Don't be so repulsed by criticism, it's there to help. Instead, be flattered and grateful that someone took the time to read your work thoroughly with an ascertive opinion of it, and encourages improvement as a result.
Anyway, sorry for not being active too much in the thread - you're moving too. Dang. Fast. I was going to comment on the Paper Mario moveset but before I could thoroughly read it we're already 20 pages beyond.
Though one thought has entered my mind which I'm eager to discuss - what's everyone's view on fidelity to the character's game (or other)?
Allow me to elaborate; several movesets that come across here are well established, researched, and often stick true to the character. One of the main recurring facets is borrowing numerous attacks, abilities and functions from their game. I like the odd nod here and there to them, and when done right it's among the most impressive of all things that could possibly be done. But sometimes there are attacks that are almost shoe-horned in, or feel
too much like the actual character if you know what I mean. It ends up relating move-making almost more to an even simpler jigsaw puzzle than a more, for lack of a better term, 'creative' one. I'm not talking about feel of the character of course, as that is in my opinion one of the greatest priorities of a moveset, but of the connected use of attacks.
So the question is "Is relying on character background too much a bad thing?" Discuss?