Posted by: bkupa666 | February 7, 2010

All Hell Breaks Loose – Clay

*resists urge to insert Bushism*

Bet you never thought this review would get done!  Seriously, Clay was made in the first half of the contest and he’s still rotting on the review queue, two months later?  Don’t worry your head, Kupa the review monkey is here for you.  The first set of 2010 sure has a lot to live up to, eh?  He’s a heavyweight with range and power?  Sounds…devastating, and more than worth a read.  Here goes…

Clay definitely has a lot going for him as a heavyweight.  His projectile certainly seems ranged enough.  My gut feeling tells me it’s almost too good for a big guy who already has enough options at his disposal.  Shortening the number of ‘rangs he throws down to two might fix this dilemma.  Meteorang is definitely one of his more original options, though, and that’s a category that the set isn’t overly heavy in.

The ranged aspect of Clay fascinates me, as a heavyweight main.  The Boa-Boa being able to spike throws is a nice touch.  A tether recovery that isn’t completely useless for recovery without extreme precaution?  Count me in!  Side Special was easily the most boring of the specials, but the shockwave effect is still intriguing when put to use on a heavyweight.  The multi-hitting shockwave has got to be damn annoying at close range.  And lastly, we arrive at Down Special.

This is where trouble begins with Clay.  Do you know how long two seconds of stun is?  That’s longer than frickin’ Warlock Punch, that is!  I get that it can be shielded, but the fact that he even has the option for that is absurd.  The only way he wouldn’t be able to heftily punish victims is if he has half a brain…or is playing on laggy wi-fi.  I’ve seen countless users make the mistake of using ‘seconds’ to measure lag.  It’s generally not a good idea.  Nerfing the stun is the best option to balance out the move.  I may seem like I’m taking too much time on one move, but when it has this kind of potential to be spammed throughout every Clay match, it’s more important than you seem to let on.

Now that that’s out of the way, I gotta hand it to you.  I was able to read through these less-than-interesting punching and charging attacks just because of their names.  The moves are all incredibly run-of-the-mill, but your names stick to the Texan theme without missing a beat.  Adds a whole lot to the character, which is good.  There are a few eye-raising moves that I’d like to bring up.

Dash Attack was easily the coolest of the basic attacks; I don’t remember seeing an attack affected by momentum like this before.  Shame this wasn’t a bigger part of the moveset.  Also, F-Smash was a humorous read.  The steak effect seems rather proppish and tacky, but I can forgive that.  The lulz that would ensue over the high-risk high-reward decision of eating or leaving the steak would be hilarious.  The other Smashes aren’t amazing, but contribute their own little bit to Clay’s earth feel.

I don’t picture Clay as having that many good options in the air, compared to a lot of other characters.  Quite an unfortunate trend in MYM.  A character that’s ground-focused doesn’t necessarily need lame aerials.  Not criticizing Clay here, though.  Clay’s grab game seems rather insignificant to his playstyle as well.  Did I mention how much I like the grab pulling foes off edges?  Definitely sounds more useful than the rest of his aerial attacks combined.  I do wonder, though…does it pay attention to invincibility frames?

Now, let’s get to the summarizing phase of this review.  Looking at Clay’s overall playstyle, he feels very wishy-washy.  You’ve got a powerful character with emphasis on range, stunning, momentum, and traps.  The latter two seem highly irrelevant to the set as a whole, which detracts from the set’s overall flow.  Meanwhile, I don’t think Clay has enough emphasis on stunning.  He seems fine without it, but seeing as how he can stun foes for two frickin’ seconds, I could easily see it becoming a huge part of his game.  Also, it’s a bad idea to simply state what a genre of moves does in a playstyle, in a flowchart fashion.  Don’t just move down the list and say, aerials are used for _____, grabs for _____, etc.  This is a turn off for many readers, and doesn’t sell your character’s flow nearly as well as a more original approach.  It’s better than simply listing strategies, though; you know what you’re doing, you just need to fine tune it a bit.

Closing this review up, Clay’s a pretty nice set from you, ff.  His flow leaves a bit to be desired, but from what I surmised, you covered Clay’s character rather spot on.  Plus, he just has an aura of fun to him, and ultimately, we make movesets for *gasp* fun.  Your effort was a valiant one.  This is getting a bit cliche to put in my reviews now, seeing as how many sets I review are from part-time users, but I really hope you stick with us and continue improving.  You know how to grip a reader with amusing attack names, and even have cool little quirks to moves.  Once you learn to piece these together more professionally, I could see you generating some rather high-profile sets.

Uh, guys…Olympus would be that way.



  1. Thanks a bunch for the review, Kupa. 😀

    Your criticisms are pretty legit. I probably do put a whole lot more emphasis on character in my movesets than flow or playstyle, since I’m not much of a technical Smasher. Especially for Clay, since he had a whole TV show to draw inspiration from. But as you said, there’s a whole lot of room for improvement in my set-making, and hopefully I can deliver in the future!

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