I must apologize for being too occupied this past week to come up with that promised moveset. I've been meaning to take some time out of my busy schedule to type it up, but I found my schedule was too tight to stretch at all. As the ballot draws near it's conclusion, however, my excitement begins to rise, and my creative initiative with it. During these past two days, I've had loads of cool and unique ideas I'd like to share in the form of a hypothetical moveset for Magolor.
Overview
This moveset is more of a follow-up of previous movesets I've made, especially the last one. I think the trickster aesthetic and the mind game-centric playstyle is the best way to pull Magolor. In accordance with these, he'd be somewhat slow with the walking speed, moderately fast in his dash, and would have lofty jumps and a fast falling speed. Most of his attacks will lunge him in the direction of input to allow for more confusing gameplay.
This time, however, I'd like to include more references to his roots as well as previous Kirby bosses and copy abilities, mostly the former. I think the best way to pull Magolor in Smash, at least in the context of what he would represent, is to make him use moves commonly used by other Kirby final bosses. Let's begin, shall we.
Grounded Moves
I think the basic flurry-punisher is in order. I was thinking he might could use something from Beam Kirby's moveset, but decided on something more original: he simply waves his hands, once and then again, and finally doing so in a rapid flurry of motion. When he does so, small black hole-like stars are emitted. They don't travel far, nor do they deal a whole lot of damage, but are effective when Magolor needs to discipline the opponent.
Magolor waves swings his hand, starting up high and bringing it towards the ground in an arc. This move also lunges forward slightly. It has decent knockback and is useful as a spacing or zoning move. It also leaves a trail that can still hit a little while after the attack. The trail has a shimmering or reflective appearance. For those of you who haven't figured it out, (it's OK, it's not
that obvious,) this moves is based on Mirror Cut, Mirror Kirby's regular attack. This is a good nod, as Mirror Kirby has always given the impression of a mage or trickster, both aesthetics also applying to Magolor.
Magolor lunges forward slightly in a swing that's similar to his forward-tilt, only lunging slightly farther and the hitbox isn't quite as large. It leaves a trail of slightly blue-ish sparkles. Like this move in my previous moveset, it has a spike at the veyr bottom. It doesn't have as much knockback as the forward-tilt either, so it can't really be called an effective spacer.
Magolor shoves his hand upward and releases a thin but far reaching electric beam. This moves is primarily based on Thunderbolt, used by Spark Kirby in Return to Dreamland, but it doesn't work exactly the same. It doesn't reach nearly as far, nor does it come out all at once. It's not really all that effective with juggling, but it can be used to keep an opponent from returning to the ground, thus extending aerial combos dramatically.
As per the norm with Magolor movesets, not just the ones made by me, this moves is based on his swirling spin attack from Dream Collection. As with the previous moveset, it starts quickly and is extremely trappy with good knockback at the end, making it a good aerial combo initiator, but also has a lot of end lag for a dash attack, making it very punishable.
Aerials
In this move, he releases a wave of distorted space-time that deals minor damage. In place of knockback, this move has a strong "pushing" effect akin to that in front of Palutena's forward smash or above Mr Game & Watch's up-aerial. This move helps give him momentum in his aerial combos as well as gives him a good aerial zoner.
Magolor lunges forward slightly and swings a smaller version of the Ultra Galaxia he used in his boss fight. Has decent knockback, but is primarily a combo tool.
Magolor throws back a few of those daggers like the ones Marx uses in his boss fight. This move is really trappy for an aerial. It also has good reach and knockback, making it a deadly kill move at reasonably high percentages.
He lunges downward slightly in a strange, warping motion then pops right back to his position at the start of the move. I guess it
could have a spike, but I don't think it's necessary; this move is primarily a combo tool, which I understand is uncommon for D-airs. This move is somewhat based on Mirror Body, yet another move used by Mirror Kirby.
He sends a small blue Monster Flame, like the ones in his boss fight, straight upward. This move travels somewhat far, but doesn't have enough knockback to be a decent finisher. It would also have a bit of end-lag, making it insufficient as a juggler as well, but it would be valuable in adding more momentum to aerial combos.
Grab Game
His grab range will be decent, as he retains his sucking effect from the previous moveset. When he gets ahold of the opponent, they will be suspended in space time, apparently frozen, and surrounded by a strange
blue energy.
The field sustained by Magolor contracts, dealing damage. A somewhat slow jab.
He pulls the opponent towards his hand, then blasts them out with an energy beam. This is a decent combo tool, and puts some space between Magolor and the opponent. This move is based on Beam Kirby's Capture Beam.
Magolor swings the opponent behind him and creates an explosion of energy in the same swift motion. It doesn't have that much knockback for B-throw, but it has enough to be considered his kill throw.
He lifts the opponent up and out of the field, and slams them against the ground. The best combo throw, especially at higher percentages.
Grabs the opponent out of the field, and warps with them straight upward. The warp will look just like his D-air. He will then quickly warp back, this time without the opponent in hand.
Specials
Magolor would create a mid-sized, star-shaped portal in his in front of him. Tilting the control stick while holding down the button will cause the portal to face the direction of input. Letting go fixes the portal firmly in place. The portals last for about fifteen seconds, and up to two portals can be active at any time; creating a new one while two are already in existence will cause the oldest one to disappear. When you enter a portal when only one made by a particular player is there, then it will cause you to come out facing the opposite direction. A single portal basically acts as a reflector. When a specific player has two portals active, however, anyone or anything that enters one will come out of the other. The direction one comes out facing is the same as the direction the player who created it was pointing the control stick at the moment of creation. This move is highly strategic and allows for endless possibilities.
This is just the up-special from my last moveset. I really like this move; I think it's unique ands suits Magolor and his playstyle very well. A dashing move where Magolor sends a fake copy of himself ahead of him before dashing ahead himself. The copy will disappear into blue dust after the move ends or if it gets hit. This move can be angled. Also, double tapping at the start of the move will cause himself to be sent ahead before the fake copy, making this move the best as far as tricking your opponent goes.
Same as the down special from my last moveset. This move is awesome. You can't deny. Magolor quickly pops into the ground as a shadow. The player can move him in shadow form. Releasing the button causes him to burst out of the ground in a singe frame, launching any opponent caught above the move, making it deadly as well as unpredictable. It has a lot of end-lag, however, and launches Magolor high into the air and leaves him in a helpess state, making it his most punishable moves as well as his most deadly.
This is the up special from one of my oldest movesets. I've thought about it, and I think this move has outstanding potential. Magolor creates a mirror above him, or wherever the control stick is pointed, and warps to the other side of it, also reversing his position with anyone or anything caught above him, making this move an extremely deadly offstage punisher. It can be used for a variety of other things as well.
Smashes
In the first stage of this attack, when it's being charged, Magolor will be holding his hands in front of him. Directly in front of his hands, a spinning circular symbol surrounded by smaller triangular symols appearing to radiate out from it, the same symbol that appears before he uses his black hole attack in his boss fight, will appear the moment the move begins to charge. When the button is released, Magolor will draw both hands behind him, a portal sizing up to take the place of the symbol as he does. As the portal quickly appears, increasing in size from nothingness, it will have a sucking effect. When the portal reaches prime size, Magolor will thrust both hands in front of him, and a massive spike will burst out of the star shaped portal. Anybody caught in the sucking stage will be drawn back to the sweetspot, taking extra knockback. This move has a slow startup and is extremely punishable, but has immense range for a smash.
He causes a large spike branch covered in roses to burst out of the ground, quickly going straight upward. This will have about as much knockback you'd expect from a U-smash, but it would be deadly because of it's range. It wouldn't have quite as much range as Palutena's U-smash.
Magolor calls forth his Frost Grand Hammer and slams it against the ground, ice spikes bursting of the point of impact at a low angle. The spikes themselves would be rooted to the ground the moment they appear, and wouldn't reach very far. However, this move will also send out an icy wind at the moment of impact, pushing opponents out at a reasonable speed, making this move an effective spacer.
Final Smash
Magolor creates a massive black hole at the point where the attack was triggered, potentially donning the master crown prior to doing so. Anybody caught in the black hole will be teleported to a realm of infinite destruction, take a butt-load of damage, and then be spat out by the shrinking black hole. This final smash is a nod to an attack used by both him and Marx.
Well? Did I do good? Do I deserve a treat?
Let me know!