Katapultar
Smash Lord
What a Kat Day choice! I know you’ve been big on making Gato for a while, which I really love as a parallel to my Hotaru set from MYM23. Gato’s mechanics naturally derive from Terry and Hotaru herself - the latter makes perfect sense as a parallel set, and because Garou’s mechanics are way too cool to pass up. I actually opened my Hotaru set as a refresher to see what you did differently here - you have a much better grasp on the T.O.P sound effects and visuals from Garou than I did, and the idea of making the highest-damage T.O.P last indefinitely past 150% instead of 200% was a smart choice (especially when Gato is heavier than Hotaru). I also forgot that Hotaru took chip damage from shielding in exchange for having a more durable shield, which is also present in this set. A good way to be reminded of it! It’s also funny that Gato’s Just Defend mechanic has double the wordcount of Hotaru’s despite being almost identical. Few sets have given me déjà vu quite like this one.
Of course, Hotaru and Gato have vastly different FG movesets, so of course their MYM sets are going to be different! For one, Gato eschews the Shoto fireball for a melee-based combo/pressure tool that would be outright bad without his FG cancel mechanics. I’m a fan of EX Piercing Fang’s crumple dealing progressively higher hitstun the higher stage of T.O.P Gato is in, where risking the 150%+ mark practically gets Gato a kill confirm if he lands it. Was always interested in seeing other sets do the T.O.P mechanic after Hotaru, and this is a good example of a set taking an identical concept and executing it in ways the original didn’t.
Meanwhile, Side Special is a relatively customizable rekka with some mindgame aspects built in, Gato’s sheer options between the two reminding me of Black Polnareff’s Neutral Special. Very happy to see the Swift Fang option reference the Back Air input and give Gato an easier way to input one in 1v1 matches. The Swift Fang options in general were more appealing, with a burst movement, command grab, counter and fake-out option that can all juke out various enemy reactions and better contributes to the move’s mindgame potential. Oh, and I’m fond of EX Counterattack Fang’s invisible wall-bouncing effect, not dissimilar to one of Hotaru’s throws (or MYM22 Hugo, from whom I took the effect from).
Definitely like the dynamic of Gato’s EX Up Special being a brutal OoS option (especially in the corner) in exchange for being punishable on whiff and needing a command input to be done, which would technically make it “slower” to perform than its frame 3-ness would suggest. I imagine that attempting a →↓ while you’re shielding would cause the player to roll, unless you hold B so you move your shield around and don’t roll or spot dodge. Anyway, I like that Gato’s Down Special is a defensive parallel to Hotaru’s Down Special, and that it’s a counter that only works if the upper-half of your body is attacked! It reminds me of Kasumi Todoh from the Art of Fighting and KOF games. Also happy to see an FG charge-style input for the first time in a while. A simple Special compared to Side Special, but it synergizes well with Gato’s conditioning and making opponents more predictable so you can parry their attacks and go for more Just Defends.
The contrast between Hotaru and Gato’s supers - the former works better when you’re cornered, the latter when you have your opponent cornered - absolutely rocks, and fits their respective personalities perfectly. I also like that Gato’s T.O.P attacks/Supers are all short-ranged attacks that can be hard to land even when he can cancel into them, so it’s like they’re these big super overwhelming neutral options - he has to actually earn them. Oh, and the non-Specials splitting up cancel options between bullet points like Hotaru is convenient and a nice throwback, helping to tie together the implications of canceling. The Smashes are relatively simple and have a degree of application overlap with the Specials, but this is to be expected from an FGC martial artist like this. U-tilt might be my favourite among Gato’s standards, as its short-range/low knockback combo synergizes well with special-cancels and even being able to mix in your Down Special counter to catch out opponents.
Gato’s Aerials are more on the simple side, but refreshingly so and have their uses. N-air is quick and designed to segue into Gato’s ground game, F-air is an anti-shield option to go with Swift Fang, and B-air is interestingly a multi-hitting move much like Hotaru’s B-air was (and used to great effect with special canceling here). Wasn’t expecting Gato’s Forward Throw to pull an A.B.A and get all MYM’y with a status effect.
All and all, Gato did not disappoint, and I was happy to read a set that revisited old concepts - it was a bit like taking a trip back to MYM22/23. I’d say Gato is similar to A.B.A where his potential is constrained by having to play close to his source material, making him somewhat lower than your top entries this contest that have stronger concepts. I feel a bit bad for saying such when you were fond of Hotaru and I can’t fully return the same reception for Gato, but execution-wise I couldn’t ask for a better take on the character.
Of course, Hotaru and Gato have vastly different FG movesets, so of course their MYM sets are going to be different! For one, Gato eschews the Shoto fireball for a melee-based combo/pressure tool that would be outright bad without his FG cancel mechanics. I’m a fan of EX Piercing Fang’s crumple dealing progressively higher hitstun the higher stage of T.O.P Gato is in, where risking the 150%+ mark practically gets Gato a kill confirm if he lands it. Was always interested in seeing other sets do the T.O.P mechanic after Hotaru, and this is a good example of a set taking an identical concept and executing it in ways the original didn’t.
Meanwhile, Side Special is a relatively customizable rekka with some mindgame aspects built in, Gato’s sheer options between the two reminding me of Black Polnareff’s Neutral Special. Very happy to see the Swift Fang option reference the Back Air input and give Gato an easier way to input one in 1v1 matches. The Swift Fang options in general were more appealing, with a burst movement, command grab, counter and fake-out option that can all juke out various enemy reactions and better contributes to the move’s mindgame potential. Oh, and I’m fond of EX Counterattack Fang’s invisible wall-bouncing effect, not dissimilar to one of Hotaru’s throws (or MYM22 Hugo, from whom I took the effect from).
Definitely like the dynamic of Gato’s EX Up Special being a brutal OoS option (especially in the corner) in exchange for being punishable on whiff and needing a command input to be done, which would technically make it “slower” to perform than its frame 3-ness would suggest. I imagine that attempting a →↓ while you’re shielding would cause the player to roll, unless you hold B so you move your shield around and don’t roll or spot dodge. Anyway, I like that Gato’s Down Special is a defensive parallel to Hotaru’s Down Special, and that it’s a counter that only works if the upper-half of your body is attacked! It reminds me of Kasumi Todoh from the Art of Fighting and KOF games. Also happy to see an FG charge-style input for the first time in a while. A simple Special compared to Side Special, but it synergizes well with Gato’s conditioning and making opponents more predictable so you can parry their attacks and go for more Just Defends.
The contrast between Hotaru and Gato’s supers - the former works better when you’re cornered, the latter when you have your opponent cornered - absolutely rocks, and fits their respective personalities perfectly. I also like that Gato’s T.O.P attacks/Supers are all short-ranged attacks that can be hard to land even when he can cancel into them, so it’s like they’re these big super overwhelming neutral options - he has to actually earn them. Oh, and the non-Specials splitting up cancel options between bullet points like Hotaru is convenient and a nice throwback, helping to tie together the implications of canceling. The Smashes are relatively simple and have a degree of application overlap with the Specials, but this is to be expected from an FGC martial artist like this. U-tilt might be my favourite among Gato’s standards, as its short-range/low knockback combo synergizes well with special-cancels and even being able to mix in your Down Special counter to catch out opponents.
Gato’s Aerials are more on the simple side, but refreshingly so and have their uses. N-air is quick and designed to segue into Gato’s ground game, F-air is an anti-shield option to go with Swift Fang, and B-air is interestingly a multi-hitting move much like Hotaru’s B-air was (and used to great effect with special canceling here). Wasn’t expecting Gato’s Forward Throw to pull an A.B.A and get all MYM’y with a status effect.
All and all, Gato did not disappoint, and I was happy to read a set that revisited old concepts - it was a bit like taking a trip back to MYM22/23. I’d say Gato is similar to A.B.A where his potential is constrained by having to play close to his source material, making him somewhat lower than your top entries this contest that have stronger concepts. I feel a bit bad for saying such when you were fond of Hotaru and I can’t fully return the same reception for Gato, but execution-wise I couldn’t ask for a better take on the character.