Katapultar
Smash Lord
Oh man, I heard this name being thrown out in the chat as a potential Stephen King character to get a set, but I never thought it would happen. This set does some incredibly unique things right off the bat, essentially reinventing the “Fly” genre and using it do a unique take on “minions” where the various monsters are only threats in the Fly under various circumstances and can’t be taken down. The Widower and Lobster having attacks that they perform periodically and have overlap every 18 seconds is particularly cool.
I have absolutely no issue with opponents being able to tear a hole to escape from todash space on their own, from a flavour-based perspective - it is far, far better than forcing opponents to escape through exits of Randall’s design on parts of the stages where he chooses. The existence of crossover attacks and foes being able to use their own dimensional-tearing attacks against Randall means his Fly can backfire on him, and prevents silly scenarios where one person in todash space can’t attack a fighter in reality. This Neutral Special is one of the craziest things I’ve read in a while, but you honestly nailed the Fly implementation - a genre that is pretty unpopular in modern MYM and hasn’t been attempted for such a long time. I am all here for it.
Down Special is another move that affects your non-Special moves: powering up moves to greater effect if you prime multiple of them and land them in quick succession reminds me of Light’s deathblow mechanic, which was based on your Elder Princess Shroob’s Down Special anyway. Further readings of defensive-based predictions remind me of Froy’s Hol Horse set, but implemented differently - Randall needs to dodge or parry attacks he predicts, so it requires actual work from the player even in the face of an enemy input they’ve correctly guessed. This I like, as opposed to Randall just dodging an attack he predicts for free, as well as the fact that you get a bigger reward for logging in less attacks. I could imagine hilarious match-up scenarios where Randall has to go up against an opponent with an unconventional move input that they use a lot, like Kazuya’s Electric Wind God Fist - hope the Randall player knows how to input that move!
Side Special is another crazy move, its own full-fledged concept that’s essentially an elaborate version of Ganondorf’s Dead Man’s Volley. This is played off in ways not seen in other sets, specifically where the ball can lure opponents into going into todash space since it won’t follow them through the portal itself. Side Special’s ability to play off of your Down Special predictions is particularly delicious, in what seemed like a conceptually disconnected move. I like that various mechanical notes that aren’t super important for understanding Side Special are placed at the end of the move.
If I have any nitpicks, it’s that the set doesn’t really touch upon the Side Special ball’s application of combining and emulating the launch trajectory of attacks that hit it. That is completely trivial though, because Randall is absolutely an excellent set and among your best. Not completely sure if this is on the same level as Mysterio and Elder Princess Shroob for me as, they felt just a bit more conceptually innovate and tighter, but that could very easily change with convincing or if I see other people’s opinions - like the very high possibility of FA glowing over this set. We’ve had a lot of great stuff in this contest, but - aside from Mikazuki, based on other people’s reactions - this really feels like the first moveset that I can safely say will be a frontrunner in MYM26. Excellent work here!
I have absolutely no issue with opponents being able to tear a hole to escape from todash space on their own, from a flavour-based perspective - it is far, far better than forcing opponents to escape through exits of Randall’s design on parts of the stages where he chooses. The existence of crossover attacks and foes being able to use their own dimensional-tearing attacks against Randall means his Fly can backfire on him, and prevents silly scenarios where one person in todash space can’t attack a fighter in reality. This Neutral Special is one of the craziest things I’ve read in a while, but you honestly nailed the Fly implementation - a genre that is pretty unpopular in modern MYM and hasn’t been attempted for such a long time. I am all here for it.
Down Special is another move that affects your non-Special moves: powering up moves to greater effect if you prime multiple of them and land them in quick succession reminds me of Light’s deathblow mechanic, which was based on your Elder Princess Shroob’s Down Special anyway. Further readings of defensive-based predictions remind me of Froy’s Hol Horse set, but implemented differently - Randall needs to dodge or parry attacks he predicts, so it requires actual work from the player even in the face of an enemy input they’ve correctly guessed. This I like, as opposed to Randall just dodging an attack he predicts for free, as well as the fact that you get a bigger reward for logging in less attacks. I could imagine hilarious match-up scenarios where Randall has to go up against an opponent with an unconventional move input that they use a lot, like Kazuya’s Electric Wind God Fist - hope the Randall player knows how to input that move!
Side Special is another crazy move, its own full-fledged concept that’s essentially an elaborate version of Ganondorf’s Dead Man’s Volley. This is played off in ways not seen in other sets, specifically where the ball can lure opponents into going into todash space since it won’t follow them through the portal itself. Side Special’s ability to play off of your Down Special predictions is particularly delicious, in what seemed like a conceptually disconnected move. I like that various mechanical notes that aren’t super important for understanding Side Special are placed at the end of the move.
- Jab’s prediction bonus of reversing the attack order so Jab 3 comes out first and Jabs 2 and 1 later is put to really cool effect with Jab 3’s tech scenarios, so you can make foes roll back farther into todash space or punish them with a crossover attack if they roll towards you.
- Dash Attack’s teleport attack function gets a lot of use out of Jab’s tech chase, Side Special and todash space. I like it a lot.
- D-tilt sees a smart use in poison damage on its enhanced version, so the move’s combo potential isn’t messed up.
- Love the Smashes directly using other Stephen King villains.
- “Don't forget to thank your Mother for the assist!” Perfect witty line.
- “With a "cheat" card on an aerial input, Flagg can end a sequence either with a snappy RAR B-Air or a lingering F-Air, depending on which perk he's shooting for. Condition your foe, then take your pick, buh-buh-buh-Billy-boy!” 10/10 Pennywise reference.
- The grab game’s damage being entirely mental flavour-wise is certainly a bold move.
- I like F-throw being a way to manipulate and play around todash monsters.
- B-throw’s extra hit being delayed if you throw your opponent into another hitbox is a nice kill extender that makes great use of all those extra hitboxes you can have out.
If I have any nitpicks, it’s that the set doesn’t really touch upon the Side Special ball’s application of combining and emulating the launch trajectory of attacks that hit it. That is completely trivial though, because Randall is absolutely an excellent set and among your best. Not completely sure if this is on the same level as Mysterio and Elder Princess Shroob for me as, they felt just a bit more conceptually innovate and tighter, but that could very easily change with convincing or if I see other people’s opinions - like the very high possibility of FA glowing over this set. We’ve had a lot of great stuff in this contest, but - aside from Mikazuki, based on other people’s reactions - this really feels like the first moveset that I can safely say will be a frontrunner in MYM26. Excellent work here!