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

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Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
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Make Your Move
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​
Trust me... I agree completely on the weapon issue. I'll be the first to admit that I included weapons as cameos just to please the DMC fans in MYM (such as HR wanting to see Agni and Rudra). While having Pandora simply transform into these things could be an option, the plausibility of it is... well... not very good. First, I'ld run into possible uncanonicity issues due to the fact that it mostly transforms into firearms (and usually explosives at that). I used every revealed form it had in the series. Second of all... relying on that in the manner you've described would have lent far too much credit to Devil May Cry 4. I may love that game so much, but others (namely MT), found it to be lacking. Dante is best remembered for DMC's 1 and 3, so I tried to show this to an atleast basic extent. Given these factors, I do think I've done quite well with the wide variety of props. They certainly don't interrupt the game flow or hinder Dante... just make his visuals look flashy.

Fear not, though, for I expect Nero to be a much better set. His only weapons are his fuel-injected motor sword (Red Queen), his pistol (Blue Rose), and his demonic right arm, which is used for special grabs and other functions which can lend to both combo and utility alike. Well... there is also his alternative to the Devil Trigger, Yamato, but using that as anything but a Final Smash... would leave nothing for a Final Smash (XD). I have full confidence that I'll be able to use Nero to his absolute fullest potential.

It's been a serious while since I've read one of your everpresent petty writing style comments. I'ld much rather regret including a detail than not including a detail. You can badger me about my style all you want, but it gets the job done, and that's all I seek to do with it. It could be worse. It could be unreadable just like a certain Cutesy (an aspect in which you still seem to be going strong).
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,258
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Australia
[size=+3]Zinger [/size]
A ongoing theme in your sets seems to be set-up moves with a hint of random effects. I remember Bowser Jr who had a lot of that stuff.

I'll just state the first impression I get when reading the opening and compare it with the attacks. I've played some form of DK Country despite my slight untold bias to the DK series, and I kind of remember the Zinger. Though not having anything to do with what I say, you give out the obvious impression that Zinger will be annoying.

So far from the Specials, Zinger stacks effects on foes (As if a lot of your other sets didn't do that), though the Standard confuses me. I presume the "spikes" come out of his back (As you didn't specify where they appeared from, and "body" as a answer is not precise enough). The spikes coming out of his body for a while almost seems like a Special, adding on 5 second timer for that matter. Even with hesitation, I almost believe this attack is broken in melee combat, as Zinger can just run into foes (Using his back I presume) to keep racking up damage and stacking hitstun from his honey, leading into a good deal of infiniting for 5 seconds (5-6% per hit... how INSANE!). This move should be balanced by either taking off the flinching or having a timer for restricting the move in between uses.

Zinger's damage racking skills almost contradict what is mentioned in the playstyle in my thoughts (Some of the aerials?). The dash attack racks up a lot of damage for something that's quick and easy to use. This especially works in with the somewhat uneccesary (In my thoughts) hitstun stacking (Akin to Mr. Sandman, hell yes), too much. Apart from Zinger perhaps doing a bit too much damage with his moves in some instances, Hitstun stacking isn't really something that's said upon in detail in the set and the Down Special seems to be a rather random set-up move that's just somewhat of a filler, this move isn't really given attention in the set.

While it's great and all to have made a set for a little hornet, it probably isn't your best set, though a obvious good effort past certain qualms. (Trying to keep up with Wizzerd and Warlord I see, 3rd set... wait, Koopakirby too).

[size=+3]Mumbo Jumbo [/size]
The Mumbo-Jumbo messages are totally in character, first off... not the best way to start a comment. Errr, it's just that I noticed it from playing the first Banjo-Kazooie games. Though it's cool and all to have a magic meter, you didn't state HOW MUCH you start off with. That would have made the concept a lot easier to understand. For instance, MasterWarlord's recent Kel' thuzad (is that how it's spelled?) set used a mana bar, which was stated in the introduction, though it was specified how much he started off with. Just do the same, state how much magic you start off with and we'll all be cool. The set will be a lot easier to understand. Actually, the whole situation can be solved by just having the Down Special first since it explains the whole mechanic.

The mechanic is alright with the props, which it seems to a first time. The extras were actually pretty good. It's good to have them as a conclusion, it doesn't totally diminish the set itself. Oh, and I totally thought that the Golden Statue being able to kick Envy's butt was totally awesome. You get awesome points just for that.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
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Not wasting countless hours on a 10 man community
46: Illidan



Joy of joys! Let’s get the worst out of the way, shall we? The primary reason Illidan takes the absolute worst spot is because he was made after Zasalamel, who actually had some legitimate (And consciously made) playstyle. That, and I was stuck on him for at least 2 months. 2 MONTHS. Seriously. Working on this moveset is the most torture I’ve ever had to put myself through. Not only are the moves random like a MYM 4 set, there’s separate playstyle themes here that contradict each other with various defense and offense clashing violenetly as Illidan can’t decide what he wants to be. Magic syndrome is also absolutely blatant to anyone with any knowledge of WC3. . .Bloodlust, Vampiric Aura, Sleep, Unholy Frenzy, Doom, Orb of Venom/Fire, a lot more I’m probably forgetting. . .Granted, it’s not –entirely- bad, as Illidan does have the occasional person who doesn’t want to puke on him in HR, Lionheart, and Kholdstare, unlike the next two universally hated movesets.

45: FMA Man



I can’t believe how badly I ***** my favorite character ever in this set to the point of him being entirely unrecognizable. That’s the biggest offender. The picture and “name” I call this set by should give you an idea of it’s contents. You can’t call this a set for Envy. He was made before I read the manga (The only reason I like FMA and Envy especially as much as I do), but that’s hardly an excuse. He was before my getting into playstyle, as well, so he’s judged as a MYM 4 set, but none of his attacks were even particularly creative despite the potential of transforming into absolutely random characters. He’s a failure even as a MYM 4 set.

Fun Fact: The best actual use of this set and Illidan is their bairs. Set off a time bomb then pressure the foes enough so that they don’t just spot dodge it when it goes off. Sound familiar? Ryuk. These bairs were a slight precursor to him, though unlike these jumbled messes Ryuk revolves around the concept rather then casually throwing it into a random button input for creativity.

44: Lust



Lust has the fewest negatives of the three infamously bad MYM 5 sets. Granted, MT hated her and yet liked FMA Man at the time, but that’s about it. She was the closest of the three to coming with a legitimate playstyle, as noted by Spadefox and Ocon. Spadefox thought she was better then the first Gluttony, and Ocon did for a considerable while before I pointed it out to him. He actually –wanted- to have a match-up against her with his self insert. Lust technically has the first (Poorly done) match-up ever, pre-dating Alphonse.

43: Yoshimitsu



Yoshimitsu. . .He’s the least notable of my super early sets if only because he showed the least amount of improvement, and the improvement wasn’t really that good. Meditation was originally a taunt until Mendez advised me to turn it into a special and remove a generic sword slash charge move for it. I also forgot the Final Smash entirely on this set at first and rushed to add it in an hour later. The result was a generic mechanic booster that didn’t boost his mechanic (He had none) and was just a generic buff in the vein of Wario Man. Yoshimitsu is also far from the most fitting person to use Soul Edge. . .

42: Capsule J2



Capsule J2 is the definition of milking a mechanic for all it’s worth and was one of my single most rushed sets ever. 4 hours. It did get somewhat of a playstyle solely because of having a mechanic and manipulating it so much, though no playstyle was intended and this generic mechanic manipulation was intended to be for creativity, falling flat on it’s face. J2 was well received at the time, though I feel that’s more simply because of the character (Kirby was all the rage when Kibble was king). Perhaps his pathetically generic mechanic and the manipulation of it tricked Rool (Who was actually somewhat conscious of playstyle) into thinking it had a playstyle? I blame this set’s success on his and Kibble’s unjustified praise of it.

41: K. Rool (MYM 3)



It’s a decent enough attempt at a first set at the time. Yeah, no creativity or playstyle, though neither of those were exactly common place at the time, but it did have some detail. Percentages and knockback were present with occasional mentions of lag where it was relevant, and the Specials and the occasional Smash Attack actually went into some detail. Most importantly, it’s a take on an outsider to MYM as to how an SSB4 candidate should be in Smash. While I copied the template Koj and Spadefox used for Eggman and read the set to get an idea as to how to go about it, I posted it in the SSB4 thread with no intention of going into MYM. Mendez was the one who recruited me into MYM, though, telling me to go post it in the thread there. This could potentially go higher, but the disturbing lack of BBCode (There was next to nothing before the others demanded that I put it in) and button inputs blatantly stolen from Bowser bogs it down significantly. Ignore the SSE Role – it was made before I made the set and was edited in 2 months later at random.

40: Fatman



Koj set a decent enough basic grounds – trap character. Koj’s take on the trap characters was actually somewhat unique by today’s standards in basic concept – he can’t be pressured like the typical trap character because he can lay traps while moving and has great movement speed. Then I come in and botch it up with random moves for “creativity”, such as a dsmash stolen from Joker and a blatant prop in the usmash that looks like it came out of a Kupa set. This is an insult to Koj’s original moveset blueprints. It’s still worth a read if only for some of Koj’s original writing still being in there with buffed detail.

39: K. Rool (MYM 5)



. . .Rather pathetic that the K. Rool remake is barely any higher then the original, though the original K. Rool has the advantage of it’s quality being much more dismissed due to it’s time and my experience at said time. The second take on K. Rool is a decent enough MYM 4 esque set, and considering it was posted at the very start of MYM 5 it’s more excusable then some of the others. My fondest memory of the set is easily the alt costume clones, which actually got an actual positive response out of Rool, quite a rarity at the time as he was becoming more and more entrenched in playstyle, as shown with Shellder (Which I randomly made a self-meme to take jabs at at the time for reasons I forget – my MYM 6 SM is the only real lasting evidence) who came long before Ryuk.

38: AI Colonel



AI Colonel was the epitome of MYM 4. Complete and utter randomness with no explanation. Granted, unless I wanted to make a set based entirely off of random glitchy attacks like some of the standards when I ran out of quotes (Hence the mirrored bair), making moves based off his quotes was the only way to go. Despite this set receiving some of the best comments of any of my MYM 4 works, it got a grand total of 3 actual votes due to being near entirely forgotten. While the set obviously is crap by today’s standards due to playstyle, I’d recommend reading it a lot more then some of the other sets on here simply because of the lulz it can provide (Katapultar would probably SV this if it was posted today), especially to any MGS2 fans.

37: Captain Vul



^You have no idea how much torture is was to get a good picture of Vul.

Vul’s actual moveset is quite possibly the most in-smash movesets I’ve done in MYM 4, though at the end when I was straggling for the last few button inputs I made the jab, ftilt, and utilt stupidly creative. The set’s also a victim of absolutely ridiculous overdetail. I’m somewhat fond of the set’s grab game and it actually did have a –very- slight playstyle. . .His attacks tended to have low starting lag, but high ending lag, meaning the foe would have to play bait and punish with him. Granted, that’s hardly a playstyle and is more of a playing against style, but it’s better then nothing (Most MYM 4 sets).

As for the rest of the Halberd Crew. . .I never read them, hence why the three movesets have nothing in common. I’m particularly fond of the extras this set has if only for the Halberd conversations. The Halberd conversations in my MYM 4 SM were, in fact, what lead to this set’s existence.

36: Big the Cat



. . .Yeah, Big’s a good bit higher then K. Rool 1 and Yoshimitsu, though not without good reason. Big was a notable improvement over K. Rool with BBCode and no blatantly stolen attacks (Save Dedede’s dash, though that was all too fitting!). Furthermore, Big had a good deal more creative with Froggy, who was used consistently enough to not be a generic prop. While there’s a generic prop in the boulder in the Up Special, the way he spins it around himself like a flail on his fishing rod is directly taken from Sonic Heroes. . .More importantly, if he spins it around too long the line from the fishing pole ties him up and he falls over. Sloth’s dsmash, anyone? Granted, no excuse for the dair boulder prop, which was fittingly the most hated move in the set, though for the wrong reasons due to it being too powerful (Despite the lag making it a Warlock Punch).

35: Klump and Krusha



Klump and Krusha was an extremely disjointed mess and was before the chat came around so all our communication was in PMs, making the set flow essentially like a (less terrible) MYM 5 Metagross. Granted, playstyle was an extreme rarity and very few people cared about it (And those that did were still fans of some playstyle-less sets), so I don’t see why this set was received so very poorly in comparison to all the others. The extras? Nothing more then the usual from a MW set at the time. There actually was a slight bit of potential for playstyle in there in some of their more basic moves that caused them to interact, and in the MYM 6 remake of the set by Kupa those moves which were kept were actually some of the more complimented ones, ironically.

34: Envy



It pains me to rank my favorite character so low, but Envy’s playstyle really is all over the place and he’s blatantly overpowered. The most he’s got going for him is a few move interactions like the zombies and the bair. He tried to go for a playstyle revolving around getting a KO move, but he has so many potential KO methods already it’s rather irrelevant. Envy contradicts himself in a Sukapon esque fashion, and it’s much more deeply implemented into the set then just what a few numbers can fix. Many button inputs would need to be entirely scrapped. This still does have some playstyle with move interactions, but that’s about it. Most of my support of the set’s been blatant fanboyism simply because it does Envy justice (The overpoweredness makes it –more- in character). He’s my worst MYM 6 set pretty easily. Mock this instead of Bull, Wizzerd. Yes, I will continue to do match-ups with him because he’s Envy and because he makes a good stock overpowered character to go with Mewtwo.

333: Missingno



Missingo is my best organized set to this day, save perhaps Kel’Thuzad and Gluttony considering Missingno’s organization is so unreadable. The organization scared Tanookie off and is the reason MYM 5 K. Rool is on the MYM 5 top 50 over Missingno, seeing Tanookie’s the one who got the pick. Rool, however, organization ***** that he is, loved the bloody thing. The actual set is as random as ever, though it fits Missingno a lot more to be random then a traditional character. Spadefox considered “randomness” a viable playstyle for Missingno and thought he’d be my frontrunner (Despite thinking Zasalamel was better). Shows how much Spadefox thinks of playstyle, eh? In any case, this is a fun read in a similar manner to AI Colonel, though not so much for lulz and more-so for all the references to the 1st gen Pokemon glitches.

32: Voldo



Voldo is credited for starting the detail movement, though Mendez was doing it back with his earliest MYM 3 sets long before I was. He was the one who inspired me to put on more and more detail. The only reason I take the credit for it is because I was much more dramatic about it and called all the MYM 2 era sets with no detail pieces of shit. It was quite the wake-up call to say the least, and gained me my hatebase from some of the less well performing MYMers such as Twilty which is still very much present today (Though granted, the views of some MYMers is more love/hate).

Granted, Voldo was a good step up for me and helped –me- to realize how important detail was. It was just a natural progression for me before. Voldo also possessed much more creativity then any of my previous sets with his back attacks, a massive improvement over Yoshimitsu. Certainly far from perfect, though, as his aerials are still generic attacks with no detail. Voldo was posted on my 17th Birthday and I tried to remake him to post him on my 18th birthday for the anniversary, but I failed horribly and just dropped it due to being unable to come up with a playstyle.

31: Nightmare



Nightmare is the set where I started picking things up considerably more. . .He introduced MYM to mechanics. They were very scarce before Nightmare, but Nightmare’s was actually playstyle relevant. Yes, Nightmare actually had a good playstyle concept. Go crazy when you get off a Soul Charge, stall until you can get it up again once it expires. I was actually trying to do this with my Goblin Slaver set which I’ve semi abandoned (May pick up again), albeit with some other concepts as well. Nightmare was also my first introduction to HR as he commented on him (And insisted on spelling his name with a K).

30: Roller Coaster Tycoon



Roller Coaster Tycoon is a mode, not a character, and easily my most un-smash set I’ve ever made. He’s the definition of overdone traps – he has practically no actual attacks whatsoever, and his match-ups are all off the wall and he in general is absolute garbage tier. Things like the stalls actually functioning in the game was laughable. There’s such a thing as too true to character, and this is it.

Tycoon did flow somewhat with slight chain reactions of traps which nobody tends to give him credit for, and the fact I made this bloody work at all is a feat in itself. He’s also absolutely amazing when looked at as a MYM 4 set (Which seems to be what people look at him as) – he’d beat Kawasaki in a landslide who beat everything else in a landslide.

29: Mr. Sandman



. . .Sandman’s pretty scarily close to Bull for how much he was bashed. Why? Because Bull’s playstyle concept is much, much, much better. What Sandman has over, Bull, though, is that all of his moves are entirely relevant to his playstyle. Sandman flows incredibly well. . .What’s bad about him? What he flows into is worse then a generic playstyle. What he flows into is the epitome of everything that’s bad about combo characters. He’d always end up pulling off the same combos with the exception of ending them differently based off whether he was trying to damage rack or KO, further enforced by Sandman being forced into only having one combo starter. Sandman was somewhat unique on paper about how he comboed, but he ultimately still plays the same way as a combo character and has an extremely telegraphed playstyle. Granted, this is the single most generic character with the least potential in all of Punch Out. Little else could be made for him, and the no nonsense comboing playstyle does fit his serious champion personality (Or lack there-of) in Punch Out Wii.

28: Bald Bull



Bull had plenty enough creativity, which while generally not notable in MYM 6 is more-so for the character. If anything he has more creative individual moves then Bear Hugger and Sandman (Proven by GW liking him so much, little other explanation), despite Lionheart going on forever about the occasional boring move (Big whoop). It was made in 1.5 days for a character who’s game I’d never played. Deal.

While this description might sound like there’s no playstyle, it’s very much there, more-so then Envy certainly. He’s more then enough equipped to be a tank and good at survival, and he has an mechanic somewhat like Lucario’s aura (Though limited to one move) to capitalize on the tanking. While the playstyle is there and flows, there are a lot of moves that are unfortunately irrelevant to the playstyle, which is the main thing that leads people like Rool to believe that the playstyle that is there isn’t. Bull’s a prime candidate for a remake in that I see more potential in his mechanic in a similar manner to MYM 5 Gluttony.

27: Ludicolo



The supposed worst set of my MYM 6 sets actually manages to beat out Bald Bull and Envy on the list. . .Impressive. Ludicolo’s flaws are for the most part easily taken down. The main thing ***** about him is balance, but the balance problems are near entirely just casual numbers that can be slid around for easy fixes (Save the broken bair/dsmash combo). Ludicolo’s actual core concepts of dancing to the music and flooding the stage and using his underwater aerials for gimps runs strong and are widely praised, not bashed, save by Ocon for being unsmash. I blame Ludicolo’s poor reception based off character choice – because of Ludicolo being a Pokemon and actually well known, he was the most read of any of my sets and the most commented to this day. Because of this he had a general snowball effect of negative commentary, and when people like Lionheart and Phatcat did very detailed move by move reviews that attacked the balance so massively it was all too easy to jump on the bandwagon.

26: Gobjob



The basic concept behind Gobjob was simple – Chemical Rage and **** the foe during the duration, then go run and camp/stall until Chemical Rage cools down. That alone could’ve been plenty enough to make a cool moveset off of and be a unique playstyle, but I have to throw in that stupid slavery thing for the lulz then throw in that even more stupid Goblin Shredder for a reward for gold which I had no playstyle ideas for outside generic woodcutting to get more gold. Yes, spend your gold on a way to get more gold! Brilliant! Needless to say I quickly ran out of ideas for button inputs for 2 sets and was horrified when I still had 7 aerials left to do. Had I aimed smaller and more down to earth, this could’ve been a fantastic set. The stalling in front of the marketplace was somewhat relevant as stalling also flowed into stalling for Chemical Rage – if I’d just prevented Gobjob from separating from his ogre and removed the gold mechanic, then this could’ve been decent.

25: Ninetales



Ninetales is a particularly rushed one day Pokeset. I’m a huge fan of the concept of centering a character around grab-counters seeing it makes the game revolve all the more around grabs, but there’s only so many ways you can do that before you stack them all together and they become broken as hell. Considering that I just stared blankly when not making any inputs that weren’t related to getting foes to grab her tail, I end up with some awkward inputs like uair/dair, which while are playstyle relevant and creative are just. . .Awkward and make her more insanely overpowered. Also, rest. Ignoring the balance, the set’s decent enough, and is for whatever reason one of three MW sets with musical headers.

24: Gluttony (MYM 5)



Gluttony was my earliest set with what I’d consider a true playstyle. It’s far from an original one and there wasn’t that much flow, but I’d say it’s on the level of Bald Bull. Looking back at it I’d say the flaws are similar to that of Bull in that there are far too many playstyle irrelevant moves, though these moves have more going against them in terms of being OOC. In any case, though, Gluttony had enough blueprints in his playstyle to warrant a remake, which deserves a good deal of credit when Envy was remade due to being a terrible and completely unrecognizable. Plorf and Rool somehow even prefer this set to it’s remake regardless of the time. A bunch of loons, I tell you.

Oh, and also, I consider Gluttony and Alphonse as not possessing the extras at all and blame them entirely on Lust and FMA Man, FYI.

23: The Joker



The Joker aged worse then Cortiny and Dimentio simply for less playstyle. He still had all the creativity needed at the time, and his Kupa esque props were more warranted because of the character choice. I’m also very proud of the grab game for obvious reasons, and it managed to weasel it’s way into the Count to boot. Joker managed to place the highest of my MYM 4 works due to the most creativity. Joker still does have more playstyle then my other MYM 4 esque sets in being a trap character, and he has enough to mix it up in being a grab whore. His lack of flow keeps him below Dimentio and Cortiny, though.

22: Venusaur



Venusaur’s a pretty by the book defensive character and is what I’m talking about when I want people to look more into newer stuff. Granted, he does what he does well, which is more then what a good chunk of other sets lower then Venusaur on the list can say, and he has some cool stuff going on in there with the uthrow/uair combo, the uthrow in particular being one of my most thought out moves ever. I’m honestly very surprised how well I handled the air game to make it both relevant and interesting while still having Venusaur be the usual heavyweight who’s trying to get out of it. Aside from that, we have to keep in mind this set was made in one day and was what started the movement of one day Pokesets. Yes, I was the one who proposed it. I proposed it a few times before, but this time DM was all like “Probopass! :D” and went along with it, so it actually happened.

21: Bear Hugger



Bear Hugger’s playstyle is far more unique then Sandman or Bald Bull’s. Grabs have never been done so blatantly as with Bear Hugger – save perhaps the Count. His sticky gloves mechanic is truly a sight to behold and one of my favorites out of all my sets. . .Though that’s essentially the entire set right there. Rool attacked me too aggressively on Bull on wanting him to be more simple, causing me to make several inputs which were largely irrelevant to the playstyle aside from being the best grab in certain situations (Most of the standards and fsmash). The aerials. . .Are essentially more of Bald Bull and largely irrelevant, though I was running out of moveset potential on him. Still, the playstyle very much flows. That’s not the problem. . .The problem is it flows a bit too much and that he shares problems with combo characters, though it’s not nearly as bad with Sandman and his playstyle is overall much more unique.

20: Dimentio



Dimentio is like the Joker but with more legitimate playstyle which is why he has more lasting appeal. Dimentio is another trap character, though his Side Special Boom Box (Still one of my favorite moves I’ve ever done) gives him actual time to plant his traps, or, god forbid, charge that ridiculous fsmash of his (Blatant example of MYM 4’s unsmashness and nothing but Mario RPG fanservice). Dimentio also is one of my few lightweights, though he’s still an antagonist so that’s rather irrelevant. I remember back when I first finished Super Paper Mario and was calling it an actually decent game and Dimentio was better then Kefka as a character. . .Olololololololololol

19: Cervantes



Cervantes had much better manipulation of his mechanic then Nightmare and his mechanic is actually relatively unique by today’s standards, though looking back at it I cringe at the luck factor involved. The mechanic manipulation supplied much better playstyle and creativity then with Nightmare and the mechanic was better in general. It also was the original Final Smash that had you control the enemy, which has since been ripped off countless times. I eventually pointed it out enough that it finally stopped as people cringed at the concept of me yelling at them. The final perpetrator was Tanookie’s Hypno in MYM 5.

18: Cortex and Tiny



I actually still like Cortiny’s stage. The rest of the extras can go burn in hell. Can you believe I actually thought they’d HELP me? Cortiny could’ve been posted in MYM 3, he was all ready at the time, but Rool insisted I hold him back. Just as well, Dracula’s hype train had too much time to build and was essentially unbeatable, regardless of this set being considered far “better” at the time. This is still the longest set ever posted in MYM due to blatant overdetail and extras.

Why’s it so high? It tends to have more playstyle then my other MYM 4 esque sets. Solo Tiny has to protect Cortex when they separate, and when they’re together they have to play it safe with some of their weaker moves before baiting the foe into an all powerful move that forces them to separate (And you to play as the crappy solo Cortex) alone, such as the uair which I randomly praised for it’s stupid creativity (Everybody else liked the thing too when previewed at the time. . .Except Rool, starting his life long hate of uairs).

17: Zasalamel



Yes, I know the picture is too small. Zasalamel was like Gluttony, but he was actually a conscious effort for playstyle and didn’t just happen on his own. Spadefox was ironically the main thing that made the set turn out like it did (And he super voted it over Alphonse and Ryuk to keep me from winning). . .Moving on, Zasalamel had far more flow then Gluttony with much less irrelevant button inputs, and opened my eyes to playstyle for the first time. I really felt good about him and actually enjoyed writing his playstyle section significantly when I normally considered it a chore. Gluttony, Zasalamel, and Ryuk are the main three leaps on my way to truly learning playstyle. Zasalamel’s only real flaw is that what he flows into isn’t that interesting in that he could be looked at as a camper at a glance, but he’s ultimately more of a melee ranged character, his only projectile being laggy and predictable. Looking back I’d say this is better then Sandman regardless of it’s time simply because of the more interesting playstyle
which still holds up today.

16: Gluttony (MYM 6)



Gluttony’s remake turned him into one of my most flowing sets ever, hands down. He removed the MYM 5 version’s OOC irrelevant playstyle moves such as the god**** pooping and farting moves while having plenty far more creative (And entirely relevant) moves of his own, such as the Up Special and Dair. His playstyle is defensive to the point of not wanting to move at all, but rather then camping all his moves are dedicated to getting the foe away so he can have more time to himself to build his mechanic. Damage racking is contained within the Neutral Special and Fsmash without deviating from this playstyle should Gluttony want to rack some, though he doesn’t need any due to being able to get the foe off-stage with his grab then gimp them. Sure, it’s not the most unique playstyle ever (The only reason Rool doesn’t like this set that much), but it can’t really be classified as anything and isn’t that basic. The biggest regret I have with the set is that it had somewhat of a Bear Hugger esque “flowchart” playstyle, though I still very much like this set, and MT, Kupa, and Kholdstare can’t get enough of this thing.

15: Alphonse



Alphonse was the set following Ryuk and considered my other Zant/Romero esque frontrunner in MYM 5. He flowed just as much as Ryuk and Zasalamel, quite thankfully, and his trap playstyle was widely praised at the time. Obviously this doesn’t age as well as Ryuk, though, because traps are obviously such an original playstyle nowadays, right? Considering traps are one of the main things that made us all discover playstyle, mmmyeah. Al does nothing in particular to distinguinish himself in this regard.

I can look at some redeeming factors despite the age, though. Alphonse was the one who truly popularized match-ups and did them far better then anyone had ever attempted. While they still pale in comparison to my match-ups now and force things, not all of it is forced (Mainly bias against smaller characters in the set) and the set was built with an actual purpose to single handedly balance Brawl by his inclusion. The size bias didn’t favor the largest of characters either, allowing Al to kill Dedede in addition to MK while losing to Ganondorf and Bowser. . .Albeit with laughably skewered numbers. Alphonse also has another interesting thing going for him that hasn’t been done since outside Clefable – an actual focus on how he’d play in doubles, the primary excuse for the absolutely ridiculous Neutral Special. Most cases of randomness in the set can be attributed to flowing into a separate playstyle for doubles while Ryuk is left with little to no excuse for his irrelevant playstyle moves (Granted, Ryuk’s weren’t nearly as bad).

Just a slight gap between FMA Man and Alphonse, yes? That’s because I read the manga in-between them. The gap between FMA Man and Alphonse is the same as the gap between the manga and the first anime. If you watched that horrible anime over it, I want nothing whatsoever to do with you. This means you, HR, Ocon, MT, Twilty, Silver, DM, etc. They’re even making the manga into another anime for you lazy *** fuckers. Watch Brotherhood, for the love of god. Jesus.

14: Lightweight Female Protagonist



I know Rool’s gonna pounce on me for placing Lightweight Female Protagonist the lowest of my MYM 7 sets. A lot of shifting around has occurred as I’ve been actually forced to make write-ups for the sets, though. As an outsider and being forced to attack and defend these sets, Lightweight Female Protagonist is easily the most vulnerable of the three. I love everything at 12 and above to pieces, though, really. It pains me to attack these sets. I can perfectly see how someone would prefer Lucy to Morton or Kel. They’re all amazing.

Lightweight Female Protagonist’s playstyle concept is one I can’t really get enough of. Quite possibly my favorite ever just for the simple brilliance of it. . .The foe is a rat in an invisible maze. She flows plenty enough too, that’s not the problem. . .It’s that she flows a bit too much and has somewhat of a Bear Hugger esque flowchart playstyle. It’s not terrible as she’s forced to vary things up each time she rebuilds her fortress, but aside from that there’s really not much else to it beyond running like the little whore you are. There’s that, and then there’s the fact that this is quite possibly the most OOC playstyle I’ve ever done for the character. She’s supposed to be at your throat goring your face with her vectors, not running like a pansy and hiding behind them. Perhaps I should’ve just made her an OC? Would’ve earned me more Junahu points and would’ve allowed me to turn her into a heavyweight antagonist. . .

Fun Fact: Lucy was originally going to be naked complete with a picture at the start of the set for it, like in her appearance in at the start of the first episode. Then I decided to not get banned.

13: Morton



Morton expands on the blueprints Alphonse set in trying to single handedly balance Brawl in his inclusion. Not only is he trying to balance Brawl, he’s trying to balance the entirety of MYM, a far more difficult feat. Of course, Alphonse’s method of forcing match-ups is long dead and it’s near impossible to balance the entirety of MYM, thus Morton is simply trying to not spite anyone by blatantly countering them while not being countered himself. Morton is ultimately the standard. If you have better then a 65/35 match-up on him, you’re overpowered (Sorry, he’s not immune to that). Granted, Morton does counter aerial characters pretty badly as evidenced in the Kel’Thuzad match-up, but again, that’s only a 65/35. Wario, another blatant aerial character, only goes 45/55 against Morton. Wario was what Morton was modeled after – totally viable with next to no bad match-ups, but someone nobody hates playing against.

Morton has plenty of flow while still having the options to mix things up, having the direct opposite of a Bear Hugger flowchart playstyle. This ability to actually react to the enemy is the primary thing that allows him to have such even match-ups, and yet he still has plenty of flow, albeit most of it flowing into his defensive playstyle with his offense being more something he does on defensive characters who can’t go offensive. The only thing I really regret with this set is that I had to fill up some attacks to get the set done such as the blatant claw attacks. . .But really, what else is there for freaking Morton? Morton’s as painfully generic as Sandman is as a character, and it’s a wonder I was able to accomplish as much as I did with such a insanely generic character.

. . .Yeah, Lightweight Female Protagonist’s playstyle is more original, but she still has flaws and Morton is trying to do something beyond simply making a unique playstyle, and his very few flaws can be justified through character choice. Lightweight Female Protagonist has so much potential it’s not even funny. Morton. . .Is Morton.

12: Inspector Lunge



You can’t find anything that comes remotely close to matching Lunge, though that’s because he’s so insanely unsmash. Despite having a far higher learning curve then Tycoon could ever hope to have, Lunge is ultimately much more playable at high levels of play what with his more offensive style that actually *gasp* involves lot of attacking the victim. You’ve heard of positioning games, yes? Well, Lunge isn’t some elementary Marth, he’s about positioning the foe, not himself, dragging them along with him wherever he goes to do the perfect re-enactment and get the evidence he needs. Of course, there’s also matters of positioning himself as well for re-anctments as the killer, but he has many tools to hit with his close range moves, not the least of which includes Hand Cuffing the foe.


11: Kel’Thuzad



I don’t care what any of you say. I fucking love Kel’Thuzad. I agree that he should’ve had a bit more time for polish and had more emphasis on his potential to vary things up like Morton (Which he still can do and can be seen in the playstyle section somewhat, I just should’ve given it more emphasis) rather then just labeling him “offensive summons character”, but. . .That’s about it. He’s a protector who defends his Ghouls, more often then not by going offensive while being invulnerable because of his Mana Shield.

The main problem seems to be that I left off a single sentence of detail on the Neutral Special that you could freaking move and attack while you had it up, despite it being blatantly implied in every other attack in the set and at least 10 times in the playstyle. I think I’m going to keep that sentence out just to spite you, tyvm. Somehow the set starts with a rushed feel, as everybody wants the set to have more detail rather then being readable. Nevermind that Rool’s sets don’t make a lick of sense and nobody attacks him for it. This readability is futher enhanced by my best organization ever and actually good musical headers. I feel none of the criticism for this set is legitimate and I can’t quite get around how much I love the concept of a minions character who’s minions hide behind him rather then visa versa. Comparing him to the likes of Arthas and Romero is just ridiculous. If you think that at all, you missed the entire point of this moveset. I’ve never had quite as much fun working on a moveset as I’ve had with Kel’Thuzad.

10: Kimblee



Many of you reading this probably don’t even know who the hell this is. . .Because he’s not a MYM set. Between MYM 6 and 7, everybody started making these custom games, but they were all long abandoned once MYM 7 came out and nobody really gave a damn about them. Kimblee was a character for my FMA based Smash Bros game and the only one that ultimately got made due to how ignored he was due to his location, resulting in me tossing the game to the side. All the other MYMers had already done the same with their own games.

But Kimblee is another hidden gem in the same manner as Skarmory. How utterly he turns the mechanics of his game up-side down isn’t even funny, but he’s not particularly un-smash. What’s he do? He can gimp in a game without ledges, that’s what. He blows up holes in the ground to make a blast zone off the bottom of the stage. There’s that, and he has plenty of brilliant interactions with the holes when they’re not that deep by trapping the foe inside them and making it absolute hell for the foe to get out. He’s balanced by all the self damage he takes, and in a stamina based game that’s much more crippling then in Smash Bros, making him the ultimate glass cannon. Considering his damage goes down so fast, he’ll certainly be able to make use of his (Insanely in-character) suicide KOs. . .

I’d port him over to MYM for all of you ungrateful idiots to see, but that’d ruin his beauty. Only the highest class MYMers can wet their taste buds with such a delicious moveset. This moveset is forbidden, only the eyes of MW, HR, Wizzerd, MT, Khold, and Ocon will ever know it’s greatness.

Read this. NOW (Read the Game Mechanics first though). In fucking detail (This means you, DM and Smady). It’s easily better then any of my MYM 7 sets by far. Yes, Rool, including Lightweight Female Protagonist. Yes, the organization’s disgusting, I fuckng know that, it’s because it’s on Wordpress who was ****** me up the *** just to get the bloody thing posted.

9: Skarmory



Many tend to forget Skarmory exists, myself included. In a way he’s better then Ryuk if only for the fact that he was more down to earth and had next to no random moves, albeit his playstyle isn’t nearly as unique due to him being a trap character. Skarmory still puts a very unique spin on the typical trap character, however, with him meshing his traps together with his whirlwinds and him having to fan the whirlwinds to keep them from expiring. I’d easily recommend giving this hidden gem a read by today’s standards. Ignore the usmash and the Sand Attack button input to set it up – that was an actual attempt to interact with Steven’s other Pokemon (One of next to none) and would be removed in an instant if Skarmory was intended to go as a solo set, which he very easily could be. Had Skarmory flown solo, he’d of easily made his way to the top 10 alongside Al and Ryuk, but was bogged down by the abomination of a 6 way joint Metagross. Perhaps we should’ve done it Eeveelution style?

8: Golem



This is more underappreciated then Kel’Thuzad was, IMHO. It took what people liked about Cairne, then expanded upon it massively while taking a new spin on it that made him play far more differently then Cairne. Golem’s set-up is much more complex then Cairne’s, though it’s still not a bother like the typical set-up character. I’m particularly a fan of the underground tunnel maze concept I came up with at the end. Golem’s a trapper/camper to be certain, but he’s very unique in how he goes about everything and focuses more on forcing his foes to run the gauntlet again and again/making it harder for foes to do so rather then bland generic camping. Did I mention the fact that this masterpiece who’s position is extremely warranted is indeed a one day Pokeset? I’m a monkey on crack. A fat monkey on crack, but a monkey on crack none the less. Even more insane, Spy is 2 days, but we’ll get to that.

7: Valozarg



The concept of a 3 on 1 is something truly groundbreaking, much less taking advantage of it for a 40/10 size character. I don’t know why the lot of you aren’t as big fans of the blood as I am, particularly when you have something like Up Special bringing a lot of it together so spectacularly. This is quite possibly the most playable of unsmash sets (And outside the whole size/3 on 1 thing, he’s perfectly smash), and he actually –doesn’t- have a stupidly high learning curve. Learning him couldn’t be easier what with you still being able to fight 1 on 1 with him. Sure, he’s a bit overpowered (Under his own rules), but this is what helps him make him as accessible as he is and he’s not obviously not made for any sort of tournament setting. Besides, he’s supposed to be a boss – it’s supposed to be a challenge taking him down.

6: Dingodile



Dingodile is near universally loved by MYM, save MT and Half_Silver. He didn’t need a failed hype train or a successful one to get anywhere and was quite the shocker of making top 4 and beating out Sloth. Had MT (Who dislikes random sets of mine – I particularly feel his hate of Dingodile and Kel is unjustified) and Silver not disliked this set for as random as reasons they did, this thing could’ve won MYM 6 quite easily.

Granted, I would’ve been disappointed if he won over the Count or Sloth. Not to say there’s anything whatsoever wrong with Dingodile (Save perhaps the Side Special) but he’s. . .How to say it? Less perfect? I don’t know. In any case, Dingodile countered the petty pressure of the day and made a revolution in playstyles, and his playstyle is still perfectly unique. Yeah, there’s camping. Campcampcampcampcamp. But there’s no set-up and he has more to it with his suicide kills (Which are actually extremely playstyle relevant rather then random, as they’re his only way to KO). Playing against him also obviously proved to be a very unique experience. Dingodile grows better and better with age. That week was quite possibly one of the best MYM’s ever seen with both Dingodile and the Eeveelutions.

5: The Count



Nonsense! This is the MW set that won him his MYM that he demanded! Yeah, it's great, but. . . This set is so much easier to attack then Sloth it’s not even funny. There’s still plenty of good about the set and I’m still obviously a big fan of it, I’m very much happy it won. Two desynched characters entirely different from each other is a brilliant concept and pulled off quite well in this set with all of their various interactions with each other, primarily with the Count’s intricate grab game.

Yeah, the writing style is bad, but it’s not nearly as bad as everyone makes it out to be. So are the musical headers, but again, they’re often exaggerated. As an actual moveset this is as good or better then Sloth, but those very real flaws hold it down from Sloth’s height pretty firmly. Furthermore, two characters, one of which can spew slime and change his body mass into it at will, have a hell of a lot more potential then a generic lazy hulk with chains.

4: The Spy



THIS is how you do unsmash. You don’t pretend that your moveset is going to fit in the confines of such a horrific game as Smash Brothers, you make an entirely new game. Capture the Flag would be the most campy game ever made, but the Spy is around to ensure that things move along at a reasonable pace and is a character designed to destroy the metagame. The Spy takes full advantage of the potential the mode gives him in his moveset and is a ridiculously large mindgame playground. This could be compared somewhat to a “do it yourself” playstyle, but I offer many of the massive amount of possible strategies throughout the set. I’m obviously proud of how unique the Spy’s playstyle is, and despite it being so outlandish I honestly feel it’s right at home in this mode and not nearly as far fetched as Lunge or even Lucy in regular Brawl. Besides, his high learning curve is actually relevant as it adds yet more layers of mindgames in posing as one of the many common noobs.

3: Cairne Bloodhoof



Cairne. . .Really, what’s the flaw here? While not everybody is a big fan of reincarnation, it’s never a deal breaker, and I personally endorse it whole heartedly, as it gives Cairne several different layers of playstyle. The amount the Reincarnation complements the stage alteration is a perfect fusion of concepts, like Dingodile’s camping and suicide kills only to an even greater degree. Cairne also doesn’t fall into any particular cliché like Dingodile. He’s certainly not a blatant set-up character, but he doesn’t get around by having many of the common instant Warlord set-ups. Instead, he’s actually capable of setting up under pressure. Who’d of guessed? The shift between offense and defense here is something I was aiming for in Gobjob, but it got bogged down with too many other concepts which weren’t nearly as good. And of course, Cairne is much like Sloth in that he’s such a simple generic character. I whole heartedly agree with Rool when he says restrictions breed creativity, as if your character has too much potential you won’t have any idea where to start.

2: Sloth



Sloth. . .Is flawless. Like, entirely. The move interactions are so numerous and intricate that this moveset can’t be separated at all. He flows so well into such a great playstyle, all of his aspects being fully explored. It’s just about flawless. This set is very readable unlike the Count and was quite praised for it, and above all else all of this greatness is coming from one of the most generic characters of all time. I strangled Sloth to death until he gave me all of his hidden potential within him. The only reason this thing didn’t win was because of the backfiring hype campaign – Khold loved this thing before it then spat on it just to spite it after it. This is the epitome of movesetting, I can’t find anything I dislike about the set (Save the Final Smash, but that’s not nearly as bad as Subaru’s bland throws and aerials or Strangelove’s head stretcher grab game and is irrelevant to the playstyle automatically by button input).

This is my most notable interaction with Ocon by far. If not for him, the sleeping mechanic would’ve been forced in that he would’ve always fallen asleep every 15 seconds. Yes, every 15 seconds let’s have the game take the controller away from you and force you to stop playing. Fun!

1: Ryuk



Ryuk was when I truly started enjoying making movesets again. With my eyes opened to playstyle making movesets was an entirely difference experience – he’s what saved me from the abyss. He still easily holds today with his extremely unique playstyle of the Death Note and pressuring the foe to prevent them from dodging the blast. Him being forced to kill foes with the Death Note forced him to stay ahead, but his Side Special allowed him to ensure that he got the lead early on. I’m not that ashamed of the invisibility as it was still worked into his playstyle as another way to help ensure he could get into the lead seeing once he got a stock behind he lost the game, though I do feel it over complicated the set and made the focus a bit too blurry when the playstyle was already pleny unique enough. Ryuk’s other flaw of overdetail wasn’t nearly as frowned upon at the time. While that and the occasional random move stick out more now, they’d be extremely easy to edit out in a remake (Though I doubt I’d come up with much of anything new, so I’d just be editing out the bad, so he probably won’t be remade), and if they were I feel he’d easily beat the likes of Sloth and the Count today, much less for his time.
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
@Zinger: I remember these things from Donkey Kong Country. I was always really bothered by wasps when I was younger. :urg:

Zinger is a simpler set from you, BKupa, which is cool too. Minor nitpick: the alternate color striping is clever, but the darker color is kinda distracting. Anyway, glancing at the specials which give off status effects/buffs I realize that Zinger doesn't seem to have much to work with. That said, it's cool that you managed to make a whole bunch of cool attacks for him; I like the Dash Attack and Up Smash (very nifty) especially. Minor quibbles include the Side Special: I'm still not exactly sure what it means for hitstun to stack XD. Also, the Up Tilt is rather gimmicky; the antennae effect would've made for a cool inherent character mechanic, though. Oh, also, Zinger seems like the kind of character that would have multiple jumps (as I don't think that's the case), but like I said, minor quibbles.

So overall, a solid moveset for an enemy drone; simple, fun, effective, refreshing! Good job Kupa. :bee:
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
The Master Moveset List: Jesus, take a break. You've got plenty of good movesets already.
I wish RCT was higher, and my blood turns green every time the Count is complimented, but it's nonetheless a great list.

Now then, what other big MYM names need to do one of these lists?
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Here are my top eleven favourite movesets - I've been meaning to do one of these for a while. I've read pretty much everything posted in a long while, so I feel comfortable in calling this definitive - but for my taste only, which, as we all know, is a bit out there. This is strictly my opinion, and in terms of enjoyment and quality both. Honourable mentions to a whole slew of sets I had to cut away, and especially The Count - you're not a perfect set, as much as I love you - and Cutesy Beau - you're flawed, too, although it's easier to forgive. Without further ado...


11




Bubble, Bubble Man, always trying to reach the sun... No? Well, if you say so, but the fact remains that agi's set is an absolutely brilliant implementation of a very tricky concept. He's got this character who really can't do anything at all and who winds up being a complex jigsaw puzzles of interlocking concepts. Mobility is just as big an obstacle as actually fighting, which makes a bizarre amount of sense for the waterlocked Bubble Man.

agi is the same as he's always been, going nuts with his playstyles and making them almost too linear for the tastes of many. I'm not one of those. I love agi's distinctive style and the way every one of his characters feels like they just walked out of a completely different game. Bubbleman stands even now as his most enjoyable work, but it's just one rung of many.​


10



Oh, Peter Pan. A forgotten set if there ever was one. And why shouldn't he be? His attacks are, dare I say, generic. He has no place in a contest so based on individual move creativity at the expense of a... oh, wait a second.

Yes, Peter was posted in MYM 4. His playstyle is purely offensive, a breed we need more of in MYM. It's also aerial-oriented in a way that few others are, marrying character to mechanic with a grace that puts numbers-based mechanics to shame. His attacks are simple as can be, sure, and Tanookie is hardly the most popular moveset maker - but both of these count in his favour when I look back and smile fondly about this set. His single flaw is a balance concern that even I can point out, but all it would take is an Archesque adjustment to fix him right up. Coincidentally, between this and Hypno, I'm convinced that Tanookie is heavily underrated as an MYMer. I mean, really.​


9



Probably my most bewildering choice is Delibird here. It's an MYM 3.0 set, really and truly - sloppy organization and missing details and a plethora of generic attacks. Why, then, would I like it, aside from the admittable nostalgia factor (which I'm admitting only for this set - the rest on my list speak for themselves)?

Delibird's playstyle is so blatantly there. The fact that Plusle and Minun placed so highly only proves that Mendez, who supported them heavily, was just as aware of playstyle back then as anyone. kits knew what he was on about. Delibird's underlying concept is not only unique in the history of MYM - stuff the opponent into your sack and then basically brandish them as a weapon - but it's such a good one! This set wouldn't work perfectly in single-player, but in multiplayer, I'd use him every day, all day. I've mulled over remaking it with full credit to kits and his concept, just to bring it to light. I can pay no higher compliment to a set from MYM 3.0.​


8



Kibble's body of work is simply splendid. There are few other MYMers with so many sets that I can reread and still find new nuances and more to love. Shine & Bright, Advance Army, Gemini Man, Super Star Helpers and its successor, May, Wilhelmina Carmel - the list goes on and on.

But when you ask me my very favourite Kibble, there is no other answer but this, his proverbial swan song. In this set unlike any other, every ounce of his passion for the series and for moveset making in general came bubbling forth. Adeleine is simply a summons character, but there's so much more to be found in there. This much focus is a rare thing to behold in ANY character, and yet I defy anyone to say she'd play the same way in every match. There's so much to love here, and next to nothing to hate.​


7



And for my MYM 6 Warlord set, I don't pick The Count, but Dingodile. Odd, isn't it? I had so many reservations about this set when I first read it. So many qualms. They've faded with time, though. Every time I think of this set, I get the sense that there's really no flaw here. It's deeply enjoyable. Has move interactions in moderation, but they're just wonderful. Suicide bomber, crystal camper, fireball launcher - there's no aspect of the character (boss battle!) that's missing here.

And there's also that wonderful organization, which pleases me more than I can describe. Something about agi's headers, the careful bolding, the simplistic colour scheme. It's just a joy, this set, to read and to remember. You don't need me to convince you, you're the people who voted it into 4th without any real prompting.​


6



I tricked you. I also pick Sloth for MYM 6 Warlord. It's a flawless moveset, I've said that since the beginning. It's a great web of move interactions, the most interactive moveset ever formulated. Sloth moves arm up - Sloth moves arm down. Sloth adjusts chain length. This simplicity is tempered with a fatigue mechanic that ties in perfectly once those boulders come into play.

There is nothing to complain about here. Again, you don't need me to explain to you why Sloth is a fantastic set and well deserving of a spot at #6 on my list - and these are favourites, mind, and not just what I think is empyrically best. Empyrically, I believe Sloth is probably the best moveset ever made.​


5



Here's the hype train, choo choo? Frankly, Dracula won by a landslide and became the most instantly recognizable set of all time for a reason. By today's standards, he seems almost like child's play from a skim - it certainly doesn't help that his beautiful organization has been ruined by the removal of all images.

Hardly matters, though, because this is the very face of moveset making as we know it. Playstyle, creativity, writing style, balance, Dracula perfects it all and does it while incarnating a very iconic character that everyone can enjoy. It's almost a work of art, or as near as movesets have ever come to art, anyway. It's a no-nonsense set, and there are few spacer/long-range MYM characters who feel more like they could be implemented into Smash - and become a favourite of casual players across the board along the way.​


4



There's one more Warlord set that deserves special mention, and it's probably the choice people everywhere are least expecting. I made no secret of my disdain for this set's heavy overdetail, wall of extras, and overly complex dynamics.

It was while I was writing Kangaskhan that I realized what Warlord had done here. He had single-handedly explored almost every inch of design space available in the traditional two-in-one character. Every idea that came to my mind fell apart when I remembered that Cortiny had done it better. Sheer, raw creativity in this set - overuse of it in some spots - and yet it makes itself impossible to deny. Anyone who reads this beast from head to toe knows that Warlord is operating on a higher level than most of us. Move interactions and playstyle are layered here, and were even before Warlord knew what playstyle was. Dimentio is the more likable set, but this is a masterwork.​


3


Did I say Cortex & Tiny explored every inch of design space? For traditional two-in-ones, maybe. Bass & Treble is not traditional. I don't quite know what HR is, but this set proves definitively that he's something else. Rather like Cortex & Tiny, this is not an inviting set. Like all of HR's sets, it needs to be read cover to cover, word by word, knit together like a beautiful quilt, and when it's done, you've got a patchwork of ideas that I can't even begin to grasp.

Playstyles are great, and layered, multi-tiered ones are even better. More than almost anyone else, HR knows how to make his characters realistic for Brawl even while making them staggeringly creative. It's not simple. It's not feasible. But it's got oodles of thought and it rings of brilliance. I'd almost forgotten this set - all it took was a reread to remind me that there's a reason just remembering it brings a smile to my face.​


2

Dracula is Mendez's work of art, his 2001. Deoxys is his A Clockwork Orange. It's his most intensely personal, lovable, powerful moveset; it's got nary a dull move in it, and he himself blamed it for Pokemon Syndrome, but he was wrong. This is Deoxys: he knows how to teleport, and how to transform, and how to twist and warp the playing field. He does all of this with ease. He incorporates move interactions of the kind that won't be seen for months to come. He flows, flows like few other sets flow.

And he's an exhilirating read. Mendez writes like no other, and in Deoxys, everything comes together just so. If Dracula is a more important set, this is a greater one. Maybe a hint of personal bias comes into play here - just a hint - but hey, this is a list of my favourites, and it doesn't get much better than this.​







1



Once I had realized that The Count and Cutesy were just not it, I had a great deal of trouble sorting out what my #1 was, my absolute favourite moveset. I wanted something that exhibited everything we look for in MYM, but also some degree of ingenuity. Something not just perfect, but revolutionary.

From there, Junahu came to mind, and Viola was the easy next step.

I've never quite understood why people didn't like Viola. I've heard that her voice was patronizing and irritating - I found it charming, gave the set a flare and set it apart. Others complain that her moves are generic. In MYM 4, this may have flown as a complaint, but now that we all recognize playstyle, surely it's not difficult to see that the archer can't be perfected any further than this. Some people whined that hyperhopper popped up too often.

Really? Really?

Viola is a wonderful experience to read, her every attack slotting into a larger whole. She has personality like few other sets do. She'd be more fun in Brawl than a barrel of snakes on a mountain. And Junahu pushed the envelope of MYM so far it fell off a cliff. He pulled back his hand almost immediately after, when people responded negatively, but there it is. Thing is, he doesn't need your approval. He went there, he did it, and he got away with it. If I could only read one set in my whole life, I would want it to be Viola.​
 

tirkaro

Smash Champion
Joined
Jun 24, 2006
Messages
2,808
Location
but a pig in the sun
Just because Adachi is too cool to have his own page

"Let's be honest. There's nothing great about the real world, is there? It's just dull and annoying as hell. No one accepts that's the way things are... They're just stuck with it because they can't deny it either. Those who actually succeed in life... They just happen to be born with the magic ticket called 'talent.' If you don't have it, you can either accept or deny that fact until you die. That's your only choice. Once you realize that, all you have left in life is despair. The ultimate game over."



Tohru Adachi is a character from Persona 4, being the bumbling assistant to detective Ryoutaro Dojima. Absolutely nothing suspicious about him, nope, not at all.

Okay, BS aside, since if you were avoiding spoilers, you wouldn't be reading this set. Adachi is the semi-main antagonist of Persona 4 and more or less the one responsible for all the killings in Inaba. He's a man pretty disgruntled with life, and tries to make it all disappear by merging it with the Midnight Channel. Basically, he's one evil ****.
See his boss battle here and here. And if you want, here's his dungeon, as bits and pieces of it inspires his moveset.









Be warned that these stats, while honest, are pretty misleading. He may come off as a very average character at first, but once you start playing him, you'll know he's anything but. The best shorthand description I can give is that he's a combo lightweight, with some stage-controlling elements along with a good deal of long-ranged attacks to protect him.
Of course, he's pretty risky to play as well. Adachi isn't exactly at peak mental condition, so as a result, he has many self damaging moves. But don't worry. Adachi has plenty of tricks to assure most of the hits he'll be taking are done by himself.











ADACHI NEUTRAL SPECIAL- PERSONA


Easily Adachi's most important move, and the closest thing he has to a mechanic. With an easy press of the B button, Adachi's persona Magatsu Izanagi (that fine fellow up there) will be summoned right by Adachi's side laglessly. At normal conditions, Magatsu Izanagi will always float right near Adachi, and won't get knocked back by any attack. He's pretty much fixed right in Adachi's position, but just a few feet away and to the side, as to not clip with his character model.

Think of MI up there as kinda a second character for you to play around with. Upon summoning MI, he'll now do all the battling for Adachi, lest Adachi perform a certain few attacks(more on that later), dismisses him by pressing B, or Adachi runs out of SP.
Wait, what's SP you ask? Why, it's simply a method to prevent you from completely spamming M. Izanagi to hell. Right upon summoning, a small green bar will appear over Adachi's head. Let's say this bar represents the value of 100%. This bar will slowly start crawling down 1% every .1 second. Basically, every second you have M. Izanagi out, the SP bar will decrease by 10%.
And that's not all folks! While M. Izanagi has permanent Super Armor, he can still take damage. In fact, taking damage will instantly decrease the SP bar by the same amount of % he took. For example, getting hit by an attack that deals 20% damage will result in the SP bar decreasing by 20%. So how does M. Izanagi get hit by opponents? Why, he takes damage along with Adachi of course! Plus, there's various moves explained later on that separates Magatsu Izanagi from his master, leaving him wide open for damage.
Dismissing M. Izanagi will cause the bar to immediately disappear. But of course, don't think for a second the SP bar is completely out of play yet. The bar recharges at the same rate as it decreases, increasing 1% every .1 second. You can't see it while Magatsu Izanagi isn't out, but there isn't much consequence for simply estimating.
So what could possibly happen if the bar goes to 0%? Nothing much, except Adachi will take 10% damage and become dizzy as if he broke his shield. And as yet another rub in the wound, you can't summon him again for 10 seconds, which is how long it takes for the SP bar to replenish itself from 0%.

But now that we've got all that mechanic crap out of the way, onto the good stuff. While Magatsu Izanagi is right by Adachi's side, you can only attack as him. Adachi simply stands by, using M. Izanagi as his method of damaging. Of course, there are some other moves to change this, but we'll get to them later. M. Izanagi generally lacks damaging power, but has stronger knockback than Adachi. Additionally, his his attack speed is very fast.(9/10) He mainly attacks with his spear-sword, and most of his moves are pretty close-range, as opposed to Adachi's more indirect methods. He's not exactly a better character all around, but he's still pretty essential.





M. IZANAGI NEUTRAL SPECIAL- DISMISS

Matagatsu Izanagi simply dismisses himself from Adachi's side. He disappears laglessly, but under one condition: Magatsu Izanagi cannot be called back while being attacked. To be more specific, after M. Izanagi is attacked, he cannot be called back for .5 seconds afterwards. After M. Izanagi is free for .5 seconds, he can be de-summoned easily. This'll really show you to be more careful with M. Izanagi, as opponents will most likely go after him in hopes of breaking your SP meter, ESPECIALLY those pesky combo characters. Be wary.









ADACHI DOWN SPECIAL- SHADOW

Could this be an alternative to Magatsu Izanagi? Of course not you little idiot, but it is a pretty special move of his anyway. With some small statup time, Adachi shoots at the ground in front of him, opening up a portal on the floor. Oh yeah, portals. Let me just warn you first hand that this is the beginning of many, many portal-related moves of Adachi. These portals of his consist of red and black stripes, showing that these portals most likely lead to the manifestation of Adachi's state of mind, Magatsu Mandala. And as anyone will tell you, Magatsu Mandala is absolutely crawling with shadows. What are Shadows you say? Shadows are the embodiment of the negative emotions within humans, and often take the form of rather unorthodox monsters. They're pretty much generic enemies in the game, and exist inside the Midnight Channel.(Which is where Magatsu Mandala is.)

So enough with the introductions; The portal is of average human width, but that doesn't matter. The portal doesn't effect anything, it only serves as a gateway for ferocious shadows to appear. Exactly 1 second after the portal is opened up, a completely random shadow will rise from it and join the fray.
The portal disappears immediately after. There is one important drawback though: Summoning a shadow slowly causes Adachi to start going mad, as he drops further down the pit of madness. As a result, he takes 10% damage every time you summon a shadow.
But it's a small price to pay, as now you have your own Shadow fighting by your side! None of them can be compared to Magatsu Izanagi though, as they work entirely differently. First off, you cannot control any of the shadows that appear. They all act on their own, like an assist trophy. See, Adachi doesn't really control the shadows. Heck, they'd probably attack him on sight had he been anyone else. However, Adachi has the same "goals", as you could say, as the shadows, so they don't view him as an enemy.
Oh, and one more thing: You cannot summon Magatsu Izanagi while a shadow is out. If you want to dismiss a shadow in order to bring M. Izanagi back out, you either have to wait for the shadow to disappear or for your opponent to kill the shadow. But anyway, onto the shadows themselves!:

FICKLE PAPILLION

Oh, just a slight warning here: all the shadow images for this move are incorrectly colored. This is how they all appear in Yomotsu Hirosaka, Izanami's dungeon. They look pretty much the same, but differently colored. While Yomotsu's shadows all have a white/light blue color scheme, all the Magatsu enemies share a Black and Red motif.)
Rarity: Common
Stamina: 25%
Staying time: 10 seconds.
Size: 4/10
Attack: 0/10
Speed: 5/10
Super Armor: Yes


This is Fickle Papillion. This and Happy Gene are the 2 shadows you'll most often be seeing. It looks like a small mask surrounded by butterflies at first, but upon being hit, it turns into a giant face. (The mask is just a jewel upon Papillion's invisible head.)
Fickle Papillion will never attack anyone. It only has stat-enhancing moves, making it an easy kill for opponents. You may want to protect it in that case, since this shadow is pretty useful if you let it do it's thing, and don't mess up.

Upon 4 seconds of mindlessly wandering around at a mediocre rate, FP will either use Matarukaja or Matarunda. First, Matarukaja: Adachi or someone needs to be within 1 battlefield platform in range of FP for this move to take effect. When performing this, FP will glow red, sending a red aura around it. This move lasts .4 seconds, upon which FP will go on. What happens during this move is, if all goes according to plan, Adachi will have his strength doubled for 6 seconds! The drawback? This move does not discriminate. It can equally give your opponent a power boost as well, so try to keep them away from this move if possible. Of course, it can effect both Adachi and his foe at the same time, rendering the effect pretty much pointless.
Now, Matarunda: This move is aesthetically similar to Matarukaja save a few differences. FP instead glows a much lighter shade of red with some black swirls during startup. It should be obvious enough normally, but in the heat of battle, it can be hard to tell which from which. This move works pretty much the opposite as Matarukaja: anyone within a battlefield platform in range of this move will have their strength cut in half for 6 seconds. Oh the indignity! Just like usual, this move can effect Adachi, friends, or foes. Just try to keep away from FP if you see some black swirls.

Fickle Papillion performs both attacks randomly, 4 seconds apart from each other. It can even do both attacks in a row. For the last 2 seconds, it just becomes a meat shield, and nothing more. It isn't effected by knockback, so it'll perform it's entire routine without distraction.



HAPPY GENE


Rarity: Common
Stamina: 20%
Staying time: 20 seconds.
Size: 10/10
Attack: 6/10
Speed: 4/10
Super Armor: No


This strange thing resembles a lanky human figure made of DNA strands, 2.5 Ganondorfs high. If your battle is more heated, you probably want this guy more than Fickle Papillion. Unlike FP, he'll actually attack.
Happy Gene moves along clunkily in your opponent's general direction. He can be escaped from easily, but you probably won't let them. Happy Gene is a pretty straightforward monster, so he'll simply punch the opponent using his freakishly long arms. How long are these arms? Only 5/6ths the length of his body. Basically, they're 2 Ganondorfs long, not to mention that Happy Gene can punch in all 8 directions.
HG has a pretty straightforward attacking pattern: If he gets within minimum striking range of the foe, he'll instantly punch at them. 'Gene's punches deal a whopping 9% damage and send the foe flying back a medium distance, just enough for the foe to possibly escape if you let them. One downside is that HG attacks painfully slow, only striking between .7 second intervals if the foe is still around his range. This makes his attacks kind of easy to dodge after a while. But obviously, Gene is just there to assist you, not take over. Your best bet is to keep the foe busy as Gene lays on the smackdown. And add this to the fact that Gene stays around for a ridiculously long time, you just might want this guy over Papillion in most cases....though his health is pretty low, and he actually gets knocked back upon being attacked, so he might not last that long. Kind of a big minus.



BRILLIANT CYCLOPS


Rarity: Uncommon
Stamina: 50%
Staying time: 8 seconds.
Size: 8/10
Attack: 5/10
Speed: 10/10
Super Armor: Yes


This is a pretty odd monster, permanently hanging from a giant wheel on his back. You may remember him as a miniboss in Persona 3 FES. He's a bit more rare than Papillion and Gene, and for a good reason. Immediately upon being summoned, he'll face the screen and will start rolling along the entire stage. He rolls slightly slower than Sonic's dash, and will make precise turns and jumps if the time calls for it.
Making contact with this rolling wheel will deal 3% ice damage every hit. Yes, getting hit by a rolling cyclops will constantly combo the victim, until the cyclops reaches a ledge. From there, the foe will get knocked back a good distance, killing at 150%. And even then, the attack of a cyclops leaves the opponent frozen, for 1 second, which slightly builds up depending on how much damage the opponent has.
Brilliant Cyclops dashes around the stage at an irregular pattern, making him a bit easier to dodge than Gene, though his better power output makes up for it. Of course, he lasts for a pretty short time, so enjoy his company while you can.



SLAUGHTER DRIVE


Rarity: Rare
Stamina: 100%
Staying time: 10 seconds.
Size: 7/10
Attack: 9/10
Speed: 10/10
Super Armor: Yes


What a horrible abomination of mankind. No different from everyone else of course.
Slaughter Drive is some...thing that rolls on makeshift wheels comprised of 6 legs, and has large battering spikes for arms. He's a very rare sight, having only a 1/100 chance of appearing. Of course, that mean's he's almost godlike in comparison to the above shadows. Almost makes up for his loathsome appearance. Almost.
Slaughter Drive runs around at a very fast rate, rivaling that of Sonic's, though SL occasionally likes to stop and roar every once in a while. He chases the opponent mercilessly, and attacks by spinning his body around, and thus whacking the foe with his arm-spikes. His armspan is about the size of Ganondorf, and getting hit by them means getting hit multiple times. A full spin of Slaughter Drive's arms deals 3 hits, doing 7% damage each hit, dishing out 21% damage in total, complete with great upwards knockback. His entire attack takes up a total of 1 second, meaning it's very hard to dodge completely.
Slaughter Drive, in total, is an absolutely amazing backup. Of course, he's probably too rare to be particularly useful, but consider it a blessing when he does.




SOLEMN MACHINE


Rarity: Extremely Rare
Stamina: 500%
Staying time: 20 seconds.
Size: 15/10
Attack: 10/10
Speed: 5/10
Super Armor: Yes


Even though this shadow looks like it escaped from some bad Tokusatsu show, you absolutely do not want to mess around with this robotic beast. It's among one of the most broken things in the game. Of course, this is put off by the fact that it's freaking rare. How rare? Not by much, after all, it only has a 1/500 chance of appearing!
You could literally go into training mode and do your down B all day for 15 hours, and you'd be lucky to see Solemn Machine once.
Assuming you somehow managed to obtain this mechanical monster, your opponent might as well kiss their stock(s) goodbye. SM moves at a much slower pace than other monsters, only going slightly faster than Giga Bowser's walk, but this is made up by the fact that SM is really flippin' huge. He's roughly the same size as Giga Bowser, and as wide as 2 battlefield platforms. His method of attack is vertically swinging that gigantic sword of his, about 3 Ganondorf's long, dealing 40% damage each hit with great horizontal knockback. The range of the sword is good enough to hit both the ground and the air, basically creating a giant hitbox of doom. Of course, the entire attack is only .4 seconds long, making it perfectly dodgeable. Good luck though, as SM recovers pretty fast for his size, taking about .7 seconds to get ready for another attack again.
Generally, SM is a horrendously beefed up Happy Gene, except stupidly rare. So rare, some may even call him more of an easter egg than anything.



So in general, these shadows are the exact opposite of Magatsu Izanagi. Shadows should be used entirely for defense, adding to Adachi's major defensive game. Shadows are best used in conjunction with Adachi's side special, though it's best to summon a shadow beforehand, as your strategy will change greatly depending on whether you got a Papillion or a Gene. Basically, let them stand guard. Using them for anything else is just laughable, especially since you're wasting precious stamina on them.








M. IZANAGI DOWN SPECIAL- I'LL FACE MYSELF
:evil:

This is kind of a weird take on Adachi's shadow summon. With an 8% damage cost, M. Izanagi uses his spear-sword to slice a hole in the ground, taking about .3 seconds to do. But instead of a deadly monster popping out, a giant purple hand will creep out in their place. Shortly after, Magatsu Izanagi will disappear and cannot be used for the remainder of this move, and it's effects. This Floormaster-esque hand is about as tall as Mario, and stays stationary within the hole, trying to lash out at the nearest opponent. Why yes, a blatant TRAAAAP at it's finest, but one that fits well with Adachi's defensive habits.
If the hand has nothing to grab for 1.5 seconds, it will miserably sulk back into the ground and close up the portal. Of course, if the hand does get a hold of a foe, something interesting will happen.
Upon grabbing an opponent, the hand will pass through the opponent's body and rip out what appears to be their soul! Well, not exactly. The foe's "Soul" that was just ripped out from them is actually their Shadow! Yes, every being capable of thought has a shadow version of themselves, a darker side to speak. The smashers are no different of course, and now they've come face to face with their other selves. A Shadow version of a character looks exactly the same as them, except they have a much darker tint to them, and possess glowing yellow eyes and a light purple aura. Upon having their Shadow ripped out, the foe is sent back a short distance, and the hand places the Shadow right in front of itself before disappearing. For 10 seconds, the Shadow will stay within the fray doing.....nothing.
Well, it doesn't really do "nothing," per se. It actually tries to follow the opponent around. The shadow is just slightly slower than an actual character, and attempts to stay right in front of the character. But other than that, it does nothing. So what gives?

The actual effect of the Shadow is simple: they act like voodoo dolls. If the opponent, and only the opponent, damages their Shadow in any way, they take half as much damage as they dealt to the Shadow. They don't get knocked back, they just take damage. After the Shadow keeps this up for 10 seconds, it'll disappear back into the opponent.
So really, this is just another "distraction" move. It's used for roughly the same reasons as normal Shadows, but with a different spin to it. It's a great addition to Adachi's lineup of defensive moves, but a more situational one.
....Oh yeah, and there's one more effect: If the opponent deals exactly 50% damage to the Shadow, the Shadow will grow twice as large and start attacking the opponent. The voodoo doll effect no longer applies to them, but they now start acting like a level 6 CPU towards the opponent. Of course, they still disappear after 10 seconds as usual. Even though this effect sounds deadly, the requirements to get a Shadow ticked off is so demanding, it might as well just be an Easter egg.







ADACHI SIDE SPECIAL- POLICE LINE


Adachi seems to have some kind of thing going on with Police tape. It's absolutely everywhere in Magatsu Mandala, even acting as doors and barriers. Perhaps they symbolize Adachi's secretive nature, or perhaps his closed-up heart. But no matter what they stand for, in this attack, they'll perform their original function: making sure you don't cross.
With little startup time, Adachi quickly sets up lines of police tape with his hands, almost as if he's painting a stroke-heavy picture. This cluster of tape is about 1 Captain Falcon tall, and paper-thin. One thing special about this move is that it's chargeable. This move is activated simply by holding Side B; The longer you hold it in for, the longer Adachi will set up his Police lines. The longer time it takes for Adachi to set up his lines, the stronger the lines will be. Every .1 second of time Adachi sets the tape up, 1% of HP will be added to the line's stamina. The "normal" maximum of time it takes to set up a line is 1 second. That means a "default" Max-charged police line has 10% stamina. After Adachi sets up this completed line, he'll automatically stop setting up tape. Besides charge, this has pretty much no startup or ending lag.

But hey, what if those punks happen to be too much for a weak 10% line to handle? Well, if you're really desperate, you can buff up your barriers to up to 50% stamina! Right after Adachi finishes setting up a complete police line, pressing Side B again while you're at least within good contact distance with the line will have Adachi continue taping it up. You can now keep on building this line for up to 4 seconds, or up to 50% stamina...but at a price. Building up a line past the 10% mark will damage you by 1% per every extra 1% added to the line. Yes, you're basically trading your precious stamina and transferring it over to the police line. A gigantic downside for sure, but don't worry; there's rarely a time you'll need to make a line past 10% anyway. It's a pretty situational option, but one that's there anyway. After all, better to take damage than take damage+knockback, right?

Anyway, the main function for this move is to act as Adachi's main line of defense. The most important trait of these walls is that all of Adachi's projectiles, along with Magatsu Izanagi (explained below), will pass right through the line. This means he can take cover within the safety of his barrier while dishing out some pain, like the coward you are. Luckily, these barriers can last on the stage for an infinite amount of time, as long as they don't get destroyed. There can be exactly 2 lines on the field at the same time, making a 3rd one will just delete the oldest one.






M. IZANAGI SIDE SPECIAL- DASH

Why yes, this move is exactly as generic as it sounds. But for a good reason: This is the only attack that can permanently separate M. Izanagi from Adachi's side. Upon pressing Side B, Magatsu Izanagi will dash forward 3 battlefield platforms away from Adachi. (If he hits a ledge, he'll just stop there.) Basically, from here, you can now control M. Izanagi independently. All the same restrictions apply, but now he's completely separated from Adachi's side, and you can move him like a normal character. As said before, his stats are almost exactly the same as Adachi's, except he attacks faster, has weaker damage output in exchange for better knockback, and has super-armor on at all times. Obviously, M. Izanagi no longer takes damage along with Adachi in this form, as he no longer needs to share the same space with him.
Now with M. Izanagi separated, Adachi will act on his own as well. Adachi will now be controlled by AI at this point. This is a particularly specialized AI that runs away and sets up normal Police Lines to hide against, as to not get hit by any wandering foes. You may think he's just a pathetic coward, but that doesn't mean he isn't completely useless: from behind the lines, Adachi will use as many projectiles as he can to hit the opponent. He's just there to add some extra firepower/annoyance while M. Izanagi combos the foe to hell and back.

Wow, this sounds really good! So why even bother have M. Izanagi stay by Adachi's side in the first place? Well, this is where this move's obligatory drawbacks kick in. The most dramatic one being that while like this, M. Izanagi loses twice as much SP when hit by opponents. Don't worry, the rate at which Adachi's SP decreases just for having Izanagi out stays the same, but all attacks will deal double as much pain to Izanagi. Also, if you thought not being able to de-summon M. Izanagi for .5 seconds after being hit was bad, getting hit while separated from Adachi will boost that number up to .7 seconds. Not that dramatic a change, but the disadvantage is still there.






ADACHI UP SPECIAL- DIMENSIONAL CRASH

Out from his sleeves, Adachi shoots out a stream of Police tape, kinda like Spider-man. The stream shoots in an upwards-diagonal direction, and go about the same length as Pikachu's thunder. Upon reaching said distance, the tape opens up a portal to Magatsu Inaba in mid-air, and seem to grab onto something. Shortly after, Adachi pulls down a red car from the portal!
This busted, junky-looking car is roughly 1.5 battlefield platforms in length, 1 Luigi tall, and deals 15% damage upon contact with the underside, along with a good amount of knockback.
While quite a move to behold, it's definitely on the laggy side. The entire animation takes up 1 second of precious time, since I doubt fishing for cars in the air is a particularly easy activity.
So anyway, the falling car does some good damage, but let's face it, damage isn't the real reason you want this busted up automobile. The real reason to use this move is for cover.
Yes, adding even more toward Adachi's already insane defensive game, the car makes an amazing addition to Adachi's wall(more on that later.) The car has 15% stamina, and automatically disintegrates into dust after 7 seconds.

Now for some technical crap: One thing to definitely keep in mind is that this car is heavily influenced by the laws of physics. What, physics? In MY oversized prop? It's more likely that I can't think of a follow up to this out-of-place joke than you think!
If the car lands of half of a platform, yet most of it's weight is off-balance, it'll slowly fall off of the platform. That means if you place it just right, you can situate the car in between a floating platform and the ground, making an unpassable wall with the car! Of course, it's not nearly as useful as the police lines, due to the fact that Adachi's projectiles do not pass through the car. Still, it's another line of defense if you need it that badly.

Now that we got all that through with, let's talk about how this move works in the air. Yes, this move's air version is almost entirely different from it's grounded version. While it starts off similarly, with Adachi shooting out his tape like spider-man, it only goes 1/3 the length of the grounded version. Additionally, it doesn't drag any cars out from the sky. Instead, it just shoots out, and retracts back in. Oh god, don't tell me. Yes, his upB has now just become a generic tether recovery. It works like any other tether, and it deals 3% damage with very low knockback on contact with a foe. On the upside, this move is a lot faster than the grounded version, taking only .4 seconds in total. Not that it matters.





M. IZANAGI UP SPECIAL- PORTAL WAVE

A much more traditional recovery, assuming you needed one. Magatsu Izanagi will tear a portal in the air with his spear-sword.(Or whatever the hell it's supposed to be.) Shortly after, both M. Izanagi and Adachi (unless Adachi is separated from him via Side B, in which Adachi stays put) jump into the portal, after which it shortly disappears. For about 1 second, M. Izanagi and/or Adachi disappear entirely until the portal opens up again and they both fall back to the ground. Of course, it's your job to direct this portal's location after it disappears. It invisibly crawls at the speed of Ganon's speedwalk, but in an XY axis. Basically it's like a much slower paced version of Zelda/Shiek's upB, and other similar moves. There's no real punishable lag otherwise though.

There's a little trick you can do with this move too: As soon as the 2nd portal shows up, use your Dair right before M. Izanagi jumps down from the portal. If you timed it right, M. Izanagi will come out of the portal automatically using his Dair. It's a great way to catch opponents off guard.









ADACHI NEUTRAL COMBO- PISTOL WHIP

"Don't make me laugh. Just because someone joins the police doesn't make them some kinda 'agent of justice.' Y'know why I applied? So I could legally carry a gun... That's all. You'd be surprised how many are like that."

You could call Adachi himself an average gunslinger. Other than M. Izanagi, Adachi's main form of attacking is using his unspecified Pistol. He seems to be pretty fond of it, even joining the Police force just for the sake of carrying one. Which is kind of ironic, since he almost never uses it in the game, outside from his pathetic standard attack.
But nontheless, Adachi makes extensive use of it in Smash, even using it for a fairly plain Neutral Combo.
Upon pressing A, Adachi will quickly whip his pistol a short distance in front of him, followed by another backhand swing. Each of these medium-priority swings deal 2% with almost no knockback.
On the third press, Adachi will bend much more further, torso facing the screen, and will start twirling the pistol by the trigger with his finger. Each hit from the spinning gun deals 1% damage each hit.
Not a very remarkable move, but then again, it's not supposed to be.




M. IZANAGI NEUTRAL COMBO- SAMURAI FRENZY

Pretty much ripping off Meta-Knight, M. Izanagi goes into a spastic frenzy with his spear-sword. Just a single press of A initiates the main attack. Magatsu Izanagi will slice his spear-sword around him so fast, it looks almost like a sphere is forming around him.
A single contact with this dome of death deals 1% damage. Which wouldn't be too bad if it had better combo potential. But the problem is, M. Izanagi's emphasis on knockback comes to bite him in the butt this time. Getting hit by this attack will send you back just enough to only get hit by it about 3-4 times at most. Not exactly the most useful move for straight-up attacking, but it has it's uses. For one, it makes for a great GTFO move, with little punishment to boot. Unfortunately, it has pretty low priority, so it's not too wise to completely spam.



ADACHI DASH ATTACK- SHOOT DODGE

While dashing, Adachi decides to pull a Max Payne and leaps into the air while firing his gun. This move has 2 different variations, depending on what direction you press on the control stick while this move is being preformed.
The default variation is that Adachi leaps forward like superman(for lack of a better compatison), pointing his gun in front of him. During this .4 second animation, Adachi fires 3 short-range shots, each doing 3% damage with no knockback. As soon Adachi lands on the ground, he instantly rolls back up on his feet, as if getting up from a Ukemi. Each of the shots have pretty low priority
The second variation can only be performed if you press back on the control stick right after this move is executed. It's a lot like the reverse Falcon Punch. And like it, it's also a bit stronger. While in his psuedo-superman leap, Adachi adjusts his torso backwards, and fires his 3 shots in the other direction. Each of these shots deal 5% damage with little knockback and good priority. But on the downside, this move has a bit more ending lag than it's default variation; Adachi now has to roll on his back upon falling to the ground, and has lag comparable to recovering from a Trip. This obviously leaves him a bit exposed, so only use this variation if you're pretty sure of yourself.




M. IZANAGI DASH ATTACK- SAMURAI YO-YO

While dashing, M. Izanagi speeds himself up ridiculously, performing a battlefield platform-long flash-step similar to Fox Illusion. But oddly, his spear-sword doesn't travel with him, instead it stays suspended in mid-air where M. Izanagi used to be. Very shortly afterwards, Magatsu lifts up his hand, and the Spear-Sword spins back to him like a yo-yo. Pretty self-explanatory, and short lag all around.
The spinning blade has some pretty hefty range all around, and deals 8% damage with good knockback.






ADACHI FORWARD TILT- SINGLE SHOT

Simply put, Single Shot is simply as simple as simple attacks get, you simpling simpleton.
Adachi carefully positions his pistol ahead of him and fires a single bullet. This bullet goes slightly slower than Falco's laser, has a slightly shorter range, and can't really be fired at a rapid rate. That's a forward tilt for you. This bullet deals 6% damage with no knockback, has poor priority, and is a basic projectile attack all around.



M. IZANAGI FORWARD TILT- BLADE CYCLONE

Like some crazed ballerina on a planet with sideways gravity, Magatsu Izanagi gets on his side and spins himself forward, spear-sword facing front. Yeah, this is essentially an extremely nerfed Drill Rush. This attack has good priority, and lasts for .3 seconds and deals 3% damage with good knockback. There's a small deal of ending lag, but nothing too punishable.


ADACHI DOWN TILT- TRIPLE SHOT

Adachi quickly points his pistol downwards and fires 3 consecutive shots at the ground. Each of these bullets deal 4% damage with little knockback and good priority. While that may seem nice and all, the range at which Adachi fires them is so short, it seems like a waste of bullets. But fear not! As soon as the bullets hit the ground, they'll instantly ricochet back up at a diagonal angle. These bullets now go as far as Adachi's height, and make up for the initial attack's range... But sadly, it isn't as strong as the initial one either. These ricochet'd bullets deal only 2% damage each with poor priority.


M. IZANAGI DOWN TILT- BLADE TWIRL

With relative ease, Magatsu Izanagi masterfully spins his Spear-sword while twirling it around his torso. This essentially creates a giant deadly hitbox around M. Izanagi's waist, and has little lag, meaning it's good for comboing. A hit from this spinning blade deals 4% damage with okay knockback. A really basic move, but a useful one as well.


ADACHI UP TILT- TAPE CLUSTER

Oddly, Adachi puts a morbid look on his face and turns his head around as he points his arm diagonally-upwards. A short distance away from him, 5 blades of police tape rise up from the ground. These strips are about as tall as Adachi and deal 9% damage with low knockback and medium priority before retracting back into the ground. They all intersect with eachother, forming an acute triangle shape with little protrusions above it. This move has a bit more startup and ending lag than a lot of his other moves, but nothing too bad.


M. IZANAGI UP TILT- SPEAR SPIN

If you expected anything particularly special, then this move isn't for you. Magatsu lifts his Spear-Sword above his head and spins it around, creating a quick horizontal disk-shaped hitbox. This spinning blade dishes out 3% damage with good knockback and priority. It's an extremely quick move, perhaps the quickest in M. Izanagi's arsenal. This makes it perfect for comboing, even if M. Izanagi has a limited combo game thanks to his knockback.





ADACHI FORWARD SMASH 1- CRUEL ATTACK

Yeah, remember what I stated up there that Adachi has some self-damaging attacks? Yeah, this comes into play during his smash attacks. What, you thought he only goes emo while summoning Shadows? Oh of course not, silly.
Most of a Persona's physical attacks drain away their master's HP. Luckily, Magatsu Izanagi mostly runs on SP, which Adachi seems to magically regenerate. Rather, his HP-Draining attacks are reserved for his Smashes.

This particular attack damages him by 10% and it's pretty basic: Upon using it, Magatsu Izanagi automatically comes out, dashing a short distance, and unleashes a flurry of attacks.
These attacks come in the form of 5 quick slices in front of him, each slightly slower than Metaknight's Fsmash. Each of the hits deals 1~2% damage with good knockback and priority. After finishing his barrage of slashes, he'll return back to Adachi's side, disappearing if he didn't have him out in the first place.
Now here's where things get slightly interesting: While M. Izanagi is out slashing mother****ers, Adachi is free to move on his own without being able to summon nor desummon M. Izanagi back. Sorry, no Magatsu-cancelling for you. But strangely, M. Izanagi is completely invincible while doing this attack. Well that makes up for it, right? But hold on, since Adachi's Fsmash relies on M. Izanagi's presence, wouldn't that mean Adachi is left without an Fsmash during this attack? Well....


ADACHI FORWARD SMASH 2- FOCUS SHOT

...that's where you'd be WROOOOOONG. Believe it or not, Adachi gets an exclusive Fsmash while M. Izanagi is out for this attack.(Along with his Side B, and other attacks, which we'll get into later.)
While flashily twirling his pistol around his finger during the charge animation, Adachi quickly holds out his gun with one hand and fires a single, concentrated shot.(Which ironically has medicore priority.) This one shot fires in Bullet Time, though the Bullet Time effect only seems to apply to the shot itself. Maybe it's just a really slow moving bullet? Nevertheless, while this bullet is out, you can now control it using the C-Stick. (For sideways wiimote players, the direction is controlled by tilting the Wii Remote.) This slow-moving bullet lasts onscreen for 1.5 seconds, before simply dropping to the ground.
What you want to do is make this bullet nice and comfy inside your opponent's flesh. Any contact this bullet makes with a foe deals 15%~17% damage...but no knockback. Instead, the opponent just falls to the ground, and shortly gets back up after .5 seconds.



M. IZANAGI FORWARD SMASH- TEMPEST SLASH

Oh it's on now. This is likely to be Magatsu Izanagi's most spammed move, and for a good reason.
This attack damages Adachi by 10% upon execution, but it's probably worth it. What happens is, M. Izanagi instantly does a flash-step towards the opponent, which can be a battlefield platform max. Upon getting close to the foe, M. Izanagi will instantly slash them with a single horizontal slice, dealing 2% damage with no knockback. Now's your chance!
For about 1.5 seconds, you're free to use any of M. Izanagi's attacks. All of his attacks in this state only do about half the damage, but for a good reason: all attacks during these 1.5 seconds now have absolutely no lag time whatsoever. And to make things even better, none of the attacks have any knockback, save for the last one. Tl;dr: M. Izanagi pretty much becomes a Guilty Gear character on steroids during these 1.5 seconds. You can easily rack up some extreme damage like this, going up to 25% if you have some fast fingers.
Oh, and if you try to use the Fsmash again during the 1.5 seconds of doom, M. Izanagi will just use the horizontal slash he used to start up the move. So there isn't really any way to cancel out of this. Huh.


ADACHI UP SMASH- AIR BLADE

Similar to Cruel Attack, Adachi takes 10% damage in order to pull of this move. And also like Cruel Attack, M. Izanagi automatically pops out upon this move's release. But unlike Cruel Atttack, M. Izanagi decides to jump 4 SBBs into the air. This initial jump does no damage, though it's the follow up that dishes out the real pain: once in the air, M. Izanagi then starts spinning himself and his spear sword, similarly to Blade Cyclone/Drill rush. Magatsu will then home in on the opponent (though he obviously won't always hit them.), doing a high-priority spin attack on the way down. Each hit from this falling ballerina twirl-thing deals 2% damage with low knockback.
Then, upon reaching the ground, Magatsu Izanagi will get back up and...do the whole thing again. Yes, M. Izanagi does this move twice, just because he's an asshole like that. One this move finishes, Magatsu will either disappear or return back to your side, depending on if you had him out or not.
This attack is another example of M. Izanagi's oft-distracting nature, adding well to Adachi's defensive playstyle. However, if you're planning on being really defensive by using a "wall" tactic, this might leave M. Izanagi absent a bit too long. And unlike Cruel Attack, you don't get another Upsmash while M. Izanagi is out. Bummer, right?


M. IZANAGI UP SMASH- AIR BLADE

LOL, YES, IT'S EXACTLY THE SAME AS ADACHI'S UPSMASH, IMAGINE THAT.
WHAT, NO, I'M OBVIOUSLY NOT JUST BEING LAZY, SHUT UP!
Also, control temporarily shifts to Adachi, just so you know.


ADACHI DOWN SMASH- SHADOW BIND

As per usual, Adachi pays 10% damage in order to initiate the attack. The initial animation is almost exactly the same as his Down Smash (ohshi- mindgamez), in which Adachi shoots at the ground directly in front of him, opening up a little portal. Except instead of a shadow popping out, instead out comes.....two hands. See, it's much different from M. Izanagi's down special, since there's TWO hands this time, eh? Eh?
Oh, and these hands have a different effect. Upon contact with a foe, the hands will grab their feet and hold them down. Nope, nothing really special. They just hold them down. If it helps, the hands slowly seep 1% of damage into the foe every .3 seconds. Also, they hold your opponent down, y'know? Isn't that your cue to follow this up with an attack?
The hands hold the foe down for 3~5 seconds if they apply no resistance, though they can struggle out of it, like a grab.

M. IZANAGI DOWN SMASH- VORPAL BLADE

erghgurgh, 10% damage, yadda yadda.
During the move's charging animation, Magatsu does his best DBZ impression by pulling his arms together. Upon release, Magatsu lets go as hundreds of tiny crescents flow around his feet.
This swarm of small, orange, high-priority cresents is about half a Kirby tall, and is as long as 1 battlefield platform around M. Izanagi. They hit no more and no less than 3 times during this move's .4 second animation. Each hit does 4~8% damage each with very good horizontal knockback.
So, um, spacing move much? Also an extremely viable KO move due to it's ease to pull off. Not much too special about this move otherwise.




ADACHI NEUTRAL AERIAL- REFUGE IN MADNESS

Adachi seemingly crosses his arms in midair. Instantly afterwards, Police Tape floods out of his sleeves and wraps around most of his body. Most notably, the tape also covers up Adachi's mouth and eyes. Ooh, poetic, poetic. This whole animation is much quicker than it sounds, taking only about .3 seconds.
The effect of this gothic-looking move is simple: While Adachi is wrapped in Tape, he cannot take damage. He still gets knocked back, but he doesn't take any damage whatsoever. This move unfortunately cannot be canceled out of, but it has little startup or ending time, meaning this move is much more...maneuverable than it sounds. (For lack of a better word)
Anyway, Adachi stays wrapped up for about 2 seconds. If he lands on the ground while wrapped, he'll simply lay on the floor, now acting as a much smaller target. However, he cannot move, recover, do anything during those 2 seconds. Add that to Adachi's already light weight, and it's perhaps not the best idea to use this while defending against knockback-houses. It's Adachi's main defense for Damage-rackers, and that's it. A pretty risky move in general, but an extremely valuable one if used right.

M. IZANAGI NEUTRAL AERIAL- TORNADO SLICE

Magatsu Izanagi takes to the air and.....does a horizontal spin attack with his blade.
Yeah, in case you couldn't tell yet, Magatsu isn't exactly a fountain of uniqueness, is he? Nevertheless, this move is extremely quick, rivaling that of his Up Tilt. It deals 2% for each of the 3 times it hits. Has slightly better knockback than his Up Tilt, but slightly less priority.


ADACHI FORWARD AERIAL- CIRCUT BREAKER

While in the air, Adachi points out his gun and fires a shot! Wait, but this particular shot seemed to be angled a bit.... in fact, it seems to be going slightly into the background, and...
*BREAK*
Holy crap, Adachi just broke a hole in your TV. And he's not going to pay for damages either. That Bastard! Also, you might want to get a newer TV, since the hole Adachi made now has a giant wire dangling from it. This wire is about 1 Ganondorf long, and hangs straight down. At the very end of the wire is a spark of electricity, about the size of a Pokeball. Naturally, this little spark happens to be the only way to damage the foe with this attack. This spark deals 2% damage with mediocre knockback, about enough to hit the foe twice. After a good 1 second, the nice little shadows from Magatsu Mandala will pull the wire back in and patch the hole back up instantly. Naturally, the spark at the end of the wire can still damage foes as it's being pulled up.
A blantant trap/obstacle at it's finest, no doubt. Adachi can only have 1 of these out at a time, but that doesn't make it any less spammable.


M. IZANAGI FORWARD AERIAL- BRUTAL STAB

With almost instant startup, Magatsu thrusts his sword forward. This stab deals 4% damage with mediocre knockback, and has okay priority. There's some ending lag though. If you want to leave the attack is it is, do nothing. However, pressing A again after the first stab makes Magatsu follow this attack up with 3 more quick stabs. These can be easily comboed into the first stab, and deal 2% damage each. They have around the same knockback and priority as well. Problem is, the animation for the last 3 stabs is kind of long, about .7 seconds. It can leave you kind of open if you use the follow up stabs after you accidentally miss a foe.

ADACHI BACKWARDS AERIAL- SIMPLE SHOT

Behold, the most boring move in Adachi's moveset. Adachi crosses his arms, like Falco during his Nspec. However, his gun is put in the opposite hand, pointing his gun backwards. He then fires, you guessed it, a single simple shot from his pistol. Kinda disappointing, no?
This bullet has low priority, but is fairly quick, and deals 4% damage. Not too shabby of an attack, especially since it's a projectile. It goes as half the distance as Falco's laser, if you wanted to know.

M. IZANAGI BACKWARDS AERIAL- FALSE SEPPUKU

Being the absolute low point for creativity in this set, Magatsu Izanagi quickly stabs himself with his blade. You may think this is one of those self-damaging moves, but you'd be wrong. He actually formed a small hole in his stomach upon sending his blade through it. This blade is about half it's normal size when sticking out through Adachi's back. It deals 2% damage with mediocre knockback and priority. Also, it has some hefty ending lag. So what's the use for this move? Well......

M. IZANAGI SECRET BACKWARDS AERIAL- REAL SEPPUKU

OHSHI- MINDGAYMEZ!!!!11
Pressing A twice upon this move's startup animation (It's a bit tricky to time right, but you should get the hang of it.) will change this move to something more useful. (Albeit riskier.)
You may think this is one of those self-damaging moves....and you'd be absolutely correct. M. Izanagi won't wuss out this time, and will actually stab himself with the blade. This deals a whopping 20% damage to Adachi, complete with a *SCREAM!* sound from the audience. (And Adachi wincing in pain for a bit.) Naturally, the blade sticking out from M. Izanagi's back is now extremely powerful, now being drenched in demon blood. It deals an unholy 30% damage to a foe, with good horizontal knockback. However, the ending time is still pretty crappy, and the blade's hitbox is now a good deal smaller.

ADACHI UP AERIAL- GLASS RAIN

Adachi swiftly fires upwards and...oh god, he blew a hole in your TV set again. Except this time, he shot the front of it. Directly above Adachi's head now rains down tiny little shards of glass, 10 to be exact. Each shard deals 1% damage with no knockback, and has almost zero priority. However, it's a good damage racker, the other thing Adachi is proficient at besides being a coward.

M. IZANAGI UP AERIAL- DISK BLADE

Don't expect much to fancy here. M. Izanagi starts spinning his blade along it's handle, vertically. This causes the blade to take up a disk-like shape along Magatsu's side, and obviously hurts a bit. The blade hits 3 times during it's rather clunky .5 second length, doing 3% damage each hit with good knockback and priority. It's ending lag is pretty undisruptive.

ADACHI DOWN AERIAL- MAGATSU CAR PORTAL

Adachi suddenly starts levitating like some sort of god, and immediately points his finger up. Shortly after, a succession of 3 cars pop out of the ground, one at a time. Only the very front of the cars pop out of the ground, and they're afterwards pulled back into the ground after .3 seconds. The range at which the cars pop out is roughly 1.5 battlefield platforms altogether, with each car being about a kirby in width.
Each of these half-cars deal 6% damage on contact with mediocre upwards knockback. Yet another one of Adachi's ever-essential spacing/stage controlling moves, this can prove to be one of his more annoying ones. Note that this leaves Adachi open for about 1 second, since he's still floating in the air during this attack.

M. IZANAGI DOWN AERIAL- ASSASSIN STRIKE

Kinda similar to his Upair, but not really. Magatsu Izanagi points his blade down and starts crawling on it like some crazy stripper. He sets his fingers on the hilt of the blade, and thrusts the sword down 3 times while falling down. Each hit from this attack deals 3% damage with good downwards knockback and priority. The lag is mostly unpunishable, though he does have one downside if he happens to hit the ground with this move. He'll stab the ground with his blade, and will take .3 seconds to pull it out. Not exactly too bad, but the lag is still there. Use with caution.
Also, remember how I said this can be used in conjunction with Magatsu's Upspec? Yeah it should be self-explanatory at this point. Just come out of the portal while stabbing down, and BAM, your opponent should be shatting bricks.


GRAB- POLICE BIND

Adachi swiftly shoots out 2 lines of police tape from his sleeve, going a short distance in front of him, slightly shorter than the grappling hook. Anyone caught in the tape will get tied up, and thus grabbed by Adachi. Obviously. This can be used as a tether recovery in mid-air, though I have no idea why you would do that. His Up B has much more range.
By the way, Magatsu Izanagi has no grabs. Just wanted to let you know.

His pummel has him whipping the foe with his pistol, for 1% damage each.

FORWARD THROW- EXTRA PUSH

Adachi turns the opponent around and, oh no! He's about to push them, just like how he pushes people into the TV! Though halfway through, he realizes that there's no TV to push the opponent in, so he just pushes them to the ground. This deals 10% damage with some upwards knockback.

BACKWARDS THROW- FINAL SHOT

Adachi gets behind the victim's back and holds a gun to their head. He says "Good bye" and then fires his pistol into their cranium. This deals a nasty 16% damage, but no knockback, as the foe simply falls to the ground. However, this move can be escaped from halfway through, much like kirby's Fthrow. Upon enough struggling in part of the opponent, the foe may slip away from Adachi's grasp, leaving Adachi shocked and confused for .3 seconds. Be cautious with this move, obviously.

UP THROW- MAGATSU JUNK PORTAL

Adachi throws the opponent in the air and crosses his arms. From there, a shadow from the background will hold the victim in place, and 6 portals will appear around the foe. Nothing really happens if you don't do anything, but if you constantly press A during this 1 second or less (however long it takes for the foe to break out), random pieces of junk will fly out from the portals. They each do 1% each, and you'll usually end up damaging them by 10%. Though you can obviously rack that up some more if you have some really slick fingers. Universally, there's little knockback afterwards.

DOWN THROW- MAGATSU HELL HOLE

A portal opens on the ground, and Adachi pushes the foe into it. Now's a good time to escape from your foe, as your opponent will be dealt 8% damage while absorbed by the portal for 1 second. They'll then be spit out from the same portal afterwards, with minimal upwards knockback.





Final Smash......


AMENOSAIGIRI

Oh now you've done it. Now the worst has happened.
Upon using a smash ball, Adachi starts crouching down and screaming in pain. A short while after, Adachi will turn pitch black with glowing yellow eyes, and float up into the air. A mysterious voice goes, "ALL HUMANS...WILL BECOME SHADOWS. AND I SHALL DESCEND UPON THE UNITED WORLD... AS THE MASTER OF ORDER."
Suddenly, waves of black water surrounds shadow Adachi, as he absorbs the shadows of Magatsu Mandala. The screen will briefly white out, and will then show the evil god himself, AMENO SAIGIRI in the background.
"NOW, LET EVERYTHING VANISH INTO THE SWEET FOG OF ILLUSION." Ameno states.
Ameno will begin to flood the stage with fog, obscuring the screen, until all becomes obscured save a few spots. After 6 seconds, Ameno state's "WHY DO YOU KEEP FIGHTING? ISN'T THIS WHAT YOU WANT!?" and he'll then tone the fog down, enough to see the action once again. "FINE THEN. HAVE IT YOUR WAY" Ameno yells, from which you're now free to control Ameno for 10 seconds using this attack list:
B- Nebula Occulus: Ameno will sweep the entire stage with a gigantic laser beam from it's eye. This beam deals a whopping 20% damage with good horizontal knockback.
SIDE B- Quake: Causes the ground to shake for 1 second. Getting hit while the ground is shaking is akin to getting hit by DK's Down B. Opponents will take 10% damage with great upwards knockback
DOWN B- Agneyastra: Meteorites will rain down from the sky. Each meteor is about a kirby in size, and 10 of them rain down during the entire attack. They each do 10% fire damage, with good all-around knockback.

After 10 seconds, and all the opponents aren't dead yet, Ameno will put on a shocked look on his eye. "VERY WELL THEN..." he says, as he starts to dissolve into stardust. Afterwards, Adachi will fall from the sky, and back into the fray.



Well, in case you couldn't get all of the BLATANTLY OBVIOUS giveaways along the moveset, you should know that Adachi is a heavily defensive character. Of course, his idea of a great defense is a great offense, and that's where Magatsu Izanagi (and Shadows to a lesser extent) comes into play.
The most common, and thus "default" way to play Adachi is to set up a "wall." That is, Adachi's own little fortress in the corner of a stage. They're usually set up using Police Lines as a starting point, and let you get creative from there on. You can choose to use a "solid" wall, which has Adachi hiding behind Police Lines, while he summons a Shadow as a bodyguard. The "solid" wall is then further cemented by using his Up B and Fair along the police line, among other spammy attacks.
However, a more "offensive" wall can also be used if you're feeling more technical(and less risky, with the shadows and all). Simply set up some Police Lines, and have Magatsu Izanagi do most of the fighting for you. While M. Izanagi isn't completely invincible, and he can only be out for a limited time, it's still highly effective due to M. Izanagi's brutal Combos and Knockback.
However, "walls" can get kind of predictable after a while, as even they are far from impenetrable. Thus, walls should be used as a common distraction at higher level play. But heck, a good Adachi player can still get by just fine without using walls. Adachi can approach people with ease, due to M. Izanagi's good priority and attacks. However, it's still important to keep a Adachi in a defensive position most of the time, as he's not exactly the most durable person in the world.
Eh, but most of all, Adachi is a character than rewards creativity. He's generally defensive as a whole, but has many little moves to fit any situation. He's pretty hard to use, especially since he dies so easily, and some of his best moves have big drawbacks. But in the right hands, he can be a near unstopabble beast.

tl;dr: Adachi is a really versatile, if not awkward, character, who puts a very large emphasis on Defense. He has some elements of a stage controller, combo character, and projectile whore. He's pretty fragile, but can be very effective if used right.




SITUATIONALS
Ledge Attack- Adachi shoots his pistol a short distance on the ground while rising up. This deals 2% damage.
Ledge Attack(Over 100%)- Shoots the ground 3 times. Each does 2% damage as usual, just....3 times.
Rising Attack- Adachi yells "DAMMIT!" and kicks his foot around upon rising up. Deals 3% damage and hits twice around him.

ADACHI TAUNTS

Up- Adachi takes out 2 cabbages from his suit and munches on one. He then puts them both away.
Side- Adachi holds his stomach and starts pretending (?) to barf.
Down- (You knew this was coming) Adachi faces the screen and puts on a sinister face. He then says "Bitches and Whores.

M. IZANAGI TAUNTS

Up- Magatsu holds himself together, and then does a WRRYYYYYYYYY stance.
Side- Magatsu spins his blade around, and performs a proud-looking stance.
Down- Magatsu sticks his blade into the ground and hops on top of it. He starts looking ahead strongly.

VICTORIES

1- Adachi looks uneasy as he caresses his stomach. Little shadow blobs start dancing around him, for some reason.
2- Adachi talks on the phone, presumably with Ryoutaro Dojima. He speaks in a calm, happy manner, while he tries to hide all the shadows surrounding him away.
3- This time, the losers don't appear. Instead, a single TV stands in the background, as Adachi innocently walks by with a bag of cabbages
Lose- Adachi puts on a happy and innocent face, and he claps lovingly for the victor.

EXTRA ANIMATIONS
Standing- Adachi stands up calmly, holding his pistol with 1 hand, and puts his free hand to his side.
Standing (Over 100%)- Adachi starts looking a bit insane; he starts hunching down, akin to his actual battle stance. He's a bit of a smaller target like this, due to the lower stance.
Enterance- Adachi jumps in from a TV-shaped portal.
 

MasterWarlord

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10: Romero



I don’t really need to tell you why Romero’s as good as he is, as he’s a fan favorite and many prefer him to Zant. A less obvious highlight about the set I’d like to whore out is the best musical headers ever by far (Kel’Thuzad couldn’t resist stealing the Phantasm theme from him) and his inventing of FFA Match-Ups which I can’t thank him enough for. Romero’s a mainstream Rool set that isn’t trying for any nonsense and that’s enough said right there. Rool is capable of truly amazing things when he stops fucking around, much less when he makes a set for a character he actually likes. Rool could easily flood MYM with sets like this if he so choosed and take over MYM – he already has ownership over the chat, Sandbag Central, and the Stadium. . .Instead, Rool chooses to be a manipulative MYMer who does things like the Eeveelutions, the Elves, Caterpie, and TAC who unleashes his creations on MYMers solely to see their reactions and spark controversy. Rool is the puppet master who makes us dance.

As far as justifying why Romero’s as low as he is, it’s primarily because of his doing very little to deviate away from the typical trap/summons character who hides behind his minions in fear, having next to no actual attacks. Granted, it’s not like he’s just mindlessly raising zombies as he has tons of ways to manipulate them, and things become much more fun once the foe is turned into a zombie, so he’s certainly not a Roller Coaster Tycoon by any stretch of the imagination.

9: Headless Horseman



Rather ironic that the Headless Horseman and his successor are back to back, eh? This is easily the best moveset in MYM 3, hands down. It introduced us to more complex mechanics rather then something rudimentary like Cervantes’, and had a good bit more playstyle then Cervantes or Dracula, albeit primarily because of his mechanic. While Horseman doesn’t hold up particularly well today, nothing else in MYM 3 does, really, and Horseman sticks out so much from his peers it’s not even funny. Horseman is a masterpiece for his time and easily deserved the win.

8: Acid Seaforce



While Seaforce’s playstyle doesn’t seem like the most flowing ever with a good few irrelevant to playstyle button inputs outside interactions for creativity, the playstyle section brings it together much better then one would expect. Defensive pressure character. While it could be argued that we could have some of them nowadays, they’re far from a cliché, Seaforce was the first, and the way he goes about it is so simple yet so unique – poison damage. While Seaforce’s actual moves are far from smash-feasible (Though amazingly creative), the concept is very much so. The occasional oddball move is the only thing really bogging this one down in the long run.

7: Subaru



Best moveset ever made? Not quite. Most of the aerials and all of the throws are largely irrelevant to the playstyle and painfully generic, and her shield breaker single handedly means Super Macho Man may as well be fighting alongside her as her Zondark, essentially. The other button inputs aren’t irrelevant, but they’re far from eye openers. . .Overall it has the same amount of creativity and playstyle relevant moves as Mach Rider, who came 3 MYMs before it and is obviously very comparable due to the mechanic being practically directly ripped from him.

If this comment sounds extremely negative, that’s because it is, but that’s because I really don’t need to tell you what’s good about Subaru. She ripped off Mach Rider, sure, but Mach Rider’s an absolutely superb set and Subaru still has some tricks of her own up her sleeve, most notably the great musical headers and the absolutely awe inspiring Up Special, the missing piece in Mach Rider that completes the puzzle. Furthermore, Subaru started a movement of sorts in ending the endless trend of defensive movesets and finally inspiring up some offensive ones.

6: Zant



Yes, HR, Zant’s stage alteration doesn’t bring that much new to the table in and of itself. What I find more notably unique is the twilight and how he turns into a beast inside it. The secondary moveset is plenty creative and isn’t really that much a combo heavyweight, it more randomly being labeled that despite combo potential being limited. Keep all the negatives of that cliché far away from this set, if you please. Zant’s alternate moveset still has plenty of room for strategy, particularly as he swaps between the movesets as he comes in and out of the twilight at will and the absolute manipulation and control he has over the mechanic. The fact Rool managed to get enough musical headers to fill 2 movesets is also a feat in itself, and the more random sounding music from Zant’s various fights is actually rather fitting for the randomness of the alternate moveset.

5: Jafar



And here we reach the highest ranking Rool set on the list, Jafar. Jafar flows just as much as any MYM 6 or 7 set and was incredibly ahead of his time. It doesn’t really matter that Rool’s win was unjustified, because this set would’ve made a perfectly acceptable winner for the contest anyway. While Jafar’s trap character playstyle is far from the most interesting, the intricate mind games within the set help to vary it up, particularly Into Red Smoke, perhaps the best method I’ve ever seen of “stalling for time” to set up traps to this day. Jafar has plenty of flow, but the biggest highlight here is the playstyle section itself, hands down. It’s easily the best written playstyle section MYM has ever had to offer and were the first true seeds of playstyle planted in my mind. It’s not just how well it explains Jafar, it’s the writing style itself. Hell, the whole set’s writing style is a sight to behold.

4: Arthas



What is it with you people and your tendency to abandon your best sets? While Lionheart has recently renounced Arthas, at the time he couldn’t be more proud of this absolute masterpiece. Arthas’ mechanic is a direct implementation of Warcraft 3 into Smash Bros. on the level of Roller Coaster Tycoon, but the entire mechanic handles itself automatically so Arthas still has an entire moveset to himself. That’s not to say that Arthas doesn’t interact with his minions, though, - oh no. Arthas can heal them and sacrifice them to recover. Arthas has to defend his Acolytes to a good extent, but his playstyle is far different from Kel’Thuzad’s in that he can just heal them while continuing to fight the foe rather then going out of his way to defend them. Truth be told, Arthas could be considered somewhat an offensive summons character himself.

3: Super Macho Man



Super Macho Man is truly an amazing set. His playstyle focus is something none of us have ever really considered, proving that we’re all off in dreamland making sets while HR is based his ideas off of the actual game, god forbid. Shield breaking. Why has nobody ever done this before? It’s such an utterly brilliant concept, and it hasn’t been so much as touched on before. There’s really nothing this set can be compared to in any way, shape, or form, and it’s actually manipulating an in-game mechanic rather then creating it’s own. This set could easily be implemented into Smash without skipping a beat. I have no idea why this isn’t Ocon’s favorite set ever and is so left in the dust in comparison to other big name sets, Subaru in particular.

Macho Man also has HR’s best writing style and a wonderful amount of pictures to illustrate. Rather then the common images in Subaru, though, Macho Man’s pictures are all still images rather then gigantic animated ones, not being nearly as distracting. Also, you have to keep in mind HR did this all for a horribly generic Punch Out boxer with no potential. I freaking dare you to even ATTEMPT to think up a moveset that comes remotely close to this level of quality for Super Macho Man.

2: Dr. Strangelove



The concept of chain reaction traps and Strangelove’s ability to hide in his bomb shelter are more then enough to base a moveset off of to make it awesome, but Strangelove won’t settle for just that and goes the extra mile with a second playstyle concept that actually compliments his existing playstyle concept, unlike Dingodile’s slightly disjointed suicide kills and camping. The Doomsday Device is the epitome of mindgames, and with it around the foe is absolutely horrified of setting off a chain reaction, interacting with it quite nicely. The concept of a trap that does simple damage/knockback you DON’T want the foe to set off is insanely unique. It doesn’t help you by damaging them, it helps just by the threat of it’s presence – the definition of the Cold War that makes this moveset amazingly in-character.

There’s just so many things Strangelove has to play with here to create his own little playground of bombs, and the moves are all amazingly creative. I’ve never enjoyed a set as much as I have when reading through Strangelove’s beautiful smashes. Granted, there’s that awkward grab-game showcased in the picture that’s as hard to decipher as the Count and Cutesy’s mechanic combined, but it’s still playstyle relevant in that it gives Strangelove, god forbid, actual attacks that he desperately needs.

1: Mach Rider



Mach Rider does everything Subaru does 3 MYMs earlier with just as much playstyle and some of the best organization MYM has ever seen. Mach Rider is so ahead of his time it’s not even funny. The only truly playstyle oriented moveset in MYM 4 aside from Jafar. While Mach Rider may not flow nearly as well as Jafar, his playstyle is still very unique today and he flows just as much if not more-so then Subaru. While one might consider Subaru focusing more on offense giving her the edge over Mach Rider, defensive movesets only became commonplace once playstyle was widespread. Mach Rider is still plenty offensive without forcing it down your throat with moves with no playstyle purpose solely to spite defensive characters such as her jab.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
ZINGER

Reading through the set I thought it was rather disjointed with no real focus aside from the air in general, but when I got to the beautifully written playstyle section (Your best ever?) it came together better then I’d expected. You know this set a lot better then we do, that’s obvious, and you certainly dismiss any notion that you don’t know what you’re talking about.

The reason the rest of us need that playstyle section though is because of a good few awkward detailings in the set. Two of your aerials imply that they’re aerial grabs without ever directly stating it, and the jab implies that he’s a constant hitbox whenever he walks into something but it’s never touched on again anywhere else in the set. . .That, and I’ve noticed a negative trend in your sets that reaches its’ peak in this set: You give far too much credit to priority and insist on detailing it in every move, even preferring to have it on there sometimes over lag.

That’s far from a deal breaker though seeing you make everything so clear in the playstyle section, but certainly an issue. What I’m more concerned about is that Zinger really doesn’t flow into much of anything that specifically beyond aerial character. I’d of liked more of a focus to go with that, and it’s rather awkward gimping is an afterthought for such an aerial character. While aerial character isn’t that interesting a playstyle, it hasn’t been this focused on (He certainly is very aerial, no denying that) since the days of MYM 4 and Dynablade/Peter Pan, meaning he’s still going on relatively un-trodden ground. Around Bleak’s level. Not as much focus as him, but a more unique playstyle.

SHO

. . .Why didn’t you wait for the new page which was right freaking there again? Goddamn. This page is amazing. For anyone reading, yes, this is the 15th post. You don’t have to worry about being crushed under this absolute beast of a page that makes Cortiny cower to fear.

You already know how I feel about the usmash and nair being generic moves irrelevant to the playstyle. But that’s just two moves, and usmash is still somewhat relevant as it’s his only smash that doesn’t rely on noise. I’m more concerned about your grab game, though. Yeah, the first three throws are fine. . .Until that dthrow comes along and gives you pretty much no reason to ever use them. I’ll take 60% over a bit of time or scrambling my noise, thank you. Fthrow serves a purpose since it goes with when you’re KOing with the pummel and heavy noise, but eh. Anyway, I’m amazed how you consider that balanced (And I can attack you on that since you actually care about it) when he essentially has Falco’s grab (The range –and- lag are at both at least below average) and dthrow (If not better, Falco’s only chains to 50% at most). Look where Falco is on the tier list, eh?

The playstyle section seems to be attempting to do a split playstyle somewhat like with Morton, but considering Sho’s even less defensive then Morton is offensive it seems rather awkward as you constantly bring us back into the defensive side just to near immediately admit it’s useless.

Now that all of that’s out of the way, though, I DO like the offensive capabilities of Sho in how he interacts with his Noise, mainly with him juggling them with the zone jumping moves to keep them in the enemy’s face and his interactions with the heavy noise to help them get the kill. That’s the main draw of the set, hands down, and is definitely a worthy main attraction. I mainly would’ve just liked more focus on it, though, rather then the various irrelevant moves and the occasional defensive move as Sho’s trying to figure out what the hell he’s trying to be.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Because I'm obligated to rip off everything Rool does...

8 Movesets
I currently like
[in no particular order]










---------------------

Sho[e]:
God**** your handsome sexy moveset. Excellent font choices, lovely colour scheme, and a good smattering of pictures (though it suffers from the age old problem of large sections of moveset lacking pictures).
As for the moveset itself, I find myself liking it, except for the fact you more or less ignore the ability to have more than one type of noise on the field at once (everywhere you mention noise, you basically boil it down to a black and white choice between one noise and another, or one tier of noise and another, as if it were illegal to summon both). That and Sho doesn't even seem to need his noise, like ever. Down-Smash = win (Hit stun until they land? So throw them off the stage and...).
Actually, in general, you built Sho as if he had no summons at all. Sure, 150% KO may be not that great in brawl, but this is MYM, and you have summons on your side. 150% is going to come pretty much instantly between Sho's air grab and a bunch of bigbansprogs
 

SkylerOcon

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

. . .Why didn’t you wait for the new page which was right freaking there again? Goddamn. This page is amazing. For anyone reading, yes, this is the 15th post. You don’t have to worry about being crushed under this absolute beast of a page that makes Cortiny cower to fear.
Had to leave for school and didn't feel like waiting.

You already know how I feel about the usmash and nair being generic moves irrelevant to the playstyle. But that’s just two moves, and usmash is still somewhat relevant as it’s his only smash that doesn’t rely on noise. I’m more concerned about your grab game, though. Yeah, the first three throws are fine. . .Until that dthrow comes along and gives you pretty much no reason to ever use them. I’ll take 60% over a bit of time or scrambling my noise, thank you. Fthrow serves a purpose since it goes with when you’re KOing with the pummel and heavy noise, but eh. Anyway, I’m amazed how you consider that balanced (And I can attack you on that since you actually care about it) when he essentially has Falco’s grab (The range –and- lag are at both at least below average) and dthrow (If not better, Falco’s only chains to 50% at most). Look where Falco is on the tier list, eh?
USmash is relevant, by your own admission. NAir is perfectly relevant as explained in the move description. Sho is an offensive character. Not every move will be a brimming example of creativity, or even an example of creativity period.

Well there's one big difference here, as I've said in the chat. Sho's chaingrab goes into nothing, and his grab is tough to land. Falco's chaingrab goes right into a powerful spike that will kill you unless you have insane SDI. Falco would drop on the tier list quite a bit if he didn't have that DAir.

The playstyle section seems to be attempting to do a split playstyle somewhat like with Morton, but considering Sho’s even less defensive then Morton is offensive it seems rather awkward as you constantly bring us back into the defensive side just to near immediately admit it’s useless.
I never said it was useless, just that it was a last resort. Obviously, Sho is at his best being an offensive character. It's not that he's bad as a defensive character, it's just that he's overshadowed.

Now that all of that’s out of the way, though, I DO like the offensive capabilities of Sho in how he interacts with his Noise, mainly with him juggling them with the zone jumping moves to keep them in the enemy’s face and his interactions with the heavy noise to help them get the kill. That’s the main draw of the set, hands down, and is definitely a worthy main attraction. I mainly would’ve just liked more focus on it, though, rather then the various irrelevant moves and the occasional defensive move as Sho’s trying to figure out what the hell he’s trying to be.
Well, he's still a summons character. He'll obviously have some decent defensive options, and I was just trying to make that clear. He doesn't really have any blatantly defensive moves thrown in, except for maybe the dair, which even then, turns into an attack.

I don't think that it's that he was trying to decide what to be, but that I over-emphasized his defensive capability in the playstyle section, which is entirely my fault.

Sho[e]:
God**** your handsome sexy moveset. Excellent font choices, lovely colour scheme, and a good smattering of pictures (though it suffers from the age old problem of large sections of moveset lacking pictures).
I actually could've worked an image into the FSmash, but decided against it. It would've taken quite some time.

As for the moveset itself, I find myself liking it, except for the fact you more or less ignore the ability to have more than one type of noise on the field at once (everywhere you mention noise, you basically boil it down to a black and white choice between one noise and another, or one tier of noise and another, as if it were illegal to summon both).
Well, Sho's summons were built from the ground up to work like that. One class was supposed to work better than the other for seperate situations.

That and Sho doesn't even seem to need his noise, like ever. Down-Smash = win (Hit stun until they land? So throw them off the stage and...).
That was poor wording on my part. It was supposed to be assumed that the opponent would regain movement like normal once passing the normal flight time, but I can definitely see where you got that idea from. I'll probably edit the wording to make my original intention more clear.

Actually, in general, you built Sho as if he had no summons at all. Sure, 150% KO may be not that great in brawl, but this is MYM, and you have summons on your side. 150% is going to come pretty much instantly between Sho's air grab and a bunch of bigbansprogs
Air Grab is still hard to land. Bigbansprogs are completely stationary and can be killed with one hit by pretty much any aerial. And yes, Sho was supposed to be like that. He was built to have a set that can stand alone but plays into the summons nicely - you can't have a set that's all about the summons without it being defensive or having some tacked on mechanic. I really achieved what I was aiming for, I think.
 

Apemasta'

Smash Cadet
Joined
Jan 6, 2008
Messages
56
Location
Southern California
Sho
- Ooh, I love Minamimoto... Huh... This seems real famil- HEY WAIT A MINUTE.
- I think one of the biggest compliments you've given me here is actually using my wordage, haha. Also love that you kept his quotes around.

- Definitely like the SOHCAHTOA regulation of Noise summoning. Definitely a better means than randomized Noise. Come to think of it, I really should have thought about that, considering how calculated I wanted Sho's playstyle to be.
- I do have to say that summoning Noise with two different specials seems like a bit of a cop-out. Does allow for more Noise with the SOHCAHTOA method, but my personal suggestion would be simply to give Sho a Left and Right Special.
- And I couldn't for the life of me think of a way to incorporate the megaphone into a serious attack... Well played, Ocon!
- Do I spy a hint of Neku in here as well? ;) Ha, an obvious recovery for any Reaper, regardless.
- Fun fact: If I remember/interpret correctly, Sho's Noise form is in fact Taboo. I'm under the impression that his wings broke as a sign that he's been forsaken as a Reaper because of his illegal tamperings, as no other Game Master's wings shattered upon transformation. Just sayin'. :)

- D'aaaw, you keep accomplishing what I didn't have the experience to do at the time. Love the Dash.
- There's that Noise interaction. Question: Do the Carcinopunks Zone Jump, or do they simply attack if in range?
- Lovin' that back aerial. ;)
- Interesting Dair... haha. I have dinner ready, so forgive me if these comments become rushed... >.>
- I personally prefer Sho's pi pummel, but... this one aids the playstyle much more. XD

- I had no choice to comment this set. Ocon, I'm both honored and amazed at how you've worked my mechanic. :) The entire set certainly contains an essence of playstyle that mine lacked. Most importantly, this set has really taught me a bit about how to utilize my attacks, and shown how far I've come since I wrote Minamimoto.

Speaking of which, I do have to apologize for the lack of a moveset - I always feel bad when I don't produce anything... That being said, I had an incredible epiphany today that might be what I need to get back into movesets. I'm attempting to reinvent Petey Piranha, putting the final touches onto Midbus, and starting work onto what I hope to be a defining set for me, the Fire Emblem Goddess Ashunera. Happy (late) New Year, and keep up the great work, everyone! :)
 

emergency

Smash Journeyman
Joined
Dec 7, 2008
Messages
251
Location
Junahu's Box
Greetings.

Hello, this is Emergency speaking. I have come to inform you that I shall be taking a dive into the new Make Your Move. I was secretly killed and silenced by the mafia (school) and was taken from progressed sets that I was working on before the incident. I can't guarantee that I shall be 1000% active as I was in the fourth and fifth generation of the contest. I'm glad to see that this competition has not changed in the slight of heart. I hope to fit in like I did when I first joined. I still owe a set to the community and our hero Sir Kibble. I shall fulfill that promise and vow not to fail in light of the situation. In due time, I shall reveal the set I was supposed to finish and submit last contest. For those who knew me since I joined, I've rather adapted to the masochist and anti-awesome issues, which should result in a rather mellow mood. I hope to see the best show itself.
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
Hello, this is Emergency speaking. I have come to inform you that I shall be taking a dive into the new Make Your Move. I was secretly killed and silenced by the mafia (school) and was taken from progressed sets that I was working on before the incident. I can't guarantee that I shall be 1000% active as I was in the fourth and fifth generation of the contest. I'm glad to see that this competition has not changed in the slight of heart. I hope to fit in like I did when I first joined. I still owe a set to the community and our hero Sir Kibble. I shall fulfill that promise and vow not to fail in light of the situation. In due time, I shall reveal the set I was supposed to finish and submit last contest. For those who knew me since I joined, I've rather adapted to the masochist and anti-awesome issues, which should result in a rather mellow mood. I hope to see the best show itself.
Well met, my friend. It's nice to hear from you again. Your newfound mellowness is great, I'm sure, but I sincerely hope that your adaptation has also made you happier as well. Welcome back, and feel free to be as active (or casual) as you wish. Looking forward to seeing a set from you, of course.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
The Movesets Have Returned!

Clay

Clay was a great set to see after Jynx. While he didn't have the same interesting playstyle that Jynx did, his overall creativity was greater and he didn't have the same number of 'meh moves that Jynx suffered from.

Although a few moves needed reworking. The grab, for instance, was too powerful for being able to pull opponents off of the edge and then let him tether to it with his Up Special, and the Forward Smash was very propish and random, if entertaining. The Down Special also was horrifically overpowered, that kind of hitstun coming out laglessly is simply too strong.

This was a good set for improving with though, and what makes me excited is that if you can combine the strengths of Clay and Jynx together for your next set, it should be great.

Dante

Dante was utterly okay, but I really couldn't get behind the set. Devil Trigger was too powerful and too hard to access, I would think. Doubled damage is strong, but even if you fully charged it, which would take a while, it would only last for 10 seconds, which made it more of a one-shot thing than something that you could access when you wanted it, especially with the withdrawal cost. It just seemed like a rather boring way to boost his power.

The Up Special was cool, and was really the kind of comboing idea I'd like to see more of, where you actually have to plan them out and was a better kind of trap than the ones we see sometimes, but honestly; having it add extra jumps as a recovery was just hideous to behold. It would have been better to have just given him more jumps in midair than to force a move with a different concept into the recovery package.

A few of the moves seemed generic, and mostly tied together with different weapon sets in different sections of the moveset. While the unity was nice, they didn't seem to really piece together well; there was nothing really special about Gilgamesh that made it different or an idea or strategy separate to it, making the group of weapons it was part of a footnote.

I'm neutral on the grab though. While I'm all for making them more creative (ignore Saber and Subaru in the corner), it also seemed a little forced, and the self-damaging aspect really didn't fit into the rest of the moveset. It was an interesting addition to the set.

In the end though, I look at Dante and see combos and traps, and not much else to him. The potential of creating more inventive combos with the traps was explored, but you really just seemed to scratch the surface of its potential, and it leaves Dante feeling unrefined in my mind.

Kel’Thuzad

I thought that this set was pretty good, but not your best. Mana is a rather uninteresting ammo mechanic, although I'm told Warcraft 3 so centers around it that it works, so I won't particularly hold it against you. I can't help but feel that mana costs for his attacks seem somewhat arbitrary. Why does the pummel cost mana to use when it's necessary to prevent the ghouls from breaking your grab?

I found the moves all a little off-putting, a lot of the attacks were straight up clones of preexisting brawl attacks with extra effects to fit the playstyle. It's uneasy to read (I don't know the damage of Zelda's Uair off the top of my head) and makes the moves look almost like generic move with a twist, which clearly isn't what you were going for.

And the fact that the Ghouls were so difficult to work with made me cringe a bit. That Kel has to constantly shepherd his undead minions around and just keep them from getting themselves killed, or ruining his attacks, and so on is frustrating to envision playing with. I understand that you wanted them to primarily be sources of mana, but if you're recommending that a summon character intentionally hold off on summoning until he's at a high percentage to regain mana, that's just annoying.

It could have been more interesting if the ghouls had been useful on there own, or if there was an incentive to using them for something other than bags of ammo for future use.

I really just have a hard time envisioning how this moveset works too. The mana shield especially boggles my mind to try to figure out how balanced it is. Plus, so many moves have such steep mana cost with a cap of 300... On the inverse though, that also makes it more interesting to use, with the decision making process involved of how to spend the mana.


Now I know I'm being really negative about it right now, but I see the playstyle, and it works, and it has some good stuff in it. Understand that I actually do like this set, but it really lacks the kind of polish on the individual moves or playstyle that would make me really love it.

Zinger

This is actually a bit of a hidden gem; I really liked this moveset. As MW said, at first all the parts of the moveset seemed a bit random, but he really comes together in the end, and all the seemingly random effects and abilities unite to create a character with a surprisingly deep playstyle.

What I like about Zinger is that he has really distinct strengths and weaknesses without them being overwhelming. He has great aerial threatening and gimping strength, but is vulnerable to being killed and having to nail enemies with his projectiles just to start building damage, giving him this combination of a hit and run early game and a more aggressive killing game.

Again though, as MW said, you're borderline obssesive about priority, and it's grating to see you break flow and go out of your way to detail the priority of a specific move, especially when you have nothing to actually say about the priority beyond 'average' half the time.

Mumbo Jumbo

Ack, KoppaKirby, that orange is almost illegibly bad, and your overuse of underlining and lack of line breaks only makes it worse. The presentation of your sets could really use some improvement; you always use the exact same template, and it's not a particularly good one at that.

Anyways, Mumbo Jumbo is relatively standard. He's not your best set, but he's better than a number of your more standard ones, in my opinion. The playstyle though is incredibly weak, and Mumbo Jumbo doesn't have anything really overarching holding him together outside of an ammo mechanic. I talked with this about you before in the chat; when you write a moveset, you should have some real idea of how you want him to play.

The playstyle should define the moveset, not the moveset define the playstyle.

Still though, it's better than some of your other movesets, and I think you are improving. It doesn't suffer from the same underdetailing or underpoweredness other movesets of yours have.

You've proven that you can do aspects of movesets better though; Space Invaders had strong writing style, Blaster had creativity, Dr. Mario had playstyle, and this has balance. If you can combine these strengths in your next moveset, and improve your organization, I can guarantee you'll get a better reception.

Tohru Adachi

You know something Tirkaro, you actually do well when you actually get serious. Your presentation is great, as per usual, although I feel you bolded a little bit too much, especially early in the moveset. The way you displayed your statistics was brilliant, and very fitting.

On the moveset itself, your summons were pretty interesting, and the way you emphasized an aggressive defense was a fun inversion of the usual defensive character, and made him deeper than the usual defense character by being able to play both offense and defense with Izanagi.

On the other hand though, that all of the smashes caused self damage of 10% was not only a fairly harsh penalty, they were the same type of attacks that the rest of the moveset used, making it seem a bit random. The smashes also didn't really feel powerful enough to justify the self damage. It gets ridiculous when he started taking damage from setting up too much police line tape; having to set it up is already enough of a negative incentive.

The TV attacking moves were self-admittedly a stretch to be in character and were rather randomly included. When all that is said and done though, we still have a fairly good, if utterly convoluted moveset that you've made here. It could have used more polish, but as it is, it's a solid piece of work. Your writing style is as phenomonal as ever, and a testament to just how strong I believe you'll be in this competition given time.

MW's Top 10 List

I've finally gotten fed up of all the trash you've been talking about Subaru. I know you like the set, and feel obligated to talk her down to make up for having talked her up too much when you first saw her, but it's starting to get ridiculous. It's not enough that you have almost nothing positive to say about her in her own post, you have to go out of your way in the other write-ups to insult Subaru.

Yes, some of her aerials and throws are lacking in creativity or contributing much to playstyle. Fthrow and Bthrow certainly play into her playstyle, although admittedly I could have done it somewhat better, and her individual moves aren't particularly awe inspiring outside of her specials. Her quicker kicking aerials are actually important to her playstyle in giving her an actually fast attack in the environment she's least equipped to fight in, as most of her attacks have a good bit of lag and have to be used as she approaches on a Wing Road or on the ground, and they're absolutely in character as well.

When you make statements about her ripping off Mach Rider though, it's almost offensive. They're similar, no doubt, but Subaru handles differently with her momentum and attacking style, and has a deeper playstyle with Protection, Barrier Breaker, her projectiles and smashes options, and of course, Wing Road. Saying that Wing Road and audio soundtracks are the main points of superiority Subaru has over Mach Rider is silly.

And the constant comparisons to Super Macho Man are also frustrating. They are completely different characters and movesets for one thing, and they handle shield-breaking and take advantage of it in completely different ways. Super Macho Man, for instance, actually wants the opponent to shield and forces them to with his lingering hitboxes, comboing against them to break them.

Subaru needs the opponent to not shield because shielding completely kills her momentum and stops her movement dead, leaving half of her attacks worthless. Further, she only can do it as a subset for her grab, so it's hardly broken when she'd still be getting a pummel and throw if she didn't have it, and it still stops her momentum, meaning she can't get up to a high gear after doing it. Barrier Breaker is designed to discourage shielding, not encourage it. They're totally different, and saying that Subaru obsoletes Super Macho Man is simply false.

Subaru isn't the best moveset ever. I certainly hope I'll be making better movesets in the future. However, I just have to object to these complaints you have constantly lobbied about her.


Oh, and thank you for the #7 spot on your top 10 list. :bee:

Sho Minamoto

You picked a perfect time to post this set, as I just beat the game and loved the character. You also placed him in fairly close to character, and the little references to the Megaphone and SOHCAHTOA were much appreciated.

The use of Taboo noise was good, and well implemented, giving a good number of choices and the noise are all fairly balanced individually. On the other hand, some of the commanding moves for them seemed rather random; that otherwise generic physical atttacks command Taboo noise to do something was weird. You could at least have had him issue some sort of shout or command, it isn't as if he's short of insults or quotable comments to hurl.

I do see a bit of a balance issue with him though. Not only does he have a chaingrab better than Falco's, he can easily start it up with that back air of his; it's not like he can't build up damage especially slowly either. It's not a massive balance issue, but it is there, and a chaingrab doesn't even feel particularly in character for Minamoto anyways.

I like the moveset though a lot, better than Wallmaster even, and he certainly accompishes the goal of an offensive summoner, and has a good bit of playstyle to him. So I did enjoy him very much Ocon.

Doppelori

Balance Nightmare, although you're already perfectly aware of that. I've never been able to really get behind your method of displaying knockback and damage, but it's more comprehensible than Anne's. I just wish that you would still mention it within the write-up of the moveset itself, and make the diagrams more of an appendix than necessary to understand the moves.

She's certainly very powerful, although I feel that the Neutral Special isn't nearly as strong of an option as you claim it is, between the start-up lag and long hang time in the air.

I really like the idea behind her though, and you fit a lot of different concepts, like the weapons stamina bar and suicide KO options well, streaming them together fairly effectively. The playstyle that is hyper aggressive by nature, and takes advantage of distant opponents creates a very hectic fighting style.

You went the extra mile, taking the negative mechanic of the neutral special and making it an important part of her playstyle and fast paced action too. And for that is one of the reason I so much enjoyed this set.
 

SkylerOcon

Tiny Dancer
Joined
Mar 21, 2008
Messages
5,216
Location
ATX
I've said this a number of times in the chat, in the thread, and DM just said it again so...

Sho's CG is not better than Falco's. Falco's CG goes into a spiking down air that you can only get out of with really good SDI. Sho's ends at 60 no matter what and you cannot spike people out of it. Falco's CG is much better than Sho's for that singular reason.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,291
Location
Hippo Island
Doppelori

First of all, many lulz were had since this was posted right after I said in thet chat to have a character who uses final smashes competitivley. Your implementation is actually the opposite of how I would have done it, a character who is normally weak but builds up a meter to get an awesome final smash.

Of course, your version actually makes for a more enjoyable character I think. Her hectic "hit and repel" playstyle is pretty unique, both in MYM and in fighting games in general. It's an offensive character who doesn't just rushdown spam quick attacks to give the enemy no chance to do anything, there's plenty of action and reaction between Doppelori and her opponent.

I really couldn't find a single move I disliked in the set, they were all interesting in some way and were all relevant to her playstyle. Her sub-mechancis such as the cannon's stamina and item-stuffing were cool and fit into her strategy in some way.

To be fair, I don't quite think she would be that broken without the mechanic. Her moves still have actual weaknesses, including high lag one some of them which pretty much makes them auto-suck, lol. She still has to use strategy in order to make the most of her moves and in a serious game her mind-games won't always work so she certinaly isn't some Godess the opponent cowers from for a minute.

This was the first time I could really get behind your unothodox organization. Having the moves categorized by direction was surprisingly enjoyable, and her sprites and diagrams were icing on the cake. 2v2 playstyle was greatly appreciated (I'm starting to think 2v2 is the true competive game of Smash) and you even gave matchups a unique twist. But come on, don't you think Sonic isn't getting enough credit? Only 80? ;)

So, great moveset overall! My favorite of yours, and IMO one of the (current) fruntrunners of MYM7. Hopefully this will have the same success as your other efforts in previous contests. :3
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
DOPPELORI

Will you get over trying to spite characters for the sake of spiting them without contributing much of anything to the playstyle? Most of the time you don’t even know what you’re talking about and your attempts to be Dingodile fall flat on their face.

Doppelori's Grab said:
With the grab discouaring shielders (Shellders?, the back-air punishing rolling past her and the Side Special punishing rolling away from her, there's precious little they can do to avoid a charging Doppelori.
*Uses any disjointed attack at all*

Another example. . . Up Special. This stops camping how? Doppelori can’t come out of her channeling stance without large lag so she can’t dodge the projectiles I’m sending at her while I can dodge hers just fine, thanks. Up Special is also horribly flawed in that it’s an absolutely terrible recovery, like, as bad as Link’s if not worse.

While Doppelori can indeed approach through the projectile fire just fine with moves like uair (Though this damages her cannon, so she can’t do it forever), what’s she do once she gets there? You’re the first to admit she can’t do anything at point blank range, and that just gets her in range of the grab-game of all these defensive heavies she’s supposed to **** which she’s doing such a poor job of.

And now we plop the Final Smash limitation on and she’s absolute garbage tier. . .Oh wait, there’s Side Special, which isn’t that hard to land and thus is better then you give it credit for. Which is entirely fine, though, as her main moveset is hardly the horrific thing you make out it to be.

. . .Which is actually good, as I’d probably hate the set otherwise but I rather love what it actually is. She can still play put up a fight with these characters she’s supposed to be “countering”, but she still has to actually try, god forbid. I’m actually rather a fan of her approach and repel playstyle. It’s far from the most fascinating playstyle ever, but it flows very well (A rarity in your sets) and hasn’t been done before. Of course, it’s certainly far from a bad playstyle, certainly more intriguing then something like Romero, though not nearly on the level of something like Zant.

WHEN YOU TALK LIKE THIS, IT MADE IT VERY HARD TO START THE SET AND MADE ME READ IT IN A ******** VOICE IN MY MIND. The set also feels very very rushed with the pummel being another grab and the nair being another fsmash. While it wouldn’t be that big a deal, it made me think that the aerial Down Special was another error and that it was supposed to be another Special, and the 3 Neutral Specials, yikes. . .

Morton’s Final Smash is perfectly capable of KOing. He can remove the ground with his Up Special so he has infinite recovery and is a giant bouncing hitbox of death, and with Doppelori’s recovery she gets ***** pretty hard. Doppelori also wouldn’t fare well against his dthrow. You underestimate MK by far too much and overestimate Doppelori. . .Particularly because Doppelori has an absolultely horrendous recovery that you stealthily try to hide that makes her weight a moot point. What’s wrong with Sonic? What’s NOT wrong with Sonic? I completely agree with the Japanese tier list’s ranking of him as the second worst character. Granted, Sonic still wins thanks to his FS, so that’s more irrelevant.

Oh, right. I’m not supposed to be treating this set like Junahu does a remickses. The actual final smash mechanic is brilliant and a great Dingodilian experiment in that it forces us to actually care about Final Smashes. This giant comment is mostly a long list of nitpicks. I like the playstyle a lot (Whenever I actually dechiper your playstyles I usually do), the moves are brimming with creativity, and her mechanic is more then enough to make her stand out even without her playstyle being utterly fascinating. The biggest problem, though, is how you keep insisting that she’s overpowered in a main match and that she can shut down characters she can’t. What’s more baffling is that is what you actually WANT her to be, which is absolutely mind boggling.
 

Kris121

Smash Journeyman
Joined
Nov 26, 2008
Messages
263
Location
THE INTERWEB
Wow Junahu... I really liked Dopplori. First off the Main Mechanic of how you are under a time limit to defeat kill the opponent before they have the opprotunity to get the final smash was AMAZING. I really enjoyed that. I found it creative. Also I enjoyed how many different attacks you made with just a "rocket launcher" I especially liked the simplicity yet complexity of the up aerial. However the Final Smash was not as bad as you made it out to be. What I was confused about was, if this is Doppelori then is there a Lori? or am I just uninformed. Also you talk about Doppelori's amazing speed. How fast is she? Overall I really enjoyed the set. Good Job. on another note . Amazing organization as usual
 

Frf

Smash Apprentice
Joined
May 11, 2008
Messages
83
Location
Memphis, TN
Kids and their mumbo jumbo.....
-You know, Microsoft word makes it easy to post stuff again with the power of COPYPASTA!!!
-TYPOOOOOOOOOO*does naughty unspeakable things to lamp*
-oh good lord someone was really in an orangey mood
-Statistics are there to talk about staaats. Not mumbo's playstyle. You can tell us how the staaats contribute to the playstyle, but the "abilities" thing has gotta go.
-Really though, shoot for a different but tolerable organization next time. You've made more sets than me, I'm sure, but each one has practically the exact same layout. It gets grating on the eyes.

-Alright, the down special is pretty much the opener for what's to come. It was a bit oddly explained, and the easter egg tidbit I could've done without. Can't quit on you yet, though, since maybe this magic meter mechanic can interest me somehow.
-This magic meter thing doesn't really contribute anything.....
-I can't exactly see a playstyle coming out of the specials.
-Down smash doesn't do much for the Mumbo. It's something anyone could throw into a set.
-Sooooo the playstyle is fill up your magic meter a lot and own. Well you've improved in terms of writing playstyles, but I wish you mentioned more moves.

Obviously not a crazy fan of this set.....So lemme make a list of what to improve on, Koppa.
-Fix up grammatical errors and overall writing style
-Complete overhaul on organization. Be bold, take risks with this.
-Think of playstyle first, not unique individual moves. (If it can't be mentioned in the playstyle section, it can probably be scrapped)
----------------------
sooooooo im going to comment on whatever else in the near future.
 

Chris Lionheart

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

Dante was utterly okay, but I really couldn't get behind the set. Devil Trigger was too powerful and too hard to access, I would think. Doubled damage is strong, but even if you fully charged it, which would take a while, it would only last for 10 seconds, which made it more of a one-shot thing than something that you could access when you wanted it, especially with the withdrawal cost. It just seemed like a rather boring way to boost his power.

The Up Special was cool, and was really the kind of comboing idea I'd like to see more of, where you actually have to plan them out and was a better kind of trap than the ones we see sometimes, but honestly; having it add extra jumps as a recovery was just hideous to behold. It would have been better to have just given him more jumps in midair than to force a move with a different concept into the recovery package.

A few of the moves seemed generic, and mostly tied together with different weapon sets in different sections of the moveset. While the unity was nice, they didn't seem to really piece together well; there was nothing really special about Gilgamesh that made it different or an idea or strategy separate to it, making the group of weapons it was part of a footnote.

I'm neutral on the grab though. While I'm all for making them more creative (ignore Saber and Subaru in the corner), it also seemed a little forced, and the self-damaging aspect really didn't fit into the rest of the moveset. It was an interesting addition to the set.

In the end though, I look at Dante and see combos and traps, and not much else to him. The potential of creating more inventive combos with the traps was explored, but you really just seemed to scratch the surface of its potential, and it leaves Dante feeling unrefined in my mind.
Funny, I felt like I took full advantage of that potential, but to each his own on that one. And the Down Special was spot on. It was supposed to be broken but hard to access. I wish the set was a better read for you, but I can't shape your opinion.



@Juno's set list
Yay for Gwen. Personally, I feel that she is one of my more risky ventures, and it payed off, but not as well as it could have. The indirect style had so much potential, and I just did not have the talent to fully take advantage of it then.

@MW's set list
Regardless of how I feel about my everpopular black sheep of a set, I'm glad you like him.



I have a set ready for the next page, if noone else needs it.
 

Neo Exdeath

Smash Ace
Joined
Sep 11, 2009
Messages
795
Location
Strawberry Fields
Favorite set lists, eh? I might make one myself.

Anyways, all the movesets are looking amazing. Expect more in-depth commentary later (hopefully)
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
wow I've fallen behind. I blame school, band, x-mas and pirates.
but seriously, I've got a ton of sets to read & possibly comment on some of them, most likely Sho, who I previewed.

Oh, and another reason I've fallen behind will appear on the next page... ;)
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
“From the forest trail
Where the cicadas cry
The voice that I heard is no more”

Higurashi no Naku Koro ni - 2006




Straight from the mysterious world of Higurashi no Naku Koro ni, Rena Ryuugu joins the brawl!

Background
Rena is one of the main characters of the horror/mystery/thriller anime series Higurashi no Naku Koro ni, which first aired in 2006. Originally debuting as a murder mystery PC game in Japan, the plot is hard to explain simply. The anime has a similar format to the PC games, consisting of many different story arcs that appear to be unrelated at first, but eventually come together to expose the overarching mystery surrounding the small village of Hinamizawa. These stories do have several obvious things in common, such as the setting, characters and certain events. In the first season, the majority of the story arcs involve one character becoming extremely paranoid and committing murderous acts, and Rena is no exception. Normally a kind, yet somewhat strange girl who would be considered ‘cute’ by normal standards, she becomes murderous and unreasonable once driven to the edge. This moveset reflects both of Rena’s personalities, and utilizes her signature weapon: a meat cleaver she found at the garbage dump.

Stats
Power: 2-8/10
Height: 6.5/10
Weight: 4/10
Movement speed: 7.5/10
Traction: 6/10
Jump power: 5/10
Drop speed: 5/10
Aerial Movement: 7/10
Recovery: 2-4/10
Attack Speed: 4-8/10
Crouch: 5/10
Crawl: 7/10
Wall Jump: (Y)

Rena doesn’t really seem to specialize in anything, and only has a few stats worth noting. Her high movement speed on the ground and in the air make her capable of easily pressuring foes. Her weight and recovery, however, leave a lot to be desired. The reason that Rena’s power, recovery and attack speed fluctuate will be explained just below with her special mechanic.


Sanity (warning: not everyone will like this song)​
Here we have the cornerstone of Rena’s playstyle. When the battle starts, Rena will be wielding a black school bag as a weapon, which is about half the size of Kirby. While this allows her to attack quickly and create combos, it can’t really KO opponents. So how does she KO? During battle, Rena will have a small meter directly under her picture at the bottom of the screen, a “sanity” meter. This meter starts completely filled, but it empties as Rena takes damage, and to a lesser extent, as she deals damage.

Once the meter drains completely Rena will enter her “insane” mode, suddenly bursting into insane laughter. She then takes her signature meat cleaver (which is a tiny bit shorter than Link's sword) out of her bag, then tosses her bag into the background of the stage. If she manages to throw her bag off-stage (or a scrolling stage leaves it behind), it simply spawns again in the background. Back to Rena’s signature cleaver, it is far more suited for KOing, but generally causes her moves to have more lag. Most of her moves remain unchanged with the exception of the weapon, but a few change completely with the loss of sanity. Indeed, Rena’s personality changes from cute to quite scary when her sanity meter empties. She remains in her insane state until she KOs someone, is KOed herself, or 30 seconds pass. If she exits her insane state due to 30 seconds passing, her meter will only refill halfway.

Right when she becomes sane again, she will still use the same attacks from her insane state, but they will only deal half of their normal knockback. To solve this problem, Rena has to run over to where her black bag is sitting in the stage background. She will automatically grab her bag and stick her cleaver back in it, at which point her normal “sane” moveset will be available.

About 10% of the meter drains for every 10% damage she takes, and 10% is drained for every 15% damage she deals to her foe. Rena’s sanity meter will likely drain completely by the time she takes about 70% damage (if she deals about the same amount to her foe). However, for every second that Rena stands idle, 10% of her sanity meter fills back up. Rena is basically encouraged to constantly pressure her foe if she wants to gain the use of her cleaver. Although, there are a few ways around draining Rena’s sanity meter in the standard manner. She has a few moves that allow her to drain her meter much faster, or provide her with alternate ways to exit her insane state.

Overall, Rena will want to stick with her sane moveset for racking damage and her “insane” state for KOing, although her sane moveset does present some opportunities for gimp KOs. Managing the sanity meter is one of the most important things for a Rena player to do effectively in order to master her. Insanity can sometimes be a good thing… (SHOCK)


Musical Note: Most of the headers from this point on contain their own mini-playlists. Just play the first video and let it go.


Specials

Neutral Special: Demon’s Blood / Liar!
This is one of Rena’s aforementioned moves which give her more control over her sanity. When B is held down (it has to be held down for the move to work), Rena starts frantically looking around with a somewhat frightened expression on her face. Faint footsteps can be heard in the background during this as well.

After about .8 seconds of this, an extremely creepy-looking black shadow materializes on the ground behind Rena. Rena immediately notices this, and her expression changes to one of pure terror. At this point, 10% of her sanity meter will empty for every second that B remains held. Rena will occasionally scratch at her wrists or her neck while it drains (why? Watch the show & you’ll know :p). When her sanity meter gets down to about 20% full, Rena’s terrified expression gradually turns into a twisted smile, and she begins to laugh slightly. Rena will immediately enter her insane state once her meter empties. She also suffers medium end lag if she ends this move by releasing B.

This input becomes a completely different move when Rena is in her insane state. Rena grits her teeth, putting an angry expression on her face. She then suddenly screams “Usoda!”, which means “Liar!” in Japanese. Any foe who is within 3 stage builder blocks of Rena when she screams is frozen in place for a second, shocked by her sudden outburst. Airborne foes who get hit with this instantly enter helpless state, making this a useful gimping move. Rena suffers medium end lag on both ends from this move, but that’s not the main side effect this move has on Rena.

Rena’s sanity meter instantly fills up halfway after she screams, making her exit insane mode. This makes it so Rena’s scream can’t be used to lead to an easy KO. It can be used as an easy way to set up sane Rena’s attacks, although this will only work well if Rena’s bag is close enough for her to pick up quickly and do away with the terrible gimped moveset she has right after exiting insane mode. Aside from its functions as a gimping tool and a combo starter, this move can be a good way to get Rena back on track if her foe doesn’t have enough damage to be KOed.

Forward Special: Club Activities / Murderous Trap
Here we have one of Rena’s most light-hearted attacks. Rena is a member of the game club at Hinamizawa’s extremely small school, so it’s only natural she’d carry game materials along with her. She reaches into her bag and pulls out one of two things: a Majong tile or a Jenga block, and throws it in front of her. She can control the trajectory of the item much like Yoshi can control that of his eggs. The thrown item deals 6-7% damage and flinching knockback to foes. This move only has low lag on both ends, although it’s not hugely spammable. Its main use is getting certain characters to approach.

While Rena is in insane mode, she simply throws something else… her cleaver. Rena throws her cleaver straight forward, and the weapon spins as it travels (she’s totally channeling Tomahawk Man right here). Rena only has slight control over its trajectory, about as much as Toon Link has over his boomarang. The spinning cleaver deals 12% damage and medium-high knockback that kills around 130%. The cleaver travels about 4 stage builder blocks forward before it starts on its downwards arc towards the ground. Rena suffers low lag on both ends.

The big drawback of this move is that the cleaver stays stuck once it hits ground. Rena can’t use any of her attacks that involve her cleaver (which is most of them for insane Rena) until she goes and picks it up. If Rena tosses her cleaver off-stage, she has to wait 5 seconds for it to respawn on the stage like an item. This obviously makes Rena really vulnerable for those 5 seconds. What’s really bad, though, is that Rena’s foes can pick up the cleaver and throw it off-stage like a throwing item (it deals 5% damage and flinching knockback in this case). Being insane Rena’s only ranged move, this attack carries a high risk, but the possible reward of scoring a KO from a distance.

Down Special: Retaliation
Rena takes a defensive stance for about half a second, holding her bag in front of her body. Any foe that attacks her during this time- HR: GENERIC COUNTER MOVE (ONO). Well, that’s only partway true. Rena dodges her foe’s attack, but she doesn’t automatically retaliate with an attack of her own. Instead, her victim is simply stunned for half a second. Rena is able to move freely almost immediately upon dodging her foe’s move. This gives Rena the freedom to “counter” with one of her normal attacks instead of being bound to a generic retaliation attack. While this move offers an easy way to start combos, Rena suffers above average end lag if no one hits her. Using this at the wrong time is a surefire way of getting punished.

When Rena is in her insane state, this IS a generic counter move (#slowlaugh). Rena counters with a simple horizontal swing of her cleaver, dealing 10-11% damage. It also deals knockback equal to 1.5 times of what the foe’s attack would have done. So basically if your Falcon Punch gets countered… you’re pretty much screwed.

Up Special: Demoned Away
Isn’t this just the most awesome move name for a generic tether recovery ever? Anyhow, Rena quickly reaches into her bag and pulls out her cleaver (yes, sane Rena does pull our her cleaver for a few moves). In this case, her cleaver has a rope attached to the handle for some reason. Rena tosses the cleaver at the edge of the stage, and the move acts just like any other tether recovery from that point on. The range of this move is sub-par, being the same as Link’s tether, and it executes somewhat slowly compared to other tethers.

However, this recovery is also near impossible to edge guard. If an opponent is hanging on the edge while Rena uses this, they instantly take 6% damage and take low downwards knockback. This works even if the foe has invincibility frames, although they will only take the knockback in this case, not the damage. If it weren’t for the limited range, this would be an absolutely godly recovery.

When Rena’s in insane mode, this move flat out sucks, plain and simple. Rena will simply jump up slightly and reach above her head with her cleaver in an attempt to grab the edge. For the range of this recovery, think Olimar’s recovery with two Pikmin. Yeah, it’s that terrible. There are a few upsides though, one of which is the fact that this move doesn’t cause Rena to go into helpless. This also has pretty low lag, so she can use it a couple times in a row to try and recover, although she will barely jump up at all with subsequent uses. The other upside is the fact that Rena’s cleaver is an active hitbox, dealing 6-7% damage and medium-low upwards knockback. Rena can hit foes who try to gimp her, but why would they try to gimp anyway? This recovery practically gimps itself.

Basic Attacks

Neutral A Combo: Warning
This is one of the few attacks that stays the same regardless of Rena’s sanity, and it’s a simple one to boot. Rena simply slaps in front of her with her free hand, having decent range on the attack. This move is quick, but only deals 2% damage and slight flinching knockback. The speed of this move gives it its uses though. Rena can slip one or two of these into a string of attacks while sane, and she can use it as a surprise move before trying for a KO while insane.

Dash Attack: Demon’s Howl
While dashing, Rena quickly takes her cleaver out and performs a quick dashing motion while holding her weapon at her side. The dashing motion she performs is similar to Sheik’s: she comes to a halt as she finishes as well. Rena attacks using the back (blunt end) of the cleaver, dealing 7% damage and medium-low knockback. Due to Rena using the back of the blade, this move has surprisingly low priority for a disjointed attack. However, this is still a fairly useful GTFO move, having low lag on both ends.

While Rena is insane, this attack remains exactly the same, except for one thing. Rena now uses the front of the blade, dealing 10% damage and medium knockback that kills around 180%. This boosts the priority of the move as well. Rena now suffers medium end lag due to putting more force into the attack, though, This is still one of Rena’s faster moves while in her insane state, and can be useful to get a bit more damage on her foe before KOing them.

Tilts

Forward Tilt: Warped World / Movement in Red
Rena performs a simple horizontal swipe with her bag, dealing 4% damage to foes. However, instead of dealing knockback, this move acts as a pseudo grab. The bag actually wraps around Rena’s foe when she hits them. She then flips her bag behind her back, dragging her foe along with her. This essentially moves her foe behind her and stuns them for a short period, giving Rena a chance to follow up with another quick move. Most notably, this is a good set-up for a forward smash, neutral aerial or a back aerial. Rena can even follow up with another forward tilt if she manages to catch an opponent off guard. This move has low start lag and medium end lag, so it is somewhat punishable.

While in her insane state, Rena basically performs the same move animation with her cleaver. This gives it slightly better range than the sane version. The cleaver slightly digs into Rena’s foe, dealing 8% damage. Rena flips the foe behind her back, just like the sane version of the move. However, they end up being a bit farther away from her when everything is said and done, making it hard for Rena to follow up with any move other than her back aerial. However, this can be a good way to divert a foe who gets into Rena’s face, since she needs a tiny bit of spacing for most of her KO moves to hit. The lag is the same as the sane version’s, making this a pretty quick move for insane Rena.

Up Tilt: Disturbance
A rather simple move. Rena performs an upward swing with her bag, dealing 6% damage and medium-low upwards knockback. Rena can easily follow this up with an up smash or up aerial at low damage percents, and it functions decently as an anti-air move. This has low lag on both ends.

While in insane mode, Rena does the same move animation with her cleaver. Her attack deals 10-11% damage and high upwards knockback that KOs around 110%, making it Rena’s best vertical KO move. However, this version of the move is far more punishable: having above average lag on both ends.

Down Tilt: Retaliation
Just like the up tilt, this is a pretty simple move. Rena raises her bag over her head and quickly slams it down in front of her. This deals 7% damage and low downwards knockback, which slams foes to the ground in front of Rena. This gives Rena a moment to space correctly, or to follow up with an up tilt or down smash. This move has medium start lag and low end lag.

While Rena is in her insane state, this becomes her most powerful KO move. She performs the same basic animation with her cleaver, though with a bit more dramatic flair. This attack deals 15% damage and high knockback that KOs around 90%. However, the cleaver gets stuck in the ground for a moment if Rena misses, resulting in high, very punishable end lag. This move still has medium start lag.

Smashes

Forward Smash: Shock and Awe
Rena quickly opens her bag and digs in it for a second, before pulling out a somewhat-large taser and shoving it directly in front of her with her arms fully outstretched. This taser actually doesn’t belong to Rena; she’s only borrowing it from Shion Sonozaki (@ irrelevant information). The end of the taser then flashes bluish-white with electricity, and shoots short-lived sparks in random directions. The electric surge that is the hitbox is not very large, being about one stage builder block in front of Rena. It deals 9-16% damage and stuns the foe for anywhere between .5 and 1.25 seconds depending on charge. The sparks that fly from the taser deal 1% damage and flinching knockback.

While this is Rena’s most effective stun move, it’s also one of her slowest, having medium start lag and high end lag. This move is helped out somewhat by the sparks that it creates, which makes it harder for foes to punish Rena during the end lag.

When Rena is insane, she still uses the taser, surprisingly. This time she takes it out of her shirt …(smirk). Instead of stunning the foe, this attack deals 12-19% damage and high knockback that kills around 115% (95% fully charged). This version also lacks the sparks of the sane version. Instead, the electricity that surges through the taser travels further, more than doubling the size the original hitbox. This makes it one of Rena’s most useful KO moves, but the high lag of the original version remains intact, making it very punishable as well.

Up Smash: Borderline / Cold Hands
Rena quickly takes her cleaver out of her bag and holds it above her head horizontally while charging. One unique thing about this charging pose is that the blunt end of the cleaver faces upwards, and thus, it operates as a makeshift platform. Any ally or foe can stand on the cleaver as Rena charges. After she finishes charging, she thrusts her weapon upwards while jumping a tiny bit, being very similar to Ike’s up tilt animation. It deals 9-16% damage and medium-low upwards knockback. Not too good, right? Well, something different happens if a foe is standing on the cleaver “platform” when Rena releases the move.

That foe will take 6-13% damage and very low upwards knockback, along with good hitstun. This sets them up near-perfectly for Rena to follow up with an aerial or and up or down tilt. However, this remains a purely situational effect, only coming into play if you can catch an aerial opponent off-guard and get them to land on the cleaver. Despite this, this move still functions well as a basic anti-air move. It has medium start lag and low end lag.

When Rena’s in insane mode, this move is a bit more straight forward. Rena basically performs the same attack animation, but with the sharp edge of her cleaver instead of the blunt end. Foe who hit the cleaver while she charges take 10% damage and medium-low set knockback, similar to the spikes from Brawl’s stage builder. The attack itself deals 12-19% damage and medium knockback that kills around 200% (180% fully charged). Obviously, this move is not made to KO; it’s more fit to be used as a typical anti-air move. This move has medium lag on both ends.

Down Smash: Anger
Even sane Rena can get angry at times. Rena jumps a short distance into the air and come back down quickly to deliver a powerful stomp with both feet. The range of this move is awful: opponents literally need to be right next to Rena for this to hit them. However, everything else about this move is pretty good. It has great priority and low lag, and is one of sane Rena’s most powerful attacks. It deals 15-24% damage and medium knockback that KOs around 190% (165% fully charged). While this is particularly tough to hit with, a well-timed forward smash or down tilt can be used to set this move up.

While insane, Rena’s anger understandably goes a bit further. Rena delivers two stomps in a row that look just like the single stomp from the sane version of this move. She follows this up with a soccer-style kick that knocks the foe away. This move as a whole deals 14-22% damage and medium knockback that KOs around 155% (130% fully charged). While this version of the move has a tiny bit more range, its still very difficult to hit with, and its now-long duration leaves Rena VERY vulnerable if she misses. This is by far insane Rena’s best damage dealer, and it has some KO potential to boot.

Aerials

Neutral Aerial: Preparation
Yay generic nair! Rena spins her bag in a circular motion 3 times, hitting in front of and above and below her. While this move has pretty good range, it barely hits behind her at all, curiously. This deals 5-6% damage and medium-low knockback. While it can operate as a GTFO attack, its low lag combined with Rena’s good aerial movement allows her to use this move in just about any situation to create space or to end a combo. A very simple, yet versatile move.

While in her insane state, Rena just performs the same motion with her cleaver. The range is a little worse, but the knockback and damage are a bit better. It deals 7-8% damage and medium knockback that kills around 200%. This move is still very versatile, retaining its low lag.

Forward Aerial: Fun and Games / Bloody Battle
Rena takes a brief moment to open her bag, and then swings it horizontally in front of her. This deals 5% damage and low knockback. In addition, due to Rena opening her bag, anywhere between 2 and 4 different items fly out of her bag and fall towards the ground at a diagonal angle. These items include the Majong tiles and Jenga blocks from Rena’s side special. The tiles and blocks deal 2% damage and flinching knockback, and fall quickly.

The low knockback dealt by the attack itself makes it very likely that Rena’s foe will also be hit with at least one tile or block. In extremely close quarters, this move can deal up to 13% damage, making it a fairly effective way of racking damage. It is slightly punishable though, having medium lag on both ends. In addition, Rena suffers above average landing lag. You have to think about the situation before using this move.

This move is far more simplistic when Rena is insane. Rena switches the hand she’s holding her cleaver in for whatever reason, and then delivers a horizontal swing with it. This deals 10-11% damage and medium-high knockback that kills around 155%. Basically functioning as an aerial KO option, this move still has the same lag all around, making it somewhat risky to use short-hopped.

Back Aerial: Surprise
One of Rena’s few non-jointed moves. Rena kicks directly behind her with one foot, having decent range on the attack. It deals 7% damage and medium knockback that KOs around 175%, making it one of sane Rena’s very few moves with KO potential. Of course, it isn’t a very reliable one. This is best used to finish off foes who are already off-stage, or to get them off-stage to begin with. This move has low lag on both ends, and medium landing lag.

Very few things about this move change while Rena is insane. It gains a bit of lag, now having medium start lag and above average end lag. It gains some power too; now dealing 8% damage and knockback that KOs around 160%. Overall, this move’s usefulness goes way down with Rena in her insane state. Her forward aerial is superior in just about every way.

Up Aerial: Last Move
Grasping the bottom of her bag, Rena swings it above her head, reaching above with the handles of the bag. Any foe who comes into contact with the bag doesn’t take damage; instead, they become trapped in the handles, and are forced to button mash to escape it. This is 1.5 times harder to break out of than a normal grab. The purpose of this move is simple: it’s a suicide KO move.

However, this move does have another use. If Rena hits the ground while an opponent is trapped in the handles of her bag, they are thrown to the ground right in front of Rena, taking 5% damage and being stunned for a decent amount of time. This sets them up to be hit by several of Rena’s moves, most notably her tough-to-land down smash. This move has medium lag on both ends, and has a duration of about half a second.

For insane Rena, this attack basically functions the same way. She thrusts her cleaver above her head, impaling any foe who touches it on its sharp edge. This deals 8% damage in addition to trapping them on it like this move’s sane version. Foes are still thrown to the ground for 5% damage and decent stun if Rena hits the ground with a trapped foe, giving Rena an opportunity to finish them off! Rena can use this to score suicide KOs as well, but that also begs the question of what insane Rena is doing off-stage to begin with <.<. This move retains its start lag but gains above-average end lag, making it a bit more risky to use.

Down Aerial: Isolation
Rena simply grasps her bag’s handles and swings it directly under her, having pretty good range on the attack. She keeps the bag under her for about a second after actually attacking, with the bag having sex kick properties (along with fairly high priority). The actual attack deals 7% damage and medium-low downwards knockback, while touching the bag after the attack deals 3% damage and flinching knockback. While this can be used to spike or gimp, it can only reliably KO foes who are close to the bottom of the screen, & Rena’s recovery isn’t that good range-wise. This move has low start lag and above average end lag, but very bad landing lag as well. You’d be best off staying away from this move unless you get hit high up into the air.

When Rena is in insane mode, she simply performs the same animation with her cleaver (big surprise). This deals 9-10% damage and spikes opponents, KOing around 120%. Rena still keeps her weapon under her for about a second, but it isn’t an active hitbox this time. The lag remains the same.

Grabs & Throws

Grab & Pummel
Nothing special here. Rena simply grabs with one hand, having rather average range and lag. She holds her victim by both arms after she grabs them, and pummels by hitting them in the chest with her knee. This is a decently fast pummel, dealing 1% damage for each hit.

Forward Throw: Falling Again / Bloody Strike
In this case, Rena simply trips her foe with a cute giggle, dealing 4% damage and decent hitstun as they fall into their tripped animation. This is purely a playstyle move, setting them up to be hit by a multitude of attacks from Rena.

Insane Rena, on the other hand, isn’t satisfied with just tripping her victim. Wielding the blunt edge of her cleaver, she smacks them on the head twice, dealing 6% damage. This also causes them to start bleeding slightly, just cause we need more blood in Brawl (H). Rena then quickly switches to using the sharp edge of the cleaver and brings it downwards, dealing 5% damage and medium-high knockback that kills around 140%. A simple KO move that can put some risk-less damage on Rena’s foe.

Back Throw: Misunderstanding / Demon’s Breath
It should be a requirement for every female character… & Spadefox… to have a back throw like this. HR: IT’S SPADEFOX’S ONLY GOOD MOVE (H). Moving along, Rena quickly swaps places with her opponent. She then moves in close as if she about to kiss her foe, saying “I wonder…” in Japanese as she does so. Right before she kisses them, she smacks them away with her bag, dealing 8% damage and medium knockback that kills around 200%. Probably Rena’s best GTFO attack, its useful if Rena needs time to use her neutral special or just wants her foe off-stage.

When Rena is in her insane state, this becomes one of her few sanity-altering moves. Rena again swaps the positions of herself and her opponent, and starts going in as if to kiss them. This is a bit more drawn out, as Rena will say a bit more to her foe this time. She’ll say one of two different phrases, in Japanese, of course: “We all have something to hide…” or “I won’t let you transfer, so… talk to me…” After Rena says her creepy line (she’s pretty freaking close to kissing them at this point), she suddenly backs up and bursts into insane laughter. This about as much as her foe can take of her insanity, and they immediately push her to the ground, dealing 5% damage to her in the process. However, this also causes her to regain her sanity, refilling 80% of her sanity meter. This simply represents another way for Rena to exit her insane state early, one that’s less risky than her neutral special.

Up Throw: I Wanna Take It Home! / Up in the Air
This is the one move that allows Rena’s obsession with cute things to go overboard. If she deems her opponent ‘cute’, Rena’s face will become cartoonish and exaggerated as she holds her hands up near her face and says “Kawaii! I want to take him/her/it home!” She will then pick up her foe and literally hold them over her head, and then start running towards the nearest edge at Mario’s running speed in an attempt to “take them home”. Foes can break out by button mashing at normal grab difficulty. This offers sane Rena another method of suicide KOing, assuming she can grab her foe while close to an edge.

As for which characters qualify as cute, Rena is not very picky, surprisingly. In fact, Wario, Ganondorf, Power Suit Samus and Wolf are the only Brawl characters she does not consider cute. Yeah… Rena’s just weird like that xD.

If she is in insane mode OR if she doesn’t find the character she uses this on cute, she simply tosses them above her head, dealing 6-7% damage and medium-low knockback.

Down Throw: Premonition / Hinamizawa Syndrome
Rena simply throws her foe to the ground, dealing 6% damage and low upwards knockback. This can easily be followed up on at low damage percents.

While insane, this becomes insane Rena’s best way of racking damage or setting up a KO. Rena reaches inside her shirt and pulls out a syringe filled with a mysterious liquid, and prepares to inject it into her foe, twisting their arm slightly so she can get at their veins. The foe can still break out of the grab during the .7 seconds it takes Rena to prepare. Once Rena injects them (dealing just 1% damage in the process), she lets them go. 10 seconds later, the mysterious liquid starts to take effect.

The infected foe will take 2% damage and flinching knockback every 5 seconds for the rest of their stock, making them much more vulnerable to being KOed. In addition, the foe will randomly scratch at their neck or their wrists while standing still, although this is just for the added creepy factor.

Final Smash: Demon’s Siege
Oh sh- Rena got the smash ball! Upon activating the final smash, Rena immediately bursts into insane laughter, and she enters her insane state if she wasn’t in it already. This provides a few changes to her insane moveset:

First off, her side special is replaced with taking a syringe out of her shirt (like the down throw), and throwing it forward. She can control it just like her normal side special, with the move having medium lag on both ends. Once one hits a foe, it will deal 5% damage and infect them, causing the same negative side effects as the down throw. Also, her neutral special is buffed. Rena can now use it freely without reverting back to sane mode, giving Rena an easy way to stun foes before KOing them. This Final Smash lasts for 12 seconds. 12 full seconds of awesome.

Playing as Rena: Going Insane
So hopefully you’ve figured out what Rena is all about by now. She’s all about racking damage while in her sane state, mostly by combo-ing her foe to hell. Her sane state offers some chances to gimp as well. In her insane state, Rena is out for blood. KOing is the main…er… pretty much only function for her insane moveset. And of course, managing Rena’s sanity is important too.

When the match starts up, there’s not a lot to think about. Rena just needs to start racking damage with her combo-oriented moves. It starts with her tilts, all of which are major points from which Rena can jump into a combo. She can also use her up aerial to forcibly put opponents on the ground, setting them up to be hit by Rena’s powerful down smash, among other moves. Her up smash is mostly an anti-air move, but when used properly, it can set up any of her aerials, or even an up tilt or down tilt. Her forward and down throws can lead into a multitude of attacks, as can her forward smash. And of course, Rena’s down special can lead into almost any move if she can land it. Rena has a ton of ways to space with her sane moveset, and has far too many different combo opportunities to list.

While Rena’s sanity mechanic is set up to allow her to get a good amount of damage on her foe before going insane, it doesn’t always work out that way. Thus, Rena has a few ways to mess with her sanity meter. If she’s damaging her opponent too quickly, she can use a back aerial or another move to get her foe away from her, and then use her neutral special to enter her insane state early. If she ends up insane too early, conversely, she can use her back throw or neutral special to become sane once more.

Once Rena puts enough damage on her opponent and enters insane mode, she has numerous ways to KO her foe. Her forward special, down special, up tilt, down tilt, forward smash or down aerial are her most powerful KO moves, but they all have quite a bit of lag associated with them as well, making them somewhat risky to use. Rena gains more options once she damages her foe further, but don’t take too long, cause Rena will become sane again after 30 seconds. She can also use her neutral a attack, forward tilt or up aerial to set her foe up for the finishing blow.

Of course, Rena doesn’t HAVE to be insane to finish off her opponent. Her sane set gives her a few ways to KO via gimping. Despite her fairly limited recovery, her down aerial, neutral aerial and back aerial can be used to do this. Rena’s up aerial and up throw allow her to try for a suicide KO: useful if she’s currently ahead in stock. While its much easier to KO in insane mode, its very much possible for a skilled gimper to kill as sane Rena. Some may even prefer to stay as sane Rena, and simply exit insane mode at the first possible moment.

To sum up, Rena’s playstyle centers around finding a balance between the damage racking of her sane moveset, and the raw power of her insane state. Finding that balance requires intimate knowledge of Rena’s attacks, her sanity meter, and of your own tendencies as a smash player. Go crazy! ….but only if you want to. :p

Taunts and Victory Poses

Up Taunt: Apology
Is Rena truly sorry, or is there malicious intent behind her apology? She puts her hands together as if she were praying and repeats “Gomen nasai” (I’m sorry in Japanese) over and over again as long as the taunt button is held. In her insane state, she simply holds her cleaver at her side and repeats “Gomen nasai” over and over at a slower pace. She says it softer too, almost whispering the phrase. Creepy…

Side Taunt: Kawaii! / Rena is Scary
Rena takes on the same exaggerated cartoon look from her up throw along with the same movements and says “Kawaii! I want to take it home!” in Japanese. In her insane state, she simply faces the camera and starts laughing maniacally, similar to what happens when her sanity meter hits zero. The difference is that her laughing can be held out for up to 5 seconds by holding the taunt button.

Down Taunt: Happy Rena / Invitation to the End
Even in her sane state, Rena can be a little dark. Rena looks down slightly as she says “I’m happy… for certain” in Japanese, sounding a bit unsure of herself. In her insane mode, she holds her cleaver in front of her with both hands in a somewhat menacing manner and says “I’ll be sure to kill you in my state of anger” in Japanese. She sounds strangely self-aware for an insane person…

Victory Pose 1: An End
Rena’s victory poses change depending on whether she was in her sane or insane state when the battle ends. This is the only victory pose that she can have in either state, but of course, the way she treats her defeated foe differs depending on her current state.

This pose starts off with Rena kneeling over the last place finisher, who is laying face up on the ground, with her cleaver posed to deliver the final blow. If she’s in her sane state she will say “Now everything’s been settled… but I…I don’t want to finish it” in Japanese. She lowers her cleaver and backs off her foe slightly, visibly saddened at her actions. If she’s in her insane mode, however, Rena starts laughing insanely as the screen slowly fades to black. Once it fades out, the sound of her cleaver hitting her unfortunate foe is heard.

2: Treasure
A rather simple pose which will only occur if the battle ends with Rena in her sane state. She quickly picks up her bag from the ground and puts it on her shoulder, faces the screen and says “Now then, I think I’ll look for some more treasure!” in Japanese. Rena then laughs cutely and smiles.

3: Oyashiro-sama
Conversely, this pose will only occur if the battle ends with Rena in her insane mode. Rena looks at the camera with her insane stare, although she looks kind of amused by something. She then says “You’ve got the wrong idea… Oyashiro-sama decides everything” in Japanese before bursting into her maniacal laughter.

Victory Theme: Higurashi no Naku Koro ni (from 1:18 to end)










 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
Ok, the inactivity in the thread has become serious. When 2, 3, or hell, even 4 movesets have to share a page because the wait is so long, something is wrong.


Other than not commenting on sets, or commenting in the thread, the biggest offender by far is "catchup" posts. These posts contain multiple comments in one post. Just look at Darth Meanie's post on the previous page... he could have contributed 9 posts to the thread if he had done these one at a time, letting other people's posts seperate them. That's almost a new page, and thus a new chance for a set to make the spotlight, by itself!
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,258
Location
Australia
Im aware of other sets, but for now I'll just comment on Doppelori. I'll get to the others later on after the next re-cap. I'll comment on those sets, Ocon and tirkaro.

@ Chris: I know you're concerned about the thread just as all of use are, but you can't blame people like dm for it. Some of us HAVE to do catch-up posts because we missed out for a day or 2. Besides, catch-up posts are good because some MYMers will reply to the comments made during that time to allow more posts. If dm was to have all these posts as 9 separate ones, it would be like 3 triple posts, creating some form of spam. I don't want to argue, though Im just saying catch-up posts are good.

Doppelori
A first I was confused about "boss moveset". I thought "Is this a real moveset?", however I finally understood what it meant and I know it's a real set for sure.

Obviously it's akward for Final Smashes to have involvement in a set, but it looks very well implemented to the point where... at first she looks broken as hell, but here's to be a great way to balance Doppelori.

Doppelori is emphasised as a great approach character throughout the set. She indeed does have a lot of mechanics, even one akin to Dingodile (which I don't have a problem with, it's not my set of course... Im just saying it's not bad to rip-off another mechanic if you can use it better or just as well as the creator).

I don't really understand the suicide KO... you state in the Down Smash that you can use it to set-up a suicide KO, but if Doppelori kills herself with the move, wouldn't she die before the foe? Remember it KOs at 140%, which isn't THAT great.

The D-air just seems pointless, but it's no big deal. I don't really think Doppelori is that broken, (even without the negative mechanic, I'd agree with a fair amount of stuff the others have said) but wouldn't she have all those other crazy moves to use during her Smash Ball aura time? Jeez, I could just imagine a low level player being stupid enough to use the Final Smash, and they'll say "OMG, Final Smash! Im gonna use it!"

The set itself is a great addition to MYM7 and though I've never heard of Doppelori before I already hate the Doppelori character herself to death (Not the moveset mind you, it's cool). If I ever saw Doppelori, I'd kill her.

Rena
There's lots of females in MYM7, and there's only going to be MORE. I don't have a problem with it. It's cool.
Interesting. A anime female with no supernatural powers or any weird gimmicks. The organisation is very easy to read and clear on the eyes, and a pretty good writing style. Though sane Rena using random weapons (Even if they come from the bag and are not props) to hurt foes seems OOC but then again I know nothing about the character.

So ok, Rena is a somewhat combo character. You've given us a mechanic, sane for combo and insane for killing. Wait, I'll see how well you made use of the mechanic. From what I see, Rena is a generic combo character who enters kill mode by damaging enemies or gets damaged to a certain point. Luckily there are (almost) no tacked on effects, and while the attacks names are cool, some perhaps are misleading or overexagerated (Minor nitpick).

The set is a average one in my thoughts. It has an idea that's related to a set Im (kind of) working on, but damage racking and getting ready for killing is something that pretty much most fighters in Brawl will want to do.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,440
Let's add another to the heap, eh?



Dodongo large dinosaur in Zelda. Dodongo move slow. Dodongo breathe fire. Dodongo weak to Bomb.

Stats

/ 5
Power 5
Weight 6
Speed 1
Size 5
Range 2
Weakness Bomb
[explosive thrown in Dodongo mouth do triple damage and hitstun equivalent to the knockback]

Special

Neutral Dragon Breath

Dodongo take deep breath and blow fire out mouth. Fire deal 5%. Fire held in. Fire is stream. Fire knock away good. Take time to use.

Forward Wrecker

Dodongo roll into ball. Dodongo roll slowly forward. Dodongo got super armor. Roll off stage sometimes, hard to control. Dodongo hard to avoid. Like Yoshi Roll. Get out of way. Get hit by Dodongo, take 10%. Heavy knocking away.

Up Eruption

How Dodongo go up? Never jump, never fall slow. Dodongo laugh and send boulder from below. Boulder come from Dodongo stomp on ground. Boulder come from bottom pit in air. Then knock Dodongo back onto stage like penguin king. On ground boulder stay there. Can be rolled like Dodongo. Boulder large as King of Koopas who Dodongo like.

Down Baby Dodongo

Dodongo have brother. Brother grow up some day to be like Dodongo. Dodongo call brother, he come from ground. Brother crawl along ground, brother small. Brother explode if hit, brother explode if hit foe. Brother deal 13% and knock away good. Dodongo sad for brother.

Standard

Neutral Bite

Dodongo bite with mouth. Chomp does 8%. Lag low, power good.

Forward Headbutt

Dodongo hit foe with head. Head good hitbox, deal good knockback. 8%. Bad end lag make Dodongo angry.

Up Spike

Why Dodongo need hit up? Dodongo shake head in anger. Spike on top of head may hit things above Dodongo. 9% if get hit by it and hit away good.

Down Armored Fortress

Dodongo roll up into ball again but stay in place. Spin in place like blue hedgehog if holded. Dodongo eat blue hedgehog for feeding. Hatred towards him. Deal 7% and give Dodongo space. Take Dodongo time to unroll. Dodongo has fury.

Smash

Forward Shockwave

Dodongo stomp hard. Big wave go forward good distance. Stun bad guys sometime short, sometime long. Do sometime 7% and 14%. No hit fly guys. Knock rocks. Slow attack.

Up Earthshaker

Dodongo jump up. Come down hard. Shockwave again. Knock big rock sometime low, sometime high up. It do 10%. Dodongo tired, can't do fast or alot.

Down Earthquake

Dodongo stomp many time and turn around. Knock baddies in ground like Kong Pound. 5% each hit. Sometime Dodongo stomp three time, sometime he stomp five time. Dodongo get hit after when rest from stomp alot.

Aerial

Neutral Confuse

Dodongo confused. Dodongo no jump, Dodongo fall fast, why hit in air? Dodongo **** head and confuse. Do nothing.

Forward Dive

Still want hit in air? Dodongo dive forward and down and fall twice fast. Get hit by Dodongo you get 10% and GTFO.

Back Back Attack

Dodongo stick his back out like King Koopa. Spikes not as good as King Koopa's so do 6% and knock away not very good. Slow attack on end.

Up Smokescreen

Dodongo stick head up and try blow fire. Fire no come out. Dodongo cough and smoke come out. Smoke linger in air for ten seconds. Can't see through.

Down Goron Pound

Dodongo curl up into ball and fall three time faster. Do 10% and good knock back.

Throw

Grab Grab

Dodongo grab foe with mouth.

Pummel Fire

Dodongo scorch them like sirloin. Do 14%.

Forward Throw

Throw forward. What you expect? 11%

Backward Throw

Throw backward. What you expect? 11%

Up Throw

Throw up. Puke do 7% and make stinky. What you expect?

Down Throw

Throw down. Dance do 3% each stomp. What you expect?

Final Smash

Final King Dodongo

Dodongo scream and down come big daddy to him! King is big as Giga Koopa and can't be hurt! Play him now. Daddy go away after thirteen seconds.

Playstyle

Dodongo good fighter. Dodongo rocks good as walls. Roll them on baddies. Stun with smash. Fire breath rack damage. Roll into helpless baddies. Baby Dodongo KO with boom. Never leave ground. Tilt rack up hurting too. Chomp KO. Dodongo attack slow. Good against ground bad guys, not good against air bad guys.


This was made after taking a challenge at a friend's house New Years Eve to see how long I could stay awake; I lasted roughly 31 hours, fueled by only energy drinks, mexican food, and about twenty different video games. I know what MT feels like now. Also, this is a serious set.

PS: If you comment on mine before you comment on Rena, I will rip your ****ing still-beating heart out and feed it to you.
 

Chris Lionheart

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

Simply put, Rena is a little bit defiant of her own playstyle.

Why do I say this, you ask? Well let's look at sane Rena, who's main function is supposed to be to rack damage and perhaps score some gimp KO's. She has... well... quite a lot of random moves that don't really contribute much to the supposedly combo-based playstyle. She has 2 suicide moves for example (one of them absolutely hilarious) and just not a lot of good damaging moves. Sure, she has a few short combo options, but most of them are situational and just don't do that much damage. Her attacks as a whole could often used buffed up damage, as they aren't really lightning-fast enough to make up for how little they do. And as for gimp moves... she's got one gimp move in her sane state and 2 gimp moves (one of them potentially amazing) in her insane state (with the sane gimp move likely being better in insane state).

Then you have insane Rena, who isn't actually as bad at dealing damage as you suggest. She has some of sane Rena's damage racking options, the abillity to use throws for damage racking, a projectile side special (though that one may be a bit risky), what I'ld consider to be an improved Down Smash, and some other really nice options. And she can actually KO reliably. Really.... she outclasses sane Rena dramatically, except in recovery, where insane Rena is horrible. She may not be able to combo quite as well as sane Rena, but she doesn't really need it now that she is doing some more decent damage with her attacks.

Also, a minor complaint, but the Final Smash is simply very underpowered. Compare it to Wario Man and other temporary buff Final Smashes. These FS's last longer, make your character invincible, and add more useful effects. The only thing this does.... is put you in insane state, keep you in insane state, super buff your neutral special, and make your side special an effective clone of your Down Throw, and you never really specify whether the effects of these two moves stack. All of this only lasts....12 seconds. Ouch.

My biggest complaint with this set... WHY THE HELL CAN'T I USE UP THROW ON GANONDORF!?

But really, it wasn't a bad set. It was a nice effort, and an improvement on many of your previous works I've read (the best one I've read before Rena being Bison, who is atleast comparable to Rena). It is atleast an average set and can be applauded for it's beautiful organization, plentiful detail, and nice mix of moves for such a seemingly potential-less character.
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
First off, sorry for the sets I haven't commented on yet that came before this one. I acknowledge that they exist, that you worked hard on them, and that they're probably very interesting. I hope I can get to them soon enough.

@Rena: Whee, a Silver set!

I don't know anything about this character or the anime she hails from, so all the references in her moves went over my head. She seems pretty crazy, though. Most of the move differences between her sane and insane states were not too exciting (you seem to be aware of this, though), but the attacks themselves do the trick. Also, you said there were a few ways to drain Rena's sanity meter faster, but I could only count the Neutral Special (you Liar!). I like the Neutral Special, though, along with Forward Special (for mentioning Jenga!), Forward Smash (tasers are cool), Up Smash (interesting concept there), Back Throw (Jynx has a kissing back throw...yay females), Up throw (Kawaii!), and Insane Down Throw. The Final Smash is quite underwhelming, though.

Overall, Rena is a fun little set. I'd probably have to see her mechanic in action to see if I'd really like it. The concept of two sides to one character is neat (and also similar to a set I'm planning), and you do a good enough job of keeping them separate. Also, Rena's taunts are quite long and annoying. :p

Great job, Silver! :bee:
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
If you're a hypocrite and you know it clap your hands

Rena: Now, how do I comment on this without admitting to watching the show... (****). The split between damage racker and KOer was done surprisingly well and it made even damaging Rena something the foe has to reconsider. You included much of everything you could have possible done, and managed keep the set from falling into a big cameo mess in the process. Plus I'm glad you acknowledged the existance of scrolling stages, instant brownie points for you

But I noticed Rena relies a lot on hitstun/stun comboing, which is shallow in comparison to the more traditional knockback comboing as the same combos work on any character at any %. Insane Rena's Down-Throw would probably be the focal point of the whole playstyle, in all honesty. Become insane as early as possible, get in that throw, become sane, profit!

Edit: You lose against Doppelori, generic booster Final Smash, go take a shower and clean up your muddy tears.

Dodongo: Dodongo good. Dodongo short, makes read simple. Dodongo has playstyle, catches people off guard when they read. But Bombs not make more knockback, Bombs should stun, like game.

Edit: Doppelori feeds Dodongo missiles and Foreward-Smash. Om-nom-nom. Dodongo die, give Purple Rupee to Doppelori​


Doppelori
I don't really understand the suicide KO... you state in the Down Smash that you can use it to set-up a suicide KO, but if Doppelori kills herself with the move, wouldn't she die before the foe? Remember it KOs at 140%, which isn't THAT great.
Well, her suiciding is a last resort, for when you get the Final Smash and don't want the foe to get it. Hence it's not a particularly good suicide KO. And personally, I find suicide KOs where the foe dies first defy the whole point of suiciding (Except Dingodial, because I like that moveset and don't want to say mean things about it)


The D-air just seems pointless, but it's no big deal.
meh, I find myself giving my movesets at least one attack for every situation. It helps keep the character accessible. But you do have a point, there's not a lot D-Air does that B-Air doesn't already do, and better.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,440
Dodongo: Dodongo good. Dodongo short, makes read simple. Dodongo has playstyle, catches people off guard when they read. But Bombs not make more knockback, Bombs should stun, like game.

Edit: Doppelori feeds Dodongo missiles and Foreward-Smash. Om-nom-nom. Dodongo die, give Purple Rupee to Doppelori
Glad you like. Change knockback to hitstun. Dodongo made to fail against bomb. Doppelori and Link have 100/0 MU against Dodongo.

Rena: Well done. I love the insane music choices (as well as it being a playlist), and Rena's moveset for the most part is great... but it seems a little weird relying on her bag and all for her "sane" moveset. I mean, I've never watched the anime so I don't know if it's relevant or not. But hey, she attacks with a meat cleaver so it's all good.

And that side taunt is the greatest thing, ever.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Ok, the inactivity in the thread has become serious. When 2, 3, or hell, even 4 movesets have to share a page because the wait is so long, something is wrong.


Other than not commenting on sets, or commenting in the thread, the biggest offender by far is "catchup" posts. These posts contain multiple comments in one post. Just look at Darth Meanie's post on the previous page... he could have contributed 9 posts to the thread if he had done these one at a time, letting other people's posts seperate them. That's almost a new page, and thus a new chance for a set to make the spotlight, by itself!
This post was going to have a comment for a moveset in it, but clearly doing so is killing the thread. I deeply apologize for my shameful behavior, and will attempt to act more appropriately in the future, by not actually commenting.
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
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Location
Make Your Move
This post was going to have a comment for a moveset in it, but clearly doing so is killing the thread. I deeply apologize for my shameful behavior, and will attempt to act more appropriately in the future, by not actually commenting.
Oh, I'm S-O-R-R-Y for expressing my honest (and true) opinion as a former contest leader, only to be questioned and taken out of context by someone who rarely even makes sets.

But then again, I don't give a d**n, because noone is going to listen to me anyway. They never do, especially if their name has the words Master or Warlord in it.

Have a good day.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Oh, I'm S-O-R-R-Y for expressing my honest (and true) opinion as a former contest leader, only to be questioned and taken out of context by someone who rarely even makes sets.

But then again, I don't give a d**n, because noone is going to listen to me anyway. They never do, especially if their name has the words Master or Warlord in it.

Have a good day.
Alright then, my fault. I was just trying to make a joke, but I clearly, clearly miscommunicated here. I didn't mean to offend you at all Chris, and I think you're a cool guy. Anyways...

Rena

Rena is nice and straightforward. She doesn't do anything too crazy, and she pulls a lot more ideas out of her little bag than I expected first reading the set. The playstyle is simple to understand, but has a good bit of depth to it.

On the other hand, as Chris pointed out, she doesn't really behave along the lines you suggested. Insane Rena still has little trouble dealing damage, which contradicts what you said about her playstyle. Really, the special mechanic is a playstyle informer in a way. It creates the playstyle Rena has more than Rena herself does, and that's a problem, seeing as the mechanic changes Rena's moves more than anything else.

Ironically some of the difference seem a little forced, trying to fit into the playstyle; random moves that barely change in animation getting considerable more lag when put into insane mode; with Sane Rena's gimping ability, I'd wager she's better when sane than insane. Also, why does a taser do more damage and not spark when she's insane?

It's a fairly good set, and I liked the simple concept behind the playstyle more than I expected to, but the implementation wasn't to the same par as you touted the playstyle to be.

Dodongo

Dodongo not bad. Had enough detail to express ideas. Sometimes creators make great style, but no good form. Dodongo had good form, and real playstyle. Dodongo got sleepy near end though. Form not so strong, throws all asleep, not awake. Smashes expressed strength and weakness good, and let brain fill in blanks. More moves should have done same thing.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,258
Location
Australia
One page has been filled up in almost a day, yay!
[size=+3]Dodongo[/size]
I only think that Dodongo is underpowered. That's all. A pretty good addition, especially if somone wanted to make a SM using him, then he's finally there.
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
MT’s Two Cents on ZINGER
Just when I thought you couldn’t pull any more random DKC enemies out of that bag of tricks you have, you come out with Zinger. A very WTF character choice but hell, I’m the guy who made Negative Man so my feelings on character choice mean nothing. That being said, I’ll give you the same praise I gave Piranha Plant in a Pipe; you certainly did the best you could with what you had. You made a set for a bloody bee, like I made a set for a bloody COW. That deserves praise right there. That being said, you’ve pretty much milked the bee concept to the bone, especially by making him a lightweight aerial ace. My main complaints are with the Side and Neutral B. Neutral B is a weird move in general (throwing mud for a bee?) whereas Side B seems like it should have the Neutral B’s aspects and scrap the whole hitstun thing. Down B is your basic stat booster, which is another one of those “Why would you ever want to -NOT- have it activated?” moves. Up Special however is very playstyle crucial so it’s good in my book.

As far as the standard attacks go, they’re all very suiting to the character and most play up to the whole free flight thing. The dash attack, among some others, are very hard to actually picture properly, at least for me (I have NO idea what the glide attack is). I also agree with (Frf I believe) that some of the moves are fairly gimmicky. Up tilt has an unnecessary add on, as do the fair and bair. All that being said however…it would seem that I hate this set, no? Not at all, it’s a fun read for sure and, while several of the attacks may have tacked on effects, they work effectively towards what I agree with Warlord to be your finest written playstyle section to date. Zinger is an excellently fun read for sure and is probably right behind Portly Illegitimate Child as your best set in this contest.
 
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