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

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Hyper_Ridley

Smash Champion
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Are you ready? 'Cause I'm gonna put on a show!


SUPER MACHO MAN


Super Macho Man is one of the most well-known characters in the Punch-Out! series of boxing games. He is a rather arrogant body builder from Hollywood who is more concerned with the fame associated with a boxing champion rather than the skills. He is often shown boasting about how great his body is or going on dates with the women of Hollywood. Ironically his hair is already grey and he doesn’t dye it despite caring so much about how looking “cool”. In Punch-Out! Wii he was given voice acting, sounding like a stereotypical surfer using lingo such as “dude” or “bogus”.

In all games, Super Macho Man is a powerful opponent, appearing as either the semi-final boss, final boss, or as the champion of the semi-final circuit. His signature move, the “Super Spin Punch”, has him performing multiple, fast clothesline punches, and being hit by just one of the 4+ punches in a single use can instantly knockdown Little Mac.

In Brawl, Super Macho Man has an overall “balanced” set of core stats. His movement speed and traction are both average. His jumps are both slightly above average but so is his fall speed, and his aerial control is average. He is the size of Ganondorf thanks to those big muscles of his, and he’s about as heavy as Ike.

SPECIALS

Down Special - Too Cool for You


Macho Man pulls out his signature sunglasses and puts them on. They’re in some back pocket or something, there, not a prop! (h)

This takes .45 seconds with below average end lag on top of that. Once Macho Man has his trusty sunglasses on, he really starts showboating for the crowd. Many of his moves will now have altered properties as he performs flashier versions of them to make the match more exciting! You can remove the glasses by performing the input again. His glasses will also break if he takes 45% damage to his head with them on. The glasses retain their damage after he puts them away, and he doesn’t get a new pair till he respawns.

Neutral Special - Super Spin Punch


Macho Man unleashes his signature attack! After doing a classic arm flex, he suddenly spins around a full 360 degrees with his arm outstretched. The flex gives the move above average startup lag, but the payoff is an attack with decent priority that deals 20% and knockback that KOs at 65%, and it deals great damage to shields too with decent shield stun. Because Macho Man is spinning, this move even hits to both sides and since his arm is outstretched it has nice range. Below average end lag.



With his sunglasses on, it’s time for potentially the most extreme PAUNCH ever in Smash Bros history! Macho Man begins to strike several dramatic poses over 2 full seconds while yelling “Super! Macho! Man!” He then performs three consecutive spinning punches that have the same properties to the regular version, with below average lag in between each punch. While the startup is extremely long, after .55 seconds pass of it, Macho Man has full invincibility for the rest of the startup time. This is an absolutely devastating move to shields if your opponent is unable to dodge it via other means, being able to destroy even Bowser’s shield from full if all 3 hits connect.

Side Special - Photo-op


Macho Man places his hands on hips with a smug expression on his face and he yells out, “Photo OP!” As he says this, an off-screen camera takes his picture, and the flash of the camera takes up an area on the screen the size of DK overlapping Macho Man. Enemies caught in the flash will be dazed for as long as a deku nut stuns them. The effect cannot stack to prevent stalling. There is above average startup lag and low end lag to the move. If Macho Man has his sunglasses on, the flash will be 1.4 times bigger due to it reflecting off the lenses. If performed in the air, a holograph platform appears as he stalls in place. Can’t let the picture can be blurry now, can we?

Up Special - Powerful Jump
Macho Man performs a literal third jump by harshly “stomping” the air, propelling him upwards as far as Mario’s Super Jump Punch at a similar speed. There is below average startup lag to the move and low end lag coming out of it. Macho Man’s feet are the hitbox for this move, dealing 12% and a moderately powerful meteor smash with below average priority (ZOMG a boxer attacking with his feet this moveset sucks even if Macho Man’s doing it unintentionally!). Macho Man does not enter freefall after performing the attack. Overall a mediocre recovery tool at best but it could be used sometimes for gimps since you can spike an enemy while recovering back in the same move.

STANDARDS​

Jab - ...
Macho Man performs a…wait for it…JAB on the enemy. This has good priority and is quick to start up with end lag that is still below average. It deals10% with knockback that KOs at 250%, and has a nice horizontal range due to Macho Man extending his arm all the way, but due to his height it might miss opponents low to the ground. The move also deals higher than average shield-stun.

If he has his sunglasses on, Macho Man will wind up before throwing the punch. He must be going for a big hit now! This version of the attack has the same startup lag as Wario’s FTilt and it is indeed stronger, dealing 13% with knockback that KOs at 170%. The priority, range, and end lag remain the same.

Forward Tilt - Backhand Swat
Macho Man performs a spinning backhand punch that has below average priority and deals 11% with knockback that KOs at 180%. It also deals nice damage to shields as well as pushing a shielding enemy away as far as 1/3 of battlefield. This is definitely a good thing, since while the move has below startup lag, it has above average end lag as Macho Man resets his position, so the shield push actually keeps this move safe on block. Don’t expect to get the same leniency with enemies that spam dodges however.

With his sunglasses on, Macho Man really ramps up the heat by allowing you to cancel this move into another use of it, thereby turning him into a whirling frontal assault of backhands. Of course, just sitting there spamming this move is about as effective as a Marth spamming his DTilt; any competent player will hit you through the blind spots. Of course, this can be absolutely vicious when used against a wall to rip apart shields, though that won’t come into play unless you have an enemy or teammate who can create them. Both versions of the move are great for damaging and spacing against shields, though it’s difficult to perform follow-up attacks.

Down Tilt - Crunch

Macho Man rises from his crouch while performing a mighty uppercut. An uppercut from a downwards input? What witchcraft is this?! This uppercut has short horizontal range in front of Macho Man due to the way he curls his arm but it strikes an area as tall as he is. Combine this with its okay priority and low startup lag and you have a nice defensive move. It deals 11% with vertical knockback that KOs at 140%, and it deals good shield stun as well. It has below average end lag.

With his sunglasses on, Macho Man bangs his fists together twice before attacking. This gives the move above average startup lag but the priority is now above average and it deals good damage to shields in addition to the shield stun. These changes make the attack into a high-risk/high-reward type of maneuver instead of the defensive function it serves with the normal variation.

Up Tilt - Mach(o) Tornado
Macho Man spreads his arms as he begins to spin around like a top in a motion similar to Luigi’s Down Special, or even better, Zangief’s Lariat attack from Street Fighter if you’re familiar with it. You can move him left and right as he spins around at a decent speed. He spins around for .6 seconds, dealing 12 hits in that time to each side. His arms are the only hitboxes for the move, and they have below average priority and deal 1% per hit with the final hit dealing purely horizontal knockback that KOs at 150%. Essentially no startup lag with average end lag. The move deals a nice amount of shield damage on the last hit.

With his glasses on, his movement during the spin increases to be almost as high as Luigi’s Down Special, and by rapidly tapping the attack button you can have Macho Man slowly rise up like similar spinning-style attacks in Brawl, making it much more difficult to dodge. However, the priority of the move is decreased to be almost as low as a typical Captain Falcon attack, making it much easier for a direct counter.

Dash Attack - Surf’s Up
Macho Man spreads his arms as he skids forwards as far as Luigi’s Dash as a good speed. In this pose Macho Man looks very much like he’s surfing across the stage. His arms are a hitbox with below average priority that deal 10% with knockback that KOs at 210%. Low startup lag, but above average end lag as Macho Man stumbles forwards for a moment at the end of the slide. He will fall off the edge of platforms and enter freefall for .4 seconds as he “wipes out”. With his sunglasses on, Macho Man won’t “wipe out”, so he will stop at the edge of platforms and not stumble at the end of the move, giving it low end lag.

SMASHES

Forward Smash - Power Hook


Macho Man performs a strong arcing right hook while yelling “Pump it!” There is average startup lag to the move, but below average end lag. The punch has below average priority and deals 18% (30% charged) with knockback that KOs at 110% (80% charged). Against defending opponents the move deals nice shield stun.

With his sunglasses on, Mach Man apparently becomes the star of an anime as his glove acquires a fiery aura of raw power! This causes the move to have above average priority and deal great damage to shields instead of shield stun. In fact, it always drains a shield’s life by 50% of its max power, making it a vicious way to finish off shields after damaging it via other means. On the downside, this attack gets its power by drawing from Macho Man’s own shield, lowering it by 33%! While Macho Man’s shield will never break itself with this move, stopping at 1%, it would still be an unwise decision to spam this lest you leave yourself defenseless.

Down Smash - Feel the Burn!
Macho Man brings his arms to his sides and flexes for as long as you charge. When you are finished charging, he will have a red aura around himself. For 2-7 seconds depending on charge time, Macho Man’s attacks deal 2 more damage 1.3x shield damage and shield-stun, but nothing else is increased. Average startup lag, low end lag.

With his glasses on nothing special happens if you simply charge up the move fully…normally that it. However, if Macho Man takes damage while charging…he still takes the damage and knockback. Some action star he is! But wait, it seems that he has acquired the aura like he does with the regular variant of the move, and no matter how much he “charged” beforehand, it will last for 5 seconds. If Macho Man completes the charging uninterrupted, he gets a bonus that lasts for the next hits he deals. Now that’s more like it, coming back after taking a beating, just like in all fighting sports movies!

Up Smash - Release the Bogus!


Macho Man pulls back an arm before delivering a spinning uppercut! Macho Man moves forwards as he performs the mighty punch as far as 1/5 of battlefield, and he spins around in place as the move winds down which gives it a lingering hitbox at the end with low end lag! The uppercut portion of the move has below average priority and deals 14% (26% charged) with knockback that KOs at 120% (80% charged) and extreme shield stun. The lingering spinning part lasts for .3 seconds and deals 6% with knockback that KOs at 200%, and it has high priority. There is average startup lag to this move.

If you have Macho Man’s sunglasses equipped, you don’t get any gameplay changes, but you DO get a fun easter egg. Macho Man yells out “Release the beast!” as he performs this attack. However, if he does not hit anybody, he ends up cutting off the last word as he grumbles “bogus”.

AERIALS​

Neutral Aerial - Dramatic Twist
Macho Man performs a feat that would cause the Brawl engine to explode. He doesn’t perform a sex kick, oh no. He performs a sex PUNCH! Macho Man jabs his arm forwards with low startup lag as it lingers for .3 seconds before retracting for below average end lag. The initial hit deals 9% with knockback that KOs at 180%, the lingering hit deals 6% with flinching knockback. The attack has below average priority the entire time.

With his sunglasses on, Macho Man performs the unthinkable; a two-hit combo of sex punches! Oh my God Pandora’s Box has been opened! Both punches perform the same as the regular version, except that the initial hit of the first punch deals high hitstun instead of knockback for the second hit to auto-combo, and there is low lag in between the punches. Overall, both variations of this attack are great for pressuring shields and either starting, linking, or ending a combo. Definitely one of Macho Man’s key moves, but that’s only fitting when it’s so amazingly creative, M I RITE?

Forward Aerial - Slow-mo Pound
Macho Man raises a fist before bringing it down hard in front of himself. This has average startup lag and the punch has average priority, but it deals a nice 14% and the move deals set downwards knockback as far as 2 Ganondorfs on top of each other, or nice shield damage against a defending opponent. If the opponent hits the ground from the blow, they will bounce back up for half the distance they traveled and end up “floating” in place for .6 seconds as gravity slowly takes control of their momentum. Considering the move has low end lag even if he hits the ground, this can be a great combo starter!

With his Sunglasses on, Macho Man’s fall speed is reduced to almost nothing as he does a “slow motion” attack. This of course increases the startup lag to go along with it to nearly the same amount as a Falcon Punch, BUT the priority is drastically increased to be considered good, and the damage is now a very impressive 24%. The knockback and the bounce effects remain intact, so you can combo this strong move into others for even more damage potential.

Back Aerial - Falling With Style
Macho Man leans back as he continues falling, folding his arms behind his head and crossing his legs in a classic relaxation pose. There is low startup lag as he enters this pose, and he holds it as long as you hold the attack button. His entire body is a low priority hitbox that deals 10% with set vertical knockback that goes as high as Mario is tall. There is average end lag to leave this pose, but if you let him touch the ground while doing it he will cancel the move into his lying-down back position. Try to connect with the move just as you touch the ground so you can combo into his back-rising attack!

Up Aerial - Soaring Smash
Macho Man performs a powerful forwards punch angled slightly upwards. This has low startup lag and average end lag. It has below average priority and deals 11% with vertical knockback that KOs at 145%. The force of the punch also causes Macho Man to rise upwards as far as Link’s Spin Attack when he performs it and as far horizontally as 1/5 of Battlefield. When you combine this with his up-special Macho Man has a pretty decent recovery overall. To prevent it from becoming an infinite recovery, only the first use of the move has the rising effect, replenished when Macho Man lands.

With his sunglasses, you can press the attack button at the apex of the first punch’s lift for Macho Man to perform a fierce downwards punch that causes him to plummet to the ground (an UAir stall-then-fall!). This punch has okay priority and deals 10% with flinching knockback, or enhanced shield stun if applicable. There is below average end lag to this move, making it good for retreating to the ground after a recovery, but if you don’t reach solid ground you can say goodbye to your stock!

Down Aerial - Rapid-Fire Fists
Macho Man turns upside down and performs 4 quick jabs towards the ground. There is low startup lag to the move, low lag in between each punch, and below average lag on the end of the move. Each punch has below average priority and deals 3% with flinching knockback. Rather than increased knockback, the last hit deals enhanced shield stun if applicable.

With his sunglasses on, Macho Man attacks at blistering speeds, performing 8 punches in the same time frame as the regular version. Each one deals 1% so this move has less damage potential, but each individual punch has slightly more priority than the one before it, with the last punch bordering on truly good priority.

THROWS​

Grab Animation
Macho Man attempts a traditional boxing clinch. This has low startup lag but poor range and punishable end lag. If Macho Man is not wearing his sunglasses, he will automatically perform his Forward Throw once he connects with the clinch, but with his sunglasses you have access to a full set of 4 throws and pummel.

Pummel - Headbutt
Exactly what the name says. 2% and is mildly spammable. Your standard pummel.

Forward Throw - Strong Shove
Exactly like the name says, Macho Man simply shoves his enemy out of the clinch to put some distance between himself and his opponent. This deals 6% with set knockback as far as 1/3 of Battlefield. This is mainly so that grabbing without Macho Man’s sunglasses isn’t a complete waste of time, otherwise you’ll usually stick to other throws.

Back Throw - Faceoff
Macho Man shoves his enemy away just in front of himself as they stare each other down. After 1 second passes, a either a sword or a shield icon will randomly appear in between the two combatants. Depending on what it is, both players need to try and hit the correct button first; attack for sword, and shield for shield (lol). The player who reacts quicker deals a fast jab to the loser, dealing 12% and set knockback as far as a Battlefield platform. While the input that appears is random, it’s a timing based exercise so it’s really down to player ability in the end.

Up Throw - Weight Lifting
Macho Man decides to show just how strong he really is by lifting his opponent clear off the ground! As you might expect, the success of this depends on how heavy is enemy is.

If Macho Man’s target is, say, as light as Fox, Macho Man is a bit TOO successful. His effort to lift them over his head ends up tossing them skyward for 9% and vertical knockback that KOs characters that light at around 90%.

On the other hand, if they’re as heavy as Dedede, Macho Man pulls a muscle trying to lift them up, and he staggers back while holding his back in pain. This does no damage but leaves Macho Man vulnerable to an attack for a moment.

For everybody stuck in the middle, Macho Man lifts the enemy and holds them over his head for a moment. He then slams the enemy onto the ground for 8%, leaving them lying on their back as Macho Man flexes to add insult to injury. This prevents Macho Man from performing a follow-up attack, but he has super armor during the .5 seconds he flexes, preventing the enemy from punishing him a rising attack.

Down Throw - Macho Pummel
Macho Man quickly throws his opponent to the ground and proceeds to rapidly punch them several times while they’re lying down. He deals 10 punches of 1% each, and then he yells “Get back up!” as he reaches down to pick up the opponent again. At this point, Macho Man can pick up the opponent for a re-grab, but the opponent can press the shield button as Macho Man grabs them to instantly break the hold, and the “grab-break” animations will be treated as trough Macho Man were the one being released, thereby putting him at a disadvantage. However, Macho Man can press the shield button before he makes contact with the opponent to cancel the re-grab attempt. If you’re a gutsy player you can try performing this move multiple times to rack up good damage and then canceling when you think your opponent might try to counter the re-grab.

SITUATIONALS

Rising Attack - Shades of Gold
Macho Man decides to try sunbathing in the middle of battle. How vain of him. The instant you input for this move, Macho Man swats at the air above him while saying “Get outta my way!” This deals a paltry 8% but deals good set horizontal knockback as far as ½ of battlefield. After the swat is finished, Macho Man normally gets back up on his own, but if you hold the attack button, he will remain lying down, his body slowly tanning the entire time. Let go of the attack button for Macho Man to near-instantly get back up, and you can even roll from this position like a normal wake-up game. Tanning has no effect on gameplay, but you can use the delayed get-up for things such as dodging a teammates high attack or something. Or for lulzy screen-****s, do as you wish.

Ledge Attack - Macho Slam
Macho Man hates climbing up ledges! So, he’ll make the ledge lower to him. Macho Man harshly slams one fist onto the stage, which causes the entire screen to lower down as far as Ganondorf is tall. However, the opponents and Macho Man do not move with the screen, so now all Macho Man has to do is move onto the stage in the air. While he CAN perform this move multiple times, the screen resets itself after 2 seconds.

FINAL SMASH​

Grand Finale
Oh yeah, Macho Man’s gotten the smashball! When he activates this move, he’ll put on his sunglasses (yes even if they were broken he gets a new pair) and proceed to perform a simple hook directly in front of himself. If he hits someone (and this can only harm one opponent, targeting the closest enemy), the enemy is stunned as Macho Man prepares to show you his moves!

The action freezes as the camera zooms in on Macho Man as he delivers a barrage of lightning fast punches to the opponent, so fast that it looks like there are several Macho Men with all the after-images. This goes on for 5 full seconds as the camera circles around Macho Man and his prey, dealing 60% in total. After the punch barrage, Macho Man pulls back a fist and gathers energy into it as he yells out “SUPER! MACHO! MAN!” Macho Man delivers an EPIC uppercut to his opponent, dealing 40% as the camera freezes for a second at the moment of impact, and when the screen returns to normal the opponent is launched with vertical knockback equivalent to Marth’s final smash. This is essentially an OHKO, but it can only hit one opponent and has melee attack range.

The trophy of this final smash shows several transparent Macho Men in the midst of performing the punch barrage on Meta Knight. Now look who’s got lagless attacks!

PLAYSTYLE

Macho Man is a heavyweight who can combo. OH MY GOD I THOUGHT WE WERE DONE WITH THESE IN MAKE YOUR MOVE 6 DIE HR DIE DIE DIE DIE DIE DIE! Now wait just a minute. While it is true that Macho Man has his share of true combos, most of the time Macho Man isn’t actually comboing during hit-stun…he’s comboing against shields!

Yes, Macho Man is in fact a character who specializes in the fine art of “shield-breaking”. Of course, in order to damage shields at all you have to put the opponent on the defensive, and thankfully Macho Man is decent at approaching, unlike a certain shadow-wolf who had to go offensive to win. While his priority is on the low end, Macho Man has acceptable movement speed, and his attack speed is actually better than average for the most part too! Combine this with his long-arms and you might think you know why Macho Man is a good offensive character, right? Well, not quite.

The key to Macho Man’s success is his selection of lingering attacks. UTilt, USmash, NAir, Bair, and DAir can all qualify for this. Your opponent can’t spot-dodge them or else he takes damage as the dodge ends, and if he rolls away Macho Man can either chase after him some more. While Macho Man’s attacks do have low priority they also come out fast, so the opponent’s best option most of the time is to shield the attack. This is great news for you, since Macho Man has a bevy of moves that either deal higher shield-stun or shield damage, allowing you to take off a chunk of an opponent’s shield simply with the simplest of moves. These “shield combos” are short, around 2-4 hits, but those extra hits will make all the difference. FTilt is a notable combo ender since it deals higher pushback on shields. While this means you’ll have to approach again, it’s great if you sense an enemy waiting to attempt a shield-grab so you can get out of harms’ way.

Once you’re opponent’s shield is broken, it’s time to annihilate them! This is when you show-off some real combos, such as Bair - Rising Attack. Of course, the real meat and potatoes of these moments is KOing time! Simply let ‘er rip with a Super Spin Punch and let the crowd go wild! Bonus cool points if you perform the extended version! Macho Man isn’t so great at gimping so he has to shield-break and pulverize as quickly as possible.

Of course, there will be times when an opponent is able to resist your approaches. Maybe they’re just so good at reaction that they can predict when you’ll attack and out-prioritize you. Thankfully, Macho Man isn’t terrible when it comes to defense. His range gives him some good poking tools such as retreating Fairs. If you have time for it, defensive play is a great time to charge up a DSmash for a boost to your offensive shield-breaking game! Macho Man also has an acceptable recovery, so when combined with his weight he’ll stick around longer than average.

When it comes to Macho Man’s sunglasses, there is no one defined way to utilize them. In some cases, the altered move is purely an upgrade, such as his grab-game. In others, his moves take on more of a high-risk/high-reward status (gotta give the crowd drama!). One universal attribute is that Macho Man has no moves that directly protect his head, which is where opponents need to aim to eliminate the glasses. Some players may chose to outright ignore them, some players may chose to use them to heck and back, some players may find themselves finding situationally great uses for them; at the end of the day, Macho Man’s Down Special is YOUR hype-building tool to use as you see fit.

Overall, Macho Man has plenty of tools to win matches if you enjoy seeing a dazed opponent with their shield broken.. He can take out 40% of a shield just by nicking the last hit of a “multi-hit DAir”, and he has a combination of range and speed to successfully approach. When the shield is broken he has damage-racking combos as well as powerful finishers. He can still play somewhat defensively when he’s forced to, and his recovery isn’t too bad either. However, his low priority stops his approaches from being unstoppable and his defense from being impregnable. He also can’t gimp very well. Still, Super Macho Man has 3 good traits for every 1 bad, which when combined with the unique title of “best shield breaking character” keep him in the higher tiers and an excellent choice for competitive play. Unleash the Bogus!

MATCHUPS

Vs Meta Knight: 65/35 Super Macho Man’s favor
Meta Knight crushes Macho Man’s pitiful priority and makes Macho Man’s attack speed look like Ganondorf’s. Of course, Meta Knight does this to every character not named “MK ditto” so these are hardly flaws on Macho Man’s part. What’s truly notable about this matchup is MK’s DEFENSIVE options. See, you may not realize this, but Meta Knight has a rather weak shield and is a light-weight. I know, Meta Knight is not perfect in every way, scary thought. Anyways, Once Macho Man starts pressuring MK’s shield he can take it out very easily, and then take out Meta Knight without having to build so much damage, negating MK’s godly recovery. Conversely, Macho Man has the range and speed to at least attempt resisting MK’s pressure as well as decent weight and recovery so he can take a few sword slashes. Meta Knight already has many matchups are close to even despite his dominating traits, so when matched up against a character who can actually take advantage of his weaknesses while providing some resistance to his strengths it shouldn’t be surprising to see MK take the fall for once.

Vs Bowser: 70/30 Bowser’s favor
Bowser is in many ways the opposite of Meta Knight. Rather than recover Bowser can simply live to enormous percents, and while he can’t go on the offensive he has godly defensive moves such as FTilt, The most powerful shield in the game, and an amazing out-of-shield Whirling Fortress. Macho Man will have to get past the Koopa King’s defenses just to slowly chip away at his shield, and then he’ll have to repeat this more times than he is comfortable. While Macho Man could try to play defensively himself and force Bowser into attempting an approach, Bowser can just out-camp him AND deal too much damage with his own defense for Macho Man to reliably stall him out, giving Bowser the win.

Vs Yoshi: 65/35 Super Macho Man’s favor
Yoshi’s shield is infamous for having no good out-of-shield options, but in this case his shield might actually come in handy. His shield IS more durable than average, and upon taking a hit he can use his super-roll to escape continued pressure from Macho Man. Of course, Yoshi shares Macho Man’s low priority so it’s easier for the body builder to approach, and Yoshi’s eggs are worthless just like most projectiles in Brawl so he can’t really camp. Yoshi is surprisingly heavy so he can take a few hits, but he has some trouble both KOing or gimping Macho Man. Overall, Macho Man wins, but Yoshi isn’t as helpless as you might think considering the poor reputation of his shield against the ultimate anti-shield character.

Vs Jigglypuff: 75/25 Super Macho Man’s favor
Jigglypuff is pretty much a heavily downgraded version of Meta Knight, so off the bat Macho Man has a solid advantage. What really kills poor Jigglypuff here is her shield; it’s just as weak as MK’s with the additional “feature” of Jigglypuff instantly dying the moment it breaks! Macho Man doesn’t even have to rack damage to score wins with his godly shield-breaking powers, though even if he did Jiggylpuff is the lightest character in the game and would die extremely quickly anyways. MAYBE Jigglypuff can wall-of-pain Macho Man or something and score a gimp KO…

Vs Little Mac: 60/40 Little Mac’s favor
Little Mac has a bunch of traps to help him defend against Macho Man, but on the same token Macho Man’s power allows him to utilize Mac’s dumbbells and punching bag against him. To make things even more annoying, Little Mac is perfectly capable of amounting an offense with his aerial moves and Side Special to cover him. On the bright side, Macho Man beats Little Mac in the range department and can sometimes match him with priority, so it’s not exactly one-sided. As for tagging punch, Macho Man is quick enough for it not be a major issue, especially considering he mainly uses his laggy finishers once Little Mac’s shield is broken. Overall, Little Mac has a bit of an advantage, but it’s still perfectly viable for Macho Man to win..

Vs Bald Bull: 65/35 Bald Bull’s favor
Bald bull is great at defense with his multitude of grab moves, AND with his FAir and BAir he live to high percents even after Macho Man breaks his shield. The key to Macho Man’s victory is to try and play defensively himself. Macho Man’s lingering hitboxes allow him to counter Bald Bull’s Nair, and Macho Man is generally fast enough to beat-out Bull’s moves. If Bald Bull tries using Anticipation to set-up for a Bull Charge, this is your chance to rush at him and attempt to force a shield. Sadly, even with this Bald Bull still has the advantage, though Macho Man puts up a decent effort.

Vs Von Kaiser: 50/50
Von Kaiser’s strength is also his loss in this match-up. All those self-damaging moves aren’t gonna be doing him any favors once Macho Man breaks his shield and uses a Super Spin Punch! Sure, he could go for a healing move, but when Macho Man’s going on the offense there won’t be much time to use them in the first place. While neither character is known for gimping, Von Kaiser does have some great damage rackers such as his BThrow as well as some good finishers. This is actually a rather even matchup, as neither character’s primary strategies (spacing for Kaiser, shield breaking for Macho Man) really interfere with each other

Vs Bear Hugger: 65/35 Bear Hugger's favor
Oh lord, this is an even more defensive character than Bald Bull! Good luck ever pressuring his shield when he doesn’t even have to use it as his primary defensive tool. If there’s one thing Macho Man needs to win, it’s his attack speed. Bear Hugger’s extreme slowness makes it so that Macho Man can at least try to punish whiffed attacks with regular combos, and slowly knock Bear Hugger off the stage where even Macho Man can gimp the tub of lard. Macho Man will want to rush at Bear Hugger the moment the match begins to at least try and prevent him from activating his glove spit. This is still Bear Hugger’s game, but at least Macho Man has a fighting chance.

Vs King Hippo: 80/20 Super Macho Man’s favor
King Hippos is almost entirely ruined by his attack speed. Macho Man can simply bait an attack then retaliate with his quick attacks. Since he’s already decent at comboing for a Brawl character, just imagine what kinds of damage Macho Man can do with Hippo’s double-hitstun penalty. Hippo’s super-armor does nothing but make the match drag on longer as Macho Man tries to draw out an attack. Of course, when it comes time for KOing Macho Man has some issues, due to Hippos having a defensive stance like Bear Hugger so his regular shield is never in danger. And of course, Hippos can crush Macho Man if he lands so much as one hit. But at the end of the day, Macho Man can simply bait and punish one move, then spend the rest of the game stalling and countering Hippo’s desperation attacks.

Vs Mr. Sandman: 70/30 Super Macho Man’s favor
So both characters want to approach for combos, only Sandman wants to land Knuckle Sandwhich to damage rack and Macho Man wants to force Sandman to shield. While Sandman’s offensive nature means that he’d rather cut through Macho Man’s attacks with his good priority rather than shield, by the same token Macho Man has superior attack speed that allows him to strike first to begin with. This means Sandman may have to go defensive in order to counter-attack with his priority, but this also means that his slow attacks make it more likely for him to be forced into shielding! If Sandman insists on remaining offensive, Macho Man has enough defense to try and defend himself until the momentum shifts into his favor. Sorry Sandman, but Macho Man is reclaiming his title.

Vs Great Tiger: 90/10 Super Macho Man’s favor
Great Tiger is the supposed Meta Knight of the Punch-Out! characters, so let’s see if Macho Man can once again pull out an upset victory. Since Macho Man has vastly higher attack speed than Great Tiger he should have no problem interrupting Great Tiger’s moves. Sure, Great Tiger has his duplicates and his DTilt and blahblahblahblah mind-games. But who cares? His moves are still slow as heck and if he performs a DTilt you can always just stay out of range for his “fake-out” move, then punish him. Great Tiger will be forced into shielding, you break his shield, you release the bogus into Great Tiger’s behind and send him to the mat. If anything, Great Tiger is a slightly less fail version of Ganondorf. Macho Man wins, flawless victory, fatality.

EXTRAS​

Up Taunt:



Need I say more?

Side Taunt: Macho Man stomps a foot into the ground and spreads his arms. If he has his sunglasses on, a small shockwave spreads from his feet, creating a motion a motion blur all around him. Hey Vegeta, what does the scouter say about his power level?

Down Taunt: Macho Man performs a stereotypical arm flex. That’s already mainly enough to rival Captain Falcon, don’t brick your Wii by trying to make it more elaborate.

Victory Animation 1: Super Macho Man flexes for off-screen cameras that take pictures as he says “Make sure you get my good side. Oh wait, I ONLY have good sides!”

Victory Animation 2: Super Macho Man arrogantly proclaims “Welcome to MY world!” A helicopter ladder lowers from the top of the screen and he climbs onto it before being taken away.

Victory Animation 3: Macho Man puts on his sunglasses and spreads his arms as two beautiful women run up to him and latch onto his arms. Macho Man puts his arms around the women’s shoulders and says “Let’s go back to my place and release the bogus!” The women both look very excited to hear this and they walk with him off the screen.

Loss Animation: Macho Man doesn't lose. He just choses not to win.

- Incoming Transmission. Press Select -​

Snake: Macho macho man!

Otacon: I’ve got to be a macho man!

Snake: Macho macho…wait, why are we singing this? We sound so gay.

Otacon: Snake, when we discussed that Spadefox freak we revealed that we are Teran and Straked, both of whom ARE gay.

Snake: Oh, right…macho macho man!

Otacon: I’ve got to be…

- end transmission -
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
And Another Thing

Amaterasu

I have no problem with posting several sets, but this is simply ridiculous. So this time, I'm going to be clear. Quality over quantity. We would all rather see well-thought out, complete sets than quickly written, generic ones. I don't want to be mean, but I want you to understand that Make Your Move is more about trying to create new ideas than just building as many movesets as you can. You've clearly got the drive, so all I'm asking you to do is just apply it more effectively.

Super Macho Man

In continuing with my ridiculous comment streak this Make Your Move, here comes Super Macho Man. The sunglasses were a nice idea, and I loved the style and character it gave the moveset, although I wish you had emphasized it as a trade-off better. Things like having no choice in your throws without your sunglasses got rid of the 'high-risk, high-reward' feel, and made the set more clunky (although you certainly SOLD it as a good thing in the playstyle section).

Shield-breaking is a difficult thing to build a moveset around, but you pulled it off fairly well. The moveset smacks of being somewhat overpowered, the average priority keeping him from being too strong. It was a fun set though, and your crystal clear writing style was especially strong here. The set itself was a feat of presentation, and you took your already good ideas and made them even better.

EDIT: Oh yeah, this moveset was also personally enlightening that I now know just how incompetent you are at basic math. I'm glad to have pointed out these simple errors to you, H_R. :)
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,291
Location
Hippo Island
Super Macho Man

In continuing with my ridiculous comment streak this Make Your Move, here comes Super Macho Man. The sunglasses were a nice idea, and I loved the style and character it gave the moveset, although I wish you had emphasized it as a trade-off better. Things like having no choice in your throws without your sunglasses got rid of the 'high-risk, high-reward' feel, and made the set more clunky (although you certainly SOLD it as a good thing in the playstyle section).

Shield-breaking is a difficult thing to build a moveset around, but you pulled it off fairly well. The moveset smacks of being somewhat overpowered, the average priority keeping him from being too strong. It was a fun set though, and your crystal clear writing style was especially strong here. The set itself was a feat of presentation, and you took your already good ideas and made them even better.
Well, the throws themselves contained risk/reward elements to them. What if your opponent is super good at reacting to stuff and beats you in the BThtow? What if you're opponent predicts your re-grab attemp in the DThrow? To be fair, I suppose I could have the risks and rewards higher...

In any case, I'm glad you enjoyed him. If there's one thing I'm certainly proud of with this set, it's how I was able to bring to life his "excitement and glory" feel in the attacks.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
I'll just start with the openers, before moving on to the more recent sets.

Wallmaster
I can easily say that this is one of the top entrants right now (not having read Macho Man yet), although I won't be delusional enough to claim it as a Top 50 lock. The mechanic of building fog before dragging the foe to hell provides an interesting playstyle, although not an entirely fresh one. The pressure moves found in the set are a nice example of how you picture your movesets in Smash; Wallmaster indeed seems to be a very gay character. The only qualm I have is about the organization I so cherished in most of your MYM6 sets; this one has long paragraphs of the same color that can be irritating to digest in one sitting. A valiant effort, to say the least.

Dead Hand
I don't even have to scroll beyond the picture to agree this is one helluva creepy guy. Still, I won't turn him down due to character bias
(FLIP)
. His ability to bring up a limb with ease reminds me of Dingo's crystals, but coupled with grabs to take a fresh take on it. I can't say I like the suicide KO method, but it seems to be perfectly in character. It would be like me saying that the GMP is OOC for throwing shit. Either way, its organization and lack of redundancy are reasons enough for me to put it on par with Wallmaster, despite Warlord being right about his approaching problems. Good job, and keep up the good work.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
SUPER MACHO MAN
Definitely an extremely appealing set to read. While the writing style isn’t as concise as some other sets, it’s a very inviting style, quite possibly your best. The pictures are also numerous and appealing to the eye without being annoyingly eye drawing by being animated. And of course, there’s the absolutely hilarious extras that none can resist, and the appeal of the characters really sells it. There’s a lot more character to love here then somebody like Sandman, Bull, Kaiser, Great Tiger, Hippo. . .Any of em, really.

Even if that potential wasn’t used for ZOMG creative attacks (Not that Macho Man has potential to do anything that is ZOMG creative), the lulzy animations of many of them with the good presentation are more then enough to keep one awake to grasp the very flowing playstyle of the set. While I questioned this playstyle slightly at first considering I never see shields actually break in actual Smash Bros. matches, he’s very much geared for it and it’s an entirely unexplored playstyle. An absolutely brilliant yet extremely simple playstyle executed very well. Really, not much to complain about. Like, at all. Better then Spadefox, though granted my opinion of him has been lessened since you opened my eyes to him. Yes, that means I think this is your best (And no, Spade isn’t your second best. He never was your best. That’d be reserved for Acid Seaforce).
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,258
Location
Australia
[size=+2]Macho Man[/size]
This was a enjoyable set to read that had personality in it, and a half naked man. He's got a extra bonus with his sunglasses, but the whole concept of putting sunglasses on is fun. I don't need to say much, the set is fun and the extras are extremely funny, especially the U-taunt and the loss pose. I must say I like this set thanks to the personality, great job. It's a great thing extras are back, cause they are funny stuff, especially if you know what you're doing.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
All Comments and No Movesets Makes Meanie A Dull Sith

Subaru Nakajima


Private Subaru Nakajima is a forward for Riot Force 6 of the Time-Space administration from Magical Girl Lyrical Nanoha StrikerS. One of the special members of the task force hand-picked by Nanoha, Suabru excels in close-quarters combat, and is skilled in a combat form known as Shooting Arts.

Subaru is the adoptive daughter of two military parents. She and her sister were both prototypes in an experiment to create combat cyborgs, supersoldiers that can fight toe-to-toe with powerful mages. As a combat cyborg, Subaru has superhuman strength, speed and endurance, and has access to a special Inherent Skill: Oscillating Breaker, a powerful punch that completely shatters all barriers and circuitry.


Her Magical Device is Mach Caliber. Mach Caliber is an intelligent device comprised of a pair of inline skates and a power fist, upgraded from the Revolver Knuckle she had passed down from her mother. Mach Caliber is less talkative than Raising Heart, only choosing to speak when she feels it is important. Mach Caliber uses a Modern-Belkan magic system, so its magic circles are triangular, and is compatible with the Cartridge System.



SPECIALS



/ / Neutral Special : Gear Shift

Because Subaru fights on rollerskates, she doesn't ever stop moving once she heads in a certain direction. The only way you can get her to stop is by pulling back on the control stick to turn her around or holding the shield button for her to brake, gliding to a stop. Stopping like this takes about a third of a second, but Subaru's shield is up the entire time.

Subaru can move at three different speeds, or gears: Gear One, Gear Two, and Gear Excellion. By default, Subaru is at Gear One, where she can move at about the same speed as Sheik or Zero Suit Samus's dash. When using Gear Shift, Subaru increases in speed almost instantly, shouting, "Gear Two!"

In Gear Two, Subaru moves just slightly faster than Captain Falcon's dash speed, and cannot shield or dodge normally. Tapping shield, using a double jump, or getting hit though will bring her back to Gear One though. In Gear Two, Suabru's attacks will also become more powerful, as the gears on her gauntlet spin to prepare for an attack. Subaru must wait a third of a second before shifting up one last time.

Upshift again, and Subaru shouts out "Gear Excellion!" Subaru is now just as fast as Sonic himself, and can't even turn around anymore with her momentum, but she can still drop back to Gear One by tapping shield. In Gear Excellion, Subaru also has Super Armor, allowing her to shrug off the first hit she takes while in this form. Getting hit still knocks her down to Gear One, however. Subaru's attacks in this state are at their most powerful.

Subaru uses these Gears to boost up her power and speed to ridiculous levels. Unlike other set-up moves, this one has to be used quite literally as you approach. The problem is though, how is Subaru going to get enough room to use this attack like that?


/ / Up Special : Wing Road


Subaru gives a spirited shout, and instantly a blue platform of magic shoots out from beneath her feet up at a thrity degree angle. Subaru can change the angle of this platform in any direction, and travel as far as she wants with it. The path sweetspots the ledge if you direct it towards it. Subaru can jump off of Wing Road and retain her second jump, but cannot use Wing Road again until she touches normal ground. The Wing Road she made will remain on stage until three seconds after she creates a new one.

If Subaru is in Gear Two or Gear Excellion and travels to the edge, instead of stopping, she will automatically summon a Wing Road to catch her, extending from the edge straight out. If she doesn't direct it though, she'll still travel offstage to her death.

A Wing Road Subaru creates behaves like a drop through platform. If opponents are knocked into it, they ignore it, but they can tech off of it. Subaru cannot turn around when making these platforms however; in order to head the other direction, she must go straight up and then backwards, upside down. Subaru's wheels have an Assualt Grip that lets her cling to the walls or ceiling of any stage as long as she stays moving at top speed, and doesn't turn around. Once the platform is already created, Subaru can turn on it like normally, unless of course she is in Gear Excellion.

Subaru can even make a complete loop with Wing Road like this! While upside down, you must point up for Subaru's Down Tilt and Smash, and down for her Up Tilt and Smash. If she jumps off, she takes a moment to rectify her position so she's heading feet down instead.

Subaru can also use any of her land-based attacks while on Wing Road as well, because it wouldn't be a darth meanie set if you had to be on the ground to use your Tilts and Smashes. As you can probably guess, Subaru uses this move to give herself more space to charge up her attacks, and to access the entire stage with her powerful Smashes. Its absolutely vital to her approach as well, so use this move well.


/ / Down Special : Protection

When charging at someone on her Wing Road, Subaru's defenses are rather pitiful. Stopping takes a while, and if she's in a higher gear she can't even shield or dodge. Subaru can however summon a protective shield in front of her when she's preparing an attack. By using this attack, Mach Caliber shouts out [Protection] and generates a spinning triangular shield about the size of Luigi in front of her. The process takes about a quarter of a second.

This shield will absorb any attack that does less than 10% damage, nullifying it completely. It will also break partway through any attack Subaru is preparing, but gives her some room to perform her attacks. Subaru uses this move at a cost though, as she cannot turn when Protection is up either. Which also makes it all the more rewarding to use in Gear Excellion or on Wing Road, where you already can't turn.

Its not a perfect shield however. It doesn't protect her back, making it useless for retreating, and because of its shape and size, it will leave her head and feet vulnerable while it spins, allowing smart enemies to hit past it with their projectiles, or a well placed Down Tilt.

Protection is still a key move in Subaru's arsenal, giving her an extra bit of defense against attacks while approaching, and more importantly letting her maintain the Gear she's in while she attacks. Its quick, so drop it when you need to.


/ / Side Special : Revolver Shoot


Subaru brings her arm back behind her, the motors spinning, generating a wall of air around her fist. Punching forward, the wind shoots forward in a massive burst of energy, about a Ganondorf tall and two Bowsers wide, with a blue projectile the size of a Poke Ball at the center. It travels forward at a ridiculous speed forward, slightly faster than Falco's blaster. The wall of air pulls enemies hit by it about one and a half battlefield platforms away, dealing a good amount of hitstun and 6% damage.

The blue sphere at the center deals more damage when she's in a higher gear. At Gear One, it deals a meager 7%, but in Gear Two it deals 13%, and 17% in Gear Excellion, with Knockback that KOs around 160%. The move has about a third of a second of starting lag, and can help push enemies away from you, giving you more room to get to a higher gear. Since the main focus is the push effect, its one of the few moves she has that you may want to use without moving.


/ / Alternate Grab : Barrier Breaker


While not a special move, this ability of Subaru's warrants placement here alongside her other specials. Subaru has a fairly short grab range, and cannot grab at Gear Two or Gear Excellion thanks to her ridiculous speed. While grabs normally ignore shields, Subaru uses an entirely different grab against shielding enemies.

Subaru drives her power fist inside the opponents shields, reaching within. After a few moments, she tears her arm out, shattering their shield, creating an instant shield break. Subaru suffers three quarters of a second of ending lag, but her opponent is completely helpless as they struggle in their shield break animation.

This move is one of two of Subaru's attacks that discourage opponents from trying to shield her attacks. Its absolutely devastating, especially at higher percentages where they're open to one of Subaru's best kill moves. At lower percentages, she doesn't have too many high damage options at that point, but its still a situation opponents will want to avoid.


TILTS


/ / Neutral Attack : Destruction's Right Hand

This attack does two different things, depending on whether Subaru is moving or not. Standing still, she gives a laggy punch forwards, dealing 7% damage. Its short ranged, slow on both ends, and has relatively low priority, and you should never use it, and almost never stand still with Subaru, for that matter.

If Subaru uses this attack while moving, she will instead hold her fist out forward for as long as you hold the attack button. This has about a fifth of a second of start lag, and a third of a second end lag. As long as she holds it out, her gauntlet will spin, damaging every destructable object, wall and barrier she comes in contact with at an incredible rate of 15% per second. This includes your Protection spell by the way, which shatters and deals hitstun to anyone hit by it.

If she hits an enemy, they're knocked away quickly, taking damage based on Subaru's current gear. 6% at Gear One, 10% at Gear Two, and 15% at Gear Excellion. Knockback KOs around 140% every time. The attack hits faster at higher gears, you'll only get four hits in at Gear One, but six or more at Gear Excellion, if you hit them at the right angle. If you hit a shielding opponent, Subaru will treat it as if she had hit a destructable object. She'll hold the attack for up to a second, dealing 15% damage to the shield, before sliding back about a battlefield platform. Use it to as a decent approach, or to break through enemy barricades. Take that, campers!


/ / Forward Tilt : Stormbreaker

Subaru throws a straight punch forward with about a quarter of a second of starting lag. This time if she hits someone, she revs the motors on her skates and drives forward for another half a second before they take knockback. This gives them a good amount of time to input Smash DI, but you're also closer to the ledge by then, especially if you're at a high gear. During this window you can shift up a gear while pushing them by pressing the B button, and deal the damage you would for your new gear.

Damage is tiered based on what Gear Subaru is in as well. 10% at Gear One, 14% at Gear Two, and 19% at Gear Excellion. Knockback stays constant, KOing around 120%. The move has excellent priority, but a good two fifths of a second of ending lag.


/ / Up Tilt : Blitz Uppercut

A quick uppercut, at Gear One its rather like her jab, a basic attack that deals 7%. It comes out very fast, about a tenth of a second, but has a good bit of ending lag and knockback that doesn't KO until around 240%, making it a poor KO move. With Subaru's movement control, it can't particularly juggle either.

At Gear Two though, the move deals 11%, and 16% at Gear Excellion, making it a decent damaging option. Subaru can also cancel her jab attack early by using her Up Tilt, punching them out of it upwards rather than forwards. This is tough to pull off though, and requires a very quick input. It has excellent priority, if rather short range, and its a relatively safe option, sans the ending lag.


/ / Down Tilt : Drop Kick

For someone who's on rollerskates, Subaru has an impressive crouch. Her Down Tilt makes it even more impressive, as she sweeps a long leg forward while still crouched. It has a sweetspot right at the wheels of her skate, dealing 8% damage and knockback that KOs around 140%, but is hard to hit with. Kicking them with the leg deals only 3% and barely knocks them upwards, but can sometimes be chained into another Down Tilt or Up Tilt.

The move gets interesting when shes on a drop-through platform, including Wing Road. Instead, Subaru quickly drops straight through the platform, dropping down at a 45 degree angle, her feet forming a hitbox that does 11% and spikes opponents down. Offstage, it can be an impressive spiker, but is a risky move to use; it has a long duration and forces Subaru to fastfall. With her already considerable fallspeed, and the inability to use Wing Road again if she used it to set up this move, she can easily self-destruct while performing this attack.

The move behaves as described above if Subaru is on an upside down section of Wing Road, with her righting herself in midair before stomping forward.


SMASHES



/ / Forward Smash : IS:Oscillating Breaker

This is where it gets fun. Subaru holds her gauntlet back while charging this attack, similar to when she uses her Side Special. When released, she yells as her skates increase in speed, about a 40% increase for half a second. She slams her fist into the enemy, rapidly building damage in multiple hits before knocking them away.


As a special effect of this move, if Subaru hits a shielding opponent, her fist grinds against it as a Combat Cybrorg Circle appears around her fist, and in a split second she breaks through it and continues on with the attack as if the shield was never there.

The damage and knockback of this attack greatly increase as Subaru gets into a higher gear. At Gear One, it deals 17-25% damage. 21-31% at Gear Two, and 30-38% at Gear Excellion, with knockback that KOs around 100%.

This attack takes a while to charge, at least a third of a second without even building up a charge at all, and has a ridiculous amount of end lag, especially if you whiff it. This is a move that Subaru will definitely want a Protection up for, and room to attack with Wing Road. It's a powerful attack, and a good finishing option for Subaru.


/ / Up Smash : Divine Buster


The one attack you want Subaru standing still for. In fact, if you try to use this attack while Subaru is moving, she'll have to automatically roll to a stop before beginning this attack. For this reason, she cannot use it while upside down. Subaru based this attack on Nanoha's signature move, but with some variations. When she starts charging, she holds her left hand back and generates a bright blue energy ball, calling "Divine...". When released, she brings the energy ball in front of her and leans back for a punch, shouting "BUSTAH!" before smashing her whirling power fist into it.

The result of at least four fifths of a second of charging is thus. A massive blue blast of magic pulses out from her fist, as tall as Ganondorf and continuing on to the edge of the screen. The move deals surprisingly low damage uncharged, around 18-38%, but makes up for it by KOing as low as 90% uncharged. By default, the blast shoots straight forward, but Subaru can angle it up to 70 degrees upwards. End lag is considerable, about a third of a second.

This is, without a doubt, the number one move for Subaru to use after breaking an enemy's shields; she usually only has just enough time to pull it off. Just like the attack her role model uses, its a big giant blast of energy you don't want to be in the way of.



/ / Down Smash : Gauntlet Smasher

Aesthetically, this attack is exactly like Oscillating Breaker when Subaru charges it up. Same charge time, same animation. The difference is when Subaru releases it. If Subaru is standing still, she'll simply punch the ground, her fist being a sweetspot that does 14-22% damage and spikes opponents upwards with knockback that KOs around 120%. The punch also releases a shockwave that deals 8-13% damage and hits a wide area around Subaru, including the air around her. It also has a massive half a second of ending lag.

If you use this move while Subaru is moving, she'll suffer less ending lag as she flips over and continues on in the direction she was heading. The real beauty of this attack though is at Gear Two and Gear Excellion, where Subaru jumps into the air when you release the attack, sailing forward before slamming her fist back into the ground when you press the A button. Bigger fun when you do it from upside down on Wing Road, as Subaru flings herself headfirst towards the enemy.

At Gear Two she deals 21-30%, and 29-40% at Gear Excellion. This move is just as potentially painful for the enemy as Oscillating Breaker, so mix the two of them up. If your opponent can't tell which one you're charging, you have that much a better chance of them making the wrong move.


AERIALS


/ / Neutral Aerial : Reverse Kick

Subaru punts a knee forward, then spins around in midair and delivers a powerful kick backwards. The knee comes out instantly, and the kick is as fast as King Dedede's Back Air, with more range and ending lag. Her rollerskates once more form a high priority sweetspot, dealing 8% damage and backwards knockback that KOs around 130%. Her legs and knee themselves are a sourspot that do only 4% damage and very mild knockback. It's still relatively quick, and doesn't change Subaru's momentum.


/ / Forward Aerial : Momentum Punch

Subaru punches forward, and begins to accelerate in midair as if she was on the ground for half a second. Her only Gear based aerial, her fist forms a high priority hitbox that deals 9% at Gear One, 13% at Gear Two, and 18% at Gear Excellion. The move lasts about half a second, with her fist constantly doing the same damage, KOing at around 130%.

Subaru suffers about three tenths of a second of starting lag for this move, and half a second of ending lag as she loses balance in midair from her aerial rush. What makes this move interesting is that despite its ending lag, it has no landing lag at all. If you land on the ground while perfoming this move, Subaru skates along anyways, unhindered. You can therefore use this move as a safe shorthop, or you can stop the ending lag in midair by using Wing Road in the middle of the attack. Either way, its a powerful, versatile option that gives you the flexibility of getting back to the ground where you're stronger easily.


/ / Back Aerial : Reverse Punch

Subaru holds her fist back, charging up energy, then spins around, thrusting her fist in the other direction. Her fist is a high priority hitbox that deals 12% damage and knockback that KO's around 120%. This attack has about two fifths of a second starting lag, and the same ending lag, turning Subaru around after attacking. Try following it up with a Forward Air and chasing them after you knocked them away.

Like her Forward Air, Suabru can cut the ending lag by landing or using Wing Road to catch herself, but only once the attack is completed. Landing while she's turning or performing the attack proper will instead land you a good bit of ending lag. So don't jump the gun on this one, or you'll pay for it.


/ / Up Aerial : Split Kick

Subaru pops her right leg up in a very quick kick, having almost no starting lag, but about a fifth of a second ending lag and awful landing lag. Her rollerskate forms a sweetspot that does 8% damage with upward knockback that pops the foe upwards. Her legs again are a sourspot with much lower priority, dealing 4% and slight downwards knockback. A moment later, she kicks right back down, her rollerskate now having a slight spike effect, although its difficult to chain the two hits together. Its a strong and quick aerial move, and a decent option out of a shorthop. Be careful though, as if you pull it off too late, you'll land early and suffer ridiculous end lag.

/ / Down Aerial : Drop Fist

Subaru holds up her power fist, revving its motors before slamming it down below her, similar to when she uses her Gauntlet Smasher attack. She quite nearly dives down doing this, giving her surprising range. Her gauntlet deals 11% damage on hit, with surprisingly low knockback, although still more than enough to KO an opponent offstage. This move has two fifths of a second of start-up lag though, and over half a second of ending lag as she regains her balance in midair.

If Subaru hits the ground though, she'll slam her knuckle into the ground, creating a blast of energy around her, dealing another 9% damage to nearby enemies. The fist itself deals 14% on contact with the ground, spiking enemies up to KO at 120%. This is tricky to hit with though, considering the starting lag, and can't be shorthopped, as she hits the ground before she starts the attack. It can be performed out of a full jump with no reprecussions though, but you may be better off using her Down Smash instead. Subaru flips over after using this attack and continues skating forward, taking less than a fifth of a second of landing lag.


THROWS


/ / Grab : Grab

As mentioned before, Subaru has a fairly short grab length, and can only grab when standing still or in Gear One. When grabbing an enemy normally, she reaches with her left hand, and pulls them in close to her. Her pummel is, you guessed it, a power fist enhanced punch. 6% when it starts, and then 3% a second as long as you hold it in, the gears on the gauntlet spinning. One of the best pummels in the game, my friend. Oh yeah, she also stops moving when she grabs someone.

/ / Forward Throw : Roller Uppercut

Subaru skates forward for a bit, getting up to speed, before toosing the opponent away and delivering an uppercut punch, right into the jawbone. This has mostly vertical knockback that KOs at 140%, and deals 12% damage. What's important about this attack is that it gets Subaru moving by the time the attack ends, so you can better follow up.

/ / Back Throw : Accelerator Punch

This time, Subaru turns around and revs her skates up, before shooting herself forward in the other direction, punching the opponent away. This has surprisingly low knockback, not KOing until around 250%, but deals 10% damage and usually sets Subaru up for a follow up attack.

/ / Down Throw : Grinder Fist

Subaru drops her opponent to the ground and drops on top of them, pinning them down. While this would be a good thing in any other context, Subaru revs up her power fist and slams it into the enemy, racking up a massive 17% damage. The enemy is left in their downed position, but Subaru takes a good bit of ending lag as she gets back up, making her vulnerable to a counterstrike.

/ / Up Throw : Revolver Catapult

Subaru easily raises her opponent over her head. Those combat cyborg implants made her really strong! She holds them up with her gauntleted hand, and her gears start spinning. This grinds against the opponent, dealing 11% damage before Subaru leaps into the air, finally launching them up with an uppercut, KOing at around 150%. This throw leaves Subaru in the air at the end, and is easily her weakest throw.

FINAL SMASH

Subaru has the Smash Ball! Its time for her to unleash her true power, the special abilities she has a Combat Cyborg. Let's see.


This can't be good. Subaru completely loses control, ignoring all defense for pure power. For the next twenty seconds, Subaru gains permanent Super Armor, but takes twice as much damage from any attack as normal. Her attacks also have a 50% boost in both damage and knockback, and her movement speed is increased by 20%. In addition, her Forward Smash IS: Oscillating Breaker is now nearly lagless as well. Once Subaru runs out of energy, her eyes revert to their normal color and she takes a two thirds of a second of ending lag, basically begging to get KO'd after having taken double damage for twenty seconds.

That's assuming anyone's still alive, that is.


PLAYSTYLE

Subaru is an all-out offensive character. She needs to build up momentum, both metaphorically and literally, to fight effectively. Even a cursory glance over Subaru's attacks demonstrates that getting into a higher gear is important to Subaru's playstyle. And how do you get enough room to get up to a higher gear? You use Wing Road. The space above the stage should be more than enough to upshift to Gear Excellion, and set up a Protection to do it.

Don't confuse getting into a higher gear with setting up though. Subaru is not a set up character. If you get in your mind that you have to first get Subaru up to Gear Excellion before attacking, you'll be inflexible, predictable, and relatively easily punished. Don't think of higher gears as necessary to your approach, but beneficial; besides the Down Smash, the main benefit they offer is increased damage only.

Approach aggressively, and use your quick tilts and jab to get damage in fast. Don't let up on your attacking. These faster attacks also have the advantage of being harder for opponents to counter, as a good hit will completely break Subaru's momentum. If the opponent tries to dodge, take that as an opportunity to come back around with another stronger attack.

Other approaching options include a quick Forward or Down Smash, or even a shorthopped Fair. Since the move has absolutely no landing lag and preserves the momentum you already have, its a great option to punish opponents trying to jump over your attacks. Similarly, a Down Smash at Gear Two or Gear Excellion will make jumping over your attacks seem foolish.

The big thing your opponent can do to stop your approach of course is shielding. It stops you cold and slows you down, instantly breaking your momentum. Heavily discourage this with liberal usage of your Oscillating Breaker and grab. Barrier Break leaves your opponent wide open for punishment, usually in the form of a Divine Buster. Even if they don't shield, your throws are strong, especially your Forward and Back Throws. If they dodge, you keep moving, and they don't hit you, keeping control of the match in your favor. Of course, if they attack you're wide open, so don't spam the grab either.

Don't neglect Protection. The move isn't just for giving you breathing room for your big attacks, but your smaller ones too. Use it to protect an approach with your Up Tilt, and your opponent will have practically no window to attack you from the front. Remember, it won't protect your back, so try not to show it to your enemies.

You're not nearly as strong in the air. You have some decent, fast options with your kicks, but they don't have much power to them, and your punches are strong but slow as well. Factor in that you have terrible Aerial DI outside of using your Forward Air, incredible fallspeed, and you're relatively vulnerable. Pull out your Wing Road and get back into a format you're more comfortable with.

Offstage you have a few options. Dropping out of your Wing Road with a Down Tilt is risky, but is fast and can grab a quick KO at relatively low percentages if your opponent doesn't expect it. Your throws are also a strong option; the Forward Throw may not normally KO until a high percentage, but if you build a Wing Road off screen and skate to the edge, it can kill somewhat effectively. Remember not to wall the stage in with Wing Road though, it counts as a surface opponents can tech off of, rendering your big massive attack you launched meaningless.

You're ranged options aren't very impressive. Your two projectiles are laggy, the slow Revolver Shoot and the ridiculously slow Divine Buster. You'll mainly be using the former for spacing and pushing enemies away to build up speed, and the latter for KOing or punishing enemies after breaking their shields. Revolver Shoot especially has its push effect, so its nice for trying to blow back enemies before you approach.

When it comes to KOing, your smashes are king. Use the identical charging animations of your Forward Smash and your Down Smash to your advantage: Will you rush in at them with a shield breaking dash, or jump up and bring a gauntlet from above? Use Wing Road to try to get up to Gear Excellion if you can, have a Protection up while you charge, and build up an incredible attack. Divine Buster is a riskier option as a KO move without having first broken your opponents' shields. It KOs at the lowest percentage of all your attacks, but its not only ridiculously slow, its ridiculously telegraphed. Most opponent will be able to predict and shield it, or punish you for attempting it if you're close. You can't aim down with it either, so getting up on a perch offstage to charge it up won't work either. If you have a shot at it though, go ahead and use it.

Overall, Subaru is entirely an offensive character. Once she's got momentum, she's tough to hit, and hits pretty hard. At the same time, she doesn't have the combos to rack damage up, and she's fairly easy to juggle, and quite vulnerable once she is hit.


MATCHUPS


/ / VS Bubbles : 90:10

Bubbles was the first character to have this sort of movement no traction mumbo jumbo. Unlike Bubbles though, who has to struggle to use it, Subaru has much, much better control, able to move around the stage faster and change direction relatively quickly.

Making things worse, Subaru's jab tears through Bubbles' Turning Poles and walls just as fast as she can build them, and Subaru can outprioritize just about every attack Bubbles has. Bubbles doesn't have the stage movement or offense she needs to fight well. It's really no contest here, Subaru destroys Bubbles.


/ / VS Jigglypuff : 100:0

Instant shield breaking move. Enemy dies when shield is broken.

...


/ / VS Dignodile : 75:25

Dingodile has the perfect camping set up. You can't pressure him to stop the crystals from coming down. Unfortunately for Dingodile, Subaru really couldn't care less if those crystals were there or not. Dingodile can try to launch fireballs to prevent Subaru from approaching, and while they do hit from above, avoiding Protection, they're too slow and Subaru is too fast for them to stop her. It only takes her one second to break through a crystal, and she switches from breaking Dingo's crystals to breaking Dingo's face.

His close range flamethrower attacks can kill her approaches though, and well placed fireballs can be killer against her, but really. He's a camper, and Subaru is just perfect at
demolishing those.


/ / VS The Count : 35:65

The Count hurts Subaru pretty bad for one major reason that wouldn't be immediately apparent; he can absorb your shield-breaking techniques. In fact, if anything, the Count wants you to try to grab him out of his shield; he takes no damage, and you're stunned for a while and completely open to attack, and will certainly have a slimy alien shoved down your throat.

His slime base can also cut off your movement to a degree, as you can't well Wing Road right through it. The fact is that you're vulnerable once you're hit, and they can hit you and take advantage of your weakness.

It's not all doom and gloom though. They're both slow, and the player can't shield with them both. Do the sissy thing, run away, and Divine Buster them both. They can't both shield, and you'll at least get some damage in. That's no long term strategy though, and eventually the Count will probably inhabit your corpse.


/ / VS Romero : 30:70

At first Subaru seems to have an advantage. She can Wing Road over the zombies, and hit Romero hard and fast, right? Well here's the thing. Romero is at a significant disadvantage at first, but as he starts to build up zombies, he'll get much stronger. Subaru can't stay in the air all the time, and has to fight through the zombies to get anywhere. Even then, Subaru would have an advantage were it not for one thing.

Once Subaru is taken out by a zombie, and turned into one herself, she's garbage tier. Seriously, awful garbage tier. No recovery? Well there goes all your Wing Road stuff. Set movement speed overrides your rollerskates, so you're now walking around, and your moves aren't designed to be effective that way.

This is especially devastating in matches with multiple stocks, as once Romero has built up a small zombie army, you basically can't touch him. On the other hand though, Subaru has a very good chance at victory in a one stock match, and is certain to win a Sudden Death. Isn't it sad, Romero?


/ / VS Wallmaster : 65:35

Subaru goes ahead and plays with Wallmaster's control games with her vastly superior field of movement. The dash attack, which would be slaughter for someone normal with Subaru's movement controls, becomes a minor nuisance when she can just skate above the ground. On the other hand though, tentacle traps are more threatening with her wild, fast movement.

It gets worse for Wallmaster though. His main KO move is an offstage grapple that pulls Subaru down offstage. And when she's offstage, she's usually going to be on Wing Road. When she's on Wing Road, Wallmaster can't KO her with her Up Special. Isn't it sad Wallmaster?


/ / VS Dead Hand : 45:55

Dead Hand has traps that can actually threaten Subaru though, since they are free-floating and home in. Subaru is going to have a harder time trying to break through to attack when she wants room to build up speed and strafe around her enemies, forcing her to divide her attention between fighting Dead Hand himself and fending off his possessed limbs. At least in her case, it's also going to be harder for Dead Hand to get to her if she's on a Wing Road at the time.

Dead Hand also has the advantage in that his attacks don't require him to chase her down as much, especially if he uses his Up Tilt to absorb her blow for a revenge attack. He overall has an easier time delaying her than she does breaking through to him though, giving him a slight advantage.


/ / VS Lightweight Female Protagonist : 30:70

Walls? You're trying to stop Subaru with walls? Fool!

Wait... Indestructible walls? ****!

And that's basically the gist of it. The vectors can really, really mess with Subaru, forcing her to stop as she slams into an invisible wall and rendering her vulnerable to attack. Interestingly, if the vectors are laid at certain angles, Subaru can skate on them, but a good Lightweight Female Protagonist player will be able to use that to punish you instead of leaving an opening. With the exception of Divine Buster and Revolver Shoot, you can hit through those things, and you're left pretty vulnerable throughout the entire match.


/ / VS Klubba : 40:60

Klubba can outprioritize you without too much difficulty, but his spikes aren't going to be too effective with Subaru's movement style, and the pit trap is laughable. On the other hand though, he won't be wasting his priority using that trap then.

What hurts you though is that his club is so massive, even you will have a hard time getting into his area, since your melee range is so pathetic comparatively. Also, if he predicts your approach, he might pull out that Forward Smash and KO you at a ridiculously low percentage.


/ / VS Super Macho Man : 55:45

Another shield-breaker? I swear, the ideas were independently developed! Well, Subaru has the priority and speed, but Super Macho Man can combo her and has a lot of power. Unfortunately for Super Macho Man, Subaru's playstyle severely discourages her from shielding, meaning he's not going to be getting many chances to take cracks at her shields.

And that's where Subaru gets the advantage. Simply put, she's doing her job better than Super Macho Man does his job. It's only a slight advantage though, both are perfectly capable of putting up an excellent fight here.
 

SkylerOcon

Tiny Dancer
Joined
Mar 21, 2008
Messages
5,216
Location
ATX
Subaru is without a doubt, the best set posted so far (and one of the best movesets ever). FINALLY we have an offensive character that isn't combo combo combo, but instead takes advantage of speed and movement... She would actually not only be fun to play as, but play against! She was well though out, original, and the whole gear mechanic was pretty great. Wing Road is the single most epic thing I have ever read in my life.

At times though, the moves you give subaru when she's not moving range from bad to just outright useless (this is the most notable in the jab). However, this isn't too much of a deal, as most of Subaru's played time will be spent moving anyway. This is really my only meaningful complaint about the set, and even then it's still kinda nitpicky. She also seems slightly overpowered, though nothing gamebreaking.

Seriously guys, read Subaru. Read her now.
 

Frf

Smash Apprentice
Joined
May 11, 2008
Messages
83
Location
Memphis, TN
Subaru
-Cool, a moveset for a car! :D
-Oh wait......*crys*
-good lord anime girl with roller blades
-Her back story made me lol.
-Wow, going right into the set with no stats, huh? Let's see if it pays off....

-The gear system is neat, and actually FREAKING BALANCED.
-Wing road sounds insane.
-Down special seems a tad underpowered, but cool nonetheless.
-IT TRAVELS FORWARD AT A RIDICULOUS SPEED FORWARD.
-Alternate grab is neat.
-Specials are VERY impressive. Can't wait to get into the rest of this set.

-I'm liking the neutral attack.
-Okay, she's a fastfaller. One stat down.

-Side smash is alright, but I'm still awed over wing road, so....
-Smashes are powahfulz, as they should be.

-The forward air's twist seems tacked on, yet it fits the playstyle so well. 0_0 Wait, that doesn't make sense at all.
-TYPO ON THE BACK AAAAAAAAAAAIR *chainsaws lamp*
-The down air has quite a few cons, doesn't it?

-Grab:Grab:Grab:Grab
-Toosing? TYPOOOOOOOOOOOOOOOOO *huggles lamp*
-RIGHT INTO THE FREAKING JAWBONE.
-Throws aren't terribly creative, but I can't complain.
-I was expecting a super-long final smash description. This works, too.

-But being able to approach IS beneficial.
-Playstyle is nicely written.

Subaru is a moveset literally OOZING AND PAINFULLY EXCRETING creativity. Although she comes off as pwnage unbalanced tier, there's still plenty to enjoy in here. I feel like this is going to be one of the great hidden gems of this contest. Well done, Darth.
 

:mad:

Bird Law Aficionado
BRoomer
Joined
Dec 14, 2008
Messages
12,585
Location
Florida
3DS FC
3351-4631-7285
- Incoming Transmission. Press Select -


Snake: Macho macho man!

Otacon: I’ve got to be a macho man!

Snake: Macho macho…wait, why are we singing this? We sound so gay.

Otacon: Snake, when we discussed that Spadefox freak we revealed that we are Teran and Straked, both of whom ARE gay.

Snake: Oh, right…macho macho man!

Otacon: I’ve got to be…

- end transmission -
I burst out laughing after reading this. Sorry if this is spam, I'll use this post for a future moveset if I have the spare time.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,258
Location
Australia
[size=+2]Subaru[/size]
Is no stats a new movement? Well I suppose they don't really matter when you describe it in the set.

This isn't relevant to the commentary itself, though it's a great thing you're making sets for a anime you like. My next set is going to be a Bobobo-bobo-bobo one since it's MY favourite anime/manga series. Then there's kirbywizard with One Piece and MasterWarlord with Full Metal Alchemist. What fun.

I wouldn't neccesarily say this set is one of the best ever, nor is it totally oozing with creativity. The Neutral Special is pretty much the thing that introduces you to the playstyle, it does a pretty good job at it. The set is a pretty good one, though I don't think it's godly. Anime characters need PERSONALITY don't they? What's Subaru like as a character? I may be wrong to say that it is a diminishing trait however. Take your pick.

Isn't it sad, Subaru?
 
Joined
Oct 28, 2007
Messages
625
...Don't want to be a sticker or anything but, on the rules of voting, shouldn't it be 4 movesets before one can vote...not 1. This was pointed out in MYM6 and someone metioned fixing it but it never got done. Unless of course the rules have changed, then I just feel dumb.

@Subaru, I more or less agree with Katapultar regarding the comments
 

Mr. Author

Smash Rookie
Joined
Nov 27, 2009
Messages
5
Don't get comfy with my works.

I'm thinking of leaving, as I have little to no chance here.
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
Who doesn't love my opinions? I know I do!

Waluigi + Neku + Amaterasu: Really, Mr. Author, come on. PLEASE put time into your movesets. It's becoming very clear that these movesets are being pumped out in half an hour or less, and here, it's a challenge to come up with a halfway acceptable moveset in three hours (unless you're Junahu). In addition, due to your lack of percentages, these can't even be counted as full movesets. To fix your problems with... everything, really, I recommend reading everything in the OP as well as the other movesets posted so far.

Super Macho Man: Definitely not your most original moveset ever, but I suppose that you could be sacrificing originality for playstyle, so I'm hardly complaining. However, I have to wonder why you have the Super Spin Punch as the Neutral Special when it's, well, so generic, but whatever. Also, I wanna point out something that bothered me about Warlord's sets for a while: can you remove the references to "above average" and "below average" lag? It doesn't really mean anything: I mean, what is the average amount of lag to use as a benchmark?

Now that I'm done nitpicking, let me mention that Macho Man is definitely one of my favorites of yours. I did NOT see the playstyle coming at all (though I was mildly confused by you mentioning shieldstun so often), and the concept of comboing shields is immensely unique and clever. Macho Man would definitely be a fascinating character to play as. Awesome job, HR. Also,



Bubbles+: When MW first referred to this set by its proper name, it somewhat hurt me, but now I realize how wrong I was. Bubbles+... err, Subaru, is a truly amazing set. It takes literally everything that made people like Bubbles and executes them infinitely better, while fixing all of her myriad flaws. My hat is off to you, darth meanie.

The only thing I can really have against her is her massively steep learning curve. It sounds like it would take a lot of practice to be able to even control her. However, this is the main thing keeping her balanced in my opinion, and so beyond it, she sounds like an A tier character. HOWEVER, this can be seen as a good thing as well. If you bother to put in so much work, you deserve it. And I main Ice Climbers, which is a similar case, so I can hardly complain.

Oh, and I have to wonder where the stats are. Power/speed/range etc isn't necessary, but how heavy she is and how powerful her jumps are and how fast she falls is rather important... couldn't you just give us a little blurb about it?

Oh and... guys... 100:0 matchups are impossible... it means that you win even if you unplug your controller... >.>

But ignore all of that glorified nitpicking. Subaru is the absolute DEFINITION of playstyle, and she does everything Bubbles did better, and I mean everything. This is a prime candidate for one of my super votes.

READ BUBBLES+ NOW.

And by the way, thanks for all the comments on Dead Hand. Sorry I'm not responding to them
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,530
@Mr. Author

I know of very few people whose first set was up to today's competition standard (Actually, I don't know of any). Just try to give 'em a little longer in development, and try to beef up the attack descriptions a little bit. Some of your sets are prety realistic for actual inclusion in Brawl, but that's not really the object of the contest. It's more of a creativity thing. Good luck!

EDIT:

@Wiz
100:0 match-ups are possible, as evidenced by the fact that Ganondorf has three of them. Match-up ratios assume top-level players of all characters involved, who (I assume) are smart enough to keep the controller plugged in.
 

goldwyvern

Smash Ace
Joined
Nov 25, 2008
Messages
519
Location
Holy keys locked in the jet, Batman!
SUBARU: Seriously, Darth. You are freaking amazing. I care for this character now. Just by reading a fictional smash brothers moveset for them. And Ive never heard of this anime. This is what MYM was made for... (CRY2). I really connected with what this character does, how her greatest abilties that would seem broken actually hamper each other to make her balanced, how her moves all have a fundamental thing connecting their use and yet how they seem all different, how the playstyle just bleeds out like grease from a fried hamburger, how every thing in the set teaches you about the source material until the point where it assumes you know what it's previously taught and yet still teaches you more whilst you read THE best set of MYM7 so far. I commend you, Darth Meanie, for you outstanding work on this moveset.
 

Smady

Smash Master
Joined
Apr 29, 2007
Messages
3,307
Location
K Rool Avenue
Quite a triumphant start to the thread, guys. Well played.

Ah, the first moveset of Make Your Move 7 and it’s a good one. Not to say it doesn’t have its problems, yet it is also a fine example of a well-paced and written piece of writing.

I found the organisation to be fitting; the Omni-grey is definitely a brave step and could have looked awful, but it comes together here to create a sense of unity, from that first quotation and almost creepy image of Wallmaster. The invisible text is another good choice here and I find it amusing how you were the first to capitalise on it; I’ve seen similar uses of it in Lucy [previewed] and K.Rool’s Kecleon [previewed plus unreleased] – time to push out the patent, Ocon.

Onto the moveset itself, the use of tentacles, generic darkness and such is as decent a choice as one could take. I can appreciate how difficult it would be to try to remain true to character here without over-stepping the camp boundaries of Master or Crazy Hand. Rather than that, you go in the shadowy direction, but you do still have some lame moves like ‘flick’ in there.

What I dislike about it, though, is the amount it resembles Spadefox or Vaporeon. Spadefox had tentacles working in similar ways – Vaporeon had the puddle effect that is similar to the shadow effect here. There’s nothing particularly unique about this moveset. This is the same for its playstyle, which is apparently all pressure-based. Though it is indeed a difficult moveset to create, it feels somewhat like you are boxing Wallmaster into some kind of stereotype.

That’s very negative, but I really did enjoy lots of the concepts introduced in this moveset as well, no matter how small. The level of interactivity between moves is excellent, it is excellently-balanced and Wallmaster has a multitude of different stratagem to manipulate on a wider scale. I wouldn’t say it’s true to character – it’s something entirely new from the source that you’ve created. The only regret here, I feel, is that you incorporated one too many generic hand movements that take from the surprise of a ‘dark’ theme.

Overall, it’s pretty good. I am definitely looking forward to your next moveset.

abcdefghijklmnopqrstuvwxyz

Sorry Ocon, but my heart lies with this guy right here as far as odd hand creatures go. Wallmaster always will salt the wit out of my sails with his horrifying moments of ‘capturing’ you and instantly killing you in Ocarina of Time, but I always loved Dead Hand’s randomness. He’s just a whole lot more memorable.

This is probably my favourite moveset of yours for a while, Wiz. It has a strong connection to the character with the dead limbs – an excellent mechanic if I ever read one and is in-line entirely. There’s nothing slightly awry about Dead Hand’s transition here; perfect.

Going into the dead limb system a bit, it works well and is utterly DH-ish. I’m impressed by how well the transition really is, not being broken or useless, but integral as it should be. It really emphasises the weaknesses of the monster in its game, where a player could manipulate its slowness and likewise be caught adrift by its deadly tentacles; very good work.

The up special is, as stated by you, a long work that was not an easily-approached concept. I do like how it connects with the original in the sensation of a stagnant, almost graphically-challenged ‘stopped’ enemy [64-bits are awesome]. However, I’m not sure if I really agree with the idea of an airborne Dead Hand. To me, it’s like having an airborne Diglet – it’s sacrilegious. But, you do pull it off reasonably, so my hat’s off to you.

The final smash particularly here deserves mention as emeritus in abandoning the Dead Hand player, but swarming the enemy. It’s a very fitting final smash for the character, which usually does play things by ear. It’s an example of how well you juxtapose the ‘real’ Dead Hand with your creation – not much of a stretch, but that’s the brilliance of it. You parallel the source material very well indeed.

Aside from the rest of it, my thoughts lie mainly in the organisation. It’s cookie cutter, but is good. It’s not quite a template yet, but I do wish you would mix it up a little bit. Your writing style is just superb, yet I am afraid that you are sometimes being too subtle – don’t go after the details off of that, as you are great at deciphering just what to say – I did rarely feel a bit confused when reading. It’s not perfect then, but it’s highly above par.

Great work, Wiz and I am appreciating the wait for your next moveset even more now.

Plus
I will comment on the rest later. :chuckle:
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,440
Wallmaster ~ I originally suggested this moveset to you, and you've been giving me loads of previews in the chat, but this is the first time I've read it fully. I'm very impressed. The organization is a dream, and extremely fitting to Wallmaster's character. The playstyle is actually one of the greatest, ever (even though it is more akin to Vaporeon). I would totally main this dude. However, your writing style with Wallmaster tends to be butchered at times, as I found myself having to reread some moves, and tends to distract from the glory. My personal opinion? You best set yet, greater than any of your MYM6 works.

Dead Hand ~ Another Zelda set, yes! It also happens to be a creepy, OoT enemy... and by the guy who made a joint set with Ocon... hmm.... Anyway, I totally disagree with you Wiz when you say it is not your best set. I love the moves all around- this really feels like Dead Hand. It all feels fun to play. The playstyle is perfect, and while I thought it couldn't be pulled off, you do it. I really have nothing to complain about here. It's better than Bubbles (although I never liked Bubbles anyway, so take my comment with a grain of salt), and better than Paper Mario.

Super Macho Man ~ Amazing job H_R, once again. Macho Man is, I can say with honesty, the best of the Punch-Out!! sets made in MYM6. The playstyle is well done, as well as all of the attacks. The matchups are accurate, and for the first time somebody realizes what I intended for Great Tiger: a buffed up Ganondorf. The extras literally made me laugh out loud. Great job, H_R.

Subaru ~ Freaking. Epic. I'm amazed, DM. The organization, playstyle (another shield breaker, lulz), and creativity are orgasmic. The moveset has loads of flow, it all feels like it has a purpose. The attacks stumble over each other for attention, they are so good. Really, this is your best set yet, and better than most of the major sets. It's better than Zant. It's better than Romero. It's better than Count. This isn't Bubbles+, this is Bubbles+++.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,291
Location
Hippo Island
I burst out laughing after reading this. Sorry if this is spam, I'll use this post for a future moveset if I have the spare time.
I aim to please ;)

Super Macho Man: Definitely not your most original moveset ever, but I suppose that you could be sacrificing originality for playstyle, so I'm hardly complaining. However, I have to wonder why you have the Super Spin Punch as the Neutral Special when it's, well, so generic, but whatever. Also, I wanna point out something that bothered me about Warlord's sets for a while: can you remove the references to "above average" and "below average" lag? It doesn't really mean anything: I mean, what is the average amount of lag to use as a benchmark?

Now that I'm done nitpicking, let me mention that Macho Man is definitely one of my favorites of yours. I did NOT see the playstyle coming at all (though I was mildly confused by you mentioning shieldstun so often), and the concept of comboing shields is immensely unique and clever. Macho Man would definitely be a fascinating character to play as. Awesome job, HR. Also,

Got a better term than "average" for me to use? Not everything is "low" or "high" lag you know, and "moderate" is pretty much the exact same thing as "average" so, yeah.

Otherwise, glad you enjoyed the set. This goes for everyone else too that commented on Macho Man, it's nice to see that my "canceled-brought back-canceled again-brought back again" moveset paid off after all this time. :bee:
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
SUBARU
Loved this when I previewed it, still love it now. Easily would’ve SVed this in MYM 6. It’s really the love child of Bubbles and Mach Rider while still putting it’s own spin on it all at the same time. Unlike Bubbles, this turns movement from a forced thing to work around from something actually fun to do. And, god forbid, this is an actually unique playstyle that’s offensive. Those really don’t exist. You’ve come up with a very unique playstyle here.

To make her more offensive, you threw in a single way to instantly break shields and destroy all walls as after-thoughts contained in one move each. Considering there are other characters who are absolutely dedicated to doing this, this feels like a way to just lock characters out entirely in a Spadefoxian (The moveset, not the user) manner and makes Macho Man’s playstyle entirely pointless. Granted, if she couldn’t destroy the walls. . .Then you end up getting match-ups like Lightweight Female Protagonist and Romero. There’s really no solving the problem for how she’d deal with defensive characters without just being somebody every would counterpick to make them unviable. It’s far from just a simple fix.

. . .Wouldn’t it be easy enough to just make her go around the various walls with her Wing Roads? Is the super-hyper anti defense of doom really necessary? It’d put more emphasis on what actually makes the moveset so damn good. The shield breaking part’s more excusable due to the horrible timing of the moveset’s release, as I wouldn’t of thought twice about it if not for Macho Man, but. . .Grah.

Any complaints outside of this are non-existent, of course, unless you’re still living in MYM 4 and demand creativity in the aerials/throws. I also lol’d at Wizzerd saying she has a high learning curve when he said nothing of Lightweight Female Protagonist’s. Katapultar seems to be going against the flow just for the sake of doing so, seeing he doesn’t even like Banette. Just pray Rool doesn’t go off his rocker and do the same. In any case, this is Sloth 2.0. This is the set to beat. Saying it’ll win is absolutely lol-worthy, of course. I learned that the hard way, and this set isn’t without flaws that can and will be beaten.
 

Mr. Author

Smash Rookie
Joined
Nov 27, 2009
Messages
5
@Mr. Author

I know of very few people whose first set was up to today's competition standard (Actually, I don't know of any). Just try to give 'em a little longer in development, and try to beef up the attack descriptions a little bit. Some of your sets are prety realistic for actual inclusion in Brawl, but that's not really the object of the contest. It's more of a creativity thing. Good luck!
... ... ...

WHAT.

This isn't a contest for believable, sensible movesets?

...I don't believe this. Koopakirby lied to me.

I will never forgive him for dragging me into this hellhole!!
 
D

Deleted member

Guest
... ... ...

WHAT.

This isn't a contest for believable, sensible movesets?

...I don't believe this. Koopakirby lied to me.

I will never forgive him for dragging me into this hellhole!!
Originality is just as important as plausibility in this contest.

EDIT: 2500th post.
 

Mr. Author

Smash Rookie
Joined
Nov 27, 2009
Messages
5
Words cannot describe how utterly humiliated I am now.

Koopakirby invited me here, having complete faith in my moveset-making skills, and wants me to join...I had no idea that I'd be serving to the moronic masses!

I'm leaving! You can tell Koopakirby to f--- himself if he asks about me.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
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?
Ah yes, I did like it. It still has some of your old problems, and I'm worried it won't age very well over the course of this contest, but I did enjoy it. It's a very "Ocon" set, and considering how many of your sets I supervoted in the past, you can take that as a compliment.


Dead Hand: I started out liking this concept, large grabby traps that can band together and even help eachother out. There's a lot of unrealised potential in those hands, particularly in how easily you could camp between two of them.
But, having to summon them directly in front of himself, and having no way to separate them out or move them away from him restricts him to putting hands around himself and luring the foe into them. I believe it would help his cause a lot more if Dead Hand could choose where a summoned hand appears, or at least be able to force them to move away from eachother.
Also, the instant KO option feels completely uneccessary here, especially since Dead Hand isn't exactly wanting for attacks involving biting. Just give him some real options for damage racking and KOing instead.



Mr Dream:
Like Negative Man, this is a Pseudo Jokeset
The thing about Negative Man was that behind the self loathing, the quips and the humour it was actually a viable moveset. It was pretty much the most in-character set, outside of TAC.
Mr.Dream has humour, it does have a message or two, but it sadly doesn't have enough of either to make any sort of impact. And it also lacks the vital glue that made Negative Man great. Mr Dream doesn't feel like a real moveset masquerading as a joke.


Cirn⑨: I have to say this is quite an improvement. You still have all the humour you're famous for, and you applied it to a serious moveset without making it seem too awkward or jarring. I very much enjoyed reading the set itself.
For me, it replicated the feel I assume other people get when they read about Cutesy's Petals, or Arche's Spells, or Megaman's Weapons. Cirno's attacks are all little lego blocks that can fit together and combine themselves in so many ways.
The linear sounding playstyle was a little deflating though. With so much potential, hearing you advise players to just spam what you can made me feel like you didn't exactly "get" the moves you were making.


Lucy: Is this MYM all about zoning the foe, boxing them in and such? Did I miss that meeting? Anyway, the idea is superb, and it's executed in trademark MW fashion, layering on new interpretations of the core mechanic as the set goes on. It'd be a fun "make your own stage" character, that's for sure.
I'd say it's better than the Count but, coming from me, that isn't much of a compliment.

The big problem for me though, is that this playstyle is as far removed from the actual character and personality of Lucy, as you could possibly get (outside of making her a heavyweight male antagonist). For someone who could kill you from across a room, you make her surprisingly campy about it.

Edit: oh great, an out of left field arguement. I thought it was a while since we had one.
anyway, serving the "moronic masses" is the first thing any person in any creative industry has to learn to do. It's never enough to just have an idea, you need to know how to make others believe in it
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Subaru is without a doubt, the best set posted so far (and one of the best movesets ever). FINALLY we have an offensive character that isn't combo combo combo, but instead takes advantage of speed and movement... She would actually not only be fun to play as, but play against! She was well though out, original, and the whole gear mechanic was pretty great. Wing Road is the single most epic thing I have ever read in my life.

At times though, the moves you give subaru when she's not moving range from bad to just outright useless (this is the most notable in the jab). However, this isn't too much of a deal, as most of Subaru's played time will be spent moving anyway. This is really my only meaningful complaint about the set, and even then it's still kinda nitpicky. She also seems slightly overpowered, though nothing gamebreaking.

Seriously guys, read Subaru. Read her now.
Glad to see that you liked it Ocon. You've never been my biggest fan, so this was a pleasant surprise.

Subaru
Subaru is a moveset literally OOZING AND PAINFULLY EXCRETING creativity. Although she comes off as pwnage unbalanced tier, there's still plenty to enjoy in here. I feel like this is going to be one of the great hidden gems of this contest. Well done, Darth.
I certainly hope Subaru isn't a HIDDEN gem of the contest. And she's certainly high tier, but she's nowhere close to pwnage unbalanced tier. She's got some strong moves, sure, but they're counterbalanced by weaknesses.

[size=+2]Subaru[/size]
Is no stats a new movement? Well I suppose they don't really matter when you describe it in the set.

This isn't relevant to the commentary itself, though it's a great thing you're making sets for a anime you like. My next set is going to be a Bobobo-bobo-bobo one since it's MY favourite anime/manga series. Then there's kirbywizard with One Piece and MasterWarlord with Full Metal Alchemist. What fun.

I wouldn't neccesarily say this set is one of the best ever, nor is it totally oozing with creativity. The Neutral Special is pretty much the thing that introduces you to the playstyle, it does a pretty good job at it. The set is a pretty good one, though I don't think it's godly. Anime characters need PERSONALITY don't they? What's Subaru like as a character? I may be wrong to say that it is a diminishing trait however. Take your pick.

Isn't it sad, Subaru?
Well, I guess this is a matter of opinion. You didn't feel any connection to the character, but GW sure did.

Bubbles+: When MW first referred to this set by its proper name, it somewhat hurt me, but now I realize how wrong I was. Bubbles+... err, Subaru, is a truly amazing set. It takes literally everything that made people like Bubbles and executes them infinitely better, while fixing all of her myriad flaws. My hat is off to you, darth meanie.

The only thing I can really have against her is her massively steep learning curve. It sounds like it would take a lot of practice to be able to even control her. However, this is the main thing keeping her balanced in my opinion, and so beyond it, she sounds like an A tier character. HOWEVER, this can be seen as a good thing as well. If you bother to put in so much work, you deserve it. And I main Ice Climbers, which is a similar case, so I can hardly complain.

Oh, and I have to wonder where the stats are. Power/speed/range etc isn't necessary, but how heavy she is and how powerful her jumps are and how fast she falls is rather important... couldn't you just give us a little blurb about it?

Oh and... guys... 100:0 matchups are impossible... it means that you win even if you unplug your controller... >.>

But ignore all of that glorified nitpicking. Subaru is the absolute DEFINITION of playstyle, and she does everything Bubbles did better, and I mean everything. This is a prime candidate for one of my super votes.

READ BUBBLES+ NOW.
You know, even though Subaru drew a good bit of inspiration from Bubbles, I don't see how she's exactly Bubbles+. They have a similar mechanic, but they play absolutely nothing alike. I do have to thank you though, your set definitely gave me inspiration for this one. Even after I just said she isn't Bubbles+.

Oh yeah, and the 100:0 Jigglypuff Match-up was a joke. Same with the overexaggerated curbstomp that is Subaru v Bubbles.

SUBARU: Seriously, Darth. You are freaking amazing. I care for this character now. Just by reading a fictional smash brothers moveset for them. And Ive never heard of this anime. This is what MYM was made for... (CRY2). I really connected with what this character does, how her greatest abilties that would seem broken actually hamper each other to make her balanced, how her moves all have a fundamental thing connecting their use and yet how they seem all different, how the playstyle just bleeds out like grease from a fried hamburger, how every thing in the set teaches you about the source material until the point where it assumes you know what it's previously taught and yet still teaches you more whilst you read THE best set of MYM7 so far. I commend you, Darth Meanie, for you outstanding work on this moveset.
That is some high praise GW! I'm glad that you really liked this set, and that you liked the character. Judging from your response, I'm actually a little scared about how you connected with Subaru. Not really, but thanks. I'm glad I was able to so effectively express the Nanoha Universe to a complete outsider.

Subaru ~ Freaking. Epic. I'm amazed, DM. The organization, playstyle (another shield breaker, lulz), and creativity are orgasmic. The moveset has loads of flow, it all feels like it has a purpose. The attacks stumble over each other for attention, they are so good. Really, this is your best set yet, and better than most of the major sets. It's better than Zant. It's better than Romero. It's better than Count. This isn't Bubbles+, this is Bubbles+++.
You guys, I actually wasn't expecting much from Subaru, to be quite honest. Maybe because I was so used to the character and the ideas had been in my head for so long, but I really expected this set to be on par with Mewtwo, and not receive the level of praise she did. I'm rather excited.

SUBARU
Loved this when I previewed it, still love it now. Easily would’ve SVed this in MYM 6. It’s really the love child of Bubbles and Mach Rider while still putting it’s own spin on it all at the same time. Unlike Bubbles, this turns movement from a forced thing to work around from something actually fun to do. And, god forbid, this is an actually unique playstyle that’s offensive. Those really don’t exist. You’ve come up with a very unique playstyle here.

To make her more offensive, you threw in a single way to instantly break shields and destroy all walls as after-thoughts contained in one move each. Considering there are other characters who are absolutely dedicated to doing this, this feels like a way to just lock characters out entirely in a Spadefoxian (The moveset, not the user) manner and makes Macho Man’s playstyle entirely pointless. Granted, if she couldn’t destroy the walls. . .Then you end up getting match-ups like Lightweight Female Protagonist and Romero. There’s really no solving the problem for how she’d deal with defensive characters without just being somebody every would counterpick to make them unviable. It’s far from just a simple fix.

. . .Wouldn’t it be easy enough to just make her go around the various walls with her Wing Roads? Is the super-hyper anti defense of doom really necessary? It’d put more emphasis on what actually makes the moveset so damn good. The shield breaking part’s more excusable due to the horrible timing of the moveset’s release, as I wouldn’t of thought twice about it if not for Macho Man, but. . .Grah.

Any complaints outside of this are non-existent, of course, unless you’re still living in MYM 4 and demand creativity in the aerials/throws. I also lol’d at Wizzerd saying she has a high learning curve when he said nothing of Lightweight Female Protagonist’s. Katapultar seems to be going against the flow just for the sake of doing so, seeing he doesn’t even like Banette. Just pray Rool doesn’t go off his rocker and do the same. In any case, this is Sloth 2.0. This is the set to beat. Saying it’ll win is absolutely lol-worthy, of course. I learned that the hard way, and this set isn’t without flaws that can and will be beaten.
Well, I think I explained this, but because of Subaru's movement patterns and momentum focus, she doesn't break down shields in order to abuse them; she breaks them down because she has to in order to be effective. Don't even consider Barrier Breaker a shield breaking move as much as it is a shield using deterrent, its not built to be used this way.

And yes, I suppose it does create some interesting misbalances when she fights an enemy who's highly defensive, but really, I wanted her to be a defense breaker. Maybe that's my own hubris though.

And I agree, Subaru isn't going to win MYM7. Almost certainly not. I certainly don't want Subaru to be the best I produce this contest. I do have to say though, that if this is the moveset to beat, that I am definitely okay with being the guy to beat.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
My, my, we have been busy. Except me; I have no sets and, so far, no comments... but I'm changing that, right? It seems I'm the last of The Conglomerate to post. I kinda like that.

So let's talk Wallmaster. I can just imagine how much Ocon would hate for me to dislike this set, now that he's finally found one everybody sort of agrees on. Well, fortunately, a fog-based giant hand with a unique KO method - two, actually - and a pressure game that relies on crowding the foe rather than simply attacking away and never giving them a chance to set up makes him absolutely unique and quite a marvel of moveset-making. It's not a very emotional set, if you know what I mean; like all Ocon's sets, it hits home mostly as a logistical thing. It doesn't win you over by being charming, or clever. It makes you respect it by being SO good at what it does.

Now, it's awfully detailed, and your writing style doesn't help matters - the way you describe the important aspects of the attack last, or the way you hype it up before presenting it, and so on - and it's a complex set, too, although the aerial submechanic isn't really as tricky as it seems at first glance - but it's definitely firing on all cylinders. All important ones, anyway. And I'm sure it's very much balanced
.​



Skipping right over the intriguing-looking Dead Hand, who I'll be reviewing, and Mr Dream, who seems to be one of KK's weaker efforts and probably one I don't need to talk about, we have Cirno. Crazy tirkaro, I'll always think of goofy joke sets when I see his name. Which is weird and kind of off-base, because Cirno is actually an excellent moveset. She's like the opposite of Wallmaster; technically, if you really read between the lines and wrack your brains, she might be flawed, but she's immensely charming and fun to read. The interactions are kept to a minimum, but they feel so natural rather than tacked on. The character is just oozing, even though it's another ice mage; we've seen plenty of those, and yet your complete focus on icicle magic makes her stand out in a sea. No random water attacks here, see?
The organization is wonderful (oh, forgot to mention that Wallmaster's organization is as excellent as one would expect from Ocon, and it doesn't use invisibility nearly as annoyingly as Kecleon would have), making her tremendously appealing and very much unique. Some great music choices, too. Truly an experience, this one, and a bit of a hidden gem, it seems, since I haven't heard any real talk surrounding it.​


Next in line is Lucy, Warlord's much-anticipated first set of the contest. Well, I knew I'd like it before I read it, simply because a set based around invisible hitboxes is staggeringly brilliant. In practice, this is a work of genius, marred only by a few mishaps here and there. I mean, you seem to be thinking in terms of heavyweight even when writing for a lightweight - maybe it's understandable, but you fall into some obvious pitfalls. Moreover, you try to condense that opening paragraph and thereby skip the introductory stuff about the "mechanic" - but revealing absolutely VITAL details in her Down Special doesn't really help. I mean, it's a real easy-to-read set, but it still doesn't help.

And by rights, Wiz should hate you for "Generic Mechanic Booster" more than he hates my Super Attacks. Plus you made it invisible. The invisibility actually works much better here than for Wallmaster's organization - obviously, the former's is more aesthetically appealing, but Lucy is defined by invisibility.

And that playstyle! Ah, that playstyle. It's magnificent. You remake the stage without breaking the game's graphics system. It's all invisible, so you can do anything. You make fortresses, dams, walls, cages. You make the foe into a rat in a maze, struggling pointlessly to find the way out, and you do it with incredibly simplistic attacks. You toy around with them, then poke them from all sides at once without them ever quite realizing how. I can't quite describe how much I love this concept.

I love it so much that I can forgive the set for everything that goes wrong (which isn't all that much, actually).​

Christ, these three sets make for such a wonderful start to this MYM. It's... so inspiring... *sniff*
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
Since the thread is -SOMEHOW- almost on the bottom of page one already. . .I feel no shame in making a bump post.

Subscribing to the thread. Expect Silver sometime around Sunday evening/Monday...oh, and expect Season 2 of the Recap to be up tomorrow ;P

Oh, and sorry about not commenting anything inthread; I'll most likely be adding my comments on sets in a new bit of the Recap called "MT's Two Cents." This way, I'll be forced to comment any and every moveset and won't have the option of skimping out on any of them ^^
 

kirbywizard

Smash Hero
Joined
Jan 4, 2009
Messages
6,713
Location
Napa, California . . . .Grapes For Miles
3DS FC
0989-1847-5768
My Wapol set is almost done, just need grabs, specials, and extras.

Subaru Nakajima: Well first seeing the neutral special was creative seeing that it was just speed, and roller skates. The gears were nicely introduced, but I feel like Gear Three may be to fast, and will only work well in rather large flat stages. I kinda spaced out when I was reading the up special, but from what I can remember it sounded like a wet roller game in a rainy November day. The down special ties in well with the neutral special, and helps clean up some of the weaknesses of the higher gears. It isn't game breaking, and mixes in well with her specials.

The alternative grab gif just looks awesome, and the attack itself sounds very new from the movesets I have seen. At first I thought it was broken, but then I realized there are many ways to avoid it. Then we move on to the neautral a which really beguns to reveal how much of an anti camper Subaru really is, and I hate that because I love campers. I can't say much about the forward titlt, but there isn't much there to begin with. The uptilt seems like it doesn't have much substance, and seems pretty average compared to your other attacks.

Now on to the smashes, the forward smash seems kinda broken with the insane amount of damage it can inflect, and not to mention that it shatters shields. But the image looks awesome so I am going to pretend I saw nothing of over powering. Next comes the Up Smash, and I don't think 18% damage is considered a low amount of damage, but this attack does stick out in which it can't be used while moving.

The air attacks I was curious how you were going to approach seeing that you really can't use skates in the air. I was satisfied, and really have nothing to say about the air game.

The grabs easily scream weak, and only for combo/ damage racker help. They also stick out a lot from the rest of the moveset for some reason. Could be because they don't use the rest of the gears, and that she stops to a halt.

She seems like one of the best anti defensive characters.
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
Just wanted to show off the awesome Dead Hand pic Spire made for me:



And it's been added to the set :bee:
 

IndigoFenix

Smash Journeyman
Joined
Aug 12, 2009
Messages
327
STOOOP!!!
Here comes the ULTRA-INTERGALACTIC-CYBOT-G,
MARINA LITEYEARS!


The android house maid of the roboticist, Professor Theo. Although usually mild-mannered and protective, she becomes a formidable fighting force when her Professor's in danger.

Marina's got the best throwing moves around, and not just when it comes to tossing opponents - she has the unique ability to turn almost anything into a throwing weapon! This makes her one tough customer, especially against projectile-heavy foes. She's also got supreme aerial agility and quick, basic attacks, letting her hold out against close-range fighters as well.

STATS

Height: 4.5/10
Marina's human-sized, but a little bit on the short side. Her bulky shoulder pads make her just a little bit of a bigger target, though.

Weight: 4.5/10
Marina was made from a tough, but lightweight metal. Although not quite as floaty as some of Smash's female characters, she's still lighter than average.

Movement: 5/10
Marina's feet are actually... knives? What, did Theo want his housemaid chopping veggies with her feet? You've got to wonder what he was thinking when he made her... Anyway, Marina has a bit of a hard time walking quickly. Fortunately, she's got rocket boosters to help her dash.

Jump: 7.5/10
Marina's got a pretty good jump! She's a lot better in the air than on the ground.

Second jump: 5/10
Marina uses her rockets to boost upwards up to 5 times, but all of them are very low. Still, she can move around in the air pretty well.

Crouch: 4/10
Marina crouches on her knees and one hand, lowering her head slightly. It doesn't help her avoid attacks very well.

BASIC ANIMATIONS​

Intro: Marina appears out of thin air in a shower of stars.
Standing animation: Marina stands in a fighting stance, bouncing up and down
Standing animation 2: Marina stretches her arms out and sighs.
Defend: Marina holds up one fist in front of her face.
Side Dodge: Marina leans to the side.
Forward Dodge: Marina does a forward roll, popping up on the opponent's other side.
Backward Dodge: Marina uses her rockets to dash backwards.


BASIC FIGHTING MOVES
HER IRON FIST WILL DESTROY YOU!

Jab: Double Punch
Marina throws two reasonably quick punches that deal 3% each.

Forward Tilt: Spinning Knife Kick
Marina does a spinning kick, slashing enemies with her feet. It comes out quickly but has a bit of ending lag. 8% damage.

Up Tilt: Up Punch
Marina looks down at the ground while throwing her fist upwards. Average speed and fairly good knockback, 7% damage.

Down Tilt: Sweep Kick
Marina sweeps her leg around, tripping opponents. It comes out quick and does 6% damage.

Dash Attack: Shoulder Barge
Marina juts out her shoulder and slams opponents, sending them flying at a low angle. It has a bit of start-up lag but little ending lag, and has little knockback growth, making it good for combos. It does 8% damage.

Air Neutral: Air Punch
Marina throws a punch forward. It comes out a bit slow but has fairly decent knockback and does 11% damage.

Air Forward: High Kick
Marina throws her leg straight up in front of her, slashing opponents and knocking them a bit into the air. It's fairly quick coming out, has a wide, easily landed hitbox, and has little knockback, making it a good combo move. 9% damage.

Air Backward: Reverse Iron Punch
Marina spins around and throws a quick, strong punch backwards. Unlike her forward aerial, this has a small hitbox but is a good killing move, sending opponents flying backwards with 12% damage.

Air Upward: Backflip Kick
Marina flips backwards, slashing opponents overhead. It has little knockback and is good for juggling opponents in the air. Average speed and does 10% damage.

Air Downward: Descending Punch
Marina angles herself downwards with her fist outstretched. It comes out quick and stays out for a while, but gets weaker over time. 11% damage initially, 8% at the end.

Smash Forward: Iron Backhand Punch
Marina's pulls back her fist, then strikes enemies with a swift back-handed punch. It has a slow start-up but the actual punch comes out very fast and has tremendous knockback. It does 14% damage uncharged.

Smash Upward: Backflip Slash
Marina crouches down, then does a backflip kick. It's pretty fast but not nearly as powerful a killing move as the Iron Backhand. 12% damage.

Smash Downward: Knife Split
Marina does a split, hitting enemies on both sides. It comes out quick but isn't particularly powerful. 12% damage.


REGULAR GRABS 'N TOSSES
HER THROW WILL PUNISH YOU!

Grab
Marina grabs with one hand. Fast and long-range grab.

Pummel
Marina punches her opponent with her free hand. Slow and does 3% damage. Not one of the best pummels - you might be better off using one of Marina's spectacular throws instead.

Throw Forward
Marina pulls back her hand and throws her opponent forward. Slow and does only 6% damage, but it has excellent distance and is one of the best killing throws in the game.

Throw Backward
Marina tosses her opponent backwards. Slow and does 7%, but gains excellent distance.

Throw Upward
Marina does a backflip kick to send opponents flying upwards. Like her other throws, Marina can kill opponents quite effectively with this move. If she doesn't, it can still start up an aerial combo.

Throw Downward
Marina slams her opponent into the ground. Average speed and does 9% damage with fairly good knockback. It isn't good for killing opponents, but it's a good start-up for one of Marina's aerial combos.


MARINA'S SPECIAL TECHNIQUES


Special Neutral: Marina Grab


What, you think Marina's uninteresting? Listen, what do you want? She's a basic fighting housemaid robot thing. You want missiles? Rockets? Lasers? Marina doesn't have any of that. She's got iron fists and knife feet. That's it. Nothing particularly special about her... EXCEPT FOR THIS.

Marina grabs whatever is in front of her in both hands. And when I say whatever, I mean it. Marina can grab almost anything - items (even those that are used by touching them, like Mushrooms, Timers, and Lightning), heavy objects (like Crates, Barrels, and Bonslai), characters, even projectile attacks that take the form of a compact object, like Samus's Plasma Beam - then carry them around unburdened by their weight and toss them in any direction by pressing the 'R' button.

The only things Marina cannot grab are things with sharp points. So, she cannot grab Link's Arrows or an active Urina, for example. Why? Because in Mischeif Makers, Marina couldn't grab spiky objects. Missiles and plasma rays, no problem, but she doesn't do spikes. Figure it out yourself. Also, she cannot grab an object if it is never in a 'compact' form. For example, the Space Animals' Blasters, Ray Gun shots, or ROB's lasers.

While Marina is holding an object, she can move around normally and use her other Special Moves normally. Her Grab, however, will be replaced with "Shake". She will shake the object while saying "Shake, Shake!" This will have different effects depending on the object she is holding.

If she grabs a regular item that has some use other than throwing, she cannot use the item as if it was held normally (she will hold the object in both hands to indicate that she is holding it with the Marina Grab), but pressing 'A' will cause her to transfer the item to its normal 'held' state (or use it, if it is an item that is used by touching it). Shaking any object makes it do more damage if thrown, and if it is a melee or projectile weapon and she transfers it to its normal 'held' state, the weapon will do more damage if she uses it within about 5 seconds of shaking it!

If she grabs a character, she can move around normally and unhindered, but it is even easier to escape than DK's Cargo Grab, and throwing an opponent from this state is much weaker than her normal throwing moves. She can transfer them to a normal 'Grabbed' state, however, by pressing 'R' on the ground without moving.

Marina can also use her Grab to counter any character with a ranged Grab attack - including Link's Hookshot, Samus' Tractor Beam, ZSamus' Paralyzer Whip, and Yoshi's tounge. If she does so, she will pick them up by the tether and slam them into the ground hard, dealing 10% damage and knocking them away. If you pull in the opposite direction on the control stick, she will swing them overhead and slam them down behind her instead.

Any non-physical projectile Marina grabs will still disappear after a few seconds, so you can't carry it around forever.

The following projectiles can be grabbed:
The Bros' fireballs
Peach's turnips (well, anyone can grab them, but Marina can much easier)
Diddy's peanuts (ditto)
Yoshi's eggs
Link's and Toon Link's Bombs and Boomerang
Samus' Plasma Beam, missiles, and Bombs
Ice Climbers' Ice Chunks
Olimar's Pikmin
ROB's Gyro
Pikachu's Thunder Jolt
Charizard's Rock Smash (before the rock is smashed)
Lucario's Aura Sphere
Ness/Lucas' PK Thunder
Mr G&W's sausages
Snake's Grenades, Missile, and Cypher - and his box, too!
Super Scope shots
Any item that another character is holding.
Any item that is thrown as a weapon, provided it does not do Slashing damage on contact.
Marina can also grab characters while they are using an attack that turns them into a 'missile' as well (Green missile, Skull Bash, Fire Fox, etc.)
The Smash Ball! And she can damage it by shaking it, although it takes a while to break it by shaking alone.
And finally, Marina can even grab the...ZERO LASER(!!!!) (Marina funnels the energy into her hands and forms it into a giant energy sphere which can be thrown in any direction, dealing tremendous damage to anyone it hits and knockback as powerful as the Zero Laser's final hit... And, coincidentially, the time it takes for Marina to form the ball is about the same amount of time as it takes for Samus to transform into ZSamus, so you might want to think twice about firing that beam in Marina's direction! She can only grab it at the tip of the beam, though, and still takes about 1/4 of the damage from the attack.)
If Marina can't grab a projectile, she can still use the Grab to block it, unless it is a projectile that either passes through targets (like ROB's Laser) or deals Slashing damage (such as Link's Arrows).

Special Forward: Jet Dash
Marina boosts forward on rockets. Pressing the special button while doing it will let Marina grab an object if she hits it while boosting. Otherwise, the Jet Dash will do decent (9%) damage and send enemies flying forwards a short distance. It's a bit too laggy at start-up to be an effective attack, though it does make an excellent horizontal recovery move. It puts Marina into free-fall.

Special Upward: Rocket Booster
Marina boosts straight up into the air, attacking opponents as she rises, dealing 7% damage and knocking them sideways. A simple, solid recovery move. It puts Marina into free-fall.

Special Downward: Slider Kick
Marina slides along the ground quickly with her knife-like foot extended, knocking opponents into the air and dealing 6% damage. If she uses it in the air, she will hover for a moment, then shoot downward diagonally, dealing 10% damage to opponents and stab into the ground hard - giving it significant ending lag. The ground version of the move has almost no start-up lag, but it does have a bit of ending lag. However, while Sliding, Marina can cancel it into a jump. This technique, the Slider Jump, is much higher, farther, and faster than her normal jump. Repeated Slider Jumps, properly timed, is Marina's fastest method of moving long distances, and her Slider Kick cancelled into a short hop makes a fast, surprising approach technique, especially when combined with Marina's excellent FAir combos.

FINAL SMASH!
GALACTIC TOSS!

Marina does a Marina Grab. If it connects with an opponent, the camera cuts in to a close-up of her pulling her arms back with the enemy, and then she deals 16% damage before tossing them straight upwards, really high. If they have high damage, it will usually send them into the background. What, pathetic? Well, seeing as how Marina can play keep-away with the Smash Ball better than anyone, it wouldn't be fair if she had a super-powerful Final, would it? Hey, at least it's something...

TAUNTS 'N STUFF​

Forward Taunt
Marina stretches out her arms, and says "That's better!"
Upward Taunt
Marina twirls around, then strikes a pose with one arm to her side, and says "Yahoo!"
Downward Taunt
Marina dances back and forth, humming a tune.

Victory Pose 1
Marina spins in a circle and says "Yahoo!"
Victory Pose 2
Marina jumps into the air and rockets away.
Victory Pose 3
Marina does a fist pump and puts one hand on her arm.
Losing Pose
Marina claps good-naturedly.


OTHER STUFF​

Colors:
Green Hair
Pink Hair
Blue Hair
White Hair
Yellow Hair

Codec:
Otacon: Snake, have you ever heard of the Ultra-Intergalactic-Cybot-G, Marina Liteyears? She was made by the roboticist, Professor Theo, to do his house chores, but she's had to save him time and time again when villains came by and captured him.
Snake: I'm surprised. She doesn't look so tough. I'll bet a couple of grenades and rockets should send her straight to the scrap heap.
Otacon: Don't be so sure, Snake! Grabbing a grenade, or even a rocket, is no problem for Marina. She's been known to grab even plasma beams with her bare hands and toss them right back where they came from! Oh, yeah - and she can even make them get stronger by shaking them!
Snake: Grabbing rockets and plasma beams? Are you serious?
Otacon: 'Fraid so. You're going to have to rethink your strategies if you want to win here.
Snake: No rocket launcher, no grenades... This is going to be tough, but I'll think of something.
Otacon: Good luck, Snake!

Kirby: Kirby gets Marina's hat, ribbons and all, and he gets Marina's Grab.

PLAYING STYLE

Marina's a fairly offensive-based character, and although she lacks long-range attacks, her ability to grab projectiles and use them as weapons makes it hard to fight her at long range. Far more often, though, you'll be making use of her speedy aerial combos to rack up damage on opponents. Her Forward Aerial combined with multiple jumps makes an effective Wall of Pain, and the Slider Jump Short Hop technique makes an excellent approach on the ground, so it's important to master. Many of her ground attacks are good at knocking opponents into the air, and you'll want to do that as much as possible.

Marina's main weakness is her lack of kill moves. Her main kill techniques are her Throws, Back Air, and Forward Smash. However, it is possible - although difficult - to gimp opponents by grabbing and throwing them while off-stage. Don't be fooled, though - the throw from the Marina Grab is exceedingly weak and the Grab itself is easy to escape, so it can't always be used for cheap kills. However, proper timing can let her gain a Stage Spike on opponents by grabbing them off-stage and tossing them back into the wall. This is easier to pull off and easier to survive after using than DK's Cargo Stage Spike. Opponents will want to stay away from Marina when they're in that area of the stage!
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,291
Location
Hippo Island
So at Warlord's request, I'm gonna post my thoughts on Lucy in the thread...

Except I don't really much to say that hasn't already been said. I basically completley Echo Rool's comment. Creating your own invisible stage is a really innotavie concept that you pulled of splendidly. I really don't know what more to add.


As for Marina Liteyears, I can see you have a lot of enthusiasm for the character, something which is vital to making a good moveset. That ginormous "special throw" was an enjoyable concept, though it seems like the rest of the moveset was rather "meh". Then again, looking at the overview section it seems her basic attacks were intentional so he doesn't stink at close range (though I don;t see how KOing is a problem for her when her throws are her best KO moves and she has a grab that's easy to land). In any case, the neutral special was enough to make worth a read, and if you continue to display such passion for your charaters I'm sure you'll improve quickly. :3
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
why does she hate Spamus so much?

1st you use her as an example for what she can grab, then she can grab all her projectiles, then you have her able to grab *only* her final smash it seems...


:urg:
 

Frf

Smash Apprentice
Joined
May 11, 2008
Messages
83
Location
Memphis, TN
Marina
-Never played the game she was in. SUCH A SHAME.
-You've got the animations and stats down decently.

-Knockback growth has never been used in any set so far. 0.0 Well, at least the term hasn't.
-Neat down air.

-GOOD FREAKING LORD THAT NEUTRAL SPECIAL LOOKS INTIMIDATING.
-I MEAN REALLY I'M SCARED.
-lol, urina sounds funny
-So the neutral special is basically a crazy good grab?
-aww i expected marina to do a fred grab
-Marina doesn't really seem to have a highly focused playstyle. Not a bad thing, though.

If this is your first set, I give you props. You translated the character into smash reasonably well, and you show potential. I'd recommend looking at the other sets posted (In particular Subaru and Lucy) to get an idea of the standard here. Still, not a bad debut set at all.
 

Frf

Smash Apprentice
Joined
May 11, 2008
Messages
83
Location
Memphis, TN

The Predator


[Overview]

The Predator is an extraterrestrial known for hunting other species, such as us humans, purely for sport. Despite having somewhat of a tribal culture, Predators have highly advanced technology, such as interstellar travel, various hi-tech weapons, and even invisibility.

In Smash Bros., this particular Predator is the one from the original movie, simply titled “Predator”. His arsenal isn’t as varied as his brethren from other movies, but that doesn’t mean you should underestimate the predator.


[Stats]

/ Weight / 9 / Armor gives him added bulk.
/ Size / 9 / Naturally taller than most species.
/ Power / 7 / Born to be a killer.
/ Movement / 3 / Armor also slows him down.
/ Jump / 3 / Short, but he has ways around it.
/ Fall / 8 / Should be obvious due to weight.


Such massive bulk makes Predator a prime target for combo-centric characters, and he can’t really make a quick escape. The power leans towards “good”, but most heavyweights need a lot more than “good” KO power. Not much else to say here, really.

[Moves]
:Specials:
/ Down B / Active Camouflage /
Sparks of electricity surround the predator for one second. Afterwards, Predator is completely invisible, and will stay in this state unless if he takes any sort of damage. There are also certain attacks you can use that will deactivate the camouflage, and they make you visible right when the starting lag begins. After one of those attacks, you have to activate the invisibility again. These types of attacks are indicated right next to the name of each move; Visible for attacks that will make you lose your invisibility, and invisible for attacks that allow you to remain unseen.

This is the move that defines Predator’s game. You keep the opponent on your toes, and they never know where to attack first. Of course whoever is controlling Predator won’t exactly have the easiest time either, and the first few times attempting to use him will often lead to several suicides. Keep track of yourself; that’s the first step.


/ B / Plasma Caster / Invisible /
Press B and immediately the small cannon on the Predator’s shoulder will rise slightly. Move the control stick and the cannon will aim that way; Press B a second time and the cannon will fire. It fires a small blue ball about half the size of Mario, and it travels at the speed of a shot from Falco’s blaster. Upon impact with a foe or solid ground, the ball will explode, causing 10% and decent knockback. There’s a noticeable bit of ending lag, but nothing too bad.



When you’re not planning to get up close, this is your best camping option. Despite you not turning visible if you use this attack, it still gives you away. Hopefully you’re at a good enough distance to escape if need be.


/ Side B / Visual Field / Invisible /
A tiny light a short distance in front of Predator suddenly flashes. If a foe is hit by this, there body suddenly turns into an odd mix of green, red, and blue (better pictured below). This effect lasts for nine seconds. During this time they are “targeted” by the predator, so all attacks used by Predator will home in on the foe. In a way it’s sort of like a directional smash, where you can tilt the control stick to determine where it goes, but this time it’s automatic. This also includes shots from your neutral special.



Considering you won’t be able to see where your attacks are exactly GOING, this is very helpful so you won’t whiff attacks left and right. Whenever you’re close, use the side B.


/ Up B / Big Jump / Invisible /
Upon pressing up and B the predator crouches. Tap the control stick in a certain direction and Predator will make a big leap, up to five stage builder blocks depending on how hard you push the control stick. He jumps quickly as well, so it’s hard to be punished at the end of it. In the air Predator will simply leap upwards three stage builder blocks, his direction able to be manipulated slightly (o hai ike’s aether).

Use the up special with your mix of short jumps to effectively move around the stage without having to resort to your slow moving speed. Just make sure you won’t fly off the edge…


:Standards:
/ A / Predator’s Swipe / Visible /
In a similar animation to Bowser’s side B in Melee, Predator swipes forward with his wrist blades, as seen below. This causes 8% damage to whoever is hit, as well as average knockback. That’s when the predator is attacking the opponent right in front of them, however.



When Predator uses this move from behind, then the damage is increased to 15% and the knockback is 1.5x as strong. As you can see it pays off to be aware of where exactly you are. The only negative is that you turn visible right when this move starts up. The lag on both ends isn’t too bad, however, so you can still make a fairly easy escape.


/ Dash Attack / Shock Cannon / Invisible /
As Predator is running, press A and a small laser will come out of his shoulder cannon, going forward at the speed of Falco’s blaster until it hits something. Anyone hit will be paralyzed for about half a second, and take 4% damage along with it. This could be a decent approach option, but it’s best used for an easy way to weave in and out of the brawl. But now that I think of it, you shouldn’t be frantically dashing with the predator too often, so…

/ Forward Tilt / Shove / Invisible /
With virtually no lag the predator simply makes a shoving motion with his arm. This causes 3% and flinching knockback to whoever’s right next to Predator (the range isn’t that great). To mess with your opponent, this is THE move to go for. No lag, you don’t become visible, and it can rack up damage decently enough. Your opponent is going to be in for it when they’re trying to set up their tricks and traps, but then they get effortlessly pushed around by some invisible force. Hmm…That fits the predator’s playstyle quite well, don’t you think?

/ Up Tilt / Creature’s Grip / Visible /
Predator makes a grabbing motion with his arms. Any foe caught in his grip will be picked up in a chokehold, and then the Predator will slam them down to the ground for a hefty 14% damage. The knockback isn’t anything special, though.

If the Predator picks up the victim right next to a wall, he will quickly pin them against the wall, taking 7%. This immediately turns into the Predator’s grab, so if you pin them against the wall you can use a throw on them. This is nice, but since you’re now visible (and most of your grabs are better off while you’re invisible), the grab part is a bit too situational for standard use. It does look awesome, though.


/ Down Tilt / Tracking Claw / Visible /
While crouching the Predator does a simple claw swipe across the ground, in a similar animation to Link’s down tilt, as well as similar lag. Anyone hit will take 11% and nice knockback. When used with the side B, this move’s range becomes ridiculous; it homes in on any foes near him (He’ll even jump in the air to swipe provided they’re close enough). A safe move up close, but it makes you visible, so that’s an obvious negative.

:Smashes:
/ Forward Smash / Trophy Kill / Visible /
Predator holds his wrist blades back, then thrusts forward once you release A. The blades will plunge into the foe, who will take 18-22% damage, and they’ll be held in place while the blades are inside them, but they can escape like they would a regular grab. During this time, Predator can perform any of his specials safely while the foe is stabbed. That means you can stab them and turn invisible without taking any punishment (if they don’t escape in time), or leap out of the fray, or maybe even target the foe. Useful escape option, but make sure the range won’t let you down.

/ Up Smash / Threat Eliminated / Invisible /
The predator will crouch down as you charge, and will take a leap slightly less than three stage builder blocks above him. Any foe hit by Predator’s feet will be spiked, even going through drop-through platforms, and take 14-18% depending on charge. You can also direct the jump slightly left-or-right. Unless if you need to activate a special, the up smash is a bit more useful in terms of escaping rather than choosing the forward smash. Anyone foolishly trying to pursue you after you’ve hit-and-run will be sent right back to where they started. Trying to hunt the hunter isn’t going to get them anywhere…

/ Down Smash / First Sign of the Predator / Invisible /
The predator lowers his head slightly as he charges. Press A and he will send out a fearsome roar, causing anyone in range to run in the opposite direction for one second. The range of the roar depends on the charge, of course. No charge will have the range of a bob-omb, and a full charge will have a radius slightly lower than that of a smart bomb. Like your other smashes, this move can allow for an easy escape, but you have to be fully charged to make the most of it. Any character that is hit too close to an edge won't fall off, rather they will stop immediately beforehand.

Against slow characters, this won’t be used much if at all, but think of how useful it could be against someone like, say, Sonic. Get the faster characters scared with your roar, and retreat from the slower ones with one of your jumps.


:Aerials:
/ Neutral Air / Did you see something? / Invisible /
Light waves suddenly bend around the predator’s body, making him look similar to the picture below. This lasts for half a second, possibly a bit less. Best used for an easy way to find yourself without having to use your down B again.



/ Forward Air / Skinned Prey / Visible /
With a mighty roar Predator slams his wrist blade in a downwards arc, sort of like Ike’s forward air. This causes a good 15% damage as well as good knockback so it’s probably your only KO option in the air. The ending lag isn’t too kind, so make sure it hits (well duh). It’s good, but outshined by his next move.

/ Back Air / It was just there a minute ago… / Invisible /
A hologram of the predator will appear exactly two stage builder blocks behind him. This hologram looks like Predator while performing his neutral air and it will disappear after half a second.

So since it looks exactly like predator in his Nair….Then that means lots of potential mindgames, right? Use this and trick the foe into thinking you’re a good distance away, and then surprise them with one of your more powerful moves provided you’re close. Very fun to use.


/ Up Air / Plasma Blast / Invisible /
Predator looks up as his shoulder cannon launches a glowing blue ball upward. It goes up three stage builder blocks, and then immediately enters a downwards arc at the speed of Wolf’s blaster, exploding for 8% damage and average knockback to whoever it hits. More often than not, it’ll explode on contact with the ground since it’s fairly easy to see coming.

This is a distraction move, as you can launch several of these in little time at all. Cover the stage in these as you prepare to rush in or quickly get out of there. Plus, not many can resist glowing blue balls.


/ Down Air / Airborne Kill / Invisible /
The predator looks to the ground and then rushes downward with his arm extended; blades ready. This stall-then-fall is about the speed of Toon Link’s dair. Anyone hit by the blades will take multiple hits of 4% with gradual upwards knockback (what this means is you can’t “predacide” with it…). The ending lag once you reach the ground is noticeable.

If you’re being juggled to death then I wouldn’t hesitate to use this. It’s quick on start-up plus it has decent priority, thanks to the wrist blades.


:Grabs:
/ Grab and Pummel / It could kill you now if it wanted… / Invisible /
Predator makes a simple grab motion, with average range. His pummel is a slow yet powerful blade swipe across the foes face, dealing 4% each time. Your grabs are a great option up close, since you won’t turn visible and it’s not terribly easy to punish.

/ Forward Throw / Simple Push / Invisible /
The predator simply shoves the opponent forward a bit more than one stage builder block. It deals 4%, and the knockback is set so it won’t KO. Useless unless if used in combination with your down throw.

/ Back Throw / Where he wants to be / Invisible /
Predator shoves the foe right behind him and give a quick swipe that turns the foe around so their back is facing towards you; This deals a total of 9%. To get the most out of your standard A attack, use this beforehand (although it’s still possible to dodge with good timing).

/ Up Throw / Leave the skin behind / Visible /
Predator uses all his strength to throw the opponent above him about three stage builder blocks. They take 8% from this, yet again the knockback is set so you won’t be able to KO with this. Best used to deal with opponents trying to stay on you and pressure; three stage builder blocks of distance should be plenty of time to get your invisibility up.

/ Down Throw / Now it’s just toying with you… / Invisible /
The predator simply shoves the opponent forward a bit more than one stage builder block. It deals 4%, and the knockback is set so it won’t KO. A brief moment afterwards, Predator rushes forward and slashes the foe twice for 8% damage and nice knockback, although they can react accordingly if they see it coming.

With this and the forward throw, you can trick and fool with the opponent into thinking you’re going to rush in with blades ready, or you’re escaping out of the fray. If they think you’re going to come back, you can simply retreat while they’re defensive and plan your next offense. If they try to pursuit you yet it turns out to be your down throw….Well, you can fill in the blanks.


:Final Smash:
/ B after Smash Ball / Honorable Suicide / Invisible /
When Predator activates his final smash, the only thing that happens is that you hear the Predator softly laughing to himself and a timer being set. He stays invisible during this, and nothing big happens until about eight seconds later, in which the timer will start buzzing frantically. The others aren’t sure where to run, since they (hopefully) don’t even know where the predator is in the first place. Eventually they’ll just start jumping and dodging around like mad until they meet their inevitable doom.

Once the timer goes off, an explosion about 1.5x the radius of the smart bomb will occur wherever Predator is. During this time, you hear Ahnuld yell “GET TO DA CHOPPAAAA”. The explosion deals 50%, and kills at percents as low as the twenties. The only negative is that the predator himself takes a massive 200% along with it.


[Playstyle]

Attempting to main the predator will be a little intimidating at first. Sure, you can start out not using invisibility at all and just fool around with his fairly standard attacking options, as none need any props or any special mechanics to be useful. But to truly master Predator you NEED to get a hold of invisibility. The predator always uses it while hunting his prey, after all.

So to start out matches you need to activate invisibility via down B, nothing too complicated about that. But you need to be constantly aware of where the predator is, unless if you’re a fan of random suicides. Let off a neutral air once in awhile if need be, but also use the back air to get a general idea of where you are. The foe will be pretty confused in the mean time. Hang low until you see an opportune moment to strike, and then start your approach.

The first few times on the hunt it’s best to try to cause as little commotion as possible. Use an up air or a dash attack only if you think it will keep them occupied rather than giving you away so you can be comboed to near-oblivion. Be cautious and use the forward tilt to feel around and to scare your foe a bit. Shove, roll dodge, shove, spot dodge, shove, jump; it’s hard to be punished with such a lagless move, really.

After a bit of fun racking damage start to use your grabs. The back throw is nice in combination with your standard A, but it’s a good idea to use your side B initially so you have a lot better of a chance hurting the foe. Now your options are safer as well, being able to land a down tilt or a standard A is very possible since it can track them. But now you have a problem; you’re visible.

Nothing too bad to worry about if you’re smart and don’t panic. A big jump with the up B will cover the most distance, but it might be a bit too risky if they’re up close. Go for an up throw to give you some breathing room, and a few up airs afterward will give them something to avoid while you hide in the shadows and plan the next attack.

Jump around the stage, and if they’re still targeted you can fire off some shots of your shoulder cannon to stall a bit. Roar with your down smash to scare off those a little too close for comfort. Then go back in, and use more of your deadly blade attacks. Rinse and repeat. KOing shouldn’t be too much of a problem; although if you’re really desperate you could try to spike with the up smash, I suppose…

Predator can change from hiding in the shadows to being the absolute center of attention in mere moments. Both you and your foe need to keep a constant check of your surroundings; Predator for not losing a stock to accidentally falling off the edge and your opponent for obvious reasons. Draw the match out as long as you’d like, because taking it too fast will lead to the quicker characters catching up and racking up damage on you with ease.

This hunt could very well be your last; don’t needlessly expose yourself unless if you’re sure that the prey is worth the time.


[Match-ups]
/ vs Fox / 10:90 /

The main advantage Fox has over Predator is his blaster. It’s quick and easy to spam, and the blaster can expose the predator in mere moments. That’s not all, though, since Fox also has a variety of quick moves to tear through Predator with as well. If you’re willing to go up against Fox with the predator, then make sure the stage is large enough so the blasters will be outranged. The shoulder cannon can be reflected with ease, so do I need to go on? Fox is one of the best Predator counters around.

/ vs Bowser / 85:15 /

The biggest target for the Predator also seems to be the easiest. In this match-up Predator can camp from afar, get up close and push Bowser around a little, really all of his options are open. Plus Bowser isn’t speedy enough to pursue the predator after a sudden attack, so he can simply go back into hiding. The main thing a Bowser player should do is take advantage of your better-ranged attacks, such as the forward tilt, which has good priority as well. Although heavyweights in general seem to be positive match-ups for Predator…

/ vs Lucy / 45:55 /

An invisible character trying to get through an invisible maze…. As if both characters didn’t have high enough learning curves. Anyway, the main thing Lucy wants to do here is trap the Predator somehow, which should be fairly easy with the vectors but the stilts are another option if need be. If the predator has to expose itself to find out where it is, then all the more power to you. The side special should be able to rack damage up on him quite easily, but if you don’t have a down smash up then the Predator could pull off an unexpected KO. Before going on the offensive Predator should check out the surroundings with a blast from his shoulder cannon, which can be even better if he targeted Lucy beforehand. He can stall as long as he’d like, lest Lucy decides to throw out a back air. The main thing the Predator wants to abuse is his bulk, while Lucy needs to trap him quickly. An interesting match up, albeit just slightly tipped in Lucy’s favor.

/ vs Animal Crosser / 70:30 /

Predator wants to stay out of range and hang back for this one, unless if you want Animal Crosser to *gasp* converse with you. With that move he can kill approaches with ease so Predator has to use his utmost stealth to do well. Shoulder cannon and your up air seem to be the primary way to deal damage, as the crosser’s confetti won’t effect it in the slightest. If the animal crosser can get up close and annoy you with fast moves such as slapping you with a fish, then things can be tough. Just mind the props and Predator should be able to obtain a well-deserved victory.

[Thank you Joker Designs for the awesome images!]
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Marina Liteyears

Well, welcome to Make Your Move! For a first set, this is rather good. You took a character who seems to have fairly low potential, outside of the projectile grabbing system, and implemented her fairly well.

I would recommend that you first read some of the links in the first post, and try to edit your organization and presentation some to better fit other sets, it'll improve your reception a good bit. For example, you should always split your "basic fighting moves" into standards, tilts, smashes, and aerials; although people often combine standards and tilts.

And speaking of basic fighting moves, you have some barebones descriptions for those moves. I would suggest that you slow down a bit and try not to get too much information expressed at once. At the same time, put in some more detail, like priority and separate out starting and ending lag.

Doing those things, and bumping up your creativity some, would be the most important things you can do to improve. Welcome to Make Your Move, and good luck.

Predator

I'm going to be honest; I never saw this movie. So at least you've got one person coming into this set tabula rasa.

Invisibility? I'm sort of wary of the idea, but you pull it off rather splendidly. The visible invisible move dichotomy helps you keep it all within the realm of balance. The Side Special is the kind of move I'm usually not too fond of, but with the invisiblity system, it actually works well as an addition to the set.

The Forward Tilt, for example, was a very excellent idea and use of the invisibility. You need to clarify a few moves better though, like the down tilt. Without lag or range, whether it's a decent attack or ridiculously broken is completely up to interpretation. Also, your up special is as absolutely generic as possible. He jumps. He jumps. Give him a third midair jump instead, and boom, you've got a free moveslot to use for something else.

Also, you seem to greatly overestimate the usefulness of the Down Smash. How often in a match does the enemy just run at you up close, without attacking? And you never mention whether it forces foes off-stage or can gimp.

The nair was an interesting move, and it should have been a special, rather than an aerial, seeing as how potentially useful it is, especially with the bair mindgames. You could have done a LOT more with this idea if you had had it as a special instead.

Also, nice move with the down throw / forward throw interactions. All in all this was easily your best set yet; a solid playstyle, good creativity overall (with a couple of stinkers), mindgame heavy, with relative balance. Far better than Hitmonchan, this was a great work from you Frf.
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
Marina Lightyears: Welcome to MYM! It's always nice to have some newcomers around, and I'm pleased to say that Marina is a well done set. However, I definitely see areas in which you can improve upon. First, your detail level is too low. You're generally consistent in listing the attack speed and knockback of attacks, but there are a couple of cases where descriptions are too ambiguous to tell much about the attack. I'd also reccomend trying to mention priority and range if and when it applies.

I also think Marina could stand to be more original. Right now, most of the moves are rather generic kicks and punches. I know you are capable of it from the Neutral Special, which is definitely one of the more original moves I've seen in MYM even when compared to those of veterans. I also want to compliment you on playstyle, as while Marina's playstyle is nothing too special, it's definitely existent. After you read some of the links in the OP, I could see you going far with us in MYM.

Also, nice comment, JOE! >_>

Predator: Predator, eh? I haven't seen the movies, but I -have- seen the Alien movies (and have had an Alien set in the back of my head forever), so that might count for something, right?

Predator's presentation has a sort of minimalistic appeal to it. The moves aren't the most original ever, but there's nary a move to be found that doesn't fit the playstyle or at least doesn't directly contradict it. Still, I found it rather strange that some of the more important moves like the Neutral Aerial were put into rather awkward button imputs, but they're there and they work just the same. The detail level could use some clarification at times, like how exactly moves home in after Side Special, but overall it's nicely done given the brevity you were going for (right?). The organization isn't that amazing but it gets the point across without any shenanigans.

To me, Predator feels like a more down-to-earth and feasible Umbreon. Without Umbreon's intrusive mechanic and side playstyle of status effects, Predator is very nicely focused on the stealthy playstyle. I was a little worried at first about the invisibility, but you've definitely pulled it off well, balanced rather well. You made a nice description of the playstyle too. Overall, I liked this moveset and it's probably my favorite of yours yet, Frf. :bee: And I'm still interested in seeing your take on Dead Hand by the way
 

Frf

Smash Apprentice
Joined
May 11, 2008
Messages
83
Location
Memphis, TN
Imma edit this for any other comments and criticisms that need commenting on.

Thanks for the quick response, Darth. I'm not sure if you would give it more praise or throw in a critique if you saw the movie, but I guess some non-movie bias helps to get an honest review.

Anyway, the up special is more of a way to take advantage of the invisibility by having a good option to move around the stage, without having to dash over there. At first I was actually planning on the Predator having a chargeable jump of sorts- but I scrapped the idea and made it a recovery. I'm willing to take a hit for the generic special as long as it contributes to the playstyle.

How often does an enemy run up close without attacking? Keep in mind the Predator is invisible. The opponent can be close without knowing it.

Agreed on the nair, but I had too many ideas for the specials already. XD I'm glad you liked it though, it was a last minute addition, but one that was well-pulled off, IMO.

Thank you kindly. NOW WATCH THE MOVIE.
--------------------------------
Yay, positive review by none other than wizzy willy. (Your new nickname <3)

WHY HAVEN'T YOU SEEN IT? But yeah I -really- want to make an alien set, and I have a few ideas down, but nothing that could make a full-fledged set.

And I was aiming for a simplistic sort of set, like the original predator was.

The neutral air couldn't fit anywhere else! D: But the side special has moves home in like a directional smash. Thank you, though, for the review.

As for Dead Hand I have it in word right now, the only thing left was the match-ups. Maybe I'll post it later, although yours easily is a lot better than mine. (Dead Hand hardly attacked on his own, with the playstyle revolving around racking up damage and pressuring with the hands, and then Dead Hand attempting to get close and KO with his bite. To be honest the attack names are longer than some of the attacks. XD)
 

UserShadow7989

Smash Journeyman
Joined
Aug 13, 2007
Messages
306
Warning, Challenger Approaching!

The manipulative gunslinger Revolver Ocelot has made his entrance!


Background:

Revolver Ocelot is a master manipulator. While first appearing as an early game boss in Metal Gear Solid, he eventually proves to be one of the most important characters in the Metal Gear saga. Playing every side in each conflict at once, his true motives remain a mystery until the very end of MGS4. He's an excellent shot, a top notch assassin, and a skilled interrogator, perhaps enjoying that last one a bit too much. No matter how you view him, there's no doubting his flair for the dramatic nor his importance to the story. He's the only character with a direct connection to all 4 Snakes. He worked as a henchman to Liquid and Solidus, was a friendly rival of the original Naked Snake, and is bitter enemies with Solid.

Stats:


Range )))))) 9
Traction )))))) 8
Priority )))))) 8
Power )))))) 7
Size )))))) 6.5
Fall Speed )))))) 6.5
Attack Speed )))))) 5
Comboability )))))) 4.5
Weight )))))) 4
Movement )))))) 3.5
DI )))))) 3.5
Jumps )))))) 3.5
Recovery )))))) 2
Abilities: Crouch, may turn while Crouched.

Ocelot is, in layman's terms, a sadistic prick. He loves messing with his enemies and slowly picking away at them. While he prefers to fight from a distance where his opponents can't fight back, Revolver is capable of fighting up close when the situation calls for it. Thanks to all the gadgets he's obtained over the years, he can drive his opponents nuts by disabling them and avoiding their attacks. With poor mobility and recovery, and nothing to speak of in the weight category to make up for it, Ocelot should not give the enemy a fair fight.

Specials:


Neutral Special = "Now you'll see why they call me... Revolver."


As the B button is held, Ocelot alternates between firing each of his prized revolvers. The shots travel 7 Stage Builder Blocks at the speed of Fox's blaster, bouncing off any surfaces they touch. By moving the analog stick while holding the B button, the player can aim each shot. There's a short lag between each shot as Ocelot twists his elbow to absorb the recoil, giving the player time to adjust their aim. The player can fire a maximum of 12 shots from the two revolvers before the attack ends, each bullet doing 4% damage and light knockback. High priority, medium starting lag, and long ending lag. Ocelot must reload his revolvers after he releases the B button or performs twelve shots. Reloading takes 0.3 seconds per shot, and Ocelot cannot perform any move until he's finished unless that move says otherwise.
[4%, 12 possible hits.]


Side Special = Guns of the Patriots

Ocelot casually lifts his hand to his temple, making a gun shape with his fingers. "Bang." A light blue wave passes from him over any foe within 3.5 Stage Builder Blocks. Opponents touched by the wave have their attacks, grabs, and dodges fail in various over the top ways for the next 2.5 seconds for (as far as they know) no discernable reason. This negates any effect the attacks would have and doubles the ending lag. In addition, enemies that come in contact with someone affected by the Guns of the Patriots will suffer from the same effects for the remaining duration. Isn't technology wonderful? Very long starting lag and long ending lag.
[No Damage]

Down Special = Stealth Camouflage

Ocelot reaches into his coat and activates the Stealth Camo unit in his pocket. He turns transparent, completely hidden from sight. All effects that would reveal his position, such as the player cursor over his head or the spotlights on Shadow Moses are turned off or act as though he isn't there. Homing attacks or attacks that depend on the opponent's position ignore him. Ocelot can remain hidden as long as he'd like, but it is not without drawbacks.

When Ocelot takes damage, the device malfunctions and shuts off, preventing him from using it again for 8 seconds and stunning him for 2 seconds. He flashes in and out of sight in a blink-and-you-miss-it moment when he attacks, alerting enemies to his position. The player has no clue as to where they are unless they reveal themselves, and may end up running right into an attack or trap or misjudge the distance and whiff a laggy attack.

Revolver cannot use his shield, though he can still dodge by holding the R button and pressing a direction on the analog stick as if he were shielding. This attack does no damage in anyway. Long starting and ending lag. Press Down B again to turn it off. This may be turned on and off while reloading from the Neutral Special, but the reload time is doubled while cloaked- kinda hard to slide an invisible bullet into an invisible chamber, after all.
[No Damage]

Up Special = Deflect

Ocelot discretely taps a device on his belt and returns to his normal stance. For the next 5 seconds, all enemy projectiles that near him suddenly curve around him, even controlled projectiles being pushed aside. Allied projectiles as well as Ocelot's own attacks are unaffected by this. However, this does nothing to help him recover, and there is no graphic indication when the effect wears off or how much time is left for it. Long starting lag and short ending lag.
[No Damage]

Standards:


Neutral A = Trick Shot


Ocelot draws one of his namesakes, snapping off a quick shot. The bullet flies at the speed of Fox's Neutral B towards a nearby platform, item, enemy projectile, or even background object within 1.5 Stage Builder Blocks and ricochets towards the nearest opponent. What the bullet bounces off of and which enemy it flies at cannot be controlled by the player, but it will always bounce off enemy projectiles over anything else, then items, then stage fixtures, and will attempt to go around barriers/walls if there are any in the way.

If the player hits the A button more then once before Ocelot fires, the bullet will hit that many objects before going for an enemy. This delays the hit by 0.5 seconds per press, and can be done a maximum of 3 times. Does 6% damage and light knockback. Very high priority, very short starting lag and medium ending lag. This attack may be performed while reloading, delaying the reloading process until it finishes and adding another 0.3 seconds to the time needed. If not already reloading, Ocelot must reload 1 bullet after firing.
[6%]

Forward A = Cover Up

Ocelot slides off his coat and flings it forwards in one smooth motion. The coat moves 2 Stage Builder Blocks at the speed of Mario's run before running out of momentum and fluttering down at half the speed of a falling item. Enemy projectiles that hit the coat pass through it without damaging the coat, flying off in a random direction with no concern for their original trajectory. In addition, if the coat lands on an opponent, they must button mash with half the normal grab difficulty to remove the coat before they can attack or grab. Dashing, shielding, dodging and jumps are not hindered by the coat.

The coat vanishes 2 seconds after it is shed by opponents or hits the ground, and Ocelot pulls out a replacement coat from behind himself the moment he's not doing anything else. Any animations that involve Ocelot reaching into his coat during this time has him reach into his vest instead. He cannot use this attack again until he puts on a new coat. Long starting and ending lag. Does no damage in any way.
[No Damage]

Down A = Sweep

Ocelot suddenly drops down and sweeps his leg out, knocking his enemy's feet out from underneath them and forcing them into a tripped state. This attack does 6% damage, but no knockback whatsoever. Long reach, short starting and ending lag, and high priority. This cannot trip foes that are already down, and Revolver risks a Rising Attack in retaliation if he tries.
[6%]

Up A = Twirl 'n' Juggle

Ocelot spins and juggles his guns in an overly flashy manner. Show off. As long as the A button is held, he keeps going. The guns twirl in front and above of him, acting as medium priority Pokéball sized hitboxes that do 3% damage, and either flinching knockback to ground foes and light upwards knockback to airborne foes, letting him defend against attacks from the front and juggle opponents above. While juggling, pressing the B button will squeeze off a quick shot forwards with the same qualities as the Neutral Special's, and holding it has Ocelot slide seemlessly into his Neutral Special (if not reloading).

This attack may be used while reloading, and those who pause at the right time and move the camera are able to see Ocelot descreately sliding in a bullet into a chamber as he puts on his show. Every shot he fires requires/adds another 0.3 seconds of reloading, and shots fired from this attack count towards the 12 shot limit in his Neutral Special. The juggling act has short starting and ending lag, while the individual shots have medium starting and ending lag and do not interrupt said act.
[3%]

Dash Attack = Dive for Cover

Ocelot dives forward 1.5 Stage Builder Blocks, his body acting as a low priority hitbox that does 8% damage, light knockback, and long hitstun. From the stating lag up until the ending lag, the player may cancel the attack animation and go into a crouching position by pressing down on the control stick. This reduces the distance Ocelot travels and negates the ending lag. While crouched from this attack, the player may use the Neutral Special and Down A without starting lag. Short starting lag and long ending lag. This attack can be used while reloading.
[8%]

Smashes:


Forward Smash = Rushing Liquid


As this move charges, Ocelot's right arm twitches wildly from Liquid's influence and he snarls in pain (This animation is shared between all three smashes). This attack can be charged indefinately, though it stops growing in power after 2.5 seconds. Revolver charges forwards like a bull, screaming in rage. He moves at twice his normal dash speed up to 4 Stage Builder Blocks away. Pressing the A button makes him leap forward 1 Stage Builder Block at 3 times his normal dash speed and ends the attack immediatly. Contact with Ocelot at any point inflicts 17~35% damage and above average horizontal knockback. The dash is high priority, and the lunge has near perfect priority that beats anything that's not disjointed or transcended priority. Short starting lag and long ending lag.
[17~35%]

Down Smash = Close Quarters Trashing

This attack may be charged endlessly, but charging does nothing to change the attack. Upon release, Ocelot's right arm lashes out with enough force to pull him forward. When he catches an enemy in his grip, he laughs with Liquid's voice mixing with his own. Ocelot goes into a string of brutal CQC strikes, cracking the reciever's bones with each hit and ending by smashing his fist into the back of their skull.

Revolver Ocelot's arm acts as a grab priority hitbox with great reach. During the series of strikes, Ocelot has Super Armor and knocks away anything that touches him for 6% damage and light knockback. The strikes themselves do a combined 30% damage, and the final blow knocks the opponent to the ground for 2 seconds of hitstun. Long starting lag and either short ending lag after a successful hit or very long ending lag if Ocelot misses his foe. Opponents knocked down onto the ground by this move or any other means cannot be caught by this attack, preventing infinates.
[30%] [6%]

Up Smash = Liquid Lunge

This attack may be charged endlessly, but charging does nothing to change the attack. Ocelot performs a massive uppercut, launching himself 2 Stage Builder Blocks into the air and inflicting 25% damage and strong upwards knockback to anyone who's touching him or a short distance ahead/above him. By pressing the A button and a direction on the analog stick during the ending lag, Ocelot instantly lunges in that direction a distance of 1.5 SBBs, doing the same amount of damage and knockback in the selected direction as the first strike. Medium starting lag and medium ending lag with the first strike, but long ending lag with the second. High priority.

These three Smashes create a sadistic choice for the opponent. If they approach from the air, they get over the Down and Forward Smashes but get trounced by the Up Smash. If they stay where they are or run away, the Forward Smash allows Ocelot to close the distance and land a brutal hit. If they approach from the ground, Liquid takes over and beats them within an inch of their life. Either way, guessing wrong will cost them and either stun them or knock them away long enough for Ocelot to back off and spam his Neutral Special. For added fun, use the Down Special and hit the foe with a Smash when they least expect it.
[25%]

Aerials:


Neutral Air = Restrain


Ocelot reaches out and grabs his opponent. This acts as a sort of air grab, holding the opponent in place until they button mash out at normal grab difficulty. During this time, the player can press the A button to use Ocelot's pummel, the directional stick to move him and his enemy through the air as normal, the B button to use Specials, or hold the A button and input a direction on the analog stick to have Ocelot throw his quarry a set 2 Stage Builder Blocks in the selected direction.

Medium reach and grab priority, doing no damage on it's own or when throwing the foe. Medium starting lag and long ending lag if whiffed. If Ocelot lands while holding a foe, he shoves the opponent away 1.5 SBBs in the direction he's facing with short starting and ending lag. Revolver skips the aiming part of his Neutral Special and just shoots the guy he's holding, but otherwise the Specials are as normal.
[No Damage]

Forward Air = Sucker Punch

Liquid acts up again, causing Ocelot to draw back his arm and swing forwards as hard as he can. His swift punch pushes him forwards 1 Stage Builder Block, dealing 12% damage and above average knockback. This attack has low lag on both ends and isn't very telegraphed, meaning it's a great way to gimp an opponent or as a surprise attack. It can also be used to pull Ocelot towards the stage as a last chance recovery.
[12%]

Down Air = Spur Stomp

Revolver lifts his leg up and swiftly swings it back down spur first. The spur acts as a sweet spot, both as he brings his leg up and as he takes it down. If Ocelot strikes an opponent while raising his leg, the enemy recieves 8% damage and medium diagonal knockback (12% and strong knockback if sweetspoted). When a foe in the air is hit by this attack, they enter fast fall for the next 2 seconds as Ocelot bounds off them as if he performed a footstool jump. If on the ground, the foe is knocked down for 1 second before they can act again. Either way, the stomp deals 10% and light downwards knockback (15% if sweetspoted). Medium starting and ending lag. Medium priority.
[8 or 12%] [10 or 15%]

Back Air = Lariat

Ocelot spins around in a complete 360, lashing out with Liquid's arm. any foe on either side of him within medium reach recieves 6% damage and below average knockback. In addition, he moves back 0.4 Stage Builder Blocks every time he performs this attack, making it a safe retreat or a quick way to evade an attack if he doesn't want to waste his air dodge. Medium priority, short starting lag, and short ending lag.
[6%]

Up Air = Cypher

A cypher, with the exact same size and appearance of the one in Snake's Up Special appears in Ocelot's hands. When off stage, it ignores player input and moves towards the nearest platform he can stand on. Over a stage, it can move in whatever horizontal direction the analog stick is pushed in for 5 seconds before it's passenger loses his grip or until he is knocked off be an attack. It moves at the speed of Mario's walk, and gradually descends because of Ocelot's weight. He can let go early by pressing the A button, not regaining his spent secondary jump but not entering freefall. This cannot be used again until Ocelot lands.

The cypher has yet to fullfill it's purpose, however. Once Revolver lets go, it patrols the area below it by hovering back and forth over a space of 2 Stage Builder Blocks. When an enemy enters it's range of vision (A cone extending downwards 3 SBBs, and 2 SBBs wide at the end, represented by a yellow flashlight-ish effect over that area) it fires three rapid shots strait down from a hidden turret on it's underside, doing 3% damage and flinching knockback each. It pauses for 1.5 seconds between each burst, and its shots travel a max of 4 SBBs. It will slowly persue the foe up to 3 SBBs away from it's normal patrol zone before giving up and returning to it's previous position.

With 15% stamina, the cypher isn't that hard to destroy. It's simply to make it harder to approach or serve as a minor annoyance/delay while he reloads. Ocelot cannot use his Up Aerial again until the current cypher is destroyed, and he can't damage the cypher with his own attacks. There is one advantage to this: Ocelot can bounce his shots off the underside of the cypher, getting around walls or hills between him and his opponent.
[3%]

Throws:


Grab = Choke Hold

Ocelot grabs the opponent by the arm (or neck if they don't have one), spins them around, and wraps his arm around their neck. He chokes the unfortunate foe as they struggle, smiling at their pain. If he was cloaked by the Down Special, he flashes in and ouy of sight every second, making it easy to see him but hard to tell what he's doing. Medium reach, with fairly short lag on both ends. This can be used while reloading, but the reloading is slowed to a crawl (1 bullet per second) until he releases his hold on the opponent.

Pummel = Suffocate

Ocelot squeezes tighter, preventing the grabbed enemy from breathing. If they aren't able to break free from his grasp within a certain amount of time, they start to take damage at a very rapid pace. The foe has 3 - (0.2 * every 5% damage they have) seconds (minimum 0.4) to escape, then takes 1% damage for every 0.1 seconds that pass. If they break free before they start taking damage, Ocelot will be shoved back and suffer long ending lag. If not, he lets them fall onto the ground face first with obvious satisfaction, preventing them from acting for 1.5 seconds as they struggle to catch their breath. Very short starting lag and no ending lag if they don't escape before taking damage.
[Variable%]

Forward Throw = In the Back

Revolver shunts the foe forwards with one hand and reaches towards his holstered gun with his other. The opponent stumbles a set 2 Stage Builder Blocks before Ocelot pulls out his trademark firearm and shoots them in the back. The shot moves at the speed of Fox's laser and does 12% damage and medium horizontal knockback to whoever is hit. If the thrown foe is hit, they spill forwards onto the ground and can't get up for 1.2 seconds. Ocelot chuckles and blows the smoke off the barrel of his revolver, then holsters it again. Short starting lag and long ending lag. The gunshot has very high priority. Adds 0.3 seconds to reload time and pauses the reloading process until after the ending lag.
[12%]

Down Throw = Present

Ocelot strangles his foe, then lays them down on the ground. At first glance this is exactly the same as Snake's Down Throw, doing 12% damage and no knockback. However, if the player presses the A button as he lets his foe slide onto the ground, he descretely places a time bomb on their side. 10 seconds after the bomb is planted, it explodes with a Bomb-omb's Blast Radius, dealing an unavoidable 25% damage and great upwards knockback.

To avoid getting blown to bits, the enemy must perform a grab (which has them pull the bomb off if there isn't anything else in reach), then throw it like a normal item using the A button. The time bomb will sit wherever it fell for the remaining time, then explode. Either player can pick the explosive up like an item and throw it again. Short starting and ending lag. Use this to deal a reasonable amount of damage, and possibly freak the other guy into spamming his/her grab to get rid of a bomb that doesn't exist. You can also take a discarded bomb and plant it between you and the opponent to keep them away.
[12%] [25%]

Back Throw = Who's the Boss?

Ocelot punches the opponent in the back of the head with a resounding smack, doing 6% damage. He spins around, yanking their arm to keep them in front of himself, and shoves them forward with his foot while pulling as hard as he can on their arm. If they don't have an arm, Ocelot throws them away for medium knockback instead of the following.

For the next 4 seconds, Revolver and the enemy play a sort of 'game'. As he pulls, the foe takes 1% damage every 0.3 seconds and can struggle by moving the analog stick left or right. By moving away from Ocelot, the duration is halved. By moving towards him, the duration is doubled. Pressing A doubles the rate damage is taken, but does 1% damage back to their torturer. Ocelot has controls similar to the enemy. Moving towards the victim doubles the damage done/recieved, but cuts the duration in half if they move away from Ocelot at the same time. Pressing A cuts the rate this throw does damage in half, but negates all of the enemy's inputs.

Last but not least, Ocelot can pull away from the enemy. When he pulls away, the victim takes no damage and the duration is unaffected. If they move towards him while he pulls away, the remaining duration is halved and their positions are reset. However, if for 0.3 seconds the grabbed enemy moves away from Revolver as he pulls back... CRACK! The foe's arm is yanked out of joint and they are freed from the throw. This unfortunate fool takes a whopping 20% damage and has their lag tripled from the searing pain. This lasts until they stop long enough for their idle animation to occur; Instead of their idle animation, the opponent pushes their arm back into place with an obvious amount of pain, regaining their normal attack speed. Short starting lag and long ending lag. No knockback.
[6%] [multiple hits of 1% or 2%] [20%]

Up Throw = Sky High

With all his might, Ocelot shoves the foe forwards a set 2 Stage Builder Blocks. This shove mirrors the animation of the Forwards Throw, but this is called "Sky High" for a reason. Revolver pulls out a detonater and sets off the C4 he smushed onto the enemy's back, dealing 15% damage and high upwards knockback. The C4's blast radius is equal to Dedede's size, hitting nearby foes for the same amount of damage and knockback. Anyone who tries to capatilize on this move's above average ending lag runs the risk of getting caught in the blast.
[15%]

!!FINAL SMASH!!
-(Metal Gear RAY)-


One of the series' titicular Metal Gears, designed by the Navy with the intent to hunt down and destroy other Metal Gear models. Ocelot stole the plans of the older Metal Gear REX and sold them on the black market, promting the creation of RAY of which he stole the prototype. (All acording to plan, perhaps? Hard to tell with him.) Metal Gear RAY leaps in from off screen, landing in the background and raining pain onto the stage for 15 seconds.

Metal Gear RAY has 6 attacks it can use to terrorize foes. It focuses on opponents who are closest to Ocelot, giving him plenty of breathing room to use his Neutral Special or disable enemies so RAY can rack up an easy KO. None of RAY's attacks harm Ocelot.

Crushing Leap

RAY squats down, it's head poking into the fray, then makes a tremendous leap off the top of the screen before coming back down into the background in a different area of the stage. Touching it's head as it squats or being within 1 Stage Builder Block of it's landing spot deals 14% damage, light knockback, and breaks shields. Long starting and ending lag. Metal Gear RAY uses this attack whenever the action moves away from it or on moving stages right before it would disappear off screen. Transcended priority. Medium starting and ending lag.
[14%]

Hell March

RAY performs the "Crushing Leap" attack to move to the edge of the platform. It moves in to the foreground, and stomps it's way across to the opposite end of the stage. Contact with REY as it uses Hell March deals 20% damage and medium knockback, and being stepped on by it grounds the enemy as if they were hit by Donkey Kong's Side Special. Once RAY reaches the end, it performs "Crushing Leap" one more time to return to the background. Transcended priority, and above average starting and ending lag.
[20%]

Water Cannon

RAY's main attack. It's metalic maw opens wide and it sprays a thin, pressurized water cannon capable of slicing through solid steel. The thin burst of water stretches from Metal Gear RAY's head about 3 Stage Builder Blocks from the platform he's perched on all the way to the ground, acting as a wall that repels opponents and enemy projectiles. Transcended priority, doing 20% damage and strong knockback. This lasts for 3 seconds and has medium starting and ending lag. Ocelot's Neutral Special passes right through the stream, so open fire while you're covered.

Once the duration reaches it's halfway point, Metal Gear will start sweeping the pressurized water stream back and forth across the platform at the speed of Captain Falcon's run. The stream only does 15% damage and medium knockback while being used, but requires multiple well timed dodges to avoid. Lastly, RAY will fire short, aimed bursts of water at foes that were hit by "Lock On" (see below) that does 30% damage and above average knockback. RAY can switch between any of these mid attack. The attacks have medium starting lag and short ending lag, transcended priority, and a maximum range of 5 Stage Builder Blocks away.
[20%] [15%] [30%]

Lock On

A small red ray of light extends from REY's head, reaching all the way to the nearest surface below. A split second after appearing, it rotates clockwise once, then again counter-clockwise. Any enemies that aren't hidden behind a platform or wall will have a targetl appear over them. REY will focus it's attacks on targeted opponents over ones that aren't, and will begin using the below two moves if there's at least one targeted foe.
[No Damage]

Running Fire

Immediatly after targeting at least 1 enemy with "Lock On", two machine gun barrels extend from RAY's sides and focus fire on the nearest targeted enemy. The machine guns fire a total of 30 shots at a rate of 10 per second, each doing 1% damage and flinching knockback. As the target moves, the machine guns adjust their aim to continue pelting them. This attack is unavoidable, lasting too long to spot dodge, following enemies as they move, and eating through shields like a fat man through cake. Maximum range of 4 Stage Builder Blocks. Short starting and ending lag, and high priority. RAY can use "Water Cannon" while performing this attack.
[30 hits of 1%]

Missle Launch

After performing "Lock On", every second attack RAY makes will be this. RAY launches 4 missles off the top of the screen. After 2 seconds, the four missles rain down onto the stage 1 by 1, appearing over the targeted opponents in order of closest to RAY to farthest from RAY when this attack is initiated. The missles come down at the speed of Captain Falcon's run and explode with a blast radius equal to a Bomb omb's, doing 25% damage and strong knockback each.
[25%]

Playing as Ocelot: Torture Expert


With meh weight and horrible recovery, Ocelot can't go head to head like normal. He's not defenseless in a close range brawl, in fact he has some pretty good attacks up close, but a long range battle is where Revolver truly shines. Between his Up Special's effect and his overpowered Neutral Special, there's not a soul that can beat him at a range. Your goal is to get away from the enemy, rack up damage, then go in for the kill.

For the first step, Revovler has plenty of methods. You can turn invisible with the Down Special and sneak to a safe spot, knock them onto the floor with the Down Tilt, stop them from attacking via Forward Tilt, negate their attackes with the Side Special, have a cypher hinder their movements with the Up Aerial, or hit them with an unexpected Smash attack to send them flying. As an absolute last resort, you can grab them and use one of your Throws to push them away/increase their lag/plant an explosive. The Throws can also deal a healthy bit of damage, but you don't want to get that close unless you have to.

When it comes to damage, Ocelot's Neutral Special can't be beat. When the opponent gets hit by one shot, they're likely to get hit with the rest. It can be aimed, and on certain stages you can bounce the bullets around obsticles. The problem is the reload time. Shoot too much at once and you're vulnerable to retaliation. You have two options. The first is to shoot one shot at a time, wearing them down as they approach. The second it to hit them with everything and deal with a limited move pool until you can retreat again. Because of the difficulty in stopping a quick opponent's approach, the first method is better on light weights. The second method is better on heavyweights that require more damage and have a harder time approaching.

The first option has the advantage of lower risk, as you can stop approaches and reactivate the Up Special as you please, but it takes forever to get the damage needed to KO your opponents. To speed up the process, wait for them to get within 3.5 Stage Builder Blocks, then activate the Side Special and follow up with a Smash as they try to get away. For enemies that move too quick to hit with the Side Special, immediatly use a Smash. The sudden attack and the exact same animation for all three gives them a split second to decide how to evade, and a wrong choice leads to a suddenly airborne and faraway enemy.

The second has the advantage of higher damage. A full twelve hits is a whopping 48% damage! The problem is surviving the reload process. The Up Tilt can hinder attacks from the air and acts as a weak barrier against ground approaches. Activating the Down Special is a risky option, hiding him from view but doubling the remaining time. The Neutral A stops long range attacks and does some more damage while you wait, and a sudden Dash Attack has some value as a surprise strike. Grab them when they get close and use the Back Throw to buy you a little more time as a last resort.

Now that you've gotten their damage up, it's time to finsh them. Stop them from attacking with one of the previously mentioned attacks, or use his Pummel if you need a little extra damage first. Use the Forward or Up Smash, depending on if the side boundry or the upper one is closer, respectively. If they survive, worry not. Ocelot has them right where he wants them. For enemies off the side, jump out to meet them when they get near, and use either the Forward Air for enemies with poor horizontal recovery or the Neutral Air for those with lackluster verticle recovery. When they're falling from the Up Smash, juggle them with the Up Air and try another Up Smash once you think you've got enough damage on them.

Playing against Ocelot: High Noon


Ocelot's stats aren't much to talk about, and he's fairly easy to KO once you back him into a corner. He relys on his Tilts and Side Special to disable, his Specials to deal damage and evade attacks, and his Smashes or Throws to KO. Each play an important role in his strategy, so learning to counter each is the key to victory.

Both his Forward Tilt and Down Tilt have no way of hitting an airborne foe, so take to the skies for the first phase of battle. If you're hit, stay close or roll towards him respectively to minimize the distance he gets on you. Shield his Neutral A, Up Tilt, and Dash Attack and immediatly follow up with your quickest hits. Try to do as much damage as possible once you land an attack, taking care not to get hit by an attack. If you see him trying to use his Side Special, hit him ou of it if you're close enough or run away before he gets it off and charge back in once he suffers the ending lag.

Ocelot will break away from you eventually. When he does, he becomes predictable if dangerous. He'll almost always spam his Neutral Special for damage, so forget about approaching or attacking and stick to evading the attacks until he stops. The reloading phase is your chance to charge in and knock him around. Gradually inch closer if he's using short bursts, and charge in for the kill if he uses long bursts. This time, slow but powerful attacks should be your focus- milk his gimped set for all it's worth.

Finally, KOes. He relies heavily on his Smashes, only using his throws if you get too close for him to risk one. When you see him charging a Smash, use a projectile to knock him out of it, or simply wait for him to attack and evade it. Once he wiffs his attack, close in, hit him with an attack, and jump back before he can grab you.

His Down Special is his panic button. Concealed escapes? Surprise damage? Stealth KOes? It can help any part of his strategy. The best you can do is to pay attention to where he is when he uses and how far he can go in a certain amount of time. Spam projectiles if you have them, charge around with Dash Attacks, and if all else fails, panic. Randomly attacking, jumping, shielding, dodging, etc. make it difficult for him to position himself to his advantage, and the longer he stays hidden the harder time the opponent will have keeping track of themselves.

Match-ups:


Revolver Ocelot vs. Solid Snake: 50/50, Dead Even

Ocelot's long range superiority makes it difficult for Snake to get close enough to use his broken tilts, and negates his projectile moves. Snake's goal is to prevent Ocelot from getting away as best he can, and alternate between evading his projectiles and inching his way forward if Ocelot does escape. Solid's greatest advantage is his above average weight and decent move speed, making him hard to KO and giving him the ability to stay on Revolver's tail. His disjointed hitboxes allow him to break through Ocelot's melee attacks, swinging the battle in his favor. Persistance is key for both sides, and while Revolver Ocelot has a few blantant advantages, Solid Snake has enough small ones to balance it out.

Revolver Ocelot vs. Marth: 35/65, Marth's Favor

Sword users are, by far, Ocelot's worst match-ups. Their disjointed hitboxes laugh at Ocelot's projectiles, knocking out of the air simply by spamming the Neutral A combo or other Tilts. In addition, their long reach lets them stay just out of the reach of Revolver's melee attacks while attacking with their own. Marth has all these as well as great mobility and decent staying power. The prince's Side Special strikes are especially fast and can interupt Ocelot's laggier moves, while the Down Special is a fantastic counter to his Smash attacks. To make matters worse, Marth's superior mobility makes camping very hard.

This battle is far from hopeless, however. Revolver has plenty of ways to disable Marth, such as the Side Special and Forward A. He can escape from view and use his Smashes while cloaked, making it difficult to properly counter with the Down Special, and his Grabs are down right brutal and are semi-safe ways to rack up damage in place of his Neutral Special. Of course, the very fact he has to rely on his melee attacks for damage and KOing shows something is wrong.

Revolver Ocelot vs. Specter: 65/35 , Ocelot's Favor

Hoooly crap, it sucks to be Specter. Ocelot can shut down all of his defenses with just his Neutral Special. It outpriorities the Barrier, knocks Specter out of the sky, and shreds the Monkey minions. Ocelot loves long range battles, so Specter's default response to his defenses falling of "Run Away!" fails him, and the megalomaniac monkey is horrible up close. If Specter somehow DOES manage to keep his defenses up, the manipulative gunslinger can disappear with his Down Special and knock out all of his defenses from the safety of invisibility. His Up Special nullifys many of Specter's best offensive options. Ocelot does everything the Specter does not want his opponents to do, and he does it in style.

Specter is NOT completely beaten. Because of Ocelot's long reload time for the Neutral Special, Specter need only survive until that point and go on the offensive afterwards. His grab outranges Ocelot's by a decent bit, and Specter can rack up some damage by using the Up Throw and Down Throw. He needs to play agressively, putting up barriers and using his Dash Attack to turn himself into a living wrecking ball, or waiting for Ocelot to reload and using his high damage Down Aerial (wow, an actual use for it!) to nail him. His normally pathetic Down Tilt can get Revolver to waste a few shots, and lets him cover a decent area of the stage with projectiles- to many for Ocelot to just shoot down, though worthless with Ocelot's Up Special. If Ocelot does use his Up Special, Specter should rely on his Forward Aerial for damage, since it's technically a long reaching disjointed hitbox and not a projectile. But even with all of this, Ocelot destroys all of Specter's best moves.

Revolver Ocelot vs. Arche: 50/50, Dead Even

At first glance, Ocelot seems to have a commanding advantage here. All he has to do is peg Arche once while she's off stage and it's over before it even begins. The problem is landing that hit. Arche's ability to fly makes it hard to get her, and she doesn't have to go off the edge to be effective. In addition, she also excells at a distance, letting her duel Revolver from far away with reasonable success. That really hurts when you consider several of his main disabling moves are based on the idea that the opponent wants to approach.

It gets worse. Arche's Technical Forward Smash nullifies Ocelot's main damage dealer and flings it back into his face. Many of her long range attacks aren't actually projectiles, so his Up Special is nearly useless, and she has no reason to get close enough to fall victim to the Side Special. She also has plenty of ways to hit large portions of the stage at a time, so his Down Special doesn't help as much as normal. His low weight, and horrible recovery makes him almost as easy to KO as she is. And her attacks have enough variety to ensure that at least one of them will work in any situation.

Of course, that manipulating old gunslinger has plenty of tricks of his own. His Neutral A is quick enough to catch her off guard and has a varrying delay, so he can delay the shot to provoke her into holding her TFSmash while he closes in for a Smash of his own. Ocelot's Up Air hinders her mobility and his Smashes are strong enough and Arche light enough to KO her if she's in the right spot; so if he DOES nail her with an attack, he can finish her with an uncharged Forward or Up Smash. To add to that, since the TFSmash has no 'pull', Ocelot can bounce his shots around it and into Arche with the right positioning. Due to how far he can hit her from, her slower attacks carry a big risk. Not to mention Arche's playing keep away doesn't work anymore then it does for Ocelot here.

The victor is decided by the length of the match. Ocelot DOMINATES early on thanks to how easy it is for him to KO Arche, but the fight quickly swings to her favor if he fails to pull it off. He's a large target with limited mobility that can't recover worth a crap and his normal means of disabling opponents can't hit her. His only effective moves are the Neutral Special and the Neutral A, the first of which is blarringly obvious and the second fairly weak. Her stronger attacks are fairly punishable and any slip ups means a sudden respawn for her. With all their weaknesses and strengths this battle is fairly even, and makes for an epic long ranged battle.

Revolver Ocelot vs. Wallmaster: 40/60, Wallmaster's Favor

Ocelot has no touble getting away from Wallmaster, and can spam his Neutral Special far out of it's reach for high damage. WM's large size makes this a painful approach, and the usual method of getting around this, the Down Special, is highly risky against Ocelot's Neutral Special, Neutral A, Down A, and Up Aerial moves. He either risks heavy damage by approaching above ground or a possible low damage KO by traveling underground.

But here's where the match swings vastly into it's favor. Ocelot's KO moves all require getting close to the opponent to work, and he has only one way to safely approach- the Down Special. Wallmaster can camp him with it's longer reach attacks, and successfully hitting him while he's cloaked stuns him long enough to follow up with a KO move. And if Ocelot gets any amount of fog on him, he's going to have a hell of a time escaping to a safe distance. In addition, when he does cloak with the Down Special it's obvious that he's going in for a kill- a simple Neutral A or Dash Attack will knock him right out of it. The only thing WM has to watch for is the Forward Smash's sudden speed boost, but that's easy to counter with the Forward A.

Revolver isn't completely screwed in this match up thanks to how much damage he can deal on Wallmaster, but this match-up goes to the creepy disembodied hand.

Revolver Ocelot vs. Subaru: 40/60, Subaru's Favor

"Tauro! Tauro!" Describes this match perfectly. Revolver starts this match-up with a major disadvantage. There is no way in hell that he can get away from Subaru for any period of time. That means his normal camp-happy tactics won't work here. Subaru also has plenty of high damage/high knockback moves, so she has no trouble KOing him. The two reasons this isn't a horrible blow out is the fact that 1. Ocelot can fight up close, and 2. he can really mess up Subaru's momentum between all his disabling/controllable and fast projectiles.

When Subaru starts up a Wing Road to build up her Gears/put up Protection, it's fairly easy to guess where she's going. A shot of the Neutral Special (or Neutral A if she's close and you don't think you can make the shot) aimed a short distance in front of her can undo a Gear Shift and hit for some moderate damage. Do NOT spam the Neutral Special. The reload is too long and it's your main defense against her approaches.

When she zooms towards him, he should use the Side Special (if she's in Gear One or Gear Two) or his Forward A (if she's in Gear Two or Gear Excellsion) to nullify her attack and hit her with two or three shots from his Neutral Special. If her Down Special, Protection, is active, fire off a quick Neutral A to bounce a shot around her shield and hopefullly interrupt her next attack, or if all else fails the Down A to hit below it and knock her over.

But even when all is said and done, Ocelot still has 3 problems. The first is that he has trouble racking damage on the speedy Subaru. So no matter how well he breaks her momentum, she can afford a lot more mistakes then Ocelot can. Second is weight. She can take a decent amount of punishment before he can KO her, and he... can't. Third is the KO moves. With her speed, he needs near perfect reflexes to grab her, which leaves him with Smashes.

As climatic as him and Subaru charging at each other to deliver a Forward Smash is, Subaru's priority is higher then his (unless he lunges just before contact, which requires picture perfect timing). That means he must not only get her with a tilt to knock her out of her momentum, but must immediately follow up with a Smash. Between her big speed advantage over him and Wing Road, that's gonna be hard. His Down Smash's grab priority can help, but there's no way to KO with it and it's lag lets Subaru get in a quick hit if she manages to evade or the timing is off.

This match is like a tense bullfight, with both sides gambling every time they attack. When all is said and done, Ocelot has far less room for error then Subaru does. The Combat Cyborg trumps the Gunslinger.

Extras:

Up Taunt: Reload

Ocelot holds up a revolver and allows the bullets to fall out. He lowers the gun and hastily replaces the ammunition. "I love to reload during a battle. There's nothing like the feeling of sliding a long silver bullet into a well greased chamber."

Side Taunt: Twirl

Revolver twirls his namesakes, spinning in place as he puts on a show. He faces the screen, catches both revolvers, and strikes a pose. Can be used while reloading.

Down Taunt: Not Bad!

Holstering his guns, Ocelot smugly makes two 'bang' motions with his hands. "You're pretty good!"

Assist Trophy: The Sorrow

The Sorrow appears in the background and glares at the fighters with disgust. The colors of the stage, characters, everything darken and gain a blue hue. "Now you'll see the sorrow you've caused." he mutters angrily, and summons a phantom for every KO that occurred during the last 60 seconds, up to a maximum of 10. The ghosts appear as little orbs, which then expand into the ghostly form of MGS3 soldiers. They float around aimlessly, disappearing after 15 seconds of wandering or when they come in contact with an opponent. On contact, they shriek and vanish, breaking their shield and dealing 15% damage. If no KOs have been scored in the 60 seconds prior to his entrance, The Sorrow will glance at the stage and make a comment about one of the fighters instead of the above.

(Mario) "Only a plumber, but still fighting to protect the innocent. You have a big heart, hero."
(Luigi) "Do not fear. Focus on your task, and pull through. You are not inferior, merely different."
(Peach) "Please leave, your highness. Your purity shouldn't be exposed to the battlefield."
(Bowser) "Mark my words, your selfishness will only lead you to sorrow."
(Wario) "Your avarice will lead you to destruction. Throw away your selfish desires, while you still can."
(Donkey Kong) "So simple. But that simplicity comes from a warm soul. Good luck."
(Diddy Kong) "You're stronger then you look. Take heart, you'll grow to be like him in time."
(Link/Toon Link) "So young, yet so brave. Live, young man. For the sake of your world."
(Zelda/Shiek) "Despite having such power, you put your people first. My world could learn much from you."
(Ganondorf) "You... The souls you have ripped from this world wait for you in the next. Know this and despair."
(Pokémon Trainer) "You capture them and force them to fight... yet you fear for them and they for you. Hold on to your comradary."
(Pikachu) "Such a cute little thing. Don't confuse bravery for foolishness, sometimes it's better to run."
(Jigglypuff) "My, what a wonderful voice. Keep working towards your dreams."
(Lucario) "Always training, always focused. There is more to life then fighting."
(Fox) "Make no mistake, your father would be proud."
(Falco) "What arrogance... don't let it cloud your judgment. You have a good heart, use it."
(Wolf) "Is being the best truly so important to you? You are a fool."
(Kirby) "Such a glutton. But you'd starve before you hurt someone innocent, wouldn't you?
(Metaknight) "Always focusing on the right. Be cautious, he who fights monsters should take care not to become one themselves."
(King Dedede) "So greedy, taking everything you can. Still, you do care about others, so I suppose you're not all bad."
(Marth) "Royalty is so often taught the world owes them for being born, but you never once asked something of someone that you wouldn't do yourself."
(Ike) "A mercenary that fights for the innocent? You are a strange man, but a good one none the less."
(Ness) "Only a child, already a savior. Never lose your innocence."
(Lucas) "So much sorrow... no child should feel so much pain. Despite all that, you still fight for the greater good... Don't give up."
(Samus) "Don't confuse courage and bloodlust. Defending those who live should be your drive, not revenge for those who don't."
(Yoshi) "A dinosaur... with boots, a frog tongue, and a horse's disposition? Now I've seen it all."
(Captain Falcon) "Pride comes before a fall. You are powerful, yes, but you are still human. That kindness you possess is much more important."
(Ice Climbers) "Fighting alongside one another, willing to risk life and limb... Live, both of you, as an example to the world."
(Pit) "Such strength. There are many brave heroes here, and you are no exception."
(Mr. Game & Watch) "...A strange one, aren't you? Not comprehending right or wrong, but still helping people..."
(Olimar) "Don't take their trust for granted, little captain. They follow you, so it's your duty to protect them."
(ROB) "No matter what you are, your heart and your actions are your own."
(Sonic) "Speeding around, the world like a blur. Try to slow down and smell the roses every now and then."
(Snake) "...! You are just like... no. You're even stronger then him. Don't lose your convictions, warrior."
(Ocelot) "How did this happen? Reveling in the pain of others? She would be ashamed to see what you've become."
(The Three Stooges) "Knock it off, you knuckle heads. Your friendship is more important then your spats."
(Iji) "You fight hard, but despise war and killing in all forms. You and I are kindred spirits... no pun intended."
(Agent J) "Such passion... I'm impressed."
(Kira) "There is no need to fear me. Don't let cowardice control your actions."
(Lyn) "Don't let your thirst for revenge consume you. Use your strength to protect people, not to spill more blood."
(Servbot) "...Such interesting children. Not truly alive, but certainly not without hearts. Learn and grow, do not remain ignorant of the world around you."
(Dr.Wily) "You've lived so long, yet you know nothing of morality. Remember this: Those you've wronged will wait for you on the other side, where your creations can't protect you."
(Akira) "Your sister is far more important then revenge. Take care of yourself, if only for her sake.'
(Specter) "You think all humans are evil? Have you forgotten that man at the park that took care of you, without asking a thing in return? What of him?"

Snake Codec Conversation:

Snake: You! Why are you here?!
Ocelot: I was looking for you, Snake. I've been waiting since Shadow Moses for a rematch, and once you're dead I'll be rid of Liquid. Two Snakes... *gun clicks* ...with one bullet.
Roy Campbell: Skip the theatrics and tell us what you're really up to.
Ocelot: *Laughs* It's been a while, Campbell. Tell me, how's your niece doing?
Roy Campbell: ...
Snake: Listen here, you son of a-!
Roy Campbell: Snake, calm down. Getting riled up won't help things. Ocelot's a veteran soldier. His revolvers are long out of date, but he can still beat anyone at a long range battle. He's no slouch up close, either.
Snake: I'll just have to wait until he runs out of shots, then close in while he reloads. Time to pay for all the misery you've caused me, Ocelot.
Ocelot: I'm not afraid of you, Snake. You think I've never been tortured before? Knowing pain makes it easier to inflict. You're no cold blooded killer. There's nothing that you can do to me that I can't handle. Now... DRAW!

If Snake is KO'd during this codec, Ocelot will let out a maniacal laugh while Roy will perform his basic Snake defeat quote.

Closing Comments:
Ocelot was a lot of fun to do. I loved working on him in MYM5, and I felt that he deserved a more refined set then my original work. There are some parts of this set that bug me, such as the Aerials, but I feel that I did much better this time around. I'm worried that I messed up on the playstyle section, but after remaking it so many times I think it's at least decent. I hope that my organization has improved from before, as well.

For the most part, I'm happy with this set and I'm looking forward to the feedback on how to improve it. Good luck to everyone, and I hope you all enjoy.

Updates:
12/3/09: Fixed a spelling error. Currently looking for a new attack header color, as Silver is too white looking and the current Slate Grey appears as light blue to some. Replaced the red highlights with bold.
12/18/09: Replaced the Slate Grey with a different shade of Grey. (Shade #747170, to be precise)
3/6/10: Minor spelling errors corrected.
 

IndigoFenix

Smash Journeyman
Joined
Aug 12, 2009
Messages
327
In response to those who commented on my moveset:

The truth is, I didn't make it in accordance with the normal standards of MYM - it's one of twenty or so character movesets that I made about a year ago. As such, I designed them more in accordance with Smash 'regulars', that is, with strange play mechanics mild or nonexistent. MYM's tendency to create characters who, for example, have projectiles, traps, creature spawning, etc. for their basic moves kind of stretches what Smash Bros could be to absurd limits. When I designed Marina, I tried to stay true to the character, as well as the nature of the Smash universe, at the expense of 'creativity'. I could have, for example, given her a play mechanic that would have her spawn Clanballs in the air and use them to bounce around the stage. But that would have been just silly.

I don't plan on putting out any character who I haven't made before, so don't expect these sort of standards from me. I might, however, try to create a PSA character someday with a play mechanic that stretches the rules of Smash to MYM-worthy proportions... just to see how it would actually play if it were brought into fruition.

That being said, Ocelot's a good read. (Gee, is it just me or are there suddenly a lot of invisible people around here? Hmm...) I think that some of his moves seem kind of weird. A projectile, rechargable jab? Throwing his coat for a tilt? Did he ever use his coat to attack? Er... I've never actually played the game, but somehow I doubt it... But clever, nonetheless.
What I will say is that I loved reading the quotes for the Sorrow. It must have been hard coming up with something for every character, yet nothing seemed out-of-place. Good job!
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Revolver Ocelot

I'm going to be honest. You were stalling back in MYM6. You definitely pulled back up with Revolver Ocelot. To start, the choice between firing guns-ablazing and more careful, stealthy, methodical firing and reloading was freaking brilliant. A lot of sets pull off this sort of strategic choice before, but this one really made it feel natural. To boot, you can switch between both ideas fairly easily. Great job there.

The moves were overall good, despite some of them being sort of generic, they fit into playstyle and seemed easy to imagine him doing. The smashes seemed a little out of character to me, I didn't really imagine this guy as a strong armed, high priority brawler. All I know about Revolver Ocelot though is from a vid of his boss fight in the first game, and I know he gets some possessed hand or something, so I'll let that slide. The high priority on those moves does seem a little weird too, seeing as they were jointed hitbox moves, and he isn't particularly strong / tough (unless of course that arm can do something fierce).

Also, the grab focus, and the overly complicated nair was a bit weird, but again, added to a truly effective 'strategic choice' system to your moveset. Once again, as well, you prove that creative throws are entirely possible.

You had a well written playstyle, with the sole mistake I believe that you underestimated the potential effectiveness of the cloaking field. Which, by the way, was well executed as well, fulfilling his needs in a completely different manner than Predator did. There were some excellent match-ups too though, the Subaru one was very exciting and thorough (the one I took special note of).

Your writing style and presentation have improved (though both still aren't finished improving). Way to go Shadow.
 
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