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The Official Make-Your-Move Mechanics List

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
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Link to original post: [drupal=3166]The Official Make-Your-Move Mechanics List[/drupal]

Note to mods: I'm posting this here and not in the MYM threads so that it can be updated even if/when the current MYM thread is locked.

Make-Your-Move has seen a massive variety of gameplay concepts across its many iterations that provide unique twists on the Smash-Bros core gameplay experience. Some mechanics were so successful that they have been used and refined in future movesets beyond their debut appearance. If there ever was a true “MYM Brawl”, these would be the mechanics that would be considered “common features” to look for when deciding on a character choice.

It is my hope that with a readily available listing of some of MYMs more timeless and commonly-seen mechanics that newcomers and veterans alike will be more equipped to create moves that compliment their characters’ playstyles and add some spice to the theoretical roster of MYM. On that note, if you have a mechanic or move property that you want to see in this list, please notify me with the moveset that it originated in (or at least the earliest set you remember seeing it in).

AUTO-JUMP
Made famous by Donna Levman (Junahu; MYM3)
Attacks with this property cause the user to enter their air-state when the move is finished. For this reason, this can only be applied to ground-based moves. This is primarily used with characters who have great air-games, allowing them to perform an attack on the opponent while transitioning to their element. Pop-up attacks with this property are especially potent since it brings the enemy into the air with you!

UNDOGEBLE ATTACKS
Made famous by Ryuk (MasterWarlord; MYM5)
Attacks with this property are able to harm characters who are in their otherwise-invincible dodging animations (spot-dodging and rolling). This greatly helps offensive characters who now have an additional option to overcome defensive players. When combined with grabs this creates an interesting mix-up where the opponent has to either shield or dodge to counter either option separately.

A variation of this property are moves that require the enemy to dodge to be affected by them. This has been seldom used, however.

TRAP DESTRUCTION
Made famous by Alphonse Elric (MasterWarlord; MYM5)
These are attacks that are capable of disabling trap-type moves from the stage, such as Snake’s C4 and Diddy’s bananas. Originally created to combat the surge of trap-based characters that arose in MYM5, this is seldom seen in recent times but still finds a niche in some move sets.

KEEP RUNNING
Made famous by Alphonse Elric (MasterWarlord; MYM5)
A Dash Attack with this property will continue indefinitely as long as the player holds the Attack Button (sometimes another press of the button is required). These are often used to help a character approach by making the Dash Attack have high priority so the user can plow through projectiles for example. Considered a cliché by some but if you’re character’s playstyle benefits from it, go for it.

INSANT KO MOVES
Made famous by The Count (MasterWarlord; MYM6)
These are moves that, if successful, will instantly KO the target regardless of their damage or position in the stage. Contrary to popular belief, there are no moves like this in the in-game Brawl engine. This is most commonly seen as part of a character’s grab-game where landing the move depends on the opponent remaining caught in the grab long enough for the startup time of the attack to finish. This is used as a way to balance these moves, as the percent the enemy must be at for the attack to land are high enough to be similar to standard KO damage for many characters.

These have been surprisingly popular, though some see it as a lazy way to circumvent core Smash Bros gameplay. Use it if it fits your character and only then.

ANTI-GRAB ARMOR
Made famous by Omega Pirate (Hyper_Ridley; MYM7)
Super-armor protects the wielder from all hit-stun and knockback of non-grab moves. Anti-grab armor does the opposite; grab-hitboxes do not affect hurtboxes with this property applied, but regular moves inflict all of their effects. This helps make attacks less vulnerable to shield-grabbing. For this reason, it has already been seen utilized by a variety of character types.
 
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