Posted by: masterwarlord | June 6, 2015

Warlordian MYM 17 Rankings

67 Movesets Ranked

★★★★★★★★★★ – 1 Moveset – In order to enable this to be an actual usable tier, there has been an actual feasible requirement placed for reaching it. The moveset must overcome my current favorite moveset to reach the rank. The holders of this title consisted of Michael Reynolds, Judge Nemo, and now Mr. Badd.
★★★★★★★★★☆ – 3 Movesets – At 9 stars, movesets are among my personal favorites from all contests. This tier was previously unused, but due to sheer quantity of sets formerly 8 star sets were bumped up.
★★★★★★★★☆☆ – 4 Movesets – At 8 stars, movesets are typically getting into the ranks of the elite, and will fondly be remembered for MYMs to come.
★★★★★★★☆☆☆ – 5 Movesets – At 7 stars, movesets are getting good enough to actually stand out from among the crowd and be legitimately memorable. The sets in this tier were originally merged with 6 star, but there started to become too much of a gap in the tier it had to be split in two. Sets that reach this tier are largely guaranteed regular votes.
★★★★★★☆☆☆☆ – 6 Movesets – At 6 star, I -do- like the movesets, though they certainly have plenty of room for improvement or their ideas aren’t especially unique. Upon reaching 6 stars, the moveset is guaranteed a place on my votelist.
★★★★★☆☆☆☆☆ – 5 Movesets – At 5 stars, I no longer actually like these movesets. Not going lower means I don’t actively dislike these sets, being something of a mediocre average. On rare occasions, I will still vote movesets from the top of this tier. The quality gap between 6, 5, and 4 stars is among the largest on the list.
★★★★☆☆☆☆☆☆ – 10 Movesets – At 4 stars and below, I specifically start DISLIKING movesets.
★★★☆☆☆☆☆☆☆ – 17 Movesets – At 3 stars are plenty of bad movesets, but they typically have some slightly redeeming quality that prevents them from going down the list further, or don’t destroy the game.
★★☆☆☆☆☆☆☆☆ – 6 Movesets – At 2 stars, movesets have no redeeming qualities whatsoever.
★☆☆☆☆☆☆☆☆☆ – 3 Movesets – With only 1 star, movesets not only have nothing good about them, they’re completely OOC, horrifically generic, and impossible to read, and extremely imbalanced.
☆☆☆☆☆☆☆☆☆☆ – 7 Movesets – Reserved for movesets that have most of the qualities listed above, but actively break the entirety of the game. This is not just an imbalanced moveset, but reserved for movesets such as Winnie the Pooh, Neku Sakuraba, and Dr. Strangelove. Alternatively, it just isn’t a moveset, like Cortex or Neku Sakuraba.

MR. BADD

★★★★★★★★★★
10/10

Mr. Badd has incredible efficiency with his minion making and inputs, going above and beyond the call of duty. This moveset never disappoints, and it is all a vehicle to portray a hilarious character in the most glorified possible way. It has a mechanic lasting multiple stocks that is done in a very interesting way rather than just an afterthought that manages to actually be balanced.

FASSAD

★★★★★★★★★☆
9/10

An excellent moveset with incredibly elaborate upgrades for both himself and his minions, and lots of really cool interactions with his minions and manipulations of their AI. It’s a pretty hilarious moveset for how much Fassad complains and just how lazy he is, it’s a wonder how he got to be so high ranking in the first place.

WILLIAM BIRKIN

★★★★★★★★★☆
9/10

This moveset essentially amounts to a build our own abomination with the arms mechanic and has the arms of the different forms interact in really fun ways. The earlier forms aren’t pointless either and it comes across as a really entertaining journey. The moveset went through an extensive fine tuning process and it shows.

DR. MARCUS

★★★★★★★★★☆
9/10

This set manipulates minions very heavily in unique and interesting ways, while doing a better job than any moveset in recent memory at implementing that set-up into his fighting style simultaneously. It doesn’t come across as too much of a landslide moveset where you win with too much set-up due to the low strength of the constructs, putting him in a constant state of set-up without being boring.

LADJA

★★★★★★★★☆☆
8/10

Ladja is a fun projectile manipulator, relying on one projectile rather than flooding the stage. At the same time, his one projectile isn’t just made invalid when he can redirect it even when it’s reflected, and he has the ability to split it up into smaller ones and use it that way or just reform it if he feels like it.

CARIBOU

★★★★★★★★☆☆
8/10

Caribou has a very unique and customizable set-up that you can’t really find in other movesets with his swamp. The nature of the character enables it to require very minimal set-up to get something fantastic on the stage for his moves to interact in the context of, instead focusing on playing around with it.

FORLORN JUNK HEAP

★★★★★★★★☆☆
8/10

This is a set with tons of great organic interactions that are very enjoyable, especially considering the very limited source material. The sparse filler is easily forgivable when the character is already so versatile and has extra inputs that are very relevant with the scrap sword and scrap gun. While the interactions are very cool and are never tacky, I’m unsure how practical some are.

KING KOROL

★★★★★★★★☆☆
8/10

King Korol is a fun sandbox set with unique and interesting set-ups, and is a product of MYM’s evolution over time. While moves that aren’t the set-up themselves can be a bit boring, the moveset is largely held up by its hilarious characterization. This character wouldn’t be thought of as possible beyond a generic and incompetent magician unless done in this exact way.

L’BELLE

★★★★★★★☆☆☆
7/10

L’Belle is an interesting take on an offensive character, pressuring foes with his perfume and attacks on shields. While it may not be the most thrilling set, it’s pretty self aware and goes out of its way to not do anything tacky for the sake of creativity.

KOENMA

★★★★★★★☆☆☆
7/10

This moveset does plenty of exciting things that would easily make it worthy of 8 star, with characterization basically as good as Korol’s in a similar type of moveset. While it tries harder to be exciting than Korol, it unfortunately does so many at once it can get a bit confused, struggling to focus on any them that strongly to form a particularly coherent playstyle. George, soul stealing, and the barriers are all fun elements, but come across disjointed.

TREVENANT

★★★★★★★☆☆☆
7/10

This moveset has a very fun game with Trevenant’s duplicate and is an actual attempt from JOE to appeal to my style of movesetting in any form. While the moveset does lose steam as JOE is not fully willing to commit to such a set, it does have much better excuses for weaker inputs than usual JOE fare.

COPYPASTE

★★★★★★★☆☆☆
7/10

Copypaste is a basic terraforming set that largely relies on boulders with good humor poking fun at the genre. The  basic interactions are enough to propel it over movesets without playstyle, but the self awareness is a bit ironic when the moveset introduces so little new. It is unexciting for me when I live and breathe these tropes and generally introduce much more in such a moveset. The moveset is also largely lost as to what to do with the character’s body shape and size, though it is at least self aware enough to not be unviable.

REGINA

★★★★★★★☆☆☆
7/10

Regina has some very enjoyable concepts and actually interacts with them for the majority of the moveset’s length. The main issue is the base, while cool, isn’t strong enough to be as manipulated as heavily as it is here, and the characterization gets kind of questionable with the heavyweight super strength aspects.

ABNES

★★★★★★☆☆☆☆
6/10

Abnes is an enjoyable “playground set” with her minions that has a lot of move interactions which are quite scarce in this contest, and while they’re overwhelmingly tacky the humor/characterization does a decent job of desensitizing me to it.

COUNT DOOKU

★★★★★★☆☆☆☆
6/10

Count Dooku has some fairly enjoyable concepts with his ground chunks, a strong melee game, and one of the better versions of the meters used exhaustively in some of the older bad sets from the distant past. Some of the inputs falter, but they still do have some playstyle context. This moveset would be 7 if several moves included in the “weaker inputs” section weren’t Specials.

TRIFORCE HEROES

★★★★★★☆☆☆☆
6/10

Triforce is a unique and very conservative take on having 3 characters out at once with different movesets, and seems to be quite accurate to the source. There are several decent uses of having characters attack at once presented throughout the set without going whole hog, though I wonder at times if Muno is getting carried away with “comboing” when the other guys can’t help that much. Regardless, even if that can somehow combo this well, given how easy they are to kill it’s pretty deserved.

KARTHUS

★★★★★★☆☆☆☆
6/10

Karthus is a basic projectile character that is decent through the smashes. Moreso than flooding the stage with projectiles, the Karthus ultimate provides the main appeal as the projectiles make this more difficult to dodge. The aerials and especially the grab-game are awful and were very obviously rushed to get this moveset out, unfortunately, actively detracting from the moveset.

UNDYNE


★★★★★★☆☆☆☆
6/10

While I didn’t like the original set due to lack of content, edits were done in very direct response to my criticisms that gave the green mode more of an actual point and made the set a lot more enjoyable. The Side Special’s new ability to dent shields was my favorite change, adding a lot more legitimacy to the set’s playstyle.

 

PARASECT

★★★★★★☆☆☆☆
6/10

This moveset introduces very entertaining concepts in the Specials and parts of the grab-game, primarily the dthrow. After that, the moveset unfortunately consists of generically slashing the enemy.

LIP

★★★★★☆☆☆☆☆
5/10

The flower/Tetris Attack comboing mechanic is fairly fun for what it is and has a few decent interactions through the set. The set doesn’t do much of anything offensive beyond some effects that border on a bit too much stun with the sneezing/tripping/sleep effects though it could be worse. Of course, the set could use some more flow/interactions than it has, but standards for this contest are quite low.

TAILS

★★★★★☆☆☆☆☆
5/10

The interactions with the boxing glove moves are the highlight definitely, but they aren’t central enough to the playstyle for the set to come across all that interesting, with any playstyle flow into them being generic comboing. Using the boxing gloves as something so important in the set just because Sonic Battle did it also feels a bit off for characterization.

BIG MASSIF

★★★★★☆☆☆☆☆
5/10

Big Massif interacts with his minions on every move, very comparable to Fiesta. He has the problem with Fiesta of the actual hitboxes having no intended playstyle purpose, but this moveset at least makes the moves all be hitboxes, and comes across marginally less tacky than Fiesta, as the animations make more sense. Of course, most of the uses of the minions is just turning them into projectiles of varying strength.

REGIROCK

★★★★★☆☆☆☆☆
5/10

Regirock has some legitimately enjoyable interactions with burying and unearthings his various rocks and such with Rock Tomb and Recycle, and there are a handful of other moves that interact with it. The Rock Polish/Recycle mechanic tries to give some creativity to the other moves but comes across generic and a waste of time. Recycle also probably should’ve been the grab-game since it behaves almost exactly like one, and the actual grab-game is very lackluster.

DAISY

★★★★★☆☆☆☆☆
5/10

Daisy tries much harder than other simplistic sets of its ilk, but for all of its talk of intricate Smash Bros mechanics doesn’t differentiate itself that much. It has any basic understanding of playstyle and combos off of momentum and traps, but that’s 2 moves when the majority of the moveset is boring.

STARMAN (DC)

★★★★☆☆☆☆☆☆
4/10

The specials are actually pretty interesting, but there’s extremely little content in the moveset other than them, with one of the most relevant non special inputs being relevant because it’s a generic projectile.

ABOMASNOW

★★★★☆☆☆☆☆☆
4/10

The set’s introductory mechanic is very straightforward and interacted with a couple times in very basic ways in the specials and a couple other moves. Anything positive to be said about the set ends after the standards, as some of them, the aerials, and the throws are all generic. The dsmash is weird on input, overpowered and centralizes the moveset more than the main mechanic. The fsmash has very weird logic with how it grabs and prones people instead of doing knockback, and even the specials aren’t that impressive when one of them is just warlock punch with range.

GANON 2.0

★★★★☆☆☆☆☆☆
4/10

This moveset is a decent interpretation of Ganondorf after the rework, keeping in all of the most iconic moves and it feels like it tries more for playstyle than some of Muno’s other works. Unfortunately, the bar for Ganondorf is still pretty high compared to Muno’s other low potential characters, and relying so heavily on swords and Hyrule Warriors isn’t the best justice you could do to him.

BATMAN

★★★★☆☆☆☆☆☆
4/10

This moveset is one of Geto’s least offensive, having any basic understanding of playstyle compared to most of his other works. Unfortunately, it’s also quite forgettable due to not being noticeably bad. This moveset certainly won’t be remembered over Chief Mendez.

BARNEY

★★★★☆☆☆☆☆☆
4/10

This moveset has no understanding of playstyle and introduces no interesting concepts, but is at least has amusing characterization for a gag character.

HANASAKAJI

★★★★☆☆☆☆☆☆
4/10

This comes across like Pompy with every single move doing the same thing with very minimal variations. It borders on overpowered with the fthrow and dair, and the fthrow is pretty offensive for enemy characterization.

JACK KRAUSER

★★★★☆☆☆☆☆☆
4/10

Krauser’s smashes feel like they should be on a different character and feel very disjointed from the rest of the moveset characterization wise. They also are weirdly laggy while being stupidly powerful, reading like moves from ancient MYMs. The most interesting aspect of the moveset is the final Special, which is something of a waste.

FIESTA

★★★★☆☆☆☆☆☆
4/10

I wrote an essay on this moveset in the main comment as the rudimentary example of how not to do basic minion interactions. Many moves do not have hitboxes and serve no purpose other than token interactions.

AMETHYST

★★★★☆☆☆☆☆☆
4/10

The shapeshifting moves come across really jarring, most obviously the one pictured. The moveset beyond that is generic moves that say “this move is good at comboing.”

MORDEKAISER

★★★★☆☆☆☆☆☆
4/10

This moveset is incredibly overpowered while managing to do very little interesting, and was largely rushed to get the moveset out. The moveset uses tons of different original ghost types made up for the set without using the dragon.

STEVEN UNIVERSE


★★★☆☆☆☆☆☆☆
3/10

This moveset has a few random effects for creativity and uses portals as generic animations, which is pretty insulting. Nothing interesting is done with this moveset.

STARMAN (WRESTLER) BY CHAOSKIWI

★★★☆☆☆☆☆☆☆
3/10

This moveset comes across as tacky for how boring it is and includes too much stun for my taste.

PEARL

★★★☆☆☆☆☆☆☆
3/10

The moveset largely revolves around a duplicate which is talked about a couple times in the specials then basically never mentioned again in favor of ballet.

SYRMA

★★★☆☆☆☆☆☆☆
3/10

I don’t terribly know how Froy approves a moveset that has all of the moves dedicated to knocking the foe into a mobile construct that’s a constant grab hitbox and can be commanded to do tons of other very strong moves. Invalidating all enemy constructs/projectiles/etc certainly doesn’t help either.

DOC LOUIS

★★★☆☆☆☆☆☆☆
3/10

Doc is very, very generic, but at least manages to be funny, which is more than can be said for the movesets below it. The moveset is really, really obsessed with portraying him as insanely fat as if he were Polpo or something, which comes across hysterically stupid.

ALAKAZAM

★★★☆☆☆☆☆☆☆
3/10

Alakazam introduces a special that does nothing but buff other moves with “unique” effects, then makes 90% of the boosts be generic power boosts or other similar things. Having a boosting move like that requires high execution of the other inputs which the rushed inputs obviously don’t have. Even the inputs in the core set can get pretty weird and tacky.

SEIJA
 photo 42BJ.jpg

★★★☆☆☆☆☆☆☆
3/10

Seija breaks the moveset up to make more to read when it isn’t doing anything interesting and has a dumb mechanic generically applied to all his movesets from this series.

DJ OCTAVIO

★★★☆☆☆☆☆☆☆
3/10

DJ Octavio creates goop on every move or uses it all up. It creates mechanics like minions and different colors of goop and never uses them, and is largely unaware it’s a boss set either. The moveset also includes unhealthy amounts of aerial prone status and uses a random character as a prop for the great creative purpose of performing a flipkick.

KNUCKLES

★★★☆☆☆☆☆☆☆
3/10

Knuckles barely does anything with the signature abilities of the character – a glide, a wall cling, a special for digging, and a special to throw a boulder will be the last you’ll see of anything beyond generic punches, bar an earthshaking move or two. Muno probably felt obligated to use all of those stupid gifs seen in the aerials, which make for incredibly generic moves.

CHOP CHOP

★★★☆☆☆☆☆☆☆
3/10

This moveset was rushed in a day and is very very generic, admitted as such by its creator. It’s so generic I have trouble telling the Specials apart.

CAPTAIN TOAD

★★★☆☆☆☆☆☆☆
3/10

This moveset relies on tacky props, does a terrible job of convincing me Toad should be in Smash by portraying him as a bigger wimp than Peach, and lacks tons of details to the point moves don’t even list damage or knockback.

SUPERMAN BY RYCHU

★★★☆☆☆☆☆☆☆
3/10

This moveset has Superman hold back to ridiculous degrees, enabling Superman to get the tar beat out of him by crap like Batman villains and princess Peach. This is not just in the numbers but in the flavor – you may as well say the enemy is holding kryptonite.

SUPERMAN BY ALREX

★★★☆☆☆☆☆☆☆
3/10

Despite the Geto Superman being weak, it still manages to be more entertaining than this forgettable version.

SEALSDRAMON

★★★☆☆☆☆☆☆☆
3/10

This moveset’s moves have nothing to do with the inputs they are on, have little to do with the animations, and fail to do anything interesting at all. This moveset would stick out like a sore thumb in Smash 4, making crap like Villager’s pitfall dsmash look logical.

JOLTEON

★★★☆☆☆☆☆☆☆
3/10

I did not find the mechanic and specials interesting like Froy, and the rest of the set is very, very, very, VERY generic and barely acknowledges them anyway. In the least, this moveset is actually decently balanced as opposed to a lot of Rychu’s other works, presumably due to the heavy previewing this set had.

PRINCESS NAUTILUS

★★★☆☆☆☆☆☆☆
3/10

Rosalina is marginally overpowered, but Nautilus takes the balance in the opposite direction, with the “Luma” being very frail and Nautilus being very crippled without it. Rosalina also has more creativity than Nautilus and her animations make more sense than random gestures becoming hitboxes. Needless to say, my opinion of Rosalina is not very high, so my opinion of this set is quite garbage.

MARIO 2.0

★★★☆☆☆☆☆☆☆
3/10

Mario 2.0 uses the same animations multiple times across different moves, keeps many moves exactly the same, and uses weird props across several moves. Links to epic meme videos did not help.

FRANKY

★★☆☆☆☆☆☆☆☆
2/10

This moveset has no understanding of numbers and makes all of Franky’s things he does to actually fight very weak in flavor of countless moves where he hits enemies with his hair.

SCEPTILE

★★☆☆☆☆☆☆☆☆
2/10

Having Sceptile sprout grass is a dumb idea to start with, it’s dumber to have attacks change for some bizarre reason when he’s in the grass. It just comes across as desperate potential mining on a very generic character, and it shows on the other inputs.

AKULLOTSOA

★★☆☆☆☆☆☆☆☆
2/10

This moveset is a good view into Tocaraca’s brain, as the standards and aerials come first and have the most effort while the specials are afterthoughts, and random tangents unrelated to the moveset’s content Tocaraca goes off on. The moveset’s main mechanic is throwing away a sword to use as a generic projectile, and despite being a swordsman character all of his sword moves are replaced with generic claw swipes somehow which does nothing but add more useless words to the moveset that’s obsessed with telling you frame data.

SEKIBANKI

★★☆☆☆☆☆☆☆☆
2/10

This moveset would look bizarre in practice and has 2 or 3 move descriptions for everything despite them barely changing and being really generic.

STARMAN (MOTHER)

★★☆☆☆☆☆☆☆☆
2/10

This is a jokeset and should be treated as such, with every move doing the same thing. If you are below this moveset, prepare to be memed upon.

STARMAN BY RYCHU

★★☆☆☆☆☆☆☆☆
2/10

This moveset is full of tons of stun and grabs, because wrestlers are known for infiniting people.

ALICA VASSIN

★☆☆☆☆☆☆☆☆☆
1/10

This moveset is generic, revives Mario and Sonic guy’s special snowflake meaningless unit measurement of “feet” (metres), and has wonky numbers on a few moves.

KAMEN RIDER ACCEL

★☆☆☆☆☆☆☆☆☆
1/10

This moveset is so generic it completely lacks any sense of soul – I have no idea what the hell this guy’s character is supposed to be. As this moveset has no soul, it tries to steal the reader’s soul to compensate.

 

EXEGGCUTE AND EXEGGUTOR

★☆☆☆☆☆☆☆☆☆
1/10

This moveset reads as if Slavic was forced to write it at gunpoint. This is the worst example of Pokemon syndrome I’ve seen in a while and the worst characterized moveset in a long time.

CHIEF MENDEZ

☆☆☆☆☆☆☆☆☆☆
0/10

This moveset does not know what a number is, what Smash Bros is, and I’m not entirely convinced it knows who Chief Mendez is either. This moveset is an amazing experience and deserves to be read, an amazing train wreck to follow Steven Chapman.

EDWARD ELRIC

☆☆☆☆☆☆☆☆☆☆
0/10

This moveset doesn’t really deserve to be ranked at all, as anyone in the main MYM community could make it in an estimate of 3 minutes. The majority of the moves don’t even have 10 words dedicated to describing them. This set is largely ranked for comparison for the sets ranked below it.

DARKSEID

☆☆☆☆☆☆☆☆☆☆
0/10

This moveset is intentionally overpowered because the character is god in a much greater extreme than Geto’s Superman, making it nigh impossible to defeat. Of course Bionichute couldn’t even be bothered to make it a boss set.

SILVER

☆☆☆☆☆☆☆☆☆☆
0/10

This moveset has 10 second long grabs, can control an enemy’s movement entirely for a very long duration, can move a platform off stage with ease to infinitely stall, and invalidates enemy projectiles for good measure. What’s not to love? It’s easy enough to apply sparks since it happens on every move that it’s not much of an issue. The moveset’s content is rather a waste, honestly, when this guy is this generic of a psychic archetype, it practically feels OOC for him to not use ground chunks to manipulate with his moves in some way.

SPRINGTRAP

☆☆☆☆☆☆☆☆☆☆
0/10

This moveset is made of props, using every character in the series as a prop, and virus links to various ads. Very little of what this guy does makes sense to be any kind of hitbox. Like Chief Mendez, this moveset has become a proper meme and makes for a great laugh.

SPLASHMASTER

☆☆☆☆☆☆☆☆☆☆
0/10

This is very, very generic overpowered boss character that has little more thought put into it than an ancient set like Plorf’s Onix. It’s very difficult to make him take hitstun, let alone knockback, with very vague special mechanics for how this boss is hurt by enemies. The most creative thing the set does is enable you to use multiple tentacle moves at once – of course all with disturbingly high power. Peanut’s understanding of balance is that 3 of the underpowered Princess Nautilus character could beat this thing, when I’m not terribly sure 7 of them can.

SONIC 2.0

☆☆☆☆☆☆☆☆☆☆
0/10

This moveset has infinite movement speed for all intents and purposes, and despite having a momentum mechanic, it can stop on a dime when at top speed for god knows what reason, so there is no risk of him killing himself. When at top speed, all of his ending lag can be canceled into his infinite dash speed. If this doesn’t say infinite 0 death combo to you, I don’t know what does, and he has plenty of generic comboing material that he can use throughout the set, along with KO moves with idiotic animations that kill super early.

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