitting the ground. Unlike her other vectors, this isn’t a completely solid wall, functioning as a drop-through platform, so this can’t be used to gimp. What this –CAN- be used for is to create a platform for you to recover with on your Up Special. . .But seeing you’ll be falling as you’re raising yourself up, it’s far from ideal. No hitbox. And now the Up Special is a rip off of Gluttony’s again! Joy! It’s also a rip off of Count’s to boot, if you didn’t notice.

GRAB GAME


GRAB - Constrict

Lucy extends out her current vector out as far as you please in any direction you so choose. The end of the vector is a grab hitbox, wrapping around foes it comes into contact with. It moves rather slowly, (Ganon’s walk), but is still solid the whole time. Unfortunately you can’t use this to help build an invisible maze due to the vector automatically retracting after you release the grab input/throw the foe. Considering Lucy retracts the vector at the same speed she extends it, this is extremely punishable. . .

PUMMEL – Vector Rotation

This gives you use of your Neutral Special while you have a foe grabbed, allowing you to further set up your other vectors how you want or hit the foe with any attack for free. Lucy cannot grab with her other vectors until the foe escapes from the first vector.

THROW – Toss

Lucy hurls the foe in the desired direction with knockback that kills at 175% and 7%. Should the foe be hurled into any of her other vectors, they’ll take another 5% and ricochet off of the vector with half the knockback of the initial throw. This can be chained a good deal, though the knockback keeps getting halved with each ricochet to prevent infinites. Great damage racker. One throw? Really?!?

GENERIC MECHANIC BOOSTER – VECTOR BURST

Lucy lets out a loud cry as 8 additional vectors burst out from her back. . .Which are entirely invisible unless you have the Down Special active. These last for 40 seconds or until you die. With a total of 16 vectors, you don’t really have to think about managing the things. Just spam away relentlessly and make the stage a living hell to figure out.


PLAYSTYLE

Lucy is an extremely defensive character. She needs as much time as possible to poke at foes with her damage racking moves (Mainly her grab) seeing she needs such absurd amounts of damage to KO. You’ll be wanting to start bringing up an invisible fortress as soon as the game starts. Usmash and Fsmash are your two main moves that you’ll want to utilize in pretty much every fortress, but beyond that you’ll have to mix things up in order to keep your foes guessing as to what exactly you’re doing. Keep in mind you can always use your Up Special to get higher off the ground to make higher walls and such.

Eventually they’ll inevitably get into your invisible fortress, long long before you have enough damage to KO. While you won’t of taken any damage at all up to this point, if you don’t get the hell out of there they’ll more then make up for it, seeing you’re so horrible at close range and how so many characters can abuse your own walls for chain grabs and what-not. The best method of escape is your Side Special seeing it lets you bypass your walls without destroying them quickly. From there, you can just set up on the opposite side while the foe has to get around your former fortress. Should your usmash wall fall when you have to flee, use your Up Special to get up and out of range while going to the other side of the stage, poking down at the foe as necessary, or use your dashing attack. Mixing in an nair or two can also help if you’re dodge happy. Bair is strictly a last resort unless your vectors are all expiring anyway. Your high movement also obviously helps with this “Defend and Run” playstyle.

Once you’ve gone fleeing back and forth a fair bit, it’s possible to have functioning fortresses on both sides of the stage. Granted, you won’t have many vectors left over. . .In this scenario, you’ll want to try to stop going for grabs and try to trap the foe in a box of your vectors, then constantly use Side Special on them as they’re trapped. This is your only damage racking mechanism that’s decent outside your throw.

Bair is the only move in your arsenal that ever allows you to go offensive and allows you to kill much earlier then normally. Side Special kills at 190%, far from ideal. Get the foe off-stage with a grab, then wall of pain them with that ridiculous bair. Once you use the bair, never let up on them. You aren’t left with much choice, seeing all your defenses are down. If you can actually kill them like this you should be able to recover, seeing your recovery’s only real weakness is gimpability.

Dsmash and Utilt can greatly lengthen your lifespan, but if used early will just make your damage counter skyrocket. Dsmash is vastly preferred due to still allowing Lucy to move, though Utilt’s instantaneous and thoughtless nature gives it uses. Both of these are still perfectly capable of stalling, though, which is a perfectly viable tactic for Lucy. Matches with her tend to last a very long time already, and once she manages to get a stock ahead it’s a good deal easier to stall then to torture yourself to get another KO. Oh great, now Lucy’s a gay stalling character like Paper Mario. Won’t HR be thrilled?

MATCH-UPS


VS. DISCO KID:
70/30

Disco Kid’s priority doesn’t matter at all seeing all of Lucy’s attacks are disjointed, and Disco Kid’s pitiful melee range means Lucy doesn’t even fare that horribly against him once he finally gets there. Granted, his shining teeth are incredibly useful in this match-up. Catch her bound by a dsmash or utilt or get her right up against a wall and she’ll constantly trip again and again from your shining teeth until they wear off. Lucy gives him more then enough time to make his teeth shiny to boot. . .But Lucy can just get out of there before he comes down and keep poking at him, only allowing him into her fortress when his shiny teeth have expired. This means that Lucy will be getting Kid’s damage up very slowly and Kid just needs one chance to get it all up at once. Thankfully Lucy’s damage racking problems matter little seeing she can just force Kid off-stage for a gimp without damage racking all that much, as his recovery is ridiculously gimpable. Disco Kid on the other hand struggles significantly for his KOs. His teeth set him up for whatever he wants. . .But he doesn’t really have anything to use.

VS. MR. SANDMAN:
65/35

Sandman’s the stereotypical slow heavyweight most characters with a half-decent attack speed like to face, especially seeing he has no methods of forcing approach. Sandman will be going through absolute hell to get to Lucy and will take up a ton of damage as he makes his way to her. Once he finally gets to her, Lucy will be expecting the laggy Knuckle Sandwich ten miles away and will just flee and build up another fortress for Sandman to have to repeat the torturous process. Sandman can prevent her fleeing with Side Special by using his disjointed Dream Rotation and canceling it into a Dream Rotation, though if she flees upwards via Up Special Sandman will have an annoying time getting up at her and will just get in one hit or so as she goes over, unable to Knuckle Sandwich her. If Sandman –does- get in a Knuckle Sandwich though, he’ll have enough damage to reliably pull off a KO. . .Too bad he needs another to actually set up for it. Sandman’s only real advantage here is how difficult he is to gimp and his weight, meaning Lucy actually needs all the time she’s given to get up his damage.

VS. BOWSER:
60/40

Bowser has hell approaching Lucy just as much if not more-so then Sandman. Once he gets there, though, fire breath will get Lucy’s damage scarily high as her walls block her from DIing out of it, assuming she doesn’t get outta there ASAP. There’s not that much lag on it either, so you’ll have to flee your fortress in advance. While Bowser will be annoyed ever trying to catch-up, it’s quite easy for him to predict it and catch you as you leave, quite possibly with another fire-breath. If Bowser manages to get ahead, Bowsercide also proves to be far from difficult for him to do while you have to set-up again, allowing him to further cement his lead. . .But Bowser’s far from difficult to wall of pain via bair, and Bowser has an annoying time landing his KO moves on her before she gets away. He’ll have to get her damage high enough for her to die to something like Whirling Fortress or Ftilt. Thinks look rather bleak for him, but if he manages to get a lead though, he wins. One mess-up on Lucy’s part is all Bowser needs.

VS. GLACEON:
60/40

If Glaceon can manage to get a chilling effect on Lucy, he doesn’t have to approach. He can just wait for Lucy’s damage to rack up on it’s own, trying to encourage Lucy to approach (Which she can’t). Lucy will continue to hide and try to poke at you, which will be significantly more difficult when her enemy isn’t constantly coming towards her and fumbling about awkwardly against invisible walls. Glaceon easily wins in damage racking, but the abundance of walls makes Glaceon’s primary method of KOing via snowballs useless. Glaceon will have to go for a gimp, probably by juggling Lucy with her fair while safely on the stage. Lucy’s dair/Up Special recovery combo makes her rather annoying to gimp with un-aimable projectiles, seeing attacks against her Vector Stilts don’t do anything, meaning Lucy surprisingly can’t be gimped by Glaceon. Glaceon on the other hand isn’t that difficult to do it to. Glaceon can get all the damage he wants, it doesn’t really matter that much when Lucy can get kills and he can’t.

VS. THE GREAT MIGHTY POO:
55/45

GMP can use his shit holes to make his way to Lucy much easier, going under her walls so he doesn’t have to approach from the air. He’ll have more then enough time to prepare a Sloprano with a jab and can unleash it on Lucy the moment he gets to her for a good 20% or so right off the bat. Unfortunately, he won’t have a chance to do much else before she escapes. . .But he doesn’t have to keep making shit holes to get to her, he can just use the old ones he made to get to the other side of the stage and quickly pursue her. Considering how incredibly predictable GMP is though and how his camping (The entire point of his existence) and traps are useless, Lucy can get in a good bit of damage. GMP’s recovery is also easy to gimp with bair spam. Still, GMP can KO Lucy at stupidly early percents if he manages to catch up to her as she’s fleeing, so this really goes both ways.

VS. MARIO:
50/50

Mario gets damage up as a respectable rate on Lucy and can approach into her fortresses at a decent speed, but he finds it very annoying to KO her, seeing he’ll need to resort to his faster moves to actually hit her before she escapes most of the time and will be hard pressed to squeeze in a fsmash. Thus, Mario too seeks to gimp Lucy. FLUDD is a mixed bag against her dair/Up Special combo. If you don’t push her all the way off her dair platform, nothing happens, but if you do she’s just lost a stock. The cape is largely useless against this and her tether due to how long of a range it has, though, so count that out. Mario’s own recovery is pretty mediocre in terms of distance, but his cape proves useful here. If he turns her around in the middle of her bair abuse she’ll be rather dumbfounded, seeing she’ll have nothing to hit him with. Quite the match-up for both sides.

VS. SNAKE:
50/50

Snake has a much more annoying time getting to Lucy then Sonic or even Dedede due to how awkward and slow his Up Special is along with the lack of superarmor on it. Trying to make use of his traps is an exercise in futility seeing Lucy can destroy them or just box them off, and grenades are obviously a no-go. Once he gets to her, he can make use of his only two things he has going for him in the match-up, ftilt and utilt. Snake KOs Lucy stupidly early with his utilt and his ftilt is plenty enough damage racking all by itself, seeing it does 20%. . .Thankfully Snake is horrible in the air and easy for Lucy to wall of pain. While he can keep activating his recovery again and again after each of Lucy’s bairs to get back, he’ll take a hell of a lot of damage in the process. Granted, it’s needed for Lucy to be able to KO Snake regularly with his stupidly high weight.

VS. LUCARIO:
50/50

Lucario absolutely loves how high Lucy’s going to get his damage for him before she KOs him. Lucy will want to try to go for the gimp sooner then later, as otherwise Lucario will KO her long before visa versa. Thankfully this isn’t that hard seeing Lucario’s recovery is so mediocre, just watch out for his counter in the middle of bair spam. . .Or not, seeing it’ll probably just lead to his own death anyway. Both characters have ways to utterly annihilate each other and are perfectly capable of avoiding them, leaving the match-up relatively fair.

VS. SONIC:
45/55

Sonic is very good at pressuring Lucy before she sets up properly due to his ridiculous movement speed. Once she has a bit up, his quick and high recovery allows him to easily go over walls and in general makes him extremely difficult to box in. The catch is that Sonic. . .Can’t really do all that much once he’s up close. His various spin dashes are rather crappy in enclosed space, and he can’t KO worth a damn. His best hope is generally a uair. If he can somehow manage to get her off the stage, he can gimp her pretty easily by poking her with a spring as he goes to recover or just edgehogging her. On the other hand, Sonic himself is difficult to gimp. A good Lucy player won’t let Sonic catch her off-stage, but the possible slip-up makes the match-up slightly in Sonic’s favor. While Sonic gets ahead in damage early on due to how much he can pressure her before she sets up, Lucy’s damage comes in large chunks and will eventually surpass Sonic’s, especially if she somehow manages to box him in.

VS. DIDDY KONG:
45/55

Diddy can run up to Lucy before she does much of anything and pressure her with bananas to get in a bit of damage at the start, but that’s about it, really. The bananas, the only thing separating him from being another generic lightweight damage racker, are largely useless in this match-up as Lucy boxes them off. Diddy can replace the ones that are trapped due to how quickly they expire, but he’ll mostly just be wasting his time. Diddy gets Lucy’s damage up slightly slower then visa versa, but the lead he gets at the start makes it rather trivial. They’re also both relatively even matched in terms of gimping, but Diddy can KO before, y’know, 438098345094%.

VS. WOLF:
40/60

Lucy doesn’t have any of the gay tactics Wolf is vulnerable to that leaves him so low on the tier list despite him being above average in practically every stat. While unfortunately Wolf can’t camp, he won’t take –that- much damage as he makes his way to Lucy. He doesn’t exactly have a lot of great attacks to rack up her damage with once he gets there, but once he gets the damage his KO moves are very easy to land and are quite varied, all three of his smashes. While Wolf’s recovery is mediocre, it’s far from easy to gimp, and Wolf’s slightly above average weight makes regular KOs also rather annoying. The only thing Lucy has on him is damage racking, which is admittedly rather important, preventing the match-up from being too bad.

VS. DEAD HAND:
30/70

Both characters will be settting up at the start. Lucy with her vectors and Dead Hand with his Dead Limbs. The problem here is Lucy can easily block off Dead Hand’s Dead Limbs by boxing them in. If she doesn’t feel like doing that, the only time she has to deal with that is when she flees to the opposite side of the stage, in which case she can go high over them with her Up Special.

So Dead Hand’s screwed without his Dead Limbs, yes? Not really. Lucy can’t combo worth a damn and Dead Limb’s normally poor Down Special and Dsmash are now excellent approaches. These also prevent him from being boxed in to boot. Down Special in particular means Lucy will have to do a lot of running. It’s near impossible for Dead Hand to get in his more lethal slow moves without the aid of his Dead Limbs unfortunately, which means he’ll have to keep staying in her face until she’s forced to retract her vectors. Yes, Dead Hand, god forbid, is actually capable of pressuring Lucy. With the Vectors gone, Dead Hand has a chance to get her caught in one of his grabs. He doesn’t mind her utilt and dsmash at all, seeing he can still grab her when she’s bound down by these moves. The one thing he has to be cautious of, though, is her gimping. If Lucy manages to trap Dead Hand’s Dead Limbs (Far from difficult), he has no recovery, easy fodder for her bair wall of pain. . .Though considering the bair retracts the vectors trapping the Dead Limbs, it'll have to be quick. Considering Dead Hand will be appearing right on top of her or going under her walls rather then being forced to approach from the air, though, getting in the grabs to push him off-stage in the first place is far from easy.

VS. KING DEDEDE:
25/75

Dedede is forced to approach here, something that pretty much all his bad match-ups share in common. . .When he does get to Lucy, though, she’s pretty much dead. She’s even kind enough to make walls for him to infinite her against! Thankfully she can’t be chain grabbed without the aid of a wall, so once the vector automatically retracts she’s free from his grasp. When D3 finally gets into Lucy’s fortress, she’ll want to just quickly use a bair to retract all her vectors immediately, less she be death-grabbed to absurd percentages. She also shouldn’t have any intention of using Side Special in this match-up, like, at all, aside from on drop-through platforms. D3 can just shieldgrab her through the move and infinite her against the wall she was using. There goes her only real KO move save a shot in the dark fsmash. Lucy has to bair the penguin EAGLE king to his death, which is far from easy thanks to his ridiculously good recovery. Dedede on the other hand has no problems using his own bair against her gimpable recovery.

VS. SPECTER VS. JOLTEON VS. MEWTWO:
40/25/20/15

Lucy nearly never finishes third or fourth in a FFA setting seeing how out of their way foes have to go to get to her. She easily makes her way into the final two and causes tons of damage to victims. While this might make her foes come after her, she does rather poorly in the final two if her significant lead is ignored. Jolteon can just play hit and run as he gets charged then easily approach Lucy with his high movement speed for damage racking, a KO, whatever. Mewtwo doesn’t even have to get to her, many of his attacks such as his grab can hit her regardless of whether or not a wall’s in the way. Specter doesn’t **** Lucy like the other two, seeing all he can do is approach with his high movement and going into the background to go around the walls via Up Special. . .And that’s really it. Regardless of him easily approaching Lucy, he doesn’t have anything to actually hit her with once he gets there outside very laggy moves. The fact he approaches her with such incredible ease though means it’s not a lost cause, though. While these match-ups sound rather bleak for Lucy, she can very possibly have a 3 to 1 stock advantage, seeing Specter is the only one who deems her threat. Better yet, Specter’s the most likely person to be in the final two with you due to his cowering away via Up Special, so you’ll probably be facing the person who –doesn’t- **** you.

Jolteon can also try to play the survival game with more emphasis on the running in his hit and run playstyle, though that’s rather futile seeing how much Lucy and Specter outclass him in that. Jolteon’s the only one who can put up a fight against Mewtwo without a blatant stock advantage of the group, and considering he’s the only one who’s not cowering in fear you’ll probably be forced to fight him.

Specter doesn’t do that horribly against Jolteon in the finale seeing his high movement speed allows him to stay right on top of him as he tries to get away and recharge, only fearing Mewtwo. Considering Jolteon’s taking care of Mewtwo for you, you’re free to attack Lucy. Lucy WILL survive and WILL beat you if you just ignore her. Considering you’re the only one capable of getting to her, you’re the one tasked with decreasing her significant lead. If you get lucky, you can get one of your monkies boxed in by her to grant you infinite use of your Up Special. While you can’t really do all that much to her before she flees, all you have to do to her is force her out into the open where she’ll inevitably take some hits from Jolteon and Mewtwo.

Mewtwo is capable of beating Lucy even with a significant stock disadvantage. He’s difficult to KO, can damage rack her with ease and doesn’t have to approach, and any attempts to gimp him while just result in Mewtwo turning the tables on Lucy. It’s pretty much a 100/0 match-up. It’s possible for Lucy with a significant lead, though still unlikely. Lucy will want to poke at Mewtwo in the FFA phase to ensure Jolteon beats him out. While Jolteon also ***** Lucy, Jolteon easily loses a 3 to 1 stock match. If Mewtwo does manage to kill Jolteon, Specter will stop attacking Lucy and gang up on you with her, making little change. Mewtwo’s extreme unpopularity here makes it very difficult for him to survive to the final two, though if he makes it there he wins because he’s the most overpowered moveset in MYM hands down.
 
D

Deleted member

Guest
Reposting:

Hey, guys, I've got a great idea for a set. The problem is, I'm a crap set designer. I'm gonna need some help if I want this to see the light of day. If you're interested, PM me.
Yes, I'm asking for a joint set.
 

UserShadow7989

Smash Journeyman
Joined
Aug 13, 2007
Messages
305
Wallmaster

This set caught my eye when I previewed it so long ago. Now that it's finished, let's take a look. The opening sentence sets the mood perfectly, and the pic you found(made?) works perfectly with the set's-

Organization:

The invisible headers and the gray text sound like a bad idea on paper, but it works here. The large gaps made by the headers and the left/middle/right slants split the sections up sweetly, and the gray is actually fairly easy on the eyes compared to pure white. I was able to read through this with minimal trouble thanks to this, and I love the style the font brings.

Creativity:


Right off the bat, it's obvious that you made quite a bit out of the limited character choice. Almost every move is either outright interesting or has a twist to make up for it. The fog mechanic in particular and the mini mechanic for the aerials show your conviction in keeping the reader curious and hungry for more.

Playstyle:

Normally, creativity is the antithesis of a focused playstyle. This is not a normal set. Every move has a purpose, and acts differently enough from the other moves to not make one another redundant. In addition, the playstyle itself is highly unique at this time; a breath of fresh air after the slew of combo heavyweights in MYM6.

Character:

This set has more character then most main character sets. Everything about this set implies that an actual Brawl against him would feel just like seeing him in Legend of Zelda. Fear, dread, everything in this set oozes emotion. Considering this is an enemy with no speaking roles, it's amazing.

Detail/Balance:

Not too much detail, but still enough to plainly understand how things work. The balance is perfect, plenty of strengths and powerful attacks tempered by weaknesses and drawbacks.

Overall:

I find this set a vast leap in quality from MYM6's offerings. A beautiful start for this contest. Now it you'll excuse me, I have to go read the rest because everyone thought it'd be a good idea to post a set at the SAME. EXACT. TIME.
 

Frf

Smash Apprentice
Joined
May 11, 2008
Messages
83
Location
Memphis, TN
Luuuuuucy
-This vector idea sounds interesting.....
-My god, a lightweight, by MW of all people!

-Neutral special is a simple enough concept to grasp.
-I would SO spam the side special in a match.
-Aww, a bad recovery. :[
-Down special reminds me of that move umbreon has when the rings light up.

-The up tilt seems very useful until you give us the cons....0_0
-Loving all the interactions with the stilts.

-The forward smash seems to be a VERY good move.
-Down smash is good stuff.

-Aerials are decent, I like the down air in particular. Nothing remarkable compared to the previous moves, though.

-Only one throw is a minus, but it does well with the given playstyle, so I'm good.
-Yay generic mechanic booster! <3

-So NOW the back air is actually important.
-Can't complain about the match-ups, you've always done well with them.

Lucy is a good set for your debut in MYM7, Warlord. It's a little hard to imagine and keep up with some of the moves, but the set has some great interactions and, as usual, an awesome playstyle. Plus the set is very inviting, with the simple organization and all.

Dusknoir
-It's kind of silly when people post quotes from a pokemon considering that Pokemon aren't really supposed to say much outside of their own name. Unless if this is a mystery dungeon themed set.
-Looks like some of the images aren't working....
-What is with a lack of color in all of these sets?!?! D: I know some of them are undead and all, but seriously it's getting a bit boring.
-When I see stats like these, I barely look over them and just skip on over to the moveset. Sorry. :[

-THE UNREGISTERED HYPERCAM STRIKES AGAIN.
-Are you gonna do the his/her/it/potato thing the rest of the moveset?
-ITS VERY DISTRACTING.
-What's the purpose of this one? Well, I'll tell you! x50 billion
-The sableye's seem underpowered, invisibility or not.
-Specials are decent, but nothing extraordinary.

-Shadow sneak is a little underdetailed.

-But wait! There's more! x60 billion
-If you toned down the power and lessened the start up lag then the up tilt would be reasonably good.
-Watchful eye and evil eye seem EXACTLY like the tilts in K. Rool's Espeon set.
-Either way, I wouldn't go near the explosions so not much mindgasms would be going on.
-Sorry, but I haaaate it when "types" are applied in smash bros., with things such as taking twice as much from fire for grass pokemon and stuff like that. Seems like poke syndrome if anything.

-Yeah, the side smash might be a little TOO good.
-Dusknoir seems to be able to KO with ease even without the down smash.

-I SO FREAKING CALLED DUSKNOIR GRABBING PEOPLE WITH HIS BELLY
-SO. FREAKING. CALLED IT!
-Random status effect on pummel FTL.
-Up throw seems powerful.
-Disable is kinda random, and yes, there are lots o' status effects.

-Some moves have to be generic, if they contribute to the overall playstyle.
-The forward air seals Dusknoir's fate as very overpowered.

-Playstyle is short, but it gets the job done.

This set has a good bit of pokemon syndrome, with the random status effects and moves that don't really flow together well.

Not EVERYTHING is bad, however, as I love your writing style and you have a creative organization too, which helps picturing the overall idea.
 

TWILTHERO

Smash Lord
Joined
Aug 19, 2007
Messages
1,880
Location
Canada
TWILTY's Top 10 movesets:

I've made quite a bit of movesets in MYM. Some people like them, some people hate them *cough*Plorf*cough*. Anyway, most of my movesets i really liked making, and these are the top 10 i really enjoyed personally (granted, half of them suck, but whatever.) Moving on.

10. Mia (MYM 3)

What better way to start it off then probably my most generic moveset ever from my favourite MYM? Yes, her specials do show some potential playstyle, but overall, it's lackluster compared to my other 9 sets. Still, it was pretty fun making this set, and Mia is my favourite Fire Emblem character. All her attacks are quite fitting, espicially thanks to the gifs (that was when Flash stopped working and forcing me to use GIF soup. (rolleyes)). Check it out (and i was surprised as hell it placed so high.) One day i might remake her, though it'll be hard to think of anything creative...

9. Shiki (MYM 7)

My latest moveset got some mixed opinions. Junahu and DM seemed to like it with the mechanic, while Warlord hated for it's poor impliation. What do i think of it? Well, i did had a lot of fun making this moveset, and was listening to the soundtrack of her game all day when making this set. Why this set is so low was that i actually had quite a bit of trouble with this set...oh well. This is only the beginning of the age of TWILT.

8. Trunks (MYM 4)

Hell yeah. Trunks the best Dragon Ball Z character. Now he centers around a KI charge mechanic like the Budokai games (though the first one sucked.) He basically needs to charge up so he can do his Ki attacks like Buster Cannon and turns Super Saiyan. A fun set i made, but nothing more. He revolves around using it, and yeah. Not much to say here, but moving on other than he make great use of sprites. But you want to know who uses it greater?

7. Leonardo (MYM 3)

Ahh...Leonardo. This guy is my highest placing moveset ever, and he even got into the top 10 (though that'll probably be my last time i'll ever get on there). Anyway, this moveset is visually appealing (sans the colours), and uses sprites effectively. He has decently creative sword attacks (though i'll admit...most of them are from the fighting game (WARY)). Anyway, this is a MYM classic for me. Why is this not higher up on the list you ask? Well...there ARE sets i liked better...

6. Sagi (MYM 3)

...Like my personally favourite MYM 3 set made by me. I went all out on this set, and was surprised to see that this set didn't place that much higher. This had a load of extras, and was probably the most fun set i made in MYM 3-5. Still, he was a little broken, and had a little random sword attacks. However, this inspired a short meme (thank god it died...) and I may remake him one day...if only to be called Sagi fanboy again (no). Anyway, moving on...

5. Edward Elric (MYM 5)

My lone MYM 5 set (yes, Near doesn't exist), he had this unique thing creating objects depending on the stage he was on (and he'll like be banned from tourneys on Spear Pillar). However, I had quite a bit of fun on this set, and this was the set Warlord liked since MYM 3. After Edward though, i left MYM for a while, but it feels good to be back now. Check Edward out, even though HR's set is superior in every single way.

4. Sasuke Uchiha (MYM 4)

Sasuke was the clear best moveset from MYM 4 by me. He had a lot of cool stuff, though today i wish i could improve on. It had tons of cool creative attacks, and would probably be a favourite playing as by me. Heck, i would spam Chidori all day. I even inspired someone to make Shikamaru. Anyway, this was not the last Naruto set made by me...

3. Itachi Uchiha

...As the cooler Uchiha brother is made. This is the first time i decided to mess around with the clones and eye surgury (not really). He has a lot of cool attack revolving around his shadow clones and i truly think that he's underrated. Seriously, i made this guy with a lot of thought into it, and i only get 3 comments. Like seriously? Most people didn't comment because it's a "Narutard" set. That just pisses me off. I'd rather get a "This moveset sucks. Try again." comment then getting no comment at all. I don't want to say any names, but I really could go on a rant about this for a ton of paragraphs. *sigh* (and yes, i do enjoy the Naruto series. I don't think Shippuden is as good as the original series, but eh.)

2. Trainer Sundance Gold.

Go Typhlosion! Ahh, the main character of my favourite Pokemon gen. Trainer Gold was a huge improvement for me, with the organization (granted it was borrowed, but...), sun/rain dance mechanic, switching mechanic, and so on. This is one of my most favourite movesets in the contest, and was surprised he didn't place. He came close though, and i always like to say: "What ever doesn't kill you, makes you stronger." What set beats this one you ask for the number one spot? None other than...


1. Jeff Hardy (MYM 7)

Jeff freaking Hardy! Majorly majorly improved from his MYM 3 set, he brings the wrestler's craft well into Smash, with pinning the opponent and having them constantly grounded. But the real best point of this set was the crowd cheering, which has never been done before. It was a blast making this set, and it was a great rid with agi, K.Rool, HR and half_silver28 praising it. Definately check this moveset out. This top 10 will be updated when the next MYM arrives. (WARY)

Other honarable mentions include Roxas (MYM 7), Three Days Grace (MYM 4) and Drake and Josh (MYM 3). *shot*

Coming soonish:
Joshua (The World Ends with YOu) (15% finished)

Miles Edgeworth (Ace Attorney) (Thinking...going to be MYM 8)
Shawn Michaels (WWE) (Thinking...going to be MYM 8)
Gaara (Naruto) (MYM 8)

Kalas (Baten Kaitos) (MYM 8)

..............................................................................
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
.joel's Little Space of Movesets Noone Wants to See

**In the Works**


Pharaohman (Megaman 4)
 

Neo Exdeath

Smash Ace
Joined
Sep 11, 2009
Messages
795
Location
Strawberry Fields
"You leave me no choice. I'll simply defeat you here!"​


-Dusknoir-


~Background

Pokemon #477


Dusknoir, if you haven't guessed yet, is a Pokemon, introduced in the games Pokemon Diamond and Pearl.This pokemon is best described as being the Grim Reaper among Pokemon. In fact, the item you need to use to evolve it from Dusclops is called the Reaper Cloth. Dusknoir was a
major antagonist
in the game Pokemon Mystery Dungeon 2,
as he attempted to stop the flow of time while living in the desolate past and masquerading as a noble explorer in the present
and he had a gang of Sabeleyes to boot. Who knows? Maybe you'll see stuff from that game in this set, too......


Some music you may enjoy while reading this set:
http://www.youtube.com/watch?v=V5EsxqCBhig
http://www.youtube.com/watch?v=hnbEtq3Y_bg&feature=related
http://www.youtube.com/watch?v=K5tbqOre4tU



-Stats-
Attack Power::dk:
Attack Speed::mario:
Movement Speed::dk:
Size::marth:
Weight::gw:
Priority::dk:
Range::dk:
First Jump::diddy:
Second Jump::falco:
Recovery::marth:
Other things: He can glide. See Down Air for info.


~~~~~~~((((((The Actual Moveset))))))~~~~~~






Neutral Special~~~~Shadow Flare



At the beginning of this move, Dusknoir pauses for a second. From the mouth on Dusknoir's stomach, a purple flame comes out, as shown in the animation above. This takes about 1 second. The flame is about as big as a Stage Builder block, does 10%, and travels 3 stage builder blocks forward before landing.

But wait! That's not all! As you can see in the above animation, the floor turns purple where his flame landed. This attribute carries on into Smash. For 6 seconds after the flame lands, the stage-builder block area where it landed turns purple and anyone who steps on it takes 2% and turns around as if they were hit by Mario's Cape. This has no ending lag.

Up Special~~~~Dimensional Gate

Dusknoir sweeps his/her/its/potato's hands in front of his/her/its/potato's face. This takes about 2 seconds. Once this is finished, a dark, portal type thing appears in the background behind Dusknoir and somewhere off-stage (if you are on-stage when you use this) or on-stage (if you are on-stage when you use this)

So what's the point of this move, Neo? Well, that's simple, really, if you press the up button while you're next to a door, you enter the door like you would a door in the Subspace Emissary. You then reappear at-who knew?-the other door, after about 2 seconds. Unfortunately, keep in mind your enemy can also take advantage of the doors.

Down Special~~~~Shadow Firewall




Dusknoir opens the mouth on his stomach again, the inside of it glowing purple. Then, a purple fire comes out of it, orbiting Dusknoir. This takes 0.5 seconds. The fires are each as big as a Pokeball.

Well, what's the purpose of this one, Neo? Simple, really. This move is to help him protect against lower moves, as the flames orbit Dusknoir at about his waist's height, about as tall as Kirby. When a flame touches anyone who touches into Dusknoir, it dissipates and does 11% to the enemy, with knockback that kills Mario at 200% You can have 6 flames orbiting you at a time.

Side Special~~~~Sableye Summon



Dusknoir snaps his fingers and..... Oh? What's this? He's summoned one of his Sableyes to fight alongside him! This takes .5 of a second. Sableyes are about as big as Kirby and are controlled by a LVL 5 CPU. You can only have 1 Sableye out on the field at a time. They each have 15 stamina. If you do nor deplete that in 10 seconds, the Sableye vanishes anyways, and Dusknoir has to wait 20 seconds before summoning another one. They travel and attack as fast as MK. They have two attacks.

The first one is a slash that does 4%. They do this when not commanded. This does some moderate hitstun to the enemy, with the hitbox being Sableye's claws (about the size of a Pokeball)

The second one is to turn invisible. They only do this when commanded to, which is simply pressing the B button when you're right next to them. This attack primarily serves for mindgames.

~~~~~~STANDARDS~~~~~

Neutral Attack~~~Shadow Punch

What do you think happens? Dusknoir PAWNCH, that's what happens. Dusknoir pulls back one of his massive hands, his fist glowing black, and punches upwards. This does 9% and about 1/3 of the lag the Warlock Punch, and the hitbox is about the size of Kirby. This can kill Mario at 200%

Dash Attack~~~Shadow Sneak

What's up with this guy and shadows? Anyways, for this move, when you press this button input, Dusknoir suddenly vanishes in a puff of smoke. Then, when you press this button input again, Dusknoir re-appears, approximately 3 stage builder blocks from where he vanished. This does 11% and the hitbox is Dusknoir's entire body. This kills Mario at 140%.

~~~~~~~~TILTS~~~~~~~


Up Tilt~~~Evil Eye

No, this move does not refer to the Super Moderator of the same name. Dusknoir's single eye glows a dark purple during the start-up animation of this move. Then, two seconds after the beginning animation, two purple explosions, about as big as Kirby, go off in front of him. Both explosions do about 11% This kills Mario at 120%

But wait! There's more! If you move the control stick while Dusknoir's eye is glowing purple, you can choose the direction the explosions go. This move has no ending lag.

Side Tilt~~~Watchful Eye

During the start-up animation of this move, Dusknoir's single eye glows a dark purple during the start-up animation of this move. Then, two seconds after the beginning animation, two purple explosions, about as big as Kirby, go off in front of him. Both explosions heal 11%

Wait..... heal? Are you insane, Neo? Well, actually, no. First off all, this, combined with Dusknoir's ability to create a free recovery, makes him a god in team. This also can heal his Sableyes. But the main purpose is for the epic mindgames. The enemy will be forced to decide whether they think it is this move or Evil Eye.

But wait! There's more! If you move the control stick while Dusknoir's eye is glowing purple, you can change the direction the explosions go. This move has no ending lag.

Down Tilt~~~Will O Wisp

Dusknoir opens his mouth on his stomach, it glowing red this time. Then, a second, a red fireball, very similar to the MOTHER boys' PK Thunder attack, is released from it. This is controllable, like PK Thunder, and when it touches an opponent, it does 6% to it and some hitstun.

So, how is this different from PK Thunder? That's simple. When it touches an opponent, it burns them, dealing 1% per second for 12 seconds. This has no effect on water-based enemies (think Squirtle, Poliwrath, Bubble Man) and twice damage to ice based (think Kholdstare, Bleak, Abomasnow) and grass based (Ivysaur, Leafeon, etc.) This has about 1 second of ending lag.

~~~~~~~~SMASHES~~~~~~~~

Up Smash~~~Crunch

Dusknoir opens the mouth of his stomach wide open, as the charge up-animation. This move takes about 1 second to fully charge up, and it does 12% and bad knockback at low charge and on high charge, 23% and knockback that kills Mario at 110%. The range is about as big as Mario's Fsmash, and it has about as much priority as it.

If you press B when you are charging, though, Dusknoir pretty much does the equivalent to Wario's Neutral Special and a pummel, which poisons the opponent (think Lip's Stick). Unfortunately, this is easy to DI out of. The pummel does 2 damage.

Side Smash~~~Dark Beam


As shown in the above (poor quality, sorry about that) GIF, Dusknoir pulls his hand back, this taking 1 second for the most charge. Then, Dusknoir thrusts his arm forward, black orbs of energy coming out of them, as shown in the above GIF. The amount of orbs depended on your charge, with 1 ball at no charge and 12 at full charge. Each ball is as big as an unexploded Smart Bomb, and each does 2%, does FLUDD-like knockback, and has about as much priority as Snake's missiles. This makes a great GTFO move, if you haven't figured it out yet.


Down Smash~~~Oblivion Laser

As shown in the above GIF (boy,do I love GIFs?) Dusknoir opens the mouth on the stomach, with black energy gathering around his mouth. When the move charge ends, Dusknoir exclaims, "Take THIS!". This takes about 2 seconds to charge fully, and does 30% and massive knockback that can kill Mario at about 80% when fully charged with massive ending lag. When uncharged, this does 19%, with knockback that can kill Mario at 150%, and moderate ending lag. As you can clearly see, this is Dusknoir's main killing move.

However, this move has an Achilles heel. If someone with higher priority moves attacks it (this move has as much priority as Snake's grenades), or reflects it, gets reflected back at Dusknoir, doing equal damage to him. Of course, Dusknoir can attack it back, reflecting it to his enemy once again.

~~~~~~~~~~GRAB+THROWS~~~~~~~~~

Grab~~~Lunge

Dusknoir lunges forward, with the mouth on his belly open. If this hits an enemy, it grabs the enemy using the mouth on his belly, not unlike his D-Smash. Come on, you guys know how a grab works.

Pummel~~~Shake

Dusknoir suddenly picks up the opponent and starts shaking them. This does approximately 1% per second for 4 seconds. Boring move. What? It's a pummel. What do you expect?

Up Throw~~~Shadow Explosion

Again with the shadows? Anyways, for this move, Dusknoir throws the opponent straight up in the air, which does 5%. Then, he claps his hands, which creates an dark explosion right below your hapless enemy, which does 11% and knockback that kills Mario on Final Destination at 120%. Keep in mind that the opponent can DI out of the explosion, though.

Forward Throw~~~Imprison

Dusknoir simply throws his opponent down. What? That's it? Well, actually,your opponent can still attack, but not move, as they have been hit by Imprison. Rather effective, isn't it? Best when used with one of the burned floors from the Neutral Special, or a Sableye. This effect lasts 2 seconds, and Dusknoir can only do this once per 10 seconds.

Back Throw~~~Disable

This guy has about as much status effects as moves that start with "Shadow", am I right? Anyways, for, this move, Dusknoir simply throws his opponent behind him, doing 2%. The status effect, however, is that the opponent will find that for the next 30 seconds, the last move that they did before they were hit by this can not be used for 30 seconds.

Down Throw~~~Void Throw

Sounds threatening, doesn't it? Anyways, during this move, Dusknoir opens a portal, not unlike his Up Special, and throws his enemy in. The enemy reappears anywhere on stage that is not 2 stage builder blocks from the blast line, so they won't immediately kill themselves. This move does 5%


~~~~~~~~~~~AERIALS~~~~~~~~~~~​


Neutral Air~~~Payback

Dusknoir suddenly turns blue for 2 seconds. During these two seconds, Dusknoir can not attack. Then, suddenly, Dusknoir release a wave of black light. The damage, you see, is twice the damage the opponent dealt to Dusknoir while he was glowing blue. This has arange of about 3 stage builder blocks around Dusknoir. This has about as much priority as a shield breaker. This has absolutely no ending lag whatsoever.

Up Aerial~~~Sucker Punch

Dusknoir punches upwards for this move. This is a punch that has a hitbox about the size of Kirby, and does 14%. This has great priority, with no ending lag. This can kill Mario at 120%

Now, before you cry, "GENERIC!", this move has a catch. You can only land this move if the opponent is attacking. This means that if Dusknoir wants to land this fantastic move, he has to be wary.

Down Air~~~Flight Of the Reaper

Dusknoir curls himself down into a ball. The, after pausing for 0.5 of a second, he plunges down, dive-bombing himself. Dusknoir's whole, curled-up body, the size of Kirby, is a hitbox during this move, and it does 14% with mediocre priority. This is a full-fledged Stall-then-Fall, with one exception.

If you press Up on the control stick while Dusknoir is going down, he will start gliding, hence the name of the move. This makes a pretty useful move once you consider the exploitablity of his Up-Special.

Forward Air~~~Invisibility

Dusknoir laughs, rather evilly, and suddenly disappears into thin air. In reality,this is pretty much a portable Cloaking Device, only that Dusknoir is completely invisible during this move. This lasts about 10 seconds, and it can be used once per stock. Other than that, go wild! You're invisible, man!

Additionally, if an opponent grabs Dusknoir during this move,or vice versa, the opponent will turn invisible also. This makes Dusknoir even more potentially deadly in teams.

Back Air~~~Night Shade

lol the BAir sucks.

This is a rather...... interesting move. A wave of shadow comes out from Dusknoir's sides. This wave is about three stage builder blocks long, with mediocre priority. The whole wave is the hitbox here.

The damage and knockback, however, are a different story. The damage that this move does is 1/3 of the damage Dusknoir currently has. The knockback is determined by how much damage the move does:

1. The move does 1%-10%---Poor knockback; kills Mario at 170%
2. The move does 11%-20%---Middle-of-the-road knockback; kills Mario at 150%
3. The move does 21%-30---Good knockback; kills Mario at 120%
4. The move does 31+%----Amazing knock; kills Mario at 90%


~~~~~~~~~~~~FINAL SMASH~PLANET'S PARALYSIS~~~~~~~~~~~~






~~~~~~PLAYSTYLE~~~~~~​


First thing you'll notice about Dusknoir is his sheer amount of stage control. Seriously, his stage control is the whole reason he's not underpowered with his bad mix of stats. Also,you may have noticed that he has two different playstyles, really; aerial and ground. Therefore, this section will be split into two parts.


~~~~AERIAL~~~~​

First of all, Invisibility is your best friend here. Use it. It is practically the glue of Dusknoir's aerial game, as it allows him to plant his schemes. You should be wary when you cannot use it.

Okay, so you've cast Invisibility on yourself. Good. Now, GLIDE LIKE THE WINDS! No, really. Gliding is makes aerial mobility so much easier, especially when you're invisible.

Now, there are two options you can do. One is to purposely get hit, and attempt to survive until 120% or higher. Now, once you do that, you can unleash Night Shade, devastating the opponents. While you are doing that, when you are building up your damage, you can also unleash Payback. Of course, it's much easier when your invisible to start Payback, as the can't see your glow.

Your second option is to unleash Sucker Punch and Flight of the Reaper constantly. Of course, Sucker Punch becomes more useful when you're invisible. There's not as much as I can say for this than the first option.

~~~~GROUND~~~~​

First of all, what you'll want to do groundwise is set up Firewall. This can be tricky, as Firewall takes a while to completely set up. So what should you do? That's simple. Dthrow the enemy or send a Sableye to distract them.

Next, use Dimensional Gate. You'll want to, so you won't get messed up if you get gimped. Again, use a Sableye to distract your opponent when you are doing this.

Now, it's time for damage racking. Dthrow+Neutral Special+Up Tilt is a really good option. Dash Attack becomes 5 times more useful when you are invisible.

Then there's the mindgamed. Healing with Watchful Eye is a good one, as it might make your opponent think you're friendly. Invisibility plus Shadow Sneak is even better.

Finally, there's the killing moves. While Crunch can be violate, the best choice is Fthrow+ Dsmash. Be wary, though, as the enemy may reflect the attack back.

~~~~~~PLAYING AGAINST~~~~~~

~~~~AERIAL~~~~

First of all, be wary when Dusknoir is invisible. For all you know, he could be using Payback. Sucker Punch also is pretty strong to, and its potential is improved when Dusknoir is invisible. It would be best not attack when he's invisible.

When the invisibility wears off, though, then unleash your best attacks. When Dusknoir is visible, the only thing that's much of a threat is Flight of the Reaper.

~~~~~GROUND~~~~~
First of all, Invisibility is not as potent onstage as it is offstage. The only thing you have to worry about is Shadow Sneak on ground with invisibility. But Dusknoir has a whole new slew of threats onstage.

You'll want to destroy Firewall as soon as you can, especially if you are a small character. Use long ranged attacks when you are fighting against Dusknoir.

Then there's the stage control. Watch out for burned floors, and never, ever, get grabbed at a high percentage, as it probably means he's gonna Fthrow-->Dsmash. That's bad. Also, never walk in to Evil Eye; sure, it might be Watchful Eye, but more often than not, it's Evil Eye.

Basically, the best way to beat Dusknoir is to stay away and hit him with long-ranged moves. Do this and you will succeed.

~~~~~~~MATCHUPS~~~~~~~​



Vs. MK; 60-40, Dusknoir's favor


Dusknoir is one of MK's worst nightmares: he is defensive with close-up offense, and Firewall pretty much shuts down most non-aerial offense. And then there's Dusknoir's aerial game. So what can MK do? First, the wh0renado is even more potent with Dusknoir, as it can shred through all of Dusknoir's firewall without blinking. Second, MK can murder Dusknoir aerially when he's not invisible. Those are MK's two biggest hopes for survival in this matchup.

Vs Snake; 20-80, Snake's favor

Dusknoir hates Snake about as much as GaW hates MK. Snake's unbelievably broken tilts laugh at Firewall. Then there's Snake's arsenal of projectiles, which pretty much shuts down the stage control. The only thing that Dusknoir can hope to do is make an aerial approach, but then there's the Nikita to worry about. Counterpick against this guy.

Vs DDD; 50-50


Right away, the chaingrab is rendered useless in this match-up, as he's as light as Game and Watch. However, DDD is a rather long-ranged character. Due to Firewall, his minions are rendered useless. Swallowing Dusknoir also gets rid of his Firewall and Sableyes. The easiest way for Dusknoir to kill the fat penguin king from Dreamland is to make an aerial approach, as he doesn't have any real good anti-air attacks like Snake. This could go either way.

Vs Pikachu; 40-60, Pika's favor​


Pika is fast, small, and agile; everything that Dusknoir hates. Pika can ignore Dusknoir's Firewall with his Neutral Special, and his aerial game is something to fear. There's also Thunder, to annoy Dusknoir aerially. Evil Eye and Shadow Sneak can potentially annoy Pika; the same is true with Sucker Punch. Overall, this is a bit of a challenging matchup; not as challenging as Snake, but still quite challenging.

Change log: 11/27/09; made less broken, changed some fatal flaws.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher

OK, here's the lowdown. Me and you, all of you, are going to create a moveset.
Is it to be the greatest moveset of all time, or a crippled mess of disjointed ideas?
How this little bunny-girl-thing turns out is entirely up to you.
Everything about Aedi can be created debated and changed. Her moves, her mechanic, her playstyle.. even her name and appearance are not set in stone! So flare up those creative muscles, and let's make MYM history with a joint moveset of epic proportions!

Links
The Aedi Moveset: The Moveset in its current form. Polls will also be held here every Sunday
The Aedi Social Group: The place to discuss and suggest things for the moveset


The Concept
Aedi can freely change her shape into whatever she desires. There is no physical object she cannot mimmic with her elastic body. Be it a destructive tank or a refreshing cup of tea, her transformations are erratic and without motive.
But right now, Aedi is a blank slate, ready for all your brilliant ideas to flesh her out as a character and as a moveset. She has no limits, so don't be afraid to try something new with her.



How this will work
This is a large scale project, so it needs help from everyone to avoid falling on its face. No matter how new you are to MYM, there is always something you can do to help Aedi develop into a fully fledged moveset.
We've got a whole MYM contest (3 months or so) to make Aedi great. That's plenty of time, even though you all have your own movesets to make.

The MYM leadership: MYM leaders can edit the moveset directly. Put your name in square brackets after the change so we can identify who did what. If you want to replace something significant (such as a special), append your idea underneath what's already there. A poll will be created the following Saturday, the results of which determine which idea is used.
I hope I can count on your cooperation. Even if you add just one thing to Aedi every week, the results will be worth it.


Normal MYMers: The rest of you will have a slightly harder time altering Aedi, as you don't have direct editing priviledges to the moveset. You can still change Aedi how you like. Go to the Aedi Social Group and post whatever change/addition you want made. A poll for each suggestion will be made the following Saturday, the results of which decide whether the idea/change is implemented or not.
And if that sounds like a hassle, you can always provide feedback and vote on the polls. Since the polls decide pretty much everything, your voice can easily effect new changes.


And, as I said, everything about Aedi can be changed, even the name and appearance. Grab the picture at the bottom of this post and scrawl your ideas all over Aedi, or make your own picture. And yet again, polls will be used to decide Aedi's appearance.
Of course, people could then take your picture of Aedi and make their own changes. The Aedi you see here will be a completely different beast by the time the moveset is finished.



Parting Shots
MYM has always been a community of people with a shared passion for making movesets. I personally hope Aedi brings us all closer to understanding the true spirit of MakeYourMove, whatever that may be. Work together and prosper, my fellow MYMers!





 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Darth Meanie Eats MYM Openings For Breakfast

Or a turkey sandwich works too. (CHEW)


Wallmaster

Alright, so let's get started on the first set of MYM. Congrats on being first Ocon, if that means anything to you.

So right away I can see some interesting stuff going on with the Down Special. Instant KO grabs? This reminds me of a certain set... not that that's a bad thing. There is one concern I have with it though; as far as I can tell once you go into your Down Special, you cannot possibly leave unless you get hit out of it or grab your opponent with a rather laggy move. Also, you mention something about a move that has grab priority but can be shielded. Just letting you know, that makes absolutely no sense at all.

Moving on, the Up Special doesn't seem to help with recovery at all, unless you just forgot to mention how it does. This guy is just asking to get gimped, which I suppose was intentional. Also, I see that the mini-playstyle thing has caught on.

As I'm reading through, I can definitely see the sort of "box the opponent in" thing going on, and its fairly interesting. Also, Smashes before Tilts? Well its your moveset. Smashes are decent, although the Up Smash is far more complicated than actually necessary; it would have worked just fine without the floormaster weirdness.

The tilts are nice, simple, and work with the playstyle, although I notice you have a habit of calling every move 'one of the most useful moves'. In fact, I'm beginning to suspect its intentional.

Also, holy awkward mechanic, Ocon! This pairing / opposite system is pretty ugly; and unintuitive as can be. It doesn't help that you first say you can get at least two moves functioning decently, and then change to say you want to try to keep them all neutral to boost your Nair! It sort of flirts with being a trade-off decision point, but doesn't quite get to it. There was an easier way to handle this.

Overall, I thought this set was pretty good. It wasn't anything like the Count, like I thought it might be at first. It suffered from being somewhat rambling, and felt a little arbitrary, but it was certainly a good way to kick off MYM7. I don't know why you felt like having INVISIBLE HEADERS though.

Dead Hand

What, another hand themed character? Nope, this is a Zelda boss. With a blatant trap attack! But what an interesting one though. It's really a control and set up move, and there's some thought to its placement, from what I can tell. And Devour is...

<_<

Whaddya know, another the Count style grab based instant KO move. This is just too much. Up Special is redeeming in being a very interesting recovery and way to manipulate the dead limbs. Forward Tilt seems rather useless though, since you have Devour to do the exact same thing, but with free healing.

Again, I'm sort of feeling this tendency of yours to talk down every move as just being okay and focusing on its weaknesses; its a flashback to Takamaru. It's not only unnecessary, but its weary to read 'but lag xxx means this isn't to useful' over and over again.

Aerials are all pretty good, although I find it hilarious that these two movesets both have an attack called Floormaster. The throws are a nice turnaround, and I find the psuedo-chaingrabs you can pull off with well placed Dead limbs interesting and refreshing.

Overall, this is a good set, although I feel that you could have fit it together a little better. It's still a strong offering, and has a pretty interesting playstyle.

Mr. Dream

Ugh, KoppaKirby, this is not your best work. The Side Special is an absolutely shameless prop move that has no business existing. None of the moves seem to have much creativity or thought put into them, and seem rather random. The Down Special, for instance, is utterly out of place on a generic boxer.

This was really disappointing; no creativity, mediocre presentation, there was nothing particularly noteworthy about this set. This is a massive step down from Space Invaders, and I hope that this was a lapse in quality and not a new downward trend from you.

Cirno

Somehow, you don't need to check to know you're reading a Tirkaro moveset. And let me tell you, you definitely have writing style down. It's friendly and easy to read, and the mini-descriptions at the bottom turned out to be a nice little overview.

The combination of a super spammer with a bunch of charging moves is interesting, and a little odd. With the low priority, some of the longer charging moves are going to be hard to hit, but since Cirno has so much going on at once, I guess it doesn't matter too much.

Overall from what I'm seeing, you've got the makings of some great things here, but some of the moves are just a little too dry to fit altogether well. Make no mistake though, this is a huge step up from Mara, and is a fun, whimsical set with a lot of style to it.

Lightweight Female Protagonist

Okay, what kind of sick ****ing prank is this? I don't know who you are, or what you did to Warlord, but understand this. I will find you.

Moving on, right off the bat this moveset disappointed me by completely killing any drive I had to write a moveset for Saber, since her gimmick was an invisible sword, and this character already does invisible mindgames, but better. The invisible wall creating system is a strange, but creative mechanic that I'm fairly certain hasn't been done before.

This set reminds me of Sloth, the attacks moving kind of like chains, and the ability to nail yourself to the stage. And what is this? Throw them in a direction throw? Shameful.

Also, when did invisible headers become cool?

It's not my favorite set of yours, though I'll admit that my eyes have begun to glass over from all of these sets I've been reading. The set is very, very hard to visualize, seeing as its invisible and all. Even so, MasterWarlord sets always grow on me after the fact though anyways, so I'll probably like it more when I go back and look over it again.

Dusknoir

Pokemon Mystery Dungeon 2 yes. Underrated game IMO. The recovery is a bit bland, seeing as you don't seem to have any control over where it throws you.

Also, your Evil Eye / Watchful Eye combo is a pretty shameless knock-off of Espeon, and Espeon pulled it off better. Also, Will-o-Wisp is pretty insane broken. Controllable projectile that does 6% up front and another 24% over time? Likewise, the Down Smash is kind of underpowered, 15% is pretty mediocre for a smash that seems to take a while to charge up.

Throws are better than the rest, but the pummel's random chance of confusion by muddling with the controls is arbitrary and uninspired. Aerials have some interesting elements to them, but here's the thing:

One thing that I really feel about this set is that there's a lack of overarching direction for Dusknoir. You have a few creative moves, a few not so creative moves, and a couple of places where moves fit together nicely, but you don't manage to sew it into a nice, complete, cohesive playstyle. Get a handle on this, and you'll be doing a lot better.

Aedi

Oh, I am looking forward to seeing what happens here.
 

Neo Exdeath

Smash Ace
Joined
Sep 11, 2009
Messages
795
Location
Strawberry Fields
Dusknoir

Pokemon Mystery Dungeon 2 yes. Underrated game IMO. The recovery is a bit bland, seeing as you don't seem to have any control over where it throws you.

Also, your Evil Eye / Watchful Eye combo is a pretty shameless knock-off of Espeon, and Espeon pulled it off better.
Yeah, forgot about Espeon when i was making that move.
Also, Will-o-Wisp is pretty insane broken. Controllable projectile that does 6% up front and another 24% over time?
24%? It only does that on Ice or grass based opponents.
Likewise, the Down Smash is kind of underpowered, 15% is pretty mediocre for a smash that seems to take a while to charge up.
Could've sworn it was more.

Throws are better than the rest, but the pummel's random chance of confusion by muddling with the controls is arbitrary and uninspired.
Really? Don't remember seeing it in any other moveset.
Aerials have some interesting elements to them, but here's the thing:

One thing that I really feel about this set is that there's a lack of overarching direction for Dusknoir. You have a few creative moves, a few not so creative moves, and a couple of places where moves fit together nicely, but you don't manage to sew it into a nice, complete, cohesive playstyle. Get a handle on this, and you'll be doing a lot better.
Okay. Thanks for the advice.
Response in cyan.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Step right this way, me monkey mates! I polished me bridge just for ye...

Klubba

http://www.youtube.com/watch?v=Ee3mcjt3GD8

Klubba is an extraordinarily buff Kremling who wields a massive spiked club. He guards the toll booths to the Lost World in Donkey Kong Country 2. As his insane stature suggests, Klubba is near invulnerable; you'd be a fool to try and cross his bridge without paying the toll. Although foul-tempered, greedy, and ready with a spew of death-threats at any given time, Klubba is actually surprisingly friendly to anyone who shows him the money. His roles in the DKC2 remakes aren't altered at all, although in the GBA Version, he now hosts a fiery-bug catching mini-game. Big fucking deal, although it does make for a nice header-scheme.

~ ~ ~ Statistics ~ ~ ~


Power »»» 10
Priority »»» 9.5
Size »»» 9.5
Weight »»» 9.5
Range »»» 8
Fall Speed »»» 7
Aerial DI »»» 6
Jumps »»» 4
Recovery »»» 4
Traction »»» 4
Attack Speed »»» 2
Comboability »»» 2
Movement »»» 1
Abilities »»» None

Looking for any deceiving categories? Klubba has none; he's a fairly standard heavyweight. It's worth mentioning that Klubba has trap elements that speed up his damage-building. This is generally a strategy you'll want to play into, as the alternative is a losing battle; your foe will be able to rack up damage on Klubba faster due to his monumental size. Other than that, his club's disjointed priority and stellar reach can give foes a major headache...if you can get past Klubba's molasses-esque attack speed!

~ ~ ~ Specials ~ ~ ~


Neutral Special - Stage Sharpener
Klubba begins scraping his club against the ground in front of him; you can hold the button to continue this animation as long as you wish. There is a fair bit of lag on either end of the move. Every half second you do grind your club, the priority of all Klubba's club attacks increases slightly. After around three seconds, your club becomes an impenetrable weapon of destruction. Although you could just do this from the getgo, centering this move's use around regaining the priority lost with Side Special is a better option. Finally, every few seconds, the club-sharpening produces a few tiny, low-priority sparks that hit at close range. These deal 4-5%, but merely a bit of hitstun to prevent foes from punishing Klubba too easily.
[ 4-5% ]

Side Special - Club Shards
Klubba begins shaking his club in front of him slightly, causing some of the sharp nails and glass pieces on it to fly off and land a Stage Builder block in front of him. These have about the priority of Sheik's needles, but cover a slightly area in front of Klubba. The whole animation is barely longer than Ganondorf's U-Tilt starting up, but at least Klubba has his shards for a barrier. Foes who hit the small shards in the air take about 1-2% per each hit, in addition to a bit of set knockback.
[ 1-2% ]

However, if they walk onto a pile of shards, they take 10% and vertical knockback that KOs at 180%. If they are unfortunate enough to run onto it, they take 20% and knockback that KOs at 150%. That's right, chaingrabbers; watch the fuck out! Piles of shards last for twelve seconds, and cover around a character width; Klubba can have out as many as he wants at a time, but it is advisable to limit yourself. Foes must watch their footing when approaching Klubba from the ground, or they may be kissing their arses good-bye a bit early.
[ 10% walk, 20% run ]

Down Special - Toll-Booth Blockade
Imagine the animation of Pit's Mirror Shield, but with Klubba using his club instead. Although Klubba has slightly more lag on both ends than Pit, the move is still an excellent barricade against projectiles, and even some close-ranged melee attacks. In fact, if a short-ranged physical attack hits the club (not extending through it to hit Klubba), the foe takes 15% and enters a stunned animation, holding their body part used to attack.

In addition, if a foe walks or runs into the club, they trip and take 10%. This is a great defense against campers, but there is a catch; the club can only block what it out-prioritizes. Therefore, lose too much priority, and you won't be able to defend against lasers or Gordos, for instance. Sharpen up soon, or you'll be a sitting duck!
[ 15% attack, 10% ram ]

Up Special - Bound of Might
Klubba takes a page from his brother, Kudgel here; he lets out a battle cry, raises his arms above his head and bounds, then crashes down hard after a second. Klubba jumps in a vertically low but horizontally grand arc. By tilting the Control Stick up, you can increase the vertical range a fair deal, while cutting the horizontal distance in half. Klubba has super-armor for a fair portion of the move's duration, but there are openings through which he can be gimped. In addition, this is among the easier non-tether recoveries for ledge-grab gimping. Fortunately, Klubba has little lag on either end to prevent him from actually activating the move.

Klubba's entire body is a powerful hitbox during the move; contact with the monstrous Kremling deals 14-15% and knockback that KOs at 150%. That's right, a poorly-timed gimp could end in a disastrous stage spike. If you land on a grounded foe, the KO percentage is lowered nicely, although Klubba suffers a fair deal more ending lag. Be sure to time and angle the recovery correctly; it can serve its purpose, but it's very easy to suicide with until you get the hang of these two proponents.
[ 14-15% ]

~ ~ ~ Basic Attacks ~ ~ ~


Basic Combo - Knuckle Sandwich
Klubba lays down his club and begins cracking his knuckles, all in one fluid motion, with slight lag. Upon a second input, Klubba lazily punches forward the distance of Bowser's F-Tilt, with the lag of said attack. Landing the mid-priority punch puts the foes in a stunned, shocked-looking position for a half second; foes with more damage remain stunned for longer. Although Klubba can't stack hitstun with this move, he can either KO the victim, or trap them with some shards. The time you hold the move does nothing to charge its stun-time, although the damage does increase from 10-14% over the course of two seconds.
[ 10-14% ]

Dash Attack - Bicep Charge
Klubba extends one buff bicep in front of him as he plows forward a character width. Klubba's arm surprisingly has less range and priority than Ganondorf's dash attack, but thankfully keeps the same speed. Contact with Klubba's charge deals 13-14% and upwards knockback that KOs at 145%. Although it may be hard to notice at first, there are a few frames of super armor present during the charge's duration. Rather than making this attack amazing for hitting opponents, Klubba can actually use it to charge through pathetic traps or minions.
[ 13-14% ]

~ ~ ~ Tilts ~ ~ ~


Forward Tilt - Club-A-Rang
Klubba grunts, bringing his club in side-arm in front of him, causing it to spin forward horizontally two character widths before returning to him. The club's priority can give it a similar effect to Down Special; although its range is better here, it has less vertical defense. Klubba has above average lag on both ends of this attack. Foes who hit the club take two hits of 6-7%, one as the club is sent out, and one as it returns. The second hit deals knockback that KOs at 150%. If a character can get over the club, they can easily punish its owner before it returns; Klubba cannot move until his weapon is back in his hands. Used properly, though, this can destroy campers from a fair range.
[ 6-14% ]

Down Tilt - Wildman's Snare
Klubba gets down low and begins scratching a hole in the ground, before covering it with leaves to disguise it. This whole process takes about as long as Snake planting a mine, at medium charge. Foes who step over or land on the hole cause the leaves to drop from under them, landing the victim on sharp spikes from the Lost World. This deals 16-17% and vertical knockback that KOs at 130%. Klubba's holes stay out for twenty seconds, and cannot be destroyed early. It'll take you long enough to get one or two out, so they need to be durable, eh? There is no limit to how many holes you can have out; due to Klubba's lack of combos, using this and Side Special together to rack up some significant damage may be your best bet.
[ 16-17% ]

Up Tilt - Down to Earth
Klubba lazily reaches up one hand; he can hold it up for as long as he wants, with moderate lag on both ends. Klubba's hand reaches up about Mario's height, and has moderate priority. If a foe comes into contact with it, Klubba grabs them and ruthlessly hurls his captive to the ground to bounce them upwards. This deals 12-13% and can KO foes off the top at around 180%. There are a few mindgames you can play with this grab-esque attack, besides using it as an anti-air move.

First, since Klubba can't be hurt or affected by Side Special or D-Tilt, you can stand over your trap and hurl your victim onto them for the damage of the throw plus the trap. In addition, if you grab an offstage foe standing over the ledge, your downwards throw will more likely than not KO them off the bottom. Therefore, it can be used as a stellar gimp, although your foes should be smart enough to recover from under the ledge against Klubba.
[ 12-13% ]

~ ~ ~ Smashes ~ ~ ~


Forward Smash - Clubbed to Death
Klubba reaches back, then brings his club in sidearm with crushing force. This has horrendous ending lag, and while the startup lag isn't horrible, it's nothing to cheer at. Klubba's club has godly priority here, no matter the charge or spikes lost. Klubba's reach here extends about a Bowser in front of him. Foes hit take 28-31% and unholy knockback that KOs from 55-45%. This is Klubba's number one KO move, but you'll often need to incapacitate your foe before it can be landed. Definitely a spammable FFA move, but it takes a lot of skill to finish your foe with it in a real match.
[ 25-31% ]

Down Smash - Shaking the Earth
Klubba stomps down hard twice, first with one foot, then with the other. This creates two consecutive moderately-ranged and grounded shockwaves in front of Klubba, each with the priority of DK's Hand Slap. Klubba has little lag on either end, but each stomp takes around a half second to execute, during which Klubba can be punished from the air.

Each stomp deals 11-14%, although the first one merely stuns characters. The second stomp deals high knockback that KOs from 160-145%. Characters with low damage can button-mash to escape the second hit, although it becomes progressively harder after they've accumulated damage. In addition, by shielding, Klubba can cancel the second stomp. However, unless an additional foe in a FFA poses a threat to you, you're better off finishing the move; you won't be able to hit the stunned foe with another attack after dropping out of this one.
[ 11-28% ]

Up Smash - Strongman
Klubba holds his club up over his head horizontally, stretching up both arms a short distance to do so. This part of the Smash is performed during the charge; Klubba can hold this pose as long as he wishes, being able to cancel it with a roll. The toll-booth Kremling has a bit of lag on both ends, while the club retains high priority to defend Klubba from above. Foes aren't damaged by touching the club; however, if they land or jump onto it (it serves as a decently-sized platform), they begin taking 3-5% per second.

Now, if Klubba releases the charge, he'll fling his club upwards in a high-priority, moderately-ranged swing like a slightly laggier Dedede's U-Smash. This deals 25-29% to the victim; the increasing damage and knockback peaks after the normal charge time, despite Klubba being able to hold it infinitely. The knockback can KO characters from 140-125%. In summary, the move is excellent for sending foes into a premature Star KO, but you'll have your foe cut out for you in landing it. Your best hope may be to catch a footstooled foe on your club platform, putting them in their helpless downed position before you launch them.
[ 3-5% landed, 25-29% swing ]

~ ~ ~ Aerials ~ ~ ~


Neutral Air - Club Twister
Klubba spins around three times, extending his club a moderate distance out while doing so. Despite the poor landing lag, Klubba spins fast enough that the club's priority can defend him from projectiles on both sides (although not from above or below). Klubba's lag on both ends is slightly more than Bowser's (useless) N-Air. Each spin deals 5% to foes; the last hit deals knockback that KOs at 160%. This is a pretty helpful aerial, as most of Klubba's other aerials are either laggy or awkward to land.
[ 5-15% ]

Forward Air - Brutality
Klubba lifts his club over his head, before slamming it down ruthlessly, in a similar motion to DK's F-Air. Although there is a tiny bit more lag on both ends than said aerial, Klubba's club gives this move slightly better range and priority to compensate. Also, although Klubba suffers more landing lag, his club creates a high-priority shockwave a Bowser in front of him upon landing. The shockwave deals 11-12% and knockback that KOs at 140%. Getting hit by the airborne attack deals 15-16%; this KOs at around 95%. You should never actively spam this, but if you jump and pound a vulnerable opponent, it may just pay off. There is also a small portion of the club close to its owner that can spike; the lag makes it difficult to perform, but it can KO at absurdly low damage levels if mastered.
[ 15-16% club, 11-12% shockwave ]

Back Air - Roundhouse Chomp
Klubba turns around slightly, opening his mouth, and bites down hard; this has the lag of Samus' B-Air. Although comparatively Klubba has less range and more landing lag, its priority makes it helpful from a close-ranged short-hop. The chomp deals 9-10% and KOs at 155%; if you land the chomp closer to Klubba, the knockback increases slightly. Although it can't chain together nearly as well as Dedede or DK's B-Airs, this move is the most reliable damage-builder of Klubba's aerials.
[ 9-10% ]

Up Air - Claw-Down
Klubba reaches both claws a moderate distance into the air before bringing them down below him hard, in a motion like an exaggerated Wolf D-Air. There are two distinct hitboxes to the move. The first, and more U-Air-esque is Klubba lifting his claws. This has decent vertical range and moderate priority. Fortunately, there is low startup lag here, so this hitbox is fairly easy to land. However, it only deals 7-8% and has a hard time KOing till upwards of 250%. Foes can also punish Klubba as he claws down for the second hitbox.

This hitbox makes up for the near useless first one. Klubba's claws have great priority and fair downwards range. The startup before entering this phase of the move is nearly a second, while the ending and landing lag are rather pitiful as well. These are among the only detractions of this great spike. The spiking hitbox is larger than Klubba's F-Air, and KOs even earlier off the bottom. Getting clawed deals 16-17%; if you're grounded, it can KO off the top at around 135%. In the same vein as moves such as F-Air, you should reserve this move as a surprise KO tactic.
[ 16-17% ]

Down Air - Crushing Landing
Imagine Ganondorf's D-Air, just without the electricity. Great move, eh? Klubba's D-Air retains its superb spiking abilities, but takes on a new twist. If you stomp a grounded foe, you'll bury them with a Pitfall effect. You can either continuously stomp the victim to build damage, or Smash them out for a KO. Nifty!
[ 17% body hitbox, 23% feet hitbox ]

~ ~ ~ Grab / Throws ~ ~ ~


Grab - Club Skewer
Klubba extends his club forward, trying to skewer an unfortunate victim on its end. This has pretty bad lag on both ends, but it's nowhere near as bad as the tether grabbers. The range covers about a character distance; from a dash, Klubba's grab has slightly more range and lag. Don't let this unorthodox grab throw you off; Klubba's throws are among his best KO moves.
[ 0% ]

Pummel - Toll-Booth Duty
Klubba begins shaking the foe stuck on his club agitatedly, causing small coin props to come flying from the victim. He's making them pay their toll! The victim takes 3% per pummel; each shake has an average amount of lag on both ends. The coin props do nothing, although they serve as actual coins in Coin Battle. But who the hell actually plays that?!
[ 3% ]

Forward Throw - Ejection
Klubba thrusts his club forward, foe in tow; this casts them off, dealing only 9%, but knockback that KOs at 90%. Wow, nice finisher! But that's not all; there is a 10% chance that the club's glass shards and nails will give the victim some nasty cuts as they're tossed. In addition to the normal damage, this piles up 10% of poison damage on the victim over 5 seconds. Ouch!
[ 9-19% ]

Back Throw - Swing, Batta Batta!
Klubba tosses his foe up lightly behind him, dealing 3% and putting them in their footstool animation, before holding his club in a pose like a baseball bat. Press A from this pose to swing the club at a decent range; any foe, victim or not, it hits takes 17-18% and knockback that KOs at 70%. Pretty broken, huh? Well, you have to time the swing to hit the foostooled victim, and it's not exactly difficult for them to button-mash or DI away. Klubba's swing is also mighty punishable. Wait until your foe is damaged and has trouble escaping before using this, or you may suffer worse from your irate victim.
[ 3-21% ]

Down Throw - Sickening Crunch
A fairly simple throw, Klubba simply slams his club into the ground, smashing the victim down and back up along with it. This deals 14% and KOs at 105%. The only property of this throw that some may find interesting is that the knockback is strictly vertical, and not at a combo-able angle like Ganondorf's D-Throw, either.
[ 14% ]

Up Throw - Jungle Rotisserie
Klubba rotates his club around, spinning the poor victim like a chicken on a rotisserie rod. The foe takes 11-12% over a period of a second, before dropping to the ground at Klubba's feet and forward with low set knockback. This deals the knockback of a typical D-Throw, while Klubba's D-Throw deals the knockback of the typical U-Throw. Foes with great timing can tech the floor hit to punish Klubba, although the big thug isn't too vulnerable after this throw.
[ 11-12% ]

~ ~ ~ Situationals ~ ~ ~


Get-Up Attack - Klever Tactic
Klubba extends a foot to the side, tripping up foes as he climbs to his feet with normal get-up lag. His foot has below average priority and range, due to being one of Klubba's few attacks that don't use his club. Keeping perfectly his his kruel character, Klubba knocks foes over into their downed position while Klubba exits his; this deals a light 5-6%. Although it's not that easy to punish downed foes, it at least allows Klubba some breathing room to escape his predicament.
[ 5-6% ]

Ledge Attack - Heave-Ho!
A relatively simple ledge attack; Klubba climbs the ledge with normal lag, performing a backwards-thrust with his club. This has average priority and range, and tosses victims off the stage lightly behind Klubba. Although the attack only deals 4-5%, it can serve as a nice spike set-up.
[ 4-5% ]

Ledge Attack (Over 100%) - Last-Ditch Defense
Klubba laggily climbs the stage, resorting to swinging his club wildly in front of him for defense. His club has close range, but pretty nice priority to help it serve its purpose. It does so quite well, but at the cost of only doing 2-3% and some stun during three light hits.
[ 2-9% ]

~ ~ ~ Final Smash ~ ~ ~


Final Smash - Lost World
Klubba pulls out his golden barrel to the Lost World, holding it above his head. To either side of him on level ground, foes get sucked toward the barrel with double Dedede's suction on Inhale. Klubba can walk around while sucking with the barrel for ten seconds; if he pulls at least one foe into the barrel, the next part of the Final Smash proceeds. If not, he stows the barrel angrily and the fight continues.

Foes and Klubba are warped to an arena in the Lost World, the origin of the Kremlings. The arena consists of an earthy platform, half the size of Battlefield's main platform. On either side is a pit of deadly spikes; foes who land on these get instantly KOed, their corpses staying stuck to the spikes for the remainder of the Final Smash (no blood). To make matters harder, occasionally a Bowser-sized tire will fall from the sky, land on the platform's middle, and roll to the side. This deals no damage, but bounces foes back an average distance, usually enough to land them on the spikes. Dodge perfectly or suffer the consequences! Klubba has super armor, being unable to be hurt by any stage hazards while still being able to give foes hell. The Final Smash lasts for twelve seconds before everyone is warped back.
[ Varies ]

~ ~ ~ Playstyle ~ ~ ~


Klubba has no distinct strategy or mechanic to follow, so when playing as him, there are a number of ways you can pull off victories. As a standard over-sized heavyweight, you'll want to play rather defensively until you have built enough damage to finish your opponent. Klubba's massive disjointed club offers him several defensive options, but even that doesn't make his game easy. Out of his many attacks, it's rare you'll find any with less than moderate lag on at least one end.

To start a match, it's a good idea to shake out some shards to hinder your opponent's approach. Of course, foes won't just sit back and let you mess with their ground game. If you're up against one of those damned campers, you'll have to use Down Special or F-Tilt to defend before you add your effects to the stage. Klubba has rather poor agility, so turtling up and tanking is your best bet to avoid damage.

Once you've given yourself the chance, get out some D-Tilt spikes, along with shards if you haven't already. Foes are generally required to approach against a good defensive Klubba, and these are the perfect foil to their advances. Because Klubba is immune to his own traps, he can build some hefty pain on his enemies. Your club can KO at quite early damage levels, so as long as you beat up your foe a bit, finishing them won't take much effort.

In conclusion, Klubba plays just like your neighborhood heavyweight. Using his trap elements to assist in regular damage racking is a strong point of Klubba's, although if you aren't careful with defense, foes will eat you up. Otherwise, Klubba builds damage from a bit of a range. His few stunning/burying moves can assist during this phase, although you have to avoid telegraphing them to your foes. Klubba is rather sub-par in the air, other than shorthopping B-Air and D-Air. Play smart and cruel, and your foes will be in for one hell of a fight.

~ ~ ~ Match-Ups ~ ~ ~


Vs. Meta Knight - 55/45: Klubba's Favor
Well, let's start out with a legitimate match-up against Meta Knight. Klubba will have some initial difficulty trying to set the stage while defending himself from Whorenado. However, Meta Knight will have problems using his spinning vortex of death on the ground, due to shards hitting him out of it. Using it in the air is much more predictable for Klubba, who can even grab him out with U-Tilt. When it comes down to it, the battle will involve much more skill on Klubba's part in order to keep priority that can compete with his rival's. He'll also have to space more carefully in order to build sufficient damage. Fortunately, Meta Knight won't stand up to much damage before dying, while he'll have problems gimping Klubba through his Up Special's super armor. Klubba can be compared to a less-threatening Snake in this match-up.

Vs. Bowser - 40/60: Bowser's Favor
Sure, Bowser has few ways to prevent Klubba from spiking up the stage, but he does have a way around shards. Using Fortress to skate over shards doesn't hurt Bowser in the least, although timing is integral to this tactic, if you don't want an arse full of spikes when you pop back out. Bowser can't KO Klubba as early as vice versa, but Bowser can pressure Klubba much closer when he gets in his face. The likes of F-Tilt and F-Air are faster than almost anything Klubba can use. The big Kremling will have to use his ranged moves to beat up on the Koopa King, which is much more difficult. Bowser wins this match-up, although Klubba has a few tactics he can use against his adversary. For example, his U-Smash can catch Bowser out of his Down Special, defending Klubba and punishing Bowser. Also, Down Special is a nice blockade to Fire Breath, one of Bowser's prime damage-builders.

Vs. Wallmaster - 60/40: Klubba's Favor
Right off the bat, Klubba's weight makes him irritating for Wallmaster to drag to hell. Klubba has fair vertical recovery if you aim his bound in that direction, so Wallmaster's Up Special isn't a huge nuisance to him unless you're too far offstage. Klubba's range doesn't force him to approach Wallmaster too much; he can set up the stage or sharpen priority as much as he wants from a solitary position. Although Klubba certainly can't dominate from the air, D-Air can be a real threat to Wallmaster; incapacitate it by burying it into the stage, then knock it away with an F-Smash. If Wallmaster can pressure around Klubba's hazards, he can still stand a fighting chance. At the end of the day, though, Klubba just has an easier time scoring KOs.

Vs. Dead Hand - 30/70: Dead Hand's Favor
Dead Hand can actually compete with Klubba's traps with his Limbs. Of course, he'll have to play smart to determine which location would best screw over Klubba. At least Dead Hand can get out Limbs faster than Klubba can shake out shards, and without any negative priority effects. The best areas to place limbs are near ideal shard/spike locations; Klubba will have to remain around his traps to build Dead Hand's damage, which he can't combo up at all, despite Hand's massive size. If Dead Hand plays his cards right, the creep will have a much easier time devouring Klubba than the massive Kremling will have merely bashing him to his doom. Klubba can't defend well against Limbs due to them 'attacking through other attacks'; he'll have to dodge and counterattack to get rid of them, which rids him of an opportunity to set up traps, while giving Dead Hand a chance to send out another Limb the moment the first is destroyed.

Vs. Lucy - 20/80: Lucy's Favor
Klubba's great priority is useless here due to Lucy's disjointed vectors, and even then, any traps he lays out can be caged off by Lucy to prevent Klubba from racking damage on her. Although Klubba can KO at vastly earlier damage levels, his sluggishness allows Lucy to rack damage surprisingly well at close range. Couple that with Klubba's size and inability to take advantage of Lucy's walls or pursue her, and you've got a problematic match-up. Klubba will have to use moves like D-Air to build damage, but even its amazing abilities don't hand him the match-up. He'll really have to work for a win here; Lucy comes out on top in most cases.

~ ~ ~ Extra Animations ~ ~ ~


Up Taunt - Menacing Gesture
Klubba beats his club into his hand even more vigorously than during his usual idle animation, intimidating his foolish foes.

Side Taunt - Fiery Bugs
Klubba pulls out a jar full of fiery orange bugs, from his DKC2 GBA port appearance. He inspects them briefly before stowing them in his skull belt.

Down Taunt - Muscleman
Klubba roars menacingly, flexing his muscles and uttering pirate syllables under his breath.

Entrance - Kremling Krash-Down
Klubba simply falls from the screen's top, creating a shockwave upon touching the ground. He swings his club once to scare foes and get a feel for it, before the battle starts.

Victory Pose #1 - Jumping for Joy
Klubba bounds twice, left to right, across the screen, creating shockwaves both times. After the second jump, the big guy lands on center stage and poses in a crouching position.

Victory Pose #2 - Toll-Booth Collections
Klubba sits on a large tire, cackling to himself and counting a pile of Kremkoins earned from his duties.

Victory Pose #3 - Club Spin
Klubba mirrors Melee Ganondorf's sword victory pose, chuckling to himself and spinning his club around twice before driving it into the ground.

Victory Theme - Bonus Room Winner
Klubba shares the normal DK Victory theme. Sorry, only K. Rool is important enough for his own theme.

Loss Pose - Club Clapping
Klubba stands and pounds his club into his hand with no emotion, to substitute for clapping.
 

Mr. Author

Smash Rookie
Joined
Nov 27, 2009
Messages
5
Making movesets now...

- Waluigi
- Toad
- Bowser Jr.
- Paper Mario
- Geno
- Tetra/Toon Zelda
- Tingle
- Kellyn
- Mewtwo (remix)
- Darkrai
- Claus
- Ninten
- Little Mac
- Prof. Layton
- Agent J
- Mii
- Onion Knight
- Sora
- Neku Go here
- NiGHTS
- Amaterasu Go here


-<-< WALUIGI >->-



"Waluigi, the enigmatic trickster, joins the brawl!"

Waluigi is the mysterious add-on in various Mario side games, like the Mario Party and Mario Tennis series. He's seen greatly as Wario's partner in crime, though their closeness may suggest a possible brotherhood between the two. Shady, sneaky, and childish, Waluigi trains hard for sports and the likes, but packs whatever tricks he can into his sleeves, juuuuust in case.

What's most apparent about him is his unrestrained rivalry with goody-two-shoes Luigi. It's no wonder that he, as well as his friend Princess Daisy, can't get along with the slim purple guy.

-> Playing as Waluigi <-​

> The first thing one needs to know about Waluigi is that...he's a filthy, rotten cheat. Normally, his attacks are straight-out, but a lot of his attacks involve fake-outs and dodges. Know which attacks can pull these dirty tricks and you'll be able to confuse your foes with sheer unpredictability. Mix in his special moves to create traps, set a distance, and/or brave through the crowds.

+ Can wall jump.

-> Stats <-​

Avg. Speed - Mid-High
> Being the athletic type he is, he ought to be good at running.

Jump - Mid-High
> And of course, with long legs like those, why wouldn't he be a great jumper?

Avg. Power - Low
> Given that slender frame, he's not going to be THAT strong.

Avg. Range - Mid-High
> Those long limbs are a real boon, lashing out there like whips.

Attack Speed - Medium
> With all that agility, he's kind of average when it comes to striking.

Weight - Low
> Again, slender frame. So he's basically the polar opposite of Wario.

-> Appearance <-​

- Normally, he will appear in his Mario Strikers Charged uniform, from the armored chestplate right down to the metal gloves. His normal plumber appearance will be his second outfit, with its own array of palettes. There is no change in gameplay between either outfit.

-> Animations <-​

Entrance : Skids in on the Waluigi Racer, which disappears as he hops off.

Stance : Stands with his legs and arms bent, like in Mario Party games, only with some more hustle in him.

Idle Action 1 : Strokes his chin with his left hand, looking as if he's plotting.

Idle Action 2 : Points his left hand at the opponent in the shape of an upside-down "L".

Up Taunt : Swings fists in the air while laughing.

Side Taunt : Waves his hands by his face in a taunting manner.

Down Taunt : Strokes his mustache while giving a shady wink to the camera.

Victory 1 : Does his famous "Wa-lu-i-gi-yeah-yeah-YEAH!" cheer from Mario Strikers Charged, with the bouncing hip and everything.

Victory 2 : Waggles his finger to the loser(s) behind him and chuckles as he looks back to the camera while crossing his arms.

Victory 3 : Whips out a rose while tipping his hat, like in Mario Party 8.

Loss : Claps sarcastically with his back to the victor, leering over his shoulder.

-< Ground Attacks >-​

Normal A : Punch and Punch
> This is the regular weak attack. It's actually a four-part combo (despite the name), with a left punch and a right punch and a chop and a knee-kick.
> 2% + 2% + 2% + 3%

Side A : Late Punch
> Swats his left hand forth harmlessly, then punches with his right fist. The swat is merely a fake-out--he even rubs the underside of his nose with it while delivering the punch. Be warned, though--if the opponent can see it coming, Waluigi's vulnerable at the start of this move.
> 6% on punch

Up A : Flip Kick
> Backflips and does a kick upward, much like Lucas's up-tilt attack.
> 7%

Down A : Low Kick
> Handstands first, acting as a sidestep, then swings his foot.
> 5% on kick

Dash A : Tumble
> Think of Snake's somersault attack. That's kind of what Waluigi's Tumble is like. He curls up and rolls forth. Not strong, but it comes out fast and it helps duck under high-aimed attacks.
> 7%

Side Smash : Walui-Chop
> Upon releasing the charge, Waluigi swings his hand behind him and then swings it forth. The start of the attack will hit anyone behind him, as well as make them open to the full-swing part of the attack.
> 4%-6% to back, 13%-18% to front

Up Smash : Whirluigi
> When he launches up to spin in a flurry of chops and kicks, he literally hovers above the ground. That's right--he hovers upward about a block's height. While it doesn't have the full-invincibility that a dodge does, it does help him avoid ground-bound attacks.
> 4%-8% per hit

Down Smash : Step and Slip
> So you charge this up...and when you release or it fully charges, what does Waluigi do? No, he doesn't attack...just yet. First, he does a side-step, after which he'll dive back in, sliding his legs across the ground. For a smash attack, it's a bit weak, but given the sidestep effect, he can use this to catch opponents off-guard if they draw near to interrupt his charge.
> 12%-18%

Normal Weapon Attack
> He just...swings it forth. Not to interesting a move with a weapon, but it does cover a wider area than the side weapon attack.

Side Weapon Attack
> Jabs it forth. This is rather quick for a side weapon attack, but if the opponent crouches low enough, s/he can avoid this.

Dash Weapon Attack
> Swings it behind him, then lashes it forth. Helpful for getting annoying chasers off your back.

Smash Weapon Attack
> Winds it up while charging, then lobs it forth like a baseball bat.

-< Air Attacks >-​

Normal Air A : Spin Attack
> Pretty much pirouettes with his arms held out. It's your typical swing-around normal air attack.
> 3% per hit

Front Air A : Backhand
> Slaps the opponent with the back of his hand. It's not strong, but it has greater knockback than his other air attacks. If the opponent has high % damage, this will launch them quite far.
> 5%

Back Air A : Twist Kick
> He thrusts his feet behind him and spins, doing about three hits total at the feet. This also thrusts his whole body back more.
> 4% per hit

Up Air A : Dodge Chop
> Evades at start, then chops upward. Kind of weak, but helps against foes who are attacking from above.
> 7%

Down Air A : Double Stomp
> Stalls in the air, then thrusts his feet downward one at a time. The second kick doubles as a meteor smash.
> 5% per hit

-< Grab Attacks >-​

Grab
> A simple snatch forth. After this, he'll hold the foe up by the shoulders or shirt collar or whatever.

Pummel
> Press the attack button for Waluigi to headbutt the foe.
> 2% per hit

Front Throw : Bob-omb
> He'll hold a Bob-omb in front of the foe, which then explodes, launching the foe away and leaving Waluigi with a face full of soot. No, it doesn't hurt him. But it's funny to watch.
> 12%

Back Throw : Swing-Around
> Swings the foe around and hurls him/her behind himself, much like Mario does.
> 10%

Up Throw : Uppercut
> Strikes the opponent upward Shoryuken-style.
> 10%

Down Throw : Stomp and Stomp
> Stomps the opponent rapidly. It doesn't have the same burying effect that it did when Waluigi was an Assist Trophy.
> 2% per hit

-< Situational Attacks >-​

Ledge Recover
> Hit the attack button when he's hanging onto a ledge, and he'll lash back on with a karate chop.
> 5%
> At 100% and up, he'll struggle up and then rise back up with an uppercut, however low it may be.
> 7%

Getting Up
> When getting up, he'll breakdance a short bit before hopping onto his feet.
> 6%
> At 100% and up, he'll whirl his fists around after mustering the needed strength.
> 8%

-< Special Moves >-​

Normal Special : Liar Ball
> Lobbing forth a baseball, it could be one of two things. If it's a normal baseball, it will hit hard, but can be picked up and tossed around. But sometimes, it will turn out to be a Whiskered Eggplant, which will inflict poison on anyone it hits. The ratio of appearance between the baseball and Whiskered Eggplant is roughly 3:2.
> 11% with baseball; 6% + poison with Whiskered Eggplant

Side Special : Waluigi Racer
> Calling up the Waluigi Racer, Waluigi hops on and drives. Pretty much like the Wario Bike, only it hits harder and turns slower, being a kart and all. He can jump out of it, but to reuse it, he needs to use this special move while touching the kart.
> 9% per hit

Up Special : Twist Dunk
> This is quite a bizarre move--Waluigi will SWIM upward in four strokes before slamming his hands downward. The swimming motion itself doesn't damage anyone, but the slam attack will inflict a meteor smash. You can direct Waluigi with each stroke left and right.
> 11%

Down Special : Wall-Luigi
> Quite a crafty move--Waluigi will conjure up a patch of dark rose thorns in front of himself. If used in the air, it will fall to the ground. Of course, any foe touching these thorns will get hurt. Waluigi can use these to defend himself, but there can be no more than two thorn patches at a time.
> 4% on contact

-< Final Smash >- Megastrike​

"Hehehehehe...WAHAHAHAHA!!!"

> Hit the special move button after getting the Smash Ball, and Waluigi will lash a rose vine around himself quickly, stunning anyone he hits. After that, he'll swing it all around himself, launching four Soccer Balls while he's at it. This is a particularly dangerous close-range attack...to his opponents, of course. The Soccer Balls vanish after they finish flying, so they can't be used afterward.
> 11% on lash; 18% on swing; 14% per hit by Soccer Ball

-< Other >-​

> When launched away in a Star KO, instead of screaming, he'll yell "CHEEEAAATEEERRR!"

> Crowd Cheer: "Waaa-luuu-igi! {stomp}"

- Snake: Otacon, who's the skinny guy?
- Otacon: That's Waluigi, Wario's partner and possible brother. He spends a lot of time devising pranks and exercising for sports. No matter what, he'll do what it takes to come out on top.
- Snake: Wario knows the oldest tricks of the book, but Waluigi published it, huh?
- Otacon: That's right. He can set rose thorns as traps, or even hurl a Liar Ball at you.
- Snake: Liar Ball?
- Otacon: Sometimes it's a baseball, but other times it's a Whiskered Eggplant. Just touching that will make you lose your lunch.
- Snake: Eugh. Sounds pretty nasty.

> Doc Louis's Tips
"Listen up, son. You've met some crooked cheats before, but they're nothing compared to Waluigi. With some of his attacks, he'll fake you out before striking! Can you believe that? So keep an eye out if he swats his hand forth--that's nothing compared to the punch."
 

The Necromancer

Smash Rookie
Joined
Oct 6, 2009
Messages
6
It's started! It's likely than most of you don't remember me, I appeared near the end of MYM6 and posted 2 or 3 times. Anyways, I'm back and I'm gonna try to do awesome movesets and become a good MYMer.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Because I'm A Glutton For Movesets

Klubba

Comboability : 2

YES! YES!

Now that that's taken care of, Klubba is an okay moveset. While priority playing made me queasy at first after Disco Kid, you actually made it interesting, what with the interactions between lowering and raising his priority. Unfortunately, that seemed to end with the Specials, and you don't really touch on it much for the rest of the set.

Also, traps seem almost as out of place as ... combos on King K. Rool. Sorry, I kid. Honestly though, while the spikes were excusable, with its interaction with his playstyle and priority manipulation, the pitfall trap was just plain blatant.

And this guy seems kind of overpowered. The Forward Smash doesn't have too terrible starting lag, but KOs at 55%! What! No amount of ending lag justifies that. The guy hits hard, hits with good range and usually good priority, and you seem to suggest that his Dair can be used to infinite an opponent on the stage (although I'm certain that wasn't your intention). At least the balance issues are fairly easily adjusted problems, like damage and knockback, and it isn't hardwired in the moveset broken.

In the end, I saw a fairly generic heavyweight. And you agree with me on the playstyle, that he's a fairly generic heavyweight. A few cool things, but you never really turn them into anything interesting. At least you didn't try to spice it up with combos though.

Waluigi

I can't say for sure, but I'm going to assume that you're the person who commented on the stadium. Well first of all, welcome to Make Your Move and to Smashboards!

As for your moveset, it's fairly barebones, but since you're new here, I won't hold it against you. Instead, I'll just explain where you need to make some changes. First of all, just by scrolling through it, I noticed a couple 'prop' moves. These are any kind of move where a character pulls an item or weapon out of nowhere, uses it, and it disappears afterwards. Moves like these are generally frowned upon unless you can justify a good reason for the character to be able to use it.

Second of all, organization. BBCode is there for a reason, movesets are a whole lot easier on the eyes if you splash some color, bolding, and bump up the sizes some. Just keep it consistent, and your moveset will be a lot better recieved.

Third, your move descriptions are very short and generic. Waluigi suffers in that he doesn't have much material to work with, but try to come up with more creative moves. You had a couple of good ideas with the Forward Tilt and Down Smash of having him fake out opponents, expand on this in the rest of your moves.

Also, generally when writing a move, you want to cover a few things: damage (with a percentage), knockback, priority, and lag are all generally expected if you want to get the gist of a move communicated to someone.

Focus on these areas for your next set, and you'll get a much warmer reception. Oh, and one more thing. If you are the guy from the Stadium, then that means that you probably only spent a little time on this moveset. Take your time, movesets can take days, or even weeks to complete as you come up with ideas and try to tweak and perfect everything.

Good luck, and welcome to MYM.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Wallmaster: As always, you show that genuine awareness of how brawl would react to your characters. Wallmaster does revolve entirely around his traps, but he does it in a way that actually understands how those things work, zoning and channelling foes to where you want them.

but;
There are vital moves all over the place (why is the dash attack being used to lay traps?), and even some Spadefox style status effect shenaniganary. And, for a hand, I was surprised at how many tentacle attacks he used.
Also, you have an instant KO attack that's just sitting there, being worthless/ignored.
Finally, there some strangely convulted sentences ("The moment you release this attack, the hand swings up in a crushing gripping motion, ending in the hand upright and the palm facing the screen.")



**hell I'm slow at reading sets..
 

Frf

Smash Apprentice
Joined
May 11, 2008
Messages
83
Location
Memphis, TN
Klubba
-Cussing makes everything better <3
-Traps? 0.0

-A priority increasing move? NOT SO FAST, KOOPS!
-Finally specials that actually FLOW TOGETHER.
-Can't wait to see what kind of playstyle the specials open up.

-Surprised to see how much you're able to squeeze out of the character.

-Looks like he'll be able to destroy the more defensive characters with all the traps he can set.
-OMGDOWNTHROWSPOILARZ

-Main way to KO? I was fine with the other moves's power.
-Strongman is my favorite move so far. Well done.

-Bowser's nair is laggy and awkward to land, though....
-Forawrd air is basic but pretty awesome
-Glad the back air isn't a move that takes 10 years to start up.
-You seem awfully excited about that boring down air.....

-I SO FREAKING CALLED KLUBBA SKEWERING SOMEONE FOR HIS GRAB.
-SO. FREAKING. CALLED IT.
-One of the few pummels I actually like.
-BUT THAT'S NOT ALL *shot*
-Boring status effect is boring.
-Back throw sounds awesome, but seems tacked on.

-People still do situationals?
-Final smash seems fun.
-I was expecting a page long playstyle, but this gets the job done.
-Glad you added some of the newer sets in the match-ups.

A nice and streamlined debut set, Kupa. I'm so glad there's finally a set with actual COLORS, you know.
This is the first set I've read of yours. XD

WA-WA-WA-WAAAAALUIGI
-From the overview wawuweegee seems like your standard mindgamer.
-Your writing style is awesome.
-I'd recommend adding some color into the set. It helps to not make things look so dull. Although I guess that IS waluigi's style.
-Add some damage percents, please.


You have some neat ideas, and this set is all-around good for a first set. Look around at other sets to see what is generally prefered. Don't be too hasty to post just-finished sets; I learned that the hard way.

Super Macho Man
-Advice, everyone: If the stats are boring, DON'T MAKE A SECTION ABOUT THEM. Nice thinking there.

-Oh no, glasses! D: It's gonna make this set twice as long! WILL I BE ABLE TO KEEP MY ATTENTION THROUGHOUT THE WHOLE SET? FIND OUT ON THE NEXT COMMENT!
-This is why I love punch-out sets. They have very helpful pictures for turks like me.
-A move that kills at 65%? My god.
-Side special to neutral special seems to be a ridiculous combination.

-You should've called the jab "jab squared". :[ SON, I AM DISSAPOINT.
-I'm getting the feeling that sunglasses macho man just has stronger and better moves than regular macho man....
-Lulz, macho tornado.
-*streetfightergasms*

-Destroying the opponent's shield is a primary strategy, it seems.
-A stat boosting move? NOOOOOOOOOOOOOO*licks lamp*
-Up smash could kill babies it's so good.

-Now I'm noticing the organization isn't too FABULOUS for someone like ultra omega macho man.
-LMAO at the neutral air. XD
-Two ganondorfs on top of each other? Sounds kinky.
-Hehe, the back air is neat.

-The instant forward throw without sunglasses is a cool idea.
-"Faceoff" seems a bit tacked on.
-Alright, weight lifting is an awesome throw.

-A situational more than two sentences long. 0_0
-The ledge attack is my favorite ledge attack ever to grace the kingdom of ledge attacks.
-I though the final smash would be a lot more epic, but this works I suppose.

-Finally, a long playstyle section. I missed you long playstyle section. *huggles*
-DANGIT WHY DO THE SUNGLASSES HAVE TO HAVE AN OPEN-ENDED PLAYSTYLE
-SERIOUSLY I'M RAGING RIGHT NOW
-Unleash the bogus, my brother. Unleash the bogus.

-A 65:45 matchup? That's an amazing feat.
-NO, METAKNIGHT IS PERFECT. *shoots*
-Dude, match-ups against all the punch out sets. Imma save this for later. <3

Great set, HR. The set was fun to read and easy to picture, and macho man I'm sure was a fun character to make a set for. Props for not using props.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
KLUBBA
In a nutshell, Klubba is a Tauros, straight down to the musical headers (While there are a few eyebrow raisers in there that don’t feel Klubba-esque at all, there’s more actual good music). Klubba’s the definition of generic heavyweight but there really isn’t that much you can do with the character without going into trap territory. . .Which you did anyway. Dtilt is a rather random blatant trap, but it helps to differentiate him at least somewhat and isn’t just present for random creativity. The usmash is an absolutely brilliant move and the priority buffing here actually makes sense, albeit he might be rather underpowered considering a character like him should already have high priority in the first place. On the other hand, there are some very generic moves like dair and the occasional tacked on effect like fthrow that sort of takes away from the Tauros approach the moveset’s going for. The playstyle doesn’t flow that much, but that’s because there’s not much to flow into. You set out to make a set for a standard heavyweight and you succeeded. While you’ve cut down from throwing in obligatory things like comboing to make him appear to be more then he is, what is left is what sticks out as the only real flaw on this sort of moveset. Granted, this genre is far from popular. . .

DEAD HAND/WALLMASTER
Yeah, I’m commenting on both of them at once to better advertise the winner of the little face-off. Firstly, the detail in both can be rather awkward. Dead Hand’s more awkward to tread through due to overdetail, particularly in that everlasting final smash. Wallmaster left me more confused at the end as I tried to remember what moves did what due to some of them being difficult to picture. However; that’s mostly just me reading it in awkward pieces in a random order from awkwardly spaced out previews and hating re-reading stuff. It’s happened to a lot of your sets and this one is no exception. Not the fault of the set itself, of course, so I’ll just leave it at that. One thing I can complaint about that’s more real though is that I found the playstyle descriptions after each section of moves was essentially just to make the move descriptions look shorter then they are, seeing you just went over the uses of each individual move.

So both of them rely on instant Count-esque KO grabs. Dead Hand uses Dead Limbs to make it too hard to escape while Wallmaster uses a secondary damage counter on the foe in fog. It seems rather pointless to me for the attacks that rely on fog to not just rely on the foe’s damage and moves that rack up fog rack up damage. . .Fog doesn’t do anything particularly special other then make the set seem more original then it is and make him suck at FFAs/Doubles. Dead Hand’s Dead Limbs stacking grabs was a good bit more interesting and reminded me of Romero’s zombies, though it’s obviously a lot more capitalized and played around with here, what with the chain-grabs and how badly Dead Hand needs to slow the foe down. The main thing about Dead Hand I feel that makes him “garbage tier” is that he has no real method of forcing approach. Granted, against defensive characters who are perfectly fine where they are he can just use Down Special or Dsmash to get in their face. . .But he hates being at super close range. That’s where he gets comboed, no? Dead Hand has no reason to approach and has no way to force approaches. I can see you were trying to make him something other then a Camper, but I feel a generic projectile is all this guy really needs to be complete.

. . .And I rather forgot about Wallmaster there, didn’t I? Probably should’ve made these two separate commentaries. Wallmaster, unlike Dead Hand, is fully capable of what he sets out to do, what with his attacks that come under the foe regardless of location and how he has some actual moves that don’t have 5 years of lag. While Wallmaster’s instant Grab KO is present, he strays away from that already very explored playstyle to have a surprising emphasis on the air (Dead Hand being poor in the air only made him feel all the more typical) by gimping with Up Special. Regardless of the aerial mechanic being one of the toughest parts of the set to understand, once I fully grasped it I actually found it to be my favorite part of the set. A heavyweight that gimps from the stage really hasn’t been that explored, and considering how you rather downplay the instant KO grab in favor of this I feel more towards this moveset then Dead Hand. The Instant KO grab is also still there as an option, leading him to have a more varied (While still very flowing) playstyle. Dead Hand’s still a good set, but definitely feels like a work in progress more then a complete presentation, certainly not as good as the greatness of Bubbles. Wallmaster, on the other hand, is the best moveset so far.

MR. DREAM
I dunno why I'm commenting this. Really, I don't. This set missed the entire point of the Punch-Out sets what with the absolutely BLATANT prop/random magicy move and how he stole such a ridiculous amount of random moves from other boxers. Even when doing all of this, you can't manage to come up with any actually creative moves, much less merge them into a remotely coherent playstyle. I don't think you quite understood the appeal behind Negative Man. Negative Man was a psuedo-joke set what with how the character was garbage tier in Smash Bros. (And it ended up still being not horrible anyway), not with the moveset itself being garbage tier in MYM.
 

SkylerOcon

Tiny Dancer
Joined
Mar 21, 2008
Messages
5,216
Location
ATX
Wallmaster: As always, you show that genuine awareness of how brawl would react to your characters. Wallmaster does revolve entirely around his traps, but he does it in a way that actually understands how those things work, zoning and channelling foes to where you want them.

but;
There are vital moves all over the place (why is the dash attack being used to lay traps?), and even some Spadefox style status effect shenaniganary. And, for a hand, I was surprised at how many tentacle attacks he used.
Also, you have an instant KO attack that's just sitting there, being worthless/ignored.
Finally, there some strangely convulted sentences ("The moment you release this attack, the hand swings up in a crushing gripping motion, ending in the hand upright and the palm facing the screen.")



**hell I'm slow at reading sets..
Juna you confuse me. At first I was all like "yessssssss he loves it". And then I read the second paragraph and was like "wait, what?". I always have trouble deciphering your comments ;_;

Did you like it or no?
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Who Snuck This In Here?

Neku Sakuraba

Wow, I don't think anyone expected two sets from you in one day, and you certainly improved, at least somewhat, with your new set. So I'm gonna have to tell you two things.

One: SLOW DOWN. Seriously, you'll do better if instead of making sets as fast as you can, you take a few days, or even a week or two to work on a moveset. We all appreciate your enthusiasm, but rest up a bit.

Two: You still have a good ways to improve. There are several sets from past contests that have been considered excellent, compiled here.

Definitive Moveset Roster

Check it out, and try to emulate their presentation and writing style, its the kind that people prefer here. Anyways, take some more time to put a lot of thought into your moveset. I can tell already that you want to improve, so good luck!


Oh, and by the way, its reccomended that you post each set in their own post, and try to get the post at the top of the page. It's really easy to miss new sets added the way you added Neku.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
DUSKNOIR
This is the definition of a MYM 4 set. There are a lot of genuinely interesting moves here, but they don’t flow in any way, shape, or form. This moveset has no playstyle. While the healing/damaging tilts were a nice little interaction, the healing one is entirely pointless outside baiting approaches, which Dusknoir doesn’t really seem to need to do due to being decent at ranged combat. Throw in that it was stolen from Espeon, and yeah. The other actual interaction I was much more fond of, Imprisoning the foe with a throw to force them to stand on a fire-wall. . .Speaking of that move though, you do make the trap bit sound too useful outside this move considering it only does 2% and seems to just be a tacked-on after thought to the move when it’s first read. . .

Speaking of tacked on effects the moveset’s absolutely crawling with them in a MYM 4 Kupa-esque fashion, leading to the very hurried feel of the moveset, though granted not as much as something like Great Tiger (Which is still a good set, better then this). The low detail level is fine and makes reading the set a breeze, but your writing style with stereotypical phrases like “But wait!” are the main issue here. Granted, the music choices and animated gifs make this a very inviting moveset and easy to read.

The moves are all extremely creative and I’d see this moveset really going places in MYM 4. There are a few pretty cool ones that I’d love to see implemented into an actual playstyle, and you managed to avoid Pokemon syndrome pretty well. Get rid of the cop-out moves and replace them with moves that are relevant to the existing ones and this could certainly go somewhere.

. . .And those match-ups are disgustingly underdetailed with no justification for the numbers. The MK match-up mainly has you talking about MK's advantages despite it being in favor of Dusknoir, apparantely.
 

Neo Exdeath

Smash Ace
Joined
Sep 11, 2009
Messages
795
Location
Strawberry Fields
@Warlord: If, by cop-out, do you mean the tilts, the generic comments, and the playstyle lack? Yeah, I forgot about Espeon when I was writing the tilts.. Thanks for the commentary, though, as it was well needed. My next set will improve on this.
 

Mr. Author

Smash Rookie
Joined
Nov 27, 2009
Messages
5
-<-< NEKU >->-



"Neku Sakuraba, the reclusive Player, joins the brawl!"

A 15-year-old boy from Shibuya, where trends collide and blend. He is easily recognized by his spiky orange hair and his large blue headphones. He doesn't understand others, and feels like he never will. That all changed when he died and entered the Reapers' Game, where he had to fight for the lives of himself and his new friends Shiki, Joshua, and Beat.

In the Game, Neku makes use of the Player Pin, which lets him scan minds and imprint "memes". When attacked by negative creatures called Noise, Neku has to fight using pins that enable psychs, from quick hand-strikes to trails of fire. He must also rely on his partner, who fights Noise in their other zone.

-> Playing as Neku <-

> A lot of Neku's moves involve creating traps. Be it forming a Splash Core, setting a Time Bomb, or

chasing foes with Pyrokinesis, a good Neku player will try to make things as hectic as possible for the opponent(s).

-> Stats <-

Avg. Speed - Medium
> Just your average kid, running about the field.

Jump - Medium
> Same as above. Nothing warrants for extraordinary jumps.

Avg. Power - Mid-Low
> Since Neku focuses more on trapping than smashing, he doesn't need to be very strong.

Avg. Range - High
> With all the traps and mess-around moves he has, he can reach far just to lure foes into said traps.

Attack Speed - Medium
> Able to lash attacks out...fairly quick.

Weight - Mid-Low
> You can tell by his skinny build. Another good reason to set traps.

-> Appearance <-

> His regular appearance in The World Ends With You, also wearing a Player Pin. Alternate palettes change his colors and sometimes his shirt design to resemble the clothes worn by Shiki, Joshua, Beat, Rhyme, and Kitaniji. Also in the Kitaniji-esque outfit, his Player Pin, instead of black and white, is red and black, like the Red Skull Pin.

-> Animations <-

Entrance : Appears in a blue light, saying "You're good as gone!"

Stance : His battle stance in The World Ends With You, hand held out while standing with one knee bent.

Idle Action 1 : Tunes his headphones, nodding his head to the beat.

Idle Action 2 : Crosses his arms, giving a blank stare forth.

Up Taunt : Holds hands to the side, saying "Open up your senses."

Side Taunt : Glares with his fist forth, shouting "Outta my face!"

Down Taunt : Checks his cell phone.

Victory 1 : Tosses Player Pin and catches it, saying "That's how it's done."

Victory 2 : Flips cell phone shut and holds it to the side, saying "So, who's next?"

Victory 3 : Pumps his fist, saying "Easy."

Loss : Claps while sulking.

-< Ground Attacks >-​

Normal A : Mystic Flurry
> Barrels his fist forth rapidly. Keep tapping to continue the attack, like Meta Knight's normal attack.
> About 1%-3% per hit

Side A : Shockwave
> Deals a two-part chop attack.
> About 5% per hit

Up A : Vulcan Uppercut
> Swings his fist upward, followed by a blaze.
> About 9%

Down A : Flame Core
> Rather than strike the ground, Neku bounces a fireball off of it. It keeps bouncing around for a little while.
> About 7% on execution; about 3% per bounce

Dash A : Spear Strike
> Lunges forth, wielding a psychic-formed lance that mows down opponents.
> About 11%

Side Smash : Piercing Pillar
> Summons a large icicle in front, launching foes away. The execution after charging is a tad slower than usual.
> About 16%-22%

Up Smash : Twister
> Summons a storm of cyclones above him. Notorious for sucking foes into it.
> About 4%-8% per hit

Down Smash : Tremor
> Casts a shockwave all around himself. Among his smash attacks, this is average in power.
> About 11%-18%

Normal Weapon Attack
> Smacks the weapon forth to the left.

Side Weapon Attack
> Chops the weapons forth downwards. Covers more space than the normal weapon attack.

Dash Weapon Attack
> Makes the weapon float forth and spin twice.

Smash Weapon Attack
> Holds weapon overhead, then jumps forth and slams it down, like with his Massive Hit psych.

-< Air Attacks >-​

Normal Air A : Street Jam
> Creates a loud burst of noise around himself.
> About 9%

Front Air A : Force Rounds
> Neku will cast three psychic bullets forth in a fanned-out pattern.
> About 4% per hit

Back Air A : Splash Core
> Summons an orb of water to linger in the air. Hurts and bounces foes that touch it.
> About 6% per hit

Up Air A : Apport
> Calls a few stones above him to fall down. They will fall as far down as twice Neku's height. Good for annoying foes.
> About 6% per hit

Down Air A : Lightning Bolt
> Rains bolts below himself, reaching down at his height.
> About 9%

-< Grab Attacks >-​

Grab
> He catches his foe in a psychokinetic hold, much like he did to Shiki in Day 2.

Pummel
> Zaps the foe with psychic power.
> 2% per hit

Front Throw : Psychokinesis (Touch)
> Neku casts a small pulse onto the victim, casting him/her away.
> About 8%

Back Throw : Psychokinesis (Drag)
> The victim is circled around Neku a few times, then tossed behind him.
> About 12%

Up Throw : Psychokinesis (Slash)
> Neku makes an upward motion with his hand, hurdling the victim upward.
> About 9%

Down Throw : Psychokinesis (Press)
> Neku points his palm to the ground, slamming the victim downward.
> About 10%

-< Situational Attacks >-

Ledge Recover
> As he gets back on, he swings his foot forth.
> About 6%
> At 100% and up, he strikes with a Shockwave after getting back on.
> About 8%

Getting Up
> As he gets up, he slams his hand on the ground, inflicting a small Tremor.
> About 8%
> At 100% and up, he struggles to get up, then casts a Street Jam around himself.
> About 10%

-< Special Moves >-

Normal Special : Time Bomb
> Neku creates a Time Bomb right in front of himself. It alone won't hurt anything, at least not until it goes off in 5 seconds. After Neku places two Time Bombs, he can't lay another until one of them explodes.
> About 12%

Side Special : Pyrokinesis
> Casts forth a trail of fire that can be directed with the Control Stick. You can use this to chase foes around (preferably into your traps) or to drill in a lot of damage.
> About 3% per hit

Up Special : Grave Marker
> Teleports upward a fair distance, then lunges in any given direction downward (that is, given by the Control Stick). If he can hit an opponent with it, he can unleash a meteor smash.
> About 11%

Down Special : Fire Barrier
> Creates a barrier of fire around himself for a short time. While up, it will deflect projectiles and harm any foes that come close.
> About 7% per hit

-< Final Smash >- Nexus Ray​

"Any last words?!"

> This two-part attack begins with a quick close-range pulse from his hand, shaped like the Player Pin's emblem. This stuns any foes that are struck by it and tosses them in front of Neku. He then fires a large beam forth for a short time, almost like Samus's Zero Laser. Anyone hit by this beam will be marked by a large graffiti-like X before being blasted away.
> About 8% on pulse; about 36% total on beam

-< Other >-​

> Crowd Cheer: "Neee-KU!"

> Joshua: Well, hey there, Snake.
> Snake: Huh...?
> Joshua: You can call me Joshua. Anyway, I couldn't help but notice that you're fighting my buddy, Neku Sakuraba.
> Snake: Neku...You must mean this kid here with the headphones.
> Joshua: Yeah, not the most social folk out there, is he? Hee hee...Anyway, like in the Reapers' Game, Neku uses various psychs drawn from pins. I swear I've seen him packing psychs like Pyrokinesis, Fire Barrier, and Street Jam. He might be a challenge.
> Snake: How do you know what's going on here?
> Joshua: Well, I hope my advice helped you, Snake.
> Snake: Barely. And why are you giving me tips if that's your friend, anyway?
> Joshua: Let's just say he could use the workout. You know, so he can repay a favor he owes. Sometime soon...Hee hee hee...
> Snake: ...?

> Doc Louis's Tips
"Neku Sakuraba doesn't seem like your average Piston Hondo to me...It seems he can create various diversions with those psychs of his, like summoning meteors and time bombs. If he pegs you with a lot of traps...well, you can say sayonara to your hide."


-<-< AMATERASU >->-



"Amaterasu, the sun goddess, joins the brawl!"

Okami Amaterasu is a goddess that hails from the Celestial Plain, which floats high above the land of Nippon. She was awakened from her 100-year sleep after being killed by Orochi, and set out, with the guidance of a brash Poncle named Issun, to reclaim her 13 Celestial Brush techniques.

Amaterasu takes on the form of a white wolf, often wielding a mirror-like weapon called a Reflector. She has gotten the evil eye on many occasions by trouble-making demons, and had several run-ins with the mysterious Tao Master Waka. With the resolve of herself and the people of Nippon, she was able to vanquish the source of the evil beings once and for all.

-> Playing as Amaterasu <-​

> This goddess has a fine balance of quick attacks and slow, strong attacks. Making use of the strong attacks, given their slow startup, may prove challenging, but Amaterasu has a few special moves to help with that--Sunrise, Ice Storm, and Galestorm. With them, you can stun or freeze foes, and even push them around to your liking. While they're stopped, let it out with your strongest blows.

+ Can crawl and wall cling.

-> Stats <-​

Avg. Speed - High
> Obvious, since she's a wolf and all.

Jump - Medium
> Her jumps are better going long-ways, but still help.

Avg. Power - Medium
> Balanced out among her attacks and special moves.

Avg. Range - Mid-High
> Her Reflector and Rosaries lash out a bit far, but moreso for her special moves.

Attack Speed - Mid-Low
> Her weapons and special moves are a bit hefty, so her timing may be on par with Samus's.

Weight - Low
> Being that aerodynamic comes at a price, I'm afraid.

-> Appearance <-​

> Think a step between the cel-shaded and realistic-looking appearances for the fur texture. Her wings and tail won't have the same whooshing effect that they did in the game. She will also appear with the Divine Retribution Reflector, trailed by its holy fire. Her other palettes change her red markings to blue, green, brown, azure, and bright orange.

-> Animations <-​

Entrance : Appears from a flurry of flower petals.

Stance : Her usual battle stance, hunched down at the front, waving her tail.

Idle Action 1 : Snarls.

Idle Action 2 : Drags her forepaw along the ground.

Up Taunt : Lets out a course howl.

Side Taunt : Gives a surprised grunt and looks behind herself.

Down Taunt : Lays down for a moment, flowers sprouting around her.

Victory 1 : Growls to the side, then gives her famous victory howl (as Issun would say).

Victory 2 : Shakes fur, then sits in a dignified manner.

Victory 3 : Goes to sleep, a bed of flowers growing around her.

Loss : Sits, wagging her tail.

-< Ground Attacks >-

Normal A : Three Winds
> Swings the Reflector forth up to three times.
> 3% per hit

Side A : Headbutt
> Swings her head forth.
> 9%

Up A : Reflector Arc
> Swings the Reflector above in a quick loop.
> 11%

Down A : Rosary Shot
> Fires her Devout Beads along the ground. Deals 6 hits in all.
> 2% per hit

Dash A : Holy Falcon
> Does a long jump, whirling in midair. Acts much like Snake's somersault attack.
> 10%

Side Smash : Glaive Charge
> Summons the glaive Tsumugari. After charging, she slams it forth. It has a lot of lag on startup, but makes up for it in unusually-high power.
> 20%-30%

Up Smash : Waterspout
> Summons a fountain of water in front, shooting up to do damage.
> 16%-23%

Down Smash : Fireburst
> Creates a burst of fire around herself shaped like an infinity sign.
> 14%-20%

Normal Weapon Attack
> Lashes the weapon quickly.

Side Weapon Attack
> Swings the weapon hard. Timing is a bit slow.

Dash Weapon Attack
> Headbutts with weapon in mouth.

Smash Weapon Attack
> Launches the weapon on her Reflector. Adds to the range a bit.

-< Air Attacks >-

Normal Air A : Rosary Orbit
> Devout Beads orbit around Amaterasu, hitting anyone that comes near. This is her quickest air attack.
> 7%

Front Air A : Glaive Dive
> Lunges forth with Tsumugori. Slow startup, heavy damage.
> 15%

Back Air A : Reflector Lash
> Reflector swings behind Amaterasu. Fair range.
> 11%

Up Air A : Headbutt (Air)
> Lunges her head upward. Has high knockback.
> 11%

Down Air A : Holy Dive
> Dives downward, tackling any foe she hits.
> 10%

-< Grab Attacks >-

Grab
> Lashes her Devout Beads forth to snatch an opponent. In the air, she can use this to tether to ledges.

Pummel
> Bites the foe repeatedly.
> 2% per hit

Front Throw : Inferno
> Casts a burst of fire to launch the victim.
> 11%

Back Throw : Reflector Hurl
> The Reflector lifts and throws the victim behind Amaterasu.
> 9%

Up Throw : Reflector Drill
> Grinds the Reflector's edge into the victim upwards.
> 3% per hit

Down Throw : Reflector Slam
> Slams the victim into the ground with the Reflector.
> 10%

-< Situational Attacks >-

Ledge Recover
> Hops back on with a headbutt.
> 7%
> At 100% and up, she crawls back up and bites.
> 9%

Getting Up
> Hops to her feet in a spin attack.
> 8%
> At 100% and up, she struggles to get up, then swings the Reflector around.
> 11%

-< Special Moves >-

Normal Special : Sunrise
> So to speak, summons the sun right above her, casting a long, stunning sunbeam forth. Can charge by holding the button down and releasing to unleash longer sunbeams and prolonging the stun effect. While stunned, opponents are easy game for Amaterasu's stronger attacks, like her side smash.
> Does not do damage

Side Special : Ice Storm
> Creates a flurry of snow forth, often freezing opponents. Startup is a bit slow.
> 11%

Up Special : Galestorm
> Calls a gust of wind, blowing in whatever direction the Control Stick is tilted in. This can be used to drag opponents in or push them away. In the air, it also lifts Amaterasu in the given direction.
> Does not do damage

Down Special : Cherry Bomb
> Creates a large bomb. Does large damage when it goes off. Up to three can be present at a time.
> 15%

-< Final Smash >- Bead of Strings

> With the power of the Smash Ball, Amaterasu can summon the Stray Beads together to form this powerful Holy Artifact. While they are equipped, Amaterasu will be immune to damage, and her attack speed and power increase greatly. This means that Amaterasu can get to foes and strike them with heavy blows without much worry. Just remember, they will only last for about 15 seconds.

-< Other >-​

> Divine Retribution, Devout Beads, and Tsumugori are Amaterasu's first Reflector, Rosary, and Glaive, respectively.

> Crowd Cheer: "Hail Ama-tera-su!"

> Snake: Otacon, there's a white wolf here with a mirror of some sort.
> Otacon: That's Amaterasu, the sun goddess of the land of Nippon. When evil beings plagued the lands, she awoke to exorcise them and restore peace. Besides that Reflector, she has a Rosary and Glaive, too. She can also manipulate the elements with her Celestial Brush techniques.
> Snake: I must say, you know quite a bit about Japanese history.
> Otacon: Well, Mei Ling insisted that I should. If I'm truly gonna appreciate Japan, I have to understand all its aspects.
> Snake: And it looks like you're off to a good start.
> Otacon: Heh, thanks, Snake.

> Doc Louis's Tips
"Who'd have thought you'd meet Amaterasu in the ring, Mac? Watch out, though--her Reflector, Rosary, and especially her Glaive pack serious power. To make sure those attacks hit, she'll use her Celestial Brush techniques to try and stun you. But, you know better than to stare into the sun, right?"
 
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