Katapultar
Smash Lord
I was curious which character you’d pick to do next, and this choice does not disappoint. Never heard of this game unlike the Layton series (which makes sense, since it seems to be obscure-ish and has different titles between regions), but its anime designs and being on-par with Kid Icarus: Uprising in the writing department make me genuinely interested in checking it out on youtube. Big fan of interpreting a fashion stylist as a fighter who literally styles on their opponent with free-flow combos. It’s also wild that a fashion game is straight-up compared to the Devil May Cry series, but your pitch makes a ton of sense.
Sophia’s style mechanic feels a bit like something you’d see in an advanced MYM set. While there’s no specific timer on the window needed to combo attacks (maybe 120-30 frames depending on how high the style meter is, starting from when the foe exits hitstun?), I like the idea of your combo window getting shorter the more hits you get in. I do like the idea and visual of leaving silhouettes of the attacks you used in your combo (could get cluttered in a match with many Sophias, but who cares?), and I’m sure many people here have considered using the idea for… crazier moveset ideas (like time travel?). Not making moves combo into each other is a good idea too, though I’m not sure how the set would accomplish this other than through organic means like knockback angles.
Overall? I like the idea this set is going for, but you’ll need to add on a lot more details to the moves to really sell Sophia’s combo game. There’s a lot that could be added like knockback strength, KO percents, safety against shields, neutral usages, tech chasing, all stuff you can pick up by reading other sets. The set is around a similar quality to Professor Layton in spite of having a more compelling concept and listed frame data, but I ultimately preferred Layton because that set was a far more immersive experience. To be fair, Sophia has a lot less moveset potential. The whole idea of “choose-your-own-combos” type character ALA Sheik is also tricky to pull off, even for veteran setmakers, so you really had your work cut out for you here. It’s mostly a case of punching above your weight, but that’s certainly not to say you couldn’t improve on her if you expanded your knowledge - the ideas are good, they just need to be clarified.
Sophia’s style mechanic feels a bit like something you’d see in an advanced MYM set. While there’s no specific timer on the window needed to combo attacks (maybe 120-30 frames depending on how high the style meter is, starting from when the foe exits hitstun?), I like the idea of your combo window getting shorter the more hits you get in. I do like the idea and visual of leaving silhouettes of the attacks you used in your combo (could get cluttered in a match with many Sophias, but who cares?), and I’m sure many people here have considered using the idea for… crazier moveset ideas (like time travel?). Not making moves combo into each other is a good idea too, though I’m not sure how the set would accomplish this other than through organic means like knockback angles.
- Little tip with multi-hit Jabs: you can drop the attack before the final hit to keep foes in front of you and mix up into different options. This could help open into other moves, especially with a lower style meter where Sophia can afford a longer delay between hits, but it makes sense that not -every- move in Sophia’s moveset needs to be a combo tool. I like the final Jab’s application of being reversible so you could send opponents behind you instead of forward, and it humorously makes sense given the attack’s animation. I could see it being used if you want to position your opponent somewhere where it’s more convenient to continue a combo, like on platforms. For the final hit, perhaps you could give it low knockback scaling so it leaves opponents reasonably close to you: Sophia is fast enough that she would have little trouble closing the gap.
- Dash Attack is very underdeveloped, as it only mentions the attack animation and being able to avoid low hitboxes. I’d suggest mentioning the move’s knockback strength, knockback angle and perhaps whether it’s safe against shields. Also far how Sophia travels during the attack, and maybe whether it has a good active window or whether it’s brief. The move’s notably high start-up and end lag and good damage seems to imply that it’s a power option among Sophia’s moves. Perhaps it’s a multi-hitting attack that drags foes and pops up on a high angle, making it useful for segueing into your air combos? Deals low knockback with little style meter, making it good for chasing foes and starting a combo, but gets stronger with a higher style meter and can be used to finish off opponents?
- Good to see F-tilt get into some detail on its knockback angle. Knockback strength and angle are important to convey for anyone who wants to sell a combo character. Do the sweetspot and sourspots of the attack launch on the same angle? If the latter deals less knockback, I could see it being more useful as a combo tool.
- I assume that D-tilt deals the same type of knockback no matter where it hits, perhaps on a high angle. It’s worth noting that the move is a slide kick, so it could give Sophia different combo outcomes depending on when she hits an opponent. If the attack deals high-angled knockback, then kicking an opponent near the end of Sophia’s slide would leave them roughly above her and in a great position to get air comboed. Meanwhile, hitting them earlier into your slide would leave them above and behind you and in a good position to get hit with a Back Air.
- I’m guessing N-air deals diagonal knockback?
- Not sure if F-air drags opponents down or not. If it does, it could be used to drag your opponent to ground level so you can follow up with a ground attack.
- I like B-air producing unique sounds on-hit, due to using a microphone.
- Might be a good idea to go into more detail on U-air - does it deal low or decent knockback? Can it juggle? (no comboing moves into themselves would say otherwise)
- The ability to optionally cash in on your style meter to make D-Air stronger is neat, and I kind of wish Sophia could do this with most/all of her regular attacks. For her Standard attacks, you could simply have the player hold A instead of smashing the input.
- Throws in Smash tend to be used for set-ups or starting combos, which would help to give them more flair.
- Neutral Special is conceptually interesting, offering many different poses depending on how the move is inputted. The move doesn’t list any gameplay differences between the poses though, or a gameplay-based reason to use the move over Sophia’s non-Special attacks. Being a fast melee attack means that it risks being redundant with the non-Specials.
- Side Special is a neat little movement attack that slots into Sophia’s combo game well. It can be used to crumple and start a follow-up, or smash the input to make it a kill. The move also has an established set of weaknesses, which is something all the moves before it could benefit from. Feels like the most developed melee attack in her set.
- Down Special was foreshadowed in the style mechanic. I could see this being useful with Sophia’s Smashes and more committal attacks in general. Would be neat if there were some direct examples of when canceling is useful in specific moves.
- I like the Final Smash taking direct inspiration from Faust.
- Absolutely tracks that Sophia would have far more costumes than the average fighter.
Overall? I like the idea this set is going for, but you’ll need to add on a lot more details to the moves to really sell Sophia’s combo game. There’s a lot that could be added like knockback strength, KO percents, safety against shields, neutral usages, tech chasing, all stuff you can pick up by reading other sets. The set is around a similar quality to Professor Layton in spite of having a more compelling concept and listed frame data, but I ultimately preferred Layton because that set was a far more immersive experience. To be fair, Sophia has a lot less moveset potential. The whole idea of “choose-your-own-combos” type character ALA Sheik is also tricky to pull off, even for veteran setmakers, so you really had your work cut out for you here. It’s mostly a case of punching above your weight, but that’s certainly not to say you couldn’t improve on her if you expanded your knowledge - the ideas are good, they just need to be clarified.
Not going to lie, I was literally expecting a full-on April Fool’s joke set that was a clone of Yoshi’s moveset with the words “THERE YA GO SUNDANCE!” when I saw the character’s name, only to be surprised to hear that Boshi is actually the name of a real Mario character. For those who don’t know, The Sundance Kid was an old member of MYM who was frequently voted “Funniest MYM’er” around the MYM4-8 era, and there was some minor meme where one of the alt costumes of their set was a picture of Yoshi accompanied by the words “THERE YA GO SUNDANCE!”, named Boshi, the Zebra-Stripped. I have no idea why this was a thing, but I digress.
Leaving incredibly outdated MYM memes aside, Boshi is a very on-brand character for you. I forgot about this character when playing Super Mario RPG, so this may as well be my first exposure to him, but the idea of a Mario character who is known for stealing cookies is hilariously petty and brings the few Cookie Clicker (and Cookie Run) movesets we’ve had to mind.
Boshi is fittingly a semi-clone of Yoshi, which is cool to see since we got Blood Falcon this contest. In fact, I believe this is one of the few dedicated semi-clone movesets we’ve gotten in MYM! While Boshi’s moves are more derived from Yoshi than Blood Falcon’s, it makes them easy to understand and you get to talk about how fun Yoshi’s moves are. Egg Toss being a time bomb has “what if Yoshi’s Egg Toss was MYM’ified?” vibes to it, with a mix of Link’s Remote Bomb and Sephiroth’s Shadow Flare. It serves as a bit of a centrepiece to Boshi’s game, which is complimented by his version of Egg Lay. Yoshi’s infamously bad Egg Roll is eschewed for a different Side Special, and I have to give this one props for incorporating the rhythm-based nature of the Boshi’s minigame.
Down Special also offers Boshi one of a few buffs to play with, though they are chosen at random and it’s a bit committal to set up. My favourite of these buffs is probably the Chocolate, as I like passive landing hitboxes and their potential to be used for combos. The N64 cookie is also a humorous nod to the exaggerated hitstun of Smash 64 - it does seem strong at first glance, but it’s locked behind RNG and smartly doesn’t affect your Smashes. With how much the N64 cookie is brought up in the attacks, I wonder if it would be worth making Down Special a charge-and-store rather than RNG-based? I also wonder if only Down Special (if tapped?) should be used to spit out your breath-based attacks, so you can keep Neutral Special for its general uses and Egg Toss hard interaction.
While I do like this set, I’m admittedly more of a fan of Fang, Miraidon and Hinyari. Their ideas and even melee felt more creative, whereas I think Boshi’s hot potato egg and hitstun extension didn’t have the same level of appeal as base concepts. I don’t mind that Boshi has a lot of moves that are similar to (N64) Yoshi, but it would have been neat if the set drew a bit more on the advanced and competitive aspects of Yoshi’s Smash moveset.
Leaving incredibly outdated MYM memes aside, Boshi is a very on-brand character for you. I forgot about this character when playing Super Mario RPG, so this may as well be my first exposure to him, but the idea of a Mario character who is known for stealing cookies is hilariously petty and brings the few Cookie Clicker (and Cookie Run) movesets we’ve had to mind.
Boshi is fittingly a semi-clone of Yoshi, which is cool to see since we got Blood Falcon this contest. In fact, I believe this is one of the few dedicated semi-clone movesets we’ve gotten in MYM! While Boshi’s moves are more derived from Yoshi than Blood Falcon’s, it makes them easy to understand and you get to talk about how fun Yoshi’s moves are. Egg Toss being a time bomb has “what if Yoshi’s Egg Toss was MYM’ified?” vibes to it, with a mix of Link’s Remote Bomb and Sephiroth’s Shadow Flare. It serves as a bit of a centrepiece to Boshi’s game, which is complimented by his version of Egg Lay. Yoshi’s infamously bad Egg Roll is eschewed for a different Side Special, and I have to give this one props for incorporating the rhythm-based nature of the Boshi’s minigame.
Down Special also offers Boshi one of a few buffs to play with, though they are chosen at random and it’s a bit committal to set up. My favourite of these buffs is probably the Chocolate, as I like passive landing hitboxes and their potential to be used for combos. The N64 cookie is also a humorous nod to the exaggerated hitstun of Smash 64 - it does seem strong at first glance, but it’s locked behind RNG and smartly doesn’t affect your Smashes. With how much the N64 cookie is brought up in the attacks, I wonder if it would be worth making Down Special a charge-and-store rather than RNG-based? I also wonder if only Down Special (if tapped?) should be used to spit out your breath-based attacks, so you can keep Neutral Special for its general uses and Egg Toss hard interaction.
While I do like this set, I’m admittedly more of a fan of Fang, Miraidon and Hinyari. Their ideas and even melee felt more creative, whereas I think Boshi’s hot potato egg and hitstun extension didn’t have the same level of appeal as base concepts. I don’t mind that Boshi has a lot of moves that are similar to (N64) Yoshi, but it would have been neat if the set drew a bit more on the advanced and competitive aspects of Yoshi’s Smash moveset.