Posted by: masterwarlord | April 9, 2016

Warlordian MYM 18 Rankings

72 Movesets Ranked

★★★★★★★★★★ – 0 Movesets – 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.
★★★★★★★★★☆ – 2 Movesets – At 9 stars, movesets are among my personal favorites from all contests.
★★★★★★★★☆☆ – 3 Movesets – At 8 stars, movesets are typically getting into the ranks of the elite, and will fondly be remembered for MYMs to come. This tier guarantees an SV if there is space on my votelist.
★★★★★★★☆☆☆ – 10 Movesets – At 7 stars, movesets are getting good enough to actually stand out from among the crowd and be legitimately memorable. This tier guarantees an RV.
★★★★★★☆☆☆☆ – 9 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, and sets in the upper section can potentially get RVs.
★★★★★☆☆☆☆☆ – 11 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. I will generally still vote for some movesets from the top of this tier, but this is not a guarantee. The quality gap between 6, 5, and 4 stars is among the largest on the list.
★★★★☆☆☆☆☆☆ – 12 Movesets – At 4 stars and below, I specifically start disliking movesets.
★★★☆☆☆☆☆☆☆ – 9 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.
★★☆☆☆☆☆☆☆☆ – 8 Movesets – At 2 stars, movesets have no redeeming qualities whatsoever.
★☆☆☆☆☆☆☆☆☆ – 6 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.
☆☆☆☆☆☆☆☆☆☆ – 2 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.

KRISTOPH GAVIN

★★★★★★★★★☆
9/10

Kristoph has a greatly enjoyable characterization, and uses it to interpret him to provide a great basis for a moveset. It brings all the potential excitement of a 2v2 set to a 1v1, and balances it quite well as Kristoph has to play around his client’s stupidity.

ALLEN O’NEIL

★★★★★★★★★☆
9/10

O’Neil is the most organic set of “playground” interactions I’ve seen in a while, and it actually is helpful in order to help him make elaborate “bullet hell” combos, for once in a literal sense. O’Neil’s interactions aren’t arbitrary and are very logical, due in no small part to him having to make use of weapons normally written off as low potential, along with momentum physics of all things. The momentum physics can be inconsistent with itself on rare occasions, but there’s so much going on it’s hard to complain.

BAKU THE DREAM EATER

★★★★★★★★☆☆
8/10

Baku is a very elaborate projectile manipulator for the most part, with some interesting potential set-ups with combining them. This is probably the best “voodoo” set we’ve had where a key playstyle element is hitting an object to hit the foe and is the best balanced. That said, the voodoo aspects just aren’t as interesting as the projectile manipulation, and the projectile manipulation, while absolutely unique in its own right, isn’t in O’Neil’s tier. Competition is stiff and this is still absolutely a great set.

MICHAEL

★★★★★★★★☆☆
8/10

Michael has very cool customizable walls/platforms with his swords that he can move around and his barriers that stretch around with attacks. YVHV functions as a very nice spin on the basic projectile reflector/absorber that feels like a better version of sets like Tian and Kripplespac. The characterization is a highlight with all of the pretentious holier than thou aspects, particularly the comedic quips with YVHV. The one criticism that is fairly glaring is that some moves have exclusive effects despite sharing aesthetics with other moves, such as fair and a couple throws.

THE BUTCHER

★★★★★★★★☆☆
8/10

The Butcher brings what Sakurai intended to be a fun contest between players for the Smash Ball into actual matches without being gimmicky, and honestly sounding a lot more fun than even that. The actual interactions off of the fresh meat drops are fun too.

JECHT

★★★★★★★☆☆☆
7/10

An excellent set that manages to play off of all of its elements to the fullest, particularly the water physics, the meteor, and the boomerang ball, and some much needed meaty smashes. This set has all of the ideas and execution needed to hit 8, but definitely leans heavily on the strong side with his heavyweight power despite his great combo ability and great potential set-ups. That wouldn’t be enough by itself to deny him 8, but his gimping game with the water/meteor combo is strong, along with his many moves and throws that spike at the end of the stage, and this is more of a conceptual issue with moves such as bthrow.

GLUTH

★★★★★★★☆☆☆
7/10

The edits to improve Gluth have made his fight with the foe over who gets to kill the zombie chow a more direct focus, which is a pretty big deal when that is the main hook of the set. It is a very entertaining concept and he manages to have some manipulation over his minions without just being another minion master, and the edits added some good meat to some of the more barebones moves.

ANTI MAGE

★★★★★★★☆☆☆
7/10

Anti Mage is a very elaborate exploration of the shield breaking genre that’s one of the best we’ve had. Just about every possibility is explored, and manipulating his own shield health that powers him up at lower shield strength creates very interesting play dynamics. Nearly all moves are interesting in some way, and the teleportation during moves felt a lot better utilized in this set than Ekko. The animations are rather generic for the actual effects though, and there is not quite as much focus on the -enemy’s- shield as the character would probably want.

LICKITUNG

★★★★★★★☆☆☆
7/10

Lickitung has a very enjoyable base with his food items which is far more than anybody would ever expect out of this character, and quite honestly, the entire franchise. This moveset shows a great level of character and manages to get a lot of mileage out of a chargeable special where the character just takes out props to eat. Smady finally fixed the mechanic where food on his tongue becomes hitboxes by removing the damn thing, and replaced some of the most egregious aerials, so it gets to go back up a few spots.

METIREON

★★★★★★★☆☆☆
7/10

Meitreon has a pretty fun playstyle with his dark clouds and has a pretty good amount of inputs that sustain his playstyle in yet another set pushed to ridiculous extremes with risk/reward that rarely ever fails to keep one’s attention. There are some lackluster inputs regardless, though, such as the usmash and most of the aerials.

ARTORIAS

★★★★★★★☆☆☆
7/10

Artorias is a pretty unique playstyle and it is impressive how it manages to remotely balance something with as many negative effects to himself as the Down Special. He is not just a stock glass cannon but manages to play around his disadvantages in interesting ways, using various moves in place of stock defensive options. The sludge mechanics are a bit mundane, but are needed to give some more meat to the character’s moves, with there being shockingly little filler. That said, he is a bit scary and the issue of grab vulnerability is a fairly big elephant in the room with the amount they are required to balance the character.

SHADOW TEDDIE

★★★★★★★☆☆☆
7/10

Shadow Teddie’s portal hitboxes are pretty interesting. There’s some of the patented projectile manipulation you’ve come to expect, particularly with Kintoki Douji, and that’s fun enough, but the portals are explored pretty extensively. The standards and smashes even have some fun with actual melee hitboxes in portals, a big rarity, and this is one of Smady’s rare sets to unashamedly terraform, having much more fun with it than something more mundane like Copypaste. Unfortunately, the set is let down by a disappointing last 2 sections. I am not much a fan of the pummel mechanic used throughout the throws, and most of them/the aerials feel a bit starved after the portals have already been so greatly explored earlier in the set.

KAPPA TIAN

★★★★★★★☆☆☆
7/10

Kappa Tian has fun interactions with his thug, fish tank, braces, and priceless vase. While most of the moveset is dedicated to reflecting his own bullets and misc. objects and it can get quite redundant at points, it feels like an actual well integrated part of his playstyle and very needed when the base range of his projectiles are very low, compared to some other sets like those made by Brostulip. While he has a lot of set-up options, it’s quite vulnerable and weak, so his many methods of making use of whatever he gets help. That all said, the redundancy does lead to some boring moves, and the difference between moves of whether you have a toupee or not are also very generic and just consist of speeding up or powering up the move. It may have been better to go with an overall change to all toupee moves as opposed to what was done.

GORONU

★★★★★★★☆☆☆
7/10

Goronu has very entertaining concepts with his time manipulation and varied bones produced from his skeletons. He also has some very well made projectiles to manipulate with the great base, such as his ftilt and dtilt. The tacky flavoring of the CDI Zelda is good but can only justify so much of the set’s weirder properties like the throws/aerials when it’s interpreting him as a supervillain with time travel powers and competency that exceeds some of MYM’s most competent villains. The Down Special is terrible and the aerials that mention it are some of the most forced attempts to make a move relevant I’ve seen, and it taking the dsmash’s obvious slot in the specials is equally terrible. The moveset can sometimes be too unconcerned with fighting the opponent in terms of playstyle relevance of hitting the foe with moves.

ZYRA

★★★★★★★☆☆☆
7/10

Zyra never really loses steam throughout the whole set, constantly introducing new and varied constructs on every move bar the smashes. The grab-game offers some more interesting ways to take advantage of them at the end as a nice way to close the set, and creating the constructs out of walls horizontally opens up several new interesting possibilities. My criticism of the moveset largely boils down to not seeing much playstyle purpose for Zyra’s actual hitboxes, with all of the playstyle being invested in the trap aspects of the moves 90% of the time.

MATADOR

★★★★★★☆☆☆☆
6/10

Matador’s buffs introduced in the first two specials are a good basis to use for a set like this, though I don’t find the portal, which is the most heavily referenced part, to be all that great and find Shadow Teddie did it better. The Up Special, fsmash, and usmash feel very lackluster for the inputs. When trying to come up with moves to have more legitimate playstyle flow, the moveset has to resort to lots of extreme fringe cases to find stuff that’s interesting to talk about, with the dashing attack being most egregious. This set is still in a positive tier because it’s more of a slow burner and actually picks up steam in the aerials and grab-game.

ADEL

★★★★★★☆☆☆☆
6/10

Junction is really interesting as a base concept. There are a handful of moves that interact with it in fun ways like jab, fsmash, and fair. Surprisingly, the minions in this one, for the large variety there were, felt pretty underutilized. Junctioning them to your body is cool but little is done with the moves you get from them, and when they come up in moves it’s largely just for the sake of completion rather than doing anything actually interesting. Even aside from that, the grab-game and aerials were kind of lackluster sections outside of the fair and fthrow. The balance of the usmash solid rocks, the dsmash raising terrain so the ledge is ungrabbable, and the portal gimps (especially via dtilt) also feels strong enough there’s some cause for concern on that front as well.

MALOMYOTISMON

★★★★★★☆☆☆☆
6/10

This guy is a pretty stereotypical projectile manipulation/duplicates villain, and is mostly what you’d expect. That said, FA’s consistent problem with never getting past the more boring set-up phase is very prominent in this set, the later inputs falter, and the guy probably needed to ride on his characterization more, as that was his main appeal.

 

ELECTIVIRE

★★★★★★☆☆☆☆
6/10

Electivire is a fun take on “combo heavyweights” after toning down some of the more extreme aspects. With motor drive stacks eventually expiring, there’s a lot more strategy with when he uses these various moves and how is he able to actually do combos and other cool effects like homing projectiles.

GREAT MIGHTY POO

★★★★★★☆☆☆☆
6/10

GMP has interesting interactions with his poo, TP and smashes mostly and is one of Brostulip’s better projectile manipulation offerings. The game with changing his size is interesting, but there is too little advantage to being big instead of small with how much faster he gets and the fact at his lighest he’s still quite heavy anyway, meaning GMP will be actively avoiding his own poop in many cases so as to not absorb it accidentally, especially given he can use it with Up Special/TP. The dthrow is also very tacky as the foe gets annoyed by the sounds of their own bones cracking for an arbitrary Neutral Special interaction. The Neutral Special is cool but I would’ve liked to have seen it been a better focus without the bad interactions with dthrow and uthrow, which generically boosts it. This has one of the most solid foundations of Brostulip’s sets, but there are aspects that undermine it slightly.

TUTANKOOPA

★★★★★★☆☆☆☆
6/10

Tutankoopa playing around with making the neutral Chompy fight the foe is a fun concept, if definitely leaning on the underpowered side. The set goes into the standard campy playstyle fairly well and doesn’t have many bad moves, if a bit linear of a set outside of the part where he can potentially be betrayed by Chompy. The boss mode introduces some more fun concepts, but is more questionably balanced than the regular set.

LINK

★★★★★★☆☆☆☆
6/10

Link’s specials are a good expansion of his basic concepts, and the spinner is a great addition, along with the sand pillar usmash. The standards are also pretty great and I love what Muno did with the secondary attack inputs on them and their ability to be skipped to directly out of some other attacks. The throws aren’t up to the standards of the rest of the set and predictably the aerials are lackluster.

ROY KOOPA

★★★★★★☆☆☆☆
6/10

Roy is fairly enjoyable through the specials and smashes, though falls off pretty hard afterwards. Regardless, his projectile/minion interactions are enough that I think he’d be enjoyable enough to see in an actual game.

JUZO

★★★★★☆☆☆☆☆
5/10

Juzo has extreme balance held together by very thin threads that is quite difficult to judge. The tackiness is amusing and justified for the character, but starting a fire by hitting a chair with a saw and only having access to a significant amount of interactions by dying is rather absurd. There are also a sizable amount of worse moves with the Up Special, uthrow, bair, uair, and dair. The concepts of the two main specials are at least very unique and provide some much needed spice to an otherwise blander set, and do a great job of representing the raw tackiness, edginess, and convoluted nature of the series.

MAD DUMMY

★★★★★☆☆☆☆☆
5/10

A fun basic set and I like that the dummies are positioned next to him before going back to what they were doing after the moves are over, but a lot of moves in the set boil down to “more powerful with more dummies” or “more powerful if it hits a dummy projectile.” The actual melee is at least somewhat creative regardless of very rudimentary dummy interactions, though, and the characterization is pretty great. There is a really bad typo on fair that says it kills at 40% if all hits connect that was meant to be 140% or something. This typo alone lowers the set from high 6 to high 5.

PROFESSOR VON KRIPPLESPAC

★★★★★☆☆☆☆☆
5/10

Kripplespac has a bit more beyond standard projectile reflection fare with his interesting mine and especially the alien in the throws. The alien is underutilized, though, and the alien itself is quite weak while all the focus is given to the far too strong hitbox when the alien pops out of the foe. This hitbox is also very difficult to stop, as this time bomb can only be shielded and not dodged, making it unavoidable in the air. The alien is also not stated to pop out on the stage -before- the foe takes their powerful knockback, which means the alien might just die instantly.

The ground chunk on dsmash is very poorly handled. The fact the Tedi General has to do another move before making it makes it awkward and impractical as a stage control move, and it’s on a smash and a prop-esque minion that isn’t that important to be in the set. The interactions with it are very generic and forced like the dtilt, with the one worthwhile interaction for all the awkward baggage it provides being throwing the mine. When the set does become obsessed with reflection, such as in the aerials, it’s bogged down.

JOE DIMAGGIO

★★★★★☆☆☆☆☆
5/10

The main mechanic is a very difficult basis for this set to flow off of, and the rest of the set is obviously nothing great. Of course, not much more can be expected of such a character. Roy’s edits enable it to go above a handful of other middling sets in this department.

EXCITEBIKER

★★★★★☆☆☆☆☆
5/10

Excitebiker is a rare experience from Muno as he has to do a remotely not generic character choice, and it’s interesting to see how he handles it. At first I thought the bike exploding mechanic sucked, but being able to ditch your bike before it explodes so you’re not actually hurt made me actually like the rev mechanic a lot more than I thought I was going to. There’s still plenty of boring stuff, though most of it is made somewhat passable by trying to make this model work. The fsmash’s ramp is woefully underdetailed and apparently doesn’t interact with the foe in any way, which I find weird. Uair having him stand on top of the handlebars is also a really awkward animation that multiplies his hurtbox tenfold, and the animation of climbing up onto them is somehow “fast”.

DOPPELGANGER SHIROGANE

★★★★★☆☆☆☆☆
5/10

The concept of playing king of the hill with your terraformed ground to see who gets the reward of its destruction hitbox is fun, though not a ton is done with it, leaving the set very basic, and it has a fair amount of filler. His melee game isn’t a complete wash, though, there’s enough content for me to find this set voteable. The single issue that makes me consider not doing so is the cliffnote of passively healing 1% per second, which is incredibly powerful and dumb. Roy commented on this being dumb in his comment but it’s still there, and this is a conscious design choice on Katapultar’s part rather than a typo like Mad Dummy’s fair.

KING LEORIC

★★★★★☆☆☆☆☆
5/10

An interesting mechanic with the wraith form that could’ve been good. The moveset as a whole unfortunately is quite generic, and differences in the wraith form are constantly used as a crutch to make moves be interesting. Moves in skeletal form are almost always entirely generic with the relevant text being exclusively for wraith form. Despite this, a weird amount of effort is made in a lot of cases to make the more generic skeletal melee interesting, but at best it’s only interesting in a vacuum and Leoric has very minimal playstyle vision. The moveset is very obsessed with the wraith form to the point you’ll be in it 90% of the time if at all possible, especially with his very powerful healing. Relying on the wraith so much for fighting is awkward for characterization given it’s very minor to his character outside of HOTS and can’t damage anyone in the game at all. The wall is very generic and underplayed for how flashy it looks. The throws have some actual cool concepts in them, but the effects are powerful stun and redundant healing, or a pretty irrelevant and underplayed speed buff.

MARINA

★★★★★☆☆☆☆☆
5/10

This has some actually fun projectile manipulation, really, it does. The amount of ways the spells can be released and stored, rewound, angled, split, etc, it’s all very interesting. The issue is this set’s input placement is just asinine, with the set’s word count starting to increase heavily in the aerials after a barebones Down Special and some brief standards. It is incredibly common for a move’s purpose to be nothing whatsoever other than to be fused or to otherwise interact with projectiles, with a generic hitbox tacked on to the start of the move’s description to pretend she has any intention of playing Smash Bros. She gets amazing rewards out of grabbing the foe because she decides she is willing to create very powerful constructs with her bthrow and uthrow for some reason only after she has grabbed an enemy, and her fthrow and dthrow just cheapen her game and make it too easy. This set’s concepts could pretty easily be reformatted in an hour or two and be immensely improved. This moveset really shows its age in Kat’s abandoned plans folder, and the errors this moveset makes are really not acceptable in MYM any more. I was contemplating RVing the set before the aerials, but everything from that point forward, along with the set having so, so many ways to steal enemy projectiles, ensures it will not be receiving that luxury.

YOMI

★★★★★☆☆☆☆☆
5/10

Nothing technically wrong with this one other than genericness.  There are a handful of moves that are okay (Usually only in one form), but I dislike pointless weapon switching alternate movesets enough that I’m not voting for this one. This moveset would greatly benefit from being condensed into one and just taking the best of both versions, what with the amount of boring crap a generic ninja is inevitably going to have.

GARNET

★★★★★☆☆☆☆☆
5/10

Garnet’s first two specials are entertaining and I expected a great set from them, but her weapons paled in comparison to Zomom’s and had minimal references to their individual properties throughout the set. The armor is the thing that is most directly interacted with, but I feel kind of baffled nobody cares about the amount of superarmor she can casually get from it for free. The actual moveset is mostly a melee game I didn’t find a fraction as interesting as Roy apparently did, with the references to the weapons mostly being to arbitrarily redirect them in X direction on moves, reminiscent of such prestigious movesets as Pompy and the Conker movement.

PANTHER KING

★★★★★☆☆☆☆☆
5/10

Fantastically characterized set that makes good use of psuedo terraforming and rage mechanics. Unfortunately, has some of Brostulip’s usual numerical issues if you look underneath the surface.

THE EXPERIMENT AND LITTLE GIRL

★★★★★☆☆☆☆☆
5/10

The Experiment has some pretty entertaining projectile manipulation throughout the set and the writing style is very humorous. When it’s not being humorous, it’s very confusing to understand what’s actually going on. The spider technically being an item like Koopaling’s Down Special vastly changes the set and is not elaborated on and should probably be removed as a feature, given the setmaker may not even be aware of this property. The throws are a notably bad section of the set, with bthrow reversing his own controls and tackily entering an underelaborated on-stance from a throw.

PAPYRUS

★★★★☆☆☆☆☆☆
4/10

Papyrus has a legitimately enjoyable start with his specials and the first couple of Smashes, barring the generic recovery. It’s a good translation of his gimmicks, and the organizational style actually works well for the tacky meme character. After the smashes, the set takes a nosedive in terms of effort. The set has very little idea of how to make melee attacks for this character.

ALOLAN TRAINER

★★★★☆☆☆☆☆☆
4/10

Primarina is basically a better version of Muno’s Piplup set, and there is some attempted flow between them at the start, mostly down to her. That said, having extra movesets means Primarina is dragged down by the others, and Decidueye is complete dead weight dragging the set down. Incineroar is not great either, even with enjoyable characterization, Feint Attack is weirdly balanced and needs to be referenced more with how big of a deal it is. Incineroar still randomly targets his grab very high in the air post “fix”, with the edit simply being to mention alternatives to grabbing in front of him with no gameplay change.

PIPLUP

★★★★☆☆☆☆☆☆
4/10

This is a pretty boring set already for my tastes, with the most exciting thing basically amounting to comboing off of rain cloud platforms. The ice interactions were added to make it more exciting but contribute little to nothing and made me more bored, with slightly weird characterization issues. He still definitely leans towards the powerful side with the power nerfs but isn’t intolerable.

ZER0

★★★★☆☆☆☆☆☆
4/10

Zero had a couple of moves that impressed me, but the majority are cliffnotes to the experience as shown by the writing style, with one of the better sections being the grab-game. The set is largely balanced around billions of passive damage multipliers that Zer0 has to try pretty hard to not get by default on most characters, and they are the main thing that are trying to differentiate the set. He has to work pretty hard to get up his damage from his existing tiny numbers to be on par with a remotely normal character, as while he can multiply 2% a million times, it’s still pathetic damage. His decoy feels pretty heavily underelaborated on when it seems like it’d be such an important part of the set, too.

EKKO

★★★★☆☆☆☆☆☆
4/10

I think the time travel in Ekko works in a very weird fashion compared to how it works in the game, and it’s balanced in a very weird fashion. The time travel doesn’t even seem especially useful outside of making match-ups worse against set-up characters and such, with the only real use being the grab and making extra side/neutral specials. After the specials, I don’t find many moves that exciting, but dishonorable mentions for moves I hate go to ftilt and dair for requiring you to use specials during them to make them relevant, arbitrarily only usable during those moves to force creativity in a dry set.

DOPPELGANGER WELSH

★★★★☆☆☆☆☆☆
4/10

Welsh has an entertaining base for the first 3 specials, but doesn’t know how to do anything but interact with the tree afterwards in rather awkward and often uninteractive ways. The tree is so easy to produce it may as well exist passively, and now she has 2 giant 4 SBB tall and roughly 2 platform wide constructs on the stage that gives her various very strong abilities.

DRAGONSLAYER ARMOUR

★★★★☆☆☆☆☆☆
4/10

This is a fairly oppressive set with the shielding that basically requires the enemy have a good grab-game and/or infinites him in the Brawl engine, while providing plenty of defensive coverage and no shortage of punishes for even the slightest mistake the foe makes. The moveset isn’t particularly exciting at the end of the day anyway with some rather lackluster inputs, and I’m not much a fan of what the moveset is trying to do in the first place.

SPROINK

★★★★☆☆☆☆☆☆
4/10

With the mechanic edited and the 3v1 boss status removed, it is easier to actually appreciate the stomach blocking moves as a more fun part of the moveset. Despite that, the moveset has only the most basic and obvious of interactions presented with its concepts, not having much real semblance of playstyle.

CHESNAUGHT

★★★★☆☆☆☆☆☆
4/10

Chesnaught has a bunch of nitpicks (size, misuse of his body shape, Leech Seed, Needle Arm) that pile on to make me slightly dislike it. More importantly, there’s practically nothing I -like- about the moveset.

THE APPETIZER

★★★★☆☆☆☆☆☆
4/10

Appetizer has some basic psuedo terraforming by terraforming his meat, and is at least somewhat aware of how to do that. The moveset unfortunately gets redundant pretty quickly, though, and it can tackily fly anyway the horizontal knockback mechanic should go. The grab-game isn’t a horrible concept inherently, but only the fthrow is a good idea, and it would be better off as a special since the other throws are all horrible.

ROBOTNIK

★★★★☆☆☆☆☆☆
4/10

Memetic size. Casually invalidates all projectiles. Easy wall to combo foes against that can’t even be used against him. Pitfalls. Bad input placement. edit: Basically all of these concerns were addressed to make this moveset passable, though the issues of moves not being intended to hit foes were addressed by giving the moves generic tiny weak hitboxes that shove up dirt. Moveset is still not awe inspiring by itself.

DIANCIE

★★★★☆☆☆☆☆☆
4/10

While a respectable effort, Diancie has very powerful superarmor effects on top of being a pretty strong normal moveset. The normal moveset is very boring after the smashes, the weapon switch mechanic is bad and produces lot of filler, and the Side Special moves would be better off being individual moves spread out over a lot of the boring stuff that’s in it. Edit: Nerfed to be less memetic in terms of balance and a lot more playable, though it is hard to find good numbers for this concept and the moveset as a whole is something I’m not a fan of. Diancie really does a poor job sustaining nearly two sets worth of inputs, at least under Jamie’s writing.

NICO ROBIN

★★★☆☆☆☆☆☆☆
3/10

Nico Robin is a mostly generic set, but with a broken Neutral Special, a tacky mirrored side throw, and just other general nonsensical animations that have poor input placements. The moveset isn’t very consistent with how it handles her power at all, and she instantly loses if a stage with water is picked.

COLONEL.EXE

★★★☆☆☆☆☆☆☆
3/10

This is a very, very generic set with the main focus being comboing. Other sets have done it much better, with the most important combo moves being Down Special, utilt, nair, and bair, which aren’t very impressive. One of the core mechanics of the set is comboing against walls, which I think is not only rather boring but creates undesirable gameplay, especially with the suggestion of grab abuse in the Brawl engine.

TETRA

★★★☆☆☆☆☆☆☆
3/10

Really, really boring set that takes minimal advantage of its so called centerpiece. KO percentages are still awkwardly high with 100-70% KO percentages spammed like much of Muno’s stuff despite it being a speedy comboer. This is so regular to Muno that he even says in the playstyle summary that she “struggles to KO”.

GAIGE

★★★☆☆☆☆☆☆☆
3/10

Mad Dummy was hyped up as the worst writing style of the contest but I’d pretty easily hand it to this one with the asinine input order carried over from Zer0, giant images in-between short paragraphs, almost totally random use of the enter key, and being constantly interrupted by pointless mechanics that makes it hard to ever escape the Specials. The mechanics are outright referred to by abbreviation, because it wasn’t annoying enough to remember their nonsensical names. I am interrupted from being told what the Neutral B’s hitbox actually does for several paragraphs because I need to be told the Up Special (Which, by the way, is the Neutral Special angled up).

These mechanics have very weird effects that only even begin to make sense because of logic ripped from the game presumably, to the point JOE! includes a luck based mechanic for the sake of it. Translation of the game certainly seems to come before how it’d play in Smash, and it’s a criticism that would also apply to Zer0. A lot of the mechanics could easily be condensed without having the arbitrary labels from the game by just putting them in a couple paragraphs about the robot’s behavior. The giant robot minion isn’t actually played off of much, with most of her gameplay coming from electric fields and getting stacks for landing the gun. Landing mass hits of the Neutral B to get up the electric shock hitbox in addition to landing them is a somewhat fun mechanic for the multiple avenues it opens up, I will admit. Doesn’t change that basically every move after the specials sucked.

TANGROWTH

★★★☆☆☆☆☆☆☆
3/10

Tangrowth is not much more creative than Colonel.EXE, and his constructs are still too big at 1.5X crate width/height for how he can turn them into powerful hitboxes. The logic of his growth mechanic is weird, the Ancientpower rocks are weird as they linger as traps that do no damage and set small knockback with the move having no playstyle purpose besides creating them, and the grabs present in utilt and uair are very bad. During uair and grab, he still keeps access to his Specials, which includes the Down Special to make his giant constructs be threatening time bomb hitboxes, during which time he can walk the foe into them for good measure.

 

CONKER

★★★☆☆☆☆☆☆☆
3/10

While this set has enjoyable characterization, it has weird animations and reflects most of the foe’s projectiles for free, spread out over several inputs reflecting the foe’s stuff. His bleeding effect is very tacky and does no damage despite a large portion of the moveset inflicting the status, with the most relevant it gets being buffing the power of a utilt. He has fairly easy access to a pitfall (with no text to make it worse than a regular one) which can combo into a situational insta kill move.

LAPIS LAZULI

★★★☆☆☆☆☆☆☆
3/10

Insanely overpowered moveset with access to infinite stalling, infinite combos, and creates duplicates of the foe with level 12 AI and 100 HP as a cliffnote. edit: The broken concerns in this moveset have been done away with, which was quite the mess to get into and is admirable. The moveset is still a rather confused mess unfortunately, not playing off its own concepts very well.

MELIA

★★★☆☆☆☆☆☆☆
3/10

Mechanically, there’s not much wrong with this moveset. In fact, I’ll agree, the basic mechanic is kind of interesting, even! The rest of the moveset, however, has a very sterile writing style that is just listing effects. You could be far more efficient with how you list the effects of each element and burst, and it becomes clear that even Slavic is just trying to get them out of the way. The difference between effects is mostly just numbers with no clear effort to truly differentiate them, beyond a couple of recurring elemental effects like chill. The moveset this brings to mind is Kamen Rider Double, going on forever about redundant effects applied to every move, though at least that moveset knew what the return key was. Slavic can’t even let us figure out which moves are magic and which are physical, all this information must be documented systematically every time. The moveset was obviously written as he was going, given jab’s burst buff is mentioned during the bair for some reason.

In addition to having generic effects for each element, Slavic talks about the effects he openly admits are generic for not having any elements. She should probably just have one at all times given how utterly pointless these moves are and how rare the scenario would come up, akin to Nolimar or something. I am not even against a couple physical moves that don’t use magic, but the elementless ones are a joke. The “spacing” game of this moveset largely amounts to space them away, away, and more away, which makes me question just why you won’t always prefer the fire buff that buffs damage and knockback as opposed to the electric one that buffs only damage, given you don’t go into any detail about comboing or more specific spacing them away from you. There is a reason, albeit a stupid one – fire only buffs physical moves, which means it buffs basically nothing given the fact you have it means you have an element, so you lose access to most physical moves it would actually buff.

DUNBAN

★★★☆☆☆☆☆☆☆
3/10

Dunban has some stuff to be salvaged here like the momentum aspects and the combos specifically done out of Side Special, but the rest of the comboing is very forgettable and underdetailed to the point it barely exists. More important is the character’s balance, as he is disgustingly powerful before he hits 30%, putting Ganondorf to shame and having the most powerful move in the game for nearly every input, at least in terms of damage percentages, which is rather odd to be so strong in the SSB4 engine. Lag descriptions are extremely sparse, and his tilts are described as being able to combo out of Side B into other moves that aren’t actually stated, with no statement of these moves needing their lag reduced by the mechanic in order to combo.

Side B does 8% to start the combo, ftilt does 18% and if used out of Side B makes the foe take 1.2X damage and knockback for the next 2 seconds to make them easy to kill or make your combo finisher (whatever that is, who knows) do even more damage. Utilt does 17% by itself, and if used out of Side B makes the foe take 12% additional bleeding damage over 2 seconds, while still comboing into another unstated move. Dtilt does 15% and if done out of Side B, puts the foe into prone for a very direct stun state. Several of Dunban’s moves that use “ether” do not even power down as he goes up in percentage, but with how good his comboing already appears to be at 0%, imagine how stupidly it improves when his attack speed goes up. If he needs more power, he still has access to his Down Special, basically being a boss character at 160%, and having a terrifying presence with respawn invincibility at 0%. This set’s intention of having him struggle to ever kill people without reaching 160% and/or respawning is a rather weird one I can’t say I agree was a particularly good basis, though I don’t think it follows through on that intended goal at all.

SANS

★★☆☆☆☆☆☆☆☆
2/10

Sans has little to no effort put in beyond the gifs and has arbitrary numbers thrown into the moveset at random. Some percentages are made low to be in-character for the “can only do 1 damage” meme, but then he does 30% on other random moves anyway.

DOPPELGANGER TSUKIKA

★★☆☆☆☆☆☆☆☆
2/10

Hilariously strong with no clear weaknesses. This moveset has power on par with Bionichute’s Hood Sickle that dwarfs Ganondorf, but adds minimal disadvantage and rarely talks about the speed of the moves. Her fthrow does 19% when the most powerful Smash 4 throw does 13% – I don’t care how bad your damn grab is, unless you’re going to stress it’s significantly worse than any other character’s in the game, then I might care. The worst offender is the Neutral Special boulder which is a 1.25 platform width projectile that travels 14 SBBs at a slow pace to make it linger, and deals  26% and KOs at 88% on contact. The only downside is this is launched slightly high into the air and can be destroyed by any attack (For some reason), but it’s still a very stupid move against foes taller than her (roughly two thirds of the SSB4 cast and 90% of MYM’s). The moveset itself had very little to offer and the focus primarily was on these very polarizing numbers for the sake of characterization.

HONCHKROW

★★☆☆☆☆☆☆☆☆
2/10

A fun writing style is the main positive aspect of the set, but largely doesn’t factor into my ranking with my criteria. Haze is one of his main gimmicks, which is a useless smokescreen that takes 2 seconds to actually cover anything, and when it does silhouettes are still perfectly visible anyway. This is barely played with at all, and is an excuse for some extra flow of generically blowing it around. His melee game is incredibly uninspired, and it’s weird the especially boring aerials come after the specials. The Murkrows are interacted with in moves as the primary purpose of many moves, with most of the text being dedicated to pointless interactions and flavor text for the writing style. The random nature of the minions, especially with Swagger, is another big negative. The fthrow is the one cool move in the set as Honchkrow has to manage his minions when they follow up at the cost of having less damage output/stun on the move and has a cool aesthetic of shooting feathers like bullets, but the dthrow is just a better version of it as a prone throw where Honchkrow still can command his minions with full control, which sounds quite broken. For the grand finale, we have the disgusting dsmash which randomly hits dodging opponents.

CLASSIC BOWSER

★★☆☆☆☆☆☆☆☆
2/10

Very generic set that feels the need to remix Bowser in weird and awkward ways. Randomly Brostulip is in love with Bowser’s Melee incarnation of all things in this set while regularly hating on the SSB4 one, which is the only decent incarnation he’s had. The buffs Bowser gets from lava (Only on Neutral B!) and shockwaves are tacky and very underdetailed, and the main “playstyle” he gets beyond that is reflecting hammers off of himself in every move as a much worse version of all the Conker Brostulip sets.

SANDSLASH

★★☆☆☆☆☆☆☆☆
2/10

Disgusting pitfalls as cliffnotes. Completely throwaway standards and aerials that are one paragraph long. The flow that isn’t pitfalls is basically moving about some sand on the stage as a very rudimentary goop mechanic, with the throws being the closest thing resembling an original use of them.

ANUB’ARAK

★★☆☆☆☆☆☆☆☆
2/10

Anub’Arak has access to heaps of stun that can potentially infinite, set-up and healing he can perform during said infinites, and just a general lack of understanding of numbers. There is heavy tackiness with the luck based dsmash and the effects in the throws when the set attempts to go for actual creativity, a rarity in the set.

PAPER MARIO

★★☆☆☆☆☆☆☆☆
2/10

Paper Mario is a set for a goop monster made of paper, and essentially every move is a tentacle of Paper Mario duplicates extend out and whack the foe. The balance of the set could lean either way depending on the matchup as his combo potential is through the roof and that 2 Bowser sized insta KO fsmash is absurd, but the amount of setup required makes it crumple up under any kind of pressure. The few instances of anything from earlier Paper Mario games just comes off as insulting, as they are severely underplayed and are useless compared to the paper monster moves.

RIKI

★★☆☆☆☆☆☆☆☆
2/10

Riki has enjoyable characterization, but that’s the extent of what I can say that’s positive about it. The dsmash does 31-43% and the usmash does 25-35% with the damage over time factored in, which is not nearly enough to balance this. Lag is nearly never brought up so these are not hard to hit with moves, and their hitboxes can be renewed on a regular basis with the vast majority of the moves being dedicated to moving about Riki’s pollen in a very redundant fashion. If you apply the same instance of a pollen again, it’s not said what happens, which means another instance of it would happen rather than just refreshing the duration of the DOT effect or something reasonable. Even if these attacks are laggy, they casually turn into traps that can be moved around after the hitboxes expire, or can be stored and actively used with the fair, even leading into a direct hit confirm with the uthrow of the very, very powerful pollen.

The Neutral Special is much worse than the later pollens later introduced in the set, and is entirely unsafe on hit. It largely serves as a way to generically introduce the mechanic before having moves later on in the set that outclass it entirely. The Down Special’s healing is also entirely outclassed by the usmash into Up Special/dtilt/bthrow combo, and has no flow other than making him campier. The fair seems like the one choice tool he has to reposition stuff and kind of invalidates the other many, many options to move around pollen, and probably should’ve been a Special over the more useless ones. Fair also casually destroys enemy projectiles as a cliffnote without contributing much in terms of relevance or flavor. Bthrow is a fusion of the dtilt and fthrow’s effects, but luck based, while dthrow is just generic and has basically no text if the foe doesn’t have an item, which Riki doesn’t produce himself.

PSUEDO VORGIS

★☆☆☆☆☆☆☆☆☆
1/10

This boss set reads like the really old ones back when the concept had just been introduced. Most of Vorgis’ viability comes from his many stuns, and it’s very easy for him to get literally infinite stats, most relevantly weight, when Kat outright suggests abusing stuns to get set-up time. Most fun interactions come from the Energy Breaker minion, though that too is dreadfully overpowered when Vorgis can casually heal it with projectiles and it’s solid.

GENO

★☆☆☆☆☆☆☆☆☆
1/10

Geno has completely random input placement, tacky moves that insult the character, and a grab-game with less detail than Globox’s.

HOOD SICKLE

★☆☆☆☆☆☆☆☆☆
1/10

This set was overpowered with the huge speed buff he had before, but is now underpowered with the huge nerf, leaving him with insanely laggy moves like a jab that’s slower than any move in SSB4. Aside from the insanely huge balance seesaw of absurd power and lag that puts Ganondorf to shame, the set is very generic, with the only memorable part being the terrible numbers.

GLOBOX

★☆☆☆☆☆☆☆☆☆
1/10

Globox is less detailed than this comment and has no numbers. Being below this is memetic.

GHOST GANG

★☆☆☆☆☆☆☆☆☆
1/10

The maker insists that the ghosts have their own personalities, but the actual actions they take throughout the set are generic and who does what move is decided largely at random. If you lose a ghost that arbitrarily does a certain move for whatever reason, you lose access to that move, and since most ghosts are required for most moves you basically lose your whole set when one ghost dies, and you don’t even immediately get the minions back if the leader dies. The Neutral Special makes the ghosts go into a stupid split formation with their own insanely counter intuitive movement patterns, and Clyde’s means he will kill himself if a foe and a ledge are both within 8 SBBs. Even having Clyde dead massively gimps your moveset, so Neutral Special is unusable. The maker is also obsessed with random floating tiles from some random obscure game made by Namco, and I honestly got more a sense of the character of “Bacura” than any of the ghosts in this awful moveset, given how long it took to figure out just what the hell it even is from his barebones descriptions.

CRASH BANDICOOT

★☆☆☆☆☆☆☆☆☆
1/10

Crash summons random unrelated props and characters on the majority of his moves with little to no reason to try to capture the “zaniness” of Crash and turn him into a joke character like Duck Hunt or Game & Watch. He doesn’t even opt for ones that would make sense most of the time, of which there are plenty if you want to go that route, and takes things from random enemies entirely because it’s so random. The set for the most part isn’t an absolute balance trainwreck, though he has not fixed the typo that his unique shield mechanic has 1.3% the health of a normal shield. Also, when this shield with 1 HP is destroyed, he instantly dies like Jigglypuff.

JASPER

☆☆☆☆☆☆☆☆☆☆
0/10

Jasper has a minion on Down Special with 100 HP that can be buffed to 175 HP. This minion’s attacks will be “detailed later in the set”. Later in the set never comes, much like Butterfree’s moveset in Rool Caterpie. In combination with the fact the set has no dtilt, it is very obviously unfinished. The set’s lunging dashing attack is “completely lagless”, reminiscent of ancient sets like Inspector Lunge. Set beyond that is very brief and generic.

SLIME

☆☆☆☆☆☆☆☆☆☆
0/10

Slimes in the source game have as little potential as a Goomba, and serve similar roles in the series outside of being mascots. Beets tries to alleviate this by giving him lots of random terrible props, and has one sentence descriptions with no mention of numbers. Both Healslime and Roto/Loto would be better candidates for a DQ rep, and both of them are used as prop characters in the set, as well as random anthro Slime characters from some obscure spin off. Final Smash summons all the main characters even. Treasure chests are not randomly portals in Dragon Quest like in this set, and this moveset heals foes with the dair and creates duplicates of itself on the dtilt, which I have every reason to believe last forever due to lack of detail.

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