Posted by: Smash Daddy | September 6, 2009

Smady's Catch-Up ~ From Neku to Pennywise

I decided that upon hitting 5000 words in my gigantic catch-up, I would post what I had so far to appease those who have been waiting for my commentary. Well, I hit 5000 words, then I added Pennywise and Dingodile’s comments and hit 5700. Now with these few words before and after, it is at almost 6000.

I honestly don’t feel it’s particularly great coverage, but the fact that all offerings are accounted for is, I feel, deservant of archiving here on The Canvas… at least from pages 39 through 55. Also, this is a massive post and it would likely be best served here than in the thread.

Neku Sakuraba: I was excited to see this one as a fan of TWEWY; you incorporate all the major themes of this episodic game quite well. The weeks, the pins and even the mood of the game are captured quite well by your organisation. This is obviously your strongest suit and I really like how you played off the game, producing a very appropriate-looking set. In all, for a relative newcomer [right?] it’s an accomplished moveset – all moves are labelled, seemingly balanced and coherently written. My only problem with it is that you seemed to rely a lot on Ness to make comparisons and in areas; Neku seems like a bit of a clone. It would also have been better had you explained the significance behind all the moves from TWEWY, as they’re all straight, good ports from the game and none who have not played the game could realise that.

In specifics, I liked your use of the week system in particular, although it sounds kind of disorientating, it’s a very good implementation of the system in the game. Many of the pin references you make are also good, considering you control Neku with a stylus in his game, it’s not as easy to come up with good ideas, though there’s bags of potential.

Great set, look forward to reading more from you.

Kee-Mo-Shi:
First, I must say, is that an action figure for a picture? That cocked an eyebrow.

One thing that dominates this set is the use of physical terms describing hitboxes, in places that would usually befit damage percents and many technical terms as well. This is quite a jarring read at times, as half of some moves are just jargon about how its priority or ending lag is really low. That’s all fine, except for the hitbox thing – it’s needless to explain where the hitbox is for every move, it should be pretty obvious [man hits other man with stick, where’s the hitbox going to be?].

In terms of the actual moveset, I quite liked the special mechanic, although it seems somewhat overpowered and a little basic as well. Moe is a massive character and very fast, so could easily chase an opponent all over the screen and use this mechanic to get ridiculous damage. It’s a nice concept, but you need to be more thoughtful about its limitations. All the platform creating came out of nowhere and is again interesting, but not well implemented. Detailing on moves like the down and forward aerial is mind-boggling. It’s good for a newcomer, though, so don’t feel disheartened about errors like these.

Onto the specials, I was really surprised by the summoning. I wish this were seen more in the moveset as it’s quite interesting. Like with Oliver – a Fire Emblem set – you seem to have more units than you need and they’re all none too unique as a result. Its other specials aren’t of a particular interest, but the use of a teleport recovery when Moe has so many platform-creating moves is confusing. A move enabling the use of all platforms in play would have been better.

The organisation is a little odd, to be honest. The specials should really be first, but more than that, there’s only one kind of blurry picture to let us know what Moe looks like.

For a newcomer moveset, not bad, but you have a lot of progress before you. Good luck and I look forward to more.

Bowser Jr.: Ack, the colours on this one really don’t help. You also really need an image. The sad thing is, there was a high-placing Bowser Jr. moveset in just the last contest, which was made by a well-praised user. In comparison, this one is far worse. Ironically, you have a lack of detail compared to Bkupa’s Bowser Jr. In general, this moveset is lacking – most moves are random uses of the paintbrush and some seem out-of-character [bib tether recovery] or copies [paintbrush Dair spike]. Definitely a lot of room for improvement here, I recommend you look at other movesets, particularly Bkupa’s Bowser Jr. that can be found here.

Robo-Link: Oh boy, I’ve been waiting to read this. I like how you didn’t copy Link’s moveset, but rather created an entirely new, robotic one. The robot archetype is used profusely, exaggerating Robo-Link’s lack of personality. In all honesty, his actual moveset isn’t much to write home about i.e. very random, but the style of the set is really fun and enjoyable. The overheating, projectiles and playstyle are all used a lot in MYM, you don’t attempt to advance them. The triforce of fail is notably, as MT said in his recap, an easy miss by skimmers, who probably think it’s some kind of mistake.

Overall, this moveset seem random, almost meme-parodying. The use of Japanese mo cap GIFs gives that impression, as does the design in many of the RL images. Maybe, y’know, let us all in on the joke, as it’s hard to like this one without any kind of explanation as to where it comes from. Did you create it? Did you get it from somewhere? No one could possibly know. No one here seems to know where it comes from. But I like it. Just be more specific in future sets and come up with a better overarching theme, over just a robot or machine that fires laser.

After these two, there’s a couple of pages of discussion about the boycott…

Bear Hugger: Ah, the second moveset after Oliver and something entirely different. What first confuses me is the playstyle that’s so near the beginning, it’s really short. It also doesn’t incorporate any other part of the moveset… ?

What becomes apparent in this moveset more than Oliver, a lot more, is the writing style. It’s very messy and at times confusing. You make constant grammatical mistakes and it makes this moveset seem like a joke. What happened to all the images? Did you delete the Photobucket? 😆

The use of syrup is a little strange. I didn’t think he used it so much, he is only seen toasting with it in his defence promo, so I don’t get why you used it so heavily. In all, this moveset is a little disappointing, it’s quite off-key in terms of the character, the playstyle isn’t very good at all and it all comes together to a big mess of syrup, bear hugging and homo-erotica. Maybe looking back to Oliver and my review can help, but I’d request another in-depth review if you haven’t already. Still, I look forward to more sets from you.

Sasuke Uchiha: On reading Sasuke, one has to comment on the extravagant sizes of its font, images and use of bright colours throughout. Alone, these things are pretty horrible, but put together, it makes a moveset damn near unreadable. I exaggerate for effect, but you do need to cut down on the font sizes, colours and cut down the image sizes by around ½. This is still an enormous improvement over Naruto, it’s quite staggering how your organisation has advanced from nothing into what we see into Sasuke – just learn how to keep a balance.

Onto a big problem in this set, the writing style – I’ll just take a small sample here to demonstrate.

” Then you see thunder clouds around the center of the stage and soon there is lightning cracking around the clouds violently. Then Sasuke raises his right hand. Then the lighting takes shape into a crackling dragon. He then says “Disappear with the thunder.” Two seconds later, with a swing of his arm downwards, the lightning targets the closest opponent, always striking them with a loud BOOM. Then the ground collision causes a shockwave all across the stage, including going off stage.”

In this extract from the final smash, you use the word “then” five times. String together your sentences more. Also, don’t use the same start to every sentence, like “he does,” including words like ‘then’ that are pointless at the beginning of a clause.

Onto the moveset itself, there are good points to it. His specials are interesting and your use of images is always welcome, even if they are oversized. The big problem is still detail, though; you’ve just increased the size of the font ridiculously. Sasuke seems mega overpowered. It’s boring to use terms like ‘flip’ or ‘stabs’ to describe a large part of a move and you do it a lot.

Still a long way to go, but judging by your massive improvement here, I look forward to future movesets.

Trainer Gold: I think it’s only now that I start to realise how behind I am.

First off, that organisation is completely stolen from May. Not even in a nice way and this was after stealing Prinny’s organisation shamelessly. At least give credit where it is due, Twilt. It’s a big improvement from your norm, obviously, but don’t just outright copy it. =/

The moveset itself is mainly cast into three parts: Politoed, Sunflora and Typhlosion. I really like the switching mechanic, but is this stolen too? A lot of this stuff I can’t quite feel comfortable reading, knowing it’s Kibble’s organisation. I can’t help but look for other stolen property.

Anyway, Politoed; I like how his specials are all ineffective damage-wise, but have alternate uses. They all seem kind of generic, though – opponents falling sleep for a little while, buff and recovery. The rest of the moveset is where we see a massive improvement in your MYMing, as these moves are all descriptive and well-presented. It’s great to see.

With Sunflora, I was disappointed to see two similar special moves to Politoed’s, but this seems to be a running theme so I suppose it isn’t too bad. I like how you are differentiating the switches between the Pokémon, though. Again with Sunflora, your moveset after the specials is really a tonne better than your other MYM6 movesets, good job.

Onto Typlosion, the apparent stinker of the bunch… Meh, I think they’re right. He’s essentially middle-ground created by the other two and far less interesting, being more of that “slower charger” archetype of moveset.

In all, I’m disappointed you copied so much from May, but it’s a marked improvement nevertheless. Your writing style needs a little more improvement (no numbers in with text!) and your unoriginality in the theft of Kibble’s organisation needs to be amended, I’m glad you’re making an effort is all. I hope there’s more in MYM6.

Mighty Gazelle: One thing I loved about this one was the flowing writing style that was self-parodying whilst also easy to understand. The actual moves aren’t too exciting, but you obviously didn’t have much to work with in terms of Gazelle’s appearances. His moves all remind me somewhat of Wheelie from way back – racing car-inspired moves, lots of inferences as well as high technology references with the lasers and such. It’s a pretty fun moveset in this respect, but not very imaginative with its playstyle. The layout of the moveset is original, but specials last isn’t a good idea. You also have no images, changing colours in your organisation [which isn’t as bad] and b code mistakes, which may be what kept this from a warmer reception. The playstyle’s breaking into numerous bits is another twist on the conventional layout of playstyles, but in all, it’s very underwhelming. I recommend looking back at the Wheelie moveset if at all possible, as I feel that was a smoother take on the same kind of moveset and just continue with the MYMing; I don’t remember you from MYM5, but I’m glad to have you back.

Spadefox: Loving it from the get-go with all the Final Fantasy tunes: very epic and awesome choices.

I love the original creation, perhaps not as much as Cutesy, but it’s still dark and interesting. Not quite the deepest of personalities and a tad cliché in parts though don’t think I consider Spadefox a bad characterisation, he’s just a little dull. Onto things that actually matter – the organisation is thought out and appropriate, reminiscent of Spadefox’s movesets [obviously], with the easy-to-manage and simple images that establish each type of move. The moveset itself reminds me of a mix between Venom from Marvel vs. Capcom 2 with the tentacles and generally squeamish types of moves, mixed with Charade from Soulcalibur with all the other weird affects that each move has. Every move is in fact very unique, well-written, blazingly creative and seemingly appropriate.

Onto the writing and playstyle – as said earlier, the layout and organisation is a reference to Spadefox like many other things in the set, which is honestly groovy with me. His playstyle is kind of odd; he is mainly a damage racker with all of his affects and you say in a meta-game he’d go from garbage to high, but I don’t see that happening. He’s highly balanced as a character and indeed viable, though. What’s more impressive is that the moveset does link together well into a fine tapestry. The writing style is, dare I say, another reference to Spadefox in its straightforwardness, or maybe that’s just you – anyway, it’s good.

Really, really great moveset: you could take a page out of Cutesy’s book in terms of a running theme in this OC, but it does make a fair comparison in areas. Cutesy has an excellent personality, Spadefox has a better basic moveset – without the petals, Spadefox is the better moveset in every way! To the point, I love Spadefox.

Not Onishiba, that guy’s an asshole.

Gorea: One immediate thought is that you write way, way too much. The victory pose is just obscenely long and some moves seem longer than entire sections of other movesets. Definitely try your hand at editing. Gorea’s moveset itself is a bit of a mixed bag – as a stealer of moves, this one also gives me that Charade vibe, with a symbiotic creature stealing the essence of others. It’s very much a service to Prime Hunters, but some of the moves seem a little random. Again, some moves with several areas of effects need to be edited down somehow, as they are absolutely ridiculous as is. I can’t even imagine this thing in Brawl, it’s such a gruesome design, seeming almost Gothic to my eye. All that considered as well as the insane details, you did a fine job on the set, but perhaps went too far.

The organisation is boring and the lack of images, or dull colour of those used makes the set seem uninteresting. The layout is good, though I dislike your designs with the fonts and use of underlining or hyphens. One very big criticism I’d give is the playstyle is not developed strongly considering the amount of time spent reading everything else. It needs to be more advanced than presenting a basic tutorial of how to play as him. In all, enjoyable in parts, but you need to improve.

E-101 MK II: I like the layout with the Windows documents and the command prompt-esque writing, although this doesn’t really fit in with a cyborg thing like MK II. I’m surprised this kind of thing is even in Sonic games, or at least I was before the first one of these I saw [by you, right?]. One very wrong element of the organisation is the playstyle being in with extras and statistics – what were you thinking? Your writing style still needs some work here and your images are almost silly in how badly edited they are.

Anyway, this seems like a new take on the giant mech moveset that I usually hate. It’s not as bad here, but I still don’t like it. Shooting missiles, ‘boosting’ up into the air, electricity-inspired moves… I hate this kind of stuff. It doesn’t seem interesting here or anywhere else it’s done; this character honestly would work better as a boss. Back to the playstyle [*grimace*], MK seems like an all-rounder and seems to have a way to approach any situation. I wouldn’t say he’s overpowered, but he doesn’t really lack in any area and this makes it hard for me to imagine him in Smash, like Gorea. I definitely preferred Shadowdeth, but MK isn’t all bad. I don’t hate him as much as most giant mechs and the layout’s pretty unique. Well done on those things and continue posting. 🙂

Ghor: Wow, this entire moveset is so extravagant; I can tell it’s made by the Oliver creator in its beauty alone. 😆

Honestly, the amount of different… things throughout this moveset keep it from being instantly readable. You have the down special first [???], two different forms, many fonts expressing different headers, grey text throughout (not good) and lots of different colours, but their use seems random. It’s not very well thought out. The amount of… things going on in this moveset is insane. Ghor seems like a projectile, trap and transformation character all in one, but like with Oliver, you really need to edit it down. A recurring problem with your movesets is indeed that you have too many ideas all in one place rather than choosing the best one, making it all seem disjointed. Now excuse me while I comprehend Ghor’s attacks.

Poison Zombie: I’m reviewing this, so I won’t comment here. Keep an eye on The Canvas. However, just so you don’t feel left out, I like the organisation, layout and image use, it does look nice. 😉

Magnezone: It’s a shame this had to come after a few awful Pokemon joke movesets. The red / blue colouring and the switching in general reminds me of Raiden, the mechanic of polarity is certainly very interesting for the magnetic Pokemon. Like Raiden, though, I feel there may not be enough moves to suffice – especially getting into the latter parts, but you don’t have a switching mechanic throughout so it’s not as bad. The other gimmick of the set is the use of electricity-based moves, which are, I suppose, quite appropriate.

I quite enjoyed parts of it, yet you can still improve a lot, Meanie. For one, your writing style is quite dull. You don’t express much of your creativity and the playstyle isn’t deep enough. Your colouring is also weird at times – yellow for electrical moves, brown for damage percents, red / blue for the polar shifts, link grey for headers, altogether it can look hectic and be irritating to read. It is a marked improvement over your past movesets. I look forward to more.

My Dingodile comment was posted previously in the thread;

Dingodile: I found this to be by far your most fitting and simplistic moveset in parts, but in others, it is a little random and actually can become a bore to read. It’s nothing too serious, but it takes some withdrawal and thought to understand some of the generic moves (although that’s not to say there’re any bad eggs in this moveset, there aren’t) because of the terms you use, concerning foreground / background, animations Dingo goes through and rarely there are directional gaffs. However, none of this detracts from an utterly brilliant playstyle and a considered one at that. The move interactions are particularly great; I love the interaction between the Ftilt and Dash as well as the Dingocide plus Devour. I honestly think the playstyle is one of the smartest I’ve read, although maybe not the deepest and certainly not the longest – it epitomises how simple the set is, though and it works in its favour to be brief.

The way the crystals work is definitely a game changer and would affect the entire match-up, but it’s handled rather well. I’m not sure, however, if I like the dumbed down moveset aside from this one mechanic. The simplicity is a nice change of pace from you and it is very fitting to Smash [no idea what Ocon is talking about], so I can’t complain. Speaking of match-ups, yours are like, the best I’ve ever read and not only because Raiden has a large advantage. This is just an absolutely solid moveset, which may be on par with your best ever, in my opinion.

Of course, big words, but I am a huge old school Crash fan, so I’m biased. You definitely produce my favourite works in the smallest slots of time, MW.

V-13: Probably a new favourite Ocon moveset for me. The organisation improves on Vaati in every way, taking it from a love / hate level to an instant love status. The use of projectiles and broken power on V-13’s part characteristically makes for a fine blend of skewering and dominating moves that ooze personality, but don’t quite build up to a spectacular playstyle. As expected, it’s Smash appropriate and would probably work very well if implemented. The accuracy of all the statistics is impeccable, as is the layout and use of images, although I’m still a little conflicted over how massive and epic everything is and still feel like it would look better if attempted with SWF coding. It reminds me of one of those old cartoons with the puppets and strings that were hilariously obvious.

Before I descend yet more into nonsense, I loved this moveset and am definitely anticipating more from you, Ocon.

Poppy Bros. Senior: Serious work is needed here on extending your writing on some moves and as well making the moveset prettier. The use of images is good in quantity, but could be so much better. It’s all much uninspired – go read some other movesets to get to grips with the standard, but this is your typical newcomer moveset, so don’t feel like I’m insulting you. I look forward to seeing your later progress.

Sakurai, lol, I’m guessing you spammed this for KRool.

Vaporeon: The first in a series of headaches for my catch-up, but I love the moveset. The use of mindgames is extremely well-implemented: the main mechanic is puddles – brine, acidic and normal, along with how the catdog moves in his down special and it seems to have massive affects on every aspect of Vaporeon’s playstyle. I love how simple it is, but the interactions between moves are malevolently complex, yet so easy to understand at the same time due to your flowing writing style.

As I’m sure will be continued in your other sets, you lay things out in a minimalistic sort of way – no images, no indexes, and no page-width headers. I get why and I think it works well, ‘creates a unity in your eeveelutions. In all, I find it hard to comment on just how good this one is; I almost want to bash you on lacking in details or an organisation beyond what you have shown, but it would be coarse. Great frigging moveset, KRool.

Jolteon: I don’t think this one is as good as the first; the main idea is not as interesting. Charging is interesting nonetheless – the automatic sense of it and the little ways a player can influence it is a very unique take on such a mechanic. Most of your time playing as Jolteon would be in summoning that rainstorm or playing defensive, due to how he has several powerful attacks and is very fast, making him the perfect escape artist or mindgamer. It feels a lot more disjointed than Vaporeon, though, as you use moves like pin missile and double kick which feel out of place, even if substantial in his original Pokémon incarnation.

Jolteon’s playstyle is nothing spectacular outside of his charging mechanic – that’s where all the juice is. Without charge, you’re fucked, but with it, the fuckers become the fucked, to put it eloquently. What I didn’t like about this moveset was the ripping from Vaporeon which was all very appropriate there, but doesn’t quite work as well here. Even the importance in his “storm approaching” move is overshadowed [pun unintended] by its ripping of Vaporeon’s super, then Jolteon has the super too. It’s still a good moveset, but not the best eeveelution.

In response to the Electrode similarities, I don’t see any. Jolteon is one of the fastest characters ever and Electrode stands and charges, also he actually suffers from using his ‘charge,’ so he’s more like Flareon, but it’s a silly comparison.

Flareon: The mechanic is similar to Jolteon’s, but operates differently – taking a more involved role in healing as a player, but aside from that, the moveset is chock full of explosions and energy beams, so Vaporeon is still better. It’s all about power with Flareon and he really does sound like an extremely powerful character in Smash terms, balanced out slightly by how hard it is to recharge his fire. Essentially it’s an extreme version of Jolteon’s mechanic. The playstyle is lacking in mindgames particularly, but Flairy obviously likes to handle his opponents head on!

I still don’t find it as inspired as Vaporeon, but it’s better than Jolteon – no random type moves, although there is some “Pokemon syndrome” in this one. I also don’t like how the up air and down air are mirrors of each other, Sakurai much? At least the final smash is different from its two predecessors, although still concerning the weather. Now onto the eevees I don’t care about – it’s the next generation!

Espeon: There’s so much accomplished with the simple psychic archetype in this set, it’s astonishing. It’s all about predicting an opponent’s movements and thus attentively aggressive. Sixth Sense in particular is very mindgame-y, as is foresight and basically every move is all about being precarious and careful, so I can definitely see it not being popular if attempted in Smash, but it’s gratifying to pull of and ultimately insulting to the victim of all these advantageous moves. Espeon would likely be a character that many would hate due to his playstyle when successful – eliminating the playstyle of the enemy; quite beautiful.

Certainly up there with Vaporeon.

Umbreon: I love the day and night mechanic that is completely dominant whenever Umbreon is in play. The invisibility aspect is awesome and adds a heap to the playstyle, although it does make battling Umbreon seemingly overwhelming – the entire stage goes pitch black every twenty seconds and you’re screwed, essentially, unless the Umbreon is an idiot. The illumination moves help him not kill himself in that darkness and such mini-mechanics differentiate him from his psychic brother [Espeon]; I especially like the stealth aspect out of it all. Along with the status effects, he seems a little too powerful, but he’s also complete wimp in the daytime. This is perhaps my favourite of your eeveelutions.

Leafeon: Quite a trap character you have here. It probably varies the most out of all the eevees with its common, but particular playstyle that relies on pressure and summoning. In that way, it’s a typical trap moveset, yet it’s a cut above most. I love the leaf mechanic [reminds me of Cutesy’s petals] as well as the interactions here, it seems a little like Vaporeon in that way. Move interactions, traps, summons, it’s fresher than most, but it is a very popular genre of movesets. Still, I like the interactions and traps, the implementation of the down special’s tree is of merit. Certainly up there with the best eevees, though not taking the crown and less remarkable. I agree with Wiz – it’s a safe bet, I prefer the forceful Umbreon or Espeon who either sink or swim because of their niches.

Glaceon: We start with a mechanic reminiscent to me of Raiden’s sleep metre thing-y – cool! It’s another less remarkable set, though. The use of piling snow seems too similar to the puddles in Vaporeon; generally Glaceon is a weaker competitor compared to its brethren and also not as unique. The playstyle is essentially good – you’re constantly buffeting other characters with chill attacks and then resort to defensive play, but it’s not as good as some others. It’s a testament to your skill that even after six, there are new surprises in this evolution, but I’m tired of seeing energy beams, tail attacks, pouncing and biting by this point – inevitable, I suppose. I like the set, it’s just one of the least impressive of the septuplets.

The eevees in all were impressively unique at times, at others, somewhat generic and oddly inspired by the weather. The different types seemed to have you rely a lot on these building up of elements that made me think about Castform, especially with the clouds. Mainly, you use every possible smidgen of potential in the catdog archetype – scratching, biting, clawing, meowing, purring, barking, tail whipping – along with clichés of the Pokemon genre of movesets to create a group of completely unique characters that compliment each other… not so well. You don’t borrow moves and ideas much throughout, but it’s obvious in the small areas where you do and it weakens each moveset where it occurs. It’s sort of a Steven conundrum.

It is best to judge each moveset on its own merits. I would say that it goes Umbreon, Vaporeon and Espeon, Leafeon, Flareon, Glaceon, Jolteon in order of quality [good to bad], but none are bad by any means: strong movesets and a credit to your MYMing abilities. Lovely work, KRool, you’re an inspiration to us all.

Delibird: First of all, this isn’t bad for a relative newcomer. The big problem from the start is the abridged nature of mechanics – before you mention certain moves, you summarise them. It’s somewhat odd and these mechanics don’t really need this kind of explanation, at least not at the very beginning. In all, it’s too short to really describe what you obviously meant to create in your playstyle. You have some interesting concepts with the male / female [although it’s treaded ground by now], the organisation in the set is developing and your playstyle is indeed promising, you just need to put more writing into it so that these ideas are vivid rather than cloudy.

And the whole Chun-Li thing is a hoot. Thanks for that.

Next is Pennywise, who I commented on in the thread:

Pennywise the Dancing Clown: I loved this moveset. You captured the essence of the character brilliantly and every move is extremely fitting, I also love the cruelty displayed that is also very appropriate. However, the neck chomping, the blood and the blatant nature of Pennywise’s moves are… I don’t know, maybe it’s different in the book, but a large part of Pennywise’s strength in the movie was that he hid in the shadows and only terrified his victims with allusions – plus you never saw him actually ‘eat’ anyone. Aside from that one gripe, though, the references are all great.

Onto the core of the moveset, I’m not sure how I feel about the arbitrary special mechanic. I hope this doesn’t become a running theme with your movesets, but I dislike the use of percentage / stock-based penalties, it’s such a crucial alteration to Smash and it’s so numeric or unimaginative that it feels like a misstep. I get why the mechanic is there and again, very fitting – I feel it could be more intuitive. Waiting to KO someone until 150% without any kind of visual cue is not so appealing, there’s some missed potential there. Something like Hades’ hair colour changing would have made this mechanic better, this one is even more critical to the set, so there really needs to be something there. I’m also not sure what I think of the “killing = consuming” conclusion you came to, as Pennywise’s never just murders people, but it’s a good meet between Smash and the source. I’m also not too sure where the apparent combo moves are, as it seemed like most were KOs, set-ups or ones that “salted the meat.” However, it’s still a great moveset and works nonetheless.

I’d say this one is more impressive than Hades in terms of translating a movie / book characters rather than a cartoon character into a moveset and I still can’t even imagine Pennywise in a fighting game unless it’s Mortal Kombat. It’s a brave attempt and a moveset I won’t soon forget, believe me. Good job.

[Back then I thought I had a lot to catch up on…]

Prince Reyson: This is obviously a very early moveset from ‘ShinoandtheBallonFighter,’ there’s a major lack of… everything, really. You have stock photos of all the characters, white text throughout, a lot of uninteresting moves. There’s no playstyle, which has become kind of essential and I can’t even imagine how this character would play as he seems entirely random or on-the-spot. But, hey, you’re new, so we can cut you a break – look at some other movesets to get an idea of the standard.

And there you have it, commentary on 26 movesets. Expect your next catch-up session… soon? I hope so. I already have comments for some and have read most, so don’t think there’ll be another massive gap like with this one, although do expect to see it on The Canvas due to its immense size. That’s Mekuri Master to whoever, release date xx/09/2009.

King Hippo: A very awesome moveset in every way possible. King Hippo is potentially broken with his heavyweight status coupled with his super armour mechanic, but he sort of evens himself out with his weak belly. This, among many other things like the quotes – which are homages to his NES quotes, font and all – make for a presumable moveset for Hippo that could probably not be matched by anyone else. If he were to be in Smash, this is certainly the way I’d like to see him there.

The organisation is super chic, clean, the writing style easily readable, to the point, but not too detailed and the lack of images isn’t so bad here, due to the tremendous things I mentioned just now. The playstyle is incredibly deep and thoughtful, the combos you list out are helpful, but it is as you say, there are an infinite number of combos. I particularly like how demonstrative you are in King Hippo’s playstyle and great match-ups, he seems to fit magically. My only complaints are that some of his moves are a little to acrobatic for a massive guy like King Hippo, he is somewhat broken what with his super armour, heaviness, combos and knock out potential plus, as MW said, the “super attack,” while very appropriate and simple, is not described as well as basically every other move.

And there you have it; amazing effort on the guy, extremely good output and unquestionably one of your best.

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Responses

  1. China asked for that wall back. D: But nicely done

  2. You spelled “Typhlosion” wrong. =P

    Seriously, yeah Itachi will have a new organization >_>. If i do borrow something, ill remember to give credit. I swear on it (A).

  3. Impressive AND sneaky at the same time. Putting it here means it’s essentially a big pile of reviews, doesn’t it…? (SMIRK)

    But seriously, I’m in awe of how in-depth you went with some of these and that you really followed through despite how far behind you really were. Congrats, Daddy.

    And I just love how nice and long the commentary on the Eeveelutions is! 😉

    One thing that sort of ties them together that nobody really has mentioned yet is that they each have a different “specialty stat” and that they each have a stat total of 35. This, of course, assumes that each stat is equivalently useful, but I thought it gave them a nice symmetry. Another thing I put in was the each of their NSpecs are the first elemental attack they learn – Water Gun, Confusion, Pursuit, Icy Wind, Thundershock, Ember, and Razor Leaf.

    This is what I love about how they turned out: one MYMer’s least favorite may be another’s favorite. Vaporeon is pretty maligned, although I’m still not really sure why; very glad you enjoyed him so much. When making them, I expected Vaporeon, Umbreon and Leafeon to be my top contenders of the seven.

    Jolteon, meanwhile, is pretty misliked all-around, which is a shame, since he’s one of my favorites. Rather like a less exaggerated King Hippo, I tried to let the mechanic push forth the playstyle instead of the other way around. Ah, well. The storm similarities are more an example of internal symmetry than self-plagiarism; I made Jolteon third, so Vaporeon was not in my mind when I made these attacks.

    I can see why you’d say Flareon has Pokemon syndrome, what with attacks like Frustration; all the same, these fit into his playstyle quite snugly, or so I thought, anyway. UAir and DAir are only mirrored if you reaaaaaally squint. The thing with Flareon, of course, is that making up fire-based attacks is HARD. So I’ll concede that he’s not one of the strongest of the bunch.

    Nice to hear you like Umbreon so much, since he’s probably my favorite of the group too. In that vein, he’s also my favorite of the Eeveelutions in the Pokemon sense.

    Yes, Leafeon is quite conventional in comparison to the best of them, and I can appreciate why he wouldn’t be someone’s favorite. That said, he’s probably my own favorite moveset of the bunch.

    Glaceon was not as hard as I expected him to be, but that’s not saying much. Ice is something I’ve done twice before: with Shellder and with Ice Matter. I couldn’t focus on defensive ice because I’d done it. I couldn’t make a playstyle around freezing because I’d done it. That and Glaceon is really a rather lame-looking Pokemon who I found it hard to get enthusiastic about… so I understand your reservations, definitely.

    It’s fascinating that you’d say they hold up best looked at separately, when Junahu would passionately attest to the inverse. Very interesting, and maybe it’s a matter of philosophy? Anyway, thanks a ton for the detailed critique, Dad. Much appreciated, and I’m really glad you enjoyed them that much – I certainly had fun making them.

  4. I think you’re the first person to like V-13 better than Vaati. I think they’re equivalent in terms of how good they are, but eh. Most people find Vaati better.

    In any case, then you should be pleased. I have a new set coming up very, very soon…

  5. Wow, somone who actually acknowledged that giant intro section on Spadefox! That instantly gets you a response.

    Personally, he seems reasonably deep to me. He’s a cold manipulative dick to everbody but his friends (see: HR), but with his friends he becomes extremley loving and caring. He appears like a typical “rawr ultimate evil who wants to become a God!” at first but then he turns to be, dare I say it, an anti-hero of sorts, at the least a sympathetic villian. And of course, a moveset won’t be able to really display the more subtle parts of his character without a ton of extra animations…oh wait.


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