Posted by: masterwarlord | March 20, 2012

MW Top 10s – Smady Sets

Smady doesn’t exactly have the longest career of quality movesets, but he’s managed to become a significantly bigger name in recent contests with his sets – typically going for quality over quantity, but never having so few sets that his best get anti-hype trains. Either way, this is less of a historical list than the top 26 tacky – 8 of the 10 movesets listed here are from MYM 9-11. In any case, after MYM 11, Smady has given me 10 movesets I am fully satisfied to put on such a list – no filler dug up for the list, in other words.

10 – Von Kaiser – MYM 6

Von Kaiser has buttloads of filler, sure, but Kaiser is a much more restrictive character than any of the others on this list – the vast majority of the others are practically filled to the brim with potential. Smady does a good job of capturing Kaiser’s masochistic nature, while simultaneously making a nice playstyle of Von Kaiser wanting to absorb damage/damage himself later on in the match. Making use of his weaker moveset early on to damage rack while later on becoming a heavyweight male antagonist as he gets enraged, becoming as mighty as Mr. Sandman. The attacks changing feels much more natural here than in King Hippo, both for gameplay and for Kaiser’s characterization. More than anything, though, the one thing the set feels like it’s missing are more defensive moves for Kaiser’s early game, as if he takes too much damage before he dishes enough out he’s essentially left with Ganondorf’s moveset, as well as ways to rack damage during combat without just sandbagging – there not being a counter in such a low potential moveset almost feels like a crime.

9 – Weezing – MYM 8

Weezing is a set that largely plays out of a mechanic rather than the Specials, a rarity for a Smady set, playing in a more passive manner. Essentially, Weezing generates gas wherever he goes that does damage, but he can inhale the gas and shoot it out in any direction to push it in that direction and make it flinch foes as it moves. Weezing also has mechanics where he can power up his gas to higher levels as he micromanages it about, indicated by various color changes. His grab-game involves him sucking in his gas quite quickly, turning the gas into a danger zone, particularly if the foe is close in. Most obvious of all applications, though, is Explosion. Explosion causes all gas connected to Weezing to create a massively powerful hitbox. This has obvious side-effects, though, so Weezing can’t just go and use it willy nilly.

Weezing has some interesting hit and run-games involved here as he has to spread his gas about the stage, using the flinching gas as he goes past to replace gas that’s expired on the other side of the field, actively fighting the foe during his set-up. He’ll generally have his complete set-up before long, but the foe will be much too undamaged to kill with Explosion, so most of the match is devoted to these hit and run tactics and preventing your set-up from being diminished. While a decently aging set, the set is as low as it is largely due to many moves that just inhale gas from X direction and shoot it out in X direction.

8 – Garbodor – MYM 10

Garbodor creates a very interesting foundation to play with in the four specials and grab-game, Garbodor able to create the usual Smadish poisonous pile of crap on the stage, but this garbage is actually difficult for the foe to travel through rather than just dealing passive damage to them. Garbodor can explode all of his trash in a manner not unlike Weezing, but when he does this Garbodor –literally- explodes, spreading his mass about the stage for a literally instant set-up. Once a set-up is complete, Garbodor can hide within his trash as a head or hide his arms which can attack independently from Garbodor’s main body, much like Potato Head and Skeleton, but working better here when Garbodor’s funnel arm can move by itself and both arms can hide within the trash for some very interesting mind-games and set-ups. The separated arms mechanic alone helps to give much of what would otherwise be filler in this moveset good purposes in hindsight.

7 – N. Tropy – MYM 10

Tropy has about six unique projectiles, can manipulate them with his grab, and then once he decides they’re in useful positions can save them to his clock to bring them back up later on in the match – this is essentially Videoman.EXE with less tackiness. Not to say that Tropy isn’t tacky, with his random move that destroys the stage and his fsmash, but in the least the fsmash enables Tropy to use some projectiles at the current point in the match while saving others for later – actually fighting the foe while setting up at the same time is always a plus. The moveset isn’t satisfied with simply creating more types of projectiles to manipulate most of the time, getting rather obsessive compulsive with it – his various types of projectiles, such as the fsmash, typically serve to manipulate other projectiles, causing Tropy to be able to come up with many different elaborate strategies/set-ups – their quantity certainly helps in making the moveset’s ability to save the set-ups significantly more worthwhile.

6 – Cyrus – MYM 11

The bullet hell aspects of Cyrus aren’t all that interesting by themselves, it’s more when Cyrus mixes himself among the other balls which essentially gives Cyrus the good aspects of a duplicates set without being blatant about it. The bouncing balls that ricochet about are also the main devices Cyrus uses to activate his various cursed blocks rather than how traps are usually activated by foes landing on them. Aside from the cursed blocks, Cyrus can turn the stage into plain old blocks and have balls get shot at them to start destroying the stage, leaving the stage with little alternative for foes to land aside from portions of the stage Cyrus has already turned into cursed blocks – they can’t simply go to the air either considering all of the flying balls are around in the air. Cyrus’ “bullet hell” incorporates traps very strongly while still keeping what’s good about the playstyle in-tact.

5 – Pyro Jack – MYM 9

Among all the aerial campers on the market that keep foes grounded in their traps while they stay far up in the air out of range, Pyro Jack is unique for the fact that he can’t just hover up as much as he wants. His oil “trap” on the ground doubles as a method for him to get very high into the air which he can’t do otherwise. Aside from getting higher and higher out of the foe’s range, several of Jack’s moves directly get powered up based off how high into the air Pyro Jack is – and no, none of these moves are stall then fall dairs, Jack having some rather creative methods for making use of his aerial height. Jack of course also has the oil extension of his range that was seen in Weezing before, but made better use of here as Jack has various circular devices that roll up and collect the oil and fire that burns along the trail of oil rather than simple –direct- range extensions.

4 – Mr. Mime – MYM 10

Mime seems to mainly have been raped due to Nick being involved – perhaps the single most hated name in MYM. This is quite a shame, as Nick seems to have done some of the harder stuff in the set, AKA the standards, smashes, and aerials after Smady has already made the base. This combination in particular works well, as Smady has proven time and time again that he’s much better at making bases for sets than filling in the rest.

While other sets have simply broken shields for the sake of breaking shields in the past, having moves that just so happened to do shield damage, Mime is pretty much the only set that actually bothers to manipulate them in any way. While not as big of a shocking upset as it was with Macho Man, it’s still a breath of fresh air. There’s of course more to the set than that, with the shield rape being an element in the mix with the stage desaturation, but a set dedicated to nothing but that would probably get old quick – this way the conceptual quality of it doesn’t outstay the welcome. The moveset is very meta in how much it interacts with itself thanks to Nick, taking advantage of almost everything that’s presented, but Nick is held back by Smady having made the very nice base for the set.

3 – Jeice – MYM 9

Smady turned the character’s throw-away “signature” move that never even hits in the move into a surprisingly impressive set. Essentially, it’s another one of those Ganondorf projectile tennis style movesets. Rather than having a bunch of moves to directly reflect it, though, Jeice reflects his projectile automatically on contact. Jeice can influence the path of the projectile even when he’s not reflecting it, though, with several moves that allow him to manipulate it in innovative ways. This becomes all the more interesting when Jeice’s grab hitbox is located on the projectile, and then after absorbing the foe Jeice can still move the projectile around like he normally can, and despite this still manages to have a full grab-game with four luscious throws to boot. This set is one of the most important in Smady’s career, as while Weezing and Pyro Jack existed this one was the one that finally gave Smady the boost to get to where he is today.

2 – Death – MYM 11

More than projectile manipulation via projectiles, Death’s portals are more immediately interesting via the melee moves that he puts into his portals, sending his hitbox at the foe while his hurtbox stay on the other side of the portal thanks to his disjointed scythe. In combination with his prone abuse, Death can have lots of fun with prone as the foes aren’t simply blocked off by walls where they can roll up, but have to be at Death’s mercy as they roll into portals – it’s a very innovative method of positioning, as the prone abuse itself is far from the point. That’s not to say there’s no projectile manipulation in here though, as it plays just as big a factor as you’d expect, but as far as more long-range things in combination with the portals the highlight is the grab-game with the hands, not the projectiles. The hands can connect the portals to create a cage that doesn’t feel random, and you can also have the hands simply directly go after the foe to attempt to drag them back into the portals. The set is similar to Baron as far as potential set-ups, the portals and hands offering lots of great real versatility in a way similar to Baron’s Electric Barrier, but the individual portals along the path allow for many more kinks in how it’s set-up rather than a simple straight line.

1 – Mr. Banbollow – MYM 10

The sheer control Banbollow has over his gas canister and wire makes this moveset orgasmic to envision, as the various bubbles and gas clusters that come through/over the wire in combination with all of Banbollow’s moves that swing around the wire and canister give Banbollow the definition of a fully customizable weapon. All of the things on the wire become even more relevant when he grabs foes, potentially able to surround the foe with the clusters. Even more interesting is when Banbollow throws the canister over the edge and holds onto it from the other end, giving him the ultimate edge-hog as he makes further use of the wire and its’ various hitboxes as it overlaps the edge. This also all flows very naturally into a boss set, where the only real change that’s needed is to simply extend the length of the wire.

I’m not going to even attempt to address the complaints of unreadability when people adore the likes of Tropy, Cyrus, and Weezing (Yes, Weezing made top 10 over Banbollow), which I found more difficult to get through than this. As far as characterization, the main complaint that can get addressed is the lack of baseball, but despite Banbollow’s obsession with the sport he never actually does anything relating to it on-camera, much less while he’s fighting you – all he uses to –fight-, what he does in Brawl, is his flamethrower. Baseball would massively go against the horror theme of the moveset/Illbleed and come across horribly, horribly tacky.

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Responses

  1. Grateful for the list, Warlord, was interesting to see your thoughts on my sets individually, and I consider this a great accolade. Few of these exist, so it feels quite special to have one. I’ve enjoyed this list plenty of times over already.

    In terms of criticizing the list, I do feel like it could have be warmer in tone. There’s no deeper discussion about my movesets in general, which is a bit of a shame, it’s an obvious direction for these to go in. Where you talk about my career at all is matter-of-fact, when you state at the start that this is -less- of a historical list. A more personal touch would do a world of good.

    If I made this list, the only placings I’d probably change are Banbollow’s and Tropy’s, but I can see why you’d put them where they are. It was great to see some love for old and / or forgotten sets like Mime, Jeice, Von Kaiser and Weezing too. It feels like I made those a long ass time ago, was great to see them dug up for the list.


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