Posted by: agidius | November 3, 2010

MYM: A History by agidius

The State of MYM

It’s been a while since we had a discussion on moveset theory, hasn’t it? Up until now, this issue has almost exclusively been debated between Warlord and the collective known as Roonahu, each of which leaves little room for compromise despite how accessible one is. The question of what an ideal moveset is has had many answers over the course of our history, and while I’m standing on my soapbox I’ll use the opportunity to provide my own thoughts on the matter.

The list of things you need to consider when writing a set keeps getting longer. At first, all we worried about was whether or not the character could actually appear in SSB4. Then, all the move inputs were expected, from specials to throws. It took us to MYM 2.0 to reach this level. Then came MYM 3.0, which is where many of today’s veterans hail from. Among these names was MasterWarlord, who pushed forward the first real movement in MYM’s history… Detail. In MYM 4, we had learned how to express our ideas, so we could begin to make them more complex. Enter the age of creativity, where each and every single move had enough tacked-on effects to qualify as a special. A trickle-down Playstyle movement began to form around this time, but the concept was too nebulous for the general public to latch onto it. No, we had to wait until MYM 5 for that. MYM 6 was a period of refining; when MYMers smoothed the rough edges of the previous movements established their individual styles.

Then MYM 7 came and everything went nuts.

This was the time when Roonahu — not KRool, not Junahu, but Roonahu — reared its head. This was the age of mass experimentation. Spy, Valozarg, Elves, caterpie, Alucard. Anything and everything that could change did. Leadership began to collapse, splitting apart under the weight of the contest. Rool and HR officially retired. Smady became the most universally hated leader in MYM history due to general slothfulness and a misinterpreted proposal put into action before its time. And this headed MYM 8, what we’ll hopefully be able to look back on as little more than a slump. MYM 8 has continued the in-smash/in-character debate to its most heated, with MasterWarlord’s Great Depression article and the numerous Katapultar movesets dedicated to this subject alone. It’s no longer possible to ignore this debate, as how it is resolved will carve the path future MYMs will tread. But what was the path that brought us to this point? How did MYM change from the friendly contest that started over three years ago to the cutthroat competition we know it as today? Let’s look at the steps we have taken to develop.


So, let’s start at the first movement in MYM’s history, detail. Aside from organization, it’s the first and most obvious thing you can tell about a set at a glance; how many lines per move? We’ve seen examples of overdetail (dancingfrogman’s sets, Cortiny) and underdetail (newcomer sets, caterpie) all too often in the past, proud examples of what not to do. Both approaches have proven to be equally ineffective. An overdetailed set scares away potential readers and punishes those who slug on anyway with a droning monotone, and an underdetailed set can’t express any interesting ideas it may have. Detail is less of a concern nowadays than it was in the past, but occasionally there will be a clever idea that –just- misses its mark due to an unfinished thought. As a rule of thumb, detail cannot make a set, but it certainly can break it.


All this detail would be for nothing if there wasn’t anything interesting to describe, now wouldn’t it? It’s no surprise that the Creativity movement followed so soon after the Detail movement. The way we handled it was questionable at best… as has been said, almost every move in the typical MYM 4 set had enough effects to qualify as a Special. A sloppy, haphazard period to be sure, but a critical step in the right direction for the fledgeling contest. Freed from the constraints of the feasible, and armed with the means to express their ideas, MYM 4 had many masterpieces from some of the most instantly recognizable names of MYM’s past: SirKibble, Chief Mendez, Warlord… you know, the Big Three. Morale was high and the future was bright. MYM 4 blew by faster than any of us could have guessed, and we set our sights on the future: how exactly to harness our newfound creative energy.


Enter the playstyle movement. Now, Playstyle existed before MYM 5… in fact, it was used heavily in MYM 4. However, it wasn’t until late MYM 4 and MYM 5 that it began to appear everywhere you looked, from the leader’s movesets to bright-eyed, bushy-tailed newcomers like emergency. And, to be honest, it made for an altogether excellent contest. While an exact definition of Playstyle has escaped us for a long time, I believe that Baloo of MYM 4 fame put it best… “The Special Thing that Makes them Special.” A playstyle, in short, is what separates a moveset from its brethren, what makes them unique and above all, interesting.

Whether it be the fast swordplay of Meta Knight or the deep, thoughtful mindgames of Dr. Strangelove, a playstyle is the way a moveset fights and distinguishes itself from the pack. Of course, in MYM, the more interesting the playstyle the better, but that’s not to say that it’s nowhere to be found in Sakurai’s creations. In fact, there’s one thing that old Masahiro himself gets right far more often than we do…


Balancing a set can be the easiest or the hardest part of making a set. Sometimes, it’s just a matter of number tweaking: a few damage points more or less, a touch of ending lag, limited uses. Other times, the underlying concept of the moveset is inherently imbalanced, and no matter how hard you try to fix it, it will always have balance issues. To demonstrate this, I’m going to make an example of my unreleased Pharaoh Man moveset which I’ll be condemning to the graveyard.

My take on Pharaoh Man was iffy from the beginning… it greatly increased his canonical abilities from a mere misinterpretation of the name of his weapon. It’s called the Pharaoh Shot, I thought it was the Pharaoh Sun. Essentially, I turned him into an Egyptian sun god. The Neutral Special gave him the power to increase the sun’s intensity, turning the battlefield into a sauna of constant damage. However, as any MM4 player could tell you, Pharaoh Man’s weakness is bright light. That’s right, he was weak to his primary form of attack, complete with a mechanic that caused him to combust after X seconds of exposure to sunlight. Anything less would be an insult to the original design, but how on earth do you balance that? He needs a way, of course, to shield himself from the sun’s rays. Enter the Down Special, which gives him the ability to cover himself in a layer of bandages, a super-sunscreen of sorts. Obviously, this brings about problems of its own, as it could just be a one-use move that he never has to think about again. So the addition of breaking off bandages was made, forcing him to apply more as the match progressed. It became even more complicated when I factored in light seeping through cracks in the partially broken bandages which would technically damage him and so on and so on etc. And oh god that’s only two moves in and I have no idea whether it’s balanced or not. One issue leads to another which leads to another, and eventually the question changes from “How do I balance this” to “Is it even possible to balance this?” We haven’t even touched on his KO methods yet, nor will we. Just remember when making your sets to not get too tied up in balancing the idea… there’ll always be something that slips you up, so just have fun with it instead of worrying about the technical aspects.

And of course, Balance issues on their own aren’t enough to condemn a set. Just take a look at Mewtwo and Negative Man, each of which broke the Top 10. In the same contest. Each characterizes an aspect of balance, over and underpowered, respectively, and milk it for all it’s worth. Negative Man cries for an attack. Cries. Mewtwo is the overpowered god he was meant to be, with massive range and damage potential. Not despite, but because each of these sets had balance issues, they managed to place 7th and 10th in a period of heated competition.


This can be attributed to a single reason: they were both very in-character. Character is an idea that has been getting a lot more attention lately, pushed forward by Junahu, Plorf, and Katapultar… yeah, not exactly the most credible supporters, Junahu excepted, but whaddaya gonna do. However, they do have a solid point… over the years, MYM has become increasingly focused on the ideas of a moveset, and less concerned with the character the set was made for in the first place.

Easily the most controversial of any of MYM’s movements to this date, the Character movement has spawned more discussion than all the prior movements combined. Sandshrew, Jecht, the Great Depression, Movesets of the Past #6, hours upon hours in the chat dedicated to the subject… and somehow we STILL haven’t come to an agreement. Arguably, the proponents of Character have been rather ineffective at getting their main points across. Instead of producing in-character sets that have interesting playstyles, which is what we had been doing throughout most of MYM 4-6 anyhow, movesets like Sandshrew were made, throwing Playstyle completely out the window in favor of expressing a character’s perceived personality. While Sandshrew has fallen entirely out of favor within the main MYMing crowd, a closer look will reveal the lesson Plorf was trying to get across all along: Playstyle without Character is just as bad as Character without Playstyle.

Yes, I said it. If we lose sight of this very simple fact, then we, as a community, have failed. The thing is, everyone in MYM already knows this. You can’t tell me that Warlord, the main person to argue against Character’s importance, isn’t fully aware of how important it is. Just take a look at his Top 13 OoC list, or heck, any of his own sets. With few exceptions, most of them his more recent ones (Hannibean, Gamageroge) they have all been entirely in character, not hesitating to break the boundaries of Smash to allow for them to be as true to the source material as possible. Ludicolo, Lunge, and especially Spy all point towards a deep understanding of the importance of Character… and let’s not forget that this is the guy who brought us MYM Survivor.


So, why the countless arguments? Well, there’s a rather common misconception about in-character sets… in that they’re inherently tied to boring, Sakurai sets in which you can just throw out any attack towards the opponent at any given time and still win. Because that’s what every character in every video game ever does, right?

Well, no. In fact, since we’re getting most of our crazy ideas FROM games, one would assume that some of those same crazy ideas are IN games. There are plenty, by which I mean thousands, of untapped characters with incredible moveset potential all drawn from the source material. My feeling is that this is all residual from the age of mid MYM 6, the Punch-Out!! movement, and the beginning of the in-smash movement… accompanied by the unsmash movement and the crazy time of MYM 7.

Where to begin? A good example of the in-smash movement can be found in KRool’s sets during that time, especially the dreaded duo of The Elves and caterpie, both excursions into the untamed lands of Organization and Smashness. And, above all, hated by virtually everyone. Remember who we’re dealing with, though… despite many claims (and, some would argue, evidence,) to the contrary, Rool is not insane. This infamous duo was not supposed to be taken as serious entries, as we continue to willingly forget. No, they were mere organizational experiments, one of which was an actual Christmas present. Ungrateful as we are, we threw the present back in Rool’s face unwrapped.

Katapultar’s recent moveset, Jecht, is the posterboy of both the in-smash and in-character movements, for all the wrong reasons. Yes, I have read the moveset myself, and there was not a single positive to be found in it. It’s very much like Colonel Sanders in a sense, putting the creativity in the Specials and letting the rest of the inputs be fairly generic. However, it’s not the moveset itself but its ideology that struck MYM so deeply. Before allowing us to begin reading the moveset, Kat gives us a look inside his head, at the conclusion to which he arrived, indeed, the very reason why this moveset has any significance.

Kat gave up Playstyle.

MYM’s reaction to this is the clearest indication of change I can think of. Instead of simply respecting the decision of a single, altogether uninfluential MYMer, multiple pages of discussion were formed trying to get Kat to change his mind, claiming how this single set would result in the end of MYM as we know it and throw us into a dark age of movesetting similar to the early contests. This is absolutely absurd. Once again, by this point Katapultar had lost any influence he ever may have had, and no single moveset of his could possibly change our outlook on MYMing. In fact, it wasn’t anything Kat did that resulted in the incredibly negative feedback, it was everyone else’s insistence to endlessly continue the debate.

Back in MYM 7, the unsmash movement was developing. MasterWarlord had finally won his first MYM contest, and just as all those before him, began to experiment. He gave us such incredibly unsmash movesets as Lunge, Valozarg, and Spy, gradually pushing the limits and then breaking them altogether. It allowed for new outlets of creativity and playstyle that had never before been explored, and some of the best movesets of his illustrious career. However, they resulted in Warlord’s worst Top 50 placings of all time. Like MM9: Megaman, they were too creative for their own good. Spy, in fact, was almost disqualified for not actually being designed for Brawl. And this, in part, is what inspired his mass complaints against the Character movement. Seeing some of his best work placing so low in the contest following the one he had just won, coupled with the new restrictions on the Sandbag’s influence on the Top 50, he associated the change with the behavior of Roonahu over the course of the contest. The pair ended up leaving the Sandbags the very next contest, along with the battered and bruised Smady, bringing the Proposal into full force and depriving us of a stable leadership.

THE FUTURE – MYM 9 and Beyond

So, here we stand at the end of MYM 8, the beginning of MYM 9. The most inactive of all our contests stands behind us, and hopefully we’ll never have to stoop to that level ever again. The way things look now, though, MYM 8 is the way all future MYMs will be. We have perfected the concepts of Playstyle and Creativity. We have mastered the art of Detail. We are developing a greater understanding of Balance. One trait, however, has been sadly sandblasted into having no importance whatsoever… Character.

Now, I want to emphasize that in no way have I crossed the line into the same territory where Plorf and Katapultar now stand. These two are equally as extreme as those who claim character has no importance. But neither can I continue on the road I’ve been going down. Wood Man and Empoleon are only the most obvious sets of mine which pay no attention to character. I have been struggling ever since I created Hornet Man, starting and cancelling project after project. My main failure, and the one which accidentally led me to create Shikamaru (my most in-character moveset), was my tendency to latch onto a single interesting idea in a character, and throw out whatever didn’t fit into my idealistic regime. My Vivian moveset? It focused on portals. Muk? He was concerned with resource management through his Grimers. Even Abra, whose core concept of teleportation was so blatantly obvious and exploited to perfection in KRool’s moveset, focused on changing the opponent’s stats. This is not exaggeration for the sake of making a point, this is something I genuinely thought was a good idea because of how blind I was to Abra’s Character.

At this point, we have two main factions in the contest; those who strive to create original, interesting playstyles even at the expense of a moveset’s character, and those who strive to share characters they find interesting, even at the expense of an engaging playstyle. There is another, lesser-sung and lesser-seen group of MYMers that have managed to tie the two together, and I believe that these are the best among us. I wouldn’t dare place myself among such an illustrious group, but I respect them as masters of the art of Make Your Move. Who, then, deserves to be among these ranks?

Why, they’re in the leadership, past and present. Darth Meanie, SirKibble, Chief Mendez, KingK.Rool. They’re among us, the common MYMers. UserShadow7989, n88_2004. And even though they’d like us to think otherwise, Junahu and MasterWarlord each have a dazzling grasp of both character and playstyle I would love to claim I had. We all have more in common than we care to admit; a common love of a game that is just flat-out fun to play, a powerful competitive spirit, enough creativity to fill several equally amazing games, and a strong attachment to what is easily the best community I’ve ever been a part of. Above all, each and every one of us is willing to fight to keep this contest form breaking apart. And that is MYM’s greatest strength: not its creativity, detail, playstyle, character, or even the movesets, but the MYMers themselves.

We stand now at yet another fork in the road. A fresh voting season looms ahead, and the results will no doubt effect which path we take. So I encourage you, MYM. I encourage you to take each and every element into a moveset into account as you fill out your votelist. But, in the end, it all comes down to what you, as an MYMer, feel is important. After all, it’s your move. Make it.











  9. DM pretty much summed up how I feel about the article without tearing anybody’s heads off – you even admit that I’m still perfectly in-tact with characterization, so I don’t see how us bigwigs who are running the show with playstyle are giving characterization the shaft. I will never understand how Roonahu are apparently on an entirely different plane in terms of characterization – yes, I will admit to not being able to characterize Pokesets that well, but Pokesets are the majority of what Rool makes and more of an occasional thing on my part. Junahu’s movesets are mostly original-characters whom can be twisted any way he wants, which I find rather ironic considering he’s so big about it. Me? I’m the only one making movesets for characters I actually like and want to play as – Back in the golden age of Rool sets in MYM 6 he admitted he doesn’t give a damn about the characters he makes sets for. So I have a couple of heavyweight stomps – it’s a consequence of making characters I actually want to do. Most of the characters I attempt that do get lambasted for being OOC are rather generic ones like Morton or Pokesets that essentially have to have some creative liberties taken with them in order to have enough interesting material to fill an entire moveset. I could go on a rant about Hannibal and how I was trying to find more things from the actual series to include for him and how I thought the dsmash was one of the most in-character things on the set, but I won’t (Oops.).

    As far as the point you were –trying- to prove with Sandshrew about certain characters being given more interesting playstyles or creative moves being OOC, there certainly are characters like that, but it’s not particularly intruiging to read or write such a set – I could make 30 Sandshrews per MYM pretty damn easily. Such sets tend to write themselves, and the fact you can see everything that’s coming before the set’s made is why the sets are best left unwritten – they’re already in our minds and they’re bland as hell. As for Sandshrew specifically being used as an example of this. . .Really? Unevolved Pokesets are now automatically made in-character by being underpowered? Shellder, Abra, and even Pikachu, Jigglypuff (In Melee), and Squirtle are OOC now? Again, like what DM said, I think the closest thing we have to a “movement” now is to create broader playstyles and give the player more freedom while still keeping said playstyles perfectly in-tact.

    That’s the main thing that I had to contribute that wasn’t already stated, but as everybody else will tell you, MYM 6 was hardly a time focused on balance. In MYMs 3-5 we were anal about balance before even the detail movement came about, negative super voting sets for having damage percentages 2% too low or high. It faded as time went on before being basically gone by MYM 6, where we focused on integrating playstyle further as MYM 5 really only introduced the concept – 6 refined it, and it was only during late 5 where it was truly being pushed and there was still a lot of resistance to it during 5. Speaking of earlier MYMs, though. . .Mendez is one of the big three and not Rool? Were you even in MYM 4, Agi? Halberd Crew ring a bell?

  10. And thus the tradition of the single opinion continues.

  11. Also, “BAAAAAWWWWW” sums up how you feel? Noted.

  12. Explanation of what happened:

    Comments go badly until Smady’s last comment, all unedited. Smady congratulates about people loving the proposal in MYM 7, which is rare knoweledge at this point, calling it truthful and what-not. A complex 1 paragraph post. I edit it into my pants, Smady edits the rests of the 15 paragraph posts into my pants because he threw a tea party. I had my comment saved to my computer and edited it back in, he deleted it, I reposted it.

    Fuck you, Smady. Fuck you to fucking hell. For fuck’s sake, stop fucking trying to fucking frame me for this you fucking piece of fucking shit, for fuck sake.

  13. Pointing out what each competition is indeed interesting. When I first came into the competition, I had various MYM4 and 5 sets to read. The general idea I got from these times was and probably still is drilled into my head: creativity. This heavily influenced my first works because I thought that EVERY move had to be flashy. It took me a while to realize that things had changed over time. To me, creativity was only bound to moves. I didn’t think of it as anything else.

    With the whole Jecht thing, I guess one of the things I was trying to ‘experiment’ with was whether people would respect one’s ideals like you said. Impossible. One of the things I found out about when the controversy began was that there are no second options in MYM. People EXPECT you to do everything the way they do. The other real point of the set was to offer a solution to the moveset drought. MYM needs more sets more often right? Otherwise things are going to get really slow. I won’t allow things to remain the way they are.

    Im not out of the competition yet. During the time after Jecht I decided to sit back and think for a moment about how to go about things. After thinking things over with inspiration from Junahu’s most recent article, I’d like to try something new during the next competition. Im confident it will be a solution.

  14. Thank you for including me among the list of those who’ve ‘mastered’ MYM.

  15. It’s interesting to see how MYM has evolved over the past few years, and also interesting to see how vastly each topic changes its focus to something else.

    I remember back in the days when I worked as a judge in the very early days of MYM3, before my extended leave, I was already influenced by the main ideas of MYM2 and 1, which admittedly, wasn’t based on too much other than ‘be creative’ and ‘have fun’. Because of the good reception of my Johnny Turbo set in MYM2, which was mostly based on having a random nature, I judged under the impression that creativity was key and anything without should be frowned upon, which, in hindsight, probably wasn’t the best way to look at things.

    Of course, now that I’ve been catching up to how much MYM’s developed 5 topics later, I can see that the general view has changed, although I can’t say that I like it. The whole Jecht debacle was the kind of thing I thought I would never see in MYM, and personally, I’m more than a little bit ashamed that the community would go so far as to try to exile someone just because their set didn’t fit their standards.(Don’t get me wrong. I honestly wasn’t too keen on Jecht either, but still.)

    The entire point of the early topics was largely based on a hypothetical question: “How would X operate in Smash Brothers?” Of course, we would all have different answers to the same question, with some of us(like me) making a set largely grounded in Smash physics, while others would forgo a lot of things in order to fully stay true to how the character operated in their home medium. Some still would find a gimmick on that character and completely latch onto it. I personally don’t like gimmick-based sets much, but that’s another story for another day.

    Personally, I feel that there is a place both for character-based sets and idea-based sets. The best sets, in my view, are ones that combine both of them and give them equal merit.
    Focusing too much on character can make the set too bombastic or generic, while focusing too much on the ideas seems to suck the soul out of the set, as you may very well be able to apply it to another character just as easily. It’s a fine balance and not many are able to consistently perfect it. The problem that we’re encountered is not based on whether we generally think one set is worse than another, but I feel it’s more based on how the MYM community has evolved to grab onto a much more rigid way of doing sets than I remember.

    I think that perhaps our goal with making sets needs to change a bit. Rather than focusing solely on character or ideas, how about both? Instead of criticizing a set just because it focuses too much on character or ideas, why not offer some input on how to make it better? I did see some elements of this when I entered the competition again, and if we could keep going in that manner, I’m sure things could get a bit better. The key here is tolerance. It is apparent that MYM8 has exposed a bit of a rift in the community as a whole, and while it won’t be easy to repair it, I feel that with MYM’s survival at stake, it would be in our best interest to adopt a more positive mentality. Instead of condemning others for their sets, it would be wise to give advice for how to integrate their missing parts, so that they can balance character and ideas perfectly.

    Well all that, and I think the competition aspect should be downplayed a little bit, too. Competition can make us angry. 😛

    Sorry for the wall of text. Just had to get all of my input in.

  16. Juvenile stuff, this comment section. Let’s get serious here.

    I WAS one of the Big 3 before I became the more obscure half of an evil collective. Easy to forget, that is.

    I like to talk moveset theory – not as much now as before, but still – so this is a stimulating read. And you’re quite right that most discussions have taken place between either Junahu and Warlord or Warlord and I (but almost never Roonahu teamed up against Warlord, even though our stances often overlap).

    Sets that “write themselves” can be the very best kinds of sets, provided they introduce something of the MYMer’s own invention to concepts that are already there. This is where Sandshrew stumbles – not because his ideas are obvious, but because, in Plorf’s hands (this time), they don’t turn into anything more. They don’t transcend their obviousness.

    But if you take, say, Dr Mario, and consider the very individual way KK twisted a mechanic directly lifted from his source material into a substantial base for a playstyle… does it matter that the set’s mostly Sakurai-ish? Moves can flow without expliciting tying together.

    Anyway, I do believe that it’s impossible to judge movesets based on objective standards. It doesn’t make discussion moot, but it does make it difficult to debate.

    And it’s very, very difficult to discuss OR debate when an argument we disagree with = BAAAAAAW.

  17. @Rool: In all fairness, they did actually write lengthy comments until -SOMEONE- edited them all to simply that.

    No real comment here, read this article ahead of time. Carry on.

  18. Nice article, Agi. I like how my name has no relevance whatsoever, I approve. As for the summary of each contest and history that sums up today’s modern day setting and personality, I really hope MYM will last for a long time. Not only in the sense of competition but in unity as well. Sure we can hate each others guts and whatnot, argue a bit, but we all are connected in a way or another.

  19. I know; I’m saying it’s hard to discuss when Warlord and Daddy edit arguments they disagree with into BAAAAAW. I really wanted to read those comments. >=O

  20. Wow…I never realized how bad Its gotten, considering its my first contest and whatnot.
    With the enevitable MYM9 Coming up, I plan to comment EVERY SINGLE GODDAMN SET. Even the reeeeeeeaaaaaaaaallllllllllyyyyyyyyy long ones I don’t nessecarily like to read.
    Anyway, I think its time to nut up, or shut up. I’m not going to let this thing die. I don’t care if I become the only one left. This has already become too big a part of my life to go away.
    We need to stop the bickering. We don’t need lower standards, we need sets that ooze creativity, playstyle, and character. I hope one day I can be on that MYM masters list, and goddamn it, Im only going to get there by making those kinds of sets.
    Lets make MYM9 the best yet. Lets aim for…154 sets next contest! Lets increase it by 50!
    We can do it

  21. I edited one tiny comment from Smady, and he deleted the whole damn thing. Could he just edit stuff from me in return? No, he was too busy raeging like the 5 year old he is.

    Yes, Smady, I have this saved too, you fucking douchebag.

  22. Since my contribution to this comment spaghetti have been “Bawwwd”, I may as well reiterate it.

    I don’t consider Character and Playstyle to be seperate at all. A playstyle is about making the player feel like they’re playing the character. The way they play defines a character just as much as how they look or sound. Too many people forget that, and just assume that “Character” is about trivial crap like having attacks that come from source material.

    I hate the way Kat has been treated too, really I do. I’ve been trying to spread a bit of tolerance for a loooong time, and it pains me to think that things are getting worse, not better. 😥

  23. You can somewhat understand where Kat was coming from with Jecht; we are, at the core, a moveset-making community. A big problem with the supply of them is the effort needed to create them, so a possible solution is to indeed embrace the idea of the one-day movement, which would allow for MYM2-like bursts of movesets from members of the community.

    However, the concept is rather flawed. Because of the nature of this, as a contest, you would still have people taking a long amount of time to make their set due to desire of winning. Eventually, without this kind of movement becoming official or the end of the contest, everyone would once again be biding their time and we’d be back to normal levels of activity…

    I haven’t exactly thought this through to a perfect prediction of what would happen, so Kat may actually have a point still with this sort of idea. I think we can all agree that we should dissolve the contest before we let MYM die; there is no dignity in death.

    Then again, I’m not sure if Kat even wanted to make such a statement… perhaps he was just expressing himself and felt like making Jecht. Either way, he was treated extremely badly.

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