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

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The Necromancer

Smash Rookie
Joined
Oct 6, 2009
Messages
6
Hey you guys! I'm not dead! I'm still here but most of my time is spent on Yellow Devil, on Assassin's Creed II and on New Super Mario Bros. Wii. I've been away from the chat but I'll try to get on it more often and I'm sad to have missed the MYM Christmas :/. There seems to be a lot of happiness in here, and that's great!

Just wanted to let you guys know I'm not dead or away. :p


EDIT : Oh, also, I know I haven't commented very much since I joined but I'm also gonna start that with the next movesets. :)
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Lightweight Female Protagonists are my anti-drug

SABER


Saber is a Servant from the Visual Novel Fate/Stay Night. A Servant is the immortal spirit of hero from the past reincarnated into life to serve in the Holy Grail War, a battle royale between Masters and Servants too gain access to the Holy Grail. Saber was summoned accidentally by Emiya Shirou, a novice magi, and the two formed a contract to become Master and Servant for the Holy Grail War. Saber is not her true name, but her class as a Servant, one of seven total. As a Saber, she is a skilled swordswoman, has excellent ratings in all attributes, and is practically immune to magic.

Saber is stubborn and determined, and fights fearlessly in pursuit of the Holy Grail. She is also incredibly loyal, vowing to protect Shirou even after their contract ended, although she is quick to berate him for his more particularly bone-headed ideas. She is willing to lay down her life for her Master as well. She has no qualms about killing her enemies, but refuses to harm innocents under any circumstances. Food is also very serious business to Saber, and she isn’t above beating her master for even threatening to skip a meal, although she very much enjoys his cooking.

She wields a legendary weapon called a Noble Phantasm, a weapon from legends that is bestowed with supernatural abilities, often beyond the comprehension of magic. Hers is the Invisible Air, a two-handed western sword. The Invisible Air wraps swirling with around the blade, distorting the light around it and making the sword completely invisible. She can also use the wind around the sword to attack with or push enemies away. The sword itself is slightly shorter than Ike’s sword, and most of her attacks have above average attack speed, power, and ending lag.

Saber herself is a lightweight, just barely hitting five feet tall and weighing just over a hundred pounds even in her armor. She has an average movement speed, if excellent traction, and poor recovery, as she has no recovery move. She does however have a strong second jump and is rather floaty, making it bearable. Also, if she hits any vertical walls, she can run straight up them by pushing diagonally against the wall on the control stick, giving her a form of recovery on stages like Yoshi’s Island.




Bounded Field of the Wind King / Neutral Special

Saber holds her sword out in front of her and releases the wind surrounding it. With minute starting lag, the wind pushes away all enemies near her at a speed equal to three quarters of the opponent’s run speed, pushing the enemy back as far as Gardevoir’s Barrier. This move has slightly longer ending lag, but still relatively little. It can be used to space opponents to the tip of her sword and to gimp enemies offstage, and is excellent at ruining your opponent’s rhythm and getting them to trip up.

If Saber holds this move out for a full ten seconds though, all the wind around her sword completely dissipates, removing all wind aspects from her moves and making her sword visible. While terrible in a competitive match, this can be useful in practice to get used to Saber’s hitboxes.


Strike Air / Side Special

Saber rears her sword back, and wind spins around it like a tornado. She gives a heavy swing forward, and the burst of air releases like a projectile. A wall of wind about as tall as she is shoots forth at about the speed of Lucario's Aura Sphere, dealing 15% damage and knocking the opponent back about half the length of Battlefield. This attack is laggy though, taking about two fifths of a second to start and a third of a second to end.

If Saber hits her enemy with the sword itself instead, it does 8% damage with flinching knockback, but breaks the attack and stuns Saber temporarily, making her open to a counterstrike for about a half second.


Prana Burst / Up Special

While Saber is small, she can channel magical energy into her body and instantly expel it like a jet engine, increasing her speed and strength. This move can be used laglessly at any time, and Saber betrays no sign of having used it.

After activating this, Saber's dash speed increases to slightly under Captain Falcon's until she attacks, and her air speed increases to about Wario's, giving her a very slight improvement for recovery. Her next attack will also deal 133% of its normal damage and be executed with 80% of its usual starting lag.

So use this every chance you get right? The problem is, whenever you use this move, it enters the move decay list, and counts as every move in Saber's arsenal for the purpose of calculating move decay. In other words, if you spam this attack, the move decay will offset the boost you get to damage.


Parry Stance / Down Special

Saber enters her crouch for this move, taking one step far forward and bending her knees, dropping fairly low to the ground with her sword raised. Entering this stance is almost lagless,. If any non-projectile attack hits Saber from the front, she will automatically intercept it with her sword, both attacks will clank, and she takes a step back. If Saber releases it early, she does a slow, low angled slash, dealing only 6% damage with low knockback, taking a little over a quarter of a second to perform.

It puts both players in a fairly neutral position, but typically places the opponent just in range of Saber's sword, where she can attack fairly quickly. It's a nice neutralizing option and an alternative to shielding an attack you expect to see coming. The weakness of it is that if your opponent doesn't attack, you're vulnerable as you try to escape the stance.



Saber's Specials should give you an idea of her playstyle. She has a strong emphasis on controlling the opponent's spacing and mindgames. Her Down Special and Neutral Special help her place the opponent right where she wants them to be, and her Up Special lets her not only approach faster and hit harder when it counts, but also mix up her attack speed to trip up the opponent's rhythm. Saber can effectively ruin the opponent's pacing and keep the battle in her favor.​



Blade Fury / Jab Attack

Saber swings her sword in a close half circle in front of her, dealing 5% damage, 7% damage if she hits them with the tip of her sword. This only takes about an eighth of a second to execute. Her second hit chains into the first, with two quick following slashes, one vertical and one horizontal, each dealing another 3%, somewhat difficult but not impossible to DI out of.

The final hit is a little different. Saber leans back and crouches down, and deals one last powerful blow. Unlike most jabs, this one has nearly a half second of lag to start, making it trivial for the opponent to dodge or shield this attack, even counterattack. If it does hit though, Saber deals 15% damage, 19% if she hits the opponent with the tip of the sword, with knockback that KOs around 110%. Saber cannot use her Up Special to speed up this attack, as it cancels her out of her jab.


Gale Strike / Dash Attack

Saber sprints forward, temporarily increasing to around Sheik's dash speed, holding her sword back. After running forward about one and a half battlefield platforms, she swings her sword in an upwards arc in front of her. The sword has impressive range, dealing 8% damage on hit, 11% damage at the tip of the sword, and knockback that kills starting at around 145%. This attack has a good bit more lag than most of Saber's attacks, about a third of a second on either end. Even so, even if Saber misses, any opponent within a stagebuilder block in front of her after she swings will be blasted back about a battlefield platform from the wind.


Impaling Wind / Forward Tilt

Saber holds her sword up and takes a step forward, thrusting her sword straight out. This attack only takes about an eighth of a second to perform, but the hitbox lingers for about a third of a second and has a third of a second of ending lag, making it punishable if Saber whiffs it. Up close, the attack only deals 7% damage and flinching knockback, often leaving Saber open to a counterattack. The tip of the sword at the very end of the attack deals 12% damage and knockback that KOs at around 130% though, making it a prime killer for Saber.

This move can also be used as an alternative to Saber's third hit of her jab for finishing her jab combo. Using this move will always directly combo from the second hit of her jab, but the duration and ending lag usually means the foe will be able to get a hit in after it hits, and it will sourspot.


Skyward Slash / Up Tilt

Saber swings her sword from her side up above her, similar to the way Marth swings his sword when he uses his Up Special. This takes about a fifth of a second to perform, with a quarter of a second of ending lag. Saber's sword deals about 8% damage, and 10% damage at the tip, with upwards knockback that KOs at around 180%. It can hit opponents on the ground, but only very close up, and can be dodged by some character's crouches, assuming they know that it's this attack you're performing.

Warding Blade / Down Tilt

As mentioned in the Down Special, when Saber crouches, she takes a step forward and bends her knees, dropping fairly low to the ground, but widening her hurtbox. When she uses this move though, she swings her sword from behind her to in front of her, covering a fairly wide area and protecting most of her hurtbox. This attack has about a quarter second of starting and ending lag, but her sword deals 9%, 11% if she hits the opponent with the tip, with light knockback.

Since Saber goes into her crouch when she does her jab, you can use this move to fake a third jab hit, and nail an opponent trying to roll behind her or catch an attempted shield off guard.



Saber's tilts are where the bread and butter of her spacing and placement game sit, and where her mindgaming potential starts. Her jab is a strong move if the opponent gets closer into Saber's range, and opens up several different options to react, each with their advantages and disadvantages. Her third jab hit is strong but easy to avoid, while her Ftilt leaves her open to a retaliatory attack. Her Down tilt is usually the safest option, but if it becomes predictable, it won't be as useful.

When trying to get a kill, spacing the opponent with Saber's Neutral Special, Down Special, and even her Down Tilt can be useful as you try to line up her perfectly to nail them with the sweetspot of the Ftilt. Otherwise, the sweetspot of the Utilt is also strong, as are some of Saber's smashes up next.




Hurricane Blade Works / Forward Smash

Saber holds her sword back when charging this attack, wind swirling around it like in her Side Special. When released, Saber steps forward, attacking with three sequential slashes, first a diagonal, then vertical, and then a spinning blow as she advances forward. The last blow is accompanied with a blast of wind, dealing set knockback if she misses to anyone within a stagebuilder block of her of a half of Battlefield forward.

This attack takes a mere quarter of a second to use uncharged, and the three slashes deal a total of 15-28% damage depending on placement and charge, with knockback that KOs from 150%-90%. Saber advances about a quarter of Battlefield total when she uses this move, so it can be used to scare opponents away as well, since it's fairly quick. Saber takes a good half of a second of end lag from this attack though, making it highly punishable if it misses.


Heaven’s Sword / Up Smash

Saber crouches down and raises her sword over her head, wind swirling around it. After about a quarter of a second, she stabs her sword down in front of her, and a gale of wind blows enemies around her up into the air, even if she misses. The sword itself hits very close in, with fairly little damage or knockback, dealing 14-21% damage, but spiking opponents up a fair ways at the tip, dealing 18-27% damage, but not enough knockback to KO. There’s a good bit of ending lag after the attack, but the blast of wind will knock most enemies up into the air, allowing Saber to move the battle into the sky, and protecting her from some retaliation.

Thundering Slash / Down Smash
Saber holds her sword up high as wind swirls around it, much like her Up Smash. Once the charge on this attack is released though, Saber raises her sword up, and a column of wind pulls enemies within a two by three stagebuilder block area down to the ground. A quarter second later, Saber spins in place, her sword extended, dealing 17-25% damage, and about 8% more at the tip. Knockback floats around 150-110%, and even if Saber misses, the wind blows anyone around her to the side about a battlefield platform a way a moment later during Saber’s considerable ending lag.

Saber’s Smashes aren’t really where she deals as much with KO’s as she does damage and control. Her Up Smash and Down Smash are more complex than just their similarities in animation though, as the Down Smash has significantly more starting lag, thanks to that opening gust of wind, forcing opponents to second guess themselves depending on your charge time. They both can also be used as part of Saber’s control, forcing the fight up into the air or onto the ground, but their strong ending lag makes trying to combo from them impossible.




Sword Cross / Neutral Aerial

Saber deals two consecutive slashes in midair, one horizontally forward, the other overhead. The two slashes both deal about 7% damage, have fairly short range for Saber, with a fair bit of lag. It’s fairly effective at protecting Saber, and both slashes have potentially killing knockback, especially offstage.

Tornado Cut / Forward Aerial

Saber leans far forward in midair, and spins, dealing three circular cuts at a diagonal angle. The blades have DI that is fairly easy to DI out of, each one dealing around 6% damage, with very low knockback that won’t KO. It has surprisingly low ending lag, and a second hit can be followed immediately after the first, although it’s easy to DI out of it before the second flurry of hits. It’s also Saber’s most telegraphed aerial though, with the way that she leans forward first. Similarly to King Dedede’s Down Aerial, Saber pushes herself up slightly when she hits with this attack, with her already considerable floatiness, she actually rises in the air.

Invert Strike / Back Aerial

Saber clasps her hands together, then twists her wrists before stabbing the air directly behind her. The animation looks similar to her Neutral Aerial, but with a fair bit more lag. The sword reaches out behind her, dealing 7% damage, but 12% damage at the tip. Knockback is around 130% at the tip of the sword, making it a possibly effective killer, but it’s risky if the opponent expects.

Overhead Swing / Up Aerial

Saber lifts her sword over her head and slashes above her and forward. Fairly fast, and hits a relatively wide area, but has pitiful knockback. The sword deals about 7% damage, 9% at the tip. There’s too much end lag to juggle with it however.

Zephyr Slash / Down Aerial

Saber holds her sword at a downward angle and spins around as she falls, as if she was turning around. This move can be held out until Saber touches the ground, where she suffers relatively little landing lag. This attack has a fair bit of startup lag, about a third of a second, but hits very powerfully, dealing around 13% damage with horizontal and downwards knockback that KOs around 120%, making it a prime killer, assuming you can time it right; the sword only has a hitbox where Saber is facing.

Saber can actually get a considerable number of kills in the air. She’ll never want to chase an opponent for a gimp, with her lack of a true recovery, so she’ll mostly be edge-guarding. That said, her Down Aerial is a massive deterent for enemy approaches, and can be held out for a considerable period of time with her floatiness. Because of the spinning aspect of the attack, you can actually fake out enemies by instead turning around and using a back aerial, or neutral aerial. She has a surprising number of mindgames in the air. Remember though that you’ll want to capitalize on her reach and speed in the air, as attacks can’t clank in the air, making her forward aerial especially useful as a thwarting measure. Prana Burst can be an effective strategy to mix her aerials up a bit, making the back aerial faster than the neutral aerial and speeding up her relatively slow attacks, as well as increasing her aerial DI.




Saber Grab / Grab

Saber reaches out and grabs her opponent with her left hand. It’s a slow grab, as she normally wields her weapon two-handed and has two shift the way she holds the sword, and shortranged to boot. Generally, if the opponent is within range to grab with Saber though, you’re doing it wrong. Anyways, if she does grab an enemy, she butts them in the shoulder with the hilt of her sword for her pummel. 3% damage and fairly laggy.

Glory Slasher / Forward Throw

Saber pushes the opponent away and swings her sword in three tight circles. It can’t be DI’d out of, and each slash does 3% damage, with very low knockback.

Opening Shove / Down Throw

Saber shoves the opponent forward, dealing 3% damage and some hitstun, putting them just out of range of Saber’s jab, but still in range for most of the rest of her tilts and smashes’ sweetspot. A nice option to get the rhythm back on her side, although she can’t combo anything into it.

Swords Dance / Back Throw

Saber sticks her foot down and slides it across the stage, tripping the opponent as she sidesteps behind them. She then leans back and slashes at the opponent, dealing 11% damage, with knockback that KOs around 180%, but has a fair amount of ending lag.

Blade Flip / Up Throw

Saber swings her sword up, catching the opponent and flipping them overhead and backwards. It deals 8% damage, with high set knockback away, launching the opponent. Good for starting an edgeguard at the edge of the stage.

There’s really not that much interesting about Saber’s throws. Everything about them she has better options for, and she’s really not going to be wanting to grab enemies that much anyways. Move along now please.



The Sword of Promised Victory / Final Smash

Saber holds her sword out in front of her, and a massive torrent of air is released from her sword, pushing everything away so that enemies can only stand still by holding the control stick in her direction. After a few seconds, the Invisible Air dissipates, and it is revealed that the Invisible Air is not her sword, but its sheath. Now, a gleaming golden sword is unveiled, shining with light. Saber hefts it over her shoulder, shouting out “EX!” She then swings it, releasing a giant blast of golden light, screaming “CALIBER!” Saber’s true identity is King Arthur, and her legendary holy sword absorbs her energy, blasting enemies away, dealing 40% damage with knockback that KOs at even ridiculously low percentages.

For the duration of the stock, Saber loses all of her wind effects, including her Neutral and Side Specials. In exchange however, until she is KO’d her sword deals an extra 40% damage and knockback, as the true sword is much stronger without being distorted by the air around it.




Saber’s playstyle, as you may have gathered, revolves around controlling the enemy’s spacing, and using tricky attacks with her invisible sword to create openings. Her jab is a usual starter for these games; while most of the follow-up options for the attack are weak, if the opponent mispredicts which one you do, you can pounce on that advantage, making it in some ways a go to attack for building up damage in early game, especially if you’re good at reading your opponent. Other mindgames abound, but they were already mentioned in earlier playstyle sections, and don’t merit repeating. Go back and read them if you so like.
Saber can both approach and defend fairly effectively. Prana Burst gives her an extra boost of speed that can be useful for approaching, especially with her FSmash and her Dash Attack. Most of her approaching options hit the opponent with blasts of air though, pushing them away and effectively creating a neutral spacing, meaning that while they’re good for quick strikes, she can’t rely on approaching to win the match. At mid percentages though, her sword swings will push enemies out of the range of the air blasts, allowing her to follow up more effectively, and at high percentages, even KO. In short, Saber is more effective on offense when the opponent is at a high percentage.

Speaking of wind blasts though, they’re the big part of Saber’s defensive game too. A well timed Neutral Special can neutralize an approach, even making some attacks stop just short of hitting her, leaving her free to strike back while they suffer from ending lag. Since the attack is so quick too, it can be used to nudge an enemy right into the outer edge of her hitboxes, where she can sweetspot comfortably without pesky short range attacks reaching her. And speaking of range, her Side Special is just perfect for forcing approaches for enemies. Her Down Special too, is a bit of situational defensive option, but it’s better at putting Saber back in the spacing she wants to be in.

Saber is rather versatile when it comes to actually getting the KO. While several of her attacks are better at the job than others, notably her Dair and Ftilt, all of her attacks can potentially KO, feeding back into her tendency to end attacks at a neutral distance rather than a positive or negative one. While she doesn’t gimp, per se, she’s an effective edge guarder. Her Dair is good at the job, and her Neutral Special can keep enemies from reaching the edge, although to use it she generally needs to be on the stage, as she can’t risk falling to far without a true recovery.

When playing as Saber, you almost always have a back door and a way to regroup. If you’re on offense or defense, play it safe, and try to use your tricky movements and spacing to get the opponent to slip up. Even on defense, don’t count out the effectiveness of a sudden, Prana Burst infused rush when they least expect it. Saber is overall a fairly neutral character, but in the hands of a strong player can be quite devastating.





65 / 35 VS Subaru

Indeed, Saber can pretty effectively beat Subaru. Here her Down Special is truly effective, blocking Subaru’s momentum and leaving Saber an opening to attack. Saber also has consistently longer reach than Subaru, and her low angled attacks like her Dtilt can hit right under Subaru’s power fist and hit her out of her attacks before they hit, assuming she isn’t in Gear Excellion.

Subaru does have a massive strength in mobility though, making it almost impossible for Saber to approach. Ironically, Subaru, who so often discourages defensive play, encourages it with Saber. Even still though, she can hit over her Saber’s defenses with Gauntlet Smasher, or turn around and attack from behind. Further, Saber’s usual edgeguarding strategies are useless against Subaru, evening out this match-up significantly.
Saber’s large wind hitboxes though means that Subaru is going to be thrown around a lot, which can mess up her movement pretty well. When it comes to ranged combat too, Saber’s Strike Air is faster on the draw than Subaru’s Revolver Shoot and Divine Buster. Saber can comfortably get a win in this fight.


40 / 60 VS Nara Shikamaru

Saber’s defensive playstyle and lack of a recovery makes her fodder for Nara’s shadow games. Here she has to play more aggressive, trying to actively force Nara away with her wind based attacks rather than reacting to his movements. Fortunately, she can outrange him when it gets into melee as well, so when she does approach, he has little to fend her off outside of his dtilt, and even that won’t protect him from wind blasts from her Up Smash or Forward Smash.

Saber has the advantage on the edge though, as his silly reactive recovery won’t protect him from her Neutral Special, making gimping him a breeze. Still though, Saber’s offense is generally reliant on her Up Special, which weakens her overall effectiveness, and if she slips once, Nara will easily gimp her with his shadows. Saber isn’t down for the count, but she’s going to have trouble in this match up.




Oh yeah, and a final note. Please don’t compare this moveset to Subaru. I don’t need to hear comments that are basically “I liked Subaru better”. Constructive stuff please
 

SkylerOcon

Tiny Dancer
Joined
Mar 21, 2008
Messages
5,216
Location
ATX
Saber was good, but I liked Subaru better. Also, the BAir sucks.

...

Just kidding.

Seriously though, despite how much you put her down in the chat, this is a really good set. Not all of the moves are OMG creative, but they do have their own flair and appeal, Her playstyle definitely comes together to create a spacer that can still be used offensively. She actually seems a lot like a natural evolution of Marth - she's still all sword slashes, but she's not boring and silly like him. While what she does isn't exactly new, she certainly does it well. She's also one of the few sets that I feel can viably KO without an actual KO attack. Her gimp game is quite nice, and is much more subtle than most gimpers out there. A really solid set, definitely. The only reason why I like Subaru better is because she did something relatively fresh and new, while Saber is just another spacer - albeit a very good one.

I'll elaborate more in a review. Nobody is requesting so uh... I'll take this chance to get something up for MYM7.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,251
Location
Australia
Well at least there's a moveset now, supose

[size=+3]Spiderman[/size]
Don't have much else to say, but extras are very nice to see nowdays since almost nobody does them anymore.

[size=+3]SABER[/size]
AH, invisible sword I see.

An effort to recreate the original lightweightfemaleprotagonist.

Im not totally sure about this, but you do realise the area of a Gardevoir barrier is nearly the total blast radius of a Smart Bomb? If it only affected foes on the ground it would be okay, but it seems totally unfair that it can hit aerial foes. A semi-good job has been done with having no recovery to balance it, but you have to understand that even pushing foes back at the move's said speed gives Saber enough time to recover from the SMALL end lag. I suppose it's not all that bad, but there's also the Side Special to add into it.

Having a invisible sword doesn't seem to be a very big deal except for scaring foes who don't understand the length of your sword. For all I understand, you could have given Saber a different playstyle to fit in with the invisibility, such as changing the length of your sword slightly (with WIND: I guess that might be OOC though) or revealling the position of your sword (with WIND as well). Not my choice anyway.

I don't really know what I think about this set. I just can't really come to the point where I can judge most sets. F-Smash perhaps defeats the purpose of the Side Special, it even allows you to advance onto the foe.

The moves do seem decently in place and the attack catagories are designed for different uses in conjunction with the set. No, I just don't know what I think about the set. Sorry about this.
 

hyperhopper

Smash Ace
Joined
Nov 5, 2008
Messages
643
Location
ON MY ROOMBA!
Hey everyone. Aedi just hit the first milestone of its development. So go see how badly we're flailing (or just remind yourself of the fact Aedi actually exists) right now.
Also, shocking news, no Aedi polls this week... (unless MasterWarlord pranks some onto the page)

Also, 21st Sunday Recap by MT, who said nice things about me

And MYM Survivor: Day 3, Day 4
what are aedi polls, and what do you mean "pranks them"?
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
Subaru was good, but I liked Saber better.

Now read that more carefully.

Actually, I'm not 100% sure that I prefer Saber to Subaru, but I don't think you're giving it enough credit. You're asking for no comparisons to Subaru and apparently you've been putting it down in the chat, but it's truly a worthy set. Yes, Subaru is a spacer - but she's much, much sexier than the more generic spacers such as Va-... er, Marth. The wind hitboxes are a simple, but very well executed idea that emphasises her spacing, and the Prana Burst sounds very interesting to use. I actually am working on a character with an emphasis on stale moves, and this definitely gives me some inspiration for him/her.

Saber does have some flaws - I honestly found the blue text to be a little excessive, and I sort of wished for a little more emphasis on the Prana Burst since I like the concept so much (though it's your playstyle, I can hardly complain) - but she's overall a solid moveset, probably what Marth should have been. Good job meanie.

EDIT: Just trying to clarify the Saber > Subaru line. To be perfectly honest, I don't think that's true, but I'm just trying to say that there's no need for readers to be upset due to it not being Subaru (even though nobody's done that yet...) It's a poor comparison anyway, as Saber is simply perfecting a concept done many times before and Subaru does something drastically unique and pulls it off phenomenally (Bubbles hardly did it that well).
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
@Saber: Honestly, I haven't even read Subaru yet, so I think I'll do that right quick so I can compare....

Nah, just kidding. (I have read Subaru, though.) Initial thoughts of the set include the fact that the blue font is lovely, although makes it weird optical illusions o_o. I also thought Saber was posed somewhat awkwardly in her portrait, but this was cleared up later of course: her sword is invisible! I've been mulling over a sort-of wind-based moveset lately, and Saber was a good inspiration.

I think her wind effects were very good at sprucing up her sword attacks, because otherwise she'd just be Marth-lite. As Katapultar said, the range of her Neutral Aerial is sort of excessive, but it does the job. The rest of her specials are cool, although I don't think Down Special was mentioned in the playstyle as a defensive option (am I one to mention this sort of thing?). Also, it's unfortunate that Prana Burst had to be relegated to an Up Special in lieu of a recovery (though the move is cool), and personally I'd switch it with the current Neutral Special.

The rest of Saber's moves are pretty straight-forward and elegant and are described very clearly (kudos). I also like the commentary you gave after each section, very handy for summarizing Saber as we read her. And as a final note, I'll comment on the Final Smash for its epic plot twists: she's King Arthur (but why is she a girl?), and her sword is actually Excalibur (though I guess that's spoiled when she holds out Neutral Special for 10 seconds? ;) )!

Overall, another great set from you DM that's also actually pretty practical for Smash, and I look forward to whatever you bring to the table next!


what are aedi polls, and what do you mean "pranks them"?
Following the link in Junahu's post probably would've answered your question.
 

MK26

Smash Master
Joined
Jun 29, 2008
Messages
4,450
Location
http://www.mediafire.com/?zj2oddmz0yy for ZSS fix!
hmmm...i wonder if it's too late to post a critique of jynx...

ive been planning on doing one for her for like a week

but christmas got in the way

so yeah

in other news, subaru is really ingenious. the idea of a character with an invisible sword seems quite unique, and you pull it off very well. Things sorta started getting less brilliant around the aerials, but the specials and ground moves are great. (And 'less brilliant' != 'mediocre')

One thing, though...i'd swtich the usmash and dsmash. I mean, usmashes usually hit above you, right? And dsmashes usually hit beside you? So why switch it up?

Not to mention the King Arthur thing was a major 'OSHI-' moment. Bonus points for that
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
hmmm...i wonder if it's too late to post a critique of jynx...

ive been planning on doing one for her for like a week

but christmas got in the way
Not at all, MK26! (That is, if you don't mind.) Any constructive criticism will help me for future sets. :)

in other news, subaru is really ingenious.
You mean Saber, right? :bee:


In other news, here's a hint at my next couple of sets:

 

BKupa666

Barnacled Boss
Moderator
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Messages
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Saber: This lightweight female protagonist combines several existing attack types (e.g. wind, sword-user), melds them into a defensive playstyle, and prospers. This is the kind of sword-user I would actually enjoy playing as. Using the wind for spacing removes any worry of a Vaati repeat, while adding some gem attacks into the mix. The windy projectile of Neutral Special in particular tickles my fancy. I honestly can't see this surpassing Subaru's ZOMGWINNRAR standing, but it doesn't take away from the cool factor of Saber at all. In fact, Saber's presentation is much more simple than her DM predecessor, if not more lengthy.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
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What NOT to do in a set.

Don Patch

(Poppa Rocks in the English Manga if anyone's ever bothered to read Bobobo-bobo-bobo in their Shonen Jump Magazines of if you have ever, which would be rather surprising, bought a manga and read it, in which case I totally envy you).
There's no picture... if you don't have a image, then it does not qualify as a set. Wait...wait...wait...wait...​


































There you go. Image lazily found on the net. Like most I presume.
he's a protagonist from bobobobobobobo who's random and annoying, especially to his allies(?). wow, boring and lazily written introduction to a character from a series almost nobody who reads this will know about. introductions are supposed to give you a idea of the character but this ones not doing a good job. Instant joke set.

Blatantly overdetailed stats with random colors and underlining to make it look pretty. They're so blatant you'll want to skip them immediately to get on with the moveset itself, where hopefully the Specials are first.

  • SIZE=3/10
Don Patch is small, he's the size of Kirby but with thorns sticking out of his back.

WEIGHT=
2
/10

Don Patch gets thrown around by Bobobo as a projectile, so he's light, nearly the amount of Jigglypuff's weight in Brawl. See how I mentioned something a bit random before giving his weight in comparisson to a character in Brawl, which is unecessary, seeing as how you can gather it from common sense from the "2/10".

walk-;)

run-:confused:

dash-:(

jumps-:laugh::laugh::laugh:

Too lazy to finish the rest. You do it.

ANIMATIONS....
The boring as hell bit of a set everyone skips since they can just imagine the animations for themselves. Actually, people have the tendancy to put important stuff in the animations to further annoy the reader.
stand
don patch stands
idle stance
don patch picks his nose
walk
don patch walks
run
don patch runs
dash
don patch dashes. he runs twice as fast when running away from foes, a bland tacked on effect that's totally unexciting. Oh great, now you have to actually read this.
jump
don patch jumps
2nd jump
don patch jumps again
3rd jump
wait, don patch doesn't have a 3rd jump! hahahaahahaha, i lied, he has a 3rd jump. That's why you have to read the ****ing animations before reading the set, which is totally BORING....
...
...
...
...
...
...
oh, don patch jumps for a 3rd time
shield
don patch shields. you know the rest.

See how annoying animations are to read? they have no bearing on the set, and distract you from the main set. Most of us just skip them, which is why people stopped doing animaitons, or at least put them after the set.

standards first, just for the sake of annoying the crap out of MYMers because Specials are meant to be first since they are the core of a set's playstyle.

Standard Natural Neutral Jab Basic whatever the hell you call it Attack: don patch does a punch, and keeps doing it for as long as you hold A. Wow, it's a horrible move namely for being bland, stating no damage percentage, lag, range, any use to the set, no attack name, no color. Being able to keep it in is just a random tacked on thingy for being creative, something rookies want to do to impress the good MYMers.
A keep going Dash Attack: don patch slides on his head forward and does 7% to anyone he touches. It's one of those really annoying dash attacks that you have to stop by tapping A. by the way, low knockback.
Forward tilt with a random pushbackeffect and a binding wall of text that makes it almost totally impossible to understand and read the set.
don patch (That's getting really annoying isn't it. Im also being more annoying by interrupting the opening sentence with a random author's opinion of what I would think that you would feel at this time of the set and try to releate for the better, but no...) shouts (What's he going to say... wait, I should actually stop doing this so you actually get a idea of what he's going to say, but it adds to the suspense) a naughty word (which one is it, I'll leave it to you. The suspense is gone but not the annoying wall of text. Actually, we haven't gotten to actual effect of the move yet. But this set is so annoying and blatant you won't really care). It trips foes in front of him (Haha, random effect ftw. You know, I could have made it sound exciting, like "the foe is so surprised that they trip upon hearing this vulgar" but Im supposed to make this set crap.

Haha, now Im going to repeat the above line, but this time bolding the actual attack, which will make this set a larger wall of text.

don patch (That's getting really annoying isn't it. Im also being more annoying by interrupting the opening sentence with a random author's opinion of what I would think that you would feel at this time of the set and try to releate for the better, but no...) shouts (What's he going to say... wait, I should actually stop doing this so you actually get a idea of what he's going to say, but it adds to the suspense) a naughty word (which one is it, I'll leave it to you. The suspense is gone but not the annoying wall of text. Actually, we haven't gotten to actual effect of the move yet. But this set is so annoying and blatant you won't really care). It trips foes in front of him (Haha, random effect ftw. You know, I could have made it sound exciting, like "the foe is so surprised that they trip upon hearing this vulgar" but Im supposed to make this set bad.

There ya go. Oh, and do you see that making the actual attack a bunch of random colors makes the words really akward. it also shows that most of the attack description is a worthless wall of text, clearly a


WALL OF TEXT? YOU THOUGHT THAT WAS BAD? WELL FOR THE U-TILT.. HOW ABOUT.............. A TOWER TO TEXT!!! THAT YOU HAVE TO READ FROM THE BOTTOM OF TEH ATTACK MOVE!! HAHAHAHAHAHA!!!
6%
do
thorns
his
now.
ground
the
on
down
right
head
his
leans
he....
now.
forward
leans
he
then,
down
bends
patch
don​

Well, okay, so Im not going to go that far... but it's still pretty annoying to read, right? Now for a

  • down tilt that's a random blatant trap with no bearing on the playstyle. It's a rock that does 15% and lasts for 30 seconds. It also, can only have one rock out in the area you're fighting in
the current existence you live, SSBB, not SSB2. It also has low lag. It also has don patch put it on the ground in front of him. it also has a random interaction with the standard which you probably didn't read, where the rock does 30% if you've used it 3 times on your foe. A plus for creativity? Hell no. Any noob could think of that.
Smash attacks
Aerials
Grabs
Specials
Final Smash
Playstyle
Extras
FORWARD SMASH:
POWERFUL MOVE WITH A TA
CKED ON EFFECT DESGINED FOR CREATIVITY: IT USES A PROP:urg:=@_@
Don Patch gets his doll yakun out, and then throws it forward at the foe (I haven't even shown you a image of the doll, so you have to figure it out yourself, haha. Im pretty lazy). Haha, now it sticks to them. Haha, don patch then does a effect based on charging time: NOW, prepare for a list of blatant effects:
No Charge: don patch's attack

don patch sets a camp fire in front of him for his down smash. it burns for 1-3 a second if it hits the foe. it has high lag. it lasts for 30 seconds. poisoning damage is a tacked on effect. it's becoming too common in this set. Ha, I just interrupted the F-Smash with the D-Smash... that's gotta really annoy anyone who has to read this set.

's do double damage when next to foe
  • Half charge: DON PATCH (Purple is hard to read)'s move,ent speed doubles when within a smart bomb of a foe.
  • full charge means don patch gets to put another doll onto the foe and stack the effects over and over. Actually, it doesn't really make much sense. It's not supposed to.
The UP Smash HAS DON Patch
use a bazooka upwards and fire
a teddy bear like Solid Snake does for his up smash, except it gpes straight up and then down. This move is stolen from Snakes UP SMASH, so it's not creative. for the hell of it. it does 20% with high knockback and is very laggy. To make things worse, if the bear does not hit a foe, it will come back down and hit Don Patch, who is sent one stage builder block upwards, but can use the move to infiitely climb... at the cost of doing 10% each time. :)SEE HOW HARD IT IS TO READ? NOBODY LIKES THAT BLOOD RED STUFF!

  1. Don Patch's Back Aerial is a switch places one. It's really annoying because people hate that kind of stuff. Somebody pointed out that switch places B-airs are annoying. They are tacked on effects. The makings of a set ruiner. nknknknknknknk. Oh wait, you want a actual attack animation? No you don't because I already told you the effect of the attack. And besides. You may want the lag. Well, what don patch does is something quite amazing. you see, it has no animation. You know why? Because attacks with no animations are really unsmash. unsmash isn't the greatest thing, but in MYM sets don't become real. Getting off-topic, unsmash makes it annoying for rookies, because they're like "What the hell, this attack does nothing! Or is my controller broken?" and Im like, sitting on this chair thinking to myself "Yeah, somebody got annoyed because they don't know if Don Patch's B-air worked." And everybody on MYM is going to be like "Is a switch place B-air with no animation balanced? How much range does it have?" So I have to answer that question by saying that he must be right in front of the enemy, face to face, to use it. Oh and it does 2% for the hell of it. Hahahahaha. And then you think "Oh, that's nice, it could be good for gimping or something." But then you think "Wait, no other attack in this joke set works with anything else, because there's clearly going to be no playstyle in this set, therefore making it the worst set in the competition." Hell yeah it's going to be the worst set in the era of MYM7. But Im bored. Im bored. I had a fun idea and I wanted to type it up. is there anything wrogn with it? Oh, look, I made a spelling error. Part of the set. And the rest bellow.
Don Patchs for ward aerial is a air dodge. You can keep it in for 3 seconds, but you have lag comming in and out of it equal to Kind DeDedede's Hammer Forward Smash, but this is so the MYM fellows don't trash their friend for not having any balance. I would not like playing against a invincible opponent who can do a spotdodge where the animartion involves some kind of wait.



Wait... wait.. wait.. wait..

Don Patch's Neutral Aerial is a random barrier, reflecting projectiles for the hell of it. I know a few MYM6 sets that did this. :mad:. I should tell you that this barrier is actually don patch spinning in air like a basket ball and with a funny face of your choice. there's also the angry annoying factor of the keep going dash attack, so.. yeah.

Down air and Up Air:

!!!33%!!!
Im going to let you readers figure out what this mighty 2-air filler move does. You can use your imagination to do so, so now it's clearly the best move in the set.

PHP:
don patch has a very
lazily thought out grab. he grabs the foe and then throws them in any 4 directions for 9% and a 200% KO.

SPECIALS, What you've perhaps been waiting 4.

don patch's neutral special is him summoning a bear. it jumps out of the background. it takes a second to do so. it's the size of gannondorf. it stands there and does nothing, so you can only have one out at a time, but that didn't make sense. it has 30hp and takes knockback. just for the sake of don patch being annoying, he gets to do stuff to the bear if he does a move on it. his standard can make the bear punch from afar as well, so it would seem that it would be a cheap move. his dash attack makes him slide on the bear for a worthless move interaction that makes him move twice as fast as before, however i did not mention a sliding speed in the ever so annoying keep going dash attack, so that's too bad for you. his forward tilt makes the bear jump back into the background randomly and re-appear 5 seconds later, which it will explode like a blast box randomly. a very tacked on effect that's stupid i know, but it can hurt the foe. oh and you can't use this attack again this way. his utilt makes the bear jump 2 stage builder blocks high, and he will then do 3% to anyone he touches. You probably should stop reading these random effects, because you know what's to come next. anyway, the d-tilt makes the bear run up to you, pushing the foe along with it. wow, move interaction. nononononononono, no it's not because... it's not. it's just not. got it? anyway, the f-smash makes the bear split into 2, but this halves it's HP. it also means that it halves it's other damaging and special stuff it does, but it doesn't really matter. up smash used next to the bear means that the bear will be used as well as the bear used in the up smash, meaning that you get 2 bears. down smash increases the bears size by 2X for 5 seconds. the other attacks do nothing for the bear. very large wall of text i see.

don patch's side special is a blatant projectile where he pulls off his own thorn and throws it forward, doing 11%, and i'll further ruin this move by saying that it's like WOLF's blaster. this kind of thing is very bad to do so don't try it at home.

His up special.... no it's don patch's up special, makes him jump upwards. it's like ddd's super ddd jump. that's horrible, here i am ripping off brawler's moves like how bobobo parodys other anime and manga. but that's what don patch does. in one instance on episode 33, he parodied Chiatzou from the dragon ball series when he attempted to blow up nappa, and did the exact same thing. the same thing happened in episode 22 when don patch parodied krillin by saying "Im getting a bad vibe from that one" because there's a villain from bobobo-bobo-bobo who parodies Frieeza. His name is Kittypoo in the anime, but in Japan is called Purupu. Yoshio Sawai, the creator of Bobobo-bobo-bobo, also did parodies for Zarbon and Dodoria, Frieeza's 2 minions who accompany him on Namek, even though he has the Ginyu force. You know, parodies are stupid, so don patch instead automatically grabs the nearest ledge from anywhere on the stage, but it takes 1 second and foes can edgehog you. It's so OOC and random, but it's better than the sin I previously commited, even though I did it in the side special, but I lied about that as well, because it has the range of 3/4 final destination. it also reverses controls for 1 and a half seconds for a random tacked on effect. that's stupid. you must hate me for changing the effect of a move randomly in a later move. oh well, at least nobody ever does that.

don patch's down special? it has him cry "I want my mommy!" and then run into the background. shortly after, this guy comes in to fight for him:

SKRALL
random I know, these LEGO figures have nothing to do with bobobo-bobo-bobo yet I m still including them in the set for the hell of it. seriously, there's going to be some serious lawsuits if this set was ever made, but there's zero chance of that happening, so Im free to move on.​

what this guy does is.. quite obvious. He's a blatant 2 character man. You didn't think don patch had 2 forms did you? hahaha! anyway, this guy has his own set, but at least it won't be a wall of text:​

His standard has him slash 3 times for 4, 4, 5% a total of 13% that can KO at 190%​

His dash attack is a quick sword slash that does 7% with good knockback forward.​

His forward tilt has him bring his sword down for 15% and high knockback but is laggy,​

His up tilt is a sword poke up that does 4% and juggles.​

His down tilt is a foot sweep that does 6% with a trip​

His Forward Smash is a roundhouse kick followed by a stab forward, doing 9-11% with 16-21%. 1st hit does good stun but last hit has high knockback.​

His up smash has him throw his shield up for good range, doinf 9-16% with average knockback.​

His down Smash has him make sparks with his shield that covers both sides of him. they do hits of 1% with good stun, up to 15-20% for each side.​

His N-air is a whack of his arms for each side, doing 10% with ok knockback​

His F-air is his sword slashing down, doing 20% but laggy, and high knockback​

His B-air is a kick that does 8% with flinch but is quick​

The rest of his moves are the same as don patchs since clearly Im too lazy to type out anymore. Down Special obviously reverts to don patch.​

final smash
don patch's final smash is actually not that lazy. he goes into a DBZ/Super Sonic parody, Ikarin Patch after getting angry over something totally random, which I'll leave up to you. His power now goes ten fold for ten seconds, but he is not invincible. Having Skrall out means you'll change over to don patch.

AND THE BIG ONE...
PLAYSTYLE
As I said before, don patch has no playstyle. You see, this is a joke set, much like don patch himself is a total joke, a parody of Sonic the Hedgehog, who must be pretty annoyed about this. The only thing is is that don patch stays true to character by being random and annoying. He was here. This set totally had the makings of a very bad set.



On a serious note, I did this set kind of for fun. It's not a serious set in anyway, so don't comment seriously on it. Im just in a large case of writer's block after failing to make a set for many weeks, since I have a hell of a lot of spare time. I've also been kind of distracted playing Dragon Ball Z Budokai Tenkaichi 3 on PS2, which by the way, is a really fun game. It's just been days of getting nowhere, but I hope to make it up with quality if I ever can. Im not dead because I'll comment on sets as long as they continue to come in.
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
Happy New Year everyone!

@Katapultar: I think somebody needs a hug.

*hug*

Also, my favorite moves on Don Patch's were Up Air and Down Air. :bee:
 

SixrchBattosai

Banned via Warnings
Joined
Aug 31, 2009
Messages
39
Location
With my boyfriend...who's moving ;A;
Don Patch joke set
I lol'd. I know what BoBoBo-BoBoBoBo is, I've watched it(regrettably), and any character from that show can't have a real moveset because the show is just too silly. I loved that entire joke set. I laughed way too hard when I saw it. Bo(x7) is one of the very last shows I thought I'd ever see a moveset made for, serious OR joke. This is probably the only joke set I'll ever really like. Maybe there will be one in the future, but I don't really see that happening. If you were to actually do a BoBoBo(the character) joke set, THAT would be my favorite joke set. The entire show is stupid, silly, and downright mental, in my absolutely honest and unbiased opinion. Feel free to disagree.

On a note about my upcoming set, I've hit a writer's block...again. You might have to wait a bit for it. Sorry.
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
First serious set of 2010, wooo

Straight from Xiaolin Showdown...





Clay joins the battle!






- Introduction -

Clay Bailey is the Xiaolin Dragon of Earth. Hailing from Texas, he works on a humble ranch and is quite the Southern gentleman. On the battlefield, however, he uses his hefty weight, long range, and brute strength to overwhelm foes with his own cowboy-style of martial arts. With the help of the magical Shen Gong Wu, he will surely be a force to be reckoned with (and make his Pa proud).

- Stats -

Size - Large
Clay's a pretty big guy and about as tall as Samus (including his hat).

Weight - Heavy
But it's mostly muscle. His weight is around Ganondorf's.

Walk Speed - Average
Clay's not in a hurry.

Dash Speed - Below Average
Speed isn't his forte; Clay runs about as fast as Zelda.

Jump - Average
He may look like he would, but Clay actually has little trouble getting up in the air.

Fall Speed - Average
Once he's up there, Clay isn't in a rush to come down.

Air Speed - Average
He gets around.

Traction - Average
Nothing out of the ordinary to see here.

Clay cannot wall jump, wall cling, crawl, or glide.

- Special Moves -

Neutral B - Big Bang Meteorang



Lookie here, Clay's got a projectile! He pulls out this boomerang-like Wudai Weapon and hurls it forward just like Link does with his own Boomerang. It travels forward the length of one Battlefield platform and then returns to Clay, doing 5% upon contact and low knockback. It is also possible to aim it a little upwards or downward before throwing. Quite unremarkable? Well, pressing the B button at any point before the Meteorang returns to Clay will cause it to magically split into two! The new Meteorang will travel the same distance forward as the original from wherever it was created. What's more, you can actually do this twice (the third Meteorang splits from the second, for a total of three), increasing the range of this move dramatically! The Meteorangs will home in slightly towards Clay when making their return paths, but since Clay takes a slight moment to catch each one, be wary when you have several to catch.

Up B - Lasso Boa-Boa



Clay's already an expert roper, so this snake-like Shen Gong Wu is a perfect fit for him. Clay quickly hurls the loop of the Lasso upward at about 45 degrees. Normally, the Lasso is just a bit longer than Ivysaur's Vine Whip attack, but if Clay is off-stage and anywhere near a ledge, the Lasso will extend further and sweetspot onto it, making this a tether recovery. If the loop passes through an enemy first at any point in its ascent, it will catch them and Clay will forcefully jerk the lasso downwards, resulting in a Meteor Smash! Unlike Ivysaur's Vine Whip, the Lasso Boa-Boa does no damage on its own, though the grab hitbox (the loop of the Lasso) is much larger than Vine Whip's sweetspot. Clay enters free-fall state after he uses attack this in the air, but keep in mind that it can also be used on the ground on an aerial opponent, slamming the foe to the ground for 10% damage.

Down B - Golden Finger



Clay gives the opponent the finger with this Shen Gong Wu. With a little bit of starting lag, he'll magically don the Golden Finger in one hand and poke his opponent with the tip for 2% damage. What's the point of this pathetically short range move? Well, the tip of the finger also shoots a thin beam of light the length of two Stage Builder blocks, similar to Link's Final Smash. Anyone that the beam hits will freeze in place completely for almost two seconds. This attack can also be used in the air, where the opponent will remain suspended. There's a split second of lag afterwards, but there's still plenty to follow up this attack with, which we'll see later. Keep in mind though that the Golden Finger's beam can be shielded or dodged.

Side B - Fist of Tebigong



Ah, the Fist of Tebigong, a mighty Shen Gong Wu indeed. When you input this attack, the Fist will appear on Clay's hand and he'll draw his arm back. After a slow start-up, if you tapped the B button (or used this in mid-air), Clay will punch straight forward for 20% damage and very high knockback. Sounds a lot like a certain other punch...but if you held the B button, Clay will instead punch at the ground, creating a shockwave that stays low to the ground and hits multiple times for a maximum of 21% damage and travels forward the distance of a Battlefield platform. The shockwave can catch opponents and carry them with it and also eats up shields if shielded against. If the opponent's shield is small enough, it'll hit them from underneath! Try using this attack on multiple opponents, if you have the time.

- Standard Attacks -

Jab Combo - Texas Throwdown

Clay delivers a quick, simple two-hit punch (for 3% per punch), then after a slight delay, puffs out his big chest to knock the opponent to the ground a short distance away. Though it has limited range, that last part does 6% damage, making this combo useful for racking up damage and keeping the opponent at an appropriate distance.

Forward Tilt - Panhandle Pounder

Clay leans forward and thrusts both of his fists straight ahead, dealing 10% damage and above average horizontal knockback. This attack has better range than the jab combo, but a little more start and end lag as well.

Up Tilt - Alamo Uppercut

With a sweeping upward motion, Clay performs an uppercut (or is he flexing his bicep?). Regardless, this attack has a hitbox that will nail opponents directly in front of Clay and a little over his head for 10% and above average, mostly upward knockback at about 45 degrees. Hmm....

Down Tilt - Rancho Rumble

Clay quickly takes a knee and angrily punches the ground beside him with his fist. This causes the ground within a Stage Builder block to either side of Clay to rumble, flinching any opponents in the vicinity for 5% damage, followed by some brief lag. If they're close enough, this attack will trip foes instead. I wouldn't want to be around Clay when he's angry....

Dash Attack - El Paso Punch

If you use this attack after an abrupt dash, Clay simply thrusts his fist forward and punches for 10% damage and above average knockback, with a bit of ending lag. However, since Clay has an affinity for the Earth element, dashing for a distance of about 2 Stage Builder blocks will cause a bunch of pebbles to rise from the ground and collect around Clay's fist, encasing it in solid rock as he runs (but he doesn't mind). Performing a dash attack with a rocky fist will result in 14% damage and high knockback. In addition, the rock casing around Clay's fist will explode into little rocks, tacking on 3% more damage. If the attack hits a shielding opponent hoping to grab Clay afterwards, the flying rocks will push the opponent back a good distance to avoid this (won't help against tether grabs, though!). So, make sure Clay gains some momentum before using this move. (If he stops dashing, the rocks will crumble away on their own.)

- Smash Attacks -

Forward Smash - Steak Stampede



It's supper time! While charging this move, Clay flares his nostrils and gets low to the ground, ready to rush at his opponent. If you use this attack without charging, Clay will simply charge quickly forward the distance of a platform, dealing 15% damage with high horizontal knockback. However, if you can get away with 1 second of charging, a Food item in the form of a steak will appear a platform's length away from Clay on the ground. This is your ultimate goal. Your opponent, if nearby, can consume the steak, but at a cost. Clay will become extremely angered and automatically charge forward twice as fast and twice as strong (in addition to the Smash Charge), though the foe can get away with it if they're quick. If Clay manages to reach his steak, he'll eat it and heal 2% damage. Regardless of whether he gets to eat or not, there will be some appreciable end lag. Beef: it's what's for dinner.

Up Smash - Boulder Toss

This is exactly what it sounds like. Clay turns to face the screen, shoves his hands into the ground, pulls out a Bowser-sized rock, and throws it directly overhead. Uncharged, the boulder will reach the height of one of the lower Battlefield platforms, doing 14% damage and above average vertical knockback to anyone it hits on the way. Fully charged, the boulder can reach the highest Battlefield platform. But what's this? The boulder stays on the field after it lands! What's it good for? Well, for starters, it can't be picked up (not even by Clay) and there can be up to two on the field at a time (for each Clay). It takes about two solid, strong attacks to shatter one, and also causes 5% damage to an opponent that gets knocked into it (not just touches it), which can also shatter the boulder. Perhaps a boulder could help you rack up damage during a beatdown?

Down Smash - Seismic Kick

One of Clay's signature moves: he'll raise one foot in the air, then stomp the ground in front of him, causing a section of the stage the length of a platform to pop up like a ramp. Anything on the ramp gets launched at about a 60 degree angle with high knockback and takes 15% damage uncharged. Boulders can also be launched with this move (which counts as a hit for them), and function just as they do in the Up Smash (but at an angle) to anyone unfortunate enough to be in their flight path.

- Aerial Attacks -

Neutral Aerial - Judy Chop

This attack is quite similar to Luigi's Forward Aerial: Clay raises his hand and performs a quick chopping motion, which does about 9% damage and moderate horizontal knockback. Quite a "handy" move to use in the air, get it...? Ah, never mind.

Forward Aerial - Glove of Jisaku



Looks like we're not quite done with the Shen Gong Wu! Clay extends his arm with the Glove of Jisaku on it forward, and after a split second of lag, a foe within 3/4 of a platform in front of him will get pulled into an aerial grab! Your foe can struggle out of it like a normal grab, after which Clay experiences some lag and the opponent can retaliate. While Clay has the foe in his grasp, both will fastfall with the opponent slightly lower, which is conducive to a sacrificial KO. If you're going to hit land, though, Clay slams the opponent on the ground for 12% damage. And just for fun, if Clay isn't holding another item, the Glove of Jisaku will snatch distant items, even those the opponent is holding!

Back Aerial - Blackland Backhand

Clay simply turns around and performs a quick and simple backhand, which does 9% damage and moderate knockback. Gets the job done, right? It literally turns him around, so this might point you in the right direction to attempt to recover from off-stage.

Up Aerial - Howdy

Clay grabs his hat with one hand and does a quick swing of his arm over his head. Yee-haw! Weaker than his other aerials, this one does about 8% damage and with average knockback that will hit opponents about 45 degrees upward.

Down Aerial - Hoe Down

Clay starts to jerk his legs rapidly. He looks like he's trying to run, or dance, or something. This attack hits multiple times and does a max of 12% but doesn't knock the opponent away very much at all. Maybe you could finish up with a quick aerial?

- Grab/Throws -

Grab - Third Arm Sash



Hey, it's another Shen Gong Wu! Clay uses the Third Arm Sash to grab opponents from afar and pull them in, similar to Samus' Grapple Beam (though with less lag after a missed grab). It is slightly longer than Samus' Grapple Beam when used on the ground, and if used in the air, it can also grab a ledge. Against an airborne opponent, the small fist on the end of the Sash will do 5% damage with low knockback. However, it seems to have a mind of its own! If you use this move within range of the ledge but there's someone already hanging from it, the Sash will grab the opponent and pull them off, all on its own! This will free the ledge up for your own recovery with the Lasso Boa Boa.

Pummel - Bear Hug

The Third Arm Sash pulls opponents right into Clay's arms, where he can proceed to give the opponent a great, big (but crushing) hug! Does 2% damage per hug, and has an average speed for a pummel.

Forward/Backward Throw - Rodeo

Clay quickly loops a lasso around the opponent's body, then swings them around in a circle three times at a distance of one Stage Builder block away from himself before letting go (forwards or backwards). By default, this throw does 12% damage and has high knockback, but you can tack on more damage by swinging your foe into other foes (3% damage per hit and hurts the other foes for the same damage too) or even boulders (5% per hit, takes three hits to shatter one)! This can potentially be a very powerful throw if you have some strategically placed rocks.

Up Throw - Buckaroo

Clay once again wraps a lasso around the opponent and then tosses them vertically into the air. However, he quickly jerks them back down by the rope, right into his waiting fist to knock them back up! Clay repeats this paddleball treatment three times before finally letting go, for a total of 13% damage and above average vertical knockback. Like the side throws, it is possible to hit other opponents.

Down Throw - Corral

Again with the lasso? Clay does the same old song and dance, this time swinging the lassoed opponent over his head and onto the ground behind him, then back over his head and onto the ground hard for a total of 12% damage, after which the opponent will bounce into the air. From here, Clay's in prime position to follow up with other attacks while the opponent is vulnerable.


Final Smash - Lone Star Pulverizer


Clay's grabbed the Smash Ball and it's time to finish the fight! When you activate this Final Smash, Clay will turn to face the screen and yell "Earth!" as he extends his arms to his sides and his fists become covered in rock, as in his Dash Attack. He then leaps upwards and off the top of the screen as the camera zooms out. Now what? Suddenly, a gigantic rock fist that's nearly the size of the entire screen (minus the damage percentages) shoots from the one of the side blast zones and stops at the midpoint of the stage. Anything that the giant stone fist hits takes 25% damage and massive knockback. Then it quickly retracts back to the side of the screen. Is it over? Of course not! From the other side of the stage, the same thing happens! The fun part is that the stone fists are the same size no matter what stage you're on. Whichever direction Clay was initially facing before the Final Smash will be the one the first fist comes out of. Make sure you've got your opponent off to one side of the stage before initiating this attack, and, of course, make sure you're facing that side when you use this Final Smash.


- Playstyle -

So, you're going with Earth element! Clay's kind of a slow heavyweight, but he's not a pushover. His Big Bang Meteorang is good at hitting foes that are out of range, and if you've got multiple Meteorangs flying around, they might want to take to the air to approach, which is what you want. The Lasso Boa-Boa can bring down aerial foes , and once they're on the ground, you can follow up with a quick Tilt to put your opponent wherever you want them.

The Golden Finger is another indispensable tool. It can be used defensively to stop someone's incoming assault and keep them at a good distance. However, it shines offensively because it opens up many options for damage racking against an immobilized foe, and might even give you the opportunity for a KO. You can go for a devastating Forward Smash (and you might get some free food in the process!), launch the foe skywards with a Down Smash, or grab them and punish with a powerful throw. Don't forget the Dash Attack too! You might also want to consider the Fist of Tebigong. Though at first glance, you might opt with the basic punch before the shockwave against a frozen opponent, give it another thought. If you have good timing and aim, you can let loose the shockwave, jump forward and smack the foe with the very powerful Fist while they are being carried along the ground. Nifty!

Clay's jab combo is quick and can be used in a tough spot. His Up and Side Tilts are rather strong and if your opponent doesn't DI out of the way, you can follow up the Up Tilt with the Lasso Boa-Boa. Down Tilt is also rather quick and useful for catching foes off guard, leading to another tilt or possibly a grab. As mentioned before, Clay has powerful Smash Attacks that can KO at modest percents if you have the chance to use them. Of particular note is the boulders formed by the Up Smash. Hide behind them to protect yourself against projectile assaults. When possible, make sure you can knock your opponents into them for extra damage. It's also fun to grab a foe near them and continuously swing them into the rocks for even more damage. Catch them between two rocks for double the fun! Dash Attack is also a pretty safe option if you can cover your fist with rocks, so as to not simply get shield-grabbed.

Clays aerial attacks aren't too strong, but he can still be a threat in the air. A well-aimed Lasso Boa-Boa can mean instant doom for an off-stage opponent. He's got an effective way to deal with edge guarding with the Third Arm Sash, but make sure you can still recover, since the opponent you pulled off the edge might want to fight back. A Forward Aerial air grab is risky off-stage, but if you can pull it off, you've got another KO option. If you prefer safer aerial maneuvers, Down Aerial followed by a Neutral Aerial chop is rather reliable. Up Aerial can also hit foes from above if need be, leading into a possible Lasso Boa-Boa.

Clay's a big target and a quick opponent might be a little overwhelming, but keep your cool and hold your ground, for that is the essence of the Earth element! You've got a lot of tools at your disposal. Cowboy up!

- Extras -

Up Taunt - Clay cracks his knuckles and says, "Don't mess with Texas". Scary!

Side Taunt - Clay pulls out a lasso (again!) and, swinging it vertically, hops back and forth through it. What a guy!

Down Taunt - Clay takes off his hat, balances it on his finger by the rim, and spins it around. Then he puts it back on.

Victory Pose 1 - Clay is seen feeding a bird with seed from his hat. He's so gentle!



Victory Pose 2 - Clay takes out his lasso (again!) and swings it over his head. Come along now, little dogie!

Victory Pose 3 - Clay sits at a table in front of a plate of steak. He cuts off a piece of steak, and eats it!

Loss Pose - Clay tilts his head really low and claps solemnly.

Character Entrance - Clay pounds his fists together and yells, "Gong Yi Tanpai!!!" (that means "Go!")

Costumes - Clay's standard robes come in Red (default), Yellow, Green, Black, and White. Here's his special Blue ninja costume, though:



Series Symbol - The yin-yang, a prominent Chinese symbol used frequently in Xiaolin Showdown.



Kirby Hat - When Kirby swallows Clay, he gets a cowboy hat! Aww! He also gains a shorter range version of the Big Bang Meteorang.


* The End *



This moveset is dedicated to emergency
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Clay: First set of 2010, bravo! Clay is a typical ranged heavyweight, but to be honest, he sounds a bit broken. For a character with range, his overall power would easily be high tier, if not better. He's a terrific effort, but balance is a major issue. Because balance is important. Other than that, the specials are all perfectly fitting, all of the Texas attacks are lul-worthy, and the set is nice and readable. Here's to hoping for more ff sets in the future.
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
I liked Clay. It was a good set. Balance issues though.

I am not copying Kupa.

I am not spamming for a new page.

<.<
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move

Dante, the foul-mouthed half-demon demon hunter, joins the Brawl.​


Here are some fitting musical works for your enjoyment.
http://www.youtube.com/watch?v=1iu-WAHBbW8 (Ebla by E.S. Posthumus)
http://www.youtube.com/watch?v=ADaaTOIatEY (DMC3 battle theme)
http://www.youtube.com/watch?v=X-KlzfV8_DI (Devil's Never Cry)
http://www.youtube.com/watch?v=zP_7FYwEc1Q (DMC4 battle theme)

And here are some videos to help you appreciate the set.
http://www.youtube.com/watch?v=uxqkbCFA0no (lucifer)
http://www.youtube.com/watch?v=0CNPBF5cjZ0 (pandora)
http://www.youtube.com/watch?v=XNZim18VFKY (tower dive)
http://www.youtube.com/watch?v=_FQoUuzlCms (rocket surfing)


Story

Dante is the main protagonist of the Devil May Cry series. He is the son of Sparda, a demon swordsman who betrayed Satan and saved humanity from Hell, quite literally. Dante is half human, half demon, though seems to display more demon powers than most full demons.

Dante had a brother named Vergil, who, unlike Dante, forsook his humanity in favor of the pursuit of power. Vergil was much stronger than Dante, but in the end, it was the red-clad brother who proved victorious and Vergil went out with a blaze of glory when he attempted to fight Satan while Vergil was still weakened by his fight with Dante.

In DMC1, Dante had to save the world from destruction by closing a gate to Hell. I don’t know much about DMC2… but who gives a dam about DMC2. DMC3 was a prequel to the original and featured Dante’s battle against Vergil. In DMC4, Dante was a secondary protagonist, most of the game being in the shadows while Nero fought against raving religious lunatics who sought to become gods.

Who knows how this smart-mouthed demon slayer got into Smash, but he is here to kick some Nintendo rear… and have fun doing it.

Stats

Height ~ Human
Dante is of pretty average human height, no taller than Ike.

Width ~ Average
Width-wise, Dante is comparable to Ike.

Weight ~ Average
Dante has average weight by all means.

Movement Speed ~ Below average
For balance purposes, Dante is a little on the slow side while not DT’ing.

First Jump ~ Average
Dante’s first jump is… pretty normal.

Second Jump ~ Great
Dante’s second jump is a special ability called Air Hike, which uses his demon powers to lift him higher into the air. Compares to Ness and Lucas’s second jump.

Falling Speed ~ Average
Despite the extreme tendency of the series to milk falls, Dante falls at a pretty average speed.

Crouch ~ Dante can crouch, but it is pretty average.

Crawl ~ What? And get dirt on my awesome coat? I think not.

Wall Jump ~ Dante has one wall jump.

Wall Cling ~ Dante can cling to walls for three seconds.

Wall Run ~ Dante can run up and backflip off of walls.

Specials

Neutral B ~ Ebony & Ivory
Dante pulls out his two pistols, Ebony and Ivory, which are black and silver respectively, and fires of rapid shots as many times as you rapidly press B, dealing 2 shots of 1% in the same time it takes one shot of Fox’s blaster to hit (thus doing double the damage) with no flinch. This move has the same lag frames as Fox’s blaster. What is the disadvantage to this over the aforementioned furry’s lazer, you ask? Simple, these guns have to be reloaded once every 20 shots (10 each). Reloading takes 1 second. The guns can also be charged (storeable) by holding B, causing an instant flurry of rounds to be shot in the time of a single shot upon release (2 bullets per second of charging, max 5 seconds). When used in the air, the shots are fired diagonally downwards, much like Ness’s PK fire, and drastically reduce Dante’s falling speed.

Side Special ~ Trickster
Dante dashes forward roughly 80% of the distance of Falco’s Side Special, leaving a red trail and dealing no damage to anything in his way, but going through any obstacles with ease. By inputting the command multiple times, this can be performed up to three times consecutively, with no lag in between. The starting lag of this move is average and the ending lag is almost non-existent.


Up Special ~ Lucifer {Devil Arm}
Dante pulls this back-mounted weapon out and wears it much like the FLUDD. While wearing this, Dante’s gains 3 extra (small) jumps. Pressing Up B while Lucifer is equipped creates an energy blade a BF platform’s distance in front of Dante that remains in its spot (whether in ground or air) for ten seconds or until coming into contact with a foe or attack and deals 3% and high hit stun to foes who come into contact with it before disappearing. Dante can have as many of these out as he pleases. Creating an energy blade has medium lag on both ends.
{3%}


Down Special ~ Devil Trigger
Dante has a special Devil Trigger (DT) gauge by his portrait that is represented by rows of small red glowing spheres. One sphere is gained by landing 5 attacks (excluding Ebony and Ivory). Each sphere is worth 1 second of transformation time. You can have a maximum of 10 spheres at any given time. In Devil Form, Dante deals double damage with Devil Arms and regenerates 1% per second. His movement speed increases by half. To conserve DT power, the form can be escaped at the cost of one sphere (one is better than all, right). Transformation is lag less. Attacks made in DT form do not build up DT gauge.


Normal Attacks​


A, A, A, A, A, A ~ Rebellion Combo {Devil Arm}
Dante slashes diagonally four times with Rebellion (downwards right, downwards left, upwards right, upwards left) then follows with a downwards slash and finishes with a stronger upwards slash. All slashes, save the last which does enough upwards knockback to kill at 180%, do very low knockback with slight hit stun. The slashes take equal time to perform, the entire combo completing in about 1.2 seconds and having little beginning or ending lag. Good disjointed priority. Can be useful for both combo starting, especially into aerials.
{2%, 2%, 2%, 2%, 2%, 4%} [Total of 14%}

Dash Attack ~ Stinger {Devil Arm}
Dante lunges forward a Battlefield platform’s distance, stabbing forward with Rebellion the entire time. Great reach and speed, as Rebellion is as long as Ike’s sword and the attack takes less than a third of a second to complete with little to no ending lag. Good disjointed priority. Knockback is pathetic, but hit stun is good, making this attack a superb combo starter.
{5%}

During Stinger, hold A ~ Million Stab {Devil Arm}
Dante repeatedly stabs, much like Link’s “infinite” Neutral A for as long as you hold A, doing roughly 3 hits of 1% per second. Easy to escape. Before the foe escapes, release the A button to perform one final stepping thrust, which does 6% and low forwards knockback (killing as low as 250%).
{1%x} {6%}

Tilts


Side Tilt ~ Gilgamesh Combo {Devil Arm}
Gilgamesh, a set of metal demon arms and mask appear on Dante instantly and he immediately performs a left hook. Keep pressing the input to follow up with a right hook, a roundhouse, and finally a powerful dropkick. The last hit knocks the foe onto the floor, setting them up for more combo hits. The first three hits of this combo are quick, each taking about a fifth of a second, but the last hit has a little bit of startup lag, so you may want to avoid using it on foes with low damage or foes not stunned by Lucifer. Good disjointed priority.
{3%, 3%, 3%, 7%} {Total of 16%}

Up Tilt ~ Gilgamesh Kick {Devil Arm}
Using Gilgamesh, Dante jumps up to about half his normal jumping height and kicks in front of him downwards with his foot swiftly, causing the foe to be spiked down to the ground (or to their death if they were kicked off the edge). Pretty mediocre reach, but a very quick move with low lag. Good disjointed priority. Use this after connecting with Down Tilt. Dante remains airborne (a short-hop) after the attack finishes. Combos well into ground attacks or an aerial carefully aimed at the now grounded foe.
{4%}

Down Tilt ~ Gilgamesh Upper {Devil Arm}
Dante uses Gilgamesh to perform a swift uppercut that knocks the foe upwards slightly, also dealing them significant hang time (aerial stalled hit stun.] A bit of starting lag and mediocre reach, but no ending lag and an overall fairly quick attack. Good disjointed priority. Combos well into an Up Tilt or into short-hopped aerials.
{5%}

Smashes

*Dante’s smashes are oddball moves which only serve to score KO’s, with the exception of the Up Smash.*

Side Smash ~ Yamato {Devil Arm}
Dante pulls out Vergil’s sword, the katana Yamato, and unleashes it’s powerful wind-cutting attack. This attack has two hitboxes- one being the direct sword slash with roughly the reach of Marth’s sword and the other being a semi-invisible cut in the air a distance away from Dante. Uncharged, this occurs a BF platform away, but each second of charge adds a BF platform of distance. It can be charged as much as you please, though it stops getting any ‘benefit’ when it reaches the edge of the stage. The sword slash does decent horizontal knockback (killing as low as 150%), but the real power is in the wind cutter, which kills as low as 100%. This attack has above average lag on both ends, ending with an animation of Dante sheathing Yamato fairly slowly.
{15% slash} {10% wind cutter}

Up Smash ~ Sparda {Devil Arm}
Dante pulls out the large demon claymore, Sparda (which has no available pictures) and slashes from the ground upwards, knocking the foe roughly twice Dante’s jump height into the air. Curiously, this is not the true smash, the charging happening after this connects. Upon release, Dante jumps up to the foe and performs a falling slash, much like the last hit of Aether, dragging struck foes to the ground and setting them up for more ground hits. The first slash has medium starting lag but no ending lag and the second attack has low lag all around. Great reach, roughly that of D3’s F-Smash and good disjointed priority. Hit stun on both hits is very good.
{6% first , 6…18% second}


Down Smash ~ Pandora {Devil Arm}
Dante whips out Pandora, the weapon with 666 forms. At no charge this weapon becomes a bladed boomerang with the same arc as Link’s, but 1.5x the damage and knockback. At 1s charge, this weapon becomes a mini-turret, which deals rapid shots that add up to 20% damage and flinch. At 2s charge, this weapon becomes a shoulder-mounted bazooka, which shoots a guided missile (Samus’s Side Special non-smashed), which does the damage of a smashed Samus missile and good upwards knockback (kills at 100%). At 3s charge, this weapon becomes a spherical tank-like weapon with many cannons, which fires 6 of Samus’s non-smashed missiles, all of which hit the foe at the same time (talk about overkill) and deal good (kills at 100%) upwards knockback. The charge is store able, though there will still be a one second starting lag and high ending lag upon release of the attack.
{Variable}

Aerials


Neutral Aerial ~ Agni and Rudra {Devil Arm}
Dante pulls out Agni and Rundra, the twin swords of fire and ice, and performs a spinning attack. Foes in front of Dante get hit by Rundra then Agni, being first frozen briefly and struck for 4% damage and then burned for 12%. Foes behind Dante get burned first for 8% and then frozen for 4%, the ice effect in this result lasting out its full duration. While foes in front of Dante get struck for higher damage (which makes even more of a difference with DT on), foes behind Dante are more vulnerable to combos. Above average beginning lag but no ending lag. Great reach.

Forward Aerial ~ Coyote-A
Dante pulls out a shotgun and fires it forward once. Foes within a BF platform of that direction take 10% and decent forwards knockback (killing as low as 175%). Foes up to 3 BF platform’s distance away take 2% and flinch. This attack can be aimed diagonally upwards or downwards much in the same way as Link’s boomerang. Low lag on both ends.
{10% close, 2% far}

Back Aerial ~ Backstab {Devil Arm}
As the name suggests, Dante stabs behind him with Rebellion, much like Pit’s Bair. Like most Brawl characters, this is one of his best killing moves, having very low lag on both ends, great reach, good disjointed priority, and dealing about 6% and great backwards knockback (killing at as low as 90%). Unlike others, this deals very high hit stun, almost as if the foe were stuck on the blade. Dante also turns around after connecting with this attack. These factors allow him to immediately combo into another attack, the knockback from the second attack over-riding the knockback of Backstab. This move is a superb combo tool for starting, continuing, and ending combos.
{6%}

Up Aerial ~ Round Trip {Devil Arm}
Dante tosses Rebellion upwards like a boomerang. It travels roughly 2 BF platforms upwards before returning to Dante (and it does so quickly). The damage of this is mediocre (4%), but it pulls the struck foe to Dante with some hit stun at the end, allowing Dante to combo the foe. Low lag on both ends. Useful for both combo starting and combo continuing.
{4%}

Down Aerial ~ Helmet Breaker {Devil Arm}
Dante rapidly falls dragging his sword down, much like other stall then falls. Unlike the others, Dante stops descending upon contact with a foe, at which point he smashes them down to the ground with a mighty swing of Rebellion. This slash has medium beginning lag but little ending lag. Great reach. Amazing priority. Good move for disrupting enemy attacks, spiking foes, and/or starting air-to-ground combos.
{8%}

Grabs/Throws

Grab ~ Masochism {Devil Arm}
Dante stabs… HIMSELF?! That’s right… Dante brings his sword out arm-length in front of him and thrusts it through his own chest, also impaling foes caught in the reach. This grab deals 10% to the foe and 5% to Dante. It is extremely difficult to escape. Even at lower percentages, Dante can easily get off several pummels and a throw. It’s a fast grab with average reach, just be sure not to whiff it, as Dante gets hurt regardless of whether it hits or misses.
{10% foe} {5% self}
*Self damage not multiplied by Devil Trigger.

Pummel ~ Twist {Devil Arm}
Dante twists the sword impaled into him and his foe around one full turn, dealing 6% to the foe and 3% to himself. Average lag and duration for a pummel.
{6% foe} {3% self}
*Self damage not multiplied by Devil Trigger.

Forward Throw ~ Roulette {Devil Arm}
Dante pulls Rebellion out of himself and the foe and immediately spins it around like Pit’s Nair, dealing 8% to the foe and dealing them good upwards knockback (killing as low as 110%). Low lag and duration.
{8%}

Back Throw ~ Tombstone
Dante back flips, both him and the foe still being impaled, and does something similar to the wrestling move, Tombstone, slamming the foe’s head into the ground. This deals a mighty 12% to the foe and sends them flying a set upwards distance (about 3 Ganondorf heights). Low lag and duration.
{12%}

Up Throw ~ Field Goal
Dante kicks the foe, the sword still impaled into them, up into the air. They land roughly 3 BF platform’s distance ahead of Dante. He immediately dashes to them and pulls the sword out, dealing the foe an instant 15%. Long duration for a throw but low lag. Combos well into ground attacks. Note that this cannot spike the foe, as Dante will kick them backwards instead if there is not three BF platforms in front of him.
{15%}

Down Throw ~ Slam {Devil Arm (first hit)}
Dante body slams the foe into the ground, both of them taking 6% from Rebellion. Dante then gets up, pulling the sword out of the foe and kicks them away, causing them to slide across the ground a set distance of 1 BF platform. The foe takes another 8% from this. Long duration but low lag. Good combo starter.
{14% foe} {6% self}

Situationals

Rising Attack ~ Prop {Devil Arm}
Dante jumps up and unleashes an upwards spin of Rebellion that hits on both sides and above him. Deals 4 hits of 1% over its 1 second duration. Hold the A button to unleash ‘Shredder’, extending the duration of Prop for as long as you hold A. Easy to escape.
{1%x}

Ledge Attack ~ High Time {Devil Arm}
Dante short-hops forward and unleashes an “uppercut slash” with Rebellion, dealing 7% and good upwards knockback (kills as low as 115%) to struck foes. Low lag on both ends. Combos well into aerials.
{7%}

Final Smash


Ultimate Devil Trigger

Dante unleashes his ultimate Devil Trigger form, which appeared solely in Devil May Cry 2 when DT was used when near death. This form is far more powerful than Dante’s regular DT, giving him a four times damage buff on Devil Arms, 2% health regeneration per second, double speed, and unlimited flight. Pressing down special during this form unleashes a single burst of fire from the demon’s body, dealing 20% and high upwards knockback to foes within a reach of a BF platform. Curiously, this form burns your DT gauge, though it gets a full 6.66 seconds for every sphere of DT power… in other words, use it when you have a lot of DT units built up.

Playstyle

Dante is an interesting character to play as, combining two styles into one- traps and comboing. How does he do this, you ask? The answer is simple. Lucifer (Up B), his only trap, can be used to enhance combos, as it deals very high hit stun and freezes foes in place, ending the knockback of any attack that sent them into the trap. This allows Dante to set his traps up just right to match his combos of choice, making completely unique combos possible. He can have as many of these Lucifer blades up as he pleases (or rather, as many as he can maintain considering their 10 second duration and destructibility).

Some of his moves seem a little oddball when put on a combo character. Examples of this are the Neutral Special, Side Special, and Down Smash. Wouldn't a spammable projectile kind of contradict a melee combo character? Not really. Ebony and Ivory are meant for quick damage over short bursts, as reload makes them considerably less efficient for spam. This allows them to be used to fill in for other combo attacks and pump out more damage with abysmally small amounts of lag. Side Special is also a combo-assisting tool as it makes Dante highly mobile and even helps him approach. Down Smash... okay... it really is an oddball move. It's just a unique potential killing option.

Noob Dantes can use the simple strategy of camping with Lucifer traps and Ebony and Ivory (Neutral B) spam, finishing foes off with melee attacks once their damage is high enough. While this strategy can be effective, it can be countered easily by any character with projectiles, which can easily destroy Lucifer blades, or reflectors, which both reflect Dante’s bullets and destroy the blades with the reflected bullet.

More professional Dantes will rely on combos. Mastering Dante is all about properly positioning Lucifer blades, picking the appropriate combos to match these blades, and wise use of the Devil Trigger to greatly enhance your combo damage. Remember, that when Devil Trigger is active, the natural instinct of foes is to play very defensively, so the ideal time to use it is when you already have them vulnerable.

These are just a few examples of Dantes combos, and they all assume that Lucifer blades are not used:

1) Dash A – Hold A – Release A – A, A, A, A, A, A – Up Tilt – Down Aerial
Deals 5% + 1%x + 6% + 14% + 4% + 8%, ending in a spike. *Only works at lower percentages due to the knockback of the last hit of A combo.

2) Down Tilt – Up Tilt – Down Aerial – Forward Smash
Deals 5% + 4% + 8% + 15% (hits with blade not wind cutter), a nice short combo that deals good damage with slight killing potential.

3) A, A, A, A, A/F-Tilt, F-Tilt-F-Tilt – Grab – Pummel (x times) – Down Throw – F-Smash (uncharged)
Deals 2%(5) + 10% + 6%(x) + 14% + 10% or 3%(3) + 10% + 6%(x) + 14% + 10%, A powerful combo ending in a killing move. Causes 11% + 3%(x) self harm.

When mastered, Dante is an absolute beast. He can combo enemies like the demon he is, has some camping ability, and sports a decent recovery with aerial stalls included, but part of Dante’s weakness is that he has so much versatility available to him that many Dante players can become overwhelmed and confused themselves. His combos have huge amounts of freedom, but button mashing will often not suffice for performing effective combos (he’s not Sheik). Dante’s Devil Trigger can make or break Dante. It can either make his combo damage output broken… or it can be an absolute waste and leave Dante with nothing more than meager health regeneration for his hard-earned DT points.

How will you play Dante?


Taunts

Up Taunt ~ Bingo
Dante points his gun at the nearest foe and says "Bingo."

Side Taunt ~ Rose
Dante puts a rose in his mouth, like in my avatar and the Lucifer cutscene posted in the video links.

Down Taunt ~ C'mon Wimp!
Dante does the C'mon sign with his hand and says "C'mon, wimp!"

Poses

Up Pose ~ Jackpot
Dante points his gun at the camera and says his trademark endgame catchphrase "Jackpot!" and then shoots the camera.

Side Pose ~ Rocket Riding
The losers shoot missiles at Dante. He immediately matrixes one of them and then jumps on top of it, surfing the missile into the losers and causing them all to Star KO.

Down Pose ~ Tower Dive
Dante jumps off the victory screen and is then seen running down a several thousand foot tower, shooting blood gargoyles on the way down, just like he did in DMC3. Awesome.


Alternate Outfits





Devil May Cry 1 Dante
Rebellion becomes changed to Alistor, gaining an electric aura.
Devil Trigger changes.
Gilgamesh becomes Ifrit.



Devil May Cry 3 Dante
Devil Trigger changes.
Gilgamesh becomes Beowulf Gauntlets.


*All changes are aesthetic only.*


At this point, you may be wondering why there is no DMC2 costume. The answer: because noone gives a **** about DMC2, including myself. It was a mediocre game in which Dante had no personally at all. The only thing from it in my moveset is the Final Smash.




Oh and one more thing.

 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,251
Location
Australia
Hard to believe that even the few comments on the Don Patch joke set I did were kind of positive. Here I was before logging on, scared to think what others might think. At least it sped up the thread, just a bit. I never once thought it would be funny.

any character from that show can't have a real moveset because the show is just too silly.
Only the serious ones can. The sets Im trying to develop are serious Bobobo characters.

@Katapultar: I think somebody needs a hug.

*hug*

Also, my favorite moves on Don Patch's were Up Air and Down Air.
Yay! Thanks for the hugs, ff!

EDITS IN reply from frf: I never thought anyone would respond this way. Thanks for the praise, Frf!

Ok, now I'll do comments. Glad I went to check page 28 because otherwise I would have missed out on a set.

[size=+3]Clay [/size]
It actually is the first serious set of 2010. Didn' realise until I saw it.
I know this show, but it's not on cartoon network, at least when I watch it.

I loled at the first sentence of the Down Special.

The writing style from Jynx is evident here, though that's obviously the kind of thing that passes down from set to set when the writer has mastered the skill of organisation. The idea of 2 different dash attacks based on either a abrupt or long dash attack is actually very clever, I don't believe I've ever seen a set do something like that before. While the F-Smash seems a bit weird having steak appear in front of Clay, it's a nicely done concept in addition to the Dash Attack.

I don't think that 1 Battlefield platform is actually very good range for a projectile, though I suppose it's around the same as Wolf's blaster, and enough to keep foes away.

When Bkupa said Clay's a bit broken, I would agree with: PERHAPS the F-Smash (Though this move and the entire set being a bit broken depends on what's meant by "high knockback"), though foes don't have to eat the steak. It's basically a risk they can choose to take, and it's only a Battlefield distance, so it's not that bad, though he'd have to be charging forward rather slowly for there to be real balance.
I would agree however that the grab is broken. It's less laggy than Samus' basically, longer and can pull foes off ledges. I'd also say that it kind of defeats the purpose of the Up Special, though It's not really a concern.

Also, Up-Smash boulders. At first I thought "Uh-oh, trap". Then I thought, "How does Clay jump over a fully charged boulder with his bad jump?" though then again he just destroys it if that happens.

Apart from that, there's not too much that acts with the Golden Finger despite it "having more to follow it up".

Clay's a well done set, much like Jynx. While he doesn't have the big "OMG" thing that Jynx had with her Side Special, the standard of the set is getting better, with better non-specials that help with the playstyle. So well done on yet another great set!

[size=+3]Dante[/size]
[size=+3]Now that the set is visible, I'll comment properly on it. Right in this post to prevent spam[/size]

I remember when you said that you would make a surprise set or 2 in the MYM6 thread. It looks like mostly for fun, so I won't judge it too harshly.

When I read the 2 Specials, I was like "Uh-oh, Fox clone", though it wasn't in the end.

He's kind of a combo character, like BK.

One can tell that average effort was put into the set, though we're allowed to make sets for fun of course. For a non-DMC fan like myself, the images (Especially the one at the end) were all interesting sights.

In Hyper Ridley's Black Doom set, it said something about being like Devil May Cry with the choose your combo playstyle. Wether this set should or does have anything to do with it... well, Im just saying.
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
@Dante: I said some stuff about the image organization of this set in the chat, so I won't comment about it here.

I've never played any DMC games, but Dante seems like a cool dude. He's got some pretty cool attacks, (and 95% of them were Devil Arm attacks, which made saying so for every move kind of redundant) all of which seem to be very fitting. He's got combos and stuff, which seems to work out pretty well. As far as Specials go, Lucifer is a neat idea and helps him combo and recover (a little) at the same time; hooray for Up Special recoveries! Ebony and Ivory seem like a signature Dante move. Trickster seems a little out of place, though, and personally, I'd probably put Pandora's Box (which is a cool move) in its place as Dante's Side B. Devil Trigger is a booster-type move, which is cool and seemed important at first, but didn't get mentioned much in the Playstyle section (then again, I might not be one to comment on that sort of thing).

The rest of Dante's moves were nice, although the grab was kind of out there (so he can only grab people from behind him), and the awkward pose made most of the throws kind of hard to picture (Up Throw in particular).

Overall though, Dante is a cool moveset for people who like bad@sses (myself included), and even though there were some minor quibbles, it's very good overall, Chris! :bee:


EDIT: Thanks for the comments, BKupa, Sundance, Baloo (D) and Katapultar!

Also, Golden Finger is used to give Clay time to go for a grab or start charging up a Smash Attack or something. It doesn't directly interact with other moves, per say, but it's useful nonetheless. Also, my first encounter with balance issues, yay! :bee:
 

Frf

Smash Apprentice
Joined
May 11, 2008
Messages
83
Location
Memphis, TN
Playing catch-up.

imma firin mah saber baaaaaa
-Story isn't as out-of-whack as...."a certain other set you also posted in MYM7"
-No recovery move? At least one substituting the up air would be nice.

-heehee, neutral special is simple but effective.
-Strike air strangely compliments the neutral special. The starting lag isn't terrible, the main thing that doesn't make it broken is it's lack of height.
-Up special is sort of interesting, but as of now it seems like a tacked on stat booster with an achilles heel just so we won't question, 'Why not use it all the time?'.
-spacingspacingspacing. Thank god Sabes here isn't a comboer.

-Always a fan of the summarizing-each-move-section movement. Whatever that means.
-Standards are standard, but that's standard by me and not un-standardly standard.
-Smashes are solid. I really wish I had more constructive comments at the moment...
-Again, I wish the up air was a recovery instead of a standard overhead swing. Aerials all-in-all are decent, but not incredible. Looking at the overall picture though, it works.
-An edgeguard.....At the edge of the stage?!?!?

So Sababar is a pretty cool set den dur. It's not revolutionary, per se, but it's a solid set that tries to step in to the fascinating world of SPACING, and succeeds in most areas. Piranha boost has grown on me, as I see it can mess with approaches and be a solid spacing weapon along with the wind-sword-jigger. My only complaint is the no-recovery thing, really. Good work here, overall.

How Don Patch and I got it on

I love this set. No, seriously. I think it's the best soke jet posted in em-why-em sheven. It happily toys with newcomer cliches and old mistakes but has fun with it instead of feeling forced.

I give this set.....FRF'S BADGE OF FABULURSH

[Image removed due to explicit content.]

HEY, YOU GOT YOUR XIAOLIN IN MY BRAWL
-oh dear, the old-school stats section.
-IT'S SO LOOOOONG.
-The neutral special is neat, but I don't expect a bulky stereotypical cowboy to have an awesome ranged game.
-Hey, it's the up B that is a tether recovery but is actually good!
-The special moves don't really give any sort of definitive playstyle.

-Standards are meh. It's giving me a MYM4 vibe.
-YOU MUST USE HIGHLIGHTING CAREFULLY MY LOVE.
-Forward smash: It's random.
-Up smash: Why not have it interact with Clay's lasso?
-For the playstyle, instead of going over each move individually, it'd be best to tell us the big picture of what Clay's going to be doing.

Clay is an alright set. You have a really great concept going with the neutral special, but you throw in random props and effects so I get flashbacks to MYM4. Instead of thinking of individual unique moves, go for an overall playstyle, greatly emphasized with Meanie's Saber. Expand on a few ideas, then squeeze the creative juices out of them as much as possible until it runs dry.

I loved Jynx. DO SOMETHIN LIKE DAT AGAIN. :D

!RETAL ETNAD NO TNEMMOC AMMI.....Alright Dante naow.
-The vids were over-the-top fabulous.
-Story could've been cut down a bit, but I've seen a lot worse.
-The only thing of interest in the stats was the wall run. Everything else was "Well, he's average."

-Neutral special is giving me Revolver Ocelot vibes.
-The side special helps with mobility, yeah, but I think you could've gone into more detail with it, just for playstyle's sake.
-oh god big imagesssssss

-Combo starter? Dante is a combo character o noez.....Well, it seems like it's in character for him to be combo-happy.
-The situationals don't really do anything for the set.

The set at first hardly impressed me but you are brilliant in terms of writing Dante's playstyle and you actually SHOW what combos can be performed unlike nearly half of all MYM7 sets. You justify most of the moves and convince me that the specials are well worth the stay. As a moveset Dante doesn't really do much new, per se, but it does have it's high points.

Kelloggs Who's dat (Kel'Thuzad)
-You explain the down special well. I'm assuming we have a summoning playstyle here.
-Twenty seconds might be a tad long for disposable minions such as the ghouls.
-The up smash has 4% of damage per second? For 20 seconds? You can just hide behind your mana shield as the foe is taking a ton of damage. Sure, the cursor makes it obvious, but still.....
-Up air is kind of hard to wrap my head around. Although I am liking this 'get them away from the ghouls and screw them over with your shield' playstyle.

Sorry I couldn't get more commentary up, but there wasn't much to really point out! I like what you did here though, Warlord. A much welcome spin on the standard prop-and-minion character. I'm not sure if the mana shield makes him completely broken or if the time it takes to create new minions makes him a bit underpowered. It's still a really neat idea regardless, and it was fun to read.
-----------------

You know, movesets are like mustard. They taste great on a sandwich. But when you're not eating a sandwich, they just sit there in the fridge......on a shelf....in a jar......labeled mustard.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,288
Location
Hippo Island
DANTE

Whee Devil May Cry! This is the first one since the detail movement I believe. A pity, since the characters are pretty easy to envision with all their powers and weapons.

Anways, 'twas a fun read. Nice incorporation of his various weapons from the series (<3 for using Agni and Rudra) and the playstyle made a good effort of incorporating DMC's combo-oriented gameplay into Smash Bros without turning him into a "lol use teh same combo over and over and over!" Conisdering how the actual game encourages you to mix-up your attacks it's a relief that his MYM incarnation rewards creativity and planning over button-mashing.

The grab-grame gets a special mention for its awesome factor. It was really creative, unexpected, and fits Dante extremley well.

Good job Chris :bee:
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
If your username is KingK.Rool, click here

http://www.youtube.com/watch?v=ayHDQnt3GAUhttp://www.youtube.com/watch?v=ayHDQnt3GAUhttp://www.youtube.com/watch?v=ayHDQnt3GAU


Kel’Thuzad was once but a high ranking Necromancer in the Undead Scourge, but he was quickly slain by a young Paladin by the name of Arthas. After Arthas obtained a powerful sword called Frostmourne to slay Mal’Gannis the Dreadlord, the sword overtook him and he became a Death Knight, working for the scourge. Arthas was assigned with Kel’Thuzad’s revival, and the process turned him into a powerful Lich. Despite their former encounter, Kel’Thuzad got along with Arthas quite well and became somewhat of a mentor to him. Eventually Arthas lead the Undead Scourge away from the Burning Legion of demons who stood over them, and Kel’Thuzad stayed loyal to Arthas, joining him in the movement as his second in command.

As far as the Undead go, Kel’Thuzad is relatively calm about what he has to do. He’s not a simple butcher who takes joy in the killings, but he couldn’t care less about the lives of the mortal races. He treats the killings as a completely normal occurrence – a casual day job. He’s clearly been with the Undead Scourge a while what with all the lore he knows -- all his sense of humanity was abandoned long ago.

Kel’Thuzad uses mana for many of his attacks. It’s a fairly standard ammo bank mechanic with a meter displayed under his percentage. He starts with it maxed out at 300 mana.


http://www.youtube.com/watch?v=3_1_dKYiEqkhttp://www.youtube.com/watch?v=3_1_dKYiEqkhttp://www.youtube.com/watch?v=3_1_dKYiEqk

Traction: 10
Priority: 9
Range: 9
Size: 8
Aerial Movement: 7.5
Attack Speed: 7
Recovery: 6.5
Power: 5.5
Jumps: 5
Movement: 5
Weight: 3
Falling Speed: 2

Kel’Thuzad’s doesn’t really have much of a weakness in stats aside from his weight, and when combined with his floatiness and his size he’s rather frail in a similar manner to Mewtwo. His other stats are for the most part more offset by his mechanic, and a decent chunk of Kel’Thuzad’s attack speed comes from his instant set-up moves. His moves for actually attacking generally have some actual lag present.


http://www.youtube.com/watch?v=sr1PfB5ght8http://www.youtube.com/watch?v=sr1PfB5ght8http://www.youtube.com/watch?v=sr1PfB5ght8

Down Special – Legacy of the Damned




Assuming a Graveyard isn’t on screen, Kel’Thuzad laglessly summons one up in the background, completely invulnerable. The Graveyard comes complete with 5 corpses, and should you use up any of the corpses the Graveyard will spawn a new corpse every 20 seconds.



If you already have your Graveyard up, using this move causes Kel’Thuzad to animate all corpses into Ghouls with as much lag as Dedede’s usmash. Ghouls have Mario’s stats complete with a second jump, though their only attacks are Wario’s ftilt and fair, albeit with more feral animations. Ghouls pursue foes relentlessly. . .Which isn’t entirely good, as that means they’re easy to lure off stage to their doom. They have 30 stamina each, so they’re obviously not much a threat on their own. . .Though considering you have 5 corpses right off the bat, they can prove to be of some use in packs.


Side Special – Dark Ritual




Kel’Thuzad sacrifices the nearest undead with very little lag and gives you triple his stamina in mana. This is the primary function of your Ghouls. As actual summons, they’re nothing but mindless distractions, as they’re too stupid and weak to allow you to hide behind them like a traditional summons character. So long as you have Ghouls, though, you have infinite mana.

Neutral Special – Mana Shield




Kel’Thuzad activates or deactivates his Mana Shield based on whether it was already active or not. With it up, the shield will take all damage and knockback for Kel’Thuzad, attacks instead damaging his mana for double the damage they’d normally do. So long as you have Ghouls, you have mana, and so long as you have mana, you’re invincible. Kel’Thuzad can still be grabbed and thrown as normal with a Mana Shield up. Yes, you freaking *******, you can move and attack while the shield is up.

[Variable Mana]

Up Special – Corpse Sewing


A recovery? Why would you want something so trivial from an Up Special? Kel’Thuzad has a float much like Peach’s as his primary form of recovery. In this float he’s treated as if he’s on the ground, allowing him to use his ground moves in the air.

For his actual Up Special, Kel’Thuzad enters a channeling motion, gaining superarmor and anti-grab armor. All Ghouls will start coming towards Kel’Thuzad as he does the channeling. After 3 full seconds of channeling or all Ghouls reach Kel’Thuzad, he uses a spell to combine them all into a massive Abomination.



The Abomination’s size is based off how many Ghouls were used in summoning him. The minimum amount of corpses for the spell to work at all is 3, which makes the Abomination Bowser’s size. For every additional Ghoul, the Abomination’s size is increased by X1.2. This increases the range and power of the Abomination’s attacks as he swings his meat hook and cleaver. His attacks are as powerful as Wario’s fsmash at minimum, reaching Giga Bowser’s fsmash with 10 Ghouls. . .But his attacks are all as laggy as Warlock Punch, so yeah. The Abomination’s stamina is 25 X the amount of Ghouls used to make him and he won’t pursue foes off ledges, so he’s around to stay. Furthermore, the Abomination can cannibalize on corpses to add them to his mass, healing 25 stamina to boot.

This is all well and good that you have a gigantic Abomination flailing his weapons about that’s near impossible to kill, but the catch is that he’ll never actually hit anything and he’ll eat up all your corpses, leaving you with nothing to sacrifice for mana. Just make sure you animate a corpse ASAP upon summoning the Abomination before the glutton eats it so you can get a Ghoul to sacrifice later. Granted, you can just use Dark Ritual on the Abomination himself, but that sends you back to square one with no corpses, meaning your Mana will go back down quite quickly.


[100 Mana]

http://www.youtube.com/watch?v=vNc2d8MvKUwhttp://www.youtube.com/watch?v=vNc2d8MvKUwhttp://www.youtube.com/watch?v=vNc2d8MvKUw

Neutral Attack – Shadow Hand


Kel’Thuzad essentially performs Mewtwo’s jab. There aren’t any particularly interesting tricks just using it on the ground, though the move is somewhat more difficult to DI out of and if a Ghoul or two comes over and starts smacking at the foe from the other side they’ll find it difficult to escape until their damage gets high enough that the Ghoul’s attack knocks them out of it. Furthermore, with your float you can keep floating towards the foe as they DI away to chase them to prevent escape. This is an infinite until your float expires and can also function as a decent wall of pain. Just be careful you don’t run out of mana in the middle of it.

[7 Mana per second]

Dashing Attack – Touch of Darkness


Kel’Thuzad does a swinging motion with his arm as he spins forward the distance of a Battlefield platform at his normal dash speed. Kel’Thuzad’s arm has pretty poor range and functions as a grab hitbox as he swings it forward, him releasing the foe after the dash attack is complete with a slight bit of hitstun. No damage. Kel’Thuzad’s body is a low priority hitbox as he spins that deals 6% and weak set knockback.

The move’s main purpose is in the fact that you can grab Ghouls with the swinging of your arm. This can get them out of harm’s way and stuns them briefly so they won’t mindlessly go back on the attack and even defends Kel’Thuzad slightly with a weak hitbox. Using this while floating is an ideal way to save a Ghoul that stupidly pursued the foe off-stage from certain death.


Forward Tilt – Frost Armor




Kel’Thuzad hastily extends out an arm forwards, causing the nearest Undead unit in front of him (No matter how far away, though it has to be on the same vertical level as Kel’Thuzad) to gain Frost Armor for 15 seconds. The armor reduces damage foes due to the unit by 2%, and if the unit is hit with any form of melee attack the attacker’s attack and movement speed will be cut in half for a second due to the cold.

If no Undead units are in front of Kel’Thuzad, he casts it on himself, though he doesn’t get the damage reduction of the Frost Armor and the point of the move is to encourage foes to attack you. How so? Give all your Ghouls Frost Armor so the foe is more encouraged to attack you instead of them due to not wanting to be slowed.


[35 Mana]

Up Tilt – Shadow Drop


Kel’Thuzad essentially performs Zelda’s uair with a darkness attribute on the ground, but the hitbox lingers on a decent bit, the blast is twice as large, and the move is roughly 1.5X as powerful. While this move is no laggier then Zelda’s uair, it pushes Kel’Thuzad down double Ganondorf’s height from the force of the blast, and seeing this is a ground move rather then an aerial is causes Kel’Thuzad to crash into the ground for horrible landing lag. To avoid this, you have to use this at an altitude with your float.

[25 Mana]

Down Tilt – Dark Shots


Kel’Thuzad essentially performs Rob’s dair and Lucas’s dsmash at the same time (He’s constantly floating off the ground slightly), but the flames that come out of his underside and the blasts from his hand have darkness attributes. The lag is slightly longer then Lucas’ dsmash, though the part of the move that mimics Lucas’ dsmash is only half as powerful. Rob’s dair, however, is just as powerful as ever. . .A shame that hitbox is directly below Kel’Thuzad and will just hit the ground.

Which is precisely why you use this move during your float. It provides defense from your front and below and can even be used for gimping. Furthermore, Rob’s dair pushes Kel’Thuzad up the distance of Link’s Up Special while each shot of Lucas’ dsmash pushes Kel’Thuzad backwards slightly, ultimately ending in him going backwards a Bowser length. An excellent recovery move.


[25 Mana]

http://www.youtube.com/watch?v=sGEVgU3hmC8http://www.youtube.com/watch?v=sGEVgU3hmC8http://www.youtube.com/watch?v=sGEVgU3hmC8

Forward Smash – Frost Nova




This attack has about as much lag as Dedede’s fsmash, but it hits the foe regardless of their location as a nova of ice appears over them, requiring a spot dodge to be avoided. The nova deals 20-30% and knockback that kills at 150-105%. Because of you not having to aim this attack you can retreat with your float during the starting lag of the attack, use your usmash to speed up the attack or use an abomination as a meat shield during the start lag. Bypassing the lag on the move isn’t a problem, it’s the mana cost.

[80 Mana]

Up Smash – Unholy Frenzy




Kel’Thuzad controls a cursor during the charging of the move which moves around quite quickly, but not to the point of being uncontrollable. Upon release, whoever was targeted will be hit by Unholy Frenzy. You can target foes, yourself, or your undead minions. Whatever floats your boat. The actual use of the move is as quick as Snake’s utilt, though it’s quite telegraphed by the cursor.

Unholy Frenzy causes the target to take 4% per second, but also increases their attack speed by 75%. It lasts 20 seconds. Using this on Ghouls is pointless due to how quickly it kills them, and using it on yourself is rather scary due to how light you are. . .But Mana Shield can block the damage to yourself, allowing you to wreak havoc on foes. An even better use of this is on Abominations to make their laggy attacks actually capable of hitting things, especially seeing they have so much stamina and can heal by cannibalizing.


[50 Mana]

Down Smash – Meat Wagon




Kel’Thuzad summons a Meat Wagon in front of him Bowser’s height and double his width with 35 stamina. This move has very little lag, but is near useless uncharged, as the charge determines how many corpses are in the Meat Wagon, anywhere from 1-8.

The Meat Wagon hurls corpses with lag worse then Warlock Punch at foes, though the range is the entirety of Final Destination. The corpses aren’t even particularly powerful despite their lag, though, only dealing 11% and knockback that kills at 235%. . .However, once the bodies hit the floor you can use the corpse as if it were one from your Graveyard. The wagon collapses after running out of corpses.

This would be a decent corpse production system if it weren’t for the fact the foe can just hover off the stage so the meat wagon throws the corpses into the abyss and can just tank the hits to prevent the corpses from becoming usable. Furthermore, the Meat Wagon has a minimum range, so if they stay next to it there’s not much it can do besides try to get away with it’s terrible movement speed. Despite it’s general incompetence, once you summon it it’s around to stay. If foes try to just destroy the thing, it’ll drop all the corpses remaining in it for your consumption, exactly what you want.


[60 Mana]

http://www.youtube.com/watch?v=W4tPk7wXOBYhttp://www.youtube.com/watch?v=W4tPk7wXOBYhttp://www.youtube.com/watch?v=W4tPk7wXOBY

Neutral Aerial – Death and Decay





Kel’Thuzad quickly turns to face the screen and starts performing the channeling animation shown above, levitating in mid-air for up to 6.5 seconds if left to himself. This causes all foes to start taking an unavoidable 5% every half second regardless of their location. Any attack will cause Kel’Thuzad to go into helpless and come out of this, though your Mana Shield can prevent this from being interrupted to ensure you plenty of free damage. Just don’t expect to have much Mana leftover afterwards. . .

If you keep your Mana Shield down while using the move, this move absolutely begs to be punished. Seeing you’ll be up in the air and the foe will want to end the move as soon as possible you probably won’t be punished that badly, meaning it’s worth taking a hit to get the foe to attack you instead of your precious Ghouls.


[100 Mana]

Forward Aerial – Siphon Mana




Kel’Thuzad extends a hand out forward, causing a long blue stream to extend out from his hand infinitely horizontally at double Sonic’s dash speed. Should it come into contact with anyone, Kel’Thuzad will channel in place as he starts siphoning Mana out of the foe, 10 per half second. This lasts forever (Though Kel’Thuzad can cancel it) until the foe comes within Bowser’s width of Kel’Thuzad, making an excellent way to gain Mana and force the foe to approach, leaving your precious Ghouls alone. This has starting lag on the level of Mario’s fsmash and gives Kel’Thuzad the same lag again if he whiffs the move, though seeing you’ll want to use the move when the foe’s far away they won’t have much to interrupt the start lag with.

Back Aerial – Chilling Touch


Kel’Thuzad laglessly turns his head around without turning around his body and extends a hand out backwards, making a single nova the size of Kirby appear behind him. This is faster then it sounds, Dedede’s bair to be precise. It only does 5%, but it causes the foe to be slowed from the cold for a second, cutting their movement and attack speed in half.

This effect can stack and the attack is fast enough that if you spam it you can actually start to build up the duration of it on somebody, though the only particularly likely scenario where it’ll go that far is if the foe is first slowed by hitting something with Frost Armor. This further discourages foes from attacking Ghouls with Frost Armor, and even if they do you can go pressure them with this move.


[15 Mana]

Up Aerial – Frost Carrousel


Kel’Thuzad raises his hands skyward, becoming free to move about again after the lag of Dedede’s dsmash. After he’s free to move, a bunch of frost novas appear in a circular formation around where the foe was when Kel’Thuzad first activated the move. The novas linger on as a hitbox for a full second, dealing 7% and knockback towards the center of the formation, meaning they’ll just ricochet around inside it. Larger foes take more damage from this, but have the possibility of DIng out of it early due to being bigger then the Novas.

By default foes in the air will fall downwards into the bottom part of the formation by the time the lag’s done with making this good to defend against foes from above (Hence why it’s a uair) though if they predict the move and fast fall it’s quite avoidable. Against foes on the ground, they’re forced to stand in place to avoid the attack, making the move great for forcing the foe to back off from your Ghouls.


[50 Mana]

Down Aerial – Shadow Blast


Kel’Thuzad starts charging a massive shadow ball above his head as he stops in place to levitate in mid-air for as much lag as Ike’s fsmash, then hurls the ball downwards. The ball itself only does 12% and knockback that kills at 180%, nothing to warrant the lag, but if the ball hits the ground it erupts into a massive blast half the size of Battlefield. This does no damage, but forces all foes and Ghouls backwards to the edge of the blast radius, making plenty of space between them. When using the move for this purpose the lag isn’t much of an issue since the foe is focusing on the Ghouls, though you have obvious methods for bypassing it anyway.

[40 Mana]

http://www.youtube.com/watch?v=y8lWvLkW4_shttp://www.youtube.com/watch?v=y8lWvLkW4_shttp://www.youtube.com/watch?v=y8lWvLkW4_s

Grab – Death’s Clutches


Kel’Thuzad’s grab leaves much to be desired as he doesn’t use his magic for it, simply lurching forward like the elderly Undead he is. The range isn’t terrible though nothing to be excited about, though the lag is horrendous, on par with a tether grab. If you expect to do much grabbing with Kel’Thuzad, Unholy Frenzy is mandatory. Floating makes you less punishable as you can just float away during the end lag of the grab if you whiff it, but it doesn’t make landing the thing any easier.

Rest assured, it’s very much worth grabbing with Kel’Thuzad despite the difficulties. Even without looking at his throws, a rather obvious use is so that you can get the foe to stand still long enough to actually get hit by your Abomination. A prime KO option.


Pummel – Shadow Armor


Kel’Thuzad very quickly summons a weak shady armor around the foe. It has no ill effects and gives them superarmor until Kel’Thuzad throws them at which point it vanishes. . .Why would you want to give the foe superarmor? So the Ghouls don’t interrupt your throw. The Ghouls also function as more traditional pummeling mechanicisms and can rack up the damage pretty fast if they were already right there in large quantities. If you have a Mana Shield up, this also prevents outsiders from interrupting your throw in a FFA.

[15 Mana]

Forward Throw – Icy Path


Kel’Thuzad casts a spell to make all of the platform in front of him covered in ice, then shoves the foe forward for 5%, causing them to slip along the platform to the end of it very quickly. If the Ghouls try to pursue the foe onto this ice they’ll just trip, meaning this is a great way to separate the foe and the Ghouls. The icy patch lasts 5 seconds before returning to normal and gives the foe traction like on the Summit, though Kel’Thuzad is unaffected due to his natural floating stance.

[35 Mana]

Back Throw – Condemnation


Kel’Thuzad places his hands on the foe’s head and channels into them to turn them into an undead. The process deals 10% and lasts 20 seconds. As an undead, Ghouls and Abominations won’t flock to the foe, just patrolling about and only attacking if they happen to come by. Killing the stupidly aggressive nature of your Ghouls is a big plus and prevents you from having to babysit them so much, but if an undead foe uses their dtilt next to a corpse they can cannibalize on it to heal themselves of 20 stamina and destroy the corpse. This keeps your current Ghouls alive a lot easier, but makes it difficult to make more.

[50 Mana]

Up Throw – Blast Off


Kel’Thuzad does a light shadow blast to toss the foe upward for 9% and knockback that kills at 210%. What should intruige you about the throw is that it makes the foe go into helpless, leaving them to be easy fodder for the Ghouls to follow up on. If you launch the foe high enough up it’s possible for them to DI off the stage (Though close enough in to still easily grab the ledge) to lure the Ghouls to their doom, but this also makes them an easy fsmash target due to them not fast falling.

[20 Mana]

Down Throw – Dark Slam


Kel’Thuzad releases the foe and quickly leaps up above the foe ever so slightly, then a weak shadow effect comes from his underside to deal 5% and weak set knockback, though somewhat notable hitstun. . .Enough to chain grab. While using this to chain grab all on your own generally isn’t worth the steep mana cost, if Ghouls are pummeling away each time you re-grab the foe it could see some use. . .Though that’ll drain even more mana, and you don’t have enough time to use Dark Ritual and still re-grab the foe.

[25 Mana]

http://www.youtube.com/watch?v=vyhkTw99iYs&feature=relatedhttp://www.youtube.com/watch?v=vyhkTw99iYs&feature=relatedhttp://www.youtube.com/watch?v=vyhkTw99iYs&feature=related

Kel’Thuzad folds his arms and chuckles subtly as the screen zooms in on him, then he levitates up a decent ways into the background and summons a blighted platform to stand on as well as 4 Meat Wagons. The Meat Wagons still attack as slowly as ever and aren’t buffed at all in power, but all of them have eight corpses. Cursors are displayed to show where the Meat Wagons are aiming.

One Meat Wagon always aims directly at the foe. A second one aims at random locations on the stage. You control the third and fourth, the third like you’d expect with the control stick and pressing A to fire. The fourth one has you use the C-stick/motion controls to aim and has you press B to fire. The Final Smash lasts until the two cpu controlled wagons fire all eight of their corpses (Yours have infinite ammo, so fire away). This is unlikely to do much damage to the foe, but the real fun starts once the final smash is over and the stage is absolutely covered in corpses.


http://www.youtube.com/watch?v=vZmjvcbcbikhttp://www.youtube.com/watch?v=vZmjvcbcbikhttp://www.youtube.com/watch?v=vZmjvcbcbik

While getting a Graveyard up instantly is perfectly fine, you’ll want to hold off on raising your Ghouls until you need some Mana. The Ghouls are extremely incompetent – you don’t want to be protecting them any longer then necessary, so just leave them as corpses then just animate them and turn one into Mana the moment you raise him from the dead. Unfortunately, the fact you have to raise them all at once means you’ll have to protect the other 4 Ghouls. . .

And seeing how you can’t do much of anything with the Ghouls gone, you have to go out of your way to get the foe to attack you instead of them. Do whatever it takes to become the center of attention and lure them over to you with moves like nair and fair. Keep your Mana Shield down until you get in range of the KO percentage of the foe to further encourage them to attack you unless you’re trying to use nair. Even then, taking the Mana Shield down to bait them is a possibility, seeing you can put it back up when they come over to you with little problem. If you can’t bait the foe to you but still don’t feel like approaching, take the time the foe’s given you to summon a Meat Wagon.

If the foe is particularly stubborn and continues to ignore you to attack the Ghouls, you can pressure them. Use uair to force the foe to stand in place as you go to approach them, then pressure them by putting Frost Armor on a Ghoul they’re attacking then pelt them with a barrage of bairs. If you go with this approach, your Ghouls may be able to actually help you as you trap the foe in-between them and your jab or let them dog pile on the foe after you grab them. Seeing you’re up close and personal with your Ghouls here, it’s possible to even save them with a floating Dash Attack. Your usmash is capable of turning moves even like fsmash and dair into good moves for pressuring.

When it comes time for the KO, you can either use Frost Nova, gimp, or an Abomination. Frost Nova is the best option, but it’s mana cost is pretty steep, especially if you use usmash to speed it up. Gimping is generally the safest option, but only for you, as you want to do everything in your power to keep the foe on-stage so your Ghouls don’t pursue them to their deaths. This in particular is where your bthrow proves useful to stop the Ghouls’ relentless pursuit of the foe. Once you’re left alone with the foe, floating jabs, dash attacks, and dtilts all work just fine to get the job done.

Abominations require some more invesetment to make use of that properly and can be difficult to utilize due to their slowness, but if the Ghouls are proving troublesome to babysit the Abomination can look pretty appealing. Turn 3 Ghouls into an Abomination, then just try to keep up one Ghoul at all times for Dark Ritual. Once you intend to actually make use of the Abomination, you can let him try to go at it himself by using your usmash on him, though this means you –have- to let him eat your corpses if you expect him to survive. If you don’t want that, use it on yourself and try to go for a grab.

In a nutshell, Kel’Thuzad is somewhat of an offensive summons character. He doesn’t want to hide behind his summons – he couldn’t if he wanted to. He wants to tank hits foes send at him with his Mana Shield while never giving them a chance to attack his summons, or rather, his Mana sacrifices.


http://www.youtube.com/watch?v=GCx6NiXe1P8http://www.youtube.com/watch?v=GCx6NiXe1P8http://www.youtube.com/watch?v=GCx6NiXe1P8

Vs. King Dedede – 45/55, Dedede’s favor


Despite Kel’Thuzad’s weight, his traction and size enable him to be chain grabbed. Dedede in particular doesn’t give a damn about Kel’Thuzad’s mana shield seeing he can just grab him through it anyway, meaning your usual strategy of throwing yourself at the foe might not necessarily be the best idea here. . .But your Ghouls prove much more useful here as they interrupt Dedede’s chain grabs on you. Granted, Dedede can still probably get a good bthrow or fthrow off before the Ghouls get to him, so Dedede is still capable of damage racking you decently and can –eventually- KO you with fthrow without ever attacking your Ghouls. Granted, this does make him insanely predictable. . .

But it’s not like he has trouble killing off your Ghouls anyway, seeing with all those multiple jumps of his it’s very easy for him to hover off-stage to lure the Ghouls to their doom. Getting a bthrow off should definitely be high priority for Kel’Thuzad, though aside from that he’ll mainly want to fight in the air out of Dedede’s grab range so his Mana Shield can actually be useful. While Kel’Thuzad can counter most of Dedede’s hard tactics to shut him down, if Kel’Thuzad messes up Dedede can potentially screw him over pretty bad. Still, this is rare, leading to a fairly even match-up.


Vs. The Count – 55/45, Kel’Thuzad’s favor


Almost the Count’s entire moveset is grabs and that’s really all he needs to land, leaving Kel’Thuzad’s Mana Shield to be nearly entirely useless. This means Kel’Thuzad will want to use the shield to block actual damage, since that’s all the shield really can block against the Count and with minimal damage Kel’Thuzad can easily escape the Count’s grabs. While the Count will be getting in endless grabs, he’ll need them all due to Kel’Thuzad’s damage staying low and how Ghouls keep interrupting his pummeling. The Ghouls aren’t –that- huge of a problem as they’ll just mindlessly advance into Zondark if he’s using his Side Special swinging his axe around, easily allowing him to defend the Count from one side, though it’s inevitable they’ll botch one or two of his grabs.

Kel’Thuzad can attempt to gimp Zondark in order to easily finish off the Count himself, though. What makes Kel’Thuzad good at this is that his Ghouls can interrupt the Count from saving Zondark with fsmash, leaving Zondark to be a sitting duck for Kel’Thuzad’s floating ground moves. The Count can still combat this by retreating a bit so that the Ghouls go off-stage after Zondark rather then at him, and while it’ll be difficult to still save Zondark this will also leave Kel’Thuzad with no Ghouls, so it’s a decent (Though not ideal) trade off for the Count.


Vs. Fat Bastard – 50/50


Fat Bastard is yet another grab centric character, though Kel’Thuzad’s Mana Shield blocks something more crucial then the former two grab-centric characters - Fat Bastard’s stunners. Without his stunners, Fat Bastard’s grab is significantly harder to land and a good deal more predictable. This means he might try to just sit in place and buff himself, which you’re more then capable of stopping. Hell, you can just have your Ghouls do it while you summon a Meat Wagon if you don’t feel like it. Granted, Fat Bastard’s grab isn’t that bad and he can KO you at ridiculously low percentages once he does grab you, especially with your pitiful weight taken into account.

Vs. Morton – 35/65, Morton’s favor


Morton’s dthrow is an absolute terror here. Many of your bread and butter inputs are aerials and your standards are very limited in use without your float. Furthermore, getting a grab to get the armbands off with Kel’Thuzad is extremely difficult, and every time he whiffs it he’ll be very punishable seeing he can’t just float away during the end lag. Seeing how severely this limits Kel’Thuzad, he’ll actually want to use his Ghouls in a more traditional manner to occupy Morton so he has enough time to get the armbands off without grabbing Morton. You can just not get grabbed in the first place, but that’s difficult to do with Kel’Thuzad when your Mana Shield is basically asking to get grabbed.

Once you finally gets the armbands off, things become much more doable in this match-up. Kel’Thuzad laughs as he floats over Morton’s earthshaking moves, and should Morton cower away behind his pillars Kel’Thuzad can still hit him with an fsmash or take the time to summon a Meat Wagon. Unfortunately, this isn’t taking into account that your Ghouls will be heavily damaged from having tanked for you against Morton, and you need a lot more damage then he does in order to KO. You won’t have enough mana/Ghouls left to squander on a Mana Shield, though Morton’s only real KO option is Fsmash seeing you can just interrupt him as he charges up his Side Special with your own Fsmash. . .If you have the Mana.


Vs. Super Macho Man – 60/40, Kel’Thuzad’s favor


Macho Man struggles to break Kel’Thuzad’s regular shield due to him having so little reason to use it – his Mana Shield is superior. Kel’Thuzad will want to play somewhat conservatively against Macho Man so he can always keep his Mana Shield up to shut out most of what makes up his game. His grab isn’t anything to worry about either if he has his shades off, seeing he can only perform one weak throw. With them on his grab-game is acceptable, meaning you may want to target his shades specifically to render yourself essentially totally invincible.

It’s not all terrible news for Macho Man, as he still does pretty well at shredding through the Ghouls with some of his more powerful attacks and has good moves for damaging them all at once with moves like utilt. This means Kel’Thuzad can’t play as conservatively as he wants and needs to bait Macho Man into attacking him, but seeing Kel’Thuzad’s so untouchable there’s little that can interest Macho Man into attacking. This means Kel’Thuzad’s will want to take advantage of the situation to make a Meat Wagon for some more corpses and to Siphon Mana via fair so that he doesn’t need the Ghouls – just make sure you do one of them before they go down, because it’ll be quick.


Vs. Dr. Strangelove – 45/55, Strangelove’s favor


Kel’Thuzad hates the ******** nature of his Ghouls here more then ever – they’re all far too likely to set off a chain reaction in their mindless pursuit of Strangelove and set off the Doomsday Device. Not even your Mana Shield can save you from its’ almighty destructive power. Any competent Kel’Thuzad player won’t want to leave the match to chance, thus Ghouls are out right off the bat. If Strangelove is proving too difficult to Siphon Mana from with fair, you can summon the 5 Ghouls and sacrifice one then immediately pressure Strangelove off stage so the Ghouls go kill themselves rather then setting off bombs, though this is far from foolproof.

Kel’Thuzad –can- fight Strangelove very competently without his Ghouls as he floats over all of Strangelove’s traps and such with ease. If anything, actual fighting is blatantly in Kel’Thuzad’s favor as Strangelove has few moves with which to resist the pressure. The catch is Kel’Thuzad –will- inevitably run out of mana eventually, and Strangelove will see fair coming a mile away. If Strangelove survives long enough for Kel’Thuzad to be entirely out of Mana, he’s obviously won the stock as Kel’Thuzad has virtually no inputs left. While this is somewhat difficult for Strangelove, if he does win the stock he can just go use his dair on the Doomsday Device to further cement his lead, meaning the rewards for him when he does win are much higher.


Vs. Subaru – 65/35, Kel’Thuzad’s favor


While tracking down Subaru can be annoying when she’s moving so goddamn fast, your uair and fsmash are capable of hitting her regardless of how fast she goes. Uair will force her to stop all her momentum in order in avoid the attack at gears one and two, though at gear excellion if she keeps going she’ll get be out of the Frost Carrousel by the time it appears. Fsmash can stop her even at max speed, though pulling it off will be difficult seeing she’s coming at you at you so fast, most probably ready to clash into you with divine buster. Quite climatic, yes?

As for the Ghouls, she can’t really stay in one place long enough to kill them off with brute force, thus she’ll just shred straight past them for some damage on them then head for you. If she really wants to get rid of them, she can lure them off-stage as she casually does endless loop-de-loops off stage with Wing Road, though this again makes her very vulnerable to Kel’Thuzad’s fsmash and uair, and your bthrow can eliminate the problem entirely (Granted, pulling it off is difficult). Subaru has trouble building up much momentum here while Kel’Thuzad is still playing at the peak of his game. Certainly one of his better match-ups.
And yes, fsmash can kill her if she just cowers up out of Kel’Thuzad’s reach. No gay stalling for you, you little whore.

Vs. Clay – 40/60, Clay’s favor


Clay proves to be very resistant to being gimped thanks to the grab hitboxes on his Up Special and Fair going through Kel’Thuzad’s Mana Shield and turning the tables on him. While Up Special doesn’t directly kill Clay himself, it sends him into helpless after use so he’ll still go down too, so this ultimately isn’t that much to worry about unless Clay gets ahead in the stock count. What makes Clay more a force to be reckoned with is his ability to shred through Ghouls – fsmash is all too ideal. It’s like it’s built to kill them, considering Ghouls can and will eat the steak to power it up, and at double power it kills them in one freaking hit.

Clay’s boulders, one of the cornerstones of his game, prove largely useless here though as they actually help Kel’Thuzad. How? The Ghouls are too stupid to jump over them to get to Clay, meaning they won’t mindlessly pursue him. All the better if you get the Ghouls get trapped between two boulders to put them in a little play pen, though then Clay can use his dsmash to kill them all pretty quickly if Kel’Thuzad doesn’t pressure him enough. Also be wary of Clay’s Side Special and it’s mass area of effect and power, it shreds through Ghouls stupidly fast.

Clay still ultimately struggles to do much of anything to Kel’Thuzad himself beyond turn his attempts at gimping him upside down. Kel’Thuzad won’t approach in-between two boulders for you to use your fthrow/bthrow for damage and can just hit you with fsmash or nair, and assuming the Ghouls are outside the two rocks you have nothing to bait him with. He also generally avoids your grounded attacks pretty easy with his float, though sending up a boulder with dsmash can bring him back down.

Overall Clay falls pretty hard to Kel’Thuzad with Ghouls, but seeing he can destroy the Ghouls so fast it’s not much problem and he tends to take the lead, and if he gets a suicide KO he’s got the match.


Vs. Drifblim – 70/30, Kel’Thuzad’s favor


The most notable thing here is that because Drifblim is constantly in the air, the Ghouls will always just be down on the ground only following him horizontally, meaning you don’t have to separate Drifblim and the Ghouls. Granted, Drifblim is very capable of going off-stage to lure the Ghouls to their doom, but that’s just about all Drifblim can do to competently kill them and bthrow solves the problem just fine, especially seeing it’s very difficult for Drifblim to cannibalize due to having to tether down, and with you constantly pressuring him he’ll struggle with it. Uair in particular is a highlight for Kel’Thuzad, as Drifblim will always fall upwards into the top of the Frost Carrousel if not tethered to the ground and a very precise spot dodge is needed to avoid it properly. While you battle Drifblim in the air the most competent thing he can do is to try to use his various cloud traps and such, though Kel’Thuzad’s floating fsmash, fair, nair, and uair all allow him to stay out of range of the traps while still keeping up the pressure.

Granted, it’s pretty easy to avoid getting grabbed by Kel’Thuzad so Drifblim can lure the Ghouls off-stage pretty easy, and from there things become somewhat bearable as Kel’Thuzad actually has a limit to how many of his moves that dominate the air he can use, but you’ll still be in for hell so long as he has mana, and it’s still very difficult to actually get onto the ground to gain access to your KO moves with him relentlessly pressuring you. Even if you do get down, he won’t. He’ll just force you to come back into the air with nair or a floating fsmash.


Arthas and Kel’Thuzad Vs. Mewtwo and Envy – 45/55, Mewtwo and Envy’s favor


Challenge the gods known as Envy and Mewtwo? Are you mad? While Arthas and Kel’Thuzad may not be particularly threatening on their own, when the Lich is at his master’s side they form an unstoppable team. Kel’Thuzad’s summons actually prove to be somewhat useful distractions in the early game while Arthas is still building up his army seeing Kel’Thuzad can make them right off the bat. While this means Kel’Thuzad won’t have them for later, he can still use Dark Ritual on Arthas’ units for Mana, and Arthas can sacrifice Kel’Thuzad units with Death Pact (As well as heal them). Furthermore, Arthas’ Graveyard also produces corpses that Kel’Thuzad can use and Arthas’ Necromancers can also use the corpses from Kel’Thuzad Graveyard/Meat Wagons. Kel’Thuzad’s usmash also proves extremely useful here in how much it speeds up Arthas himself, considering how slow he is on his own.

If Envy and Mewtwo want to resist, they’ll have to take out Arthas first. Kel’Thuzad’s d
amn near untouchable with his Mana Shield and so many units to sacrifice, though Mewtwo and Envy’s many grabs mean hitting him is possible if they really insist. Still, Arthas should be the primary target as when he dies he takes his army with him, which means Kel’Thuzad can’t mindlessly pelt you with everything he’s got without a second thought anymore.

Envy dies pretty quickly to Kel’Thuzad’s nair. Seeing all he needs is damage to go down and Arthas provides Kel’Thuzad with more then enough Mana to have a Mana Shield up while he channels, Envy’s health will go down stupidly quickly. Once Envy’s getting close to death, Kel’Thuzad might even want to use his usmash on him, as seeing Envy’s so d
amn fast anyway it won’t really matter and the 4% per second will finish him. Arthas; however, goes down just as fast from Mewtwo’s gimping. While Arthas has plenty of units to use Death Pact on, his inability to grab the ledge and Mewtwo’s overall broken edgeguarding game makes the kill all too easy. Kel’Thuzad can attempt to save his master with a floating dashing attack and Death Pact prevents it from being too easy, but this is essentially what Mewtwo’s gonna be trying to be doing the whole game, cheap asshole that he is. If Arthas goes, Kel’Thuzad obviously loses to Mewtwo even if Envy’s already dead, because Mewtwo is Mewtwo. The Undead Scourge puts up good resistance and it’s very possible to avoid this scenario, but you can’t defeat the king.


FIENDS​


Just like ATs and pokeballs, Fiends are various characters that appear midmatch to cause havoc. Who says you have to be limited to what Brawl has, for your extras?

Fiends appear as tiny dolls, which will bounce around until eventually coming to a stand-still (they are surprisingly bouncy). When that happens, the fiend itself appears from the doll in a puff of smoke. The fiends do not have any allegiance and will simply attack whoever they can. The dolls can be attacked and launched, and are as heavy as the Soccor ball item. Since the fiends are extremely powerful, most players will team up to launch the doll off-stage, in order to prevent the fiend appearing. Like ATs, only one fiend can be in battle at any one time. Any SSE boss can come out as a fiend, whereupon they will do their (Normal difficulty) thing for 12 seconds.
Below are some of the other fiends that can come out to play;


CRYPT FIEND​

Upon being summoned, Crypt Fiends fire tiny homing projectiles after foes regularly. The projectiles have infinite range and do a meaty 20%, but can’t turn around and are quite slow. In addition, the Crypt Fiend attacks laggily and the projectile only flinches foes.

The Crypt Fiend lasts forever if unattended to, but only has 25 stamina. When it reaches 10 stamina or below, though, it’ll burrow underground, becoming invulnerable (Except for attacks that specifically go underground, like Snake’s dsmash) and heal 1% per second, only coming back up once reaching full health. Considering it instantly drops what it’s doing and burrows and gains invincibility frames, you’ll need an attack that does 11% or more to kill it.

The Crypt Fiend will fire a web at anybody in the air rather then on the ground. This projectile is much larger and travels faster, and the Crypt Fiend doesn’t have nearly as much lag firing it. However; it does zero damage and can’t home. What DOES it do? It drags the foe down to the ground and prevents them from jumping. Characters like Bowser won’t mind, but Wario will find it torture having his feet firmly planted on ground. This lasts 10 seconds.


OBSIDIAN STATUE
Upon being summoned, the Obsidian Statue stands in place. It’s a statue, what makes you think it could move? It has 50 stamina and is relatively large. It repeatedly casts Spirit Touch to gain 10 Mana per second, and can get up a total of 100 Mana if left alone. If you start to attack it, the Obsidan Statue will start using Essence of Blight to heal itself instead of Spirit Touch, restoring 5 stamina per second. The statue will keep healing itself until it has full stamina and if it has full stamina will attempt to max out its’ Mana.

Upon getting down to 10 stamina or maxing out its’ Mana, the Destroyer within the statue will be released. . .


DESTROYER
The Destroyer has 50 stamina and flies about randomly double Ganon’s height above the highest platform on the stage. It attacks with a rather generic, slow projectile that deals 10% and knockback that won't KO any time soon. However, if it has Mana it can use 10 Mana to buff up a shot to be homing, move very quickly, and do 24% with knockback that kills at 100%, and triple the size of the hitbox. It can also devour minions, traps, and what-not to gain 20 Mana.

NECROMANCER
Necromancers patrol the platform they spawn on back and forth, not doing anything to directly hurt foes at first. They have 30 stamina, and if attacked will instantly cast Cripple on the foe, which is impossible to dodge. Cripple cuts the attack and movement speed of foes in half for 20 seconds, so foes will generally try to avoid the Necromancer like the plague, seeing he’s harmless otherwise.

The moment somebody gets KOd, though, the Necromancer will reanimate their corpse as a skeleton. A second respawn platform will come down alongside the KO’d character’s with the Skeleton on it, who will then go about wreaking havoc. The Necromancer will reanimate skeletons every time they get KOd, so the only way to finish them off is to KO the Necromancer. Considering nobody wants to do it seeing they’ll lose their speed, though, you’ll probably drown in a sea of skeletons before long. . .


SKELETON WARRIOR​
Skeleton Warriors have a paltry 15 stamina, though their shield automatically blocks all projectiles from the front. They have a single generic sword swing attack on par with Ike’s ftilt. These fiends are relatively harmless on their own, but they’ll never cease coming back to haunt you until you KO their Necromancer. . .

ASSASSIN​
Upon doing a taunt, the Assassin instantly turns invisible. He can be attacked to be made visible for 3 seconds, though he briefly becomes visible for a single second every 6 seconds. He’ll move around with Zamus’ move speed to get to a secluded area of the stage, then throw his poisoned javelins at victims. If a javelin stabs into a foe from the front, it does nothing, but if it goes into a victim’s back they’ll instantly be KOd. The visibility of the javelins are shared with the Assassin, and considering that the attack/projectile is so slow it’s pretty easy to avoid. Tracking down the Assassin, though, is another problem. . .Assassins have 25 stamina.

FACLESS ONE DEATHBRINGER
This fiend is double Ganondorf’s size, but is surprisingly frail for its’ size, only having 40 stamina. Upon being summoned, he casts a spell to summon an assist trophy and 2 Pokeballs onto the stage. You can use these as normal, but the moment you let out the assist trophy/Pokemon the Faceless one will go over to the character and suck out it’s brain, changing the character’s allegiance to him and healing all of his health. The Faceless One is also perfectly capable of converting minions (Waddle Dees and such) to his side. Without mind controlled slaves the Faceless One is a joke, only capable of doing very laggy (Though somewhat powerful) swings of his club.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,251
Location
Australia
A rather ungentlemanly thing to not comment on Chris' set, though I assume it took place in the chat, so it gets away quite easily.

[size=+3]KEL’THUZAD[/size]
This name comes to be familiar to me only through your MYM5 SM The Immortal Eye. I guess you're going to finish the job off right now.

As hard as you work on your sets, there are a few signs of laziness in it (THIS IS THE PART OF MY COMMENT WHERE I NITPICK RANDOM STUFF). And nit pick spelling errors. Using a existing move from Brawl and saying "This is essentially ....." instantly tells me, the reader, that it wasn't thought out as well as it could have been despite it making the set somewhat easier to read. I also take it that the ghoul's attacks had zero thought put into it, whereas you could have made the attacks more suiting, to at least the playstyle. Besides, I totally can't see Ghouls doing Wario's F-tilt and F-air, seeing as he's a fat cartoony man and they are graphic computer generated thingys. Though I suppose that nobody cares too much, but would you rather have the ghouls do a light smack that can knock the foe into a relentless Ghoul combo while you wait to impale them with a strong move? Sounds good. Anyway, for the hell of it,
there's a spelling mistake in the set.... but I forgot where it is. Oh well, nobody but I will give a care about it.

Right away, Kel ’thuzad has Mana, a WoW attribute I guess, and some Ghouls to use. The gist I get of the set is: bring a random corpse house out, then jump into the air and make foes approach you and stuff. You are a camper. Though most of the set just seems to be about distracting the foe with random moves to keep them away from your hostile Ghouls for reasons such as fueling your mana: 3,000 is a bit too much at the start despite that it would have relevancy to WoW I would guess. Also, having get 3X your mana back IS somewhat broken and damaging to you at the same time. First, you could just use 2,000 mana. Not that hard right? Wow, max mana. Just keep doing that. On the other hand, if you're stupid enough to recklessly use your mana so it's, say at 1-2%, you'll get very little back from your Ghouls. It's even worse if you have NO mana left, you can't even regenerate! You're screwed big time! Wait, you have the F-air. ... . .. though you still get what I mean. What if you CAN'T or DON'T hit the foe with it?

Anyway, enough rambling, Mana shield is ****ing unfair, you could easily have 3,000 mana: do you know how hard it would be for most foes to try and take it down, seeing as how Kel ’thuzad already has other defensive tools? It doesn't really help the evil wizard skeleton man too much, (WHY DO YOU THINK WE HAVE A THING IN SSB CALLED .... A SHEILD?).

His playstyle just seems to be a lot of "focus on the keeping foes out of the skeleton people and get them to hit me" factor, a lot of moves for that, perhaps too much. Maybe they even contradict each other, though Im a little not on the thought of doing that, or even trying to think about it, it's just not worth it.

Overall, I'll just say what I feel, I'll say what's my mind: the total focus of the set just seems.... scattered. You probably want a reason, hmmm, well. It's kind of hard to think about... perhaps a bit too tacked on some moves are. I'd say this is a average quality set from you, not so OMG!!!! in my thoughts, though everyone has their own opinions. I'll acknowledge the gifs and the attempt at Kel ’thuzad though. Not the easiest thing in the world to do.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
A rather ungentlemanly thing to not comment on Chris' set, though I assume it took place in the chat, so it gets away quite easily.
The thread's slow as all hell and I thought I wouldn't be able to post him today. In any case, here you go, my dear Katapultar. Also, most important Gentleman's Rule: Don't talk about the Gentleman's rules.

DANTE

I did think this set was somewhat all over the place as reading through it, though my disjointed reading of it late at night probably helped account for that. It really did come together much better then expected, and the Up and Down Specials helped significantly in making Dante another combo character which required actual thought in using his combos instead of using the same mindless combos again and again. I didn’t think you could pull it off so easily once again, but you did. Bravo. The smashes and grab were also surprisingly creative, a breath of fresh air from the tilts (Which I don’t mind, as no nonsense combo moves are needed).

I couldn’t care less about sparkly BBCode for yu neek orgy nations, thought the gigantic pictures that are common throughout the set are somewhat disruptive. I also found it strange how you went far enough to call him somewhat of a trap character with only one trap and that he could camp, but you did admit that was more of a noobish strategy to do with him so I suppose that’s rather irrelevant. Anyway, great set. MW approves. (Y)

Katapultar said:
KEL’THUZAD
This name comes to be familiar to me only through your MYM5 SM The Immortal Eye. I guess you're going to finish the job off right now.
Quite. Originally was gonna be a joint with Lionheart but we both sorta forgot about it and. . .Yeah. Randomly decided to make him again when I was stuck on my current set that’s killed my productivity so much to get another set out.

As hard as you work on your sets, there are a few signs of laziness in it (THIS IS THE PART OF MY COMMENT WHERE I NITPICK RANDOM STUFF). And nit pick spelling errors. Using a existing move from Brawl and saying "This is essentially ....." instantly tells me, the reader, that it wasn't thought out as well as it could have been despite it making the set somewhat easier to read.
I do that all the time and I don’t find it particularly lazy, as all I’d be doing would be changing the animation for the moves and comparing them to existing moves makes them much easier to picture. I could try to dress it up, but that’d just be wasting your time, no?

I also take it that the ghoul's attacks had zero thought put into it, whereas you could have made the attacks more suiting, to at least the playstyle. Besides, I totally can't see Ghouls doing Wario's F-tilt and F-air, seeing as he's a fat cartoony man and they are graphic computer generated thingys. Though I suppose that nobody cares too much, but would you rather have the ghouls do a light smack that can knock the foe into a relentless Ghoul combo while you wait to impale them with a strong move? Sounds good. Anyway, for the hell of it,
there's a spelling mistake in the set.... but I forgot where it is. Oh well, nobody but I will give a care about it.
Ghouls’ attacks were supposed to be generic. I said that the moves had different animations, meaning that the moves just had the properties of Wario’s ftilt and fair so that people could picture them easier.

Oh no! A spelling mistake! Whatever shall I do!

Right away, Kel ’thuzad has Mana, a WoW attribute I guess, and some Ghouls to use. The gist I get of the set is: bring a random corpse house out, then jump into the air and make foes approach you and stuff. You are a camper. Though most of the set just seems to be about distracting the foe with random moves to keep them away from your hostile Ghouls for reasons such as fueling your mana: 3,000 is a bit too much at the start despite that it would have relevancy to WoW I would guess. Also, having get 3X your mana back IS somewhat broken and damaging to you at the same time. First, you could just use 2,000 mana. Not that hard right? Wow, max mana. Just keep doing that. On the other hand, if you're stupid enough to recklessly use your mana so it's, say at 1-2%, you'll get very little back from your Ghouls. It's even worse if you have NO mana left, you can't even regenerate! You're screwed big time! Wait, you have the F-air. ... . .. though you still get what I mean. What if you CAN'T or DON'T hit the foe with it?
I have never played WOW. Ever. This is entirely based off of Warcraft 3 (The best game ever made), thank you very much. Yes, Kel’Thuzad –can- camp, but if he camps the foe is free to attack the Ghouls and he’s screwed, so he wants to get up close and personal. If he can lure them by camping, so be it, but obviously not everybody will take the bait. . .

He has 300 mana. I have no idea where you gathered 3000 from. . .I don’[t really get what you’re going here about at all. You get 90 Mana back from a full health Ghoul, and you can summon the Graveyard/raise Ghouls for free.

Anyway, enough rambling, Mana shield is ****ing unfair, you could easily have 3,000 mana: do you know how hard it would be for most foes to try and take it down, seeing as how Kel ’thuzad already has other defensive tools? It doesn't really help the evil wizard skeleton man too much, (WHY DO YOU THINK WE HAVE A THING IN SSB CALLED .... A SHEILD?).
Kel’Thuzad can still be grabbed through Mana Shield, so it’s not like he’s entirely untouchable if he’s annoying you too much. Furthermore, it’s not like you don’t have anything to attack. He puts up Mana Shield, that’s your que to kill the Ghouls. He WANTS you to attack him.

His playstyle just seems to be a lot of "focus on the keeping foes out of the skeleton people and get them to hit me" factor, a lot of moves for that, perhaps too much. Maybe they even contradict each other, though Im a little not on the thought of doing that, or even trying to think about it, it's just not worth it.

Overall, I'll just say what I feel, I'll say what's my mind: the total focus of the set just seems.... scattered. You probably want a reason, hmmm, well. It's kind of hard to think about... perhaps a bit too tacked on some moves are. I'd say this is a average quality set from you, not so OMG!!!! in my thoughts, though everyone has their own opinions. I'll acknowledge the gifs and the attempt at Kel ’thuzad though. Not the easiest thing in the world to do.
. . .So let me get this straight. Kel’Thuzad has too many moves that contribute to one solid playstyle, but his playstyle is scattered all over the place? Olololololololololololol. Kel’Thuzad has insane potential. That’s why I did him, I loved this concept. This is far from a Mr. Sandman.
 

Chris Lionheart

Smash Champion
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Make Your Move
Kel Thuzad

So here we have Kel'Thuzad, a moveset by the MYM dictator emperor himself.

I'm going to start off by saying that I'm not so fond of Kel as I was of many of your earlier movesets. While many of your earlier masterpieces, such as Sloth, tried to be ingeniously simple and yet creative with what source material was available, Kel tries to be unsmash in a way that only Arthas/Thrall/RCT could boast about.

The thing that really hurts this set isn't the supposed overpoweredness of Mana Shield that Katapultar claims, but rather a very innate underpoweredness of the set as a whole. The entire match, Kel is absolutely starving for mana, as he uses it for anything and everything he needs to put up a decent fight, and often burns off large chunks of mana. He has no mana regeneration, only recovering it in completely unreliable means. You can either put up with incredibly ******** ghouls, each ghoul not even paying for a Frost Nova if they were sacrificed at full health, summon an abomination that is absolutely useless without Unholy Frenzy, or rely on Siphon Mana, which could possibly scream brokenness if it weren't for the fact that it forces foes to go offensive on your ***, which is quite frankly a scary idea, because the lightweight Kel couldn't put up a close-quarters fight if he wanted to. Sure, he can use Mana Shield, but that brings him right back to square one in which he is starving for mana.

Overall, Kel does not feel like a playable character. He feels like a boss, and a really weak one at that. Just about all of his offensive options are so stupidly predictable that it seems as though fighting Kel would be as simple as learning his attack cues. If he summons Ghouls, lure those incompetent fools off stage. If he summons an Abomination, it just means you've got him in a corner, because now he is desperate. If he summons a Meat Wagon... well actually that doesn't seem like such a bad idea on his part. It's a no-lose situation considering the worst that can happen is he lose the 60 mana he spent on the spell... which is a lot cheaper than some of his moves. If Kel uses Frost Nova, you're liable to see it coming from a mile away and spot dodge it (this move seriously reminds me of Ryuk's Death Note). Learn to do these things, and you've got Kel in an effective 0/100 matchup (with the 100 being you). You may claim that he's viable, but I just can't see this guy being anything more than bottom tier at a tournament.

Now, I guess after that rant on his underpoweredness and unsmashness, you might be a little angry... but it wasn't a bad set by any means. It was properly detailed, as is expected of you, yet very readable, a trait that you seem to be improving on with each set that you make, and it's playstyle was actually pretty good, seeing as it tried to present situations in which this character might be useful. Kel is a real creative, yet jumbled mess of a character that almost brings us back to MYM4 times, yet the playstyle helped keep it together, which is a relief to say the least.

If you want to disagree with this little review, then go ahead. I care not. This is just the two cents of a person who gave up his influence in the contest and now just wants to have some fun, and I'm pretty sure that this set was fun for you to make.
 

Koppakirby

Smash Cadet
Joined
Aug 13, 2009
Messages
52
Holy Crap, Mumbo feels a LOT less original now

Kel Charizard
I don't read many Warlord sets, admittedly. They're too complex! Ah, but seriously, Kel is a cool guy. He kicks butt and-You know what? Is that whole 'Kick butt and doesn't afraid of anything' thing from soemthing? I've been using it everywhere recently. Anyway, the mana thing was really cool. I used a similar mechanic for Mumbo, with a few differences. I loved the whole graveyard thing, and the Meat Wagon was awesome. Which Is why I loved the Final Smash so much. My biggest complain with the set is it's complexity. TOO MANY BIG WORDS. What's an abododadon? But I joke. Great set, really. Me loves the magicy stuff.
 

ieyasu tokugawa

Smash Rookie
Joined
Jun 3, 2009
Messages
10
This guy may be a chapter boss but may be fitting for SSB.



Maraj

Maraj is a wind sage working for Ludveck. He finds out that Lucia had discovered plans for Ludveck's mutiny and is sent out to kill her. However Lucia manages to prevail and Maraj is KIA (killed in action).

Stats:
Size:5/10
Weight:5/10
Power:4/10
Ground Speed:8/10
Attack Speed:7/10
Traction:5/10
Jumps:6/10
Falling Speed:5/10
Range:7/10
Priority:6/10
Recovery:9/10
Crouch:6/10

Special Attacks:

Neutral:Elwind
Maraj swings his right arm right and 3 waves of energy come by and hit the opponent. The attack may be useful in surrounding enemies and Maraj can't be hit by his own energy. [7%]

Side:Typhoon
Maraj swings his left arm up and 3 tornados the size of Mario fly across the floor to send his opponent flying lightly up. [4% per tornado]

Up:Wind Escape
Maraj surrounds himself with wind much faster than Zelda's Feliore's Wind then disappears then reappears at a location determined by the Control Stick. This covers more distance than Zelda would. It can hurt people if they are too close. [6%]

Down:Blizzard
Maraj chants something. A second later the opponent is covered in ice. Maraj will swing swing his arms apart to break the ice and damage his foes. This magic is an auto freezer and if Maraj is hit during this the opponent may stay there for 2 seconds then the ice breaks. [8%[

Standard A Attacks:
Neutral A:
Maraj starts this by doing a quick jab to his opponent's face, followed by a punch to the stomach with a right then finishes by doing a heel drop faster than Captain Falcons. This combo only gives a little knockback.
[Up to 12%]

Side Tilt:
Maraj will do a left uppercut to his opponent's chin, causing the opponent to go off balance, followed by a right uppercut that knocks the opponent into the air. Maraj will stand in place when he is doing the right uppercut. [Up to 8%]

Up Tilt:
Maraj will hop forward and brings his arms together then bring them down like a hammer causing the opponent to flinch. [7%]

Down Tilt:
Maraj will quickly crouch on the ground and swing his right leg to trip up his opponent. But that is not all. He will also do a fast swing with his left arm to send his opponent sliding across the floor. [Up to 7%]

Dash Attack:
Maraj will position his left shoulder as a ram to ram his opponent. If he manages to make contact he can push his opponent almost to the edge of the ring. This will also make item crates slide forward very fast.

Smash Attacks:

Forward Smash:
Maraj claps his hands and larges gusts of wind come from his direction blasting his opponent away. [12%]

Up Smash:
Maraj swings his arms up in front of him and a tornado his size appears in front of him to blast up Maraj's opponents. [6%]

Down Smash:
Maraj quickly slides across the floor tripping up his opponents if there are to close. This is much faster than Bison's own slide. [5%]

Aerial Attacks:
Neutral:
Maraj starts off by doing a fierce punch then creates a light tornado near him. If anyone is near the tornado he/she might be blasted up lightly. [8%]

Forward:
Maraj quickly spreads his arms apart as if he were slicing his opponents with his fingers. [6%]

Backwards:
Maraj does a midair flip that can kick anyone behind him back to the ground. [4%]

Down:
Maraj dives downward diagonally with his right leg out to hit his opponent in the head. [7%]

Up:
Maraj does a 360 spin punch. This can knock anyone around him away. This can make breaking smash balls easy. [9%]

Throws/Grab:

Pummel:
Maraj will punch his opponent in the stomach while he is holding the opponent with his left. Maraj can pull this off quite easy as he is a wind sage. These give out 3% per hit.

Forward Throw:
Maraj levitates his opponent, spinning him/her around for a few cycles then pushes his arms forward to forcefully send his opponent flying. [10%]

Backwards Throw:
Maraj quickly turns around with his opponent above him then quickly throws his opponent off like a bullet. Anyone near the flying opponent will be hit as well. [8%]

Down Throw:
Maraj jumps up into the air with the opponent by the throat and Maraj throws the opponent very hard into the ground. This leaves the opponent lying but no knockback. [7%]

Up Throw:
Maraj spins his opponent around by the arms for fast cycles then throws his opponent up into the sky. Won't do much but can be useful when his opponent is at death's door. [6%]

Final Smash:
Tornado:
Maraj turns to face the screen then crouches on the ground saying "This is what happens when you oppose lord Ludveck!" then quickly stands up surrounding himself in a gigantic tornado. This will begin to suck up opponents and items very fast. If they are caught they will be blown around for a few seconds then blasted away with tremendous damage. Getting items out of the way is almost impossible for when they are sucked in they won't return. After 10 seconds the wind ends and Maraj says "Those who harm Ludveck will gt a very short lifespan!"

Playstyle:
Maraj is a very fast sage. Though he is weak as he was in FE:Radiant Dawn his wind magic is almost impossible to predict. His Up Special is much faster than Zelda's Up Special. His slides makes it easy to get under beams.

Alternate Pallets:
Default Maraj (Blue Team)
Maraj in Red (Red Team)
Maraj in Green (Green team)
Maraj in Black
Maraj in Purple
Maraj in Yellow

Extras:
Taunt Up:Holds a little ball of wind in his hands.
Taunt Side:Twirls around then strikes a fighting pose saying "No one can catch the winds of Maraj!"
Taunt Down:Does some hand signs saying "There is no forgiveness to my enemies."
Victory Pose 1:Crosses his arms with 2 fingers up saying "You must be better than what you are if you want to defeat me."
Victory Pose 2:Moves his right hand across his chin saying "Maybe i overdid it."
Victory Pose 3:Glows his hands with wind saying "Don't stand against Ludveck or i will blow you away."
Victory Pose against Lucia:Maraj holds Lucia's lifeless corpse by her neck and looks to the sky saying "Lord Ludveck. You will give me a handsome reward for this!"
Victory Pose against Brom:Brom prepares to get up but Maraj kicks him in the stomach saying "The bigger they are the faster they die."
Lose Pose:clutches his stomach in pain as he collapses to the ground going "Auuuugh! Ludveck! The fight is.... yours...."

Authors notes:
This is my first MKM. He may have been a chapter boss but he can be fitting for smash bros.
 

MarthTrinity

Smash Lord
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Hey and welcome to the thread! I see you've posted your very first set, mind if I give a little constructive criticism? Of course you don't (or maybe you do, who knows =P)! First of all, fleshing out this guy's backstory a little is a key bit for helping the reader actually know who this guy is. I could tell by the picture he was a Fire Emblem character, but I (and many others here) have never played Radient Dawn so we'd really have no idea who he is.

If you look up at Dante or Kel'Thuzad who were previously posted on this page, you'll see that they're full of bright and beautiful COLOR! This makes a set -MUCH- easier to read than your standard white wall of text. Unfortunately for many, if a set is not eyecatching, they'll simply pass it up to read a more lively, easy to read set. Proper organization not only helps the moveset look lots more attractive to the eye, but it also helps make it easy to read and follow.

Now I'm just gonna touch a bit on the specials. Neutral Special and Side Special are similar and also have similar problems. They could both use some more detail mostly in how fast the projectiles move, how far they go, how spammable the attack is etc. The Up Special is a common case of something we like to avoid in MYM. It's basically taking a move that already exists in Smash and saying "It's Zelda's Farore's Wind...but better." It's basically Zelda's recovery (which would be excellent if it weren't for that start up lag) and removes the start up lag, makes it go further and makes it more damaging. Also, when does it hurt the foe? At the beginning? When he reappears? Those are very helpful details to help imagine the move in the actual Smash. The Down Special also suffers from some lack of crucial details. You say he chants something and then the opponent freezes a moment later. Where is the hitbox for this attack? Directly before him, like a Falcon Punch? The way it's worded now makes it seem as though it has infinite range (which would make it very broken).

The normal moves are rather basic, but I won't fault you there since it's just your first time. Playstyle's in MYM tend to be a bit more fleshed out and more elaborate than actual Smash playstyles (and often times are rather over the top, my sets included). Your current one is rather bare-bones and the last sentence doesn't really make much sense...he can use his slides to get under beams? EDIT: Nevermind, down smash helps him approach, I get it now :p

So overall, you have the potential to improve lots, hence why I went and wrote out this fairly long comment. We all started somewhere and, admittedly, my first set was far worse than your first one. So don't give up, keep at it, and you'll be improving leaps and bounds in no time! Most importantly though, make sure you're having fun with it! ;P

This is my first MKM. He may have been a chapter boss but he can be fitting for smash bros.
As a final note, MYM doesn't limit what characters you can and cannot make movesets for, chapter boss, main character, literary character or inanimate object (seriously, we've had a set for a rock and a candy bar); anything goes in MYM!
 

BKupa666

Barnacled Boss
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Dante: Here's the early-contest Lionheart set I've been waiting for, and it certainly brings some fascinating ideas to the table. While even the mention of comboing has a negative knee-jerk reaction on several MYMers, Dante doesn't seem cliche with his playstyle. Labeling Dante a trap-combo character really gives the impression he'd have a lot more generic freezing moves to hold foes for his faster attacks. Such focus on Up Special keeps him much fresher than he'd be as a Fat Bastard knock-off. He has no stand-out mechanic to make jaws drop, but I feel that with one, he wouldn't be as well-received as he is now. Like HR, I applaud the beastly grab-game. Hopefully you pump out a few more sets like Dante before the contest's end.

Kel'Thuzad: A Warlord minion set, eh? With a generic ammo bank mechanic? *reads* Using minions as a source for ammo rather than as generic meatshields? (Y) I can't say it's unsmash or scattered, but there are a few little flaws I see in there. Kel wants foes to attack him, but with his light weight, I don't see how he can hold his ground when he's so launch-able. Even if he has Mana Shield up, it's not like he's more resistant to being tossed to a KO. The concepts are brilliant, especially raising Ghouls like pigs for slaughter (h). Statistically, there are a few holes to be filled, and while they're not nearly as gaping as several MYMers would make it seem, they're still there. I'd put Kel on par with Morton as of now, both of which are better than Lucy.
 

MK26

Smash Master
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http://www.mediafire.com/?zj2oddmz0yy for ZSS fix!
And now presenting...several weeks in the making...a REVIEW?!?

wooh! Round 2 of Maestro's Massive Moveset...uh, Review! Yeah, MMM...R! I feel like doing Jynx, just because. (It's actually only been a week and a half :p)

So, first things first! I like the introduction, even if the idea of a Pokemon seductress sorta creeps me out. Stats are cool. No numbers in stats is cool. Humour in stats is cool. Cool.

Neutral-B being a signature move and not necessarily a playstyle mechanic is a refreshing change. Granted, I'm not entirely sure what happens to a character when he falls asleep in midair. I assume he falls like a rock, but last I checked that doesn't happen in Brawl. But this is MYM, we do what we want. I object to any use of the word 'seductive' in this set. The other adjectives are ok. The rest of the Shuffle is cool too, but having 3 seconds to set up an attack might be a bit much. Perhaps opponents should be able to mash out to regain control faster...

Judging by the short description, utter lack of bold, coloured text, and a completely unassuming first sentence, I'm not expecting much out of this move.

...

So, it seems like much of Jynx's play will be based around encasing the oppoenent. If she can get in against a trapper/propper/camper and encase them, that's a clean 40% damage and 7 total freezes (plus whatever other status effects you like) unless they decide to approach. Swell. On the other hand, your generic speedster/rushdown type probably won't be very fazed. You don't seem to mention it, but Ice Voodoo would make a great anti-camping tool. All in all, well thought out, if somewhat overpowered. Unfortunately, you fall to that common premise of 'the opponent can do X, and you can't do X, except for this one move'

And what a one move! Unblockable, instant KO, effectively infinite range...uh...uhhhhhhh...yeah...
I think it'd make a horrible recovery, too. Just sayin'. Not a fan of the Opera.


As far as the specials go, it seems jynx is a character of extremes. If you can't land a side-b, the up-b is effectively useless. If you can, however, you've essentially got an ace in the hole, as long as you manage to knock your opponent away long enough to charge up Opera. The rest of the moveset has to be severely underpowered to make up for Jynx's equivalent of an Ice Climber chaingrab.

Jab is plain, but in character. Cool. Ftilt is quite impressive - one of the few moves I've seen that manages to work better in Smash without any real changes to it. I applaud you for that. Utilt is creepy. Apparently. But it sounds cool. Dtilt...ugh. Without the link to Ice Voodoo, it's fine, as long as the advantage on hit isn't too much. But to be able to cause your opponent to flinch anywhere at any time is nothing less than broken. Think about it. Once you knock your opponent offstage, you can spam dtilt on your statue and edgeguard him from the middle of the stage, threatening him with no risk to yourself. Not 'very little risk'. Not 'MK levels of risk'. Zero risk. It's even worse if your opponent is a heavy or fastfaller with an up-b with more than a little startup. You can probably drag a Falco down to the bottom blastzone with repeated dtilts on his statue alone. As for dash attack, again, straightforward yet good.

I'm starting to see a bit of a campy, spacing, defensive-type playstyle building up. Other than the side-b and related moves, Jynx is shaping up well. I just really harp on things I see as poor - I'm much better at explaining why I hate something than why I like something. If you did something well, I think you'd know it; if you made a fatal error somewhere, it's probably in the final product because you missed or overlooked it. As such, I think I'd need to point out the bad more than the good.

The fsmash looks good. Quite good. Just a question: Is this snow pile intangible, or can someone jump on top of it? The other two smashes are similar to the first - intuitive, effective, and sensible. They complement and deepen her playstyle as well, to boot. All in all, well done here.

I'm not entirely sure 'Donk' is a word...nothing special to see in the nair. Fair, on the other hand, is cool. Bair is sorta weird, but it works, i suppose. Uair and dair both gave me a laugh, imagining a Jynx doing that. Again, well done overall.

The throws are simple, yet done well. I don't want to think of Jynx kissing Brawl's cast, however...:urg: Just one problem - when the foe is running from Jynx after a bthrow, what happens when they're near the end of the stage? Or a wall? Or a walkoff? It's just begging to be used and abused.


I still can't get that side-B out of my mind - alone, it isn't bad, per se, but being able to hit your opponent anywhere at any time is. Other than that, Jynx seems well done. The smashes complement the campy playstyle nicely, and both the aerials and throws make for a great reimagining of the character and how she would fit into Brawl. *applause*

I was expecting a suicide kill when I read "Perish Song". Is this another one of those unblockable moves? Oh well, it's a Final Smash, where's the harm in being way over the top? It just seems kinda...tacked on. I can't quite put my finger on it, but something seems off.

You sorta underestimate the strength of Ice Voodoo in the playstyle. Once you get that move off, it will be your opponent's sole objective to destroy that thing before you can tack on damage. However, I must admit, I didn't consider anything other than 1v1 when labeling it 'broken'. You also focus a bit little on the campy aspects of Jynx. In other news, she would certainly be unnerving to fight. Less hip shaking in the extras plz. :p


Your writing impressed me. I could tell that you made sure that Jynx was clear and concise. She seems like a great character to play - not necessarily overpowered (I'd be beating a dead horse if I mentioned the side-b again), with definite weaknesses, but certainly good enough to hold her own. She's in character, too (except for the times when you expand her character, which is always good). All in all, a solid set. :bigthumbu
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,288
Location
Hippo Island
KEL’THUZAD

Am I the only guy who actually likes this set?

Regarding his two mechanics, the Peach-float with ground moves was pretty clever and innovative, whereas Mana was a mostly standard "lol ammo" thing but since you tied it in with his summons it was a nice twist on the concept. If anything my issue with it is that I'm not sure how having to hang back and restore mana fits in with a guy who's supposed to be offensive...

The moves felt very reminiscent of MYM5 where many of them were very interesting in their own right instead of just being "clever playstyle manipulators" but at the same time they all fit together into a cohesive set. Ice + Darkness makes for a fun fighting style. Even the moves which were "cloned" from Brawl cahracters were different enough to be interesting and at this point in MYM we shouldn't be expecting every move to be groundbreaking to begin with.

As for his playstyle, an offensive summons character is kinda cool. I say "kinda" since sumnmons are really just a type of stage-control and there are are plenty of stage-controllers who are offensive to an extent. And like I previously said, his mana thing kinda lends himself to being defensive since he'll want to hang back when he's running low. If you made the ghouls give him some mana after being KO'd then it could work since he could fight alongside his minions and continue attackign as they die to fuel his own attacks (or just scrap Mana entireley). However, in your defense, I really don't get why everyone is saying he can't be offensive due to being light-weight. Last I chekced, Meta Knight, SSB64 Pikachu, and all the Melee top tiers were light, and Bowser, Snake, and Dedede are heavy. Oh right, Bowser is clearly the rush-down king and Melee Fox is the God of camping, how silly of me.

What Kel lacks in "uniqueness" he more than makes up for in style. Really, all his ways of boosting his minions and getting enemies to come to you do make for a nice, deep, web of intricacies that would give him a ton of potential ways to play. He's like Morton in that regard but these are more "unspoken" potential instead of pre-planned branches, which means that Kel has a lot of natrual depth to him, which in turn means that he would be really fun to experement with (y).

Overall, I like this set a lot. My complaints on mana were far from deal-breakers and he would just be a really enjoyable character to play. I wouldn't go so far as to say that he's your best MYM7 set, but he's definitley one of the better ones so far in the contest and really underrated.
 

BKupa666

Barnacled Boss
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Zinger


Background

Any true DKC fan remembers the countless lives lost at the hands of these pesky wasps. Zingers are hands down the most persistent enemy in the series, appearing in some form or another in all three games as the 'dick' enemy. They infest Crocodile Isle in colonies of massive hives, under the rule of Queen B and King Zing. Equipped with deadly stingers, Zingers are a force to be reckoned with, alone or in a swarm.

Personality? This Zinger is quite proud, resourceful, and aloof. After being bested by the Kongs, he has been itching at a chance to get back at the flea-bitten apes. Havig gained permission from his rulers to enter the Smash world, Zinger is eager to be a thorn in his foes' sides and to bring honor to the Zinger race.

Statistics

Aerial Movement ~ ~ ~ 10
Recovery ~ ~ ~ 10
Movement ~ ~ ~ 9
Attack Speed ~ ~ ~ 8
Priority ~ ~ ~ 5.5
Traction ~ ~ ~ 4
Range ~ ~ ~ 3
Power ~ ~ ~ 2
Size ~ ~ ~ 2
Falling Speed ~ ~ ~ 1
Jumps ~ ~ ~ 1
Weight ~ ~ ~ .5
Abilities ~ ~ ~ Crawl, Glide

Zinger's stats go from stellar to laughable really quickly. He is top-notch in aerial battles, but takes a long time to KO. Zinger is difficult to catch, but it's a good thing for him; Zinger dies off insanely early and is near defenseless on the ground. In fact, the only reason he should be down their is to bog his opponent down; his few KO moves are primarily aerial. Although the wasp can win a Brawl without so much as using a grounded attack, he'll find that messing his with opponent on the stage first can be a huge safety net for him.

Zinger can crawl at a moderate pace, and glide at a speed barely faster than Meta Knight. He has four below average aerial jumps.

Specials

Neutral Special - Mud Dauber
Zinger lifts his sting slightly, tossing a ball of mud the size of a Deku Nut a character width forward. The ball has minimal priority, but Zinger can sling the mud nearly as fast as Olimar can pluck Pikmin. Foes who hit the mud ball take minute damage.

For every three balls of mud that hits a foe within ten seconds, the foe loses 1/10 from their speed stat. For every five balls that connect within ten seconds, the victim becomes slightly more likely to trip. Finally, for every seven balls that are landed in the same time frame, the opponent becomes unable to dash or jump.

Zinger can take advantage of these liabilities with his speed, preferably by bringing the foe airborne, or using another helpful ground move on them. Mud lasts for nine seconds on a victim, although they can shake it off early with spinning moves, i.e. Spin Attack or Whirling Fortress.
{ 2-3% }

Side Special - Honey
Zinger regurgitates a spurt of honey, slightly larger than a horizontal Pikmin, forward a character width and a half. Zinger has a lag similar to Peach plucking and throwing a Veggie, and identical priority to Samus' Super Missile. The honey sticks to whatever it hits for seven seconds. If it hits an opponent, all hitstun will stack during this time frame.

Should a foe walk onto a patch of honey on the ground, they'll be stuck there for as long as a Headbutt bury. A stuck pig can't run or dodge; they must jump out to free themselves, which has double its normal startup lag. Zinger can either toss the foe up or follow them into the air when they jump. Since stuck foes stay immobile for longer, Zinger may wish to lob on some mud or another spurt of honey before his foe escapes.
{ 4-5% }

Down Special - Envenom
Zinger curls his sting under his torso slightly, as it turns green and pulsates. This takes about as long as Diddy pulling out a peel, and is not an attack. This little charge causes Zinger's next three sting-related attacks to deal 1.25 times their normal knockback.

Also, the next three sting attacks will cause a varying amount of poison damage over a period of five seconds, the amount of which depends on the attack strength. Zinger cannot stack these power-ups, so use them wisely to assist with KOs or accumulate enemy damage.
{ 5 - 15%, depending on attack strength }

Up Special - Flight of the Zinger
Zinger's wings enlarge slightly and begin beating faster as a blur for the next twelve seconds. For this time period, Zinger can tap B and any direction to hover around freely; the speed at which he does so is determined by how fast you mash the button. After twelve seconds, Zinger is left with nothing but his normal jumps, if you haven't used those yet. He can attack freely while hovering, being able to move about to better position himself for his upcoming move. Flight is an amazing recovery; he's bound to need it, seeing how easily he can be launched.

His wings are close-ranged, laughable priority hitboxes that deal multiple rapid hits. Potentially, Zinger could trap a fast-falling victim in the wingbeats and hover off the screentop for a KO, but even Ganondorf can beat this. Extremely risky business indeed. After twelve seconds is over, Zinger must wait for six seconds before using this again. This is your time to stack up mud or honey, before finishing business in the air with the aid of flight.
{ 1% per wingbeat }

Basic Attacks

Basic Combo - Bristle
Zinger buzzes ominously, as his spikes extend from his body, with quite a bit of hesitation. The spikes don't have amazing range, but their priority is enough to defend Zinger from quite a few melee attacks. Anyone gullible enough to attack the spiked wasp take set damage and knockback. Of course, Zinger can just run into foes himself for the same effect. Extended spikes also contribute to a few other moves of Zinger's. Spikes last for five seconds before retracting.
{ 5-6% }

Dash Attack - Swarm
Zinger darts forward a character width, going around whatever's in front of him by entering the background briefly. There is minimal lag on either end of the move, but it is not an attack at all...yet. If Zinger darts around a foe once, then quickly does so again, he'll cause a cartoony cloud of parasitic underling wasps to swarm around the victim for several seconds.

These pests deal multiple rapid hits to the victim, in addition to a bit of stun here and there. You can toss mud or honey onto a swarmed character or take them to the skies out of it. Smart foes will want to punish Zinger after the first dart to ensure they don't fall victim to his swarm.
{ 15-16% }

Tilts

Forward Tilt - Mandibles
Zinger opens his mandibles, clacking down three times rapidly. These pincers have surprising range, and impressive priority, due to their sharp nature. Each clack deals fair damage and low set knockback, meaning you can never land all three. Unless, that is, if the last move Zinger used was Side Special. In this case, the foe gets stuck in Zinger's sticky pincers, getting hit by all three clacks before being knocked back.
{ 4% per clack }

Down Tilt - Zap
As simple as it gets; Zinger quickly turns onto his back, stinging forward a mediocre distance. Like all stinging moves, this tilt has fair priority. Multiple stings can be strung together with ease, especially if you trap a victim against a wall. Because of this, this is one tilt you won't want to use with a venemous sting. Instead of chaining D-Tilts, you'll bounce your foe out of range. Stick to venemous Smashes.
{ 5-6% }

Up Tilt - Antennae
Zinger extends his antennae forward a bit rapidly, wiggling them around in his enemy's face weakly. The antennae deal three light hits to foes, resulting in a bit of stun. Chaining U-Tilts can build damage fine and all, but there is a more subtle use. You see, antennae serve as sensors for insects. For Zinger, they alert him as to when a foe is ready to be KOed. After Zinger has poked a foe with his antennae, he'll flash red briefly when the foe's damage level is high enough for him to finish them off. In a FFA, he only senses the closest foe to him. Although competitive Zingers won't need this move's side effect, it can be helpful for casual Zingers used to Smashing foes away left and right...
{ 3-9% }

Smashes

Note:
Zinger can perform Smashes in the air. Peter Pan ripoff? Hardly. Zinger has both aerials and airborne Smashes, aiding his aerial KOs significantly. Airborne Smashes are executed exactly the same as normal ones, although you may wish to use Flight to stay up and moving while charging; doing so won't interrupt your moves at all.

Forward Smash - Barb Barrage
Zinger flashes briefly, before spewing a stream of barbs forward two character widths. The barb stream covers Olimar's height, trapping foes in multiple lights hits while carrying them away from Zinger. Barbs have lame priority, but the sheer quantity of them makes the stream nigh impossible to interrupt.

The last hit of the barbs deals a low set knockback, the charge only having increased damage. However, Zinger is always able to trap a mid-air foe in the barbs and let it carry them offstage to their doom. Onstage, this quick Smash is your go-to GTFO move. The knockback is increased slightly by using Basic Combo to enlarge Zinger's spikes.
{ 2-25% }

Down Smash - Paralyzer Cannon
Zinger turns onto his back, ala D-Smash, but rather than merely stinging, he launches his pride and joy at opponents, a new one growing in its place. The move's charge increases the range, priority and speed of the sting; at maximum charge, the sting travels as far as Wolf's laser, with better speed and identical priority.

Foes jabbed by the flying sting take damage, in addition to a Paralyzer-esque stun. Instead of taking his prey back to his hive for food, Zinger should pepper the victim with mud or honey, or bring them into his aerial warzone. Foes paralyzed in mid-air don't fall until they become mobile again.
{ 9-14% }

Up Smash - Flight Pattern
Zinger merely hovers upwards Marth's height, before buzzing right back down. Boring, eh? Well, this move is a lot more intricate with the proper know-how. While charging, direct the Control Stick in a pattern, and Zinger will follow the trail. You can move the 'trail' around at a moderate speed until maximum charge or the trail overlaps. Zinger maneuvers around your trail for as long as you please, until you drop out by dodging.

Zinger is a moderate-priority hitbox that KOs from 155-140%. If you're aiming for a simple KO, you'll need no more than the default vertical rise. By inputting a pattern, you open up several possibilities for aerial hell, not the least of which is forming a circular pattern to block the edge. Just remember that while charging in midair, you'll be limited to vertical Flight, due to you manuevering the trail, rather than Zinger.
{ 13-17% }

Aerials

Neutral Air - Spike Eruption
With one tap of the button, Zinger's spikes extend out, like Basic Combo without any hitbox. Upon a second input, barbs are shot out in a growing circle around Zinger's body, extending out a moderate distance before vanishing. If your spikes are already stuck out from Basic Combo, it only takes one input to launch the barbs. These sharp pricks are a major aerial KO move; getting speared KOs at an admirable 120%. Only one set of spikes can be out at a time.
{ 5-6% per spike }

Forward Air - Berserk Pursuit
Zinger points his stinger forward a miniscule distance and begins slowly honing in on the closest foe. Tapping B during Flight speeds up his honing slightly. If the angry hornet connects, he'll dig his sting into the hapless victim, dealing great damage and knockback that KOs around 110%. Zinger is best off using this close to a foe, as he can only hone for two seconds before dropping out of the move (cancel early by dodging). Maybe paralyze a foe or use the honey hitstun of another aerial before honing in for the KO?
{ 17-18% }

Back Air - Impale
Zinger performs an action identical to a faster Bowser B-Air, with slightly less range and priority. If he lands it, the victim will be impaled by his back spikes. Zinger can now move at half speed with his opponent stuck to his back; foes can mash off with grab difficulty, but if Zinger's spikes are extended from Basic Combo, it will take slightly longer to do so. Tap A with an impaled foe to do a flip, hurling them off with strength enough to KO at 125%. It won't KO as early as F-Air, but is somewhat easier to land.
{ 9% impale, 8% throw }

Up Air - Insectile Loop
Zinger performs a fast manuever similar to Shuttle Loop, just with a much smaller actual loop. The wasp's underside has a close-ranged grab hitbox during the loop; connect and you'll snare the foe out of the air before hurling them away from the flip's momentum. Zinger's sting has fair priority, and can interrupt edge-guarders nicely. The throwing movement is similar to B-Air; this time, it only requires one input, but is slightly weaker, KOing at 135%.
{ 10-11% }

Down Air - Kamikaze Sting
Zinger quickly extends his sting downwards a marginal distance and spins around like a top while descending. His underside has decent priority at this time. By tapping the button, Zinger descends down Marth's height at a moderate pace; you can hold his descent for as long as you want. If Zinger stings a foe, they'll be impaled by his sting, as Zinger's descent speed doubles. Victims can mash off with average difficulty.

If you hit the ground with a foe in tow, they'll take knockback that KOs at 120%; Zinger suffers a lot of landing lag without a foe. Every second a foe is impaled, they take light gradual damage. Offstage, Zinger can descend down to the bottom blast line with an opponent, air dodge to cancel the move, and fly back up, leaving his helpless foe to perish. Onstage and off, this can be a great, albeit slightly situational, KO move.
{ 1-2% per second impaled, 14% landed }

Glide Air - Pincer Slash
Zinger shreds his mandible jaws together powerfully, with Meta Knight-esque lag on either end (in other words, little to none). Enemies had better beware of this; it can KO just as easily as Meta Knight's G-Air. It's got slightly less range and priority, but when you consider Zinger has a slightly faster glide speed, the usability isn't diminished any.
{ 7-8% }
Grab / Throws

Grab - Landing
Zinger faces his belly forward while swiping with all six legs and clacking his mandibles, with a bit of lag on both ends. Should a foe touch either of these, Zinger will land on the foe to grab them. The wasp's grab has low priority and less than impressive range.

Zinger can grab while airborne to perform his throws in mid-air. Aerial grabbing is best when used in tandem with Flight, to ensure you land the grab. Up there, their focus is gimping, as opposed to stunning onstage. Zinger can fly around when he's grabbed an opponent in mid-air, although foes will be able to escape with a bit more ease when the wasp is focused on flying. Without Flight, Zinger and his victim fall at a moderate speed.
{ 0% }

Pummel - Infect
What else could it be? Zinger daintily pokes his sting into the victim he landed on. A very fast, weak pummel.
{ 1% }

Forward Throw - Pollinate
Zinger rubs his legs rapidly against the victim, brushing them with pollen, before pushing them forward lightly. This causes the victim to let out a massive sneeze. This sneeze pushes the victim back as far as F.L.U.D.D., making them briefly dizzy afterwards. F-Throw is likely Zinger's worst aerial gimping throw; precise positioning is required for foes to sneeze their way beyond the blast line.
{ 5-6% }

Back Throw - Sharp Flip
Zinger performs a 'wrestling' move similar to Kirby's B-Throw, flipping over backwards to toss his victim. Just before tossing, Zinger bends his spiky backside into the opponent, launching them horizontally. Onstage and off, this is Zinger's best sans-gimp KO throw.
{ 7-8% }

Down Throw - Bee Drill
Zinger begins spinning around, identically to D-Air, drilling his victim into the ground. His sting deals multiple light hits before leaving the foe in a brief Pitfall state...unless he's airborne. In this case, the first light hit spikes the victim with alright power. This, while not dealing much damage at all, is a foolproof gimp.
{ 2-6% }

Up Throw - Barb Laser
Zinger tosses the victim above his backside, before firing up three rapid consecutive barbs into them. Foes cannot DI out of the three hits, but they can angle the upwards knockback of the last hit without much difficulty. Zinger should try to fly near the upper blast line to prevent this.
{ 3-9% }

Final Smash

Final Smash - Hornet Hive Horror
Zinger turns red with anger and invincibility, buzzing to summon four yellow drone Zingers. Each drone is the size of Zinger himself, circling their comrade at a moderate pace. Each has 30 HP, and if one is killed off, the others will tighten the circle in its place.

For fifteen seconds, any move you perform of Zingers will also be performed by the circling drones. Now, for each mud ball you toss, you'll toss four extra balls; the five wasps can easily overwhelm opponents now. Your minions provide a circling meatshield of defense, although even if they are all somehow KOed, Zinger remains invincible for the remainder of the super attack. Ah, it's good to be king.
{ Varies }

Playstyle

Zinger has a lot to accomplish during his time on the battlefield. He's one busy bee...er, wasp. His incredible speed gives him the chance to soar right into the fray and blister his opponent with sharp attacks. You'll really want to reconsider when taking this offensive approach, though. Unless you're facing noobs, the likes of whom find Link's Up Special overpowered, Zinger may very well be send flying with one solitary Smash. His beastly Flight enables him to soar all the way around Temple, if you do button-mash fast enough, but even the best lightweight recovery cannot prevent its user from early obliteration.

Or can it? Zinger uses Flight to cope with his defenselessness. Its mobility assists him in most aspects of the fight. Zinger's highest priority Smashes can be absorbed or shielded, and his projectiles, while fast, are next to useless to defend from nearly the whole cast, due to lame priority. Even his defensive Basic Combo is laggy to utilize. There is, however, a golden path for this small wasp to follow in battle, taking down the biggest bullies as a result.

Slinging mud does nothing to hinder foes' approaches, but a few balls splattered on their ugly mugs will have them bogged down and sliding like a penguin. Honey is harder to land without stunning your victim first, but it can be even more vital than mud at times. Stacking hitstun combined with Zinger's mile-a-minute antics? Sounds like a dream come true, eh? Zinger can now build the hefty damage he needs for KOing. Even if you miss, you'll create a little trap onstage for careless approachers. Of course, you can never rely on mere traps, but at least you'll have given Zinger a bit of breathing room.

The worst case scenario with these two projectiles is the opponent breaking through them. Zinger cannot tolerate any foul-ups if he is to survive until his aerial stage. Unfortunately for him, his projectiles' strength are marginal at best. You can't just breeze through with their speed, cleaning off a stock in one clean sweep. Zinger will have to use his godly aerial movement and a bit of creativity in order to successfully work his magic on rivals.

Damage-building is no easy task for Zinger, but as soon as you've gotten used to working Zinger's projectile tools advantageously, this phase tends to zoom past. Zinger can take advantage of a foe's speed decrease or trip with his blazing speed and fast moves. If a foe slips at your feet, zoom in and use a Dash Attack before your victim can react, or envenom your sting/enlarge your spikes. Smashes, while slower than Zinger's Tilts, can rack damage percents with ease, while not knocking the foe away too far. Once you've got the projectile phase down, damage-building follows easily.

When your foe's damage level has neared or passed 100%, it's time to shut them down. This is when your stage stunning should be focused on getting your foe up out of their comfort zone. Enable Flight, throw or knock the foe upwards, and go to town on them. Any of Zinger's aerials can KO an opponent once you've achieved your damage goal. Advanced Zingers will know when they can reliably KO, while beginners can check by using U-Tilt. Make sure you don't take to the skies until you're sure you can score a KO, though; it may be costly to wait out the six seconds after one full Flight.

If aerials are no-strings-attached KO moves, what purpose do aerial Smashes and throws serve? The answer...is gimping. If you care to go out on a limb (or further humilitate your noob friend/relative), you can set a lower bar for building damage. The damage you'll want to rack for a gimp depends on how far away from safety you wish to send your victim, which may vary depending on your victim's recovering abilities.

Antennae only sense the damage needed for a regular KO, so you can rely on these here. Once you want to go for the gimp, set your foe up near the edge before pushing them back off the stage. Use your move of choice, whether it be a spike or a move to push the foe back too far for a return. Unless he is utterly blasted past the boundaries, Zinger needn't worry about being gimped in return. Of course, no gimp can be performed without at least some skill, and while Zinger has more options than many characters, it isn't nearly as straightforward as a regular KO, and certainly not as recommended.

Zinger's aerial dominance is near second to none. Even Meta Knight and Wario can't remain in the skies for twelve seconds, remaining a threat all the while. Still, Meta Knight and Wario don't need to worry about using projectiles before damage-racking, or about being KOed at under 50%. Zinger takes dedication to truly master; players tend to either fly circles around opponents' heads, or flub miserably. Take some time to develop strategies in projectile usage, damage-racking, aerial KOing, and gimping, and you'll be well on your way to being top wasp.

Match-Ups

Vs. Saber - 60/40
Saber relies on spacing to outlast Zinger, but fails to defend against Zinger when he approaches from above with Flight. Granted, her wind attacks can blow back projectiles, but when you consider their speed (mud in particular), she won't be able to withstand a barrage of them. Saber should focus on screwing with Zinger via windy Smashes, which can be punishable, but effective. She can also improve her approaches when bogged down via Prana Burst. Early on, she'll want to apply Up Special as soon as possible; it puts more stress on Zinger during his ground game. It doesn't even matter that it decays her moves, seeing as how Zinger doesn't take much damage at all to die off anyways. Unfortunately for her, Saber shares Zinger's light weight, and unlike the angry wasp, she can't recover well. Her aerials can actually kill Zinger if he's careless; it's important to use stacked hitstun against Saber for a safety net. If Zinger neglects this, Saber can turn his aerial game against him. However, Zinger's mobility makes it easier for him to read Saber's mindgaming attacks, giving him a sizable advantage from the start.

Vs. Morton Koopa Jr. - 55/45
Zinger has no range, but can get up in Morton's face with ease, meaning the Koopaling has to bring down his pillars ASAP to prep his various moves. Once the pillars rise, Morton has few attacks with the speed required to defend from Zinger, although they do have vastly better priority. He'll find it beneficial to use D-Throw and eliminate Zinger's dash, although it won't keep the wasp from the skies due to Flight. Zinger has a much easier time racking damage on Morton than vice versa, but the KO phase branches off a bit more for both characters. Morton takes a long time to KO normally, due to his heavy weight, while gimping takes more effort, but is quicker. Zinger can both aspects, seemingly giving him a distinct lead. Morton can bring this match more down-to-the-wire, however; Zinger will have to perform near flawlessly to avoid Morton's damaging attacks that can KO him at silly percents. Due to Morton's adaptability, this is far from impossible. Either character can win this match-up; Zinger's dominating speed gives him a slight lead, but Morton is infinitely more durable, which keeps him in the running.

Vs. Super Macho Man - 40/60
Super Macho Man has better melee range than Zinger, so although the wasp will always reach him first, the arrogant boxer can defend without much issue. Although mud is a hindrance to Macho Man, it isn't a huge issue, when Zinger will have to stay in range of his punches to continue spamming away and eventually taking to the skies. He can still damage shield with decreased speed, after all. Zinger's shield is a rather important tool for landing projectiles, unless he's trying to do so from the skies, which is a much slower process. Chances are, Macho Man will break Zinger's lightweight shield at least once before he finishes the damage-racking stage. Although Macho Man is far inferior to Zinger in the sky, he'll more than likely have KOed the shield-stunned Zinger by then. Macho Man offers Zinger many chances of messing up, which gives a good player a moderate lead as the ripped boxer.

Vs. Fat Bastard - 20/80
The tubby scot gives Zinger a run for his money. His stunners don't exactly bode well with Zinger. Should the wasp approach from above, U-Tilt can bring him down to earth. On the ground, Up Special can interrupt Zinger's lightning speed. Even if Zinger accumulates enough damage on the fat fu...I mean, man, he'll have to be extremely cautious of that D-Air substitute. Zinger dies off incredibly early to Fat Bastard, even earlier than normal. There isn't much in his favor this time, except that if he somehow gets the obese lard offstage, he'll subtract a stock from the horizontally-recovering slob. Thaat is, if he can manage to push back a character even heavier than Bowser...

Extra Animations

Up Taunt - Melodious Hum
Zinger buzzes along to the background music absentmindedly. An even cooler addition to crouching in time with the music!

Side Taunt - Razor Jaws
Zinger clacks his mandibles together threateningly, making insect noises.

Down Taunt - Pride and Joy
Zinger turns onto his back a bit, extending his gleaming stinger forward proudly.

Entrance - Wasp's Nest
A hive appears onstage, with several tiny Zingers circling it. The hive shakes slightly, as buzzing his heard and Zinger flies out angrily.

Victory Pose #1 - Aerial Ace
Zinger performs several acrobatic flips in the air, shooting out barbs and posing afterwards.

Victory Pose #2 - Busy Bees
Zingers are time to haul honey. Truckloads of it. Zinger inspects three other smaller Zingers carrying honey into a hive, buzzing contentedly.

Victory Pose #3 - Melodious Obliviousness
Zinger obnoxiously hums along to his victory theme, seemingly oblivious to a swarm of bees chasing the losers around behind him.

Victory Theme - Bonus Room Winner
Does this even need explanation?

Loss Pose - Broken Barb
Zinger lies on the ground, fluttering weakly and gazing mournfully at his bent sting.
 

Koppakirby

Smash Cadet
Joined
Aug 13, 2009
Messages
52
Eekum Bokum, Also, KUPA!!!!

Kupa got me right before I posted. But I really don't wanna post all this again later, so it stays.


Mumbo Jumbo is a Skull-Faced shaman who has appeared in every single game in the Banjo-Kazooie series. In the first game he could transforms the bear and the bird into useful things(Or a pumpkin) after they collected enough Mumbo Tokens. In Banjo-Tooie, his role as transformer was taken over by his rival, Humba Wumba, and he became a playable character who could perform amazing feats at special designated pads. In Grunty's Revenge, it was also revealed he could send things back in time. In the most recent game, Mumbo became a mechanic, as the magic business was in recession.

Mumbo's Comments(MC): Hello, I am Mumbo Jumbo, Most best shaman in entire world. Mumbo read set for Mumbo. Give criticism. Then show awesome set to Humba to show her Mumbo no dummy. Big Heap interesting. Eekum Bokum.


Power »»» 5
Priority »»» 6
Size »»» 4
Weight »»» 5
Range »»» 3
Fall Speed »»» 4
Jumps »»» 4
Recovery »»» 8
Traction »»» 4
Attack Speed »»» 5
Comboability »»» 5
Movement »»» 5
Abilities »»» Transformation of Opponent, Magic Meter

Mumbo has a rather uninteresting set of statistics. He's meh in about everything. Except in recovery, but we'll get there later. You'll also notice the Transforming opponent thing and Magic Meter I put in there. We'll get to that son enough. My aim for this guy is to make a character who upgrades his own meh stats and downgrades opponent's stats. Sometimes even the stage itself. Trap much?

MC: Mumbo confused. Who KK try to fool with Mumbo's stats? Everyone know Mumbo no need traps. Mumbo strongest there is. Mumbo help whoop witch butt many times. Mumbo turn KK into frog if he actually think Mumbo not strongest.


Down Special - Summoning Dance
Mumbo pulls out a small sack and begins to dance, summoning pink, swirly orbs of power to him while chanting 'Eekum Bokum, Eekum Bokum, Mumbo Jumbo, Mumbo Jumbo". This fills up his magical magic meter by 3, allowing for some changes in his attacks. The meter is displayed by the percentage, and has 15 stages of magic. Every time Mumbo does a magic-enhanced attack, it'll go down on bar. Most attacks will switch to their upgraded mode only after Mumbo has 1 boost, but some will not. This will be stated that way per move. This summoning dance can be done continuously, each second of dance adding 3 boosts, although quite laggy in startup and ending. Also, you may spy a Glowbo flying towards mumbo alongside the pink sparklies, just ignore it, it's just an Easter egg. Also, on the pause screen, hold B for 3 seconds as Mumbo to see a list of when certain attack upgrades. Mumbo starts each match stock with 8 stocks of magic.
[0%]

Neutral Special - Mighty Shaman Zap Stick
On empty/low Magic Meter, Mumbo holds his mighty staff out in front of him, magical purple sparks flying from it as he does so. You can continue to hold down the neutral special button to continue the animation as long as you care to. Well, not quite. Being hit by an opponent with higher priority destroys and devastates, and after 5 seconds(Still pretty lengthy) the wand will burn out and it will be just an animation. The taking out and putting away of the staff to execute this attack is rather short, taking maybe a third of a second. The range of this attack is rather sad, however, taking up a Pikachu's width in front of Mumbo. However, this is made up for in the fact that it can be held for maximum protection. Mumbo can be turned during this continuous attack by simply pushing the direction you want him to turn to(Left or Right). This sadly has little priority, as even a jab from a heavyweight can possibly destroy it. It deals 9-12% damage and medium knockback. When the Magic Meter is filled up 3/15 ways or higher, the attack remains the same in terms of damage, knockback, and priority, but now is a homing projectile blast that homes in on the nearest opponent within 3 Bowsers of him(A statistic it shares range with) at Kirby's Running speed.
[ 9-12% ]

Side Special - Transform
Mumbo grabs his staff again, and brings it down opponent the opponent in front of him, chanting 'Eekum Bokum' and 'Oomenaka' as he does this. The opponent will then glow for a second and afterwards transform into one of 5 alternate forms! That's right! Mumbo's first gig returns. However, if the magic meter is empty, this is merely a clone of the neutral special, with copied stats. Otherwise, however, the opponent(Or Ally. It's possible to transform allies. Except with a reversed table of transformations(IE, Pumkin is first transformation)) will be transformed. This one has more lag than the previous one, about 1/2 a second of lag , yet range and priority are the same. Transformations are only temporary, lasting about ten seconds each. The following is a list of transformations and the conditions under which they form.

Form 1-Bumblebee
This Transformation only requires 1 magic stock to be used.The opponent turns into a bumblebee which has unlimited jumps and unlimited flight with the up special. Any of the attacks besides the Up Special is to shot a Ray Gun Shot-Speed stinger attack with unlimited range, low priority, 4% damage. Probably the strongest of the forms, to find weaker transformations for opponents. The transformed one retains all their statistics in terms a weight, priority, speed, etc. Size: Olimar

Form 2-Daddy T-Rex
This transformation is available at 4 magic stocks. Mumbo transforms the opponent into a giant T-Rex, this huge hulking beast. It's jumps are small, all it's attacks are replaced with a roar that deals only heavy knockback to opponents within 1.5 Bowsers of it. Other than weight and speed, all other stats are intact. Size: Wide as 2 Bowsers, tall as Gannondorf

Form 3- Detonator
This transformation is available at 7 magic stocks. Woo-wee! This transformation is that of an old fashioned Detonator. Yup, the kind that blows TNT. He hobbles around at Kirby's walking speed with Jumps of the same calibur. Any attack results in a massive explosion with high priority, high knockback, and 18% damage to both the Detonator and anyone in blast radius. Size: Ness

Form 4: Baby T-Rex
This transformation takes 10 magic stocks to begin to use. This is essentially Daddy T-Rex, except 1/4 the size, 4 times as fast, and 1/4 the weight. Plus the roar attack doesn't do anything. The jump is also 4 times as good. Rather useless, but still good at avoiding damage. Size: Kirby

Form 5: Pumpkin
This transformation costs 12 stocks to begin to use. The smallest, slowest, lightest most useless transformation. It has no attacks. This is basically just hear for you to beat the snot out of. Seriously. Have fun. Size: Pikmin in height, Kirby in width.
[ 0% ]

Up Special - Levitate
Mumbo does the same dancing animation from the down special and begins to glow green. This causes him to gain flight for a whole second, moving at Pikachu's walking speed in whatever direction the player chooses. However, after a second a bar is depleted, despite normal standards for these things. With a full bar, it means 5 seconds of great recovery. Note that you can't do this on no meter, and that getting hit during levitation will cancel it. There is one more thing, however.

If this is used on the ground and an opponent is within a Bowser of Mumbo, Mumbo will levitate that opponent instead. The speed and time limit as well as lag remains the same, and mumbo gets to control the opponent, possibly hurling him/her off the edge of the stage. The attack is canceled if Mumbo or the opponent is hit during the move, however. This attack sadly does no damage. Coming out of the spell in either form is simply a drop; no helpless fall. Although you obviously can't use the spell until Mumbo or the opponent plants himself back on the ground. Holding B after the initial lift keeps the recovery going, releasing B makes Mumbo/Opponent drop. Also, you can levitate allies as well. This is one of the only attacks Mumbo can use to KO, so it is an important part of his playstyle.
[ 0% ]

MC: Mumbo not understand logic. Mumbo need more magic for useless transformations? Mumbo can whoop plenty butt without 15 magic stocks. Although Mumbo love pumpkin inclusion. Make good soup. Ommenaka!


Basic Combo - Shaman Smash
Mumbo hikes up his pants(Supplying a medium startup lag window) and then makes a couple of short, small punches forward. This has medium priority, short range, a small hitbox, and and a good amount of lag on both accounts. It deals 4-7% damage with small knockback, and can be easily comboed up to 3 times, after that the cycle restarts, complete with hike. HOWEVER, Magic based modifications(Happens even a on a measly one stock) allow an additional 3% more damage, medium knockback and 9 combos.
[ 4-7%, 7-10% ]

Dash Attack - Time Warp
Mumbo pulls out his wand, and lunges forward, holding it in front of him as it glows magically. Little clock-like images appear around him, ala Paper Mario as well. Mumbo will travel a good distance forward(A Bowser) while using this attack, and it does pretty well in every category(Little overall lag, heavy knockback, great priority, 8-11% damage) as well. However, when magic power is involved(Happens on 4 Stock), the opponent hit by this attack's speed is HALFED for 10 seconds. Yup.
[ 8-11% ]

MC: Mumbo know what readers say. Mumbo's pants are plenty big. Fall down lots. Mumbo's pants supply Mumbo with energy and awesome. Mumbo's time travel powers? Supplied by mighty Mumbo pants. Ommenaka!


Forward Tilt - EMP Burst
Mumbo says his catchphrases again, and thrusts his wand into the ground in front of him, sending numerous green sparks flying up from the ground in a circle around Mumbo. This Circle of sparks lasts for 4 seconds, even if Mumbo leaves the circle in that time. It has little startup lag, and medium ending lag, good range, good hitbox, and medium priority. It deals 7-10% damage and small knockback to anyone(Besides Mumbo) hit by the Ring's sparklies. If Magic is used here(7/15), the circle will pull opponents with 1.5 Bowsers of it towards it while it's out at standard Windbox speed.
[ 7-10% ]

Down Tilt - Oxygenate
Mumbo holds his hands above his head and chants his catchphrases some more, and a beam of sunlight flashes down on Mumbo, creating a good supply of oxygen in that area. It's a rather long attack on both Lag accounts, has small range, and unbeatable priority. Anything hit by this sunlight beam takes 7-10% damage with medium knockback. However, this attack is the only tilt that can be used while swimming, and if used while swimming in and the magic meter has at least one stock, it will make it so no one can drown in the water. However, get it to 8 stocks, and only Mumbo and his teammates can't drown in the water! Convenient! This is one of the only attacks of Mumbo's that can KO.
[ 7-10% ]

Up Tilt - Flame Stream
Mumbo holds his hands up in the air, a small stream of Fire extending from them as he does that, burning foes above Mumbo. The lag of this attack is small on both accounts, and it's range is about 1.5 Kirbies upward with 6-9% damage and light knockback. Having 8/15 stocks boosts this range to 3 Kirbies. This attack has medium priority.
[ 6-9% ]

MC: Mumbo see lots of moves here. Moves that help Mumbo win. Mumbo use these moves to snare foes in. Mumbo like hunter. He see pray and take it down with skill and cunning. Eekum Bokum!

http://www.youtube.com/watch?v=OKrXpmW9E5Yhttp://www.youtube.com/watch?v=OKrXpmW9E5Yhttp://www.youtube.com/watch?v=OKrXpmW9E5Y

Forward Smash - Power Blast
Mumbo pulls out his wand and points it at the ground in front of him, sending an electrical charge going through it. Truly electrifying, yes? Anyway, This has medium priority, small range(About a Kirby's width in front of Mumbo), and little lag on both accounts. It deals 8-17% damage with medium to great knockback depending on length of charge. However, on 7/15 stocks the electrical surge in front of Mumbo will spread out after the initial strike, covering the entire platform in a short electrical burst in 1 second, no matter what size the platform, although damage and knockback stays the same. This is one of the only attacks of Mumbo's that can KO.
[ 8-17% ]

Down Smash - Shaman Slide
Mumbo does something he does very often in this set; dance. He dances for a full second! Why would anyone want Mumbo to dance like this? Because this dance is a completely random attack! This attack has about as much lag as rest, but it does turn Mumbo's Body into a hitbox! With Unbeatable priority, Mumbo will take any damage while dancing! And that's not the best part! This little Cha-cha Slide of his will have a random effect, like stated earlier, so anything can happen! A Random amount of damage between 1-10 with any amount of knockback? Possible. A flat out freeze? Possible? A Juju Summon? Possible. Random Items? Possible. Transforming an opponent? Possible. Unfortunately, this attack cannot be modified.
[ 1-10% ]

Up Smash - Juju Sculpt
Mumbo holds his wands over his head, and spins around, pieces of ground circling around him during the charging animation of this attack. The actual attack spawns a Tiki-Like head with it's mouth open above Mumbo that will deal damage to anyone above Mumbo at his spawn time. then fall straight down to the ground, obscuring Anyone's path but Mumbo, who simply goes through him. These Tiki Heads(Juju) serve as walls Mumbo can call up at anytime time he wants, each about the size of Kirby and has 12% HP(Although a shot to the mouth kills it instantly).

For the actual summoning and statistics of the move itself, it's a bit frustrating. Although many of Mumbo's Moves are easy to use, this one has 3/4 a second of starting lag! That's a huge window! The priority is also terrible to, Juju is better to use as a trap than an attack. It deals 8-18% damage and medium to high depending on Charge. Only 3 Jujus can be out at a time(And yes, they can be built onto top of another), but every 3 extra stocks on the magic meter adds the possibility of another Juju. Although it will crumble if it is below that level.
[ 8-18%]

MC: Mumbo wondering about KK's originality. Many props throughout set? Animation sharing moves? Mumbo think KK taking many risks with this one. Oomenaka!

http://www.youtube.com/watch?v=YqbXUvtjZ1I&feature=relatedhttp://www.youtube.com/watch?v=YqbXUvtjZ1I&feature=relatedhttp://www.youtube.com/watch?v=YqbXUvtjZ1I&feature=related

Neutral Air - Eekum Boom 'Em
Mumbo presses a button on his almighty wand, which begins to spin rapidly. It stays in the same place for about a second(Even if Mumbo moves away) and explodes violently, creating a quick, dmaging explosion as tall as Mumbo and as wide as Mumbo's highth. Mumbo gains a new wand about 2 seconds after the blow, but until then is unable to attack in any fashion. The explosion deals 10-17% damage and deals high knockback. At 10/15 stocks the range of the explosion simply doubles. Sorry.
[ 10-17% ]

Forward Air - For those who played Tooie, there's no way I'll ever be able to make 'Life Force' into an attack
On a more related note, Mumbo forces a small brightly colored energy explosion of....energy in front of him. It is a rather simple attack, having good priority, medium range, and medium-bad lag on the startup, with almost none at the end. It deals 4-8% damage, but it's main advantage is it's high knockback. At 6/15 stocks, it deals twice as much!
[ 4-8% normal, 8-16% Stock 6/15 ]

Back Air - Skullhammer
Mumbo reels his head backward, smashing opponents with it and it's mighty mightiness. This attack is giganto lag, as it takes Mumbo time to swing his massive skull. It also has a rather small hitbox, despite Mumbo's massive skull. It does deal a hefty 8-12% with great priority and heavy knockback, though. At a measly 3/15 stocks, the hitbox triples, in size, becoming Mumbo's entire head instead of a third of it.
[ 8-12% ]

Up Air - Wozza's Whirlwind
Mumbo summons a small gust of wind to whirl around him a dizzying speeds, finally ending in a large windy burst that pushes any opponent within a Bowser far away. It's a rather long attack, taking 8/10 of a second for the entire animation. The wind itself deals 3-6% with little priority and little knockback, the burst dealing 7-11% damage with medium knockback(aside from the windbox) and high priority. The range of the gust is only about the size of Mumbo's Eye, the burst being large enough to barely engulf Mumbo! With 10/15 stocks, the attack will break shields if the burst hits, regardless if the opponent is shielding. (What does this attack have to do with Wozza? Nothing. I couldn't think of an Up Air. I really shoot be thinking of more mainstream characters.)
[ 3-6%,7-11% ]

Down Air - Slow Decent
Green sparklies surround Mumbo, who suddenly begins to fall very lightly. Like, a third of Gannondorf's walk speed lightly. He can still move n the air at the same speed, but the actual fall itself is now slow. Very slow. This attack lasts a whole 3 seconds, and is best used in recovery situations. It's the only aerial that can be used in helpfell fall state. At 5 stocks, it adds another second to the attack, 10 adds another second, 15 making it 6 seconds long.
[ 0% ]

MC: Mumbo think KK going for funniest move name with forward aerial. Mumbo Jumbo's got the bling bling. *Rap music plays*

http://www.youtube.com/watch?v=p2YsSH-VzI0http://www.youtube.com/watch?v=p2YsSH-VzI0http://www.youtube.com/watch?v=p2YsSH-VzI0

Grab - Magic Wrench
STOP GROANING. NUTS AND BOLTS WASN'T TERRIBLE. SO STOP GOING 'WAH WAH IT'S NOT THE SAME WAAAAAH!' AT ME! AT WAS A GOOD GAME, SO STOP WHINING. GOSH. Anyway, Mumbo's grab is rather unique. Yes, it does hold the opponent a good ways away from Mumbo, but it also allows Mumbo to move freely while holding if the special move button is held. Otherwise it'll function like a normal grab, aside from the opponent floating away, within the tractor beam powers of the wrench. This is also a good ranged Grab, as Mumbo can pick up opponents 1.5 Bowsers away. Also, I don't remember if I mentioned this earlier, but none of the attacks in this section have magical stock upgrades. Also, Mumbo CAN grab while Eekum Boom 'Em is in effect.
[ 0% ]

Pummel - Hyah!
Mumbo whips the wrench forward, sending a shock up the magical little yellow glowy stuff that keeps the opponent in place, shocking the opponent for 3% damage. It's a rather long pummel, but another one can be started halfway through the process of hurting the opponent.
[ 3% ]

Forward Throw - Paint Shop
Mumbo whips the wrench, sending a rainbow-colored energy stream heading up the tractor beam yellow glowy stuff and soaking the opponent in paint! After the paint hits(For no damage), Mumbo flings the opponent 3 Bowsers away with the awesome power of his wrench. The throw does 7-10% damage, and the attack itself is also quite lengthy, sadly. For an entire 10 seconds after the attack(Afterwards it melts off), the opponent will be one of their alt. colors, just for giggles.
[ 7-10% ]

Back Throw - Oomen-Let go?
Mumbo chants his catchphrases and.....he drops the opponent. He loses the yellow barrier and the opponent falls. Wut. Actually, this is just a clever ruse. You better stay within 3 Bowsers of the opponent you let go of, because in five second he'll be automatically grabbed the beaten against the floor violently, dealing 5 hits of 4% damage, the last hit doing heavy knockback as well. The actual drop is pretty short, and the beating is also short, surprisingly.
[ 4% each, 20% total ]

Down Throw - Drop
Mumbo actually does something insane this time, and drops the opponent. Well, not quite. He throws the opponent downward 2 Bowser's widths rather quickly. It's a quick attack, but it serves it's purpose, also doing a full 8-11% damage. Probably best used by an edge.
[ 8-11% ]

Up Throw - Disassemble
Mumbo wildly shakes the opponent, parts falling off in the process. What do I mean by parts? Weapons! Link's Sword! Zero Suit Samus' Pistol! Mumbo will shake these things right off them, canceling any moves they have with those for 6 seconds, when they reappear on them. After the shaking off of one weapon Mumbo will release the grab casually. If an opponent doesn't have a weapon, he dropss them at the start of the throw. This attack is rather short actually, and lag is nonexsistant.
[ 0% ]

HC: Mumbo tell annoying 'hardcore' Banjo fans to shut up. Did you play through Pilot and Grunty's Revenge? You tell Mumbo no? Well, Mumbo and KK haven't either. Eekum Bokum.

http://www.youtube.com/watch?v=xCCFz8VfTo0http://www.youtube.com/watch?v=xCCFz8VfTo0http://www.youtube.com/watch?v=xCCFz8VfTo0http://www.youtube.com/watch?v=xCCFz8VfTo0

Get-Up Attack - Teleportation Clear
This isn't as much of an attack as it is a way of evading damage. Mumbo will teleport above where he was, and execute a downwards kick, clearing the area of landing for him, knocking any opponents at close quarters away with 4-6% damage, good priority, and surprisingly high knockback. This attack can be executed rather quickly, not much lag at all. Also, all situationals have no upgrades.
[ 4-6% ]

Ledge Attack - Teleportation Strike
Mumbo teleports onto the ledge which he is grabbing onto, behind any opponent waiting to attack him, and zap him with his wand for a full second. It deals the same amount of damage and knockback as the Neutral Special. It shares lag stats as well, but only lasts a second. HOWEVER. If the neutral special is used during this attack, it'll go right into that attack, as if the extra second of this attack never happened.
[9-12% ]

Ledge Attack (Over 100%) - Heal
Mumbo isn't totally irrational. He knows that if he's doing bad, he'll need to....get better? I dunno lol. Anyway, yeah, that's what he does kinda-sorta. He pulls himself onto the platform and heals himself using magical green sparklies. Yup. Not much of an attack, so Mumbo's probably gonna wanna be on a far ledge from his opponent. It has muchos starting lag as Mumbo chants, but not much ending lag, and heals Mumbo a whopping 15-25% damage.
[ Negative 15-25% ]

MC: Mumbo know these KK's first situationals sense Poppy because the stink. Oomenaka!

http://www.youtube.com/watch?v=YU3htIQe6eQhttp://www.youtube.com/watch?v=YU3htIQe6eQhttp://www.youtube.com/watch?v=YU3htIQe6eQ


Final Smash - Golden Goliath
Mumbo jumps into the background, and out of the ground where he was standing comes a huge golden tiger statue. IT'S ALIVE! The Golden Goliath is an invincible Petey-sized behemoth, who you can control for 30 whole seconds before he sinks back into the ground. He moves at 3 times Bowser's walking speed, has 3 Jumps, each at Bowser's Jumping height. Also, The Behemoth weighs a 10, and doesn't take knockback. It can also attack, although it is just a jab, I'll outline it for you. Oh, and it also deals 10-17% damage with unbeatable priority and heavy knockback if it runs into anything. After the 30 seconds, it sinks back into the ground. It also doesn't share a percentage with Mumbo. In fact, it doesn't even have one.
[ Varies ]

Basic Combo - Falcon......KYAK
Well, actually you're really not gonna be comboing with this one because of the Goliath's low comboability(A 2), but here it is anyway. The Goliath makes a quick kick forward, hitting anything within 2 Bowser's in front of him, and 1 Bowser upward of that. It's got great amount of starting lag, despite the 'quick' part. a Full half-second. But it's worth it, as the attack has unbeatable priority, deals heavy knockback and......Well...Uh...30-40% damage. Overpowered yes. But think of the lag!
[ 30-40%]

MC: Mumbo magic best there is. Mumbo summon gold statue to smash anything. Even Envy.

http://www.youtube.com/watch?v=zTztR_y9iHc&feature=relatedhttp://www.youtube.com/watch?v=zTztR_y9iHc&feature=relatedhttp://www.youtube.com/watch?v=zTztR_y9iHc&feature=related

Something I tried to focus on with Mumbo was alteration of himself, the stage, and his opponent. I believe this follows the guidelines of 'Trap Characters', but I dunno because I don't believe there is any written down version of that. And I don't know that on my own because I don't use skill in Brawl. Well, at least not to the level of everyone else. Also, Mumbo strategies.

Oh look, a mechanic. So this already will be a hack-job playstyle. Anyway, Mumbo's magic meter/stocks are an important part of his playstyle, as keeping them filled up to a high level(Preferably 10 or higher) helps Mumbo rack up more damage and KO more easily. To build lots of power, I recommend this method: Simply position Mumbo far away from the action and use the forward smash whenever someone gets close. Stacking a couple of Jujus near Mumbo for protection also helps as well. Yes, I do realize this situation is rather camper-ish.

Once you've racked up lots of damage with powered-up moves(Forward tilt?) you have to KO. Juju sculpting an opponent at a high percentage is one, but that may be too obvious. Here's one for ya; Use The neutral special, hold an opponent and hold them right over the wand near explosion. They'll feel the full force of the blast and be taken out. Also, carrying an opponent to a ledge, then levitating him underneath it?

In conclusion, Mumbo's a wierd guy, huh? He casts magic and doesn't afraid of having props. All in all, it's probably to your best inerest to keep magic stops over 10, use the forward smash to help with this, rack up lots of damage with that Forward tilt, and levitate opponents away. As for Keeping Mumbo alive, Mumbo has amazing recovery powers, so I don't think you'll have a problem with that. Ciao.

MC: Mumbo still think KK jip Mumbo. Eekum Bokum.

http://www.youtube.com/watch?v=C2b_OsR1bHY&feature=relatedhttp://www.youtube.com/watch?v=C2b_OsR1bHY&feature=relatedhttp://www.youtube.com/watch?v=C2b_OsR1bHY&feature=related

Up Taunt - Fiddle me this, Batman
Mumbo pulls out a fiddle and plays a couple notes from one of my favorite Banjo-Themes, Click Clock Wood, before putting it away.

Side Taunt - Saxophony
Mumbo pulls out a saxophone and plays a couple notes from Mad Monster Mansion before putting it away.

Down Taunt - Xylophone Prehistoric Groove
Mumbo pulls out a Xylophone and plays a tune from Terrydactyland.

Entrance - The hiking up of the pants are an epic moment in gaming. Right up there with Aerith dying.
Mumbo gets our of his chair, hikes up his pants, and pulls out his wand. Time to fight! The chair vansihes also.

Victory Pose #1 - Grab those Ghoulies
Mumbo does a couple bows, as Guffo, the talking can, hauls a couple copies of 'Grabbed by the Ghoulies' to his trash can behind him.

Victory Pose #2 - That Conga's Orange
Mumbo takes a bite out of an orange, and Conga comes from the background and throws another orange at Mumbo to show his displeasure.

Victory Pose #3 - No! I've been saving that since 2000!
Gobi the Camel sits around, minding his own business when Mumbo comes crashing down on top of him, making Gobi spew all his water out onto the losers, as Gobi says the move title.

Victory Theme - Mayahem
Mumbo is too cool for the standard 'Jiggy get!' theme. He gets 23-31 of this: http://www.youtube.com/watch?v=JjoWbFB4BTE

Loss Pose - Tooie's Game over
The camera pans to a Grunty's head-shaped frame and closes in on Mumbo before vanishing, Mumbo on his back.

MC: Mumbo likes tributes made here. But Mumbo best there is, no need tributes.

http://www.youtube.com/watch?v=76gvNNYs5hIhttp://www.youtube.com/watch?v=76gvNNYs5hI
Chuffy the Train


(Pretend Chuffy isn't derailed)​

This train would take Banjo and Kazooie to different places during Banjo-Tooie after they had put it back on it's tracks and defeated it's owner. As a stage, Chuffy Roars through different locations of the Banjoverse, even to some that weren't in Tooie, each location having new hazards and 30 second pass-throughs. The Train itself is as big as Final Destination, including the storage car. So the stage is very big. The track below Chuffy functions like Big Blue's track, dealing 5-7% damage and high upwards knockback if touched. The KO points are to the side and upward. The tunnel between areas is about 7 seconds long. Now, onto the areas! Oh, and the areas appear in random order, but never one stage in a row.

Click Clock Wood(Spring)

-That bull in the picture may sometimes ram into the Train, causing the train to throw everyone into the air.
Hailfire Peaks

-The Dragons will shoot fire/iceballs at the train, and if it hits a character, it deals 8-13% damage with medium knockback.
Treasure Trove Cove

-The Train will drive rather close to the water, and sometimes Snacker will jump out and try to bite someone on the train, dealing 8-10% damage with little knockback if he does.
-The train will drive right through Lockups, living treasure chests, and they will spill lots of one kind of item all over the train.
Glitter Gulch Mine

-Sometimes Canary Mary will fly overhead the train, you can stand on her and use her as a platform if you like. Or you could deal 5% damage to her and watch her crash into the ground and die in a gory fashion if you'd rather.
-Sometimes the train will ride through poisonous caves. If it does, everyone in the battle will suffer 2% damage every second.
Showdown Town
(To avoid page stretch, I ask you to find a pic yourself)
-The Police in their little hovercrafts will follow the train upon entering this area. They'll always be in hot pursuit. Until the area ends that is. You can jump onto the hovercrafts and use them as platforms, each one being as big as a stage builder block. They'll explode if they take 20% HP damage though.
Rusty Bucket Bay

-Everyone dies upon entering this area. The end. Okay, not really.
-Seriously, Snacker from Cove is back. Same damage and everything though.
-Dynamite will randomly fall around/onto the train, creating explosions a Bowser in diameter that deal 15% damage with heavy knockback.
Witchyworld

-The Saucer of peril circles the train during this area. It functions just like Mary, aside from it's more formidable 15 HP and not being pass-through.
-Mr. Patch floats above the stage and will shoot beach balls of death down onto the train, dealing 7-10% damage with medium knockback if it hits.
-Chuffy sometimes will ride right through attractions, including the Cactus O' Strength, Crazy Castle, Dive of Death, and others. Debris from these rides may be thrown onto the train and picked up and thrown as weapons, dealing a capsule amount of damage.
Spiral Mountain

-This stage is mostly visual and for nostalgia factor, but it does have one hazard. Grunty may occasionally will come out of the entrance of her lair and fire spells at Chuffy, shaking the train, and dealing 9-12% damage and heavy knockback if it hits someone.
Music:
(Check the headers)

MC: Mumbo think stage may be longer than actually set. Oomeanaka!
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
@Maraj: I echo all of MarthTrinity's comments; but if you can flesh out your work a bit more using those guidelines, you'll be on your way, ieyasu tokugawa!


I feel like doing Jynx, just because. (It's actually only been a week and a half :p)
Thanks for the awesome in-depth review, MK26! Very well-organized, good use of color to assist reading, your writing style is reader-friendly...but I digress. :)

It sounds like you had a really good grasp on Jynx as I envisioned her; spot on, really. You bring up some good points, like the Down Tilt (people had commented on the lack of interaction between Jynx and the statue, so that effect was unfortunately, well, tacked on :(), the Forward Smash (the whole snow wave is a hitbox, no touchie!), and the Back Throw (which I honestly didn't think about; you can leave it to your imagination!).

Glad you seemed to enjoy the moveset, MK26; it's good to know my first (ok, actually second) MYM effort in 3 contests went over well. And again, the review is very much appreciated! :bee:


@Kel'Thuzad: Did I get the name right? :p

It's the 2nd MasterWarlord moveset I've read in a while; the challenge is always anticipated! I know nothing of Warcraft, except that it usually lends itself to complex movesets. No exception here. My first impression of the moveset is that it started rather abruptly in the Down Special. The concept of raising minions to be harvested as energy is cool. Mana Shield is a little bit redundant; it's pretty much nothing but a normal shield that can be used in the air, except most characters can't grab in the air (Clay can!). Forgive me if I'm not getting the move right, though; the way it sounds right now is a little bit too good, if you know what I mean. Also, I thought that his being able to float (and attack while doing so) seemed like a tacked-on afterthought, until I realized it was actually kind of important.

Overall, each individual move is effective and well-thought out, something to be expected from someone as meticulous as you, MW. For a set this complex, though, you leave a few important details up to the imagination, particularly with conjured things like the Meat Wagon (I had to read it twice to get that it homed in on foes). Maybe it's just me, though. Kel himself seemed a bit too focused on interacting with his ghouls and replenishing his mana than actually fighting; though I understand that his ghouls are meant to be doing a good portion of the brawling and they must be maintained by Kel himself. He just seems a little bit self-absorbed, personally. Difficult to use, too.

The set as a whole is quality, though, and as usual, it's obvious you put much effort into it. I don't know exactly where it fits on the scale of all of your works, MW, but it's certainly another great entry from you. :bee:


Comments on Zinger and Mumbo Jumbo might be pending!
 

Frf

Smash Apprentice
Joined
May 11, 2008
Messages
83
Location
Memphis, TN
D-D-D-D-DOUBLE HEADER!!!!! STARTING WITH ZINGER (WHAT A ZINGY ZINGER)!!!
-The colors, o gawd the colors.
-Jumps is one? Do you mean his jump height, or how many jumps he has? I'm assuming height, but if he's so aerial focused, then why have it be that way?

-Alright, slowing the opponent down to take full advantage of your speed. Seems interesting enough.
-Envenom seems kind of like a cheap power-up, but Zinger doesn't exactly have much to work with.
-For the up B; why have it be 'tap B plus any direction'? Holding B would make more sense. And speed would be determined by how hard you mash the control stick.

-Zinger seems to have a LOT of status effects and set-up moves.
-The up tilt is rather gimmicky.....
-Up smash takes an extra read to fully understand, but I like it's concept. Good move.
-Zinger has plenty of powerful aerials; contradicting the stats section where his power has a 2 rating. I'd bump it up one or two numbers.....
-Little (if any) mention of envenom in the playstyle, and specials NEED to be important enough to be in the playstyle.

Zinger is an interesting character to work with. He has plenty to do throughout the match, but it seems a tad too much. For such a streamlined and simple enemy, he has plenty, to the point of being nearly too much, moving parts. There are some neat concepts in here, but I feel Zinger could do well without things like envenom or the up tilt.

That said, you did manage to make flight not terribly unbalanced, so props to you on that considering some have struggled with it in the past. I just feel like the fat dood was a stronger set overall.
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Commentary on kekeke's set whenever I feel like it.
 

Junahu

Smash Ace
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Nov 15, 2005
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Shropshire Slasher
Dante: It has been a serious while since I've read your inimmitatable style. Your habit of including every detail, even on the occasions where they just serve to confuse the reader, is still going strong.
As a moveset, it fits Dante's style well, and I'm very glad it does. It's a fun moveset for certain and it's enjoyable to see you still put effort into actually understanding what your movesets can do.

but... and here comes the petty complaint wagon..
Considering Dante has the ULTIMATE hammerspace tool at his disposal, the very thought of him physically sheathing and unsheathing about 6 different weapons, just while attacking, sounds jarring. Couldn't Pandora's box simply transform into whatever weapon Dante needs to use?
And many of the weapons were simply included for the purpose of including those weapons, rather than because they added something to his style of play. Like "here's a cameo of a weapon" enjoy. The biggest culprit were the tilts, which could have just as easily worked without the gratuitous instant weapon from out of nowhere-dness.
I mean, the weapon switching works in Devil May Cry, because it happens at a much more deliberate pace, and they have a broader range of attacks to use​

Kel'Thuzad: This is one of your most competant sets yet, a perfect blend of style and substance that doesn't abandon any particular aspect of moveset-making to pander to any particular person. The concept almost seems deliberately shakey, so that you can sweep in and prove everyone spectacularly wrong, which is the kind of bait-and-switch I've always loved seeing in sets. So, yay.

Floating ground aerials was a little too much of a sidetrack, lacking much of a relevant pay off. And the Final Smash of course, makes me rage.
And it's nice to see those fiends again :)

Zinger: Your pacing of your sets has come a long long way since the early days of MYM6, and your writing style has vastly improved too. Zinger manages to be both exciting to read, and concisely logical (at least in terms of not going overboard with gimmicks) at the same time.
I'll have to agree with other commenters, that the Up-tilt would rarely see much serious use, particularly to those who have already mastered the character.
And the alternate highlighting is a tad offputting, especially since one of the colours barely qualifies as a highlight, but I can see the effect you were making with it​
 
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