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Make Your Move 28: Get Cunked! King Bob-omb, Roland, Kril, Shauntal, Dillon, Chainsaw Man

Arctic Tern

Smash Apprentice
Joined
Mar 12, 2022
Messages
150
WELCOME TO MYM 28!


Make Your Move (or MYM) is what happens when a Smash fan takes a look at a probability theorem and thinks “This means that my random OC is in Brawl in some alternate universe.”

In more accurate terms, this is a contest dedicated to making movesets for anyone you want to. Said movesets can be for quite literally anyone - your most wanted? A favorite anime character? A real life person? A bar of chocolate? All perfectly valid choices here (and yes we do have a moveset for a bar of chocolate)!

The vast majority of movesets are made for whatever the current Smash game is when the thread is posted (at the time of posting Ultimate). However, we do allow movesets for previous Smash games, and even Project M! MYM’s been going on for over 15 years, and it doesn’t show any sign of stopping.

THE BASICS
These are the basics of MYM, the ones that you want to be at least somewhat familiar with if you want to post a set (though if you just want to read, that’s perfectly fine too).

MAKING A MOVE(set)
Every moveset must include the following:

  • Stats - A character’s weight, speed, jumps, etc. All the things that are under the hood and make a character behave like they do.
  • Specials (at least four - Neutral Special, Side Special, Up Special, and Down Special)
  • Smashes (Forward, Up, and Down Smash)
  • Standards (Jab, Dash Attack, Forward Tilt, Up Tilt, and Down Tilt)
  • Aerials (Neutral Air, Forward Air, Back Air, Up Air, and Down Air)
  • Grabs and Throws (The grab itself, a pummel, Forward Throw, Back Throw, Up Throw, and Down Throw)

Exceptions can be made, but generally you have to have a really good reason to.

Additionally, at least a good portion of sets have:

  • Intro - a paragraph or two (or ten, sometimes that happens) explaining who the character is to readers who aren’t familiar with them.
  • Pictures - basically every set has at least a picture of the character it's for, and most have a demonstration of an attack if it's based on something in their home series.
  • Final Smash - the character’s big super attack. Not technically required, but generally it’s seen as a bit disappointing if a set doesn’t end with a description of a Final Smash.
  • Extras - things that apply to a character that aren’t important to a character’s gameplay. Things like their taunts, victory poses, entrance animations, etc. We’re perfectly fine with you creating your own extras, and MYM has created several of their own - a full list of the ones we’ve made so far can be found here.
  • Situational Attacks - the moves a character uses when prone or grabbing the ledge. Basically never described but if you reaaaaaaally want to be a completionist then go for it.
  • Playstyle - an overview of how the character plays. Generally not done in modern sets since a good setmaker should make it self-evident in the set itself but if you want to make one you can make one!

Generally, Specials are placed first since they tend to form the “core” of the set, but moves can be placed in any order to help make the set read better. A template for making sets can be found here.

SUBMITTING SETS
Sets used to be posted directly to the thread itself, but now most setmakers provide links to a set made offsite. Google Docs is the most popular location on account of providing more freedom of presentation than Smashboards, but any location can do as long as it doesn’t break the rules.

COMMENTING
Once you’ve finished reading a set, it’s considered good form to leave a comment on the thread to show that you’ve read it. More detailed comments are more informative than shorter comments, but even single line comments can mean a lot! If you didn’t like a set (or aspects of it) it’s perfectly OK to say that, but try to give constructive criticism instead of simply saying that it’s bad, especially when what is obviously “bad” to you may not be to the setmaker.

In order to vote (we’ll get to that), you must post at least 10 comments. Reading more than that is generally needed to get a proper grasp on what sets to vote for, but if you’re not feeling up to the task (and trust me, we get long sets a plenty) then this gives you a chance to read some shorter sets and still get the chance to vote.

If you want a place to archive your comments, several MYMers have a ranking system in place that grades the sets they’ve read from best to worst. You can use any “ranking” you want, from a 0-10 system to a 5-star rating to a grading system. It isn’t necessary to post these rankings publicly - it’s entirely possible for you to keep one to yourself so as to keep track of your opinions on sets - but doing so is highly appreciated.

JAMCONS
Jamcons are “mini-contests” initially developed to encourage commenting and provide some shorter sets to read. Each participant has a week to make a set that corresponds to the theme that every given contest follows. After this period ends, readers (including ones that didn’t post a set) have two weeks to comment on every set made for the Jamcon, before picking a favorite of theirs. The set with the most votes is deemed the winner, and the person who made the winning set gets to choose the theme for the next Jamcon.

Originally, Jamcons were monthly, but due to concerns over set bloat we’re changing it this contest so that it’s bi-monthly. The first Jamcon generally starts two weeks after the contest does, but this is by no means a hard rule.

END OF CONTEST
Everything has its end, and so does Make Your Move. Usually we have a set closing date, but for this contest we’ve decided not to set one until a good way into the contest. It ends when we say it ends (expect this to be edited once we finally settle on one).

Once the closing date occurs, movesets cannot be posted, and the set enters a “reading period” where people take the time to read sets they may have missed. You can still edit already posted sets during this period, but posting a “skeleton” of a set then finishing it during the reading period (known here as “Dodongoing”) is strictly banned. After the reading period concludes, voting period begins, where the readers vote on sets. There are a total of 44 votes of varying strength, ordered from strongest to weakest:

  • 8 Super Votes (9 points)
  • 16 Regular Votes (5 points)
  • 20 Weak Votes (2 points)

Additionally, a certain number of these votes can be amplified with a handy plus sign:

  • 1 Super Vote Plus (11 points)
  • 3 Regular Vote Pluses (6 points)
  • 5 Weak Vote Pluses (3 points)

Setmakers are unable to vote for any set they’ve made, by the way.

To get a general gist of what a votelist looks like, see this link for MYM 27’s votelist.

THE TOP 50
The Top 50 is a compilation of the 50 highest voted sets in the contest. It doesn’t have to be 50 (last contest had a top 51), but most of the time it is. Once voting time ends, the leaders compile every vote made, do the math, break any potential ties, and finally post the top 50 in a closing post. If your set doesn’t place, that’s totally fine! The top placements can get very competitive, so placing at all is an achievement, and in any case simply posting a set for fun is just as valid (and probably more healthy) than posting a set to win the contest.

RESOURCES

MYM ASSOCIATED SITES
The vast majority of MYM discussions happen on the personal Discord server. In addition to serving as a place to discuss the contest, it also serves as a general hangout for members of the community where they can discuss anything that happens to interest them. Invitation is cost-free, so feel free to drop by at any time!

There are also a few Wordpress sites:

  • The Bunker primarily serves as an archival website, containing links to sets from past threads; it also contains various MYM-related articles, which anyone is free to write if they have an account. Notable sections of the site include “The MYMer Encyclopedia”, a list of every set made by every active setmaker, and “Every Moveset Listed by Franchise”, both of which are linked to on the main page. This page also provides tips on how to get started by veteran setmaker Junahu.
  • The Stadium primarily serves as the place where the sets for the current contest are linked, as well as where the raw data for the votelists are posted.

OTHER RESOURCES

  • Ultimate Frame Data - A website that documents a good chunk of technical details for Ultimate, including frame by frame animations of most attacks. An excellent resource for understanding the strength and speed of actual in-game attacks.
  • Dragdown - A website aimed at the more competitive aspect of platform fighters, including Ultimate. While its documentation isn’t complete for every character, what is there can give you a good understanding of how moves are actually used in a match.
  • Smash Wiki - A fan made wiki for the Smash series. In addition to covering general trivia and factoids, it also includes various data about the more technical side of Smash as well as information on advanced techniques that can help with understanding the game.
  • Kill percent for every move in Ultimate - A spreadsheet made by Redditor u/Nachochesse documenting the percent in which every move in the game kills, as calculated on MIi Swordfighter (whose weight is in the exact middle of Smash characters).
  • Art of Smash and Art of Smash Ultimate - A series of videos by Izaw about the intricacies of Smash. The latter series is more immediately relevant to Ultimate, but all of them are useful for understanding how real characters in Smash work. They also have a large emphasis on “playstyle”, how a character’s moves flow into a cohesive gameplan - understanding this is key to making a good set.

LEADERSHIP
The leaders are the moderators of the community who make decisions about when to set deadlines. Several leaders have been in the community for around a decade, but we’ve got some new blood this time around.

ARCTIC TERN


Hey, that’s me! One of the aforementioned “new blood” and the OP of this contest, I was a long time lurker before I decided to finally post a set. I managed to make immediate waves in my first contest where I placed 4th (in a contest that had very competitive top placements), and eventually I went to leadership on account of my clear dedication to the contest. While technically a newbie, I have very extensive knowledge of MYM history and a good deal of technical knowledge on Smash. In terms of set making, I’ve dabbled in more or less all of the set genres at some point - if anything, my “association” is with sheer quantity of sets and comments.

Notable Franchises:


FROZENROY


One of the oldies on the leadership, FrozenRoy (Froy for short) has been in the game since MYM 12 and, while his activity has slowed down, has never truly gone away. He’s somewhat like me in that he’s dabbled in basically every playstyle at some point in his career, but he is centrally known for his fundamental-based style, often taking the time to mention how a move’s existence affects the character’s overall gameplan. In recent times, Froy’s also thrown his hat into joint sets, which are collaborative sets made with the input of at least two people.

Notable Franchises:

USERSHADOW7989


The oldest active leader, having gotten his start in MYM 5, UserShadow (known as Professor Hawke on our Discord) was an irregular yet consistent poster for much of his history, having had a breakout hit or two but nothing too substantial. In recent times, however, he made a massive leap forward with a surge of quality sets, with his bigger sets typically earning at least one Top 10 placement. UserShadow has dabbled in his fair share of playstyles himself, but he is most associated with the sandbox genre, with most of his most popular sets having at least some elements of the genre. He is also known for creating the Witchverse, a shared universe several of his OC sets take place in and which several MYMers have contributed to.

Notable Franchises:


N88


Another oldie, n88 got his start in MYM 6, but after a long while of making sets he suddenly stopped around MYM 16. In MYM 25, though, he came back with a vengeance and a top 1 placement, becoming a leader the very next contest. n88’s writing style is very distinctive, with a lot of snide commentary that makes his sets quite enjoyable to read but not enough that it detracts from the set itself. He generally prefers to focus on one or two “big” sets while making a few smaller sets; like Froy, he’s fairly fundies-based, and fittingly they’ve jointed quite a few sets.

Notable Franchises:


BUBBYBOYTOO


The other “new blood” on leadership, bubby began his career earlier than me in MYM 21. While he has never managed to win the contest like the old guards have, he has remained persistent in his career, which combined with still dropping good sets regularly promoted him to leader status. Bubby’s sets are on average a lot simpler than the rest of the leaders, focused more on fitting in an actual Smash game than elaborate mechanics. This has the side effect of making them good palette cleansers after a particularly long set, helped by a breezy writing style, so having shorter sets isn’t a bad thing at all!

Notable Franchises:


Talk to any of us if you have further questions or are in need of help!

RULES
Make Your Move follows the same rules and regulations as the rest of Smashboards. If you see someone breaking these rules, make sure to just report them on the spot and not interact with them.

Now with that out of the way… it’s time to, as the kids say, make some moves.
 

tunz

Smash Cadet
Joined
Sep 4, 2022
Messages
26
Alright! Had these three collecting dust for a good while, so what better way to kick things off than to dump the first three sets of the contest (unless someone posts while I'm writing this) right away! Let me give a brief preface as to my opinions on them, since we're quite detached already from the time when I made them and have thus managed to reflect a bit from an outside perspective.

The first is King Bob-Omb! A good few intricate moves here where Im truly proud of their interwovenness and synergy, yet I must preface that the latter half gets a bit short and may feel rushed, because frankly, it was a little bit. Edits may come.

Then we have Roland, the main antagonist from an indie gem of 2024, Another Crab's Treasure. He's simple, short and sweet. Not an amazing piece by any means but I'm more than satisfied I think.

The last is Kril, the protagonist from ACT. This one definitely suffers from feature bloat, otherwise known as quanitity over quality. I knew this was going to be the case the whole way through, and I'm honestly fine with it, since I'd rather have it exist in this form than not exist at all, and if I were to shrink his moveset down it wouldn't feel like I did him and his game justice with all its mechanics. If I were to take more time and really get down and make a real hard effort to make it all good, I think I would go legitimately insane, so this is what came out. With all that being said, I'm looking forward to the feedback, so enjoy!
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,547
Howdy there, folks - n88 here to announce a little sidegame I’m running this contest.

The Long Con

Much in the style of a Jamcon, this’ll be open during MYM28’s submission period and hosted right here in the MYM28 thread. Like a Jamcon, movesets submitted to The Long Con will also be submitted to MYM28. Unlike a Jamcon, our game’ll run the whole length of the contest, and submissions have the following limitations:
  • Each person may submit only 1 moveset to the Long Con.
  • Submitted movesets must be under 15k words.
    • That wordcount limit encompasses intro, extras and all: the whole kit and caboodle.
There are some finer details later down the post, but those two points are the main things you need to know.

The aims here are to provide a sort of “casual mode” for the contest, and put together a little showcase of sets by different authors. If somebody wants to know where to start reading then hey, we’ve got a reading list of movesets from all corners, and they're all pretty manageable in length.

At the end of MYM28 we’ll vote in the style of Jamcon voting - if you’ve read and commented all the entrants, you can vote on your favorite.… let’s say 1 to 3 entries, depending on how many we end up with. I'll make a follow-up post at the end of the contest to lock down the voting particulars. The entrant with the most votes receives a no-prize. Simple as that!

A few more details:
  • You can submit by just mentioning you’re doing so when you post the moveset in the thread.
  • It’s also okay if you submit a moveset to MYM28 and only later decide you want that moveset submitted to the Long Con: just post in the thread to lemme know you're submitting something.
    • If you don’t know which of your children is your favorite, there’s no pressure to choose right away! Just figure it out by the end of the contest.
  • I gotta be strict on this 1-per-person rule: if you’re submitting a joint it counts for all writers.
  • Unlike in a Jamcon where you’re meant to wait on edits until after the fact, feel free to edit Long Con submissions as you would any other MYM set. As in MYM proper, try to be clear and communicative about changes, so that folks who already read the set know what’s changed about it.
  • I’m gonna say no switching submissions. Doubt it’d be an issue anyway, but figured I should have that on the books in case some weirdo shows up and tries jerking people around. Part of what I want here is for this to be easy to follow along with.
That's it, that's all I got! Happy movesetting.
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,547
King Bob-Omb by tunz tunz
Cool to see this guy finally hit the thread proper! I remember previewing the early inputs quite a while ago, though I don't remember too well what feedback I gave. Hopefully I don't give any contradictory advice here, but if I do let's just attribute that to my growth and newfound wisdom.

Five Bob-Ombs is pretty generous on NSpec but I think his susceptibility to their explosions lets him get away with a fair bit. I do wonder if Parabombs are a little pushed with how fast and casual that is as an option and how they don't count toward the limit - I can see these being pretty obnoxious for some characters to deal with on recovery. If you're Ike you're just dying to this move pretty casually (though that's kind of a general Ike problem). The odd balance twiddle aside I do think NSpec feels very at home on the character though: fits right in with his shtick and the general Bob-Omb imagery.

SSpec is also pretty fun - the writing gets a little mechanically dense at points in here and I felt like I had to go back over things to make sure I wasn't missing details. The move's frame data feels pretty fast for what it is but not sure it's a game-breaker, especially if KBO can be hurt by the bombs. I'm a little fuzzy on this because NSpec and SSpec contradict each other on this point: in NSpec "none of the other explosives he can summon" hurt him, but in SSpec "the opponent could knock Bombs that are especially close to you back at you multiple times with weaker hits and try to hit you with them".

Generally, through the Specials, a lot of KBO's frame data feels pretty pushed. Like looking at DSpec, the move deals 16% and KOs at 150 on a pretty big disjoint (projectile?), active on 17-24 with a FAF of 33. 8 frames of endlag on something that meaty is a bit of a war crime (if the cannon is a projectile he's freeing up while the opponent is still in hitlag) and frankly the start-up ain't bad either relative to how big that hitbox is. It's not reactable, so opponents can kinda just get hit with this at any time if they make the mistake of committing to anything around KBO. He's absolutely gonna be safe on block and probably a-okay on whiff as well. Even before you start getting into other stuff he can do with the cannon, I think just tossing it around as a bludgeon is pretty juicy with these numbers.

I'm not weighing this super heavily as a criticism of the set, mind you: just wanted to highlight the kind of thing I was talking about. The numbers being a little off doesn't bother me that much since numbers are easy to float and the set feels like it's providing them for thoroughness rather than trying to draw a lot of conclusions from them. I do think they're not necessarily making the set stronger by being a little untrustworthy, but they're also not load-bearing and I can kind of just mentally set them aside and focus on the ideas you were more interested in writing about.

I do think my number one tip for writing (or not writing) frame data, if you don't have some specific speed you're shooting for, is to think in terms of how safe you want the move to be (considering both speed and range - power also affects this but speed and range are the big uns) and go from there. Smash has good reference points for moves ranging from "you will never be punished" to "hitting this button is begging for death", so you can usually find something that delivers the right sort of frame data you need. If you don't want to delve into specific frame data I also think it's fine to just talk about speed in a broad way in terms of safety and commitment - like functionally that's a bit more vague than frames but it does me fine - we don't have to code these things, and letting me know about intended gamefeel gives me a bit more to work with than saying a move has 8 frames of endlag when I know you don't want it to play like it would if it had 8 frames of endlag.

Apologies for the ramble, I really did mean it when I said this is not a big point I'm holding against the set - I think every writer, myself very much included, botches it when they start writing frame data into movesets (and sometimes even, myself included, well after they've started). I also know you wrote the early bits of this moveset quite a while ago and well before it was finished, so maybe you've already taken lessons from this and adjusted. Some of the later moves in the set do seem to have more solid grounding. But oh well, here I am rambling to someone in the past who maybe doesn't need to hear it. Hit me up for today's winning lottery numbers, Past Tunz.

Moving on from that point, the cannon is very functionally cool and I dig the way it feeds into this vision of King Bob-Omb as a zany set-up guy. Big Powerhouse vibes in this moveset, also very Pac-Man coded. Personally I adore the touch that he can fire himself out of the cannon; characters that can deal knockback to themselves are always funny. I love the ways he can work against himself with the bombs and the cannon if you let the gigabrain moves spiral out of control.

Moving on to the normals, I think broadly I favor the simpler melee stuff stylistically over the more referential Golf and Kart attacks - I think the latter dilute his identity and skew toward making him Mario Spin-Off Man. Spin-Off Man is a direction I'd buy easily on say, Waluigi, but it feels a little odd to me on someone like this. This is not a huge gripe with the moveset because ultimately the vision is yours - but it did bother me a little bit that it felt inconsistent between input sections. The Specials are also taking ideas from spin-offs but really fluidly weaving them into the pitch that this guy's the king of the bomb factory, and most of the normals build simple melee moves that work fine with that, but some of the Standards are reaching for direct props and visual reference to the broader Mario franchise. It's kinda weird to give the feedback "hey this element doesn't super make sense to me... but if it's there, there should be more of it" but I think that's where I'm at on it; it'd work better for me if it were more prevalent through the kit and felt more like it was a core part of his identity.

Starting from DSmash I can see the rush setting in, his moves definitely start feeling a bit blunt and perfunctory there. Granted, a degree of simplicity in the normals makes sense when your core is zany, but it's hard to get too excited about moves that the set doesn't feel invested in, and the set doesn't really try to sell how these moves are fun in the framework that his Specials set up. KBO delivers some fun stuff when it's really cooking, though - Up Smash I'm a particularly big fan of and is a strong note for the meatier portion of the moveset to "end" on before things start getting a bit more clipped.

The set's wound up as a bit of an uneven read overall, but there're still fun ideas here and I think he's very worth checking out for the highlights.

Stray thoughts:
  • "in June of 1996, making him older than me by a significant margin" - look, you don't have to rub it in.
  • "Sorry if it hurts your eyes or messes with your brain." - this is far from MYM's worst assault on my brain, you're doing alright.
  • "a classic Mario Kart Glider!" - considering gliders a classic Mario Kart thing is even worse than saying people born in '96 are way older than you.
 
Last edited:

Arctic Tern

Smash Apprentice
Joined
Mar 12, 2022
Messages
150
"'To her, all of her enemies were merely pawns on a chessboard, just stepping stones towards her nation's goals...' That's part of the novel I'm writing. I was inspired by the challenger that was just here, and somehow I got a little sad... Excuse me. You're a challenger, right? I'm the Elite Four's Ghost-type Pokemon user, Shauntal, and I shall be your opponent."
 

Slavic

Ask not the sparrow how the eagle soars
Joined
Jun 5, 2013
Messages
761
Location
taco bell, probablyn't
Shauntal by Arctic Tern Arctic Tern

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Trainer sets live! Shauntal is a fun moveset that makes good use of Google Drive's new Tabs feature, a gift seemingly catered to our specific community suspiciously well. There's many ways to analyze a moveset like this, having multiple sub-movesets, but Shauntal does a great job in her set no matter which way it's sliced!

Shauntal uses the canon Pokemon Trainer set as a conceptual base, which works out really well in her favor IMO. Pokemon Trainer is one of my pockets in Smash, and Tern shows a great understanding of the tempo and intricacies of that set while striking out with unique directions. It's nice to have an intended order for the Pokemon, it turns out, rather than having them all stand out as interchangeable parts. It gives the moveset focus, and the end result has a lot of clarity because of it, despite the triplicate word count. The moveset excels at making each member of the team feel usable solo, but truly missing something without engaging with the switching mechanic. Partly this is due to simply lacking a Down Special for all three, but also the interactions between the monsters makes for a compelling read, and you can really feel the momentum of a stock as you read through.

It's maybe a little odd for Shauntal to start with her ace, but Chandelure sells the reader quickly on its place. It's the 'Squirtle' of the trio, focusing on not just racking up damage but setting up for her teammates to come. The animations work well here, despite the particularly odd anatomy of Chandelure, and I want to highlight Up Special as a particularly inspired move. A falling chandelier trap makes excellent use of the Pokemon, and fits very well with both Shauntal's more academic aesthetic and the spooky vibe ghost Pokemon have. It also means that all three of the teammates effectively have stall-and-falls, so Shauntal is a character I absolutely could not play!

Unlike Squirtle, who uses its speed for tight close-range combos off the ground in my experience, Chandelure loves its traps and projectiles, and instead uses its speed to convert those into further combo strings. This is a trickier method of damage racking, though the luminous 'mon has more traditional methods of combos as well. As fun as it is, it also suffers, and Chandelure feels like without a lot of skill she will struggle to make use of her multiple fiery-and-ghastly traps. I shouted them in the chat, but both Neutral Air Smog and Forward Throw Payback are cool moves for the Pokemon, and I think there's a lot of fun to be had with a landing Neutral Air into a Cofagrigus bait-and-switch.

Speaking of, Cofagrigus is, IMO, the strongest of the sets in Shauntal's kit. Even more bizarrely shaped than Chandelure, this kingly (queenly?) coffin ties the moveset together, literally. While present in Chandelure, I want to take a second to say that this moveset in general does a fantastic job of working in unnatural moves, such as Energy Ball or, in this case, Grass Knot, a bizarre move for it to learn that Tern has managed to work in brilliantly. Cofagrigus fills the Ivysaur role in its own way; it deals consistent damage at mid ranges, but does so with its bizarre hitboxes and status effects. She's also a bit of a grappler, and Side Special Psychic is a neat move that not only serves as a simple but effective command grab but also manipulates Chandelure's projectiles and traps. Turning Will-o-Wisp into what is essentially a Snake Nikita is a high point of the set for me, and the other interactions, especially Fire Spin, aren't far behind.

Cofagrigus also has its Mummy ability for its Neutral Special, which is a terrifying effect for foes to contend with. I do worry that Mummy is a bit strong with its damage boost, especially when she has options like Curse on top of the high damage both Cofagrigus and especially Golurk can dish out. However, I think the nature of this set is such that it can afford a little power creep. Since Shauntal is locked into the set order for her Pokemon, like the real Trainer, she can't casually switch back and land Mummy repeatedly as needed, and Cofagrigus is likely only landing one Mummy before switching out to her next Pokemon when playing optimally. Again, great understanding of how a Pokeset has to make choices, and develops those ideas further.

Finally, we arrive at Golurk, who leaves me torn compared to the other two. On one hand, some of the coolest moves in the set are found here. Shadow Punch is such a simple but fitting Special while still managing to feel tricky and cohesive with the rest of the set. It's also cool to have a punch attack that doesn't reflect projectiles, as niche as that might be. Of course, the punch from Golurk's actual hand still reflects, and leads me to wonder if there's a possibility of throwing out a transcendent Shadow Punch to move past an inbound projectile, reverse the projectile with the standard punch, and follow-up Shadow Punch with the foe's own projectile. Dynamic Punch feels as strong as it should, and High Horsepower is a very funny name for Golurk's obvious Up Special.

Golurk clearly is intended to be the Charizard of the group, excelling in power and recovery strength but in completely different ways from the dragon. I do worry, as mentioned, about how powerful Golurk's attacks can be with Mummy up on the foe, especially with the extended grab range it effectively gives Golurk. Earthquake after a pitfall, which there are multiple avenues for achieving, deals 45% damage, and if I was smarter I could figure out when it could kill at. I don't think it's an unreasonable power level for Golurk to achieve, especially with the hoops required to get there, but combined with some of the other parts of Golurk's kit I think it can be overwhelming in its threats. It has a lot of boons other heavyweights don't have, such as the ability to create stone walls out of Up Smash Stone Edge, and the ability to switch to a much faster character if need be.

As for the terraforming Golurk can perform through Up Smash, I'm once again torn. On one hand, I completely see the vision, and the ability to setup a combo where Golurk can grab a mummy wrapping and smash a foe into one of these walls, or to dash through itself, is appealing. It also makes sense to have a wall conceptually, given the ability of a few moves in the set to ignore walls. Down Smash can also create a rock, though this one a throwable / droppable item, and between the two Golurk winds up feeling like a Pokemon who can kind of do it all? I'd wait for other opinions before making any changes, because I'm on the fence and could be swayed either way, but it raises a few flags for me so I figure I'd bring it up.

This isn't my absolute favorite Tern set I've read, and I'm sure the past contest blew my favorite out of the water, but it's probably a close second or third. Despite concerns about Golurk doing a lot within his kit, it still reads as cohesive and well thought out. I might change Mummy to not increase damage or knockback, as both Cofagrigus and Golurk do have options for killing, and all three have methods of racking up damage as is, and would help curb the power issues that might haunt this set. I also feel like the rock on Down Smash feels out of place, almost like a footnote on an already great move that ties the set together, to give a combo filler to the already combo-focused character. Great work with this, and I hope we see a proper resurgence of trainer sets after this!
 

Arctic Tern

Smash Apprentice
Joined
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Messages
150
KING BOB-OMB (tunz)

King Bob-omb’s a character I’ve had my eyes on for quite a while, and while this isn’t my preferred take on him he’s a simple enough character that you could do a lot of equally valid playstyles. This version of him is probably the most MYM way, depicting him as a set-up character with a lot of pseudo-minions in the form of what else but Bob-ombs. The king has multiple ways to spawn Bob-ombs or other explosives, which he can all deposit inside of a cannon to automatically fire them. This gives him a potentially very strong tool for forcing approaches, which is something he appreciates given that, like most heavies, he’s slow but very hard hitting once he actually gets in. I do like the idea of passive attacks quite a bit and this seems like a fairly neat way to enable King Bob-omb to actually approach. The conveyor belt in his SSpec is also a cool concept and something we haven’t seen much of, and the way it intersects with his other tools is pretty neat.

Besides Specials, King Bob-omb has the requisite “move your setup around” attacks in Jab and FTilt, the latter providing an amusing visual of him literally golfing bombs at you. The DTilt bury is an obvious idea given his weight but a cool one, and I like the fact that it’s basically a better K. Rool DTilt at the cost of Bob-omb being unable to secure kills as easily. The last section I thought was worth mentioning was the grab, which is fairly strong on account of having kill moves and set-ups into his traps; this is mainly since his main method of attack in his SM64 fight is grabbing Mario, so it makes sense he’d have a strong grab game. FThrow in particular is a cool throw for letting King Bob-omb act while the opponent is carried off, though I’d like to see more elaboration on how he can take advantage of that. The other moves not mentioned or alluded to aren’t bad, but they are fairly dry and thus end up a bit forgettable - though they still have a clear purpose in the kit.

While I do like plenty of things about this set, as of this writing I do think King Bob-omb leans on the overpowered side, mainly due to just how many traps he has. He has up to 5 Bob-omb minions, a conveyor belt that serves as a construct that also spawns a bomb (though only when it first shows up), and two particularly powerful explosives, one of which is almost as large as to larger than a Smart Bomb explosive and both of which KO at the 80-90% range. It’s a lot for the opponent to navigate around, and when you consider that King Bob-omb can fire them all out of a cannon it gets a bit ridiculous. Personally, I’d limit the amount of Bob-ombs onstage to two at most and nerf the explosives a bit, either in terms of range or overall power. Additionally, giving King Bob-omb a Dash Attack based on Mario Kart is a weird choice seeing as he’s barely in it, and while I like the idea of the Giga Bomb I do think it can be transplanted onto the SSpec easily enough. I’d probably make the Dash Attack some sort of slow bodyslam, since I don’t see many slow but strong moves to take advantage of his traps and it references the tendencies for Bob-ombs to throw themselves at their enemies.

While there’s a bit of roughness around the edges, there’s still plenty to like about King Bob-omb, and with a bit of work done to it it could rank higher than it already does.

PHILOMENA CUNK (WCF)

Cunk has a rather neat idea going for her, in that she can alter the game mechanics through thinking about them really hard. This enables her to give everyone an attack boost, float, or Yoshi’s shield, as well as create KOF Stadium walls surrounding the stage. I like the idea of giving yourself and the opponent a buff, and the idea can easily see use in another set. Cunk’s NSpec is also something I’m interested in, a frame 2 kill move that instakills if it breaks shield but is super punishable on whiff. Lastly, while not taken into account for the rating of the set, it’s hilarious, with the constant plays on words tickling my sense of humor in just the right way.

As a moveset, however, Cunk falls short. Aside from the float, no mention is made of how her tools intersect with her DSpec’s game altering, despite there being plenty of ways it can. Off the top of my head, Cunk’s strong USmash becomes more important when the KOF walls make upwards knockback the most consistent kill methods, and a better shield encourages the foe to shield more, which in turn can lead to the NSpec instakill. Additionally, a lot of the moves don’t really have a purpose described, most notably DThrow, which doesn’t even have knockback or damage listed.

My most striking issue is that the superpowers Cunk has here don’t make sense with the logic of her series (at least from what little I understand). I’m perfectly OK with giving non-powered characters superpowers in a Smash set, but they have to make sense within the context of said character - Villager can catch rockets as an extrapolation of Animal Crossing hammerspace, and Regina George can kill people with nasty rumors because nasty rumors in Mean Girls basically are weapons in the film. Cunk, from what I understand, comes from a fairly normal mockumentary where most of the humor comes from wordplay and bizarre statements said with a straight face, thus meaning there’s no basis for the reality warping DSpec gives her. If her moments of wonder do cause similar wacky things to happen in canon I’d be OK with it, but there’s no indication this is the case in the set (and you have to remember that not everyone in MYM has seen the series, or even heard of it until you posted the set - case in point, me). On that note, since Cunk is a documentary host, I’m wondering why you didn’t make the set hook actually documenting things; it makes more sense with the Cunk series’ logic (again speaking as someone with no experience with it) and can be just as intriguing as the one you went with if you think of a compelling enough thing to do with that.

This was still an enjoyable set to read, don’t get me wrong, but my ratings are based on a set’s quality as a set, not my personal reading experience. Cunk wasn’t made with being a “good” set in mind, but a funny one, and as a funny set it is very good.

ROLAND (tunz)

Roland is a fairly basic superheavy set, but that doesn’t mean there’s not anything worth looking at. He’s got a strong command grab NSpec that immediately gives him grappler elements, and which he can also use as a tool to punish shields. DSpec is also fairly interesting, being a three-part move that buries on the first hit; Roland can either go for the full combo for guaranteed reward or stop at the second hit for a potential big hit. The second hit is also notable since it’s probably the first move in modern MYM to deal set knockback storage, so uniqueness points there.

As for other moves, I did like Roland’s FTilt as a mixup option and a neat way of replicating the similar mixup in his actual fight. He’s got the requisite big strong FSmash, which gets extra use out of his pitfall, and a strong DAir that makes him quite fearsome at the ledge. Roland has a good balance of utility and kill moves that keeps him fairly balanced, with a notable move being BAir and its use in edgeguarding, while not being a combo move since his attacks are too slow to combo. Finally, his Up and Down Throws are neat in that they’re meant to counter DI that counters his primary throw options. Roland is a simple but perfectly good set overall, but the simplicity ultimately causes me to rank it lower than King Bob-omb despite Roland being overall less overpowered.

Link to comment archive here!
 

Slavic

Ask not the sparrow how the eagle soars
Joined
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Messages
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taco bell, probablyn't
Philomena Cunk by WeirdChillFever WeirdChillFever

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Close to one of the last characters I would have expected a moveset for, Philomena Cunk is a baffling and witty entry whose strength lies almost entirely in WCF's writing chops and an impeccable use of voice and comedic timing. It's a bit hard to comment on the substance of this set, in part because the first person perspective and distinct cadence can make it difficult at times to know exactly what she's doing, or what its effects could be. She's a very simple set in general besides her Neutral Special (which is spread out across the entirety of the moveset) and her Moments of Wonder through Down Special. It's really funny we get a return of the iconic Among Us 'blast zones are turned off so you can combo the foe instead of killing them' here, and I think it might even be fitting on Cunk. The effects are a disparate bunch, tied together only nominally by being related to topics of Smash that Cunk's interrogating. I do think mechanically that having an ability that can prevent shields from shrinking combined with an instant shield break move is a funny combo, especially when the latter guarantees a kill, though I don't think it necessarily benefits or hurts her (maybe the bigger shield is easier to hit?). Peach floating on for everyone is another interesting choice, though Philomena doesn't have a ton to work with here. The rest of the moveset is mainly references and jokes, not unlike a character like Game & Watch, though not nearly as cohesive mechanically.

Philomena Cunk asks an important question of Smash Bros we should all reflect on: where are all the bathrooms on the stages? But almost as profound, she asks the reader 'does a moveset need to be good?' Despite being a, well, objectively bad moveset in terms of glances at notes moves, I can't help but smile my way through the entire experience. MYM is unique compared to an in-game Smash moveset because it is near exclusively experienced through written word (and fancy pictures). Usually this creates a barrier between our understanding of the character and the intended product, needing to translate them to text as a way of describing how we envision a fighter. But Cunk takes the fact she's a written piece of work and runs away with it, becoming more of an exercise in vision and style than one in mechanics, and I think that's worth something. Should she have a better set? I mean, no, frankly, though editing this set a bit for clarity probably wouldn't hurt for people who (incorrectly) disagree with me. This is about as Philomena Cunk a moveset could be, and it's beautiful for that.

Regardless of how one feels about Cunk, I believe she will go down in MYM history, be more or less left in the back of people's minds, and pop up regularly for her iconic beats and style, much like the 1989 Belgian techno-anthem 'Pump Up the Jam'.


 

Slavic

Ask not the sparrow how the eagle soars
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Messages
761
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taco bell, probablyn't
Denji by tBruh tBruh

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Welcome to Make Your Move! I know you prefaced the moveset with a concern about the format, splitting the set across both tabs and slides, but it makes for a real slick presentation for your first set! Image sets used to be a bigger thing, and these feels like an appropriate successor to them. Seriously, props to the formatting, this moveset looks phenomenal! Since I started with talking about the presentation, I figure I'd talk about its pros and cons here. On the plus side, this moveset is a breeze to read. It fundamentally avoids walls of text that can movesets a little difficult to read, and the damage, frame data, and notes are laid out in clear and concise way. You can feel the effort put into getting this moveset together, and there's a tasteful amount of images to help break up the text as well.

On the other hand, it's very difficult to fit a lot of detail into the moves with this format, and while most of Denji's attacks are simple enough it's not an impairment it might clamp your ability to go for more mechanically ambitious sets down the road, should you stick with us (I hope you do! This is a really promising first set!). However, even here it occasionally crops up as an issue. Back Throw's animation is a little fuzzy for me, and breaking down the steps into longer sentences would probably help there. There's also a sweetspot mentioned on Forward Aerial but no details are given about it, including any difference in damage, knockback power, or launch angle.

Finally, the big bugbear with this format is it's incredibly difficult to work playstyle into the set, which as a first set probably isn't your priority but does make up a good chunk of movesets in the MYM standard format. I don't think it's necessarily a nail in the coffin for a presentation-style set like this, but Denji and potential future sets could absolutely benefit by having a normal written piece covering playstyle after all the attacks. Information about what moves can go into other moves, how Denji responds to different defensive options or aggressive pressure, his strengths and weaknesses as a fighter, and other matchup relevant information. It's easier to get a feel for how to write these out if you choose to read some of the movesets posted here or in previous contests, and you'll develop those skills with practice and criticism.

That said, I do have a soft spot in my heart for this set, though maybe a section at the beginning covering his powers a bit more would be beneficial. I thought Chainsaw Man was just a guy with a chainsaw for a head and so I had to learn on the fly a jury-rigged version of his powerset through the moves. One thing a lot of people will probably tell you is that you should consider migrating your Specials to the start of the set. It's certainly not mandatory, and there's a lot of takes about why or why not to do this. For me, it's simply a matter that Specials can be used at almost any time, while all other attacks are, to some degree, more situational. Specials are likely going to be the most referenced moves mathematically because of this, so logically the beginning is a good place. Additionally, a lot of sets use Specials to structure their moveset, and even Denji could benefit as his Neutral Special does affect how basically all of his moveset works.

Speaking of Neutral Special, there's some genuinely cool moves in this set! Starting with his Starter, it's a really fun, quick buff that becomes less potent each time he uses it. I'm a sucker for buffing moves, and the added touch that he pauses momentum in air leads to tantalizing thoughts of how he could weave that into intricate aerial combos. Down Special in the air is another stand-out Special for me: tethers that reel the fighter into their opponent are common even in Smash, but I don't think I've ever seen one that specializes in tethering downwards. It's cool, and a playstyle highlighting ways that this is useful or detrimental to Denji would be awesome. Two other moves excite me in this set, those being Neutral Aerial, with its unique held spinning attack (really makes him feel like a living chainsaw), and Down Smash, which has a fun way of extending its range.

Denji is a moveset that shows a lot of promise, and leaves a lot of room for you to grow as a moveset creator down the line. The presentation is impressive and I'd love to see what you do with it. Thanks for submitting, and welcome to the contest and hopefully the community!
 

Rychu

Thane of Smashville
Joined
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Messages
817
3DS FC
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SHAUNTAL
BY Arctic Tern Arctic Tern
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The return of the Trainer set, one of my most beloved classic MYM staple genres. I find it refreshing that the switching mechanic is very no-nonsense and barebones. Old, old set at this point, but Team Rocket Grunt and later the Trainer JOE duology made me think that these were only worth doing if there was some ridiculous gimmick attached to switching the Pokémon out, which is why I never finished one. Just as an FYI I am commenting these 3 as I finish them, and will give a summary of my overall thoughts at the end of the comment.

Starting with Chandelure (one of my lowkey favorite Pokémon), I immediately enjoy the take on the damage racking focused part of a 3-piece, as Chandelure is more focused on tricky hit-and-run trap tactics rather than being a straight up combo fiend. It's quite clever to have all of these lingering effects in a trainer set - unless I missed something, the fact that Will-O'-Wisp sticks around and continues to be a nuisance after Chandelure has been switched out, on top of the lingering flames and status effects that, while she can't necessarily take full advantage of, I assume her teammates can. That's sort of the tricky part of these trainer sets, I think - you want each to be able to stand on its own in some cases, but you also need them to come together as a much better whole, and Chandelure seems to be setting herself up to make her teammates better. Combine her tricky status effects with neat and natural feeling stuff like Nair's obscuring smog to cover switches and traps and Fthrow's use of Payback as a sort of one-time gambit in sticky situations, and she's as good a point (wo)man(delier) as any trainer set could ask for.

Onto Cofagrigus, the stage control/trap manipulation continues in full force with Psychic, which is so far my single favorite input in the entire set and what immediately sold me on Shauntal as a whole rather than as a collection of 3 movesets. Utilizing Cofagrigus' odd existence as essentially a cursed object (which I'm now realizing is true for all 3, huh), pulling foes into the coffin with ghostly hands and turning them into mummies or decaying the very earth ( really appreciate the visual reference to brown grass btw) upon which the coffin sits with Grass Knot is all very cool, and plays into this shared theme between the two Pokémon of cursing the opponent with status effects and bad luck - incredibly fitting for a Ghost-type trainer. This is probably reading too far in, but the vibe really does belay that the foe is trapped in some haunted location vying with angry poltergeists - fitting for an author! I think the only even slight criticism I may have for Cofagrigus is that it specializes a bit too much - I know that it's essentially the "specialist" of the team, but given that it's not great at combos, struggles speed-wise and isn't that great at KOing, I worry if, despite being conceptually very interesting, it would end up being the least useful of the 3 Pokémon. Not to the extent that Brawl Ivysaur is just useless, but the fact that it relies more on gimmicks and setup from its teammates feels like it's less able to stand on its own than Chandelure. Since it's part of a team, this is barely a nit to pick, but Chandelure ended up feeling like you could solo play her if you really wanted, which is not a vibe I get from Cofagrigus.

Finally onto Golurk, another lowkey fave, we have our big guy. The beef of the set, despite there being a distinct lack of meat on any of these Pokémon. Ironically, despite being the strongest numbers-wise, I do think Golurk is the weakest, or at least the least interesting, out of the three presented here. This definitely comes partially because Golurk has a very specific role to play - it's the finisher, the one that actually ends up taking advantage of all the build-up the other two did. This ironically gives it almost the opposite problem to Cofagrigus, in that Golurk feels as though it can function mostly fine played solo since it relies the least on gimmicks, really only interacting with their set-up in a very directly beneficial way, without giving too much back in terms of things that can be used by them. Of course, this is with the exception of the very hard interaction present between Chandelure's ability and Golurk's Neutral Special as well as the item creation and light terraforming, which feel natural but, in my opinion, end up being sort of the weakest of their kind between the three. Golurk certainly isn't bad, and I wouldn't say it makes the set worse, but it's certainly the most straightforward of the three and doesn't build on the previous two in the way that I thought Cofagrigus built fairly brilliantly on Chandelure.

On a whole, Shauntal is a very good modern entry into the Pokémon Trainer subgenre of movesets, using MYM's more modern understanding of set design in a way that feels very natural. If I had any strong critiques, they've been aired out in the individual Pokémon's sections - the only thing I think I would personally want out of this more is that I wish Cofagrigus and Golurk had a hard interaction between each other in the way the other two pairs do, but that's a bit of a minor note on an otherwise good set. The ideas here aren't as exciting or showy as some of your higher caliber sets like Freidrich, but the execution of the ideas remains as strong as ever. Shauntal is gonna be getting an A rank from me.

Kril
by tunz tunz
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Kril, at first glance, seems leagues more ambitious than previous tunz works I've read, beginning the set with a myriad of mechanics that make Kril unique as a smash fighter - though, this is fairly standard tunz work when looking in, as it follows your general trend of trying to translate mechanics as directly into Smash as possible. I think it works better for Kril here than it has on your Overwatch sets, at least to me, though there does come a point where I think maybe there's too much being stuffed into Kril mechanically. Having too many ideas is better than having too few ideas, but lets break down what Kril has to work with from just his mechanics and specials:

  • A dodge that works differently from every other dodge in the game
  • A float mechanic
  • A take on witch-time and foresight which gives him a near-automatic follow-up attack
  • A powerful automatic power move against foes with the shield-break condition
  • Two seperate shield specials that do wildly different things, one of which completely changes Kril's standard moveset
  • A special follow-up to a perfect parry
  • A mechanic that builds and expends special charges
  • A monado arts-style neutral special that actually works more like Hero's Magic menu giving him 8 Neutral Specials
  • Each of those Neutral specials (which each require a certain amount of charge) has a chance to special summon a little follower, of which he can have up to three, which each grant him different power-ups and have wildly varying synergies between them
  • A down special which randomly spawns a shell which affects his previously mentioned special rolling and dodging mechanics and changes his side special so now, on top of having 8 neutral specials with dozens of potential outcomes that affect his stats, he also has NINE potential side specials
So... yeah that is A LOT mechanically to take in all at once. It is genuinely hard to wrap one's head around this - something you admit in the set yourself. I'm not one to go through this sort of mechanic stacking, but I'm sure one of our smarter members can look through this set and find some insane combination that makes Kril the most busted character ever conceived even disregarding his myriad of special mechanics out the gate. I once again would urge that, perhaps, an approach you could take in the future is looking to adapt a character into a moveset rather than try to directly translate mechanics from games into a moveset where they might not fit. Between the mechanics and all the different potential specials, you have enough to make a moveset right there!

THAT being said, Kril is absolutely insane and, even if there was a point where I kind of gave up trying to keep track of all the different mechanics and stuff throughout, I did have fun, mostly because the character and ideas are incredibly charming. That, and you have a very... stream of consciousness writing style that, while occasionally making it an absolute hell to understand what the frick is actually happening, always seems just so excited to tell me about this cool stuff this guy can do - even if I think you do spend more time writing justifications for things being what they are rather than just telling me what the thing looks like and does. I was not exactly shy about not liking your Overwatch sets from last contest, and they had largely the same issues I have with Kril, but something about the fact that there is SO much packed in here as opposed to those which felt like they were really stretching and straining against your way of setmaking makes Kril a lot more fun if less digestible. I dunno. C.

Philomena Cunk
by WeirdChillFever WeirdChillFever
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Jesus christ what the hell is happening here. What is this. What am I doing. How much longer until the bread I'm baking is done. These are all questions I asked myself as I read Philomena Cunk, a thoroughly ungood moveset and perhaps the best thing to come out of the vast reaches of the internet since someone decided to cut Dr. Robotnik saying "Snooping as usual" in a way that made it sound like he was saying something altogether different and far more uncouth. In the same way that the Belgian Techno Anthem "Pump Up The Jam" was interpolated and remixed in Young Money alumni Lloyd's 2007 classic "Get It Shawty", WCF's Philomena Cunk moveset interpolates the Cunkster's odd way of thinking into a very funny and at times nearly profound exercise in questioning what a moveset even is. There are moves in it, obviously. A set, even. Oh, that's where the word comes from, I just got that. Anyway, there are things that will cause damage to be dealt and backs to be knocked and whatnot, but I feel like even talking about that sort of thing in depth sort of misses the whole point, which is that the entirety of Pump Up The Jam appears throughout the set at least twice, maybe more, but who's counting. I'm not. This moveset is like choosing to watch a comedy movie over something about life or whatever by Jean-Luc Godard. Like yeah, the Godard film is going to be better in every single way, but was there a single moment in Breathless or Pierrot le Fou that I can recall as flawlessly as I can the moment in the Rob Schneider vehicle The Benchwarmers where a large 40 year old professional mexican baseball player named Carlos hands an umpire a piece of paper that has "I am 12" written in green crayon along with a 10 dollar bill so he can play in a little league baseball game? No, partially because it wasn't Carlos that handed the umpire the paper, it was his coach played by comedy legend Tim Meadows but I thought that was too much for one explanation, and partially because that was funny as hell. What Am I talking about? Philomena Cunk is great and she goes in her own special Cunk Corner.

DILLON
by Hyper_Ridley Hyper_Ridley
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This is one of those games I heard about but never got around to playing - all the cool kids seemed to like it, and I was not one of those kids apparently. This set has everything: a sonic rollout, a monado arts menu, cowboy hats. Awesome. I need to play this game. First I'd need to buy a 3ds because obviously I would only ever play games on official hardware, but small price to pay for what appears to be exactly my kinda thing.

Anyway, Dillon is an exceedingly simple moveset which revolves around an incredibly robust take on a sonic-esque rolling ball attack helped by a very air-focused fundamentals game - the big wrench here is the tower, which gives an otherwise very straightforward aggressive brawler just a bit more strategy. There's a part of me that thinks that this thing might possibly be antithetical to Dillon's playstyle, as having to stop to throw the tower up for what could be minimal rewards as you're comboing opponents from corner to corner - though given the nature of the game, it's understandable why you'd want some sort of tower defense mechanic here. Perhaps a fast projectile that fires from offscreen could have gotten the same point across and been a bit more in-tune with what the rest of the set is doing? Not sure, to be honest. As it stands, Dillon is a set that has all of its P's and Q's minded, all of its i's dotted and t's crossed, and all of its melee fairly comprehensively put together in a way that makes him feel very intentional. I think Dillon would be very fun to play as a moveset. Without my hands on him, as a design document by itself, he feels a tiny bit barebones, even if those bones are strong and calcium-rich. I'd say he's about on-par with most of what I read of yours last contest: which is to say, I liked him, though he's probably closer to Fang that Miraidon. C!


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Arctic Tern

Smash Apprentice
Joined
Mar 12, 2022
Messages
150
DILLON (Hypah)

Dillon is a set based around his rolling attack, which is seemingly a clone of Sonic’s Spin Dash but has a lot of tricks that differentiate the two. Most notably, when Dillon lands his attack, he’s popped up along with the foe for follow ups, and his side aerials have a mechanic where landing them enables him to chase after them to pinball them around the stage. In addition to this, he also has a variety of towers suiting his game’s tower defense aspects, each of which have different niches in his gameplan without one being strictly better than the other. Finally, Dillon has an install DSpec that buffs his rolling attack and makes his shield tougher - and his shield is already tough, using his armadillo hide to make a shield that doesn’t shrink and deals recoil damage, though at the expense of not being able to make certain OoS options. All of this adds up to a very kinetic character with setplay aspects, a character I’d probably make good use of were the set to be implemented in Smash.

As is fitting for a set meant to be an actual Smash set, Dillon’s other attacks don’t have much in the way of gimmicks outside of what is outlined above, but are still pretty fun. He has a DAir that hits behind him, preventing cheesy kills with his rebound gimmick but enabling strong repositioning potential, an FTilt meant to counter swordies who can outrange him held back by his low ground speed, and multiple set knockback moves to hit the opponent in range of his towers. Dillon’s smashes are especially unique in that they introduce a universal mechanic to Smash 6: Super Smashes, which are essentially EX Smashes. His actual smashes are interesting as well, such as a projectile USmash to counter zoners and a DSmash with a strict timing window for the actual big hit that gets removed by the Super Smash version. The only move I thought was a bit weird was the DThrow - while the idea of staging a classic wild west quick draw is cool, it’s also mechanically different from any other Smash and sticks out notably when compared to Dillon’s otherwise grounded kit. I still like the idea, though, giving the opponent an opportunity to score damage at the cost of enabling Dillon to get a free combo if he wins the duel, though I do wonder how it works with characters who don’t have damaging NSpecs.

Overall, Dillon’s a pretty solid look on both how the character may play in Smash and a potential gimmick for the inevitable next Smash game. It isn’t as interesting or “weird” as other MYM sets are, but it doesn’t have to be for what it sets out to do.

KRIL (tunz)

Kril is a set based around versatility, having a lot of options at his disposal. His standard moves are that of a standard swordie, but he has a lot of mechanics, from an automatic counter should he dodge an attack to a weapon switch that alters most of his moveset to various passive buffs he can acquire and stack on top of one another. I admire the effort to fit in every aspect of Another Crab’s Treasure into Kril’s set, and I do think that several of them are pretty neat. The actual moves are basic for the most part, but they do fill their function, and there’s not much you can really do with his abilities that aren’t covered by the Specials.

My main issue with the set is that there’s simply too much in the set for me to really get any sense of a playstyle. I made an article that talks about high potential characters (shameless plug), and in it I say that you generally have to simplify or leave things out for the sake of the player since otherwise the set as a whole lacks cohesion. Kril very much does not, being a sort of “do anything” character (albeit one with a consistent weakness of thin hitboxes) who has more or less everything he has in his game. Versatility has been done well in sets before, but even then they usually have some sort of central hook or mechanic that the whole thing centers around that gives them focus. This isn’t the case for Kril, who can do most of his stuff with barely any setup, meaning that it overall doesn’t feel cohesive, not helped by the fact that it’s not really described how any of this works together.

I do appreciate the effort, but I ultimately think that the overall cluttered feeling of the set hurts Kril a lot, evening out in quality with Roland despite the sets being much different in terms of complexity. This is a lot shorter than my usual comments for sets of this length, but I don’t really have much to say about it.

DENJI (tBruh)

Denji’s a character I’ve had plenty of ideas for ever since I read Chainsaw Man, and it certainly does feel like the character. He has an interesting mechanic in which he can gain a damage and speed buff plus a heal with NSpec that becomes worse the more he uses it in quick succession and increases the recharge, creating a neat dichotomy of a longer buff vs. less time spent without it once it wears off. I’m also amused by the fact that your first MYM set has a boulder Special (boulders truly are the great equalizer) and I do like it - it’s a big strong projectile that isn’t that complicated but does give Denji a nice counter-zoning option. Finally, some of the moves have some neat gimmicks, like extending NAir’s hitbox by holding the button and a DSmash that creates ranged pre-charge hitboxes that hit the opponent towards the main hit.

While I do like the ideas behind the set, there’s ultimately not much of a playstyle I can find, besides a basic “aggressive” gameplan by virtue of Denji’s good mobility and mostly melee moves. There’s generally not a lot of description of how his moves can work together to form combos or kill confirms, get him out of disadvantage or play neutral, leaving his moves as just moves. While I feel that Denji should be an aggressive character, as a Chainsaw Man fan I can safely say that he isn’t nearly as aggressive as he should be. This is someone who canonically set himself on fire to beat a foe, big unga-bunga tactics and risk-taking are something that he should absolutely be doing and I don’t see a lot of that here. If you don’t want to change the set, Denji’s powers drain his blood and risk his life the more he uses them, which is pretty easy to interpret as self-damage when he uses his attacks (which also pairs well with NSpec’s healing).

In addition to the more overarching issue, I do have some more specific balancing issues. DTilt is a move that inflicts a lot of hitstun, comes out frame 4 and has 17 frame endlag; since there’s no description of what happens when the foe is hit by DTilt again, it’s very possible that this infinites. Additionally, some of the numbers are a bit weird; Denji’s combo throw is the most damaging of his throws, which are generally weaker damage wise than other throws, and his DAir spike has a damage percent that seems a bit low for how strong spikes usually are. Most of the frame data seems reasonable at a glance and most of the numbers are appropriate, but these stand out as particularly odd to me.

Denji still shows promise, however, on account of his interesting mechanics and the numbers showing more knowledge of frame data than a lot of other newcomers. I do hope that you end up posting more sets beyond this, since I do like the presentation quite a bit and I do feel that there aren’t as many opening week sets as usual.

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