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Make Your Move 6 - Nothing Gold can Stay

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Darkslash

Smash Master
Joined
Feb 1, 2008
Messages
4,076
Location
Strangereal Equestria
Hey guys, do you know that character from that one Disney movie? Hmm... what was the name?
Thumper!
Ahh, yes. That's the one. The one from Bambi, right?

Wait... no. That's definitely not... him.
Alright, a grasshopper moveset....I can't wait to see this.

They're not the mutes from Half Life you thought they were...


COMING SOON

yes, another set preview/editing place
Hey...come down to the bar and I'll buy you a beer Mr. Negi. I can't wait to see how you'll put the humor of the "minds" in their move sets.
 

tirkaro

Smash Champion
Joined
Jun 24, 2006
Messages
2,808
Location
but a pig in the sun
I also read the Mekuri Master, and I couldn't help chuckling; it's not every day you see a panty-based playstyle. It's impressive how much focus you kept on his primary "gimmick", and how streamlined his playstyle really is, while being at the same time completely ridiculous. There are a few issues - organizational qualms, weak throws, a slight lack of creativity on the standard attacks - but for the most part, it's quite an impressive set and certainly shows that you know how to keep up with the changing standards, tirkaro; after Robo-Link, I wouldn't have expected you'd so quickly and effectively embrace the playstyle movement.
Gee, thanks everyone! :bee:


Yeah, MM was my first try at a more complex, single-playstyle based character. Robo-Link was more of a warm-up(though I like the character better...I might make an MK II version in the future.)

The standard attacks are kinda generic since I didn't want to distance too far from The Mekuri Master's main gimmick, but I see what you mean.
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
Thief Khee'bler

"Oh, I steal souls and secrets."


A cunning, cruel, and diabolically skilled thief and lawyer who was formerly known as the Prince of Elf Land, Thief (8-bit Theater, not Final Fantasy 1) secretly left his kingdom in order to raise money for a cure for his dying father. He secured funds by stealing anything and everything around him that wasn't both nailed down and on fire (and some things that were just nailed down), pawning it all off and sending the money to his "overseas account". He also maneuvered Fighter into signing a binding contract over the then-forming Light Warriors, making Thief the permanent group leader and entitling him to first dibs on everything the group discovered (especially treasure), with the exception of any swords Fighter decides he likes. He rarely fights, preferring to let others do his work for him while he furthers the team's goals elsewhere in secret. His main motivation for joining the brawl is greed, in the off-chance that someone actually bothers to play a coin match.

Example of personality



Power: 8
This stat can be very deceiving... Thief has very little KO potential on his own. In order to score a KO, he must wait until a foe breaks a contract with him. This will allow him to use one of his powerful Smash attacks.​

Height: 5
Around Mario's height. Nothing much to say here.​

Weight: 4
Thieves in the Final Fantasy games aren't well known for being able to take a hit.​

Run Speed: 8
However, they are one of the faster classes around.​

Jump: 6
*insert witty comment here*​

Second Jump: 6
Although he has multiple great recovery options, there's no sense skimping on a classic...​

Attack Speed: 7
And you'd better hope so. You're really going to need to keep the opponent pressured, and force them to use an approach you've conveniently deemed illegal.​

Priority: 8
Thief has plenty of disjointed attacks, and attacks with grab priority. No worries here.​



When you first start playing as Thief, you might notice that he starts out ridiculously underpowered... he has no Smashes, and little KO potential in his other moves. That's right, Thief is so arrogant that he doesn't deem it necessary to use his full strength against his opponents... unless the law requires. This is where his Special Mechanic comes in.

Through use of your Neutral Special, you can begin writing up a contract with your opponent. These terms will be stacked upon eachother, and it's possible to knock out all of the opponent's ground moves and specials, given enough time. However, until you actually SIGN the contract (Through use of Thief's Grab or Down Special) the opponent can use these moves without hesitance. As soon as you get the contract signed, however, they are legally bound to not use the moves... that doesn't mean they CAN'T, however. Even if a move is illegal, they can still use it just as well as they could normally.

If they choose to break the terms of the contract, then you are granted the use of one of your blatantly overpowered smashes. That's right, you're only allowed to hit them with one smash. However, you can keep using the smash until you actually land it, so don't feel too pressured.

Regrettably, as soon as your opponent breaks the terms of the contract, it's null and void... you'll have to sign another one with them to keep them restricted. Keep the contracts coming, so you can take as much legal action as possible.



Thief can't use smashes to start out with. In order to use smashes, you must write out a contract with the opponent. Using your Neutral Special will add terms to the contract, moves that, when the opponent uses them, will allow Thief to use one smash.

The contract will not restrict the opponent until it is signed. Sign the contract through your Grab, Pummel, or Down Special.

When the opponent uses a restrictive move, it still comes out at full force. Each time they break the terms, you have to sign a new contract before they will be restricted again. The contract-in-progress will be applied to whoever signs the terms with Thief first.

You can have two unique contracts with each opponent at the same time... one from your Grab/Pummel (They're treated the same), and one from your Down Special. Breaking the terms of one will not void the other.​



Neutral Special: Negotiations

This move's animation and range is identical to Thief's grab, but don't be fooled... while his Grab causes opponents to sign the contract, this move is what you use to define the terms. Once the opponent is in Thief's grasp, input any attack animation. This input (see below diagram) will appear over the opponent's head briefly, as Thief pushes them away about the distance of a Battlefield Platform. This move is then added to the terms of the next contract you sign, and if the opponent uses the move, you are granted the use of your Smashes. Try to ban as many moves as possible before signing the contract.

Note: This move may only be used while on the ground. Pressing "Z" will instantly ban all grabs. Aerials, too, may be added by attempting to add the same tilt twice. Also, if you haven't defined any terms with this move, then getting them to sign the contract in the first place is meaningless.

Top: Neutral A (or Neutral Aerial)
Middle: FTilt (or FAir)
Bottom:
FSmash

[0%]

Up Special: Law Ninja



Thief's trusty Lawninja are always at beck and call, ready to sue anyone who he deems necessary. However, in this case, it's time to help their master. A quick whistle from Thief will cause two Lawninjas to fly out from either side of the screen, each of them landing on either side of Thief nearly instantly. This stops his momentum, suspending him in midair. He will remain suspended for one second, waiting for a second input. Now, flick the control stick in the direction you want to go, and a third Lawninja will fly in from the opposite direction, crashing into Thief and knocking him Battlefield's length in that direction. Meanwhile, the three Lawninjas will look at eachother awkwardly... and then fall to their doom.

Each of these Lawninjas has 50 stamina, and destroying any one of them will make this recovery useless. Their health resets at every stock.​

[0%]

Side Special: Thievery

Ah, so Thief isn't as misnamed as this moveset would make him out to be! With a quick (yet fluent) tap to his forehead, Thief will suddenly disappear... and reappear a certain distance away in a direction you can control exactly like Meta Knight's dimensional cape. However, this move has an additional clever use the cape lacks...

If you reappear such that you're actually in contact with the opponent, Thief will appear to simply wave his hand in their direction. However, what you're NOT seeing is that the opponent actually just lost a move! What move is it? The last one they just performed, of course. This is best used just after they recover, to take away any chance of them getting back onstage, since you'll have a hard time doing it yourself with such a weak airgame. Any stolen moves remain stolen until the opponent beats it out of Thief by dealing 25% or KOing him. Also, there's no limit to how many moves you can steal.

Unfortunately, this move has hefty ending lag whether or not you actually manage to pull it off... so chances are you'll only be able to nab one or two moves before they're beaten out of you through free hits.

[0%]

Down Special: Accomplice

If you don't feel like getting within close quarters with your opponent, there's one final way to get a contract signed with them, although it does take longer than the previous two methods. By inputting the Down Special, Thief throws down a standard ninja flash bomb. While this does stun in a fashion similar to a Deku Nut, its main purpose is to summon Sakurai to the field. There ya go, Sundance. Sakurai, having hired all of these fighters, has legal authority over them, so can sign the contract for the nearest character. However, since he signs out his full name (Masahiro Sakurai), this takes much longer than the average signature, a full 6 seconds. Sakurai can also sign contracts for every brawler on the field, so it's possible to have three people bowing to Thief's will at once under TWO different contracts. (Y'know, one from the grab and one from this move.)

[0%]



Grab: Legally Binding

In a quick motion, Thief beckons opponents to come towards him with his pointer finger. If they happen to be facing towards him, they'll walk up to him if they're within the distance of a stagebuilder block, giving this grab a great reach with minimal starting lag. However, if they're not facing him, he'll grab them by the shoulder, and spin them around to face him, although this takes a quarter second longer than it would if they were facing him. Either way you pull this off, he'll reach across their shoulders with his arm, holding them tightly in a "side hug" as he whispers various legal mumbo-jumbo in their ear. If you miss, this move has above-average ending lag, so it may be wise not to always rely on it to get your opponent's signature. Also, when they break your grasp, they'll slide about a Battlefield platform away and recover first.

If you manage to hold them for four seconds total (either all in one go, which is unlikely, or over multiple grabs), Thief will hold a pen and paper in their face, and they will sign a contract with him, now bound to the terms you dictated using your Side Special. However, to get them to agree to these terms, the opponent is rewarded by recovering 20% of their total damage by default, although this amount can be changed using Thief's Throws. (not 20% health recovered, mind you. If they had 80% they'd go to 64%, 10% would go to 8%, and so forth) Regardless, this is a small price to pay, as if they choose to break the terms of the contract, you'll gain access to your powerful KO moves.

Pummel: Coercion

Maybe you don't feel like waiting to convince your opponent to sign your contract... in that case, there's always a more violent approach. Pressing A will cause Thief to grab the opponent's hand and slide a pen into it in one quick motion, and forcibly make them write their own signature. Sure, it may be a bit sloppy, but it still counts. At least, it counts to Thief. This method only takes two seconds to get a signature, stacking over multiple grabs like the legitimate method, but it comes at the cost of ridiculous ending lag (enough for them to get a half-charged smash on you) if the opponent breaks out before you get a signature. Also, if you get a legitimate signature before you finish the forced one, the time you need for the forced one reverts to the default of two seconds, and vice-versa.

[0%]

Left Throw: Percentage

Thief's throws (with two, situational exceptions) are all about manipulating the contract. His FThrow changes the terms of said contract... from a Flat Rate of health recovered to a certain percentage. For example, with a rate of 20%, an opponent at 70% will drop to 56%, a loss of 14 damage. This throw, like most of Thief's other throws, will not break the opponent from his grasp. However, it still does take half a second to execute, and switching the terms will reset the time it takes to get a signature from your opponent.

Note: Yes, left throw. Whether facing left or right, you choose this move by flicking the controller stick LEFT.

[0%]

Right Throw: Flat Rate

Thief's Right Throw is the counterpoint to his left. While the Left Throw changes the terms to restore a percentage of the opponent's health, this move will cause a defined amount of health to be recovered when the contract is signed. For example, an opponent at 50% health with a rate of 20% will end up at 30% damage when they sign the contract. Using this move takes half a second, and resets the time it takes to get a signature with your grab.

Note: Like the Left Throw, you must flick the controller stick to the right, regardless of which direction you're facing.

[0%]

Up Throw: Bribery

So, your opponent is a bit unwilling to sign the contract, huh? Let's raise the stakes a bit. When you input this move, Thief will smirk a bit, and then above his head will flash a green number 10% higher than it was previously. (remember, each stock starts out with it at 20% by default) This, in turn, raises the amount of health your opponent will recover upon signing a contract with you via your grab, although it doesn't affect your Down Special. Like the rest of your throws, this does not release the opponent from your grasp, although it is the ONLY throw not to reset the time it takes to write a signature. This move comes out almost instantaneously, and the new rate hovers above Thief's head for half a second after activation.

Note: You may not raise the rate above 60%.

[0%]

Down Throw: Undercut

...Maybe you were a bit too generous with your contracts in the past. If so, there's only one way to get it back down... this move. By using this move, Thief will shake his head, and in red, a number 10% lower than it was previously will flash above Thief's head. This resets the time it takes to sign the contract, and will make your opponent less likely to cooperate. Unlike the UThrow, This move does take a while to get across, a whole half-second to lower the rate.

Note: You may not lower the rate below 20%.

[0%]

Forward Throw: I can throw Anything!

That's right, when Thief got his class change, he became a Ninja and got the ability to throw anything! What's that, you say? ANYONE can throw anything in smash? Preposterous.

Anyways, Thief's Forward throw isn't anything special. Since he's already in such close quarters with the opponent, he extends his reach across the opponent's shoulders to grab their hand. From there, it's no hard task to whip them around once and send them flying straight forwards. What's nice about this move is that in addition to taking 11% and knockback that kills at 160%, the unique throwing method will keep the opponent from falling for a second, unless they hit a wall.

Note: This move will only be used if, say, you're facing left and Percentage has already been selected. A Front Throw will always default to Left or Right throws if this method has not been selected, so be careful not to reset the terms just before you were about to get a signature! Lastly... yes, it's generic, but it's Thief's signature attack. So, bah.

[11%]

Backward Throw: Bait and Switch

The execution of this move is pretty similar to Thief's Front Throw... it's the same basic throw, except this time he's hurling them cleanly over his head, with little lag. However, there's another maneuver to be made here if (and ONLY if) the opponent has a signed contract in play... as the opponent passes over his head, Thief taps their hand on a small slip of paper... authorizing the transfer of terms from the signed contract to the one in progress.

...okay, that was a mouthful. For example, say that you've signed a contract that disallows use of the opponent's Standard Combo, Dash Attack, and Neutral Special. You also have an unsigned contract that will forbid use of all the tilts. When you pull this move off, these terms switch places... the opponent you just used the move on is forbidden to use tilts, and the next contract you sign will ban the Standard Combo, Dash Attack, Neutral Special, and any other moves you add to the terms. This can be a very good way to mess with your opponents' heads, as they'll never quite be sure what they're up against.

[11%]



Neutral A: Charisma

Yet another way to make the contract all the easier to sign is to take advantage of Thief's naturally high Charisma. When you press A, Thief will suddenly hold his pointer finger upward at eye level, in the standard "I have an idea!" gesture. At the same time, opponents within the range of Jigglypuff's Sing will suddenly sit down, and listen to him as he begins to speak for about 1.5 seconds. (well, it's more of a mumble, really. You can't exactly make out any words, but it sounds convincing.) Now, any opponent who listens to at least half of his spiel will be twice as willing to negotiate with him... meaning that it will take half as long to sign a contract with them, although the effect only lasts for the first one you sign.

[0%]

Dash Attack: Illusion

If you press A while on the run, nothing much will seem to happen... Thief will continue running without any sign of an attack. However, if you stop running after activating this attack, Thief will... continue to run? Well, not exactly. What you see running is actually a copy of Thief, that only knows how to run forward. The real Thief has turned partially transparent, and you can move him around and attack while opponents go after the decoy. The decoy will continue to run until it hits a wall or is attacked, upon which it will disappear in a puff of smoke. This move has the potential to be the ultimate mindgame...

[0%]

Forward Tilt: Renegotiate

In one smooth motion, Thief whips the contract-in-progress forwards with his left hand… and slashes it in two with a dagger with his right, with the range of Mario’s jab. Afterwards, the pieces of the contract drift slowly down, a hitbox of their own. This move comes out rather quickly, and if done correctly, it set hold the foe up for another hit. The slash of the dagger deals 11% with knockback that kills at 180%, and the falling pieces of the contract (which WILL connect if the first slash does) deal two flinching hits of 1%, canceling the knockback of the first part. Also, this negates the terms of the contract-in-progress, forcing you to start from square one.

Note: If you don’t have a contract in progress, then the second part of this move doesn’t happen.

[11%, 1%]

Up Tilt: Criminal Past

If you're having trouble getting your opponent to break the terms of a contract, give this move a try. With little starting lag, Thief takes out a pad and paper... and simply stands there, seemingly taking note on the battle. He can stand around for a maximum of two seconds, and during this time, he has permanent superarmor, although Final Smashes and the like can still break through. Once the time runs out, Thief stores the pad and paper with a slight nod, a concerned look on his face. As it sounds, this has heavy ending lag... and even if it didn't, an opponent with good timing could potentially land a fully-charged smash on you as soon as your super armor ended. You can cancel this note-taking early, be reinputting the UTilt.

Now, while occasional super armor may seem like a blessing in itself, it's hardly worth it to stand around while your opponent beats up on you, no? How about this, then... now that Thief has seen the opponent's multiple charges of assault and battery, he has the perfect excuse to take some legal action! Any damage and knockback (okay, so you didn't take any knockback. Still, it was calculated.) that was dealt to you will be added to your next knockback-dealing attack, potentially giving Thief a KO move before a contract is broken.

[0%]

Down Tilt: Waive

Eh, maybe what you've worked up so far in the contract isn't exactly what you want... if so, what else to do but get casually place it in the middle of a raging battle? By using this move, Thief will remove the contract from inside of his shirt pocket, and gently place it on the ground, indistinguishable in appearance from the Sticker item. This takes about half a second to do. Also, if any opponent comes within range (about the reach of Jigglypuff's Sing) at any time during this process, Thief will stab towards either side of him with two daggers with pitifully short reach that deals 12% and deals moderate horizontal knockback, and then return to whatever part of the process he was interrupted in.

Okay, so you got rid of the contract. It's still sitting around, though, ready to be signed... or destroyed. Which of the two, it's all up to your opponent. That's right, even after you abandon the contract, your opponent can still walk right up to it and sign it anyway, receiving any healing benefits that were in its terms. You can even use this to bait them if you've readied a particularly juicy contract. Then again, they can also destroy it with a downwards-aimed move. Since it only has 1 stamina, nothing's going to leave it standing.

[0%, 12%]



Forward Smash: Backstab

Another one of Thief's characteristics is his tendency to backstab opponents (and allies)... usually killing them in one blow.
The way he pulls it off is a bit unique, however. As you charge the move, he stands there, holding his chin in thought. When you release the charge, Thief disappears without warning... And reappears up to two battlefield platforms in front of him, charging at a speed of Marth's Final Smash towards the spot where he left. If he encounters anyone on his way, he will deal a powerful stab to the first opponent/hurtbox that gets in his way. This brutal attack deals 25% uncharged, 32% charged, and can KO as early as 75%.

Note: In case it isn’t obvious, this is THE finishing move for Thief.

[25-32%]

Up Smash: Mea Culpa

Oh, what’s this…? Thief has found a fatal flaw in the terms of his own contract… the entire thing is null and void! Appalled at this lapse of judgment, he holds the contract (that is, the one the opponent broke, not the in-progress one) above his head, and after high starting lag, slices it repeatedly, dealing up to 18% to opponents if they get hit with every blow, with the final strike dealing upwards knockback that kills at 150%. Now, an interesting thing about this move… in addition to the 18% they take apart from this, any healing effects they may have had from signing the contract disappear at its end, whether they were actually hit or not.. For example, (and this is an extreme one, in any case) if the opponent signed the contract at 100% with a flat rate of 60%, and then were hit with the full force of this attack, they will take 78% damage at its end, putting them back worse than they were before. This can be an easy move to land, as foes are generally more willing to take risks at lower percentages.

Note: This isn't as good of a KOer as it may sound... Opponents take the knockback before the additional damage from the breaking of the contract is added. Bummer.

[18% + (varies)]

Down Smash: Warning

Occasionally, you might want to cut your opponent some slack. When this move is activated, there is no charge like a normal smash. Instead, Thief does his standard beckoning motion (from his grab, Neutral Special, the works) and brings his opponent towards him… exactly like those two previous attacks. What’s he planning?

Instead of holding them in his grasp, however, Thief will immediately… slap them on the wrist? Yep, he’s just letting them off with a warning this time. The slap will deal only 8% with flinching knockback and high hitstun, but it has a wonderful little aftereffect… from now until you sign the next contract, you will be able to add TWO moves to the terms per Neutral Special! The same applies to his Side Special; Thief will steal the last two unique moves the opponent used. Now is the time to redefine the battle to your terms. Go nuts.

Note: Upon slapping their wrist, a “x2” will hover above Thief’s head for a moment.

[8%]



Neutral Air: Bag of Holding

By now, you're probably wondering where Thief stores all these daggers and contracts in the first place. Well, this move will get opponents up-close and personal with just that method... meet Thief's nearly-full Bag of Holding! With a ridiculously tiny hitbox directly in front of him, Thief reaches forward with little starting lag, having high ending lag if he misses. Assuming he hits, however, Thief will grab the opponent and stuff them into his Bag of Holding. They're now trapped inside the bag, and can escape with grab difficulty. Thief, however, can move around perfectly, and can potentially pull off a Thiefcide if he so chooses.

[0%]

Forward Air: Stealth-Sue

Thief makes use of a technique normally reserved for law-ninja for this attack. After attaching the contract-in-progress to one of his daggers (where do they all come from?), he throws it invisibly perfectly forwards. Although you can't see it, it's traveling at the speed of Sheik's needles, hopefully towards an opponent. When it collides, it will stick into them, dealing 13% and below-average knockback. It will also reappear if it happens to collide into a wall.

A neat little trick to use with this move... if you throw it into an opponent who is under the terms of a contract already, any other terms that were in progress will be added to the opponent. So, in this manner, it's possible to sign a contract early and then add terms from a distance.

[13%]

Backward Air: HADOKEN!

Sure, Thief can’t use it… but he has someone working for him who can. Thief snaps his fingers once, and in a flash of light, Black Mage appears directly behind him. This process, as could be expected, has heavy starting lag, but it more than makes up for it in sheer power, as Black Mage will quickly shoot out a Hadoken behind him, propelling Thief and himself forwards at the speed of Sonic’s run. This will deal around 18% of multiple hits to any opponent who gets caught in the beam, launching them out with off-horizontal knockback that kills at 125% once they reach this amount. Actually, there’s no limit to how far you can recover with this move; Black Mage will keep firing until he flies off the screen, passing through all obstacles with the Hadoken leaving a clear trail of where he’s been. Once he flies offscreen, the remnants of the Hadoken will disappear at the same rate as they were formed. Be sure to jump off before it’s too late.

However… this IS a Level 9 spell. Black Mage can only use one of these per day… or rather, once per stock. If you try to use this twice in the same stock, instead of the impressive Hadoken, Black Mage’s hands will just crackle a little, dealing damage and knockback identical to Pikachu’s Thundershock, but with pitiful range. After this weak attempt at a Hadoken, Black Mage falls off the bottom of the screen, his eyes tiny with fear. Thief will also suffer from a half-second of ending lag.

[18%, 6%]

Up Air: Sword-Chucks



Fighter makes his obligatory cameo for this move, wielding a weapon of his own design... Sword-chucks. Thief summons fighter just like he summoned Black Mage... with a snap of his fingers. Fighter appears directly above Thief, who grabs his ankles as Fighter spins his sword-chucks above his head. This spinning blade will deal up to 18% through multiple hits of 2-3%, and will also raise Thief up Mario's height over a second. During this time, Thief can still move left and right at the same rate, making this a potential recovery move, which is difficult to gimp. The final blow of the sword-chuck spinning deals slight downward/horizontal knockback, and has slight ending lag as Thief lets go of Fighter's legs. Repeated use of this move will decrease the height recovered by half each time. Finally, you may only use this move once per mid-air session.

If you so choose, you can exit this move early by tapping the control stick down. Suddenly deprived of Thief's weight, Fighter will continue to move upwards (twice as quickly, now) until he flies off the top of the screen, dealing about 6% to opponents he passes through.

[18%, 6%]

Down Air: Plummet

Thief's eyes flash white as he looks down slightly. Immediately, Thief "teleports" himself directly down, providing there's a solid surface. There is NO LAG on either side of this attack. If there's a foe directly beneath him, they'll also be dragged straight down with an additional 10%.This attack may seem a bit superfluous, but it can be effectively followed up with a Backstab or one of Thief’s grabs.

[10%]



Hooray, another mechanic booster that Junahu seems to hate so much! Once Thief nabs the Smash Ball (shouldn't be too hard if you stealth-sue it) and activates his Final Smash, he will suddenly open his eyes wide, followed by smirking while he rubs his hands together craftily, as he has just discovered the ultimate loophole in his own terms... every single brawler is guilty on multiple accounts of murder and/or battery! Armed with this new knowledge, Thief has every legal right to abuse his all-powerful smashes, and can get a signature INSTANTLY with his grab, for no health gained to the opponent! All good things must come to an end, however... after 20 seconds, Thief realizes that if he keeps this up, he'll be punishable by the law, too, and reverts to his usual, more subtle self.​



Wow. Thief's a pretty complex guy... he can't use smashes unless his opponent uses one of a couple moves he defines... his tilts will destroy whatever contract he has going at the time, and he has a very laggy airgame. How, exactly, are you supposed to use this guy?

A good Thief goes through three phases of play to get his opponents to finally fly off the screen. This playstyle section will show you the best ways to pull off each of these.

<< Phase One: Signing the Contract

As you may have guessed by now, getting a contract signed is the most important thing for Thief to do, and you have several options to do so... but first, you need to add some basic terms with your Neutral Special. Now, since it has so much range and priority, this should be the easy part of the equation... however, if you're having a bit of difficulty pulling it off, try using your Dash Attack beforehand, so that you can nab the opponent while they're still recovering from the ending lag of attacking your decoy. Once you've knocked out... say, 3-5 of your opponent's favorite attacks, it's time to get that contract signed.

Once again, you have many options to do this. If your opponent happens to be on the opposite end of the stage (or if you're playing on New Pork City), then is the time to call out Sakurai via your Down Special... and trust me, ONLY then. This is far too laggy of a maneuver to be used reliably. Your better options are through your grabs... whether it be through forcing a signature or having them sign voluntarily.

During the early phases of adding terms, it may be a good idea to link your Front Tilt to your Neutral A, drastically reducing the effort of getting a contract signed later. And remember... you don't have to add all the terms during this phase. Later on, you can Stealth-Sue them with your Front Air to further restrict them.​

<< Phase Two: Breaking the Law

Your next task is to get the opponent to break the terms of your contract, to give you access to your Backstab. Now, the easiest way to do this is to get rid of your opponents' strengths... for example, Meta Knight's DSmash and Up Special, Ganondorf's Up Air, Sheik's Front Tilt. If you've eliminated their strengths, they'll have to fight you where they're weak. Then again, Thief doesn't have much going for him either... all the more reason to reduce your opponents' movepools with your Side Special. In this way, you can make your opponents' weak attacks part of the contracts... and then steal their strong ones! Before long, their moves will either have decayed so much that they hardly can attack... or they'll crack, and use one of the banned moves. In the interim, add as much damage to them as possible, with your FTilt, UAir, and FAir.​

<< Phase Three: Dealing with Crime

As you may have guessed by the repeated header title, now's the time to use one of your all-powerful Smashes... or rather, your FSmash. Some great set-ups for this move are Thief's DAir and FTilt, as the opponent will be stunned just long enough for you to C-Stick this move. Remember, you only get to land it ONCE, so don't waste it while the opponent is at low %'s. In fact, it may be a better idea to use your DSmash if the opponent's health is in the 30-40% range. However, if you were a bit... shall we say, generous in the terms of the contract, you may want to use your USmash to remove this benefit in addition to an extra 18%.

Of course, it's possible to skip the first two steps and come directly to the third... buffing Thief's strength up a little with your UTilt, and following up with an FThrow can be a very effective strategy if you're finding it impossible to make your opponent break the terms, or even if you can't get them to sign off in the first place.​

<< In Summary

Thief can feel overwhelming to play as to a newcomer... and to be honest, even to a seasoned Thief main. However, if you just keep pressuring the opponent... sneaking around them with your Dash Attack to grab the with your Neutral Special, nagging them with ever-more restrictive terms with your FAir, and reducing their options with your Side Special... it won't be long before Thief's on the high ground.




 

kirbywizard

Smash Hero
Joined
Jan 4, 2009
Messages
6,713
Location
Napa, California . . . .Grapes For Miles
3DS FC
0989-1847-5768
It's times like this when I miss my summer vacation. Thanks too school I won't have as much free time, and will then in the long run slow down my moveset making ;_;. I think I am just going to send in Ghor for a review and edit it later based on the review. . . . College Classes suck hard.
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
Thief Khee'bler: Interesting... I know I never would have been able to craft an entire moveset out of something like a contract. The mechanic is a little confusing at times, but it fits quite well, unlike the mechanics of quite a few movesets like Hades (sorry, Kupa, it's otherwise awesome). My main problem is that he seems underpowered, as K.Rool said. Even with perfect setup he's pretty much a average character, and without factoring that in the amount of setup he requires is just ridiculous for the payoff. I'm not very good with balance, but this is just an impression I got, I could very well be wrong. A minor concern is that you didn't make a playing againsf section, as they seem to be as important as regulatr playstyles these days. Anyway, I like this 'set quite a bit, so good job on it.

EDIT: Was that really necessary?
 

phatcat203

Smash Apprentice
Joined
Dec 12, 2008
Messages
160
Location
I've been everywhere, man.
Yes it was. /b/lame /b/, not me.

On a more serious note, I have no idea when Wally will be done. None of the members seem to be in the chat at the same time anymore....and I need help. I'm not an expert in defensive moves. If anyone could help me there, just PC me in the chat. Or I guess PM me here. Either way is fine.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,289
Location
Hippo Island
*looks at Phatcat's moveset*

NO REPO- Oh forget it I can't satire my Spadefox Onishiba like this! *cries*


I don't have time to fully read Thief Khee'bler right now, but I will say that the contract mechanic and having literal "left and right throws" is giving me a positive first impression. =D
And I lol'd at the headers.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
THIEF
. . .Right off the bat Rool made me feel obligated to hate the set (Which I don’t, but I certainly don’t love it), so if you want to blame a source for my bad impression of the moveset, blame him. Anyway, where to start? Firstly, Thief seems rushed (What with you glomping together the utilt with the others as ones that destroy the contract in the playstyle section, how you claim foes are “bound to the terms you dictated using your Side Special” in the grab rather then the neutral special, and a couple other things along those lines that I’m too tired to remember by name.). As Rool said, his mechanic is hard to grasp, although there are some other moves earlier on (mainly in the throws section) that really don’t seem to make sense until you read along more. The moves in general have just a bit too little detail. On the down special, I only realized that the move could be interrupted/Thief had to be stationary in the playstyle section. Then again, down special is just an obligatory Sundance whoring out move that really seems to of hurt the moveset in the minds of the others then it’ll help it by making Sundance support it. (Oh, and Rool, get the hell over it. I whored out the extras of my worst moveset this contest to Sundance – deal with it.) It’s one thing to throw it in as an extra victory pose or a Yoshi “alt costume” that obviously wouldn’t be there, but you actually waste a button input on a random move that is impractical and only present for lulz.

The moveset in general feels rather random, and no, not just because of the summoning of Thief’s helpers in the bair/uair. Really, I love me my move interactions, but this is just –too- much. Nearly every move manipulates the mechanic in some fashion, particularly present in the throws section where every throw is just an inverse of the opposite input. I feel that this was a rather lazy way to fill up the inputs and it adds to the rushed feel. I really would’ve liked to see some of these move interactions sandwiched together into fewer button inputs – and to use those other button inputs to allow Thief to, y’know, actually attack. It’s really quite scary that Thief has so few options of actually hurting anything, especially when his smashes are nearly always locked. What’s more sad is that those prop-like buddy summoning moves are among the few with which he can actually hurt people.

The moveset also died down pretty abruptly, as Rool said with the last three aerials, but the final smash is also another thing to take note of. Of course, there’s the playstyle after that which allows us to forget the bad times and move on, but even then, the last little paragraph of the playstyle irks me as it basically says “You can always just screw over playing Thief the way he was intended and just spam utilt.”.

And it sounds like I’m single handedly trying to kill this moveset, doesn’t it? There’s still plenty to like about the set, rest assured. The organization (*gasp*) is absolutely stellar, particularly how you split up the playstyle section. Big fan of that approach you have there. I also love the main concept of the moveset as a whole, I only feel the execution was slightly lacking. Still one of the better sets without a doubt, but this really could’ve used more polish to remove the randomness. Had this been given more time, this could’ve blown Cannoli out of the water.
 

SkylerOcon

Tiny Dancer
Joined
Mar 21, 2008
Messages
5,216
Location
ATX
--Lv. 20-->
--Lv. 45-->



METAGROSS




PokéDex Entry 376 - Metagross - Type Classification: Steel/Psychic

Metagross has four brains in total. Combined, the four brains can breeze through difficult calculations faster than a supercomputer. This Pokémon can float in the air by tucking in its four legs. When hunting, this Pokémon pins the prey to the ground under its massive body. It then eats the helpless victim using the large mouth on its stomach.

>>>Super Smash Brothers Restriction: All of Metagross's stat altering abilities will stack and can be used an unlimited amount of times unless stated differently. Stat alterations are signified by the opponent flashing blue.



SPECIALS


Psychic - Neutral Special – 15% - Metagross raises his upper right arm, and shoots out a slow moving disk, the size of Bowser height-wise, but nearly flat width-wise, directly forward. It travels at about the speed of Bowser’s walk at the slowest pace. The disk moves for one and a half seconds until disappearing. The entire disk is a single hitbox, which kills at 115%. Slightly above average start-up lag, average ending lag. Extremely high priority.

However, much like in the games, this attack has a chance of lowering your opponents ‘defense’. In other words, this move has a 10% chance of causing your opponent to get killed 15% earlier than normal by any attack, which is signified by the opponent flashing blue for two seconds after getting his by this attack. The opponents ‘defense’ is brought back to normal after losing a stock.

Meteor Mash – Side Special – 10% upwards hitbox, 12% falling hitbox, 16&%landing hitbox – Metagross angles his upper left arm towards the sky and shoots it. Yes, Metagross shoots his arm. It goes up straight in front of him, directly upwards, causing knockback equivalent to that of Mario’s Down Tilt to the side.

However, once it goes off into the blast zone, it comes crashing back down, about one stage builder block in front of Metagross. During it’s decent, it causes spiking knockback that would kill at about 70% off stage (to prevent constantly being hit by it at below 70%, you MUST DI the attack). If you’re under it when it lands, you take strong horizontal knockback, killing at 105%.

Above average start-up lag, low ending lag. Transcended priority.

Explosion – Up Special – 25% - Metagross brings all four of his arms together down below his body, and then suddenly, there is a massive explosion (about the size of two Bowser’s). Immediately upon using this attack, Metagross takes a whopping 30% damage. However, it propels Metagross the length of one and a half fully-charged Wario Wafts.

It should also be mentioned that both Metagross and the explosion cause 25% damage, but while the explosion causes knockback that would kill at 80% normally, Metagross causes surprisingly mediocre knockback – only usually killing around 120%.

Very high start-up lag, no ending lag due to you going into helpless after using the attack. Invincibility frames, so no priority is needed.

Iron Defense – Down Special – Metagross takes his two upper arms and jams them together. At first, it looks like nothing is happening, but suddenly, Metagross, let’s out a shout of “Gross!” and then his body suddenly flashes red. Metagross’ defense has been increased! In other words, he now dies 20% later than normal. This move can only be used three times during the entire match – any time after that will result in no effect. All effects of this move are erased after losing a stock.

Extremely high start-up and average ending lag. You are highly susceptible to get hit while using this move.



STANDARDS


Roar – Neutral Attack – 5% - Metagross pounds his forward fists down in front of him, and lets out an elongated, loud yell of “GROSS!”. This move lasts as long as Bowser’s Forward Smash and causes unpleasant specs of spit to shoot out about the length of ¾ of a stage builder block in front of him. If the opponent is directly in front of Metagross when the attack is used (as in, literally almost on top of Metagross), the opponent enters the dizzy state, due to the roar being so loud the opponent gets a headache.

Start-up and ending lag equivalent to that of Zelda's neutral attack. Below average priority.


TILTS


Metal Claw – Forward Tilt – 6%, 6% - Metagross swipes forward twice. First with his upper left hand, second with his upper right hand. Very, very basic move – if you’re hit by the first, you will also be hit by the second. Not much of a killer, but it can potentially start killing around 125%. This move has a 15% chance of decreasing your opponents defense, so that they will die 5% earlier than normal. This effect can only be had twice on the opponent, and the effect is taken away after the opponent loses a stock. Below average start-up and ending lag, average priority.

Flash Cannon – Upward Tilt – 13% - Metagross quickly drops onto his stomach and moves all four of his hands together, up over his head. A bright light suddenly appears, giving 13% damage and mediocre knockback to any opponent who touches it (killing about 160%). This move is quick, and good for stopping aerial approaches, due to its’ surprisingly high priority. This move also has defense lowering capabilities – a 15% chance to have the opponent die 5% earlier than normal. Low start-up and ending lag.

Mud-Slap – Downward Tilt – 8% - Metagross butts his head into the ground, and then jerks it back up, causing mud to fly up directly in front of him. It only reaches about half a stage builder block in front of him, but it does give your opponent flinching knockback, causing them to back off. Decent spacer, due to it having nearly no lag. It should also be noted, that if you get hit by this move, you are 10% more likely to trip for the next thirty seconds. Next to no lag on both ends. Low priority.


SMASHES


Scary Face – Forward Smash – 5% - Metagross swipes both of his upper arms together, directly in front of him (the width of a standing Mario is the farthest this move will reach), attempting to grab the opponent. If he is successful, he will hold the opponent and his eyes will flash a bright yellow color, and then let go of the opponents, having them go into their ground grab release animation.

After this, your opponent travels slower than their normal pace, going 15% less uncharged and 20% fully charged. This is a pretty big blow, but it can only be done twice per stock. This is to make up for Metagross’ poor speed. After a stock is lost, your opponent’s speed reverts back to normal.

However, while the attack is pretty quick to start-up, if you miss, it has terrible ending lag – about three quarters of a second! Metagross falls over on the ground and has to pick himself up, do to losing half of his support. Average priority.

Rock Smash – Upward Smash – 19% strong hitbox uncharged, 26% strong hitbxo fully charged, 7% weak hitbox uncharged, 10% weak hitbox fully charged – Metagross pulls a large rock out of the ground with his upper left leg and hoists it above his head. Giving a slight moment of hesitation, he then proceeds to break it by moving his… claw things… into a fist.

When the Rock is well, smashed, it delivers good knockback assuming your opponent was on or right next to the rock (killing at about 95%). However, this is highly predictable, so don’t count on landing the attack much. Smaller rocks will rain down on both sides of Metagross, though only extending about the length of one half of a stage builder block on either side. These cause flinching knockback.

Lag is equal to that of Charizard’s Rock Smash. High priority.

Thunder Punch – Down Smash – 17% uncharged, 25% fully charged – Metagross brings back his upper right hand, allowing electrical energy to begin to flow through it. Suddenly, her jerks it forward, attempting to hit the opponent with all of his might. The move barely reaches just in front of Metagross, giving it incredibly poor range.

If the opponent is hit, they take good horizontal knockback, getting killed at around 105%. That’s all there is on the face of this move – just a punch. However, if you notice, it’s not just a punch. It’s a mother ****ing thunder punch so you better respect it! Whenever you are hit by this move, you take a 10% chance of having your movement speed drop down to 65% that of your normal speed for five seconds. After five seconds, you return to whatever speed you were at before (this means that effects given by other moves, such as Scary Face, will remain after the attack).

Average lag on both ends. Slightly above average priority. It may seem like a harsh decrease, but the move has terrible range and isn’t exactly outstanding in the lag department, so that rare decrease in speed is payment enough for even landing this attack


AERIALS


Psych Balls – Neutral Aerial - 13% - Giving a grunt, Metagross swings his arms out and summons two purple balls, about the size of Mario, two stage builder blocks away from him on either side. They swirl around him, going into both the foreground and background (meaning that they will hit in the FG/BG) extremely quickly. They should rejoin with Metagross after about half a second of swirling. He is allowed to move while the move is out, but he’s not allowed to use any other moves. The balls deal mediocre knockback, killing at around 150%. Slightly above average start-up lag and no ending lag. Average priority. Another useful functions of this move is that it autocancels. Yay!

Light Screen – Forward Aerial – 8% - Swiping his two forward hands directly in front of him, Metagross summons a light screen. This is a convenient move, as it acts much like Mario’s cape. It will reflect projectiles, and any opponent unfortunate enough to touch the Light Screen or any projectile reflected by the Light Screen (which isn’t likely) will have a 30% change of their attacks causing 20% less damage for the remainder of the stock.

Of course, the move has below average start-up and ending lag, but pathetically low priority. If an opponent attacks through it, the Light Screen will make a satisfying shattering noise as it disappears. However, it should be noted that the light screen will stay up for about a quarter of a second and Metagross will be stuck right behind it (though, if it hits a projectile, it immediately disappears, regardless of how long it’s been out).

Iron Head – Backward Aerial – 16% - Giving a grunt, Metagross turns a steel color and turns around. He then proceeds to dash the length of one stage builder block backwards. After this, he turns back to the direction he was originally facing. Usually, the opponent is given notably strong knockback, which kills at around 100%. The move has lag equivalent of that to Wario’s Forward Smash, on both ends.

However, if you land the move on the opponent while they’re on the ground, they enter the pitfalled animation. Also, to prevent this move from being totally useless (due to massive ending lag), Iron Head autocancels, so you can pretty much follow up with anything. High priority.

Magnet Rise - Upward Aerial - 5% - Metagross swings his forward arms out in front of him, hoping to catch an opponent. If he does, he gives them a tight squeeze, causing electricity to pulse through their body. They then travel quickly upwards, about the distance of three stage builder blocks.

The question here is, why would you want to do that? Helping your opponent recover for 5% is a bit useless, no? Well, that's where you're wrong. You see, the point of this move is that it essentially gives Metagross an untechable stage spike. That's right, you cannot tech this attack, and landing it correctly means you get a free stage spike. Extremely useful for free K.O.'s, though the range is poor, and despite the below average start-up lag, it has surprisingly above average ending lag.

Bite - Downward Aerial - 3% per chew - You know the mouth on Metagross's stomach that the handy dandy PokeDex entry mentioned? This move puts it to use. The mouth opens, making any opponent that touches Metagross gets sucked into it (or any opponent that is unfortunate enough to travel between Metagross's arms).

After activating the move, the mouth will stay open for one second, and unless you pause and rotate the camera under Metagross, there is no visual indication of the move - only that Metagross cannot use any other move during this second. Once the opponent is sucked up, Metagross still has full aerial movement, as the mouth chews on the opponent on its own, damaging 3% per half a second. To escape, you have to button mash, so at lower percents, you'll usually only get about two chews in, but at hight percents you can get four or five.

If Metagross touches the ground while the opponent is being chewed, he'll merely angled his body so that he can spit the opponent about four stage builder blocks away from him, and then return to his normal upright position. Once the opponent escapes in the air, they travel about two stage builder blocks downwards.

The move also has absolutely zero priority. It doesn't hit through anything, so try to capitalize on a laggy attack that your opponent may throw out. Incredibly low start-up and ending lag.


THROWS


Animation - Metagross swipes his arms in front of him, in an attempt to grab the opponent. However, to avoid being generally bad due to poor range and boring because being boring sucks, Metagross extends his hand 1.5x their usual distance using psychic extensions (AKA purple hand-shaped things). It's still boring, but it looks cool!

Hammer Arm - Pummel - 3% - Metagross slams his upper right arm into the opponents head. It's a bit on the slow side, but for every five Hammer Arms you land (these can be spread across multiple grabs) your opponents speed goes down 5%. However, this can only be done to the opponent three times per stock.

Rain Dance - Forward Throw - 2% damage per second - Metagross tosses the opponent about two stage builder blocks forward and claps his forward hands together, causing a rain cloud to appear just above the opponent. It stays there for an incredibly long five seconds, causing 2% damage per second.

During this time, the opponent is 20% more likely to trip! Take advantage of it! And yes, I know I'm breaking the golden rule of Pokemon movesetting by having Metagross use a move that doesn't fit him very well at all. **** you, Rool.

Hyper Beam - Backward Throw - 18% - This move will be one of Metagross's main methods of scoring K.O.s. He gives the opponent a toss and then brings his two forward arms together. Suddenly, a beam of light shoots out from them going about the distance of half of FD and blasts into the opponent, causing great horizontal knockback, killing at 100%.

Now then, a throw this powerful and long ranged shouldn't be abused. It can be used only once per stock.

Chain Toss - Upward Throw - 8% - Anybody who's ever heard of King Dedede's infamous chain grab should have shivered at the name of this attack. Much like the name suggests, Metagross's up throw is a chain grab. If you'd notice, he doesn't have any other attacks that are particularly well suited for damage racking (the neutral special kind of counts), so this move is here to prevent him from essentially being a giant clump of status effects that can't get opponents to K.O. percentages in a reasonable time.

Metagross literally just tossed the opponent upward haphazardly into the air. The move has exceptionally long hitstun, so waiting for the opponent to come back down is all you have to do. This should last until about 50% on most characters, but give or take 10% for the floaty or fast-falling characters. Once the opponents are out of chain grabbing range, you can still abuse the long hitstun time to try and follow up with an aerial.

Earthquake - Downward Throw - 14% - Metagross pins the enemy to the ground with one of his arms and then bangs onto the ground with two of his other arms. This causes the opponent to slide forward on the ground for mediocre knockback (it barely starts killing around 150%). Aside from being a decent damager, the move also causes the ground to shake, meaning that the opponent runs a 5% risk per every step they take that might cause them to enter the pitfalled animation. The shaking lasts for three seconds.


FINAL SMASH



Split Up

Metagross suddenly explodes just like in his up special, doing the same damage/knockback as he does in it, but he doesn’t get propelled upwards and takes no damage. After the smoke clears, the main body of Metagross is laying on the ground lifelessly and his four Beldum legs, which contain his four brains, are hovering up alongside his body.

Metagross’ main body and the four Beldums are all invulnerable. You’re given one of the four Beldums to control at random while the others are computer controlled. You can switch which Beldum you control at any given time by pressing B, and your nametag will always be hovering above whichever Beldum you're in control in, to clear up confusion.

Essentially, you have five seconds to swarm about the enemy. Each time you hit them cause 5% damage and flinching knockback, though they are invunerable for a short while after getting hit (to prevent you from just sitting on top of them and dealing 300% in the short five seconds). At most, you can probably get in a good 50% to 60% with this attack, which greatly aids Metagross's lack of decent damaging attacks.

You travel quickly, about the speed of Sonic during his dash, and can move in all directions.


PLAYSTYLE


Metagross is a very unique character in the sense that he's good, but also very bad at the same time. He has good kill moves, a chain grab, a projectile, and even a move that can hit dodging opponents! However, his recovery does damage to himself, he's slow, he's heavy, and has generally poor range.

Ideally, you should start the match out by spacing with your neutral air, which very luckily, autocancels. Use this to keep your distance, and try to use it to approach your opponent. If your opponent is approaching you, using Psychic may help mess with their approach a bit, so try to mix that in along with your neutral airs.

Once you get a comfortable feel for the match, you can do either one of two things. You can try for the grab to begin damaging with the up throw, or you can try to stack your status effects, to force your opponent's character be less effective overall.

Once your opponent starts approaching kill percentages, attempting to land a thunder punch or a rock smash would be good. Your back air helps quite a bit here too. However, your back throw will usually be your best option, but don't abuse it! Opponents with good D.I. can also probably escape getting killed by it as early as usual, so be weary for that!

After you get the kill, ALWAYS go for the Iron Defense! This can be a life saver when you're in kill percentages at the end of the stock and your opponent isn't. However, it should be noted that since this is a weight increase, it also increased how easily you'll get combo'd, so be careful if you land an early kill and use this move!

Essentially, this is how Metagross works. Start off with neutral air/psychic spam, then move onto damaging/stat changing, go for the kill, and then use Iron Defense. It should be noted that Metagross is dependent on stat changes (particularly in the speed department) to help him K.O. opponents, so be sure to try and land those status-effecting moves often!
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,251
Location
Australia
Where is phatcat's moveset? Err, no matter, guess I miss stuff from not being present at chat. Theif'Keebler is a pretty cool set, with the stealing and all...
Something feels weird about Metagross...
Steven?
No?
I can feel another set coming up soon...
 

Zario777

Smash Apprentice
Joined
Nov 14, 2008
Messages
79
Here's a moveset for this guy that I wanted to post for a while.


Stats

• Weight ~ Same as Wario
• Run ~ Slower than Wario
• Fall ~ Faster Than Wario
• Traction ~ Same as Wario
• Power ~ A tad bit stronger than Wario
• Attack Speed ~ A tad bit slower than Wario
• Jump ~ Same as Wario
• Wall Jump: No
• Wall Cling: No
• Fly: No
• Float: No
• Crouch: Yes
• Crawl: Yes

Lord Crump is a wide, round, heavy character. He may be a little bit slow, but he deals a lot of damage when he connects.

Standards

A→A→A ~ Punch, Sit on, Drop Kick Combo (no KO potential)
The first punch is a weak hit that makes the opponent flinch (2%). Then he sits on his opponent (like Wario's Down Throw) which pushes them about an inch away from him (4%). After that, he does a drop kick which has below average knockback (3%).

Dash Attack ~ Head Dive (KO potential)
Lord Crump (after dashing) jumps horizontally (like Luigi Missle) which does 3% and can cause his opponent to trip if it doesn't hit his horn. Gravity then kicks in, and he turns 90 degrees (which faces him upside down) and he sticks into the ground for 7% damage to anyone unlucky enough to be there. NOTE: This move doesn't stop if used over the edge. Instead, he does 270 degrees with his horns spiking like Zelda's sourspottedDair, and can't break the move until he is upright. If you press the attack button within 1/2 second your horns go into the ground, you jump out half the distance of the initial dive and spin until upright. If not, then you struggle free for one second.

Tilts

Forward Tilt ~ Sideways Kick (no KO potential)
Lord Crump just leans sideways, and kicks. Beginning and end lag match Wario's FTilt. 5%

Up Tilt ~ Hop
Lord Crump hops up. Goes up half the distance of a short hop and hits with his spikes. 6 %

Down Tilt ~ Breakdance (One rotation [no KO potential])
Like Wario's DSmash, but only one rotation. Feet do 2% damage, and horns do 4%.

Smashes

Forward Smash ~ Fist Slam Down (KO potential)
He joins his fist together and swings down fast! Little bit of start up lag, minor end lag. 11% Uncharged, 19% Charged. Has the same animation as Snake's 2nd FTilt attack.

Up Smash ~ Spring Hop (KO potential)
Lord Crump crouches down (his body resembles a spring) then hops up the distance of a full short hop. 13% Uncharged, 21% Charged

Down Smash ~ Duck Spin (KO potential at the horns)
Lord Crump again crouches down and stretches his arms out, then spins six times (like R.O.B's DSmash). 6 hits of 1% at the hands, 6 hits of 2% at the body, and 6 hits of 3% at the horns for a total of 6, 12 and 18% respectively uncharged. Does 6 hits of 2% at the hands, 6 hits of 3% at the body, and 6 hits of 4% at the horns for a total of 12, 18, and 24% respectively fully charged. The hands have a minor suction slightly outside of the hitbox.

Aerials

Neutral Aerial ~ Tuck and Roll (No KO potential)
He tucks in and spins rapidly like Sonic and Wolf's Nair. 8% at the horns which does enough knockback to not combo into itself. Otherwise does 1% constantly.

Forward Aerial ~ Aerial Drop Kick (KO potential)
Lord Crump does a drop kick with the same animation has his last neutral combo attack. 6% damage with average knockback.

Back Aerial ~ Dual Horn Swipe
Does the same animation as Wario's Bair, but when he goes horizontal, his horns slash alternately in opposite directions (left horn swipes right, ect) 5% for the headbutt, 6% for each swipe.

Up Aerial ~ Backflip Kick
Lord Crump does a backflip Kick like Mario's Uair, but slower. 12%

Down Aerial ~ Head Bash
Lord Crump goes to a stance with his back facing the screen and his hands at his side. He then does a 360 degree spin (fast), slamming his head into his unlucky foe who is underneith him. Does 15% damage and meteor smashes his opponent. His spikes do 5% with no flinching whatsoever (they just add to the damage of the meteor smash).

Specials

Neutral Special ~ X-Naut/Crystal Star Toss (KO Potential with Red Beaker and Flying Disk)
Lord Crump throws an X-Naut, an Elite X-Naut, an X-Naut PhD, the Legendary Map, the Diamond Star, or the Emerald Star. They last as long as a Waddle Dee does, and only one can be on screen at a time. (one per Lord Crump)

• X-Naut has 8 hp and sometimes attacks for 6 damage. (71.4% chance of appearing)

• The Legendary Map does 3 damage, and makes a doughnut appear if it hits. (71.4%)

• Elite X-Naut has 20 hp and occasionally attacks for 10 damage (20.4% chance of appearing)

• X-Naut PhD has 18 hp and throws 3 beakers (red beakers at the nearest enemy for 8 damage and decent knockback, blue beaker at Lord Crump when he gets close for a defense boost, and a pink beaker at Lord Crump to heal 5% [each have 33.3% of appearing]), then dissapears. (20.4% chance of appearing)

•Diamond Star does 5 damage, and buries opponents. Bounces high. (20.4% chance of appearing)

• Emerald Star does 5 damage, and stuns opponents. Bounces low. (20.4% chance of appearing)

There is also an 8.2% chance of him throwing the Flying Disk from Magnus Von Grapple 2.0 that does 20% at the extensions and 10% at the base.

Side Special ~ Body Slam (KO potential)
Lord Crump launches straight up (if still or walking) or forward (if running, dashing, or in the air) while in a sitting position. It buries opponents when slammed upon (or spiked if used as a recovery). After landing, Lord Crump suffers from landing lag (he does the animation from PM2 if he misses his Body Slam attack). The attack doesn't end until he hits the ground, the side of the stage, or attacked out of.

Up Special ~ Rocket Fists (no KO potential
Lord Crump uses the Drill Fists from Magnus Von Grapple that spin rapidly as he accends (momentus affects his recovery like Snake's Cypher). The drills attack anyone who gets trapped above it and rapidly gets drilled until the rocket fists fly off or the opponet DI's out of it. Lasts as long and recovers as much as the Cypher. Up to 14%

Down Special ~ X-Naut Wheel
Lord Crump hops in the air and X-Nauts appear underneith him. An X-Naut is added to the wheel every 2 seconds (to a maximum of 30). The wheel increases in size every 10 X-Nauts (the mini wheel can be reflected by Mario's cape and Pit's Mirror Shield)

•#<10 X-Nauts=Too small, X-Nauts scatter when he lands.

• 10 X-Nauts=Small wheel. Does 10 damage, and moves at Mario's dash speed.

• 15 X-Nauts=Small wheel. Does 10 damage, and moves Mario's dash speed Makes a mini X-Naut wheel that rolls out. Does 5 damage.

• 20 X-Nauts=Medium-sized wheel. Does 20 damage, and moves at Sonic's walk speed.

• 25 X-Nauts=Medium-sized wheel. Does 20 damage, and moves at Sonic's walk speed. Makes a mini X-Naut wheel that rolls out. Does 5 damage.

• 30 X-Nauts=Large wheel. Does 30 damage, and moves at Jigglypuff's Run speed. Does 30 damage and has KO potential at 75% for Mario

Grab & Throws

Grab ~ Uppercut style grab

Pummel ~ Kick
Lord Crump kicks his opponent at medium speed for 2 damage.

Forward Throw ~ Trip
Lord Crump raises his opponent above his head and trips on the 3rd step. Does 3% damage to himself and 7% damage to his opponent and anyone in the way.

Back Throw ~ Pillow
Lord Crump folds his opponents, puts them under his head, and falls sideways, landing on his opponent. Does 8% damage.

Up Throw ~ Curled Spin Hop
Lord Crump throws his opponent up into the air, then does a sonic spin like jump doing 9% damage (like a weak, unexcapably version of Sonic's Up Smash).

Down Throw ~ Frontflip Kick
Lord Crump throws his opponent on the ground, does a frontflip, and drop kicks onto his opponent. Does 4% for the throwdown and 6% for the dropkick.

Final Smash ~ Audience Blaster

Lord Crump grabs a remote, and presses a button. Anyone who is in front of him get trapped in a 3 foot long, 7 foot tall cage (like the one from PM2 in Chapter 2). He then presses another button on that remote and enters Magnus Von Grapple 2.0. He flies into the background and sucks up the audience (any cheering that happened stops). He then aims at the people in the cage, and shoots 10 audience members (random characters from PM2) that do 4 damage to anyone in the cage. The 9th shot shoots away the cage (does no damage), and the 10th shot (always a bulky bob-omb) smacks the trapped opponents for 10 damage (a total of 40 damage) and insane knockback. The final smash doesn't activate if nobody is trapped (Kills Mario if he has 30% or above when the FS starts).

Up Taunt
Flexes with his left arm, then his right arm, then both arms, then he puts them down

Down Taunt
Spins on his stomach for 3 rotations

Side Taunt
He does the X-Naut salute

Symbol: An "X" in a circle

Victory Theme
Short remixed sample of the Lord Crump fights from PM2

Victory Pose 1
Lord Crump raises his arms into the air 3 times. Then 30 X-Nauts sward around him as they all cross their arms.

Victory Pose 2
Laughs while saying, "Buh, buh, buh, huh, huh huh huh!"

Victory Pose 3
Lord Crump bashes threw a pyramid of 10 X-Nauts, then raises his hands into the air while the X-Nauts rub thier heads

Defeat Pose
Claps once, then crosses his arms

Entrance
Ejects out of the malfunctioning Magnus Von Grapple 1.0

(I copied the template from the Guardian Mole character a page back)
 

Koppakirby

Smash Cadet
Joined
Aug 13, 2009
Messages
52
So it's not finished. I see lots of my moveset there still. Not good marks. Anyway, for anyone who wants to know about my next MYM venture.......
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
What a debacle. You guys have some nerve, don't you? And Warlord sounds like he's being contrary for the sake of being contrary and pinning the blame on me. (:mad:)

And what do you mean you weren't the first, PC? When was the last time someone reposted a moveset - which, I believe, is FORBIDDEN AND AGAINST THE RULES - immediately after somebody's set, just for the sake of wrecking its reception?

And I'll never ever get over it, Warlord. EVER. I've seen THERE YA GO, SUNDANCE far too many times to let it go now.

EDIT: TO EVERY NEWCOMER

Typically, the page a large moveset is posted on is supposed to be given over largely to discussion of that moveset. It's considered inconsiderate to post spammish messages on that moveset's page (unless you also comment on it), since, of course, as soon as the next page comes around, the moveset gets lost in the shuffle.

COMMENTS LIKE "Theif'Keebler is a pretty cool set, with the stealing and all... " CLEARLY show that you didn't read the moveset and all and are just giving a filler comment, so it's probably best to not bother posting at all.

It irks me that MYM has reached the point where the regulars ignore sets and the newcomers spam them away. Seriously. How can you expect people to comment on YOUR hard work when you ignore everybody else's? :(
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
What a debacle. You guys have some nerve, don't you? And Warlord sounds like he's being contrary for the sake of being contrary and pinning the blame on me. (:mad:)
Honestly, those issues were very real. It’s still a very good set, rest assured. I was rushed with that comment and really didn’t have much chance to add much positive at the end, hence why I basically go “There are plenty of things to like about the set. . .The organization is good. . .Let’s start bashing the set again olololoololol”. Really now, I –do- love the playstyle and if I ignored the actual moveset and just kept the concept in mind as I looked at it, it seems amazing. . .But again. It’s not even so much the prop summoning moves as it is how I feel several of the button inputs are just wasted seeing they strictly manipulate other moves (And are extremely numerous), like how I was going on a while back about Espeon’s nair/half Father Time’s moveset.

Oh, and on Ocon, Metagross is not a repost. It’s just terrible timing. He finally decided to finish the moveset himself like he intended to make it on Steven so long ago. This is Ocon’s Metagross, not the hellish 6 way joint Metagross of MYM 5.

And I'll never ever get over it, Warlord. EVER. I've seen THERE YA GO, SUNDANCE far too many times to let it go now.
That’s fine, but please tell me why I’m the ring leader of the movement and have it “oozing out my extras” when it was in Ludicolo, my nearly universally agreed worst moveset of the contest, twice in the extras? I don’t want to be so utterly associated with it, thanks.

EDIT: TO EVERY NEWCOMER

Typically, the page a large moveset is posted on is supposed to be given over largely to discussion of that moveset. It's considered inconsiderate to post spammish messages on that moveset's page (unless you also comment on it), since, of course, as soon as the next page comes around, the moveset gets lost in the shuffle.

COMMENTS LIKE "Theif'Keebler is a pretty cool set, with the stealing and all... " CLEARLY show that you didn't read the moveset and all and are just giving a filler comment, so it's probably best to not bother posting at all.

It irks me that MYM has reached the point where the regulars ignore sets and the newcomers spam them away. Seriously. How can you expect people to comment on YOUR hard work when you ignore everybody else's? :(
Agreed. I absolutely despise BSing your way through commentary with incredibly generic ones. It’d be better to not comment at all rather then waste up somebody’s precious page space. Honestly, the way we see new and upcoming MYMers is more often then not by how much and how well they comment movesets, not by the actual movesets themselves.

I’ll get around to commenting Vaporeon and Jolteon if I ever manage to read Glaceon, Rool. May as well finish them all in one go, no?

Edit: . . .We're already on a new page? I propose we give this page to Agi also, seeing how badly his previous one was *****.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,289
Location
Hippo Island
My "comment" on Thief was a genuine thing. I didn't have time to read him at the moment, but I wanted to acknowledge its existence by mentioning what I was able to read while simultaneously scolding Phatcat for that stupid repost (even if it was one of my fave MYM movesets). And I was the only person to comment on Guardian Digger, so nyah!

And now that I have finished reading him, I will start off by saying that my initial impression of the mechanic has somewhat been preserved and in some ways it han't. Namely, I like how many ways you were able to think of to explore the potential of the mechanic, but in some ways it did seem like there wasn't much else to him. Granted, I slightly disagree with Warlord as Theif does seem to have a decent amount of damaging attack (all of the aerials deal damage I believe), but it does seem like most of the time he'll just be negogitating a contract instead of actually fighting. And yeah, the down-special I agree is taking the Sundance meme a tad too far.

Regardless, it WAS certainly a very cool concept and more innovative than I thought a simple Final Fantasy "archetype" character would play, but I would suggest next time to integrate more ways of attacking the opponent instead of him handing out business cards. :laugh:

Comment on Metagross coming eventually. Yeah, bad timing Rion. =(
 

phatcat203

Smash Apprentice
Joined
Dec 12, 2008
Messages
160
Location
I've been everywhere, man.
Okay. I posted this in the chat but everyone ignored me. I want your opinions. Should I start caring enough about movesets to make super-long, overly negative comments about them?

And by this, I don't mean all the time....just on sets that I like/see flaws with. If voted yes, I'll first finish my comment on Ludicolo.

I'll warn you. No matter how much I like you OR the character, I will find a flaw, and I will blatantly point it out to everyone who reads the post. Too bad I can't see this crap in my own sets (D)

Also. The comments are likely to be as long as the set itself. Consider that.
 

TheSundanceKid

Smash Lord
Joined
Jun 8, 2008
Messages
1,636
Location
The Secret Kingdom
I'd just like to say that I never asked Agi to include Sakurai in Thief. He did so on his own. A while before Thief was posted, Agi told me that I should be happy because one of Thief's moves was pure fan service to me. I asked him how that worked and he told me that "I need someone that's undeniable. Who better than Sakurai?" or something along those lines.

Anyway, I'm still kind of busy with other things, but I'm making some nice progress on Thief. That's right. I'm READING it. Agi, BE PROUD.
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
@Metagross:
So... I admit, the only one of Steven's pokemon I actually read was skarmory, I skimmed the rest really <.<. Anyhow, this is a remake of Metagross, the one pokemon that was rushed out so quickly that Warlord and Chris had to make up moves for it. I actually really like this set. Metagross has a fitting and outright awesome playstyle, essentially being a tank that doesn't like to approach. Although Metagross can do so with his neutral air if he wants to. He's on the opposite end of the spectrum from V-13 and Vaati; he has a ton of KO moves, but isn't particularly good at damage racking. He's forced to rely on his chain throw (I loled at the name) for a good source of damage and his status-inflicting moves to deal damage. Metagross certainly has more move creativity than V-13, but hey, that's the thing about making sets for fighting game characters, anything too creative is OOC. :p

However, there were definitely signs that this moveset was rushed. The organization was not up to your usual terrific standards, but still very readable. I also see that Metagross lacks a dash attack, but I guess it's possible that you pulled an M. Bison & made him unable to dash? XD. Also, there's no proper stats section, but you gave me a rough idea of Metagross' stats at the beginning of the playstyle section.

In the end, we have a set that was a fun read for sure, even though it doesn't have your usual high-end organization. I may even like it more than V-13, but I think I might have to read V-13 again to be sure. This is an awesome set, and definitely shouldn't be ignored due to being a little rushed. Great job :)
 

Apemasta'

Smash Cadet
Joined
Jan 6, 2008
Messages
56
Location
Southern California
@Guardian Digger: Despite a few flaws, I really enjoyed this moveset, Koppa. A good number of his attacks were relatively generic, but you managed to keep them in character - a definite plus, regardless of creativity. Work on tailoring moves to be a bit more intricate, and I can see your future sets being incredibly fun to read. I also noticed that GD seems to be a very poor damage dealer. If I remember correctly, the maximum damage dealt from a single attack was 15%. Buff him a little! Tank or no, GD could benefit from a bit more power.

The Power Shield mechanic was an initial put-off. The more I think on it, though, the more I think it suits GD. A defensible tank, I like it. My only other concern is that the writing is a bit awkward at times. Other than that, a solid set, can't wait to see your next! (Which, if it's Koopa Bros... Please do my favorite Paper Mario bosses justice. :))

@Thief Khee'bler: I want to love Thief. I really do. I'm a debater - the idea of using the "law" and loopholes to best one in a Brawl is a dream come true. The mechanic is extremely well defined, and fleshed out beyond belief. That is... maybe a bit too much. So much riding on Thief's contract makes it next to impossible to fight normally - I understand that this is the point, but I have a hard time fitting it into the SSB playstyle. Otherwise, I'm in love. Thief is the ultimate mindgame character - multiple contracts is one thing, Illusion was the nail in my coffin. A little less reliance on Thief's lawyer side and a little more focus on his thieving persona would make a huge difference. All in all, great set, if not a bit hard to grasp.

@Metagross: I'm not sure why, but I can't muster much enthusiasm for Metagross. The set itself is great - well balanced, clearly defined. What I can say is that you did a great job of implementing the Stat reduction mechanic. It's a seamless transition from Pokemon to Smash that makes me wonder why it hasn't been touched on so simply before.

Phew... There ya' go, K.Rool. :)
You do have a point - I've let a few movesets slip under my radar, but MYM seems to need more than the few cents it's been getting. I'd be lost without the friendly critiques Neku got, any MYMer really owes the same to other sets. My two cents. :p
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Honestly, those issues were very real. It’s still a very good set, rest assured. I was rushed with that comment and really didn’t have much chance to add much positive at the end, hence why I basically go “There are plenty of things to like about the set. . .The organization is good. . .Let’s start bashing the set again olololoololol”. Really now, I –do- love the playstyle and if I ignored the actual moveset and just kept the concept in mind as I looked at it, it seems amazing. . .But again. It’s not even so much the prop summoning moves as it is how I feel several of the button inputs are just wasted seeing they strictly manipulate other moves (And are extremely numerous), like how I was going on a while back about Espeon’s nair/half Father Time’s moveset.
Yeah, we discussed this in-chat. Suffice to say I disagree.

Oh, and on Ocon, Metagross is not a repost. It’s just terrible timing. He finally decided to finish the moveset himself like he intended to make it on Steven so long ago. This is Ocon’s Metagross, not the hellish 6 way joint Metagross of MYM 5.
So I see...

That’s fine, but please tell me why I’m the ring leader of the movement and have it “oozing out my extras” when it was in Ludicolo, my nearly universally agreed worst moveset of the contest, twice in the extras? I don’t want to be so utterly associated with it, thanks.
Yes, I suppose Kupa, if anyone, should be the poster boy (not ring leader per se, since it's not so much a MOVEMENT as it is a quirk), since almost all of his sets have at least the Yoshi alt costume. And I don't want to sound overly negative, either; there's nothing wrong with giving Droogy his due. In one of the Specials, though...

Agreed. I absolutely despise BSing your way through commentary with incredibly generic ones. It’d be better to not comment at all rather then waste up somebody’s precious page space. Honestly, the way we see new and upcoming MYMers is more often then not by how much and how well they comment movesets, not by the actual movesets themselves.

I’ll get around to commenting Vaporeon and Jolteon if I ever manage to read Glaceon, Rool. May as well finish them all in one go, no?

Edit: . . .We're already on a new page? I propose we give this page to Agi also, seeing how badly his previous one was *****.
Well... I prefer getting multiple short comments to only one or two big ones, but on the other hand, there is a line. If your comment really clearly shows that you didn't read the moveset, then there's a problem.

And I look forward to your thoughts, as always. :cool:

My "comment" on Thief was a genuine thing. I didn't have time to read him at the moment, but I wanted to acknowledge its existence by mentioning what I was able to read while simultaneously scolding Phatcat for that stupid repost (even if it was one of my fave MYM movesets). And I was the only person to comment on Guardian Digger, so nyah!
I wasn't accusing you, HR!

And I was the only person to comment on Mekuri Master, aside from a generic "whoa epic"...

Okay. I posted this in the chat but everyone ignored me. I want your opinions. Should I start caring enough about movesets to make super-long, overly negative comments about them?

And by this, I don't mean all the time....just on sets that I like/see flaws with. If voted yes, I'll first finish my comment on Ludicolo.

I'll warn you. No matter how much I like you OR the character, I will find a flaw, and I will blatantly point it out to everyone who reads the post. Too bad I can't see this crap in my own sets (D)

Also. The comments are likely to be as long as the set itself. Consider that.
I'm not fond of what you say. Anyone can find a flaw if they analyze the logistics and balance of every single attack. The trick to good commenting is looking at the big picture and making comments that either A) encourage the movesetter with praise or B) earnestly suggest ways to make it better. Preferably both at once.

Rain Dance - Forward Throw - 2% damage per second - Metagross tosses the opponent about two stage builder blocks forward and claps his forward hands together, causing a rain cloud to appear just above the opponent. It stays there for an incredibly long five seconds, causing 2% damage per second.

During this time, the opponent is 20% more likely to trip! Take advantage of it! And yes, I know I'm breaking the golden rule of Pokemon movesetting by having Metagross use a move that doesn't fit him very well at all. **** you, Rool.
May the Pokemon god have mercy on your soul.

And no, not Arceus. Arceus and the whole 4th gen don't exist.

I did kinda jump the gun, assuming Metagross was just a copy-paste from Steven rather in the vein of PC's repost - although I didn't specifically accuse you either, so it's all good.

So I gave him a read, and like Silver says - and as I've already pointed out in-chat - the organization is definitely not up to your lofty standards. In fact, it looks, with its lack of BBCode and rather unappealing headers, like something Khold might have copy-pasted without copying the BBCode, then maybe spruced up with a few colors. I wouldn't make a big deal out of it, except... you know. Along with Junahu (God) and myself, you're one of the organizational pioneers of MYM.

As to the actual moveset (who cares about that kind of thing, right?), I found it interesting that you chose to focus on status effects. I'd think that that sort of thing, while it may make for a very interesting playstyle, could be more fitting on a different Pokemon, one that's still more inclined toward tanking hits - Chansey, perhaps? (actually, that could work out... *scrawls notes*)

While the playstyle impresses me, I don't get a real this-is-Metagross vibe from this moveset, which Pokemon syndrome is probably to blame from. Of course, the most egregious example is that above, as you noticed, but there are plenty of attacks I really wouldn't associate with that slow-moving lunk - say, Thunder Punch, or Bite (OH NO A DEVOURING ATTACK CURSE YOU WAAAAAARLOOOOOOORD). You've got enough individual move creativity - certainly more than your earlier MYM 6 sets, and more than Metagross's first iteration had - but again, this may be due to him just doing whatever he wants much of the time.

But all the same, it's a neat little set and quite fun.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,289
Location
Hippo Island
I wasn't accusing you, HR!
Alrighty then. All is forgiven. :bee:


So I just finished Metagross and I can say that this is definitley MUCH better than the one present in the Steven joint set. In fact, MYM5 is still open so...(smirk)

There was a ton of interesting attacks in there, such as Meteor Mash, Light Screen, Bite, and my personal favorite, Scary Face! Seriously, I everything about that move. I love how it's a grab, I love the animation, I love how charging the move increases the power of the status affliction (Now why didn't I think of that when designing my status effect moveset?)! While I personally prefer the throws on the original version for the innovative method of "grabbing" it utilized, your own throws are still good fun. And the animation looks cool too! :bee:

The playstyle was awesome. Status effects are something that most sets only use for a few attacks, but with Metagross, Umbreon, and my own Spadefox moveset it's nice to see them actually become the cornerstone of a character. I just hope that it doesn't share the same fate as trap-based playstyles.

My biggest criticism would be (you know this was coming) that he has a fair amount of moves with random elements attached. I know the moves worked like that in Pokemon, but in a real-time fighting game it feels too luck-based, especially when he relies on them as the basis of his playstyle. If I were playing him I'd ignore most of the status effects and just use his moves for thier basic properties while going "ohh, cool" when I happened to get a statis effect.

So, yeah. Cool moveset. It seems to be a little more "crazy" then your previous works, but that's not exactly a bad thing.
 

SkylerOcon

Tiny Dancer
Joined
Mar 21, 2008
Messages
5,216
Location
ATX
But all the same, it's a neat little set and quite fun.
Then I have succeded with exactly what I aimed to do with this set :3

Don't worry, my next set should return to my usual top-notch organizational standards.

@HR: Well, I know he's luck based, but nearly all of his attacks were given some status-changing effect. So he's bound to get one eventually, so the odds aren't stacked against him that badly.

Glad everybody seems to like it so much. It's better than I thought it was, if I'm reading your comments correctly.
 

Lord Sakurai

Smash Cadet
Joined
Oct 30, 2008
Messages
52
“To get something, you evidently have to take it away from somebody else.”



Raven is one of five teen titans, the main protagonists of Teen Titans, a popular cartoon. Raven prefers to work in the shadows and manipulate other to do her bidding, but is more than capable of fighting on her own. Raven's main power is to extend out her fingers to stab people, them being razor sharp.

Stats:

Size: 6.5/10 Raven’s size is nearly identical to Marth’s, the standard human height, but she’s slightly shorter what with her being a woman.
Weight: 5/10 Due to being a humanoid she’s not –that- light, but far from heavy.
Walking Speed: 3/10 Raven takes her time, walking casually.
Running Speed: 7/10 Thankfully, Raven can still run swiftly when need be.
Traction: 8/10 Raven is rather graceful in this regard.
Power: 5/10 Raven’s moves for the most part are rather weak, but she still has a couple of moves with some half decent knockback. Still, the amount if nearly never enough to KO.
Attack Speed: 7/10 Raven has lots of fast moves and has very little starting lag most of the time, but has notable ending lag on a good few occasions that will keep those seeking nothing but speed away from her.
Range: 6.5/10 Raven’s main advantage that sets her apart is how far she can stretch out her fingers. Still, not all her moves have good range and Raven has no projectile, her just having some select moves with good range.
Priority: 6.5/10 Raven’s moves are really out there in that some have good priority while others have little, it varying from move to move. She isn’t too consistent with priority, but on the whole it’s a bit above average, especially when you weigh in the disjointed hitboxes.
First Jump: 6.5/10 Raven is decently agile.
Second Jump: 4/10 However, Raven doesn’t have magical powers that can make her gain that much ground in the air.
Recovery: 6.5/10 Raven’s recovery isn’t outstanding, but she has the option to recover vertically orhoizontally, a luxury unavailable to most characters. She can also deal quite well with those who attempt to edge guard her.
Fall Speed: 4/10 Raven is slightly floaty, but not extremely so.
Crouch: 6.5/10 It reduces her size a good bit.
Crawl: 5/10 Above average movement speed.
Wall Jump: No.
Wall Cling: Yes.
Hover: No.
Gliding: No.

Basic Actions/Animations:

Basic pose: Raven has her arms at her sides in a fairly standard pose for a woman.
Idle pose: Raven puts a hand on her hip and leans to the side.
Walking: Raven walks slowly and elegantly, being completely casual about the battle.
Running: Raven cuts the class out of her movement to pick up a bit more speed.
Dashing: Raven hunches over and starts dashing forward.
Crouching: Raven lowers to the ground in a pose like a cat ready to strike.
Crawling: See ZSS’s. Sexy characters are mandatory to have a crawl in this fashion.
Jump 1: Raven crouches down close to the ground then springs up. She goes through the motion very quickly.
Jump 2: Raven spins around in the air as she rises, it being fairly standard, albeit her hair flies around in the wind a good bit during it.
Shield: Raven extends out her fingers and impales them into the ground in front of her to block as the standard bubble shield forms.
Sidestep: Raven does a motion like Zelda’s dsmash, but leans into the background as she does so.
Rolling: Raven leaps off the ground very slightly forwards/backwards.
Air Dodge: Raven extends her fingers very slightly and turns to face the screen as she does a quick slash to force herself to be pushed into the background, then leans back into the playing field.
Wall Cling: Raven impales her fingers into the wall she “clung” to, hanging there as you “cling” to the wall.
Sleeping: Raven falls over onto her back and extends out her fingers to make a pillow. She’s one of the few who actually sleeps on the ground.
Dizzy: Raven staggers back and forth with her arm on her head, and occasionally accidentally extends out her fingers on the hand holding her head, stabbing herself.

Special Attacks:

B – Raven’s Grasp: Raven extends out her fingers straight ahead in the direction she’s facing, you able to control the fingers in which direction they go vertically as they move forward at the speed of Ganondorf’s run. Upon reaching out the distance of two battlefield platforms with her fingers without coming into contact anything, they’ll retract back to her at the same speed, leaving her open if you whiff this. This has no start up lag whatsoever, so this is a good move to catch foes off guard with. Raven’s fingers are a disjointed hitbox (And this counts as a grab) in the move, but you don’t need to attack them as her fingers are no longer hitboxes when they’re retracting back to Raven, so if you just wait a moment you can punish her with ease.

If the fingers come into contact with a foe, the fingers will retract back to Raven and she’ll hold them as if she grabbed them normally. If Raven grabs somebody in the air, she’ll retract the fingers back to herself, floating in midair briefly, then fall like a rock with them to potentially Ravencide. If you use this move in the air at all Raven will float as she uses it, making it a good tether recovery and an alternative to the up special. Raven can grab foes edge hogging with no problem to Raven-cide with them, though beware that you can’t just camp off the edge trying to grab somebody by taking advantage of the float, as this move makes you go into your helpless state if you whiff it in the air. This move can also be used to grab items, but who ever plays with those?


B Side – Seduce: Raven reaches out her arms to try to grab a foe, it doing no damage and counting as a grab. This has good range for a grab and nearly non existant lag on either end, even should you miss it. Upon grabbing someone with this move. . .She doesn’t throw them. She. . .Kisses them?!? Raven lives up to her name here as she tries to use her appearance to try to shock her enemies. Upon kissing the foe, they’ll be stunned for a lengthy 2 seconds, allowing Raven to fully charge a fsmash or whatever else she pleases. Considering the move has little lag on either end, it’s totally broken, right? Not so much, considering this move is actually realistic in that people won’t fall for it multiple times. . .At least most people with half a brain. This move even has no effect whatsoever on some characters, such as females, obviously. Against females, mindless beasts, and brats, Raven won’t even try it (No hot action for you or pedophilia/beastality for the weirdos) and instead will simply smack them to the ground for 5%. Below is listed who will fall for Raven’s act and how many times they will do so (Those with N/A Raven smacks to the ground). The count is reset when the target loses a stock.

The move can also be performed in the air, still counting as a grab like Bowser’s side B. If performed in the air, the foe is sent into their helpless state instead of being stunned, meaning this move’s best use is most probably for gimping. The move has more ending lag in the air if you miss, though, so be cautious.

(This is hardly a necessary read, so feel free to skip to the section with your characters. If you’re even remotely close to a regular at the time I wrote this a month before MYM 4 ended, your sets will be on here.)


Code:
[B]Brawl Cast:[/B]

Mario: 1
Luigi: 2
Peach: N/A
Bowser: 3 (With how much he hits on Peach, he’ll happily take as many chances as he can to get it on, but when he starts getting the crap beat out of him he’ll stop gawking)
Donkey Kong: 2
Diddy Kong: N/A
Wario: 2
Yoshi: N/A
Link: 1
Zelda/Shiek: N/A
Ganondorf: 0 (He’s a heartless villain, he’s used to this)
Toon Link: N/A
Samus/Zero Suit Samus: N/A (On regular Samus, Raven will take Samus’ helmet off, thinking she’s a guy like all the Metroid noobs, but then will be stunned herself for 2 seconds as she realizes she’s a woman. Samus’ helmet will remain off for the remainder of the match and Raven will just smack her to the ground with any more attempts.)
Pit: 2 (He’s an angel. He can’t hit a woman!)
Ice Climbers: N/A
R.O.B.: 0 (Robot)
Kirby: N/A
Meta Knight: 0 (The mask acts as a shield, and a kiss mark will be left on it for 10 seconds)
King Dedede: 2
Olimar: 0 (Same case as Meta Knight)
Fox: 1
Falco: 1
Wolf: 1
Captain Falcon: 3 (How could any chick resist the captain’s manliness? She obviously can’t be faking him out.)
Pikachu: N/A
Pokemon Trainer: N/A
Lucario: N/A
Jigglypuff: N/A
Marth: 0 (Unlike the rest of the Brawl cast, he’s married)
Ike: 1 (All those who think he’s gay are crazy yaoi folks. He’s AT LEAST Bi.)
Lucas: N/A
Ness: N/A
Snake: 0 (He’s seen enough women with freaky powers, he’s not gonna fall for this routine.)
Sonic: 1
Mr. Game & Watch: 1

[B]SSB4 Candidates: [/B]

K. Rool: 2 (Donkey Kong 64 ending anyone?)
Ridley: N/A
Bowser Jr.: N/A
Krystal: N/A (Since she’s a ***** she might actually fall for it, but Raven doesn’t try it.)
Mewtwo: 0 (Genderless and evil)
Roy: 1
Little Mac: 1
Black Shadow: 0 (Heartless villain, same case as Ganondorf)
Isaac: 1
Ray 01: 0 (Robot with no emotions)

[B]MYM Characters:[/B]

[B]-MasterWarlord-[/B]
Voldo: 0 (Mindless killer)
Nightmare: 0 (SOOOOOULLLLSSS!!!)
Cervantes: 0 (Undead villain)
Cortex and Tiny: 3 (Both of them are quite stupid in this regard)
Dimentio: 0 (His mask is a shield like Meta Knight’s)
AI Colonel: 0 (Computer Program)
Joker: 1 (It would be zero, but the Joker thinks this is a fine chance to terrify her with his infamous “Why so serious”? routine.)
Klump and Krusha: 3 (Krusha is ******** and Klump is far from the brighest guy around)
Capsule J2: 1
Zasalamel: 0 (He’s beyond the pleasures of life and only seeks death)
Illidan: 0 (Villain)
Beast Boy: 2
Halberd Crew: 1 each (Except for Mace Knight, who is robotic)
Beast Boy: 6 (The worst case by far. Beast Boy can never accept having to fight his precious Raven.)
Envy: 0 (He’s more then familiar with Raven’s routine, he’s one of her associates)

[B]-Chief Mendez-[/B]
Megaman: 1 (He’s a robot so he doesn’t have the urges, but he’s still rather shocked)
Dracula: 0 (What is a woman? A miserable little pile of crap.)
Simon Belmont: 1
Phoenix Wright: 1
Sora: 1
Deoxys: 0 (Genderless)
Mach Rider: 2 (Wanna go for a ride on my motorcycle, babe?)
Cat Clancer: N/A
Gordo: N/A

[B]-SirKibble-[/B]
Superstar Helpers: 1 Each
Mr. Shine and Mr. Bright: N/A
Dynablade: N/A
Protoman: 2 (He’s a robot, but with those shades he obviously still somehow gets some)
Frog: 1
Gemini Man: 0 (Robot)
Cappy with two Gordos: N/A

[B]-KingK.Rool-[/B]
Headless Horseman: 0 (Usual case for serious villains)
Squeak Squad: 1 Each
Powers Kirby: N/A
Grim Reaper: 0 (He’s probably had some people do this to him before in his day job to cheat death)
Snorlax: N/A
Electrode: N/A
Galaxy Man: 0 (Robot)
Jafar: 3 (While fitting the heartless villain stereotype, he’s not exactly immune to feminine charm, as seen with Jasmine in the movie)
Zant: 0 (Villain)
Chef Kawasaki: 1

[B]-Chris Lionheart-[/B]
Sam Lionheart: 4 (He’s really persistent with getting some action with Kelsey. . .)
Kelsey: N/A
Ashencroft: 0 (He’s only the devil himself)
Michael: 0 (He’s a divine angel, he knows who’s sinful and who’s not)
Bastian: 2 (In his little world his long poems make him a good womanizer)
Haar: 1
Arthas: 0 (Villain, Undead)

[B]-Hyper_Ridley-[/B]
Hyper_Ridley: N/A (HR would obviously fall for this, but Raven doesn’t try it)
Nack: 1
Daroach: 1
Bass.EXE: 0 (Robot)
Death: 0 (Another incarnation of the Grim Reaper)
Wheelie: N/A
The Raptors: 0 (A fleshy woman! Yum yum!)
General Grevious: 0 (Partly robotic)

[B]-Spadefox-[/B]
Kefka: 0 (Whee another heartless villain)
Guntz: 0 (Bounty hunter, no interest in women)
Aeon: 1
King Harkinian: 0 (What would Queen Harkinian say?)
Lyon: 0 (Heartless villain)
Bill: 1

[B]-Dancingfrogman-[/B]
Metal Knuckles: 0 (Robot)
Tails: N/A
Dr. Robotnik: 2
Tails Doll: 0 (Emotionless robot that wants your soul)
Omega: 0 (Robot)
Undead Hero: 0 (While a hero, he’s undead)

[B]-Junahu-[/B]
Donna: N/A
Megaman 9 Megaman: 1 (Just like regular Megaman)

[B]-Kholdstare-[/B]
Fierce Deity Link: 1
Angry German Kid: 0 (He will ****ING KILL YOU!)
Shadow Beast: N/A
Wiz: 1
Anonymous: 0 (His pummel is entitled “****”. . .)
Sir Aaron: 1

[B]-BKupa666-[/B]
Kaptain Skurvy: 1
Ken: 1
Iago and Zazu: N/A (While Iago would indeed probably fall for it, Raven doesn’t bother trying it)
Hades: 1 (Same case as the Joker. Hades still intends to attack her, but wants to have some fun with her first.)

[B]-TWILTHERO-[/B]
Sagi: 1
Leonardo: 1
Gibari: 1
Milliarde: N/A
Guillo: N/A
Kalas: 1
Giacomo: 0 (Villain)
Gaara: 0 (No value of human life)
Sasuke: 1
Three Days Grace: 1

[B]-Tanookie-[/B]
Maria: N/A
Alucard: 1
Peter Pan: 0 (I’ll never grow up! Girls are gross!)

[B]-MarthTrinity-[/B]
Sloth: N/A
Pyramid Head: 0
Henry Townshed: 1
Shanoa: N/A
Smithy Gang: 0 (They’re all robots)
Axem Rangers: 1 for each member (Unless pink is out, then 0)

[B]-TheSundanceKid-[/B]
Kid Goku: 1
Sakurai: 0 (He made the game, he knows what Raven’s moves do)
L: 1

[B]-Kitsuneko345-[/B]
Plusle and Minun: N/A
Delibird: N/A
Apollo Justice: 1
Klavier Gavin: 3 (Have you not seen the hordes of screaming fangirls in his final smash?)
Ema Skye: N/A

[B]-SkylerOcon-[/B]
SkylerOcon: 0
Toon Link Remix: N/A

[B]-SmashDaddy-[/B]
Vivi: 1
Raiden: 1
Solidus Snake: 0 (Villain)
The Horde: N/A

[B]-Half_Silver28-[/B]
Batman: 1
Spyro: 1
Midna: N/A

[B]-Agidius-[/B]
Simirror: 1
Mallow: 1

[B]-Lenus Altair-[/B]
Raphael: 0 (He kills his own women with no hit to his conscience)
Venger: 0 (Villain)
Yusuke: N/A

[B]-~Cruxis~-[/B]
KOS-MOS: N/A
O’Chunks: 2 (He’s not the brightest fellow)
Aladdin: 1

[B]-Sonic the Baron-[/B]
Hobo Santa: 2 (He’s a hobo, he’s used to getting some from random people on the street)
Youtube Toilet: 0 (Inanimate object)

[B]-The Trophy Master-[/B]
Prof. Rowan: 1 (The first time is sheer shock, he’s not interested in it)
Pokey: 0 (Mindless Beast)
Dr. Mario: 1

[B]-Tornadith-[/B]
Gatomon: N/A

[B]-Akiak-[/B]
Dexter: N/A
Wynaut: N/A

[B]-Smashbrosmike-[/B]
Scorpion: Infinite (Because the moveset is that bad)

[B]-Generictacokid-[/B]
Pokemon Trainer without Pokemon: Infinite (Above case)

[B]-PrincessPeachLuver-[/B]
Vexen: Infinite (Above case)
So in conclusion, unless you want to memorize every single bloody character’s reaction to the move, you’d best think logically about which characters wouldn’t fall for the attack. This makes a bigger skill gap in good Raven players due to them being able to memorize the effects of the move. Smash Bros. always has been a series that’s given large attention to small details.

B Up – Finger Spring: Raven does a handstand, and weighs down on her fingers, then the fingers extend out for her to use them as springs, a “sproing!” sound being heard as she launches herself backwards. Raven goes up triple Ganondorf’s height for an excellent vertical recovery and the width of Bowser backwards for this recovery. This move doesn’t exactly make logical sense in the air, but it’s her main recovery none the less. Raven must choose between horizontal or vertical recovery between her up and neutral special, her unfortunately not able to have the best of both worlds. As Raven shoots up (Which takes about half a second), her body is briefly a hitbox with high priority (Though not perfect), doing 10% with average knockback away. Due to going into your helpless state at the top of the rainbow arc, this obviously isn’t good as an actual attack on it’s own.

B Down – Nail Polish: Raven casually takes out some nail polish and starts coating her fingernails with it. Great time to do that in the middle of a battle, huh? Don’t worry, this is far from useless, and is merely a cover up for what it really is – venom. This functions as a chargeable move where you can hold the charge like the neutral Bs of Samus and DK, but there’s no big hit to be fired upon charging. Instead, for each two nails you polish with venom, your moves will deal 1% extra poison damage (Or at least the ones with the nails as hitboxes, which is nearly all of them). It takes half a second to envenom each nail (If you zoom in you can see them turn green), meaning it takes 5 seconds to fully charge the move. The bonus damage from poison is 1% per second until all the poison damage is surpassed, although if you hit a foe with another move before all the poison damage for the last move has accumulated it will overwrite the previous poison. This makes Raven a fierce damage racker, but doesn’t add to her abilities too considerably seeing the effect isn’t nearly as potent on a character who can actually follow up their attacks thus overwriting the poison. The effects of the venom will be used up after 10 hits (Multi hit attacks still only count as 1 hit), and if you use this button input when maxxed you’ll just start renewing the current venom coating. Just make sure you charge this with extra care in comparison to other charged attacks, as if you’re hit while charging all the poison you’ve coated on your nails will be splattered, you having to start the process over.

Basic Attacks:

Neutral A Combo - Raven’s Pull: Raven stabs out one of her fingers forward upon the first press of A, it going out the length of a Battlefield platform. This does 4% and a flinch to anything it comes in contact with. Upon the second press of A, Raven curves her finger in an arc, then jerks it back towards her, pushing anybody in range right up in front of her for 5% and another flinch. This has slight ending lag as Raven retracts her finger, but not longer then the hitstun, so you can still take advantage of your foe if you hit them. It’s just something to keep in mind in case you miss as it gives a small window to punish the move.

Forward Tilt – Nail Wall: Raven lifts her hands up above her head, makes her fingers go into an arch without extending them so they face downwards, then extends out her fingers to impale into the ground. This only covers directly in front of Raven, and the hitbox is only around when Raven first extends her fingers to smack them down into the ground. This has decent priority with 7% damage and below average knockback, there being slight starting lag but nowhere close to average. After you’ve made a wall in front of yourself with your fingers, you have to press A again to take them out. This has average starting lag, but some earth comes up out of the ground as Raven does this, created a small disjointed hitbox in front of Raven that reaches half a Battlefield platform and does 3 hits for 1% and flinching. There is no ending lag for the second attack. What’s interesting about this attack is that while Raven’s nails are in front of her like a wall, it will block projectiles. You can keep the wall in front of you as long as you want, then kick up some earth as your foes come closer to get around your wall.

Up Tilt – Bed of Nails: Raven raises one hand above her head and puts her other hand onto the ground. Raven then extends out the fingers on her hand on the ground out to turn into a little bed of spikes the size of length of a battlefield platform going up the height of Wario, and at the same time slashes downwards with her other hand above her head. The slash above Raven’s head has a hitbox the size of Kirby directly above her with below average priority, and the entire move has average start up lag as she sets it all up. The slash above her head does 7% and spikes them into the “bed of nails” she’s prepared, which in turn does another 8% with slightly above average upward knockback. It’s possible to hit with just the bed of nails, but only the tips Raven’s fingers are hitboxes meaning the main way you’ll get foes into it is with the other hit. Raven holds out the bed of spikes just long enough for anyone hit from the slash up high to be hit into it, then retracts all her fingers and puts her hands at her sides, giving the move very brief ending lag. This is one of Raven’s laggier attacks, but still has damage racking potential, especially with poison damage.

Down Tilt – Earth Driller: Raven points to the ground with her pointer finger, then extends it out to stab into it. She then rapidly spins the finger around, causing rock chunks to fly about as she drills into the earth. The nail is a constant hitbox that does 5 hits of 1% per second with a flinch so long as you hold A with decent priority, having a hitbox half Raven’s height. The rock chunks fly the width of Bowser away before hitting the ground and vanishing, doing 2%. Two rocks chunks come out from the ground either side every second as Raven drills into the ground. Due to Raven’s neutral A combo not being an infinite, this will be the button input you’re using when your foe is up against a wall. This has below average lag to get into the position with nearly no lag to come out of it.

Dashing Attack – Lunging Swipe: Raven leaps forward, slashing her nails down onto her target. This does an impressive 10% and average knockback and is very fast to start up. However, if you don’t hit the enemy with the attack, Raven will fall to the ground after doing the slash, going into her tripped state. This is a great move to throw in to mix things up, but foes will become very used to predicting this move and punishing it if you abuse it. Assuming Raven misses the move, she travels a Battlefield platform away from where she started the attack.

Smash Attacks:​

Forward Smash – Night Slash: Ravens slashes forward with her fingers, having average range and bad priority. This does. . .5% and a stun? This has virtually no starting lag whatsoever, but Raven stands in place for a full second (Yes, the stun lasts a second) after this. After this, the area where Raven slashed will flash briefly and five huge claw marks the size of Bowser (When all together) will appear as a loud slash sound is heard. This is disjointed from Raven and does 19-20% with above average knockback, 25-26% and huge knockback fully charged. The main attack won’t occur if Raven is hit before it happens, meaning that while this move is easy to hit with Raven is in for hell if she does somehow miss. This is without a doubt Raven’s main KO move, though foes at low percentages can button mash to get out of the stun before the main attack occurs, so Raven still has to rack considerable damage before this will actually finish anyone.

Up Smash – Spinning Tower: Raven does a handstand and extends her fingers, balancing herself on them. Raven extends her fingers more and more as you charge the attack, them potentially extending to triple Ganondorf’s height if you fully charge the attack. Upon releasing the charge, Raven spins her legs about from her new height, doing 10 hits in half a second that do 2% each, then finishes by clapping her legs together for 10% and above average knockback. All of the moves have good range and priority as far as melee range goes due to Raven’s long legs. This move is Raven’s most powerful and can do 30% total, but it can only be used for anti air. If you don’t charge the smash attack at all, Raven won’t extend her fingers whatsoever, but if you do, they can be attacked to interrupt the attack, knocking Raven down to the ground as she loses her balance. Though she won’t take any damage from the attack that hit her fingers, she’ll have a second of end lag as she gets back up to her feet which is easily punished. This move has good mindgames for when you’re going to release the attack, and you’ll need to use them to the fullest if you want to actually connect this move.

Down Smash – Five Star Finisher: Raven turns to face the screen and steps into the background, then starts extending out her fingers into a complicated design. She forms a star shape with all her fingers, it being razor sharp. Contact with the “star” deals 17-18% with average knockback, and the move has slightly below average starting lag as she forms the design. The move is disjointed as Raven is in the background with her fingers in the foreground, but also has slightly below average ending lag as she carefully retracts her fingers out of the star design to avoid tangling them. Depending on how much you charge the attack, different star designs will be made. The only difference in the star designs is the size of their hitboxes, no matter how fancy they look. . .Save the fully charged one, anyway.

This makes a good defensive move, especially if you charge it, and is a great move to walk into a clash in a free for all with. Just keep in mind if you whiff it you can easily be punished, and it’s far from a good KO move or damage racker. The more you charge the attack, the more ending lag it will also have as Raven has to come out of the more complex designs, but it’s not much, the fully charged version only going to very slightly above average end lag.

Below are the various star designs:


0-24% Charged: Five-Pointed Star (Hitbox the size of Wario)


25-49% Charged: Marian Star (Hitbox the height of Marth with Wario’s width)


50-74% Charged: Pentagram (Hitbox the size of Bowser)


76-99% Charged: Star of David (Hitbox the height of Ganondorf with Bowser’s width)


100% Charged: Death Star (Hitbox the height of Ganondorf with 1.5X Bowser’s width)


This final version of the attack sets Raven’s fingers on fire, giving the fully charged version a bonus 5% fire damage. This still does stack with any poison damage you may have from envenoming your nails, so this can potentially be lethal, especially with the range of the move.

Aerial Attacks:

Neutral Aerial - Whorenado: Raven puts her hands at her sides, makes them face away from her, then extends out her fingers at different angles to cover her from all sides. She then rapidly spins around, making a whirlwind around herself. This lasts as long as Meta Knight’s Mach Tornado without mashing B to increase it’s duration, and has all the same damage/knockback/hitstun/range as it, as well as it’s dreaded ridiculous priority. However, Raven’s version of the otherwise broken move has horrible landing lag, meaning it can only be performed in the air, and in the air it’s short duration and the fact it leaves you helpless after performing it like Mach Tornado makes it not the best option. This –can- work as a good damage racker, but if used carelessly like one would use Mach Tornado will get you punished.

Forward Aerial – Finger Propellers: Raven puts both hands in front of her and extends out all her fingers, then rapidly spins them around. The fingers create a hitbox the size of Wario in front of her with average priority. The attack lasts half a second and does 8 hits of 2% damage (A total of 16%!), the final hit doing below average knockback. There isn’t much lag on either end, but it’s very hard to hit with the actual hitbox of the attack as it creates a slight wind effect in front of you that pushes foes away weakly (Like half the power of Dedede’s neutral special). This can be used for gimping, but it’s not very good at it and prevents the juicy damaging hitbox from connecting. Still, this may be just what you need if your foe is JUST going to make the ledge. This can also be spammed to help Raven’s recovery, as it pushes her backwards the distance of Bowser’s width.

Back Aerial – Finger Cage: Raven puts her hands behind her back, then turns around, the move making her face the opposite direction like Marth’s bair, her hands now in front of her. One is at her waist level while the other is behind her head. She then extends out her fingers the length of half a Battlefield platform. The fingers at Raven’s head level do below average downward knockback, while the fingers at her waist level do below average upward knockback, and both do 7%. If you hit the outside of the “cage” you’ll just be knocked away, but if you go inbetween the two extended fingers you’ll keep getting knocked into the other fingers for the duration of the attack. Raven holds out her fingers for half a second, the move having no starting or ending lag. This can potentially do up to 28%, but you have to sweetspot it perfectly, and even if you caught them at the very start of the move perfectly a foe can DI out to take only 21%. Foes larger then Wario are too big to fit into the “cage”, so this move will be used heavily on smaller opponents while you won’t find yourself touching it at all against larger ones.

Up Aerial – Nail Clash: Raven holds up her arms in a diagonal fashion, then extends out her fingers the length of a Battlefield platform upwards. This covers above Raven to the left and right with average priority, doing 8% with average knockback. However, directly above Raven isn’t covered, so if a foe directly DIs inbetween the two diagonally upwards sets of fingers, they can get a hit in on Raven. However, this move is two part, another attack being iniated if you press A after the first. The first part has little starting lag, but average ending lag if you don’t do the second part. The second part has Raven clash her fingers together into the center, hitting anyone who tries to punish her. This does 12% with slightly above average knockback and has little start up, but once again average ending lag as Raven pulls her fingers apart, them having gotten stuck together. You should intend to either hit with one part of the attack or the other when using it. Of Raven’s aerial arsenal, this is the best one for KOing, but you should rely on your smash attacks for that, her aerials generally just being damage rackers.

Down Aerial – Nail Drill: Raven flips in mid-air, stopping her momentum as she floats for a moment, getting into a handstand position. Her legs are a hitbox briefly, doing 7% and below average upward knockback, though this is just the setup for the main part of the attack. This first little part takes around a third of a second. Next, Raven reaches her arms out upwards and extends out her fingers, spinning them around like a drill as she goes downwards. You can control Raven’s horizontal DI much better as she goes down, but she’ll constantly go downwards (Not at a super fast speed like a typical stall then fall, her normal falling speed). This moves does multiple hits until Raven hits the ground, her fingers being the hitbox, sticking out about half her height below her (Or above her technically) with average priority. The nails do 8 hits of 1% with flinching per second, and the move has a slight suction effect to pull you into it. When Raven hits the ground all her nails will stab into it, causing anybody who was carried along with the attack to take 10% and average knockback. The move has average ending lag as Raven pulls out her nails from the ground.

The goal of the move is to get foes to be carried with you down to the ground for mass hits on the way and the final hit at the end, the suction effect making it hard to DI out of, but this is far from hard to avoid due to the initial attack warning, the punishable ending lag, as well as the fact that Raven only covers below herself. This is a decent damage racker, but should be used rather sparingly, the Whorenado usually being a better option.


Grab and Throws:

Grab – Raven’s Embrace: Raven reaches both arms in front of her to try to grab a foe, then upon grabbing them pulls them up right against herself, her arms around the target and her face up against theirs. This has only average range for a grab, but is very fast. If you want a more ranged grab, use your neutral special.

Pummel - Seduce: Raven kisses the enemy. Identical to the side special, just within another button input. The main function of the side special is to do it in the air which you can’t do with a grab, sending the foe into their helpless state. You cannot use the pummel to use to trick foes more times then you’re normally able, it still adding to the same count as the side special.

Forward Throw - Tickle: Raven lets the foe out of her embrace and extends out her fingers, tickling the foe with them to cause them to slowly walk backward as they laugh. Raven seems to be toying with her enemy here even though she could simply impale them. As the foe walks backward, they’ll defy gravity, walking backwards over an edge. They must button mash out of this, it taking just as much to get out of a plain old grab, but being harder at higher percentages. You'll rarely be able to use this to send foes far out enough that they can’t recover, but this can be useful to send them into hazards or off the blast lines, as they move backward at their normal walking speed which generally means they’ll go farther then the knockback of any of your throws would do to them. Still, you won’t be using this often.

Back Throw – Raven’s Endless Latch: Raven jerks the opponent so they’re facing away from her, then hops up on their back, her legs around their neck. Raven will stay latched on for a lengthy 3 seconds, and during this time she can mash A to slash at the foe, doing 1% per every 4 presses of A. This is a great damage dealer, and while the enemy can’t damage Raven during this they are still completely free to move around, meaning they can suicide with Raven latched onto them, her unable to get off until she does so automatically. The foe can also simply button mash to get Raven off of them in the same fashion as if they were grabbed, it taking the same amount of button mashing to get out of a grab to get Raven off. Another key detail is that Raven is unable to do this against short characters or those that lack necks, her just falling on her rump and giving the move bad lag when she tries. Not like she could really do this against Kirby, right?

Up Throw – Balancing Act: Raven tosses the enemy into the air, not dealing any damage, then extends out one her fingers to catch them on it as they fall down. Raven’s finger then spins around rapidly and the foe starts taking five hits of 1% per second. However, Raven has trouble balancing the foe on the tip of her finger, and the foe can use DI to fall off early. You control Raven’s finger with the control stick as the foe tries to get off, forcing yourself to keep the balance. The thing is though is that Raven is TOO responsive to you moving the control stick, meaning if you go too hard against the way the foe’s going you’ll knock them off the other way. In any case, the victim can mindgame that they’re going one way and then go the other to mess Raven up, keeping this far from broken. A skilled Raven player would be lucky to get over 10%, so unless you want to perfect this move stick with the dthrow.

Down Throw - Massage: Raven puts her hands up on the target’s shoulders and start massaging them. . .Then extends out her fingers to dig her nails into their shoulders after causing them to fall off their guard, making them fall to the ground. This does 10% and makes the foe fall to Raven’s feet. The massaging part of the move actually heals 1% off the foe due to making them relax, and if the move is interrupted before Raven stabs out her fingers the damage won’t be done.

Situational Attacks:

Rising Attack (Either Side) – Spider Legs: Raven extends out all her fingers except her thumbs, then raises them up onto the ground to impale the direct area around her. This has average range and priority around her with tiny lag, doing 6-7% with below average knockback. Raven then pushes her fingers into the ground hard to force her body up, using her fingers to support herself, having her feet hanging off above the ground, having the eight fingers out in a “spider leg” pose briefly, then unextends them and lets herself drop to the ground. This has slight ending lag, but it’s below average.

Ledge Sweep (Under 100%) – Creeping Fingers: Raven holds onto the platform with only one hand and extends out her pointer and middle finger from her other hand up out onto the stage, stabbing them down for small range and low priority with 3% and small knockback. If you hold A, Raven will advance her fingers forward, them “walking” along, them constantly being a hitbox, and a disjointed one at that. You can extend the fingers out as far as you want, them going at the speed of Meta Knight’s run. However, before you can come out of this attack you must let go of A for Raven’s fingers to start coming back to her. It’s easily possible to get multiple hits with this, but this is dangerous to gamble with and could spell out your doom, especially in a free for all.

Ledge Sweep (Over 100%) – Nails on Chalkboard: Raven scratches the edge of the stage with her nails, causing anybody within the range of Bowser of the ledge to be stunned very briefly as a screeching noise is heard, then climbs up onto the stage. The duration of the edge scratch is brief, being nearly lagless. However; the move has ending lag which is punishable if the foe isn’t stunned, meaning you should only use this move if it’s a guaranteed hit. This does no damage and is meant to set up for another attack. The amount the foe is stunned for is extremely brief and barely enough for you to punish at all unless they’re also at a high percent to increase the stun time, the stun mainly just being so you can climb up safely.

Tripped Attack – Blinding Dust: Raven extends out the fingers of one her hands slightly and does a flicking motion forward on the ground as she gets up from the ground, having tiny lag. This creates a cloud of dust in front of Raven the size of Kirby, being a disjointed hitbox that does 1% with set knockback. This is mainly just to get foes away from Raven as she recovers from going into the trip rather then an actual attack, being mainly defensive.

Final Smash – Medusa’s Legacy:



Raven gets the smash ball and activates it. . .What’s she turning those fingers of hers into now?!? Snakes? Snakes! SNAAAAAAAKES! Why did it have to be snakes?!?

Raven stands in place, invulnerable, and you control the snakes as they constantly extend out in the direction they’re facing at the speed of Mario’s run. Contact with the heads of the snakes chomping at the front of the ever extending beasts deal 20% with huge knockback, and the snake heads are around the size of Kirby, all overlapping in the same horizontal and vertical positions in mass, some of the heads being in the foreground while the others are in the background, moving as if they were one entity. You have complete control over choosing which direction the snakes face as they keep extending outward. As you go farther and farther, the trail from the snake heads to Raven becomes more and more massive, eventually covering up massive portions of the screen. The final smash only ends when you hit this massive trail you’ve created, just like in the ancient game simply entitled “snake” where you can’t hit your “tail”. To keep the final smash from going on too long, the movement and turning speed of the snakes speed up as times goes on, eventually getting to the point of being as uncontrollable as Pikachu’s final smash after 30 seconds. Upon the snakes running into their own mass overlapping bodies, they’ll let out a cry of pain and all retract back to Raven in an instant, the snakes reverting back into her normal fingers, her being vulnerable once more.


Overall Play Style – Ravening for a Kill:

Upon your first few tries playing as/against Raven, she may seem a bit overpowered. She’s one of the faster characters on the cast, but still manages to pack a punch in some of her moves. The fact some of her moves have large range also help, and the potential bonus damage from poison makes her a damage racking beast. What keeps her down from among the level of the other gods of Smash? How much potential there is to punish her. Casuals won’t notice the great windows to punish Raven in many of her attacks, but those who analyze Raven won’t have that much of a problem against her. This is one of your foes you’ll want to more carefully look over (And not just cause she’s sexy), as otherwise you’ll be owned by her damage racking prowess and fall into what’s essentially a zero start up KO move in her fsmash, her main and nearly exclusive KO move. Her fsmash, however, is the main thing you’ll be looking to punish against her, as you can get in a nearly fully charged fsmash of your own when she whiffs hers. The fsmash is a massive part of her game, and you’re going to want to avoid it along with her stunning move which could make you a sitting duck for it at all costs.

Raven will be spending a good bit of her time in the air for damage racking, seeing she has a weakened version of the single best move in the game with her Whorenado along with another potentially good damage racker in her bair. Raven is also good at gimping with her side special, chasing after the enemy far away from the platform to use it then making it back with her above average recovery. Raven has two recoveries she can choose depending on where she is away from the ledge, able to recover both horizontally and vertically unlike most characters who have only one option available (Or do both at once). Raven’s best bet for a KO against a foe being wary of her fsmash is to knock them off stage with one of her moves that does decent but not killer knockback, then gimping them to their doom.

Raven has good potential to devastate foes unfamiliar with the match up, though any competent player will force themselves to familiarize themselves with Raven after getting their rear ends handed to them. However; if Raven plays unpredictably and uses her fsmash sparingly, only when it’s guaranteed to hit (Such as after seducing the foe), enemies will be devastated and left with few options to take her down. Good Raven players will make their openings few and far between, and only those who can exploit them to the fullest and capitalize strongly on any mistakes she makes will consistently beat her. Keep yourself from becoming overwhelmed with Raven and you’ll have a good shot at taking her down.


Raven vs Skyler Ocon Match-Up: 50/50

While Raven is slower enough than Ocon for him to combo her decently, Raven is far from outright slow, being on the fast side of the spectrum, just not being able to compare to Ocon. Raven’s power is the main thing that will give Ocon trouble in this match up, her playing somewhat defensively (Rare for her) in this match up. Raven will shut down most approaches made by Ocon with her utilt and nair, and should he abuse projectiles she’ll simply put up a wall with her ftilt. Ocon will have his work cut out for him approaching Raven, and he’ll rarely be able to combo her in the air due to her high priority nair. However; once getting up to Raven, Ocon can still combo her decently on the ground to rack up damage while Raven has more of a problem doing damage to Ocon despite having some fast moves.

Still, Raven will KO at reasonable percents with her fsmash while Ocon will have to rack Raven’s damage to absurd percents before having much hope of finishing her, particularly with how bad his fsmash is. While Raven has some problems damage racking in this match up and has to change her play style from offensive to defensive, she has a slight edge on Ocon due to his inability to KO and Raven’s ability to force him to approach.

Despite not being able to damage rack Raven in the air as easy as some other characters, he can still manage to gimp her with little to no problem. This allows Skyler to KO Raven at much more reasonable percents, around the percent Raven can finish Skyler off with her fsmash. Raven and Ocon have a variety of advantages of each other, but it all comes out rather even with a bunch of checks and balances.


Taunts:

Up Taunt – Envy of Humans: Raven clenches a fist and says “You don’t know just how lucky you are. . .”. Good to use if you trip a lot.

Side Taunt – Kiss Blow: Raven raises her hand to her mouth, kisses it, then does a tossing motion and blows out her mouth, blowing a kiss. This actually creates an invisible tiny projectile that goes forward defying gravity at the speed of Ganondorf’s walk that’s disjointed, doing 1% with no knockback, not even a flinch. Only one of these invisible projectiles can be out at a time, and the taunt has average lag.

Down Taunt – Unimpressed: Raven folds her arms and says “Is that the best you can do”? in a arrogant fashion.

Entrance – Anxious for Battle: Raven comes in from the background and folds her arms, drumming her fingers on one of her hands as the announcer counts down.

Results Screen Poses:

Win 1 – Ravening for more: Raven lays on her side, holding her head in one of her hands while she drums her fingers on the other in boredom. She calmly states “I expected more of you. . .”.

Win 2 – One’s Trash, Another’s Treasure: Raven takes out a tiny amateur made Philosopher’s Stone. She inspects it, then mumbles “Worthless. . .” and tosses it behind her as she walks off camera. The stone lands in the middle of the losers who all turn to look at it, then leap at it to try to claim it, a dust cloud forming as cries from the losing characters are heard. If there is only one loser, they simply take it and walk off screen.

Win 3 – Pink Nail Polish: Raven starts coating her nails with her venom from her down special. . .But then is enraged to see her nails turning pink rather than green. She crushes the vial containing the polish in her hand, shards of it flying everywhere, and frantically starts trying to rub the pink coloring off for the remainder of the time you stay on the results screen.

Win Pose with Beast Boy – Mistress’ Pet: Beast Boy turns to the losers and drools, then looks up at Raven and says “Can I eat them?” for Raven to smirk and reply “Be my guest.”. Beast Boy laughs maniacally and tackles the two clapping losers, a dust cloud forming to obscure Beast Boy devouring the characters as chomping sounds are heard while Raven watches.

Loss – Forced Respect: Raven grits her teeth as she glares at the winner, her eye twitching, but forces herself to clap for them. Occasionally her fingers extend outward toward the winner in anger to attack them, but retract before they reach them, her forcing herself to do so fairly quickly before they get out too far.

Kirby Hat – Ravening for Pink: Kirby gets Raven’s hair and her titanss symbol on his forehead. Kirby extends out his arms just like Raven, gaining the power from swallowing her. Kirby’s neutral special functions in an identical manner to Raven, though Kirby obviously performs his own throws if he grabs somebody with it.

Alternate Colors:
-Dark green dress (Standard, green team)
-Blood red dress (Red team)
-Bright teal dress (Blue team) -Night sky black dress
-Obnoxiously bright pink dress with blonde hair
-Violet purple dress
-Silver dress with black leopard spots


Snake Codec Conversation:

Otacon: Snake, are you there? This is urgent!
Snake: You have the WORST timing, Otacon. . .
Otacon: Sorry to interrupt your mission, but there’s this woman named Raven that’s been sent out to assassinate you. Don’t be fooled by her looks, she’s evil.
Raven: Oh come on, Snake. Can we get back to our fun?
Snake: Just hold on a second. . .
Otacon: Who was that?!?
Snake: It’s a side mission. . .
Otacon: . . .Get away from her now, Snake. Before she kills you.
Snake: *Random satisfied grunting noises*
Raven: *Moaning*
Otacon: Snake? Snake! SNAAAAAAAAAAKE!
 

Darkslash

Smash Master
Joined
Feb 1, 2008
Messages
4,076
Location
Strangereal Equestria
Another great set from our Lord and Master Sakurai. It was a great read and I like how you made the seduce highly effective at close range, like a real seduce.

I can't put my finger on it, but I seen this some where before..must be my imagination.
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
MYM 6 Awards: The Nominees

Best Moveset Designer (choose 5)
MasterWarlord
KingK.Rool
Bkupa666
Junahu
Hyper_Ridley
Agidius
Chris Lionheart
MarthTrinity
Smash Daddy
Darth_meanie
half_silver28
Wizzerd
SkylerOcon
Usershadow7989
FrF
Dancingfrogman
Katapultar
Plorf
JOE!
Kholdstare

Best New Designer (choose 2)
n88_2004
Apemasta’
32° Centigrade
koppakirby
kirbywizard
_calming_rain_
PK-ow!
Dokutayuu

Best One-Hit Wonder (choose 2)
Adeleine (SirKibble)
Will & Freedan (PK-ow!)
Von Kaiser (Smash Daddy)
Slaking (32° Centigrade)
Soma Cruz (Onishiba)
Mighty Gazelle (Dokutayuu)
The Engineer (Sonic the Baron)
Mia (_calming_rain_)

Best Pokemon Moveset (choose 6)
Kangaskhan (KingK.Rool)
Vaporeon (KingK.Rool)
Jolteon (KingK.Rool)
Flareon (KingK.Rool)
Espeon (KingK.Rool)
Umbreon (KingK.Rool)
Leafeon (KingK.Rool)
Glaceon (KingK.Rool)
Slugma (FrF)
Hitmonlee (FrF)
Hitmonchan (FrF)
Hitmontop (FrF)
Abomasnow (Darth_meanie)
Magnezone (Darth_meanie)
Darkrai (Darth_meanie)
Ludicolo (MasterWarlord)
Clefable (Junahu)
Shadowdeth (Original Pokemon by Dancingfrogman)
Trainer Gold (TWILTHERO)
Metagross (SkylerOcon)
Rival Trainer (JOE!)
Slaking (32° Centigrade)
Flygon (Chris Lionheart)
Tauros (MarthTrinity)
Poliwrath (Jimnymebob)
Slowpoke (Wizzerd)
Banette (Katapultar)

Best Punch-Out!/Boxer Moveset (choose 2)
Bald Bull (MasterWarlord)
Bear Hugger (MasterWarlord)
Mr. Sandman (MasterWarlord)
Little Mac (MarthTrinity)
Von Kaiser (Smady Daddy)
Joe Calzaghe (Junahu)
King Hippo (KingK.Rool)
Hitmonchan (FrF)
Great Tiger (Kholdstare)
Bear Hugger (kirbywizard)
Disco Kid (Bkupa666)

Best Special Moveset Mechanic (choose 6)
Adeleine (SirKibble)
Sloth (MasterWarlord)
Ludicolo (MasterWarlord)
Roller Coaster Tycoon (MasterWarlord)
The Count (MasterWarlord)
Gluttony (MasterWarlord)
Clefable (Junahu)
Joe Calzaghe (Junahu)
Hector (Junahu)
Anne N. Elmtod (Junahu)
Kangaskhan (KingK.Rool)
King Hippo (KingK.Rool)
Umbreon (KingK.Rool)
Magnezone (Darth_meanie)
Nanoha Takamachi (Darth_meanie)
Thrall (Chris Lionheart)
Servbot (Usershadow7989)
Slugma (FrF)
Hades (Bkupa666)
Mekuri Master (tirkaro)
Thief Khee’bler (Agidius)
Von Kaiser (Smash Daddy)
Bubbles (Wizzerd)
Paper Mario (SkylerOcon and Wizzerd)

Best Playstyle (choose 7)
Adeleine (SirKibble)
Sloth (MasterWarlord)
Dingodile (MasterWarlord)
Gluttony (MasterWarlord)
Mr. Sandman (MasterWarlord)
The Count (MasterWarlord)
Vaporeon (KingK.Rool)
Flareon (KingK.Rool)
Espeon (KingK.Rool)
Zant (KingK.Rool)
Clefable (Junahu)
Joe Calzaghe (Junahu)
Hector (Junahu)
Cloud of Darkness (Junahu)
Magnezone (Darth_meanie)
Bubbleman.EXE (Darth_meanie)
Nanoha Takamachi (Darth_meanie)
Hades (Bkupa666)
Bleak (Bkupa666)
The Great Mighty Poo (Bkupa666)
Bubbles (Wizzerd)
Eggplant Wizard (Wizzerd)
Vaati (SkylerOcon)
Servbot (Usershadow7989)
Slugma (FrF)
Spadefox (Hyper_Ridley)
Raven (half_silver28)
Von Kaiser (Smash Daddy)
The Black Knight (Chris Lionheart)
Kholdstare (Kholdstare)

Funniest Moveset (choose 2)
Robo-Link (tirkaro)
Mekuri Master (tirkaro)
Robo-Link MKII (tirkaro)
Pikachu Remix (tirkaro)
Mara (tirkaro)
Oliver (kirbywizard)
Bear Hugger (kirbywizard)
The Great Mighty Poo (Bkupa666)
Negative Man (MarthTrinity)
Vegeta (JOE!)

Most Improved Designer (choose 3)
SkylerOcon
half_silver28
Darth_meanie
Wizzerd
FrF
Bkupa666
TWILTHERO
Usershadow7989
Katapultar
JOE!
Kholdstare
Apemasta’

Most Helpful MYM Poster (choose 2)
MasterWarlord
KingK.Rool
Junahu
MarthTrinity
Smash Daddy
Hyper_Ridley
Chris Lionheart
Wizzerd
Darth_meanie
half_silver28

Funniest MYMer (choose 3)
TheSundanceKid
Kholdstare
MarthTrinity
MasterWarlord
SkylerOcon
KingK.Rool
Plorf
Smash Daddy
TWILTHERO
Junahu
Negi-kun
tirkaro

Best Moveset Reviewer (choose 2)
MasterWarlord
KingK.Rool
Hyper_Ridley
Bkupa666
MarthTrinity
Agidius
Smash Daddy
Chris Lionheart
Junahu
SkylerOcon
half_silver28

Best Villain (choose 2)
MasterWarlord (Envy, The Green)
KingK.Rool (Giovanni, The Grey)
Hyper_Ridley (Ridley, The Purple)
Chris Lionheart (The Black Knight)
Agidius (Dr. Wily, The Blue)
MarthTrinity (Wesker, The White)
Smash Daddy (Ganondorf, The Red)
Junahu (Cutesy Beau, The Orange)
Bkupa666 (Bowser, The Yellow)

MYM 6 WINRAR (choose 4)
King K.Rool
MasterWarlord
Hyper_Ridley
Agidius
Junahu
Darth_meanie
Chris Lionheart
Smash Daddy
MarthTrinity
Wizzerd
Bkupa666
SkylerOcon
UserShadow7989
half_silver28
FrF
Katapultar
Kholdstare
Plorf

Special Award: Most Missed MYMer (choose 3)
SirKibble
Chief Mendez
Iron Thorn
Tanookie
KoJ
Pelikinesis
~Cruxis~
Cheap_Josh
Darkserenade
Commander Blitzkrieg
HeoandReo
GreatClayMonkey
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,439
Raven by Lord Sakurai

Well, I’m sorry to say I’ve never had the chance to watch or read Teen Titans. However, reading these sets might just be enough to get me to watch a few episodes on Youtube. Now, without further ado, let us delve into this set.

Originality: I’m really liking this set in that regard. Raven seems like a new female type that would be interesting and fun to play as. All these references to her “fingers”…I’m going to assume you mean her nails, due to the scratchy descriptions of most of the moves using them. Now, onto the Specials. I like her Neutral Special as a tether; the mechanic itself sounds like Fierce Deity Link’s grab with a suicide effect. Interesting, but not excessively so. Now, the side special was my favorite part of the set, what with how each of the characters reacts and why. I’m not going to go in depth into every single character, but here are some that caught my eye. Samus’ helmet is a cool feature. The K.Rool one gave me nostalgia. Joker and Hades are real players, which I like. Klump & Krusha reminded me of Candy Clone on the show. Jafar was a nice little shoutout to the Aladdin ending. Peter Pan made me LOL, then remember the movie (”What’s a…kiss?”). Scorpion and below made me happy as well. Excellent job here, although it would favor her over characters in some matchups. Finger Spring is pretty cool, but not as original as some of the other moves. The Nail Polish reminds me of Shadow Beast’s Mindgames, where he gets a different effect on a basic move for every mindgame he hits wth. Props there. Basic attacks are all good; I really like how most of your new movesets incorporate humorous sayings as the move titles (e.g. Family Jewels, Bed of Nails, etc.). The Forward and Up Smashes seem quite damaging for a character with only average power, but the laggy effects keep them from being broken. The different Down Smash starts remind me of Dimentio’s spirits, so well done. I have no real complaints so far; reviewing one of your sets is not as much what needs improvement, but what is favorable over other parts of the set, which should be increased in some cases. Whorenado made me LOL again. Back Air and Down Air stood out among the aerials as the most unique; the cage effect was my favorite. All of the grabs made me happy; the tickling effect, neck-latching, and massaging seemed quite character-defining. The Final Smash was slightly confusing as to what the snakes do at some points, but was still quite awesome. I’d recommend adding a bit more clarification here, but it’s not a huge priority. Overall, originality is a high point for Raven.

Detail: Another trait I’m noticing in some of your movesets is not a lack of detail. No, the Detail Nazi would never neglect his detail. It’s that sometimes the move’s effects can be slightly unclear at times. Case in point: the Final Smash. I had to reread it a few times before I realized what you meant about the “tail” touching. Nothing here is that severe, but it’s worth throwing in a few sentences to a few moves just to make sure everyone can understand what it does without question.

Balance:
Raven is a unique character in this regard. She is a fairly balanced character that I don’t see any glaring problems with. It seems that she could accumulate easy damage on foes with some special aerial/Smash effects, combined with Nail Polish, but none of the attacks are super consistent, and the nail polish takes time to build up, so nothing is too unfair, although it seems that Raven could potentially be a character that could be a big challenge to overcome for lesser players. She’s a faster character with powerful attacks that take time. Lag is a major balancing factor for some characters, and you implement that very effectively with Raven. Well done.

Fitting to Character: As I previously mentioned, I have never watched her cartoon or read her comic. However, she seems to be a stereotypical wh*re with giant nails, so you stay completely in character here. Every move sounds like something seductive and slutty, so it’s apparent to any reader of this moveset that she’s called ‘Raven’ for a reason. Nice job. It’s good to see characters that fit their character (which Smash has a drastic lack of).

Extras: The entrance baffled me; how did Raven get to the stage? It’s OK if you have no other options, but I’d suggest looking for a new one if you can. The taunts seem perfect for a cruel female, especially the kiss, and I like it. The victory poses are pretty sadistic as well, especially the one with Beast Boy. He’d be a vore fan’s wet dream. Kirby Hat and colors are OK…but the Codec? And I thought I was a perv! It’s OK, though. Everyone does it from time to time *cough* that’s what she said *cough*. The SNAAAAKE part at the end made me ROFLMAO. The Skyler Ocon matchup seemed slightly out of place all by itself; don’t get me wrong, it’s an interesting matchup to read on, but I’d suggest doing one or two more just to make the section feel fuller. Either way, I’m pleased to see the Extras movement is succeeding, cause sometimes users vote for sets just cause they love extras (like Waluigi’s crotch-taunt for MYM noobs who want Waluigi in SSB4, to name one). Great job here.

Organization: This is a nice layout to read. I like the formatting of the words (it looks like the style I use, in contrast to your new style with K.Rool). They’re both readable, so either one is good from here on out. The colors fit Raven’s character quite nicely, although they can get slightly garish to read over a long period of time. However, as a fast reader, I don’t really care. Finally, I enjoy how you separate the detailed attacks into paragraphs; keep this up, as it is much easier to read those longer moves like this.

Closing Comments: Your Teen Titans movesets have really grown on me; I don’t know if I like Raven more than Beast Boy, but she’s definitely just as original and good a moveset. Once again, you don’t fail to disappoint, and this consistency is a valuable trait for the head MYMer. There are a few points of the moveset that could benefit from a slight rewriting, but even without this, Raven is a great set that I’ll have to add to my list of votes. Keep up the great work!

silverstrike
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
These reposts are getting out of hand.

Plus, Beast Boy was Gluttony in the Raven/Lust...
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
One repost is getting out of hand. (d) And it was actually three.

Well, I'm known as someone who posts terrible, two sentence long comments. So I thought I'd try to alter that.


So, first off, the mechanic looks very interesting. So you add in a move with the neutral B, and then you force them to sign with the down special or grab? An interesting concept, and you pulled it off well. Although I must admit that the Down special is a bit ridiculous and unfitting, but I hate all those Sundance references anyways. :p

So first off, the Neutral B, which seems to be the center of Thief's whole mechanic along with the grab, is good, I wouldn't have thought to simply use the move input as the way to choose which move to block. Now the Down Special I addressed earlier. The Sundance stuff is okay if it stays in the extras, but once it actually has a major place in the moveset it's stupid. So the grab part is in my opinion a much, much better execution of the contract thing, and the pummel goes along nicely. The throws tie all that in wonderfully, I see no problem with those. The Dash Attack is also very interesting, but it seems like it would be pretty predictable in an actual game. The playstyle is very interesting. Thief seems like a very interesting character to play as, and has a huge amount of creativity, which is in my opinion one of the most important things in a moveset, by far more important then detail or even organization, both of which you pulled off well, by the way.

So my only problem was Sakurai, as you've heard from others too. It's certainly a vote worthy moveset, and it was much better than anything PC, Sakurai, or Scyphozoa posted after. (d)

Oh, and the law ninjas were awesome. :p

A SERIOUS Rotom moveset should be coming soon...
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
What's the matter? Afraid of the dark!?











A wielder of demonic powers and a powerful member of the Teen Titans, Raven joins the Brawl!


Music while you read:
Teen Titans Opening
Teen Titans Opening (Japanese)
Yoake Umare Kuru Shoujo (Shakugan no Shana)
Abandoned Ship (PokeRemixStudio)
Awakening the Chaos (Blazblue)
Derris-Kharlan ~Appear~ (Tales of Symphonia)
Farewells (Batman Beyond)
Black Omen (Chrono Trigger)
Spellbound (Lacuna Coil)
Teen Titans: Trouble in Toyko Ending


Background
Raven (real name Rachel Roth) is a DC comics character, and is best known as a member of the Teen Titans, as well as being one of the main characters in the Teen Titans animated series. Raven is actually half-demon, being the daughter of a human and a demon overlord known as Trigon. She grew up in an alternate reality called Azarath, where she learned to control her emotions in order to keep her demonic powers in check. She eventually left Azarath, and learned that her father planned to come to her dimension. After making an unsuccessful plea to the Justice League, Raven managed to convince Robin to form the New Teen Titans to combat Trigon. They sealed him in an interdimensional prison, but Trigon eventually escaped and took control of Raven’s mind. Trigon was beaten again and presumed dead, freeing Raven from his influence.

Raven’s most well known power is Astral Projection, which allows her to separate her consciousness from her body, creating a black spirit body called her “Soul Self”. This usually manifests in the shape of her own body or that of a raven. She can also use smaller parts of her consciousness to shape her black spirit energy into many different shapes, which affords her Psycho-kinesis powers as well. This also affords Raven the ability to teleport using her Soul Self. She possesses several telepathic abilities, including the power to look into others’ minds and even force emotions onto them through psychic images. She can absorb emotions or even pain from others as well. She can fly too, but seriously, who can’t? This moveset is based heavily off of her animated series incarnation, but draws influence from her appearances in comics as well.


Stats


Power: 6/10

Raven is decent at racking damage, but is forced to rely on a sparse few moves to get KOs.


Height: 6.5/10

Weight: 4.5/10

Raven is a tad heavier than the likes of Peach and Zelda, but still can’t be considered a middle-weight character.

Walk speed: 3/10

Run speed: 5/10

Unlike most of her Teen Titans teammates, Raven doesn’t spend much time physically training, preferring to read or meditate. This results in her fairly average run speed.

Dash speed: 6/10

However, Raven can truly book it when the situation requires it.


Traction: 7/10

First jump: 5/10

Again being a result of her lack of physical training, Raven’s jump is woefully average.


Second jump: 5/10

Then again, she does have powers…


Drop speed: 3/10

Raven spends a lot of her time in the air, so its only natural that she’d be really floaty.


Aerial Movement: 7/10

Raven can move pretty well in the air, but is nowhere near aerial gods like Wario. …am I the only one who sees something wrong with that sentence?


Recovery: 7/10

Raven’s recovery covers a lot of ground and can’t really be edge guarded, but the low priority of the move means that it can be gimped with the proper timing.


Attack Speed: 4/10

Raven has a few attacks with speed, but most of her moves come with a lot of lag.


Attack Range: 8/10

While this stat is brought down due to Raven lacking a long-range projectile, most of Raven’s attacks excel in their range.


Crouch: 5/10

Crawl: No
Wall Jump: No
Wall Cling: No
Glide: Yes



Animations

Entrance
A black hole appears on the ground, and Raven rises out of it in her “Raven” form that she uses for her up special. She quickly transforms into her normal form and gets into her fighting stance.

Basic Stance
Raven stands still for the most part, with her arms remaining inside her cloak. Her hood obscures the top half of her face in darkness, with only her eyes purple eyes remaining visable.

Idle Stance
Raven folds her arms (they’re still under the cloak) and sighs slightly. “I don’t have all day!”

Walk
Raven walks forward slowly and calmly, with her cloak barely moving at all as she does so.

Run
Raven keeps her arms in her cloak as she runs forward, still appearing fairly calm. Her cloak blows behind her a bit, but only enough to reveal part of her legs.

Dash
Raven finally gets a sense of urgency and dashes forward (still keeping her arms at her sides), with her cloak blowing completely behind her to reveal the leotard/skirt that she wears under it. Raven’s hood also blows behind her to reveal her face, although it falls back on her when she stops running.

Roll Dodge
Dark energy completely swallows up Raven as she disappears in an instant! She then reappears in a similar manner 2 stage builder blocks in the direction she dodged. Although Raven dodges almost instantly because she doesn’t have to physically move, this is still among Brawl’s slower dodges.

Shield
Raven puts one hand in front of her as black energy quickly spreads from it to create a black bubble shield. This shield progressively turns white as it wears down.

Glide
Raven puts both of her hands directly in front of her as they are engulfed in black energy. This is about as quick as Charizard’s glide. However, Raven cannot gain altitude no matter what with her glide, making it rather pathetic.

Swimming
Not exactly being the most experienced swimmer, Raven does a rather slow breaststroke.

Dizzy
Raven leans over slightly, while she obscures her eyes with one hand. If you pause and look closely, you can just barely tell that her eyes have become swirls, a stereotypical cartoon effect.

Sleeping
Raven falls down immediately, laying on her stomach and facing towards the screen as she doses off. She wakes up rather quickly, horrified at having been asleep in the middle of a fight.


Specials​

Down Special: Ground Dasher
Raven’s eyes glow white as a patch of ground about one stage builder block in front of her is covered by black energy. This patch ranges from Raven’s height to Ganondorf’s height, depending on how long B is held down, with 1.25 seconds being maximum charge. Once B is released or 1.25 seconds passes, Raven raises her hands into the air, which are quickly surrounded by black energy. That patch of ground proceeds to break out of the stage and stands itself up vertically in front of where it was originally, forming a makeshift wall of sorts.

This “wall”, as I’ll be referring to it from now on, stays like that for 30 seconds, at which point it automatically falls back into the stage. The section that the ground came out of becomes a small hole, being just large enough to hinder characters’ movement. These sections instantly fill themselves back in if the corresponding wall is destroyed. If it hits an opponent when it falls back into place, they take 18% damage and high upwards knockback that kills at 85% damage, with the wall having infinite priority. These walls have 20-30 HP depending on how long Raven charged the move, and will break apart once they take enough damage.

The main purpose of this move is to buy Raven some time to set up her moves or get into a proper position to attack or stall. This move has medium start lag (not including charge time) and high end lag.



Neutral Special: Soul Self
Raven’s eyes glow white (which occurs every time Raven uses her powers) as she takes a dramatic stance with her hands held out in front of her. Black energy engulfs her hands and starts to spread out in front of her, forming a completely black duplicate of Raven with white eyes. This is Astral Projection, a signature ability of Raven’s that allows her to fight with a spirit body, called her “Soul Self”. From this point forward, the player has control of Raven’s Soul Self, while the real Raven maintains her pose (still being vulnerable to attack). Raven takes 1% damage for every second she has her Soul Self out.

The duplicate has constant super armor and has Raven’s exact stats. It also has an infinite float that can be activated by holding jump in the air, which allows it to float in any direction at the speed of Bowser’s dash. It can use quite a few of Raven’s attacks, which include the up special, Neutral A combo, dash attack, forward tilt, down tilt, and all her smashes. In the air, it can use all Raven’s aerials except the forward and down aerials. It can also phase through drop-through platforms as if they weren’t there, as well as the walls created by Raven’s down special.

Hitting B will cause Raven’s Soul Self to fly back into her body, thus making the player regain control of Raven herself. Raven’s Soul Self can be forced to automatically return to her body if 15% damage is dealt to it. It will also return automatically if Raven’s actual body is hit. The duplicate can also return to Raven of its own accord by using an attack on her real body. It automatically returns to her instead of doing the attack, with above average lag. This move otherwise has high lag on both ends, with the start lag being practically worse than a Falcon Punch! Raven must also wait 10 seconds between uses of her Soul Self. The best use of this move is to rack damage while Raven’s real body is in a relatively safe location, or to gimp a foe with a slow recovery.



Forward Special: Telekinesis
This move can only be used on the ground. Raven slowly puts one hand in front of as her eyes glow white and black energy surrounds her hand. Any throwable item (including barrels and such) or opponent that is less than 4 stage builder blocks in front of her suddenly becomes surrounded with black energy. Anything or anyone that Raven hits with this move now floats about half a stage builder block above where they were first affected. Raven now has complete control over anything she caught. While Raven can keep items under her control for as long as she wants, opponents can break out by button mashing, having 1.5 times the escape difficulty of a grab. Raven can stop controlling everything at any time by hitting B, suffering medium end lag if she does so.

Raven can gently move anything under her control at the speed of Peach’s float by tilting the control stick in any direction, although she will automatically give up her control over anything that touches the ground. By performing a smash input in any direction, Raven will throw anything under her control as hard as she can in that direction. Items will fly in that direction as if they had been thrown, and characters will be thrown with medium knockback that kills at 160% damage in that direction, taking 10% damage as well. Additionally, if Raven tosses her victim(s) straight into raised ground created from her down special, they will fly right through it, taking 18% damage as well as causing the raised ground to break into pieces.

Raven can also use this move to control moving platforms (like the one on Smashville), as well as her own walls from her down special, although it takes an extra half second for those to be covered in black energy. She will not be able to control any opponents if she does this either. Inputting a smash while controlling a platform will not do anything, but inputting a smash while controlling one of her walls will cause it fall over onto its side in the pressed direction. Raven can use this to put the wall right back into the spot she took it from, essentially repairing the stage, but she can also manipulate the stage with this. If an unlucky opponent is hit by the wall as it falls, they take 18% damage and high upwards knockback that kills at 85% damage (the raised ground has infinite priority).

This is one of Raven’s most versatile moves, giving her the ability to control just about anything. She can throw items and foes from a distance, attempt to gimp foes by manipulating moving platforms, and reshape the stage by moving her walls. With the proper timing, this move can even be used to stop certain projectiles in their tracks, from small items like Samus' suit pieces, to large ones like the rocks thrown by Terra
*pimps out Khold's set (h)*
. However, this move is still extremely punishable, having high lag on both ends.



Up Special: Dark Raven
Raven’s entire body is suddenly engulfed in black energy, which forms itself into the shape of a large raven. The raven is about the same size as Bowser, but with large wings that reach out 1.75 stage builder blocks on each side. Raven is now able to move in any direction at the speed of R.O.B.’s up special for 3 seconds, with Raven transforming back and grabbing the ledge if she flies into it. The raven flaps its wings as it moves, dealing 7% damage and low downwards knockback to any foe who contacts them. However, the raven only has decent priority, so it’s very possible for Raven to be knocked out of her alternate form by a well-timed attack. This recovery is slightly laggy as well, having medium lag on both ends.


Basic Attacks

Neutral A Combo: Deception
Raven’s eyes glow white as she puts one hand in front of her, which is surrounded by black energy (almost exactly the same as her side special, but quicker). Raven simply holds that pose for half a second, with her outstretched hand being a decent priority hitbox that deals 8% damage and medium-low knockback. The black energy surrounding Raven’s hand can also any neutralize small energy or fire-based projectiles that hit it directly. Generally, the projectile has to be no larger than her hand in order to be affected. This move has low lag on both ends.

This move also has an alternate function that can be activated by hitting B while Raven’s hand is outstretched. Raven will fire a small blast of dark energy that is the same size as an uncharged Samus charge shot. The blast travels about 4 stage builder blocks in front of her before it hits the ground. It causes a small explosion similar to those that Link’s bombs cause when they contact the ground or an opponent, dealing 7% damage and very low knockback. Raven can use this multiple times, but she typically only have to time to fire 2 before she lowers her hand. Raven will suffer double her usual end lag if she uses this part of the move. On one final note, these projectiles will pass right through the walls from Raven’s down special.


Dash Attack: Titan Rising
Raven’s eyes quickly glow white as a black circle appears on the ground beneath her. She quickly stops and falls straight down into it, disappearing from view. Raven then rises out of another black circle that appears 2 stage builder blocks ahead of where she went in the first one.

Raven is a bad priority hitbox as she rises from the circle, dealing 8% damage and medium-low knockback. This move executes surprisingly quickly, having low lag on both ends. Raven can also use this to travel under certain stage features that are less than 2 stage builder blocks wide, most notably walls created from her down special. Raven can use this to make a quick exit if she’s not ready to engage a foe, and try to set up again.


Forward Tilt: Fear Itself
Raven points her hand towards the ground as it glows with black energy and her eyes flash white. Black energy comes out of her hand and eventually forms into the shape of a black creature with red eyes. It looks somewhat like a beetle with 8 legs, that’s as tall as Pikachu and as wide as Bowser.

Once it appears, it immediately starts running forward at Ganondorf’s dash speed. Its entire body is a decent priority hitbox, dealing 8% damage and medium-low knockback to foes. It automatically turns around when it runs into walls, but it will walk right off ledges. Raven can only have 2 “shadow beetles” out at any time, and has to wait 3 seconds between uses of this move. This move has medium lag on both ends.

Despite their size, these creatures have a pathetic 5 HP, and will disintegrate into nothing when they lose it. The fact that they turn around at walls also affords Raven another way to utilize these shadow beetles. If she has 2 walls from her down special created, the creature will run back and forth between them infinitely until an opponent kills them. Raven can even have 2 running back and forth between the walls since the beetles, don’t damage each other. They also are not affected by Raven’s attacks.


Up Tilt: Aftershock
Raven raises one of her hands into the air as it glows with black energy. She then forms a whip-like shape with her powers, and quickly whips it above her, with the end of it making a violent “crack!” sound. The whip reaches about 3 stage builder blocks above Raven, with the exact end of it being a sweetspot that deals 13% damage and medium upwards knockback that kills at 150% damage. Non-sweetspotted, this move does 9% damage and medium-low upwards knockback. The whip has good priority either way. This move has low lag on both ends and executes quickly, making it one of Raven’s few truly fast moves.

Down Tilt: Things Change
Raven points both of her hands at the ground in front of her as they glow with black energy. A patch of ground one and a half stage builder blocks wide is then engulfed in black energy, which even seems to extend into the background of the stage. That patch of ground remains engulfed in black energy for 30 seconds, and will also disappear automatically if Raven uses this again in a different spot. This move has medium lag on both ends.

If a foe steps on this patch of ground, parts of the stage’s background (ground, trees, etc.) suddenly uproot and fly at them, dealing 16% damage and medium upwards knockback that kills at 160% damage. That part of the stage’s background remains destroyed for 20 seconds until it repairs itself. Additionally, if there is a Pokemon trainer character (or a similar character) who standing on the black energy-covered background when it flies at a playable character, they will fall to their doom due to the floor flying out from under them. They will not reappear for 20 seconds, robbing Pokemon of their ability to switch out, Mac of his Doc-related moves, etc.

This move also has an alternate use if Raven uses it on one of her down special walls. Raven covers the entire platform in black energy, although it takes her a bit longer than usual to do so. If an opponent steps within one stage builder block of the black energy-engulfed wall, it quickly bashes into them, dealing 16-17% damage and medium knockback that kills at 155% damage. The wall has great priority during this, and moves right back into its normal position after hitting a foe (the black energy disperses at this point as well).



Smashes

Forward Smash: Malchior’s Rage
Raven puts one foot behind her as she puts a black energy-engulfed hand in front of her in a rather cool pose. Black energy spreads from her hand, eventually creating a large dragon head with white eyes. It reaches 3 stage builder blocks in front of her, with its mouth taking up about half of that space. It then quickly snaps its jaws shut. Its jaws are a great priority hitbox when they snap shut, dealing 18% damage (27% fully charged) and high knockback that kills at 85% damage. Getting hit by the dragon head itself, as opposed to its snapping jaws, deals 12% damage (19% fully charged) and medium-low upwards knockback, still having great priority. This move has high lag on both ends.

Even though the lag makes this move next to useless against decent players, it also has an alternate function, like the neutral A combo. If the player hits B while Raven is forming the dragon head, it will not attack by snapping its jaws; instead, the dragon head breathes black energy out of its mouth in the shape of flames. The flames travel straight in front of the dragon’s mouth, reaching 2 stage builder blocks in front of it. The flames can hit up to 6 times, dealing 3% damage per hit (5% fully charged), with the last hit dealing medium-low knockback. Raven still suffers high end lag, but a little less than what she suffers from the move’s primary usage. The multiple uses of this move can keep the opponent guessing as to Raven’s intent, since the move always looks the same before executes.

Up Smash: Nevermore
Raven waves one of her hands over her head, forming a wave of black energy that deals 8% damage (14% fully charged) and low upwards knockback. When Raven reaches the midway point of this attack, 2 red-eyed, cartoonish ravens fly out of the black energy wave and head upwards at opposing 30 degree angles, disappearing once they travel 5 stage builder blocks above Raven. Any foe who gets hit by the energy wave is likely to be hit by one of the ravens, which deal 5% damage (9% fully charged) and medium-low upwards knockback. The ravens will sometimes talk, saying “Turn back…” in a creepy high pitched voice.

If this move is fully charged, 3 ravens will come out of the energy wave, with the third one moving straight up. This move as a whole has good priority, as well as medium start lag and low end lag. This move can be chained right into an up tilt at low percents, giving Raven a good method of damage racking at close range.


Down Smash: Monster Quest
Raven eyes glow white as she points one black energy-engulfed hand at the ground (similar to forward/down tilt). Black energy comes out of her hand and phases into the ground. That same back energy then phases out of the ground about half a stage builder block forward, having taken on the shape of a sea serpent. It continues to move forward at the speed of Bowser’s dash in this manner, with the creature’s snake-like body reaching as far up as Jigglypuff’s height as it phases in and out of the ground.

It moves 4 stage builder blocks forward like this (6 fully charged), being a good priority hitbox. It deals 3% damage per hit (5% fully charged), with 8 hits being the maximum amount it can hit for. However, this move is pretty easy to DI out of, so don’t expect to get an ungodly amount of damage out of it. Also, the serpent is able to phase through walls freely, which includes Raven’s down special walls. This move has medium start lag and medium end lag, but it doesn’t count the amount of time that Raven remains vulnerable as she continues to send black energy into the ground.



Aerials

Neutral Aerial: Fractured
Raven extends her arms and legs outwards, and conjures up 2 large waves of black energy that appear on either side of her. These waves of energy reach about half a stage builder block beyond Raven’s body, and have good priority, staying out for 2 seconds total. They deal 7-8% damage and medium-low knockback. This is one of Raven’s more straight-forward moves, and can act as a decent GTFO attack when shorthopped. However, this move has medium lag on both, and also has an above average amount of landing lag. Raven’s eyes strangely do not glow white while using this move; she instead audibly says the phrase that she often uses to focus her powers: "Azarath Metrion Zinthos!"

Forward Aerial: Wallmaster
Raven holds one black energy-engulfed hand in front of her, and black energy starts surging straight from it. The end of it takes the form of a black hand that’s about the same size as Pikachu. Raven can move this hand (arm?) freely around the stage at the speed of Ganondorf’s dash. The arm typically stays out for 4 seconds, even remaining out if Raven lands on the ground. Although, Raven can pull it back in after 2 seconds by hitting A.

If Raven manages to touch an opponent with the hand, it immediately grabs them and pulls them up to Raven’s level, keeping them in its grasp about 3 stage builder blocks away from Raven. Raven can now throw the victim upwards or downwards to deal 10% damage and medium knockback that kills at 140% damage by tilting the control stick in that direction. The opponent can escape from the hand’s grasp with grab difficulty, so it would be best to throw them quickly.

If Raven lands while she has a foe ensnared, she will automatically pull them towards her and into a basic grab. The hand/arm/potato can also phase directly through Raven’s down special walls, giving Raven a decent cover to attempt this move from. If she catches a foe after phasing through a wall, she will drag them right through it as if it weren’t there. This move, unfortunately, has high start lag and medium start lag.


Back Aerial: Black Sunshine
Raven quickly turns around, and her eyes suddenly glow… black. Raven then fires black energy from her eyes in the form of lasers. She fires them at a downwards 45 degree angle behind her, and reaches about one stage builder block below her (and about 2 blocks behind her). The lasers deal 9% damage and above average hitstun to opponents. The lasers have good priority and stay out for a little more than half a second. This move has low start lag and medium end lag. This move’s execution speed, as well as its range, makes it a decent option to get some quick damage in without taking a huge risk.

Up Aerial: Go!
Raven quickly whips one black energy-engulfed hand above her, and fires a fast-moving ball of energy above her. It travels about one and a half stage builder blocks above her head, and explodes once it reaches that distance (which takes about half a second). It will not explode if it hits a foe before then, strangely. The explosion is the same size as an explosion from Link’s bombs, and deals 13-14% damage and medium-high upwards knockback, killing at 115% damage. This move is tough to hit with, but it does afford Raven a decent KO move outside of her forward smash. This move has low lag on both ends, and above average landing lag.

Down Aerial: The Prophecy
Raven flips upside down and begins falling towards the ground headfirst. As she does this, her hood flips behind her to reveal her face. The red jewel on her forehead then starts glowing bright red, making Raven’s head a decent priority hitbox. Raven falls 4 stage builder blocks downwards before stopping, or until she hits the ground. Any opponent who gets hit by the glowing jewel takes 7% damage and slightly above average hitstun. This move has medium lag on both ends, and above average landing lag as well.

Additionally, the foe will find themselves unable to use any attacks for 3 seconds after being hit by this move. Raven probably showed them some sort of traumatizing psychic image when they touched the jewel, although exactly what they saw isn’t exactly clear. The foe will simply hunch over slightly and hold their head in pain if they try to use a move during this period. Raven should use this free time to get up a raised ground platform or set up a down tilt before the opponent comes to their senses!



Grabs​

Grab
Raven puts one hand in front of her as it glows with black energy. She quickly shoots black energy directly in front of her from it, forming a rope of sorts that reaches 2 stage builder blocks in front of her. If Raven misses initially, she can make the rope extend up to 5 stage builder blocks forward by tilting the control stick forward, moving at the speed of Ganondorf’s dash. Once she grabs an opponent, she pulls them half a stage builder block in front of her, keeping the rope tightly bound around their chest and arms. Regardless, this grab has medium start lag and high end lag, making it very punishable.

Grab Attack
Raven simply squeezes the air out of her victim with the black energy rope, dealing 1-2% damage per hit. It’s a fairly slow pummel, only being performed once every .7 seconds.

Forward Throw: Darkness
Raven frees her victim from the black energy rope, seemingly letting them go. However, Raven then suddenly transforms into… This. She immediately grabs all the opponents limbs with 4 of her tentacles (I can see the snapshots with ZSS already…) and starts dragging them towards her. The foe can still escape from this by button mashing, but with 1.5 times normal grab difficulty. After 2 seconds, Raven pulls them under her cloak, making them disappear from view. Raven then returns to her normal form after another second, with the opponent having taken 12% damage and laying on the ground next to her. This throw has medium start lag and low end lag. Raven will also sometimes say “What’s the matter? Afraid of the dark?!” in a scary demonic voice as she drags her victim in.

After a foe has this throw used on them successfully, their entire body appears be very pale (including their clothes, somehow), and they have a visibly shocked look in their eyes. Whatever happened to them under Raven’s cloak while she was transformed must have traumatized them. This results in all of their attacks doing only half their normal damage and knockback for 8 seconds, at which point they will lose their pale hue.


Back Throw: Shadow of Twilight
Raven steps behind her opponent and holds both of her hands out in front of her. She then blasts her victim with black energy, which travels right through their body, and deals 7% damage with low knockback. Of course, that’s not all there is to this throw. Raven used her powers to look into her victim’s mind, and stole some of their emotions! The foe’s loss of emotions causes all their attacks to have slightly increased end lag for 10 seconds afterwards. Unfortunately, this throw doesn’t have any added effects when used on robotic or emotionless foes (R.O.B., Mewtwo, etc.)

The increased lag is barely noticeable after being hit by this once (.15 seconds), but Raven can perform this throw on them again to stack the effect, as well as reset the 10 second timer. However, this effect sometimes comes at a price. If the opponent has more damage than Raven, she will absorb some of their pain as well, healing them of the 7% damage the throw normally deals before they take it. This will, of course, transfer to Raven, adding the same amount of damage to her total. This throw has low lag on both ends.

Up Throw: Forces of Nature
Raven throws her foe directly above her, and quickly raises one hand into the air. She then fires black energy out of it, which takes the form of black lightning. She uses this to levitate her opponent for about a second, at which point the lightning flashes white and launches them upwards for 10% damage and medium upwards knockback that kills at 160%. This throw has medium start lag and low end lag.

Down Throw: Spellbound
While keeping her victim ensnared with the black energy rope, Raven pulls out This Book. Fans of the Teen Titans animated series may recognize this as the book that appeared in the episode that is this attack’s namesake, “Spellbound”. As Raven holds this book in one hand, she starts chanting an incantation as the book is engulfed in black energy: "Eldriaon en Lenthranell Losolaneeris Nor!" This takes about 2.5 seconds for her to say, and opponents can still break out of Raven’s grasp normally during this time, which will result in above average end lag for Raven.

After she finishes the incantation, she holds the book in front of her, which fires a blast of black energy at the victim. It completely engulfs them, and actually draws them into the book itself. Raven is then free to move around with the book in her hand, the book acting as a normal throwing item that deals 6% damage and flinching knockback upon hitting another character. Of course, Raven can just throw the book off the edge of the stage, sending the victim to their doom. Even if another character besides Raven throws the book away, it still counts as a KO for Raven. The victim can button mash to break out of the book and destroy it, but with 2 times normal grab difficulty. This throw has medium start lag and low end lag.



Final Smash​



The End​
The camera zooms in on Raven as she takes a pose similar to that in the above picture. The whole stage then suddenly turns grey, spreading out from behind Raven to cover the stage within 2 seconds. Every aspect of the stage instantly freezes in place, with opponents staying in mid-air, thrown items freezing in mid-flight, etc. For 10 seconds, everything is frozen. Raven is free to create and manipulate down special walls, set up down tilts, or even attack her foes (they take full damage from attacks, but no knockback).
… Please don’t kill me. *cringes*


Playing as Raven: Devouring Darkness​
Raven is a rather versatile character, having a wide range of attacks with many different purposes. The thing holding them together is the fact that the majority of them are best used at a distance; Raven has far less options at close range. Most of her attacks have a lot of lag as well, so she can easily be punished for wiffing a move. Raven has a lot of decent damage racking moves, but she lacks in KO moves outside of her forward smash. She is not especially mobile either, having average dash speed and jumping ability, although her good aerial movement and slow fall speed make her aerials more effective. Her recovery lets her recover from almost anywhere on the stage, but its start lag combined with its low priority makes it gimpable. Raven also has a glide, but it just… sucks.

When playing as Raven, the best strategy would be to keep your foe at a sizeable distance, and rack their damage up with longer ranged moves. Raven is not particularly good at approaching. The lag and range of Raven’s moves make spacing very important for her. Of course, Raven has a few close range damage-racking options, like her neutral A combo or up smash/up tilt combo, but the thing to do when your opponent gets in close would be to use the neutral A combo or neutral air to knock them away. Mindgames can also be used as an effective tool in Raven’s game, since many of her attacks have similar start-up animations. Thus she can sometimes keep opponents guessing as to what her intentions are.

As far as spacing goes, Raven is able to manipulate the stage to better suit her. She can set up walls with her down special and energy traps with her down tilt. She can also her down tilt and forward special to move and manipulate those walls. If you manage to get walls and traps set up, Raven can start bombarding her foe with long range attacks, many of which are completely unaffected by the walls she set up. If the foe decides to approach, Raven can see it coming easily and space herself correctly to handle their approach. Raven can also approach for herself once she has walls set up, either directly through her dash attack, or indirectly by using her neutral special to summon her “Soul Self”, though the later method comes at the price of constant damage.

Raven has relatively few options when it comes to KOing. Her forward smash is a powerful KO move, but its lag makes it near unusable. The best chance of her landing it is to fake opponents out by using both functions of the move often to keep your opponent guessing. Raven can also score KOs with her up air, although the spacing has to be exact for it to hit. She can also KO early by having her walls fall on her foes, although they generally have to be pretty noobish to fall for that. Raven gains more options once she reaches 140% and above, with the forward air, side special, up & down tilts, and up and down throws gradually becoming options. Her walls (after using down tilt on them) become options as well. Raven can also make her opponents easier to KO (and weaker to boot) by hitting them with a negative status effect through her down air, forward throw or back throw. It’s also possible for Raven to gimp for the KO using her neutral and forward airs, or by manipulating moving platforms on stages that have them. She can also attempt to gimp without risk with her Soul Self, if she has enough time to pull it off, that is.

To put it simply, Raven needs to be properly spaced at all times, whether that means being just a few stage builder blocks away, or on the complete other side of the stage. She has just a few moves that are useful for spacing by themselves, but her stage manipulation moves aid in this regard as well. If her foe is content to stay put and camp you once you have walls or down tilt traps up, punish them with one of her long range moves, or approach them indirectly with her neutral special. She can damage rack somewhat at close range, but is best off staying at a distance, due to the lag of her attacks. Raven has just a few good KO moves, which require near exact timing to pull off. Her options increase dramatically once she gets a bit more damage on her foe. If you can keep Raven spaced properly, and manipulate the stage to your favor, she’ll be a tough opponent for just about any character to take down.


Raven vs. The Black Knight – 60/40 Raven’s favor
The Black Knight has some attributes that Raven can easily take advantage of, such as his immense size and painfully slow movement speed. However, unlike most heavyweights, TBK can approach by using his warp powder. If Raven immediately pulls back and starts setting up walls, traps, etc., TBK can simply warp close to Raven and put himself in position to start one of his devastating combos. Raven can’t really camp him either thanks to his Warp Counter, which will leave her completely exposed to his attacks.

Despite that, Raven has some good options as well. If she gets up close, she can use her up smash/up tilt combo to rack up insane amounts of damage on the exceedingly heavy knight. Raven also has a long-range grab in her forward air, which is her only long-range move that won’t activate Warp Counter. TBK in particular has a hard time avoiding this due to his limited mobility. Once she grabs him, she can use her up throw and chain it into her up smash/up tilt combo. Raven can also get quick damage on him with short-hopped bairs or nairs.

While TBK can easily destroy Raven’s down special walls with his smashes or combos, he has a difficult time getting around her traps. His only good option to get past them is his warp powder, a move that the Raven player can easily predict and prepare for, just like any other approach. When it comes to KOing, TBK is basically dead once Raven knocks him off the stage (if he lacks sufficient warp powder). Because of the extremely high percents it will take to knock him off, however, Raven’s unorthodox down throw can actually be a viable KO option.

Mostly due to the knight’s reliance on warp powder, Raven takes this matchup. While The Black Knight can potentially be devastating at close range, a good Raven player can effectively encumber his approach with her trap moves and her forward air, and either combo him or keep him from starting a combo of his own at close range.



Taunts & Victory Animations​

Up Taunt: Meditation
Raven suddenly floats up into the air slightly, getting into a meditation pose in mid-air. She just floats there saying her well known incantation over and over: "Azarath Metrion Zinthos…" This taunt can be held infinitely if the taunt button is held down, and lasts for 4 seconds otherwise.

Side Taunt: Unstoppable
Raven turns slightly towards the screen, and her eyes start glowing black. She then simply says “It’s pointless”. …scary.

Down Taunt: Stretching her Wings
Black energy suddenly surrounds Raven, forming into the shape of the raven from her up special. The raven spreads its wings out and lets out an epic “screech!” The black energy then quickly disappears so Raven can continue fighting.


Victory Pose One: Not Amused
Raven is facing towards the screen with a rather emotionless look on her face. Raven then turns around, saying “Whatever…” as a black portal from her dash attack appears under her. She falls right into it, and doesn’t reappear.

Two: Ripped Asunder
Raven is seen mediating like in her side taunt, quietly muttering “Azarath Metrion Zinthos…” over and over. A voiceover is then heard in Raven’s voice, who is apparently using her powers to speak telepathically. “My mind is a battleground, whipped and ripped asunder, torn from the very fabric of reality. Nothing else comes close…”

Three: Just the Beginning
Raven is again facing the screen and turns away. Another telepathic voiceover begins at this point: “I suppose that in the end… there is no end. Just new beginnings.” While this is going on, Raven uses her up special to transform into her raven form, and flies off the side of the screen.

Win Pose Against Terra (moveset by Kholdstare): Trust
Terra suddenly flies onto the screen from the side, and falls to the ground painfully. Raven then follows her, floating over calmly and landing next to her. Raven then says “Did you really think we’d let you become a Titan?” as she grabs Terra by the neck. “You were evil this whole time… there’s no way we’d trust you.” Raven then covers Terra in dark energy and lifts her into the air. Terra appears to be in pain for a few moments, and then passes out. Raven then puts her back on the ground, and just looks at her silently. Maybe she’s regretting her decision? Who knows.

Sundance Victory Pose: Deadly Yoshi
Both Raven and Sundance are on the screen, with Sundance pestering Raven to use her powers to create Yoshi (a speech bubble with Yoshi in it appears over his head). Raven gets annoyed with him and uses her up smash multiple times to create a bunch of ravens… WITH YOSHI HEADS. They attack Sundance and cover him completely, making random Yoshi noises. They suddenly fly away, and a Yoshi egg shaped blood spot is all that’s left in Sundance’s place. Relieved, Raven walks over the blood spot and suddenly trips and falls, looking at the screen with a look of embarrassment. This song plays instead of the normal victory theme.
THERE YA GO, SUNDANCE!

Loss Pose Against Terra: Losing Control
There’s no one on the screen at first, but the floor is covered in a thick layer of mud, for some reason. Raven head and upper body emerge from it, with Raven breathing heavily. From the top of the screen, Terra floats down on top of a rocky platform. Upon seeing her, Raven’s eyes turn red (like in her forward throw) and she attempts to jump at her, but four rocky arms suddenly emergy and grab Raven, dragging her down into the mud. While this is happening, Terra mockingly asks Raven “Who’s in control now?” Raven’s eyes turn back to normal right before she disappears under the mud.

Victory Theme
Teen Titans Opening ~Instrumental~ (from 0:56 to end)


Extras

Series Symbol



Wiimote Sound
Raven is heard saying “Prepare… to scream” in a fairly unemotional voice.

Kirby Hat
Kirby gains Raven’s purple hair, as well as a red jewel on his head. He also gains Raven’s neutral special, Soul Self.

Snake Codec
Snake: Otacon… who the hell is this goth chick?
Otacon: That’s Raven, Snake; and I wouldn’t call her goth if I were you… she doesn’t really find that term endearing.
Snake: She’s already bombarding me with dark energy over here. I don’t think calling her goth would change much.
Otacon: Raven’s powers are controlled by her emotions, and when she gets angry… bad stuff happens. It’d be best for you to just say quiet and not mention anything about Tri- AHHHHHH!!!
Snake: Otacon! What’s going on?
Raven: … Let’s just say I have some issues with my father…
Snake: What are you talking about? Are you scared of your-
Raven: I don’t do fear.

Assist Trophy​




Beast Boy
Another one of the 5 main characters in the Teen Titans animated series, Beast Boy is one the heroes that is strongly associated with the Titans in general. He has the ability to transform into any animal at will, although his body remains green. He also becomes Raven’s love interest for a period in the comics. When he appears from an assist trophy, he’ll transform into one of 5 different animals at random:

Monkey:
The monkey will run around the stage at the speed of Diddy Kong’s dash, and will attack by grabbing opponents and latching onto their head, preventing them from attacking as well as dealing 3% damage per second to them. The foe has to shake him off by using an up tilt/smash on him. The monkey stays out for 15 seconds before it disappears.

Eagle:
The Eagle flies around the stage quickly at the speed of Meta-Knight’s glide, constantly dive-bombing opponents to deal 15% damage and medium knockback. It only stays out for 10 seconds before it disappears.

Giant Turtle:
The Giant Turtle walks along the stage VERY slowly, at the speed of Ganondorf’s walk. If it lumbers up to an opponent, it will jump forward slowly, dealing 20% damage and medium-high knockback if it hits. It will occasionally go into its shell for about 5 seconds, and pop out quickly to bite at foes who approach him. His bite deals 12% damage and medium-low knockback. The turtle stays on the stage for 15 seconds.

T. Rex:
The T. Rex is very large, about twice Ganondorf’s height. It charges towards the nearest opponent at the speed of Bowser’s dash as it puts its head down. Anyone he hits takes 25% damage and high knockback. The T. Rex keeps charging until it hits a wall or falls of the edge of the stage.

Beast Form:
This time, Beast Boy transforms into his rapid beast form that was seen in the Teen Titans episode titled “The Beast Within”. He’s about as large as Bowser, and runs around with the speed and jumping ability of Donkey Kong. It has 2 attacks that it can use, the first of which being a simple slash attack, which deals 14-15% damage and medium knockback. The second attack involves the beast grabbing an opponent and knocking them down with 2 slash attacks, and then picking them up and throwing them forward for medium knockback. This move does a total of 22% damage. The beast stays out for 10 seconds.


Trophies
Raven, The End (FS), Raven (alt), Terra, Robin, Starfire, Beast Boy, Cyborg, Slade, Slade (Deathstroke the Terminator), Nightwing, Gizmo, Jynx, Mammoth, Cinderblock, Kid Flash/Flash, Aqualad, Speedy, Trigon, Brother Blood, Plasmus, Blackfire, Bumblebee, Overload, The Brain & Monsieur Mallah, Doctor Light, Jericho, Hotspot, Wildebeest, Ravager, Killer Moth, Madame Rouge, Control Freak, Cheshire, Argent, Dove & Hawk, Mad Mod, Malchior

Stickers
Raven, The End (FS), Raven (alt), Terra, Terra (alt), Robin, Starfire, Beast Boy, Cyborg, Slade, Slade (Deathstroke the Terminator), Nightwing, Gizmo, Jynx, Mammoth, Cinderblock, Kid Flash/Flash, Aqualad, Speedy, Trigon, Brother Blood, Brother Blood (alt), Plasmus, Blackfire, Bumblebee, Overload, The Brain & Monsieur Mallah, Doctor Light, Jericho, Kole & Gnaak, Hotspot, Wildebeest, Ravager, Killer Moth, Madame Rouge, Control Freak, Cheshire, Argent, Supergirl, Superboy, Dove, Hawk, General Immortus, Aquagirl, The Clock King, Mas y Menos, Mad Mod, Mumbo, Herald, Pantha, Malchior, Red X, Killowat, Blue Beetle, Puppet King, Red Star, Warp, Johnny Rancid, Kitten
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
Raven: Cool! I never really watched all that much of Teen Titans, but from what I have I always found Raven an interesting character. From what I can tell, you've crafted a fitting set of moves and a good playstyle. I think this is a step up from M. Bison due to the originality (I can't speak for Excel, I never read it >_<). My main concern is the organization. I'm on Smash Blue so I can read it just fine, but it gave me a bit of a headache and I think that on the normal settings it would be borderline impossible to read. Also, I'd suggest a Playing Against section, which are very useful nowadays, and matchups if you have the time. Otherwise, great job! :bee: Maybe I'll put together a matchup for Raven on the moveset I have ready for the next page.

EDIT: I switched my skin to the default briefly and I could see it just fine. Disregard the readability comments.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,251
Location
Australia
Well, I see that the finger were being pointed at me when it was mentioned that just saying a set is good is not good. I had though that that it was nice to give a positive comment, though it is fair enough that REASON needs to be invoved. Kinda like where a character needs playstyle. thank you for making me realise that you need reason to explain why a moveset is good. I will put this post to use by commenting on Raven:

I am not a fan of the show, though I have seen it a few times...
The stats are al good. They tell me what knid of character Raven is. The black coloured words don't actually seem to hinder the set at all, Im surprised...
With the specials, I only have a problem with how you explain what moves the Soul Self can use. I think it would have been better for you to say "It can use all of Raven's attacks except for...", because it confuses me a bit what Raven can and cannot do. For example, it did not say in this Neutral Special that the soul self could use the u-tilt, though the u-tilt does not specify that Raven can not use it during the soul self. Sorry if I AM the one confusing you, though this is just something that could make the attack easier to explain.
I found the d-tilt a very interesting attack, due to using the background for attacking and damaging PT and Mac, though for a stage like Final Destination, I guess that a star would hit the foe or something, cause there is no proper background...
Raven's Smashes have high versatility, I see..
With the grabs, if there was a URL link for a picture, I think a different colour would be good, despite that you make the URL link kind of obvious. The grabs are all awesome and creative (But not the u-throw, though this doesn't matter), though it would be hard to use the d-throw. Final Smash is good, not broken.
The playstyle tells me about Raven's playstyle. I think this is a very good set, though I think with the later attacks, you did not make use of the Soul Self or the D-Special wall (Seriously, I thought the F-air. Wallmaster would involve a wall). I guess that does not matter, though my best suggestion is to explain the Soul Self in a better way, as I suggested above, at what Soul Self cannot do...
 
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