Posted by: MarthTrinity | July 19, 2010

Moveset Graveyard #6

Sweet giant anteater of Santa Anita; I just had to brave a 502 Bad Gateway in order to get some unfinished sets for the Graveyard this week. Fortunately however I was able to grab them before SWF went apeshit again and locked me out. SO…what do we have this week in terms of unfinished movesets? How about some unfinished MasterWarlord sets huh? That sound good? Well even if you said no for some reason, too bad. That’s the way it’s gonna be.

So anyway…we’l be starting this week off with a dead Warlord set that was originally meant to be for the BitF forums but never got finished. It was also a set that Warlord was interested in making for the longest time in the real MYM but ultimately didn’t as someone else “called dibs on him;” Soda Popinski of Punch-Out!! fame.


Neutral Special – Soda Drink

Popinski takes out a bottle of soda and laughs, holding it out in front of him for a very long time. After he’s done taunting, he drinks the soda, healing himself for 40%. While this move is very easy to interrupt, Popinski won’t take any damage/knockback or what have you from any attacks that interrupt him here, the bottle simply getting knocked out of his hand and ending the move.

This infuriates Popinski and cut the starting lag of all his non-specials in half, shown by Popinski turning a dark shade of red. This lasts for 10 seconds. . .This can make your laggy KO moves much easier to land. The foe’s got a choice – let you heal or give you a speed buff.

Up Special – Soda Pack

Popinski takes out a six pack of soda and shakes all of the bottles in his arms for a bit of lag. He then turns the bottles upside down and stands on top of them as they rocket him up as far Sonic’s recovery, Popinski not going into helpless but still being able to attack, again like Sonic’s recovery. He deals 12% and decent knockback as he goes up.

While this is a good recovery, every time you use the Neutral Special you use up one of the bottles for your recovery, lowering the distance the recovery takes you by 1/6th. After using the Neutral Special 6 times, you cannot use it –or- this move.

Down Special – Russian Kicking Dance

Popinski folds his arms and starts kicking out his legs in a Russian Dance repeatedly after a fair bit of lag, saying “op op op op op” as he does so, each kick dealing 5% and weak vertical knockback. Popinski can move around like this and use all of his punching attacks. Pressing Down B again will cancel this move.

So why not constantly dance? You can’t jump or dodge, and if the low priority of your legs gets beaten you get knocked down. Popinski’s get-up attacks are terrible, so that’s worse then it sounds.

Jab – Jab

Popinski jabs for his jab. How shocking a move for a boxer. Minimal lag, 4% and low set knockback.

Forward Tilt – Right Hook

Popinski does a fairly quick right hook forwards, dealing 9% and above average knockback forwards.

Up Tilt – Uppercut

Popinski does a quick uppercut, dealing 7% and average vertical knockback. This moves serves as a good launcher, as it has long reaching hitbox that can scoop foes up into the air.

Down Tilt – Smack Down

Popinski smacks downwards with a fair bit of lag, dealing 10% and slightly above average knockback. This attack has notably high priority, allowing you to defend your legs while doing the Russian Kick Dance.

Forward Smash – Gut Buster

Popinski does a punch nearly identical to his ftilt, but it has double the starting lag, making it an awkward laggy move to land, especially coupled with a fair bit of ending lag. This deals 25-35% and good to great knockback based off charge.

If you’re pissed off from having the bottle knocked out of your hand in Neutral Special, this move has an identical start-up time and animation to the ftilt. . .Mindgames anyone?

Up Smash – Triple Uppercut

Popinski does three uppercuts in succession with an identical animation to his utilt with double the starting lag of the utilt, making it fairly laggy. Each uppercut does 20-30% with high vertical knockback.

Again, if you’re pissed off from having the bottle knocked out of your hand in Neutral Special, this is essentially 3 more powerful utilts in a row. This means you can act out the attack with utilt, then when the foe comes to get you punished you quit the act and use another attack to turn the tables on them.

Forward/Back Aerial – Swing

Popinski swings his right arm forward/backward in a horizontal half-circle based off whether he used an fair/bair with below average lag, dealing 5% and weak knockback on contact. This move has no end lag, and if Popinski is pissed off he can use the fair and bair in unison to rapidly spin around. If he does this for the entire duration of the 10 seconds, he’ll go up the height of his maxxed recovery. . .This is gimpable but an okay alternate recovery if your soda is dwindling.

Up Aerial – Squash

Popinski claps his arms together above his head with slightly above average lag. This does 10% and surprisingly good vertical knockback.

Up Throw – Russian Launcher

Popinski throws the foe into the air as high as he can recover, dealing 8%. This deals a considerable amount of stun to the foe and you can follow up on it if you have all 6 of your soda bottles to get up to where the foe is, but otherwise the stun is fairly useless.


So that’s one Warlordian moveset for the Punch-Out!! movement (albeit one meant for BitF)…how about a Warlordian moveset for the long since dead “Mega Man” movement? You know, the one where we planned movesets for the MM10 RM’s? Well here’s one for a MM9 Robot Master; Concrete Man.



Concrete Man shoots out some cement from his arm cannon. You can hold this input for as long as you want and this can be aimed in any direction. Awkwardly this does no damage or even flinching. . .The move has a range of half Final Destination, though the cement is affected by gravity. When it hits the ground or a foe it sticks onto whatever it hit.

10 seconds after being fired, the cement hardens into concrete. Anybody (Including you) who was standing in any cement on the ground will get their feet stuck in it as it turns to solid concrete, becoming unable to move, jump, or use any leg based attacks until they button mash out with grab difficulty. If you shot cement at a foe, then when it hardens their weight/falling speed increases and their movement/jumps decrease based off how much cement you shot at them. After three full seconds of shooting at the foe, their weight/falling speed is doubled and their movement/jumps are cut in half. After six, they’ll be completely hardened into concrete, unable to do anything beyond be decorations for the stage. They can button mash out of being a concrete statue with double the usual grab difficulty and are seemingly invulnerable in this state, so there’s not much use unless you can force a foe off-stage just before the cement hardens into concrete for a cheap gimp.

When a foe breaks out of hardened concrete, then it shatters. Shooting extra cement at the same spot in the ground has no effect in making more concrete when it hardens, but you can shoot cement on top of hardened concrete to stack more concrete vertically. Concrete blocks are the size of a minimum size stage builder block and have 15 stamina. You can shoot quickly enough to make five SBBs worth of concrete blocks in one second.


A gigantic drill comes out of Concrete Man’s cement shooter roughly the size of Marth. By default he aims it at the ground, making chunks of ground get shot to either side of Concrete Man at a rate of 1 per every quarter of a second. These chunks deal 5% and flinching, though they only travel half a Battlefield Platform on either side of Concrete Man. This move has .18 seconds of lag to come in and out of it.

This move can be angled in the four cardinal directions, though there’s a bit more lag as you move it about. If you angle it any direction other then down, you can hit with the actual drill hitbox, though it’s not much more effective then a jab. You can use it against concrete walls like a jab to infinite. . .But the drill affects concrete just like anything else. However; this isn’t just a negative effect, as when you drill into a block of concrete the projectiles are buffed to 8% and some actual slight set knockback. If you stack two concrete blocks on top of each other, the second one up will also be tall enough for you to drill from the side. When you drill something from the side, the projectiles only come out in the way you’re facing but move much faster with the range of Final Destination.

The main attraction of the move is drilling into foes who are fully hardened into concrete, as this will cause chunks of them to go flying out when you drill into them, dealing 3% per every .1 seconds you drill. If you manage to drill for 3 seconds straight, you’ll crack them into nothing for a KO.


Alright, so it’s only two specials…but it’s a start none the less. Warlord himself isn’t even sure where he was going with this one (at least now he’s not) but he claims he did have further ideas that just didn’t get put into the written set itself.

And I think we have time for one more Warlord set; how about another Warcraft set? Grom Hellscream? Oh sure, why not?


Neutral Special – Mirror Image

Grom’s color turns a single shade of light green as he levitates off the ground briefly, then out of him pop three mirror images as he vanishes into nothing. Of course, one of the mirror images is Grom himself, you choosing which by inputting right/left/nothing to be the one that pops out on the right/left/middle. This has a half second of lag, but Grom’s invulnerable during it, so it hardly matters.

The two mirror images function as level 9 cpu allies, but they don’t have the perfect reaction time for power shielding that level 9s are known for and such that’d give them away. They don’t do any damage, and while they are capable of dealing knockback it always works as if the foe is at 0%. Mirror images cannot use Down Special or grab.

. . .So if Mirror Images don’t deal any damage, it’s pretty obvious to tell them apart from Grom, yes? It would be if the damage counter displays weren’t on Grom’s side. When a mirror image connects with an attack, the game says the foe’s damage went up on their counter, but it’s not actually real damage. In a similar manner, when a Mirror Image is attacked the game says Grom took damage on the counter when he actually didn’t. Once the Mirror Images expire after 30 seconds (Or their 60 stamina is exhausted/they go off a blast zone), the fake damage on the counters go away. Grom can’t make more Mirror Images for 30 seconds, though he probably won’t need to.

If you use Neutral Special when you already have Mirror Images up, you swap control to the nearest Mirror Image and a cpu takes over for Grom. This is lagless and can be used even if you’re in hitstun. If Grom or he’s off away from the images and you want him specifically, you can input this twice in very quick succession to gain control of him. A sound cue is heard to notify you, mainly to help casuals from losing track of him. While this alerts the foe that you’re controlling the real Grom, it still doesn’t tell them which one he is. Even then, you can abuse the sound cue by swapping back to a Mirror Image immediately to throw the foe off.

Up Special – Wind Walk

Grom turns more and more transparent before becoming entirely invisible as a gust of wind is heard. This gives you invisibility for 10 seconds. The invisibility is a very welcome addition – occupy the foe with your Mirror Images, then pop in with Wind Walk to land a blow that does actual damage of your own. The moment you actually create a hitbox with an attack, you’ll become visible, so you only have one shot, but it’s more then enough. They’ll be too busy dodging attacks that aren’t actually hurting them to dodge you.

If used in the air, the same thing happens, but Grom (And only Grom) is treated as if there’s a drop-through platform that stretches out across the entire stage at his current height. It only lasts for 3 seconds and Grom also loses the invisibility early, but it’s still a great horizontal recovery. Grom can’t use this again until touching real ground.

Down Special – Demonblood

Grom takes out a vial of Mannoroth’s blood and gorges it down in a gluttonous fashion over-dramatic fashion as he raises his other arm skyward, spilling blood everywhere. This takes a rather appalling 3 seconds, but it’s fairly easy to pull off considering this doesn’t make you lose Wind Walk invisibility due to having no hitbox.

Once the process is complete, Grom turns red and has a slight demonic aura about him, powering up most of his moves in various ways. Mirror Images will still look like the same old Grom and there’s no way to turn back to normal, meaning you lose all your Mirror Image mindgames for this. If nothing else, though, you can give the foe one last nasty surprise as you pop out of nowhere suddenly infused with demonblood.

Side Special – Bladestorm

Grom starts spinning around rapidly with his arms outstretched, traveling half Final Destination at Wolf’s dash speed. As he goes he creates a gust of wind around himself as he does so that reaches out a Bowser width on either side of him with a strong suction effect, and Grom himself does multiple hits that can potentially add up to 20%. While there’s no lag to speak of, using this in the air leaves you in helpless afterwards and helpless if on the ground. Grom still keeps his normal fall speed as he spins forward, so no you can’t just shorthop this to go into freefall then instantly hit the ground.

You can use the “dragging knockback” of this for some nice gimps, but the fact Grom has to sacrifice himself to do it turns in to the rudimentary suicide KO. Why do it yourself, though? Send a Mirror Image out to drag them to their doom.

Neutral Attack – Rapid Slash

A single axe swing upon the first press of A, but then Grom keeps rapidly swinging all in front of him at random angles. Pretty standard quick/weak AAA that you could expect from any character, though Grom has better ways to make use of it then most. You know how pretty much any move of this type can infinite against a wall? You’ve got one better. Trap the foe between you and a Mirror Image using the AAA for what’s an infinite until 30% and this deals enough upward knockback to get foes out. Better yet, trap the foe between two Mirror Images doing this so they’re sitting ducks for one of your more powerful harder to land attacks. If you set a cpu to using the AAA, they won’t come of it until further instruction/being interrupted, so don’t worry.

Dashing Attack – Rushdown

Grom attempts to approach the nearest foe, going under cpu control. His movement speed /aerial movement increases or decreases as such that he’ll get to the location the foe was in when he first input the move in exactly .3 seconds. This has no hitbox meaning you can use it when Wind Walking as much as you like. Considering there’s no indication whatsoever of where you are when Wind Walking, this is a good way to figure out your location without notifying the foe and more likely then not gets you where you want anyway – right in the foe’s face.

With demonblood, Grom pops in the location the foe was when he input the move in .1 seconds. It may as well be a **** teleport.

Forward Tilt – Axe Swing

Grom reaches out as far as he can to swing his axe in a very wide arc, practically falling over as he does so before regaining his balance. Interrupting the move from behind causes him to fall into his downed position clumsily.

This has as much range and is just as fast as Bowser’s ftilt without magically enlarging any parts of Grom’s body. It’s even got disjointed priority! Unfortunately, it only does 7% and set average knockback. This move is a natural one to spam simply due to it being a very easy to hit with generic melee attack. . .Which is good, as the set knockback on this move means foes can’t tell if Grom or a Mirror Image hit them.

With demonblood, the knockback is no longer set. No reason for Grom to hold back and pose as a mirror image which doesn’t look remotely like him, yes? The knockback now kills at 165%.

Up Tilt – Battle Roar

Grom turns to face the screen and raises his hands skyward as he lets out a mighty roar. This is essentially Jigglypuff’s (Melee) rest – HORRIBLE range, ridiculous end lag (And .4 seconds of start lag to boot), but high power (29% and vertical knockback that KOs at 140%). The fact that the hitbox is inside Grom’s torso though means you have to be overlapping with the enemy to make this connect, though, and considering you’re a lot larger then Jigglypuff and can’t use this in the air it’s pretty laughable landing it.

It’s considerably easier to land, though, when you take into account that you can go through foes (Not walls) with Wind Walk, staying literally inside of them before popping out of it with utilt. You wanted me to tell you that detail earlier under Wind Walk? It’s entirely irrelevant outside this move, so it’d just clutter it up all the more. . .Whatever floats your boat, though.

Forward Smash – Critical Strike

Grom leaps into the air Ganondorf’s height then crashes down with his blade. As much range as Ike’s fsmash with even more power, but all the lag is transferred to the start of the move to make it nigh impossible to hit with. Granted, the jump at the start makes it hard to interrupt so you won’t get horribly punished for it, but actually hitting with it’s pretty ridiculous, no? That’s why you have to bring this move out of nowhere from invisibility while distracting the foe with your Mirror Images.

Down Smash – Pursuit

Grom enters a meditative stance as he sits down and crosses his legs. You can “charge” this forever, and releasing the charge just gives you .2 seconds of end lag. Every .35 seconds you “charge”, a Mirror Image selected at random will be teleported directly into the foe and perform a slash that must be dodged. If they aren’t any images that aren’t in hitstun, nothing happens for that .35 second period. The teleport slashes deal 10% and set average knockback. If you swap to a different Mirror Image/Grom while charging this move, the cpu will charge it forever until you take control/it gets interrupted.

If you’re using a Mirror Image to channel this, then you can specify whether you want to teleport Grom or a Mirror Image into the foe by pressing shield for images and B for Grom. You mainly want to use this move to keep the pressure up on the foe so you can easily land a KO move, though this can make for an awkward recovery for when your horizontal recovery won’t cut it.

With Demonblood, Grom can teleport himself to the foe’s location rather then his Mirror Images via pressing B.


And there’s Grom for ya! While Grom may have died in set form, he lived on in ideas…maybe you can spot some if you read extra carefully…

That’s all for this week peeps! While I do have two more Warlordian sets in waiting they’re…”connected” kinda sorta so I’ll save them for another day and post them together. But we also have a ton of sets lying around from various other MYM’ers to cover so we’ve got lots more material to keep this article running. Until next week, later!



  1. Soda Popinski has a good concept, but I can already see a problem in its execution.

    USmash has double the startup lag of UTilt but looks the same, so when you’re angry you have the same starting lag as UTilt to try and fake-out with it…except that UTilt just got its starting lag halved too, instanlty making this a useless strategy. Same thing with FTilt/FSmash

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