Posted by: masterwarlord | May 29, 2014

The unveiling of Wizzerd’s Legacy

Wizzerd was never an especially popular figure in the chat during his stay in MYM, though he was considered an active commenter and moveset making figure during this time, making his way into the revolving door that was leadership at the time. He somehow managed to receive critical acclaim on some of his sets and break the top 10 twice, ironically with his two worst movesets that won both the most overpowerd and underpowered moveset lists, respectively. While he made one final comment block during MYM 8 before his (perhaps literal?) death, his moveset making already ended very early on in MYM 7. Regardless of this, he was considered a large figure during MYM 7 for Dr. Strangelove alone, and indeed he is a big figure for creating the worst moveset ever made.

Wizzerd was an incredible push-over, and his personality indicated him as juvenile. For those who were not able to meet him years ago, the only empirical evidence that remains are the records left behind in the form of his movesets, where cancerous memes and elementary grade level spelling mistakes abound. While he was a terrible chat personality to remember, leaving behind these 15 movesets is an even worse legacy. As you will soon see throughout this article, he truly is the worst moveset maker ever made. Given he only has a handful more movesets than the usual 13, this moveset has extended to include them to be fully comprehensive. While certainly a top 13, this article also doubles as a retrospective of Wizzerd’s brief career.

Dishonorable Mention – The Goos – MYM 5

The first character you choose to make a moveset says a lot about you – Wizzerd chose to make a moveset for the playable entity of a phone game. Most newcomers make bland forgettable first sets, but Wizzerd leapt headfirst to stick his head in the sand upon arrival. This moveset is largely impossible to decipher even if you’ve played the game, let alone if you haven’t. He so poorly explains what’s going on, and can’t seem to decide on his own mechanics throughout the moveset. Several movesets reference three or so goos attacking, what do the rest do? Which goos do attack? Can other goos attack if you have more than the amount needed for the attack? What about the “loose goos”, are they desynched from the rest of the goos? Are loose goos even physically attached to the rest of the goos?

Even when you just accept that you have no idea as to what’s going on and just move along, the animations of generic attacks still make no sense. How do these goos “kick” for the bair? Much less in a way that could possibly ever resemble something that resembles a generic bair kick of a humanoid Brawl character? According to the playstyle summary, this abomination of flesh and goo somehow plays “similar to Lucario”. If nothing else, it served as a foreshadowing of the infamous remix that was to come. The more understandable moves in the set are the ones that don’t involve the inadequately explained goos, where they summon a random road block for the uair and random giant frogs on. . .the dashing attack and bthrow, of all possible inputs Wizzerd had available to choose. Dark Gaia, while terrible for other reasons, was the moveset of the day people complained about for being incomprehensible due to how physically impossible the moveset was, but there were no complaints about the goos. The actual reason for this is quite obvious – the goos were so obtuse that absolutely nobody figured out how it worked.

It’s very hard to judge the balance of such an incomprehensible moveset, but it is generally assumed that the goos are a massive entity and there is no limit to how large they can get. Their grab covers the entirety of their mass, and the dthrow bans the foe from moving to enable the goos to easily infinite the enemy.

Dishonorable Mention – Medli – MYM 5

This moveset takes the cake for being Wizzerd’s most forgettable, and as such there’s not all that much to critique it for outside of simply talking about how boring it is. Despite being easy to read, it has a rather horrible organization consisting of a code tagged section of how every projectile in Brawl reacts to Side Special, which contributes nothing to the read. Meanwhile, in the middle of the uair, an incorrect BBCode tag can be found, which causes the entire remainder of the moveset to be bolded.

The largest mistake the moveset has is the fair. Despite having not one, but two recovery specials, the fair gives Medli the ability to enter her glide. She already has a glide, but this specific glide is superior in every way given all aerials can be used during it, she can cancel out of it at any time, and it will never cause her to enter helpless. Can you say infinite recovery and stalling? The dsmash is a smokescreen that for absolutely no reason prevents enemies from using any inputs while inside of it, so it’s not like she exactly needs it for stalling, though.

While the meat of the moveset is indeed very boring (Grab-game is the worst culprit), it largely relies on extensive props to fill inputs as it goes. Medli wastes a healing fairy as a method of attack, uses a lantern, bottle of water, the earlier mentioned dsmash smoke, and a seed shooter from a game she’s not in. Her jab is a storable charge that summons a deity of some kind, that even people back in MYM 5 thought was a poorly placed input. She also has two harp moves for her specials whilst simultaneously having a boomerang harp move on her uair, enabling her to play her harp while it’s thrown away.

13 – Sukapon – MYM 6

It’s difficult to talk about Sukapon for long given most of it is just very boring. We are dealing with a character from a fighting game that has the ability to detach their limbs and stretch them at will, a genre later heavily exploited and first attempted by a character as mundane as Mr. Potato Head. The best Wizzerd can think to do with this ability is boomerang moves where the rest of the body is sitting around waiting mindlessly, a recovery in the same vein, and the utilt/dtilt.

The two tilts do stretch Sukapon up/down and leave him permantenly stretched out, and were a favorite of the sole fan of the moveset, Rool. These moves could not only be combined into a single one, but given the fact they have no hitboxes should obviously be placed on a special. Aside from this fact, these tilts are never referenced again for the entirety of the moveset despite how drastically they would alter the entirety of his set. Aside from something badly being needed to play off of these tilts, the Down Special is an obvious candidate for these tilts to overwrite. Sukapon’s Down Special is a grab that takes 2 seconds to perform, longer than Warlock Punch’s entire duration. Upon successfully grabbing the foe, they can still escape before Sukapon throws the enemy, and can apparently easily escape if under 60%. If you pull off the throw, the pay-off is. . .8% and knockback “a little better than PK Fire’s”. In other words, Sukapon does not have a Down Special.

Wizzerd goes out of his way to insist that the jab is useless despite it being better than something like the Down Special. While it’s nothing special, it’s not outlandishly bad like several of Wizzerd’s moves. The issue at hand is more Wizzerd approving a move he personally considers completely useless. Meanwhile, the dsmash grab drags enemies in to Sukapon before releasing them with some stun, causing the move to infinite into itself. While the move for a bizarre reason doesn’t do damage despite being placed on dsmash, it can still easily be used for stalling.

12 – Bundt – MYM 5

While the Side Special can seem very scary with the ability it has to turn foes into a pastry in a glorified stun state, it is never directly stated if being in such a state prevents the foe from attacking or not – Wizzerd only bothers to state that the foe does not take damage and knockback. Hell, he doesn’t even say that foes can’t move, so if anything, being turned into a pastry by Bundt is a tremendous buff. While it doesn’t say that they don’t take stun, infinites are not an issue given this only lasts for a brief amount of time. The move largely amounts to a tremendous waste of time rather than something broken as you’d expect.

Bundt really wishes he had something more broken to aid him, as he is very easily killed. Bundt starts with 3 candles lit and loses one for every 20% he takes. To get one back, he needs to channel Neutral Special for 2.5 seconds. Upon taking 60%, because Bundt will never be able to channel for 2.5 seconds, Bundt gets a massive power nerf and all of his attacks are largely useless. Bundt also wastes a special slot by having a transformation on Down Special which trades his entire moveset for three generic moves. This provides absolutely no benefit and no way to transform back to his primary state. This leaves Bundt with no Specials other than Up, which is a laggy recovery with no hitbox that provides a 2 second free flight.

The remainder of the moveset is dedicated to a heaping helping of magic syndrome. Granted, while Bundt has access to a massive arsenal of random magic spells in his source material, as most bosses do in Super Mario RPG, it’s truly an impressive feat just how little he manages to do with them. The meat of the moveset largely reads as an ancient MYM Pokemon moveset – it looks up the list of character’s attacks, than does literal interpretations of each move in the list in Smash Bros, with no thought for the practicality for them, much less any relevance they would have in a playstyle. Once you get past the specials, the moveset is really quite comparable to Azumarill.

Bundt isn’t a Pokemon, though, so his list of attacks inevitably has to run out, and there’s still a lot of holes left for Wizzerd to fill. Wizzerd makes heavy use of props for the remainder of the moveset, using birthday cake props such as balloons and noisemakers despite Bundt specifically being a wedding cake. Other props include props that turn Bundt into a baker, such as the Side Special, bair, bthrow, dthrow, and the fthrow, where even Wizzerd admits the moveset is stupid. The uthrow has the cake summon one of his creators as an enemy to poke the enemy for a single move. The bthrow is the traditional Wizzerd stun throw, trapping foes in jello for two seconds for an easy regrab.

11 – Takamaru – MYM 6

Takamaru is a rather painful experience to read through. While it’s sometimes the more drawn out and boring experience you’d expect from such a bland soulless character, the other half of the time is Wizzerd giving up on this style of moveset by throwing in random props for “creative” attacks. These attacks are largely what people talk about missing when they yearn for earlier MYMs. He has a utilt smoking move that heals him, a usmash where he swallows fire, a fire enchanting dsmash buff move, swallowing a sword for his uair, and attaching an (of course unremovable) lightning rod onto the foe’s person with dair.

One of the biggest highlights are the bair, which causes Takamaru to throw his sword and potentially lose it forever until he fully charges his dsmash buff. While this might sound quite weak, his dthrow force feeds victims superspicy curry while also leaving them vulnerable to all of the hits of said curry. The foe cannot dodge or attack with such an effect, and Takamaru’s grab is long range and quick, giving good reason to believe that this can chaingrab into an infinite. Why is Takamaru’s grab long-range? No, Takamaru doesn’t use some kind of prop, in fact, he only slightly stretches out his arm for what appears to be a bad grab range. Instead, however, there is an invisible hitbox a ways in front of his arm where foes will be grabbed, whereas the actual area where Takamaru is contains absolutely no hitbox. What is the logic behind this? In the words of Wizzerd, it is his “l33t ninja skills” that enable him to be able to do this.

10 – Lucario Remix – MYM 7

Lucario is the big Wizzerd set that is remembered as being despised during the actual era it was posted, but Wizzerd has honestly unleashed far worse creations upon MYM than this. Lucario is Wizzerd’s most tame, if most incredibly boring and uninspired, moveset. When Lucario has so much Pokemon syndrome that comes with the character free of charge with moves like Bone Rush and Dragon Pulse, you don’t really need to unleash an arsenal of props and tacky moves. This is more of what you’d actually expect out of Takamaru, rather than what it actually was.

That said, the criticisms from back years ago still hold strong. Lucario is the main moveset that earned remix movesets of existing Smash Bros. characters a bad name, as he took Lucario’s remotely interesting aura mechanic and turned it into a generic comboing one. Several of Lucario’s moves apply units of aura. Each unit of aura makes the foe take 1% more damage and a bit of extra stun on every hit. Aura will only last four seconds at most, able to reach this timer by adding more and more aura to the foe. . .Essentially, all you have to do is keep beating the crap out of them with your buffed stun to prevent them from ever escaping it. While Wizzerd as usual has little to no idea as to what’s practical and what isn’t, there are enough screwy numbers throughout the moveset that infinites are easily possible. True combos are regularly referenced throughout the moveset with absolutely no aura applied, easily turned into infinites via aura. Lucario’s damage percentages and power are never all that low to start with, and with a 7% buff he has quite ungodly power. KO moves also exist in abundance, he really is far more terrifying than Mr. Sandman ever was.

9 – Dead Hand – MYM 7

Wizzerd has a theme in his sets of talking about priority despite having absolutely no idea what it means. In sets like this, Slowpoke, and Medli, he is obsessed with the priority of the move to the point that he will state it over the lag. If you actually read his sets, he really is far more obsessive over it than Kupa ever was. He even feels the need to continue talking about priority in Dead Hand where almost the entirety of the moveset consists of grabs, where the “priority” should be rather self-explanatory.

An oxymoron in this moveset is that while Dead Hand’s arm minions have no flinching animation, but have no priority. All the arms do is grab, so if they have “no priority” they could presumably be beaten in any attack. In the same sentence, though, we are informed by Wizzerd that the arms “have no flinching animation”. There’s no matter of priority to something that can’t take stun, so these arms don’t have “no priority”, but in fact have infinite priority. The arms have 25 stamina, so unless you deal that much damage to them in a single hit, you get grabbed when trying to attack these things. Even if you do punish their ending lag, they are extremely quick to summon and have fast start-up on their grab, so you’ll rarely have a chance to deal with one like this.

These things can all grab a foe together to stack grab difficulty, and if Dead Hand joins in with any grab on his set this will be added to the escape timer. While he may need some damage to pull off his pummel insta KO (Which also heals him of 50%), his other assortment of grabs, most obviously his kissing dtilt, can still do a good job of providing it for him as he continues to make use of his army of grabbing arms. It is largely a crappy parody of the Count, straight down to having no dashing attack because he apparently made it okay. While the arms automatically join in to make it easier to escape the grab, you can still time the very quick creation of a new one to have it slam down as a foe escapes for a potential infinite, as Wizzerd has put very little thought into how the set works.

While Dead Hand may seem slow and feeble, especially with a tether recovery, running from him or comboing him to death is harder than it appears to ensure that he remains as powerful as possible. His uair randomly grants his almighty minions the power of movement to pursue foes, and his Down Special and Down Smash give him manipulation over the elements of earth and darkness to be able to move and teleport across the stage, the former in an invulnerable state. While Dead Hand’s Up Special is useless for recovery purposes, it still provides him with a free 1.5 seconds of superarmor to make use of on the ground while his minions get ready to hold the enemy down for him.

Bizzarely, Dead Hand’s actual Z button grab is horrible and one of his worst moves with heavy lag with no good pay-off in the throws. Many of the grabs are redundant and few will see use outside of dtilt and Side Special, though the grab itself being amongst the crowd makes this moveset a real experience to go through. The dtilt which Dead Hand is going to be spamming in this moveset? It has him grab the enemy before kissing them, several times, once for each pummel. Other animations include Dead Hand having a stretchy neck made of playdoh for bair, inflating himself just like a balloon for his utilt, and drooling on the foe’s face for usmash.

8 – Paper Mario – MYM 6

As a bonus, we get to delve back into SkylerOcon’s movesetting in a Wizzerd joint set. Ocon is largely dominant throughout the moveset, and does his best to try to keep Wizzerd on a tight leash. When Ocon is in control, it’s bland and forgettable, though when Wizzerd is ever given any kind of free reign it becomes very obvious. Regardless of the lack of signatures on each move, the differences between the pair are night and day. The wacky badge based dsmash was despised even then and Ocon was quick to throw the blame onto Wizzerd. The Final Smash was an attempt to get creativity into the moveset in an attempt to appeal to the then infantile MasterWarlord and to give Wizzerd something to do, writing the completely pointless Final Smash. The Final Smash, for all it’s hyped up to be, is just a bunch of literal translation of in-game attacks and is entirely boring despite offering 7 different Final Smashes. The mechanic to power the Final Smash regularly interferes with the moveset and provides for pointless extra reading, with the utilt serving absolutely no purpose outside of this and tacking on a hitbox to Mario’s appeal animation.

While Wizzerd is the main person remembered for the dsmash, the alternate dsmash Ocon left with the Yoshi partner somehow manages to be worse. It is not a move and toggles between Yoshi’s ability to be able to ride the Yoshi or not, when there is absolutely no reason to not be riding at all times by Ocon’s own admission. Charging doesn’t even have any effect. Mario is also able to perform all moves while reading the Yoshi, brutally ground pounding him during dtilt to make him vomit up star pieces and wrapping him inside of paper within himself during the Side Special. Regardless of Ocon’s high desire to show his in-smashness, he has little to no understanding of input placement. Paper Mario pitfalls the enemy on his uthrow, ground pounds on a uair while backflipping up on a dair, and throws his hammer on his nair.

Said pitfalling uthrow is one of the worst things about this moveset. Paper Mario and the foe enter a button mashing contest, and if Mario is victorious the foe gets pitfalled. There are no handicaps based off percentage – if you are a better button masher, one grab is one pitfall, and no measures are taken to prevent infinites. Meanwhile in the dthrow, Ocon sees fit to arbitrarily limit a dizzy status effect to half the usual time, but the uthrow is apparently still balanced. Being able to apply both dizzy and a pitfall from a grab is incredibly powerful, as for some strange reason dizzy stuns longer at lower percentages while pitfalling stuns longer at higher percentages as normal. In addition to –Paper Mario- somehow having the ability to pitfall enemies by stomping on them, he can roll over them while in paper tube form for the same effect. Yes, a small paper tube rolling up to your feet somehow has the raw destructive power to push you into the ground.

Aside from the pitfalling, Paper Mario has many methods of stalling, most obviously in his Neutral Special which enables him to stay invulnerable in the background for somewhere roughly between 4-4.5 seconds out of every 5 seconds. While Paper Mario cannot hit his enemy either, he is still allowed to use his moves. He can switch to whatever partner he wants freely, but far more importantly, can equip as many badges as he wants and stack all of their effects. He can even obtain healing to get his percentage back down and truly stall. While it was initially questioned just how well he can stall, this discovery actually turns Paper Mario into a very powerful staller. In a bizarre twist, stalling is actually the intended playstyle of Paper Mario, and while it remains a unique playstyle to this day it’s stayed that way for good reason. Intentionally building a moveset around such a goal is just about the most inherently cheap and unfun idea imaginable. Meanwhile, the moveset has the gall to call Wario players “gay”. If Wario’s gay, Paper Mario’s a tranny.

The choice of partners is a bizarre one. Flurrie is almost unanimously hated, and for some reason is chosen over Bow despite heavily imbalancing the partners in favor of TTYD. While only four main partners can get in, it’s a wonder one of the soulless Super Paper Mario partners manages to cameo on the grab-game. Thoreau is probably the most common partner you’ll see in the set – you can’t switch him out like the other partners, he’s always going to be taking care of your grab. When the uthrow is the most powerful move in the set and you see him every time you use the grab, you’re gonna be seeing a hell of a lot of him. One can only wonder what horrors would lurk in store if Sticker Star had come out earlier during this moveset’s production, as Ocon would be unable to contain Wizzerd from going all out with every tacky prop at his disposal he could possibly imagine and would undoubtedly see heavy representation in the moveset. At times, one could almost wish for such a universe just to escape the many soul crushingly boring moves of Ocon, but he is the lesser of two evils.

7 – Slowpoke – MYM 6

Slowpoke is unsurprisingly similar to the infamous set by MarthTrinity with a mechanic not unlike Amnesia in how game breaking it is, though Slowpoke easily outdoes Slowbro with an assortment of terrible moves throughout the set. Slowpoke’s Down Special gives him healing while making him invincible to all but damage for five seconds. Very arbitrarily chosen moves are able to be used while Slowpoke is asleep, such as an up smash body slam, while it cannot use Calm Mind. Slowpoke can still move while asleep through use of his dashing attack, which somehow can be input from his normal stance of not moving. Slowpoke also has a snot bubble chain-grab on enemies, having full access to his grab-game as he chain-grabs enemies for the entire duration of his slumber.

One of the most amazing moves Slowpoke has access to in his set is his Slack Off dsmash. This is a lagless version of Rest that heals Slowpoke more, “never losing his invincibility frames”. This is apparently balanced by the fact that you will enter sleep 3-7 seconds later based off charge rather than instantly. When it’s lagless, who really cares? Slowpoke has a wide assortment of options to run away from enemies and defend himself for 3 seconds. Despite weighing 8 (Slowpoke weighs 80 pounds), Slowpoke’s dtilt arbitrarily makes Slowpoke’s movement speed 7 for 5 seconds as well as giving him immunity to “most projectiles and weak attacks.” In fact, Slowpoke is so agile, that he manages to have a breakdancing ftilt. Yes, you read that correctly. He can also shield himself well with his bubble utilt, and nullify any single attack with Growl.

While Slowpoke’s killing options aren’t fantastic, he can damage rack enemies to all hell with the chaingrab before gimping them for the finish. Yes, regardless of no recovery, Slowpoke’s quite a scary gimper. He has a projectile yawn that puts enemies into helpless, along with a random uair that does much the same effect.

Wizzerd is at least somewhat aware of the broken monstrosity he has created, as Wizzerd’s playstyle summary for once is at least somewhat accurate. He says that Slowpoke’s playstyle is stalling, and this toolset certainly builds into that quite well in a broken fashion. This moveset was posted very closely to Paper Mario, so it’s not surprising to see this cancerous concept of a playstyle return in Slowpoke.

6 – Eggplant Wizard – MYM 6

The Eggplant Wizard can turn foes into an eggplant, which loses the ability to attack. He has to work up a counter of “eggplanting” the foe, but it’s between four and eight hits based off which moves are used, and each “eggplanting” lasts for 30 seconds. In addition, each individual unit of this applied to the enemy decreases their movement speed and weight, as well decreasing the power of their hitboxes in the case of the Side Special. How much does each move eggplant the foe? Well we don’t rightly know any more outside of when he occasionally says it in the move’s description, as after 5 years the images he used to tell us have long since broken , leaving the moveset ugly and naked.

Wizzerd’s best moves for applying the effect include a generic Yoshi Egg toss for one fourth of an eggplanting, and a clone of Bowser’s fire breath that applies the eggplanting effect on each and every individual hit of the attack. Just for good measure, the wizard can place eggplants around the stage that can perform all of these attacks on demand, enabling him to endless places on the stage to attack the foe from. . .Granted, that would be moderately interesting, so the eggplants only have 5 stamina. Just stick to the fire breath. He probably needs the overpowered crap that he has, given his other moves are dedicated to buffing 5 HP eggplants 5 HP at a time (bair), exploding said frail eggplants (usmash), killing/stunning foes who may as well already be dead and are fully eggplanted (fsmash/dair, bthrow), and removing the all-powerful eggplant effect for a mere 12% damage gain (fthrow).

5 – Tingle – MYM 5

Tingle’s main draw is supposed to be summoning bodyguards with his rupees via Side Special. If he has no rupees, the move does nothing. To get rupees, he has to use his jab, summoning one rupee per half second. Don’t worry, he can charge the move to make rupees at a faster pace. 3.5 seconds for 20 rupees! In order to get any worthwhile minions, Tingle needs at least 30 rupees, with the actual especially good one costing 100. These minions only last 10 to 15 seconds anyway, so these moves end up pointless. The rupees can even be destroyed by foes before Tingle can cash them in for good measure. While the rupees can be used as throwing items, the dtilt creates better throwing items in kinstones, rendering the jab useless for even that purpose.

Tingle largely seems to be based off his assist trophy incarnation in terms of raw randomness. While he can’t summon golden hammers, his –Down Special- for some reason is dedicated to creating floating versions of the Brawl shield in mid-air. While Tingle has mass props and magic throughout the moveset, in the least the rest of them are actually from the Zelda series. The usmash gives Tingle magical voodoo powers over scarecrows as he animates them into attacking from afar, while the dsmash has bizarro characterization logic where Tingle throws golden busts of himself into the foe, desperately hoping they will break it so he can get angry about it. Not unlike the Tirkchat, yes? The dair references a glitch from the final boss of Twilight Princess, causing any enemy to be stunned and memorized by a fishing rod. While Tingle is in possession of an item meant to distract Ganondorf, he also apparently is a dark agent of him, as he is able to summon boss doors that will have various Zelda bosses grab foes and suck them in for insta KOs.

While the fishing rod in the very least has some sort of joke as an excuse for destruction of enemy characterization, the grab has Tingle place a treasure chest in front of himself that will force foes to greedily approach it to get “grabbed”. This range is buffed on all villain characters, even those generic mass destruction ones with no use for money or mindless beasts. The pummel randomly turns the chest into a mimic to horribly destroy the foe, yet everybody will still fall for this trick infinite times over and over. The fthrow and bthrow cause all traps to swarm in on the foe and horribly destroy them, already very good, but the dthrow gives Tingle access to yet another Wizzerd brand dthrow infinite. While Tingle does need a scarecrow set-up and he needs to land it within a Bowser of a scarecrow, if the foe is too terrified to approach Tingle he can heavily abuse infinite set-up time with his other traps.

4 – Paint Roller – MYM 5

Paint Roller has a Neutral Special paint mechanic where he selects a color. If he wants to select a color other than the three primary ones, he must use the move twice, and three times for brown. His moveset drastically changes with each and every paint change, so this is an excruciatingly painful part of playing Paint Roller as you constantly have to stop and use this move during the match. The Down Special is something you’d more or less expect for him to use out of this mechanic, as Paint Roller summons a different minion based off his Neutral Special color. Unfortunately, the move is useless as Paint Roller has to channel the move, and the moment he stops the minion instantly vanishes. In the least, you have full control over the minion, why else would you be stuck there channeling, right? No, Paint Roller must channel his Down Special while an AI minion moves about the stage playing for him. What fun! At least these minions don’t die in one hit like the ones created from Side Special.

It can only truly be realized as to just how bad Paint Roller is once past the Specials. The vast majority of moves in the set outside of specials requires a different Neutral Special color. No, it’s not a buff or some kind of bonus, every move requires a specific color or it simply cannot be used. 16 of Paint Roller’s 23 inputs require a specific color, with each color plus specifically not having any color applied each getting 2 inputs. This means that no matter what, you have 9 inputs to work with at all times (Specials, grab, pummel, jab, 2 other random moves). Said jab can at least be used whatsoever without the correct paint, but is just a grab that does nothing but 3% and releases the foe unless the color matches the foe’s primary one. The Final Smash title is the best way to summarize the moveset: “abstract art”. While most moves are unusable and thus not worth talking about, the up air does deserve a special mention. The uair creates a pond in mid-air that fish can jump out of, with justification that “Smash Bros already makes no sense!”

KirbyWizard, a far better moveset maker than Wizzerd, was baffled by this and asked if this truly did ban his other inputs. Wizzerd answered him clearly and didn’t seem to think anything was wrong with it. Junahu then also said this was terrible for the same reason, and Wizzerd quickly moved on to abandon the moveset instead of fixing it. The moveset largely appears to have been made as a late attempt to cash in on the Kirby craze of MYM 4. Despite this, Wizzerd is somehow disrespectful enough to Kibble to make both SirKibble himself and his frontrunner Kirby moveset and a boss, Mr. Shine and Mr. Bright, a minion within this moveset. Wizzerd also sees fit to summon the main villain of a game Paint Roller is not in on the utilt.

3 – Krow – MYM 5

This is one of the most bizzarely characterized movesets ever made, and has a legitimate shot at being the biggest offender ever in that department. This is truly the moveset that makes one wonder just what sort of cruel, sick, twisted thoughts were circling around in Wizzerd’s head, as this moveset for a random Donkey Kong boss somehow manages to be far darker than any hulking FA monster or Warlordian antagonist.

The moveset starts off with a strange animation right off the bat, as Krow does a “disturbing dance” to summon his nest. The dsmash is the main attraction, and it causes all of your mini necky minions to circle the foe. If you kill them during this time by sending them off the blast zone, the minions will “carry back their fetid corpse, covered in caked blood and maggots in a sight not for little children. Krow will proceed to gobble down the opponent whole (eww), healing herself of 15% to 30% depending on charge.” The pummel generates a small amount of blood by comparison, while the bthrow has Krow directly suck the foe’s blood. The fair encourages use of these darker moves, by empowering Krow with bloodlust based off how many times these moves have been used. The uair also makes reference to these moves, as it has Krow vomit up bad breath based off how fetid what he last ate was. The dthrow has Krow send his minions in a kamikaze, causing them to randomly explode on contact with the enemy. While you could argue that Krow dying and coming back from the dead in DKC2 could at least slightly justify the darker tone, Kreepy Krow is barely in the moveset and is largely only used during the Final Smash, denying Krow of most of his potential.

Despite the presence of these ridiculous moves, the rest of the moveset regularly endorses more wacky things. Inserted directly between the pummel and bthrow, for example, is the fthrow, where Krow attempts to get a cracker like a pirate’s parrot. Krow can also summon birdseed, but the true magic happens with his taunts. Krow’s taunts include doing the chicken dance, summoning a MOTORCYCLE, and taking steroids. Krow also uses random Kremling enemy attacks as props (Krook, Kaboing), one of them causing his legs to turn into springs on a situational of all things. For the bair, Krow attempts to grab the foe, and attempts to make them walk a plank he places out for them during the move in mid-air while simultaneously tying a bandana around their. . .Neck?

Wizzerd feels the need to call the reader a pervert during the Side Special over a dick joke when he cannot figure out what gender Krow is, swapping back and forth throughout the moveset. He can even do it in mid-sentence, such as “She scoops his talons” during Neutral Special. Wizzerd primarily identifies Krow as female, but the game canonically states that Krow is male. While you’d like to assume that Wizzerd didn’t know this and did a simple control + f to change the gender mid-way through, Wizzerd’s spelling errors in other movesets makes it fairly easy to believe the moveset was just written as is. With errors like “Imput” consistently in all his sets, “Trowsers” in Paper Mario (Which Ocon somehow did not catch either), and a consistent spelling of heavyweight as “heaviweight” in Sukapon, it’s not especially surprising. The stories about Wizzerd’s age and intelligence are all true, and the evidence remains in the movesets he has posted.

As far as how Krow functions mechanically, it’s nothing short of a trainwreck. Krow’s primary mechanic and recovery rely heavily on luck to not just spontaneously fail to work. It takes 2 seconds of disturbing dancing for Krow to summon a Krow’s Nest, and Krow’s Neutral Special does nothing without the Krow’s nest, punishing you by giving you lag as Krow looks around stupidly. The Krow’s Nest has 30 HP and is easily knocked over by a stray gust of wind. The Neutral Special slowly enables you to produce Mini Neckies, and without their aid Krow does not have a nair, bair, uthrow, dthrow, or even his infamous dsmash. In summary, Krow does not have any of those moves, a Neutral Special, or a Down Special. The lack of these moves being in the moveset at all also directly weakens the fsmash, uair, and fair by denying various interactions in the moveset, though these at least have any function.

The moveset is regularly used as a promotion for Ridley, by talking about how “giant” Krow is and how he “made Krow work”. While Krow does appear somewhat large in his game, this is only in comparison to Diddy Kong, leaving Krow at about Bowser’s size or so, a perfectly reasonable size for the game. Even despite this, Krow is sized down to an 8/10. Meanwhile, despite this size nerf, Krow has a move that would only make even slight sense if his original size had been kept in-tact. Bizarrely, the dair has Krow stomp down on the ground and terraform the land. This even creates slopes which barrels can roll down and accelerate along! With how much of Krow’s moveset is eliminated, this is actually one of Krow’s more viable tactics, leading it into playing as a terraformer. Need I remind you that this moveset came out in MYM 5, long before this was popularized or even attempted, and this moveset comes across as the textbook definition of insanity.

2 – Bubbles – MYM 6

Bubbles is the winner of the most recent most underpowered moveset list, functioning as the opposite end of the spectrum to Dr. Strangelove, the most overpowered moveset of all time and completely invincible. Bubbles is banned from stopping her movement, and cannot even turn around unless she places a construct on the stage or reaches a ledge. She will continue to move in the direction she is facing even in the air, meaning if she reaches the ledge while in the air she has just died. Not that reaching the ledge itself is much better, as Bubbles will have one and a half seconds of lag to turn around upon reaching the ledge. Aside from this, any simple infinitely repeating jab infinites her by default, and even without such a move you can camp her to death with projectiles or flank her from behind.

Her pole construct to turn her around is nothing short of pathetic either. It takes a full second to create, meaning foes can casually pressure Bubbles into not creating one, then wait for her to reach the ledge before casually poking her off-stage as she automatically DIs off towards the blast zone to her death. Entertaining the concept of her getting one up, while she can spin around one forever to effectively be able to stop, she has a grand total of four specific generic attacks from this stance, and the poles have a pitifully low 15 stamina for how difficult they are to produce. The moveset is reminiscent of Sonic and Tails in how it feels the need to directly translate a concept from another game, regardless of being completely incompatible with Smash.

The first two paragraphs are about the entirety of what you need to understand just why this moveset is so bad, as the rest of it functions in an exercise in futility. The moveset can in some ways be considered one of the earliest “momentum” sets, what with how it can’t stop moving. Despite this, Wizzerd rarely if ever takes advantage of the fact Bubbles is moving. If he ever does, it’s largely to get Bubbles to stop or help her to try to get around her horrible handicap. Surprisingly, Bubbles doesn’t have much in the way of broken options you’d expect, with the best thing on offer being the ftilt to create grab escape difficulty traps on the ground. Foes can absorb the bubbles that create the traps to take a mere 3% and flinching to prevent the creation of them, denying her use of this move before obliterating her however they see fit.

1 – Dr. Strangelove – MYM 7

Dr. Strangelove is the worst moveset made to date, beating out Winnie the Pooh, The Medic, Sonic and Tails, Etranger, Battleheart, and other such fan favorites. Wizzerd demonstrates just how little concept he has of balance, input placement, creativity, characterization, Smash Bros., and even the concept of sanity itself all within this travesty that was Wizzerd’s final work before his death. What a legacy he has left. . .

Cutting straight to the chase, the moveset largely boils down to four moves. The Neutral Special doomsday device bomb, the dair, the dsmash bunker, and the neutral aerial neutrality zone. The concept of the set is that the foe will be terrified of the bomb blowing up and will avoid your traps to stop a 50/50 match-up from occurring. It is Wizzerd’s active intention to give Strangelove a guaranteed 50/50 minimum against any character, though in the least he can’t activate the bomb himself and has to rely on the foe walking into his very slightly interesting chain reaction. . .You’d think that, but Wizzerd decides to give Dr. Strangelove a single attack which for some reason can damage the bomb. In order to fill up the input the dair generic stomp and only said dair generic stomp can damage the bomb, enabling Strangelove to instantly make a 50/50 match-up on demand. A handful of people managed to catch onto this at the time and realize the moveset was nothing short of complete and utter trite. Even they did not realize the true culprit behind Strangelove’s madness, though. . .

Enter the neutral air neutrality zone, the worst move ever created in the history of all MYM. This move laglessly and with no animation creates an invisible field where all hitboxes are null and void, giving him access to infinite stalling in of itself and giving him the answer to just about any match-up you could possibly imagine. The field is Strangelove’s width and has infinite height, and lasts for a far too long 20 seconds, and you can create as many as you want whenever you want. The only “lag” to creating one is the handful of frames needed to short hop if you’re expecting to somehow stop his onslaught of terror before it begins. Of course, the one thing that can go through the neutrality zone, as it can go through anything else, is the bomb. To quote Wizzerd, “This can’t be dodged, super armored or avoided in any way. There’s absolutely no way to not get hit by the explosion.” If you are a giant metal Giga Bowser on a respawn platform, you WILL still be killed by the explosion.

Despite how all inclusive the bomb is to killing anything and everything, there is one exception. Strangelove can create a bunker to survive the explosion, and while regularly dismissed as “balanced” because of 20-35 HP, it can be placed inside a neutrality zone to make it invulnerable and guarantee Strangelove’s survival. Why such core and non-damaging moves as the nair and dsmash are not specials is beyond me, and for the vast majority of match-ups these are the only moves he will ever need.

That’s not to say there isn’t fun to be had with the rest of the moveset. Absolutely nobody at the time could even understand the grab, and yet it received a plethora of super votes anyway. Granted, this was the era where Rool’s one input grab philosophy was in full swing, and even heavily Warlordian sets such as Huff’n’Puff and Dark Bowser dismissed them. While weirded very bizarrely, FrozenRoy has managed to figure out just what the hell the grab even does in modern day – Dr. Strangelove grabs himself, points a gun to his head, and plays a bizarre and pointless mini-game in order to shoot bullets through his head and hit the foe. Why Strangelove does not see fit to simply shoot the foe directly is a mystery, as he even takes the damage and knockback. The only throw that has any function is the fthrow, as it loads ammo into your gun, while the bthrow actively takes away your ammo. The uthrow and dthrow serve absolutely no purpose beyond cosmetics and are useless. The minigame can easily be won by just pressing to fire over and over until you get to the socket with your bullet, rendering it pointless and tacky. It is also a direct copy of the up aerial, and contributes little new aside from the ability to fire it straight forwards. Even more bizzarely, Strangelove can use the grab/pummel/fthrow/uair inside of the neutrality zone, preventing him from damaging himself as the bullet goes through his head and outside of his neutrality zone and into the foe, where it can actually hurt them. This grab also counts as grabbing Strangelove himself to give himself grab immunity, and Wizzerd endorses using it as yet another boon to Strangelove’s ever growing toolset.

Because Strangelove just hasn’t done enough, he includes destruction of the foe’s characterization within this moveset. His up smash has the foe take out a gun, because everybody’s in on this cold war. Even earlier mentioned “fan favorite” moveset Winnie the Pooh will take a pistol he was hiding within his honey pot and off himself to get out of a match with Strangelove, as even he is ashamed to be associated with him. This move doesn’t forget to be obtrusive to gameplay, as this move will force the foe to stop whatever action they were currently doing. The gun given is mechanically the same as a ray gun, and wielding a ray gun bans access to your jab, ftilt, dashing attack, fsmash, nair, fair, and entire grab-game, literally half of your moveset. The gun given is much weaker than a ray gun in the one instance Wizzerd for some reason seems worried about balance, and doesn’t even harm enemies when thrown. If a foe actually needs access to some of these banned moves and is just trying to get rid of the gun, Strangelove can spam this move to high heaven to prevent them from ever accessing them. While the other smashes are also traps, this input makes the least sense, bizzarely placed on the up smash of all things.

Bizarrely, Strangelove has a counter on his ftilt. He doesn’t remotely care about the main version of the move that makes his doomsday device invulnerable (A trivial effect to one such as him). The alternate version of the move allows Strangelove to enter a counter with no animation or starting lag, much like the fabled zone of neutrality, and if he is killed by anything during this attack, a “random bomb” will explode. Strangelove has no reason to ever use any bombs outside of the doomsday device, meaning that if he has it out and uses this move to die, the foe will be dragged down with him. Wizzerd says this uses Brawl’s horrible detection of KOs, and suggests, nay, ENCOURAGES you to get hit during this move and purposefully DI off the stage to your death to make the bomb detonate. With Brawl’s KO system, you can also get hit by an extraneous hitbox such as a hazard or use this move before you fall to your death during a stage transition on a stage like Delfino Plaza or Castle Siege for the kill.

While the ftilt might sound like a bad idea due to the long delay before the foe dies along with Strangelove, you have to keep in mind that this is not how Strangelove will end the match. Dying quickly is actually beneficial to Strangelove, as it enables him to get back down on the floor as quickly as possible to begin setting up the next detonation. Strangelove adores respawn platforms, as they give him a massive amount of invincibility to set up his next stock, just about all he’ll ever need single handedly, while providing absolutely no protection to the foe from the dreaded doomsday device.

The worst of the moves have been talked about in excruciating detail, though Strangelove gets worse and worse with every rereading. Perhaps you can find another amazing exploit with your own reading? The rest of the moves, including all of the specials that are not the Doomsday Device, have middling use at best and are bizarre non-moves at worst. Just for good measure, Strangelove has a good recovery in his Up Special and one of the best Final Smashes ever, enabling him to suicide KO as many times as he wants for at least two free guaranteed KOs on all enemies.

Strangelove’s match-ups are laughable, and even at the time with what little was known about Strangelove should’ve been all listed at least as 50/50 – there is absolutely no scenario where Strangelove can lose. Instead, I offer you a true match-up section to replace his original one. Hours of discussion have taken place over just what movesets can defeat the pure evil that is Dr. Strangelove of the bunker crew. The leadership couldn’t find anything that could beat him. Can you?

Dr. Strangelove Vs. Snorlax – 100/0

You cannot forget to be blown up by Strangelove’s bomb via Amnesia. “There is absolutely no way to avoid Strangelove’s bomb”. Snorlax will be dead long before he can do a 97% combo on Dr. Strangelove, not that he could hit him with it in the first place due to neutrality.

Dr. Strangelove Vs. Nappa – 100/0

Nappa cannot hope to attack Strangelove before a neutrality zone gets up, so forget that. Nappa’s durability is useless when his enemy kills him instantly, and his great ape transformation takes far too long to even consider. Nappa’s only remotely useful trait is his potential to destroy the bunker by picking it up off the stage and throwing it off a blast zone. Or at least, you’d think so, but the neutrality zone nullifies the effects of all hitboxes, so Nappa can in fact not terraform away the area due to having to do this on his grab, which is in fact a hitbox.

Dr. Strangelove Vs. Ultimate Chimera – 100/0

Ultimate Chimera cannot destroy the entire stage, as destroying the stage is an effect of his hitbox and even with so much as one neutrality zone up on the stage, the effect of the entire move will be denied. Pretending that he can do this somehow, the width of the ultimate chimera is plenty enough space to make a doomsday device (width of crouching Squirtle), and Strangelove just needs to be on the ground at all to create a bunker, so Strangelove doesn’t especially care anyway. The Ultimate Chimera can chomp all he wants as Strangelove does his usual shtick right on top of the chimera with his neutrality zone protecting him.

Dr. Strangelove Vs. Tac – 100/0

Tac has to hit Strangelove and have his hitbox register to get any moves. The Junahu version of Tac can’t even copy his bombs. Move copying is a no go unless you can do it without hitting Strangelove.

Dr. Strangelove Vs. Inspector Lunge – 100/0

Lunge needs to be hit by moves in order to copy them rather than hitting Strangelove. While this could theoretically get past the neutrality zone, Strangelove only needs his bomb, detonation dair, bunker, and neutrality zone to win. The neutrality zone and bunker have no hitboxes and can’t be copied, and the bomb will kill you as you attempt to copy it. While he can copy the dair, it is a largely useless move without the Neutral Special.

Lunge’s hellspawn bizarro logic dtilt that creates a blastzone on the main stage is a very interesting option to try to kill Strangelove. He does not need to hit him in order to create this blast zone, just having to remain stationary. Strangelove is a very slow moving character and will very obviously expect this going into the match-up, though, and will casually hit Lunge out of the move or possibly even perform set-up to force Lunge to leave the move voluntarily, taking advantage of it.

It is debatable whether or not Strangelove’s explosion can kill Lunge before he’s even spawned. If the game has not even loaded him yet, can he truly be killed? Regardless, there is apparently “absolutely no way to avoid the explosion”, so even unloaded characters can potentially be killed by the raw power that is the Doomsday Device. If he can be killed, Strangelove easily kills him and the civilian effortlessly. Lunge will then be allowed to spawn due to the civilian also dying, but a stock behind, enabling Strangelove to mindlessly suicide KO for the remaining stocks for an automatic win. If Lunge cannot die while not spawned yet, it is still beneficial to Strangelove, as it enables him to get some set-up before Lunge spawns – Strangelove has no trouble killing the civilian, with or without the bomb.

Dr. Strangelove Vs. Clayface – 100/0

Turning into Strangelove is an interesting option, as you don’t have to hit him to do it. Creating your own bomb just presents the problem of the 50/50, but Clayface can create a bunker, the only known material able to survive the explosion. Clayface is only allowed to stay in Strangelove’s form for 10 seconds before having to take some lag to turn into him again, during which time he will be forced out of the bunker and Strangelove can detonate the bomb to kill him successfully. The up smash is a possibility in order for the Strangeloves to interrupt each other’s moves by forcing them to pull out guns and even temporarily ban the all-powerful zone of neutrality, but Clayface is still very clearly handicapped, with Strangelove able to just spam the usmash while waiting for Clayface’s moment of vulnerability.

This also all assumes Clayface chooses a small stage and chooses a spawn position within a platform of Strangelove by selecting the right controller port, as he must be within a platform of Strangelove to complete his transformation, and he’s incredibly slow, slower than Strangelove even.

Dr. Strangelove Vs. Ameno Sagiri – 100/0

Ameno is not physically capable of taking knockback, which is the main requirement needed to survive the explosion. To those that can’t be dealt knockback, they are dealt 45%. 45% is still a respectable amount regardless, and Strangelove can chip away at Ameno’s HP with the bombs or actually resort to using his other moves while remaining in his invincibility zone. Ameno cannot come into the zone to enjoy the benefits of it while Strangelove pelts him with projectiles via his grab. Ameno sadly cannot even create his own Strangelove, as his minions need to hit Strangelove in order to be able to copy him.

In a theoretical scenario where Ameno can copy them, the bombs of Strangelove’s own minions will also hit Ameno, so he will still slowly be defeated by mass explosions as Strangelove retreats to his invulnerable bunker every time. This would be a remotely difficult task, but Strangelove can still do a lot of the damage before getting grabbed.

Dr. Strangelove Vs. Rocket Grunt – 100/0

Grimer cannot take vertical knockback. This makes him invulnerable with his back to a wall, by Rool’s own admission. This gives Grimer invulnerability if played on a non-legal stage with a wall, though Grimer will still lose via stalling with 999% given he can’t touch Strangelove even in such a scenario.

Dr. Strangelove Vs. Cairne Bloodhoof – 100/0

In a one stock match, one might think Cairne has a chance by being able to survive a single bomb. Strangelove can casually go into his invulnerable bunker regardless, though, so he can survive infinite explosions while Cairne has to wait for a long cooldown to pass in order to revive more than once.

Dr. Strangelove Vs. Bomber – 100/0

To things that do not take knockback, the bomb does 45%. Bomber’s factory has 60 HP and will instantly revive him as an alternative mechanic to stocks. Unfortunately, Strangelove can poke it before setting off the bomb to kill him easily, and Bomber cannot do anything to Strangelove anyway.

Dr. Strangelove Vs. Kyubey – 100/0

If Strangelove does his usual playstyle mindlessly, he loses as he will only blow up Kyubey himself and leave behind a corpse. Even Ganondorf can defeat Kyubey, though, and even without his bomb Strangelove is a near godlike figure. He could beat Kyubey without his neutrality zone as well, though it ensures the match-up is still 100/0.

Dr. Strangelove Vs. Jason Voorhees – 100/0

Jason Voorhees’s Up Special summons a lightning bolt that deals 10% to himself. For every 10% he has, Jason gains a half second of time where he remains electrocuted. While electrocuted, if he dies he will reincarnate with no stock loss, though he cannot use the move for double the time he was electrocuted after reincarnation. This means Jason has to play perfectly using it the one time the bomb blows up if he wants to be able to do it in time again on the next stock, and he’s bound to eventually fail. If not by failing prediction, because Strangelove can use his neutrality zone to prevent Jason from hitting himself with his own move to deny him his reincarnation. Jason has a counter that makes him invulnerable to whatever moves he’s hit by, but the Neutrality Zone doesn’t care about that either.

Jason’s Neutral Special can potentially give him invulnerability to one move he counters, but he must take 80% before his mask falls off and the effect works, and the bomb only deals 45%. He can reduce this by using the move and/or Up Special, but he may well not have enough time. Regardless, he only becomes immune to the move after the initial use, not the first, and when he revives he’ll have his mask back and won’t retain the immunity, so it’s an exercise in futility. Strangelove can also deny this effect by placing Jason in a neutrality zone, much like Up Special. Jason’s Side Special is a more interesting avenue to potentially rob Strangelove of his horrifying moveset, but assuming he even could hit with it the neutrality zone begs to differ.

Dr. Strangelove Vs. N. Tropy – 100/0

N. Tropy’s Side Special, being a remotely respectable move, will make traps vanish along with the stage only temporarily, meaning it can’t get rid of a bomb. Assuming the Agidius zone does not stop it, it can destroy the entirety of the stage briefly. With prediction, N. Tropy can deny Strangelove use of his bunker, given it’s a laggy move. It’s not impossible for him to screw up, and Strangelove can always take the free win with stalling.

Dr. Strangelove Vs. Father Time – 100/0

Going back in time is the most obvious thing to attempt, though this takes a while to even set a point to go back to (Set a timeline, then set a point for Up Special to go back to before finally using it again to go back in time), and Strangelove could well have already damaged the bomb by then at least partially. Father Time’s strategy is actually his nair, which freezes everything but characters and if spammed can deny Strangelove use of the bomb entirely, assuming the neutrality zone does not stop Time’s nair. Strangelove wins by stalling guaranteed regardless, as Up Special does not restore %s. Down Smash does restore %s, but takes 5 seconds to get off and is obviously unviable. Even without stalling, Father Time is rather ill equipped to fight Strangelove normally.

Dr. Strangelove Vs. Garbage Man – 100/0

Garbage Man is a plenty overpowered moveset, but he makes a decent attempt to challenge Strangelove for reasons other than his usual ones. He is completely solid, enabling him to not give a crap about neutrality and attempt to push Strangelove off the stage with his girth. Strangelove’s recovery is above average to excellent regardless, meaning he can certainly get over Garbage Man and set off the bomb regardless. Garbage Man’s best hope is to shoot for the 50/50 match-up Strangelove was supposed to have in the first place, by constantly moving to attempt to catch Strangelove with his body. If Strangelove cannot land on the ground, he cannot make a bunker not on the garbage truck. If Strangelove tries to survive on a bunker on top of an enemy, he will be dragged along with them to his death. Strangelove has 2/10 ground movement and air movement that is “two thirds of Game & Watch’s”, so he ultimately cannot not get caught by Garbage Man.

In order to avoid this problematic scenario, Strangelove can send a single projectile at Garbage Man which he can’t dodge, then spam neutrality to win by stalling.

Dr. Strangelove Vs. Yukon Cornelius – 100/0

Yukon has the ability to cover the entirety of the stage in pitfall traps. Not make it one giant pitfall trap, but several pitfall traps covering the entirety of the stage. Yukon can make this collection of pitfall traps quite quickly, leaving it behind him as he sleds across the stage for a rather horrifying ability. Of course Strangelove doesn’t especially care, as he can make neutrality zones, and he can jump up in the air and create them long before he ever lands on the ground. The only problem Yukon presents is that with the entire stage covered in pitfall traps, Strangelove needs a neutrality zone to land on the ground or do anything. Strangelove cannot detonate the bomb within a neutrality zone due to his dair being negated, and he absolutely needs the zone up to not get pitfalled. If he gets pitfalled so much as once, Yukon can place a pitfall trap on top of Strangelove while he’s pitfalled, poke him for some damage, and get the win via stalling. To prevent this, Strangelove has to go for his own stalling based win and abandon bombing Yukon, poking him within his grab from within neutrality early on then staying in it for his win.

Dr. Strangelove Vs. Lizard – 100/0

Lizard does not need to turn into Strangelove in a laggy process nor does he need to hit Strangelove to copy his attacks. Instead, he can copy Strangelove’s moves simply by witnessing them if he’s within a platform, and he can pick a stage/spawn location to spawn within range if necessary. This enables Lizard to get his own bomb, bunker, and neutrality zone. The Down Special is largely useless, as Lizard can’t remember to be immune to the bomb once he’s already dead and the bomb will go through the counter invincibility. Strangelove can attempt to play against Lizard normally to kill him with his low weight without ever using any of those moves, but this is too high risk to consider.

What Strangelove wants to look into doing is abusing the neutrality zone’s more broken properties – the fact it has no animation and is lagless. Lizard cannot copy a construct already out, he must witness it being created, so Lizard will largely be using his Neutral Special at nothing en mass during the match to try to learn how to use the mythical powers of Wizzerd’s zone. This gives Strangelove a lot of leverage to try to win by killing him normally. Strangelove can also withhold his bunker until the last possible moment, meaning Lizard will be slower than Strangelove in using it due to having to copy it then use it, leaving him to die while only Strangelove lives. In the least, Lizard accomplishes what is otherwise thought impossible by denying him the option of stalling. Ftilt is an interesting option to copy, but Strangelove has no reason to use it to let Lizard witness it, and if he does Lizard probably won’t realize it anyway given it’s yet another lagless move with no animation.

Dr. Strangelove Vs. Dark Star – 50/50 Stalemate (100/0 on stage larger than 8 Bowser widths or has platforms)

Dark Star can create a reality tear to deny Strangelove access to the ground in order to use his dsmash bunker. Strangelove can still create the bomb as it will fall through the tear and enable Strangelove to detonate it, all while invulnerable, so he has his 50/50 still right off the bat. Reality Tear’s max range is 8 Bowsers, and no stage in Brawl exists where this will work. In such a theoretical stage, perhaps made with the lackluster stage builder, Strangelove does have to settle for a 50/50. He cannot poke Dark Star then stall with neutrality. While Dark Star’s shadow clones are otherwise useless in this match-up as all hitting them does is deal damage, if he creates shadow clones of Strangelove then damages them he can prevent his win via stalling for a 50/50. This all assumes Dark Star can fully charge the reality tear – based off how much time Strangelove needs, Dark Star may need an even smaller stage.

Dr. Strangelove Vs. Boss Gluttony – 50/50 Stalemate (Regular Gluttony 100/0)

Gluttony has no hitbox with his strange mechanic, able to passively absorb things into his stomach dimension pseudo fly. This enables him to devour Strangelove’s bombs, where they are entirely harmless to Gluttony. If they somehow hit Gluttony from inside of there, he can close the entrance so it won’t hit him. Scooping up Strangelove will be Gluttony’s main goal for trying to kill him, but Strangelove has largely no issue with getting out when Gluttony always has to pick Strangelove up manually and can’t be absorbed with the Gluttony Beam. Gluttony’s only realistic way to kill Strangelove is by destroying the stage, and Strangelove can protect the stage from terraforming with neutrality zones. The zones don’t last forever and Gluttony can destroy the stage bit by bit, so this results in an absurdly stally match as Gluttony runs away from Strangelove who is trying to kill him as he slowly attempts to destroy the stage. Even if he destroys the entire stage, Gluttony will typically fall to his death first with his inferior recovery. Only Boss Gluttony can typically make it this far due to his passive regeneration healing, and said healing can give him a potential 50/50 by stalling with both him and Strangelove remaining at 0%.

Dr. Strangelove Vs. Dr. Strangelove – 50/50 Mirror Match

Strangelove’s usmash is an essential move for this match-up, as forcing the enemy to pick it up prevents them from creating a neutrality zone. Given the lagless nature of the nair, though, it’s doubtful some of them won’t be created. The use of the neutrality zone in general is quite questionable within the match-up, though, because as their name implies they are neutral and will have the same effect to both Strangelove players. The only practical thing the neutrality zone will do is make bunkers invulnerable, though Strangelove is fairly poorly equipped to destroy an enemy bunker within half a second without using the main doomsday device anyway. Even if one Strangelove somehow manages to get ahead, the other one can use ftilt to ensure that both Strangeloves die, not fastfalling to his death until the enemy Strangelove is forced to come out of his bunker for a brief moment of invulnerability. There is no escaping a 50/50 match-up for this, it’s entirely a coin flip – regardless of player skill. It’s rather insulting statement to say this match-up doesn’t take player skill into account, as there is absolutely no skill involved in playing Dr. Strangelove whatsoever. An AI could easily be programmed to play Strangelove to perfection and could win all tournaments, even with all other MYM characters at the ready.



  1. “The first character you choose to make a moveset says a lot about you.”

    Truedat. And the first character I ever made a moveset for was one in a million – an empiric anime villain from a relatively obscure absurdist gag comedy that no one had heard about.

    This list certainly brings back memories from MYM6. Like how Sukapon seemed god-like for a moment because Rool -loved- it, or how Wiz whined about how Eggplant Wizard wasn’t getting any attention because Negative Man was hogging all the spotlight. It’s only now that some of those MYM5 sets have come to attention, especially that utterly RIDICULOUS Krow set – I haven’t rofl’d that hard (about those taunts) since I saw Wiz being stereotyped as Mannish Boy in the JJBA list, and that also ironically had to do with Wiz. After looking up Krow on the DK wiki, that set can’t even be considered for the same character. Wiz Krow is clearly some convoluted OC.

    I only knew Wiz from what he said in the thread, but he seemed pretty competent at the time and I would have never guessed he’d be as young as everyone claims. My only time “interacting” with him was when he responded to a positive Strangelove comment I posted with a very brief, chirpy reaction, but thinking back I also remember that time he “Slapped MYM” because of a newcomer Infernape set in MYM6 posted after Zant that wasn’t getting any attention, and also the fact that most if not all the content of the 3 comments towards my sets sounded very similar to what others said before him, though it could have just been my imagination.

    Also, I have no words for how fitting that Dr. Strangelove image is. Yes, Strangelove is officially the most overpowered fictional character ever, and we need a Story Mode featuring him as the main antagonist alongside the All-Star sets of MYM. That would be like, the definite MYM Story Mode.

  2. World of Goo was actually a PC game long before it was a phone game – and it was rather fun, too!

  3. Dr. Strangelove Vs. Zoroark – 100/0

    Zoroark can start the match disguised as Dr. Strangelove, with him just assuming that it’s nothing other than another mirror match. Zoroark has to take high knockback in order to lose the illusion and be revealed, and in a regular Strangelove MU he won’t be revealed until a bomb goes off. While the grab could knock Zoroark out of the illusion, the nair can prevent it. The only limitation Zoroark has to this instant transformation at the start of the match is his Strangelove’s damage is fake, but damage is a trivial concern in this match-up.

    Zoroark can attempt a 50/50 in a one stock match, though any more stocks will have Zoroark lose the transformation after the first explosion. He can actually attempt for more by forfeiting control of his illusion to a level 9 computer and actually play as himself. Zoroark himself cannot do much of anything that could be considered remotely useful. It’s vaguely possible he could get in a single surprise hit when the enemy Strangelove is assuming a mirror match to knock him off the edge, but a single hit at 0% damage won’t kill Strangelove with his good recovery and then the jig is up. Zoroark’s single attack is best invested in detonating Strangelove’s doomsday device early, probably when Strangelove attempts to detonate it himself, so that he can’t get in a bunker. This requires the cooperation of an AI you can’t control to get in the bunker and survive, but unfortunately Zoroark will still die and the illusion won’t matter, even if it survives. It’s very common for Strangelove to use usmash in the mirror match-up as well, so Zoroark will largely be forced to wield a gun he can’t get rid of without revealing himself and will be too tall to hit the doomsday device anyway with a ray gun.

    Dr. Strangelove Vs. Etranger – 100/0

    While Strangelove has no real chance to lose here, this is unsurprisingly his most frustrating match-up to play. Etranger can create a duplicate of Strangelove controlled by a stupid cpu that will kill Strangelove if it dies, and she doesn’t have to hit Strangelove to create this duplicate. While Strangelove can defend his duplicate with the neutrality zone from several of Etranger’s moves, such as her tether, her deadliest option is simply her many moves which create solid moving barriers which can push them around.

    Strangelove’s stupid AI partner may also very well be too stupid to get into a bunker, and if it doesn’t, it will die when the doomsday device goes off and kill Strangelove. Without a bomb, Strangelove’s most obvious next avenue to look into is stalling, as Etranger can’t do damage to Strangelove even without a neutrality zone up. Pushing around Strangelove for 8 minutes can get mildly annoying, but Strangelove’s recovery is quite good and she cannot do anything to the Strangeloves other than pushing them. Strangelove can attempt to actually kill Entranger instead of stalling if he wants to, but that largely just proves more annoying.

    Dr. Strangelove Vs. Winnie the Pooh – 100/0

    For each stock in the match, Winnie the Pooh needs 30 seconds of channeling time to win the match. Even in a one stock match, this is far too long to win, even if it can bypass neutrality to truly defeat Strangelove.

    Dr. Strangelove Vs. Boss Gluttony, Boss Gluttony, and Winnie the Pooh – 60/40

    Gluttony can waddle up to Strangelove’s bombs and devour them as usual to prevent explosions, denying Strangelove his casual win button. This can give Pooh a remotely decent shot at devouring all of his honey. 1.5 minutes is needed with 3 stocks, though this counter stays in-tact between stocks. It’s worth considering just playing a one stock match to only have to channel for 30 seconds to put more pressure on the Strangelove player.

    Strangelove is left to kill Pooh with the rest of his moveset, which is still incredibly powerful. Strangelove’s Side Special can create missiles which are “lagless and travel at Sonic’s dashing speed” that deal 22% and intimidating knockback, along with his usual grab-game projectiles. Aside from taking care of the bomb, Gluttony will largely be doing his best to act as a meat shield for Pooh. Gluttony can also do some terraforming to the stage in order to try to create defensive crevices for Pooh to hide in to try to win. If there are multiple stocks, Gluttony really doesn’t care about how much damage he takes or stocks he loses so long as he doesn’t outright die, and with the boss version his durability is fairly high.

    While the core only needs one boss gluttony and a pooh, Strangelove actually has the ability to create a new doomsday device if Gluttony eats his. If he can’t and the inside of Gluttony is considered part of the stage, then he would be killed by the bomb inside of himself. This means if Strangelove can stun Gluttony long enough to stop him from eating a bomb, he can easily win. His forward smash creates an arsenal of tools, though the only one we’re interested in is the stun grenade. Yes, a remote threat to Strangelove’s godhood requires him to delve deeper into his arsenal of death. The stun grenade can stun for as long as a Deku Nut, meaning Gluttony largely needs a partner to follow him in his stead and eat bombs when he’s stunned. Even then, if both manage to get stunned at once, Strangelove takes a free stock off all three of his enemies.

    There, Strangelove has been beaten. It only took pitting multiple characters against him, one of which is a boss and used twice, and with such a long time limit that the match-up is still in Strangelove’s favor, but it’s reasonably possible for him to lose this match-up. There still is a third slot open that could be used to make it vaguely easier, but these are the obvious two core characters.

    • It takes an unlikely team-up of Boss Gluttony and Winnie the Pooh to even the odds. Glorious.

    • Addendum: if Pooh immediately makes a giant pot and jumps in it, and eats honey uninterrupted, he could fill in a stock’s worth in 7.5 seconds, giving Strangelove an initial 11.5 second race to victory. Of course, most movesets won’t take that sort of behavior and immediately knock the giant pot over, or knock him away from the giant pot before he can jump in, but I don’t know how good Dr. Strangelove is at doing that. Just food for thought, I know this is late and silly.

  4. Seeing as how this article practically revolves around Dr. Strangelove, I figured I’d do all of us a favor by posting the masterpiece in all its (text) glory so you don’t have to go on SWF to read it:

    Mein Führer! I can walk!

    Dr. Strangelove


    or: How I Learned to Stop Worrying and Love the Bomb​

    Up until the dissolving of the Soviet Union, nuclear war was a common fear. The fateful “arms race” led up to a large stockpile of weapons in both the United States and Soviet Union, and both countries could destroy the world with them with little effort.

    But what is fear without a little black humor? Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb was a 1964 satire of the nuclear scare. The movie had a whole cast of memorable characters (three played by Peter Sellers), but the most memorable was easily Dr. Strangelove. Collected but still mildly deranged, especially in episodes with his rebellious hand, Dr. Strangelove was a truly memorable character.

    And did I mention? He’s joining the Brawl. And as a blatant prop/trap character too

    )) Note that all of Strangelove’s bombs will disappear after twenty seconds OR after he is KOed. In addition, his bombs take double damage from fire based attacks and will detonate automatically when hit by an explosive attack. He also CAN be hurt by his own bombs, though he can’t trigger them (e.g. walking over them).​


    Range )) 10
    Power )) 8
    Fall Speed )) 8
    Size )) 6
    Priority )) 5
    Traction )) 4
    Recovery )) 4
    Weight )) 4
    Attack Speed )) 3
    Movement Speed )) 2

    The big things that stick out about Dr. Strangelove are his range and power. His range is truly amazing, having projectiles everywhere – but his power comes at a catch, as you’ll see. Otherwise, there’s little to note about Strangelove, save for that he has a mediocre (though safe) recovery and he’s slow in both attack speed and movement speed. He would have bad traction and he does after you build up momentum, but his movement speed is too horrible for that to ever happen. You try dashing on a wheelchair…

    Special Attacks​

    Neutral Special – Doomsday Device )) Dr. Strangelove reaches a hand into his jacket and fumbles out a silvery mechanical package about the size and shape of a crouching Squirtle, which he drops onto the ground below him. The entire process takes about as long as it takes Dingodile to bring down his crystals – that’s rather quick. What does the package do? It acts as Strangelove’s personal blast box! The device will take up to 30 damage before activating. Only one may be onstage at a time.

    Upon activation, the device lets out a single mechanical beep. Half a second later, a mushroom cloud explosion covers the entire screen in an instant. That’s the entire screen; there’s no dodging this one. Everyone in the match takes a massive 45% and equally massive knockback in a random direction (this can’t be teched) that KOs at any percent at all. This can’t be dodged, super armored or avoided in any way. There’s absolutely no way to not get hit by the explosion.

    Broken, you say? The doomsday device will affect every player in the match. That includes Dr. Strangelove. Of course one visionary might want to activate his own Doomsday Devices to escape a high percentage and level the playing field; unfortunately, Dr. Strangelove may not damage his own Doomsday Devices (outside of his Down Aerial, anyway). However, if the opponent activates a chain reaction by triggering a bomb that causes the Doomsday Device itself to detonate, this is good to go.

    So what’s the use of the Doomsday Device? A threat. On his own Dr. Strangelove is a frail old man, but with the constant fear of destruction (and there’s no way to tell who will come ahead on the last stock of a match) opponents will need to be wary around Strangelove. Of course the Doomsday Device is difficult to hit even on accident and it has lots of stamina too, but chain reactions may be set up, and it’s not very hard, either. Still, while Dr. Strangelove does have ways of lowering his own Doomsday Device’s stamina, they all are rather predictable. Perhaps Strangelove himself put the use of the Doomsday Device best:

    Mr. President, it is not only possible, it is essential. That is the whole idea of this machine, you know. Deterrence is the art of producing in the mind of the enemy… the FEAR to attack. And so, because of the automated and irrevocable decision-making process which rules out human meddling, the Doomsday machine is terrifying and simple to understand… and completely credible and convincing.​

    Side Special – Missile Crisis )) Dr. Strangelove reaches into his back pocket and pulls out a bulky walkie-talkie device, speaking gibberish into the reciever. Half a second later, two Soviet soldiers in full regalia appear, pushing in a missile launcher out of the background. The entire process takes almost two seconds, but it only takes .75 for Strangelove to find and activate the walkie-talkie and hitting him after that won’t cancel the attack. The turret is by default facing 75 degrees diagonal in the direction Strangelove was, but by tilting the analog stick at any point in the startup it can be aimed within a 180 degree radius. The turret itself is Bowser-sized with 40 stamina, but once its stamina is entirely removed, it launches its missile (see below). Missiles made by Strangelove can activate the Doomsday Device since the opponent activated them. One may be onstage at a time, and pressing the imput again will see the Soviet soldiers pull the turret off the screen for identical lag as before.

    The missile launcher will fire its missile if any opponent walks in front of a line infinitely stretching out from the turret. It fires without any lag at nearly Sonic’s dash speed. It is not affected by gravity. The missile is a little taller and thinner than Ganondorf, but on contact with any opponent or wall/ceiling it forms a Bowser-size explosion dealing a good 22% and intimidating but set upwards knockback (two Stage Builder Blocks). This is a very powerful move, but it can’t be used like ordinary projectiles; it’s too laggy and predictable.

    Instead, this is a prime tool as a threat. The Doomsday Device won’t be hit by a competent opponent, but this has a much wider range to make use of. Position this such that it will hit the Doomsday Device to fence off an area for Strangelove’s use. Of course, getting the opponent into the position won’t be very easy, though you won’t be trying to do that (there are better ways to force the activation of the Doomsday Device).

    Up Special – Aerial Assault )) Dr. Strangelove, once again, pulls out a walkie-talkie and speaks gibberish into it with the same animation as his Side Special; mindgames galore! However, the startup lag is a third of a second, so it’s much quicker. His mometum is briefly stopped if he uses this in midair. After completing the startup lag, a bomber flies in from the background, instantly picking up Strangelove. For a second, Strangelove can move around the bomber at a speed only a little faster than Ganondorf’s run; you probably won’t be able to recover much during this period. After that part or a press of the B button, Strangelove leaps square out of the bomber floating with a parachute; essentially, from here his recovery works identically to Game and Watch’s parachute. However, due to the extra payload of the wheelchair, Strangelove falls a little faster than Game and Watch and his aerial movement is two-thirds that of Game and Watch’s. Similar to Peach’s recovery, Strangelove can tilt the analog stick down to cancel this and go into a helpless state; however, he is unable to deploy the parachute again. Still, this is the only part of the recovery which sweetspots the ledge, making it an important component. Like ROB and Pit’s, this has a fuel system, taking ten seconds to fully refuel after use. Use during this period results in a limited period for the first stage of recovery.

    Since the bomber has so little speed, this is an easily gimpable recovery, right? Wrong. The bomber has 35 stamina, which doesn’t sound -that- impressive, but there’s only a one-second window in which to destroy the bomber. While destroying it will send Strangelove into helpless, he can easily exit it anyway to enter the second stage of recovery to negate the damage. Still, due to the poor distance it covers, this is far from an ideal recovery.

    Down Special – Alien Hand )) Strangelove raises his hand into the air and waves it a couple of times, almost as if it were possessed by some outside force. This is an extremely quick animation, lasting a third of a second, but it’s very noticable to every other player in the match. What he’s just done is activate his alien hand! While Strangelove’s alien hand is in effect, his arm flashes an orange color intermittently and his idle stance is replaced by his hand flying about and the other urgently trying to restrain it. To return to a regular state, Strangelove must grab himself (he can do that) and mash buttons to return to his regular state with grab difficulty. Like a real grab, this gets more difficult at a higher percentage. If he’s interrupted, the progress restraining it is lost.

    But what does the alien hand do? You see, Strangelove’s alien hand has a mind of its own. After a three second period after the move is performed, a ten second period begins. At a random point during this period, Strangelove’s alien hand will make a flicking motion. It’s lagless and will be performed out of anything, but like the starting period, it’s obvious to every other player in the match. The flicking hand will force a single, random bomb of Strangelove’s to instantly activate or explode, apart from the Doomsday Device itself. The hand will lose its alien-ness after Strangelove takes 15%. These moves are:

    )) Side Special (triggers launch of missile)
    )) Neutral Attack
    )) Forward Smash​

    This doesn’t sound all that menacing at all, but the thing is, Dr. Strangelove will usually have all of his bombs aligned with each other to form a chain reaction, which will probably explode the Doomsday Device. There’s still hope for the opponent; Strangelove will probably have some “dead lines” that don’t actually explode it, as the threat of the Doomsday Device has exactly the same effect. This move means that opponents of Strangelove will need to be on their toes all the time.

    Standard Attacks​

    Neutral Attack – Bomb )) A rather simple attack, but an important one to Dr. Strangelove. Strangelove pulls a small bomb, the size of one of Snake’s grenades, out of his jacket and roughly tosses it onto the ground. The entire process is very quick, taking almost a third of a second. There may be two onstage at once.

    If any character or targetbox (like a minion) walks over a bomb, it instantly explodes, creating a hitbox similar to Snake’s Down Special that stays out for about half a second, dealing 6% with bad set knockback in a random direction. Obviously, this is a very unreliable trap… but that’s not how its used. Other bombs caught in its blast radius will explode as well…

    Forward Tilt – Fail-Safe )) This move has no animation but can be held for anywhere from half to two seconds; there’s ending lag varying from .2 to .6 of a second depending on how long this was held.

    While Strangelove is holding this, no effect is immediately obvious, but his Doomsday Device is completely invulnerable to damage and will not detonate as long as this is held. Using this you can stop the Doomsday Device’s detonation, but if you spam this, the opponent might depend on you using it, wasting the entire point of it. Use with care.

    But that’s not all! Hold B while you use this and it turns into fail-deadly! If Strangelove is hit with a move which KOs him in this state, a random bomb will detonate automatically (if present), taking the opponent down with you. Due to Brawl’s incredibly screwy KO detector, this will still cause a bomb to detonate if Strangelove is hit offstage and allows himself to die, though this won’t work if he lands on the ground and walks off the stage. In tandem, these two variants make hitting Strangelove a stressful experience.

    Up Tilt – Hair Trigger Alert )) Dr. Strangelove flicks his hand upwards in an arc over his head, sort of like DK, dealing 6% and weak upwards knockback. If you don’t hold A this ends here with no ending lag as a quick, weak juggler, but by holding the A button after the first part of the attack, Strangelove shakes a remote control down his sleeve and urgently mashes its single button for a full second or so of ending lag. What this does is put all of Strangelove’s bombs on HAIR TRIGGER ALERT! for ten seconds or until Strangelove imputs this again (the whole move, not just the flick). After using this, you can’t use it again for ten seconds more.

    But what does it mean when bombs are on hair trigger alert? It means EVERYTHING! Essentially, it makes all of Strangelove’s bombs detonate much quicker and with much less stimulus. The stamina of all bombs is halved, and the range within which a character can cause a bomb to detonate is doubled in area.

    Essentially, Hair Trigger Alert is a way to restrict the foe’s movements. If they act too recklessly or too aimlessly, they’ll probably activate a bomb and another and probably lead to the detonation of the Doomsday Device itself. However, you shouldn’t always have this on – it can wreak havoc with your careful setups. This will kill you too, but of course, you’re Strangelove, so you’re insane enough to do it.

    Down Tilt – Defuse )) Dr. Strangelove faces the screen and leans slightly off his wheelchair, brushing the ground below him with his foot. This is a quick animation, taking about .3 seconds. Strangelove’s foot deals 8% with low set horizontal knockback; due to the weak effect, narrow hitbox and slight punishability using this as an attack is a bad idea.

    Instead, you should be using this to take control of your bombs; if a bomb of Strangelove’s (not of anyone else) connects with the hitbox, it is defused and disappears. Of course, it’s better to just think it out instead of risking punishment, but this is still an important way of backing up.

    Dash Attack – Radiation )) Dr. Strangelove deliberately wheels himself forward around the distance of a Battlefield platform at around 2/3 the speed of his dash. This is rather punishable, as it sounds, but you can cancel the movement through a tap of the A button. There’s no hitbox involved here at first glance, but in fact Strangelove’s just made a zone of radiation! It’s as tall as he is and as long as the distance he wheeled. All characters to step inside the zone (including allies or even Strangelove himself) will rapidly take damage at the rate of a Lip’s Stick. This is not fast damage at all, but the zone of radioactivity never wears out, and once you’ve fenced off most of the stage, this is the only place the opponent can remain…

    Smash Attacks​

    Forward Smash – Stockpile )) Dr. Strangelove rapidly pulls out all manners of bombs and explosives out of his jacket as he charges, and dumps them onto the ground to form a wall- a stockpile- upon release. The stockpile is always the width of Wario, but its height varies between Squirtle and Bowser depending on charge time. Only one may be onstage at a time. The wall has 15 to 35 stamina depending on charge time. It explodes after losing all stamina, forming an explosion stretching out a Pokeball on each side and dealing 14% to 26% with great knockback. Lag on each end is similar to Dedede’s Up Smash, so this has decent starting and bad ending lag.

    This was already useful as a threat in a similar manner to many of Strangelove’s other attacks, but what truly makes this the crux of his playstyle is his ability to take bombs out of his stockpile, it being a stockpile and all. Press A next to the wall like you would pick up an item, and Strangelove pulls a bomb out of the stockpile and puts it into his jacket for a third of a second of lag. Tap a direction during the lag, and Strangelove will pull out a different type of bomb, listed below. The next time Strangelove uses his Neutral Attack, the bomb he pulls out will have new properties; more notably, the two limit for bombs counts separately for each type of mine. That means you can have two of each kind of bomb onstage at once! If he uses it again the newer bomb will be used after the previous one, and Strangelove can store up to six bombs in the depths of his jacket. The different types of bombs are:

    No Direction – Time Bomb )) Time Bombs work identically to regular bombs (so it deals 6%)… but after twenty seconds, it automatically detonates if it hasn’t already. This makes it rather unreliable in terms of making chain reactions since it’ll activate them automatically, but this has its uses.

    Left – Parachute Mine )) A bomb floating on a Ivysaur-size blue parachute. This has identical properties to the regular bomb (again, so it deals 6%)… but it’s floating in midair. This can be planted in midair by using a Neutral Aerial for the same lag as before, temporarily halting Strangelove’s momentum if he has any. The parachute has 15 stamina and the bomb drops down to earth at the speed of a fastfalling Jigglypuff if the parachute is destroyed. It will detonate automatically once it hits the ground. This allows for midair chain reactions. By the way, for some reason, this won’t fall, being magically suspended in midair.

    Right – Cluster Bomb )) This bomb looks largely similar to the regular one. When it detonates, it cracks into eight pieces, which fly out and explode over an area of 2/3 a Battlefield platform, evenly spaced. Each deals 3% for up to 18%. Each explosion is barely bigger than the piece, and since the bomb was so small in the first place, the hitboxes aren’t very big. Of course, since there are eight of them, this still has good range. This will mostly see use for having more range than the regular grenade. They won’t detonate early if they hit anyone, just bouncing off, so you can’t “body block” a chain reaction involving this.

    Up – Pillar Charge )) This bomb has a blast radius 2/3 that of the regular bomb… but after the first explosion, a second and then a third explosion occurs directly above the first. Each individual explosion deals 6% for up to 18%. There’s about a third of a second of lag between each explosion, so this takes around a second to fully explode. This is your best way of making chain reactions that go upwards.

    Down – Stun Grenade )) Upon detonation, a Ness-size blast of light occurs, having a little more range than the regular bomb, though centered vertically. This will detonate other bombs in its blast radius, but instead of dealing damage or knockback to opponents hit by it, it causes a stunning effect, just like a Deku Nut. Strangelove is rather hard-pressed to punish, but this is a great way of finding the time to set up a chain reaction, or lengthen one.​

    Each bomb Strangelove takes out of his stockpile will shorten it as if it was charged by 1/5 less seconds. This means you can take anywhere from 1 to 10 bombs out of your stockpile depending on charge time. This is one of your most important moves; use it well.

    Up Smash – Arms Race )) Strangelove pulls an intimidating gun out of his jacket as he charges, and once he releases, every character in the match pulls out a gun of their own. Yeah, even if items are off. The guns are the size of a Cracker Launcher and can be fired similarly to a Ray Gun, forming shots with identical speed and range. They can be thrown away just like a Cracker Launcher but will not be hitboxes when thrown. All guns will disappear after fifteen seconds, and Strangelove is unable to use this again during this period.

    Three to seven shots may be fired from each gun depending on charging time. C-Sticked each shot deals 5%, but fully charged each does 8%. The knockback is more diagonal than a Ray Gun, preventing infinites like with a real Ray Gun.

    You might think this is near useless since your opponent gets every buff you do… but this is actually rather useful to Strangelove. You see, the opponent must fire carefully for fear of activating the Doomsday Device via a chain reaction, but Strangelove doesn’t need to: he might even structure his bombs such that he can camp properly with this for a potentially epic damage dealer! If you want to bother with damage, that is.

    Down Smash – Bomb Shelter )) Like in the opening to several other moves, Strangelove speaks gibberish urgently into a walkie-talkie as he charges, putting his walkie-talkie away upon release. This is a rather laggy motion, about as quick as Snake’s Forward Smash. There are no apparent effects after release, apart from a mysterious metal panel half the width of a Stage Builder Block on the ground directly below Strangelove. One may be out at once and it can take 20 to 35 damage before disappearing (only hit by low attacks such as Down Tilts), though it can theoretically remain on the stage indefinitely. It also expires after one use. Hmm…

    Crouch over the metal panel and Strangelove ducks off his wheelchair and slides the panel to the side to reveal a large hole- a bomb shelter!- and leaps in. This is a laggy animation (ending lag of Lucas’s Up Smash), but Strangelove has super armor. He’ll stay inside the bomb shelter for two to five seconds depending on charge time, and will exit the shelter with the same lag as he entered it, still having super armor. While Strangelove is in the bomb shelter, he’s effectively ducked out of the battle for a period, and is immune to all attacks, though he can’t attack himself. Opponents can’t enter the bomb shelter.

    The bomb shelter is, after all, a bomb shelter, so this is best used to avoid bombs. Trigger a long chain reaction leading to the Doomsday Device and enter the bomb shelter. The chain reaction has to be a long one or the Doomsday Device will send you flying away (since it ignores super armor), but still, this is a great way of scoring KOs, if you can set it up right.

    Aerial Attacks​

    Neutral Aerial – Neutrality )) Dr. Strangelove doesn’t even exit his aerial idle stance once this move is imputted. While he’s going through an animation, it’s impossible to tell that he is. If he manages to complete the entire half-second “animation”, a Strangelove-width and infinitely high zone of neutrality is formed directly below where he completed the move on the nearest platform of the stage downwards. As many zones of neutrality can be formed as you want, and they will wear out according to the twenty second timer.

    What the zone of neutrality actually does is nullify the effects of hitboxes within. You can attack, but moves won’t deal any damage or knockback. This works for both Strangelove and the opponent, so this is only useful as a staller, right?

    Well, actually, this is a very useful move to have. The only value of the Doomsday Device is a threat to be destroyed- it should not matter whether or not it will actually happen if the opponent thinks so. Thusly, this is best used to interrupt a chain reaction- the explosion won’t do damage and won’t detonate the next bomb. This is best used in tandem with another aerial to make it less obvious.

    Forward Aerial – Little Boy )) Strangelove halts his aerial momentum to call down a bomber out of the background with identical animation to his Up Special, but a little less lag. The plane immediately drops a pathetic little bomb the size of Olimar, which falls at the speed of a fastfalling Jigglypuff. Contact with it in the air deals a measly 5% with a weak meteor smash, but once it hits the ground, it explodes, forming a Yoshi-size hitbox dealing 12% with middling knockback. Given how badly this telegraphs, it’s hardly worth it, is it?

    Well, if the opponent is hit by the falling bomb, the resulting explosion will count as a hitbox of their own; thus, it can activate nearby bombs, and perhaps the Doomsday Device! Of course, they’ll just have gotten the hell away by the end of predictable motion, so they can’t be hit…

    Back Aerial – Fat Man )) Identical animation to Forward Aerial, but the bomb is the size of Mario, falls at the speed of a fastfalling Fox while dealing 9% and an average strength meteor smash (this is far too laggy to gimp) and forms a Bowser-size explosion for 18% with stunning knockback. However, this has an airdodge worth’s more lag… You see where this is going? If the opponent tries to airdodge when they thing the bomb will fall, they’re a sitting duck to a much more menacing explosion as well as their impending doom. Combine this with Forward Tilt, and Strangelove can be difficult to approach at the best of times.

    Up Aerial – Suicide )) Dr. Strangelove pulls out a gun and points it at his cheek and pulls the trigger, launching a bullet projectile straight upwards. The bullet, while the size of a Pokeball, moves at an incredible speed with infinite vertical range and very good priority. It deals a rather broken 20% with obscene vertical knockback (kills at 75%). There’s startup lag, but this is still a great KO move, right?

    However, this is called suicide for a reason… the hitbox of this move will hit Strangelove as well. That’s right, whether or not he misses, he’ll take 20% and obscene knockback too! So what’s the use of this? Try and hit your opponent with this when death is inevitable to take them down with you. Still, know that Strangelove will always die first.

    Down Aerial – Suicide Bomber )) At first glance, this is a generic stall-then-fall. Dr. Strangelove halts in midair before slamming straight downwards, with startup, falling speed and landing lag similar to that of the Ice Climbers’ Down Aerial. Like theirs, this is NOT a meteor smash, merely doing 18% with low horizontal knockback. However, unlike the Ice Climbers, this won’t stop after falling a certain distance, always going all the way to the stage. An utterly garbage move.

    However, there’s a glorious silver lining. With this move, you are capable of dealing damage to your own Doomsday Device. This cannot detonate regular bombs, only the Doomsday Device itself, but this is still very useful: remove all the Doomsday Device’s stamina, kill everyone in the match and reset the stock. Remember, though, that you’ll need two consecutive uses, which requires spare time – something rare for Strangelove.

    Grab Attacks​

    Grab – Russian Reversal )) Dr. Strangelove sticks out his hand in what looks at first like a regular grab… but halfway through, his rebellious hand switches directions and roughly grabs Strangelove by the neck. Strangely enough, Strangelove doesn’t look at all upset… You have to button mash out to escape from your own grab, though the cardinal directions and A button won’t work towards this, as they cause Strangelove to throw himself…

    Pummel – Russian Roulette )) Dr. Strangelove’s alien hand pulls a gun out of his jacket and begins twirling the barrel of the gun around, making around four revolutions a second, as long as the A button is held. Once the A button is released, the barrel stops in place and one of the chambers clicks below Strangelove, dependant on how long he twirled the barrel.

    Once Strangelove begins using his pummel, the chamber that was initially pointing towards his head has a bullet loaded in it, apparently. If you release the pummel right when this same chamber is pointing to Strangelove, he’ll take damage and knockback identical to his Up Aerial. If Strangelove is attacked, the chamber leaps to any chamber one to five ahead at random before firing.

    You may be questioning how useful this is now, but in fact this can be very useful. With practice it isn’t difficult to get the chamber with the bullet in it each time, and remember that the bullet will be shot upwards as a powerful projectile as well. Of course no competent opponent will be hit by it, but that isn’t the point. Place yourself beneath a bomb that would start a chain reaction and eventually activate the Doomsday Device, and your opponent can’t attack you for fear of activation. Strangelove can’t be grabbed either, which both makes this all the more safer and forms a valuable tactic against Dedede et al.

    Forward Throw – Reload )) With the lag of three Pikmin Plucks, Dr. Strangelove inserts a new bullet into the next chamber of his gun (the next to be spun past via pummel without a bullet in already). This is a rather obvious animation. Now spinning to this chamber will result in being shot as well…

    Back Throw – Unload )) The counterpart to Forward Throw, this is near lagless and nearly impossible to spot. A bullet drops out of the gun, removing the last bullet added via Forward Throw. You can’t remove the first bullet.

    Up Throw – Mark )) Dr. Strangelove presses his thumb against the current barrel of his gun with Forward Throw lag, making a silvery thumbprint against the barrel, being very noticable against the subdued gray of the rest of the gun. Up to six may be made, though having them all marked will hardly help you. This is rather useful for learning how to use this properly, and used correctly, it may even help you in the heat of battle…

    Down Throw – Rub Off )) With Back Throw lag, Dr. Strangelove rubs off his latest Up Throw thumbprint. Unlike Back Throw this is very noticable, though it’s still quick. Use this after Up Throw and the opponent won’t know anything while you do…

    Final Smash – Communism​

    Strangelove lets out an eerie laugh, and wheels himself into the background, as the screen blacks out. It lights up a second later to reveal the Brawlers in… the Soviet Union? Indeed- ominous gray buildings dot the landscape and all platforms are replaced by indeterminate buildings in the foreground which can be stood on. The layout of the stage is unchanged, though many things are amusingly altered. The new stage remains for a full ten seconds before disappearing in another blackout.

    There is no immediately noticable effect to this… but Strangelove regains all stocks he lost during the Final Smash when the Communist reign ends. For example, If he’s lost two stocks during the Final Smash, he’ll regain two at the end. This obviously won’t cover his last stock.

    This may seem rather useless at first… but this covers all of Strangelove’s suicide KOs, as well. You can spam your Doomsday Device and your Up Aerial all you want without suffering the ill effects of the lost stock. Your opponents will probably all gang up on you because of how utterly, recklessly destructive you can be in this phase, but still, this is one of the most effective Final Smashes in the game.


    Playing as Dr. Strangelove is quite unlike playing as any other character. Many others win through brute force, but Strangelove is a character of psychology. Strangelove has the brute force to bomb the entire world at the drop of a pin – harnessing that force is what it means to play as him.

    Everything centers around the Doomsday Device. There is no strategy to where and when you place it; just put it down once you spawn. You can develop your chain reaction quite easily away from it no matter where it is, and half of your moves are rendered inviable if it isn’t around. Besides, it’s not like the motion is punishable at all.

    The point of the Doomsday Device, remember, is that nobody wants it to activate on that fateful final stock of the match. It leaves the victor up to blind chance, which is nothing anybody would ever want to do in a serious match: everything is on the line. There will be your stragglers who try to destroy it to even out the stock, but you can do that too – nobody can ever be more insane and haphazard than Strangelove himself. Still, you want to stay barely ahead in order to stop the opponent from activating the Doomsday Device, because nobody ever wants it activated.

    Once you have the Doomsday Device down, you want the threat of destruction hanging over everyone’s heads. Set up a Forward Smash stockpile and lay out your bombs all across the stage. The animation to plant them is somewhat laggy, but you can solve that: plant a turret via your Side Special to fence off an area for Strangelove, and the enemy can’t pass it for fear of activation. Now spread out your bombs as much as you can: this often leaves the foe helpless to your reign of terror. For the opponent, you can’t rock the boat or the world will collapse. Activate Hair Trigger Alert via Up Tilt and this becomes even more tangible.

    This is where another character would typically be racking damage. Damage? Psshaw! You’re Strangelove, and you have something immensely powerful at your beck and call. Granted, you can set up some Dash Attack radiation if you need to in case you’re forced to KO with Up Aerial, but… Use your Down Aerial to activate a chain reaction, which gives you time to duck into a Down Smash bomb shelter (and don’t tell me you don’t have one set up). The opponent can abuse all the defense they want, and it won’t make a whit of difference, as they’ve effectively lost a stock already. Sometimes your opponent stops you from escaping, but it doesn’t matter. You’re Strangelove, and you can afford to die for the motherland. There’s plenty of time to pull ahead. Even when you lose a stock yourself, it’s very easy to go out with a bang with your fail-deadly Forward Tilt.

    Here’s a little secret: you don’t want the Doomsday Device to go off. Granted, the opponent doesn’t either, but what about win-win situations? Or lose-lose? The value of the Doomsday Device is not that it will go off, it’s that it can go off. If you mask your intentions properly by occasionally jumping into the air with no motive at all, it’s very easy to set up a zone of neutrality with your Neutral Aerial, and – presto! The Doomsday Device doesn’t go off, and you’ve profited every bit as much from the psychological factor. There’s making yourself fail-safe or even defusing a bomb as the chain reaction goes by with your Forward or Down Tilt, respectively, but these are so much simpler and more predictable. It’s so much more valuable to see your opponent squirm before their inevitable death.

    At the same time, though, you must love the bomb because of the leverage it gives you. If the opponent gains too much of a percentage lead in a stock, they might easily see Strangelove casually use his Down Aerial to put both on an even keel. And then you have numerous tactics that center around the bomb. The mindgames with Little Boy/Fat Man can keep even the most aggressive of characters away, and hitting Strangelove is always something to be afraid of given that this might trigger the Doomsday Device. Stop worrying, and learn to love the bomb!

    Dr. Strangelove is a psychological threat, but at the same time, he is tangible. Even one to frequently face Strangelove may never see the impeding holocaust of the Doomsday Device, but the threat is always there. Remember, the Premier loves surprises. They’ll be too busy tiptoeing over your digital labyrinth of bombs to see them explode before their very eyes…


    Vs. Romero – 65/35 )) Here’s a matchup that’s kind to Strangelove. Romero’s all about those zombies of his, but the fact that they function automatically makes it rather awkward for Romero – Strangelove is perfectly capable of hiding behind two midair Parachute Bombs, and if the zombies try and bite them they might end up detonating the Doomsday Device itself. Obviously Romero’s going to try and stop this, shepherding his zombies around with moves like Dance of the Cadaver – but this is rather awkward to handle, and it stops Romero from playing a more well-rounded role with his zombies.

    Given that, Romero has a tool in his zombie children – they’re short enough to go under aerial bombs high enough to block adult zombie bites. Strangelove can plant two at both heights, of course, but this leaves him vulnerable from behind given his two limit on each variety of bomb. In addition, the fact that zombies are so reckless means that Strangelove is in danger as well – remember, nobody wants the Doomsday Device to go off. He’s probably better off playing as a standard trap character, really, given how stupid zombies are around bombs.

    Vs. Axel – 60/40 )) Ordinarily, Axel tries to combo as quickly as he can do build up the fire on his chakrams to make them more powerful, but Strangelove throws a wrench into this with his chain reactions. Many of Axel’s attacks have fairly large hitboxes, which makes it difficult to combo without activating a trap and eventually the Doomsday Device itself. Once Axel builds up some fire on his chakrams he can get down to business and avoid the traps, but it’s still rather difficult, and you need to combo to build up the fire… catch-22, huh? Axel might be able to function better playing as a projectile spammer/gimper, but given that he’s so much better equipped for combos, this is far easier said than done.

    Vs. Negative Man – 55/45 )) An interesting matchup here, as each character partially invalidates the other. Negative Man is as weak as ever and doesn’t really have any firepower to deal with Strangelove, and the fact that he can’t willfully move around makes things all the more difficult for him. On the other hand, he has an excellent move to use – Same Old Same Old. Tag Strangelove with a Side Special and things get much more difficult – you’ve probably just used a mine, and in that case, you can’t withdraw new mines from your stockpile – you can only put down more of the first one, and given the two limit, this can be infuriating. It gets worse if you’re forced to use something like Up Aerial. As if that wasn’t enough, Negative Man can wreak havoc with your chain reactions with his Up Special and Down Tilt. With Up Special he can temporarily pull the stage down and then activate a central bomb, which won’t do anything, due to the messed up structure of the stage. Down Tilt he can drag bombs out of position, albeit slowly.

    This sounds rather …depressing for Strangelove, doesn’t it? The fact is, Negative Man is after all Negative Man. He can’t damage rack on Strangelove worth a damn, and given that Strangelove can grab himself to render himself immune to grabs by grabbing himself, Negative Man can never get in enough pummels to score a KO. Each stock he’ll probably KO by activating the Doomsday Device himself for a suicide KO, but this is very unreliable and Strangelove can try and stop this (though Negative Man’s stalling can generally stop this without any trouble), giving Strangelove a slight advantage.

    Vs. Lucy – 45/55 )) Strangelove will set up his Doomsday Device immediately at the beginning of the match, but this gives Lucy enough time to do something lagless of her own – her Up Special. Propping herself up on her vectors effectively turns Lucy into a living wall. If the Lucy player is lucky enough to prop up over the Doomsday Device, congratulations, you’ve managed to completely invalidate Strangelove. You’ve fenced off the Doomsday Device and Strangelove has nothing to really do. It’ll disappear in twenty seconds, but Strangelove’s got nothing to do until then.

    Of course, Lucy doesn’t really have anything to do from here either. Sure you can use your Down Tilt, but since Strangelove doesn’t have anything to do, he’ll with all likelihood be far, far away, making it impossible to fence him in between your two vectors. And remember what I said about Strangelove having nothing to do? Well, he can passively set up a couple of traps, which stop Lucy from sending out her vectors – they won’t set off the Doomsday Device, of course, but they’ll cause any vectors sent out to automatically retract, making it damn near impossible to do anything before the Doomsday Device disappears. Of course, Lucy can easily gain a stock lead and peacefully lie over one of Strangelove’s bombs to stall, but she was good enough at this already. Besides, Strangelove will do everything in his power to stop you from doing this.

    Vs. Dingodile – 40/60 )) At first glance, Dingodile is the antithesis to who Dr. Strangelove wants to face. He’s every bit as insane as you are, and perfectly happy to be sent into the abyss with you. Right at the beginning of the match he’ll plop down his crystals, and as always, Strangelove can do nothing about it. Seeing as the crystals are going to cover around a quarter to half the stage, you’re pretty well screwed here, with no room to set up your all-important chain reactions. Granted, Dingo’s going to risk detonation through his fireballs, but given how easily aimable they are there’s little risk of this. As if that wasn’t enough, it’s nigh impossible to gain a KO especially on the smaller stages, as there’s little to no room to set up a chain reaction long enough to enter your bomb shelter for a KO given Dingo’s accursed crystals. On the last stock, he’s perfectly capable of finishing himself off with an overheated Forward Smash, though since he’ll lose a stock anyway, this is a glorified taunt really.

    That’s if Strangelove lets Dingo keep up his crystals, anyway. Strangelove has many ways of destroying them: it’s now feasible to camp with Side Special, and by hunkering down behind a Forward Smash stockpile he’s nigh unhittable, especially since it’s so awkward for Dingodile to just shoot his fireballs straight up given how long it’ll take them to connect. Bombs in general are rather effective, especially the Pillar Charge, as the three long hitboxes can destroy in the neighborhood of fifteen crystals at once! Once Dingo’s trying to destroy staggler crystals, Strangelove can easily plant a bomb leading to the Doomsday Device, which Forward Smash would hit – thus remaining Dingo’s best way of clearing crystals. Still, the fact that Dingodile can bring down his crystals, he can play keepaway efficiently and he can just use an overheated Forward Smash to bring Strangelove and those straggler crystals down, this is very much in Dingodile’s favor, though it isn’t unwinnable for Strangelove.

    Vs. Zant – 35/65 )) Strangelove has an advantage right off the bat in that he’s pretty much immune to the effects of twilight. You’re much more about your chain reactions than directly attacking, and the point of your traps is activating the Doomsday Device, not being a bland trap character. The only significant thing affected by twilight is the Doomsday Device, and that’s a trifle – it’s pretty much every bit as powerful with 2/3 knockback.

    That said, Zant pretty much renders Strangelove’s chain reactions useless via reshaping the stage. Not only is Zant fully capable of setting up the stage so that chain reactions are difficult, like forming numerous earthen monuments to block them, he can easily destroy them via the same strategem: warp them away. Or simply Down Smash them up. Once Zant spreads out his twilight, he might have difficulty comboing without running into one of those accursed traps, but combo heaviweights are always capable of comboing, no? Simply step out and take a floaty jump to a cluster of traps, set up an Up Special portal and send them away…

    Vs. Lemmy Koopa Vs. The Kid Vs. Leafeon – 30/30/15/25 )) The Doomsday Device gets much more complicated to use during an FFA matchup, as well as much more useful to everyone. Not only are you taking away the stock of the opponent you’re directly facing, you’re taking away everyone else’s as well. This is very useful when everyone is at the same stock level and you’re lagging in percentage, but if anybody has a stock lead this is giving the advantage to them. Thusly, people are going to be constantly trying to even everything out by activating it and do so recklessly before anybody scores a KO. Seeing as Strangelove is the one in control of it and Doomsday Devices won’t be around without him, he’ll survive much longer than his abilities suggest.

    Before expounding, though, let’s get The Kid out of the way. He’s a small and mobile target, which is an advantage in being difficult to hit… But The Kid is so ridiculously light that any moderately powerful trap like Strangelove’s Stockpile or Lemmy’s Surprise Cannon he’s either going to be KOed or knocked far away from the stage so that he can’t help but be meteor smashed by a Reverse POW Block Lemmy will have probably set up. Given that The Kid’s traps and summons are much laggier than those of the other trap characters, he’ll have trouble setting up traps especially since he’ll be spending most of the time respawning, not having a chance at setting up. As if that wasn’t enough, many of The Kid’s most useful traps fire on their own, making it impossible to stop them from unintentionally hitting the Doomsday Device. He has no choice but to stick to weaker and more predictable traps like his Neutral Aerial and grab clawed tree, making him rather irrelevant to the match as a whole, though the fact that he can potentially live for a while boosts his chances some.

    Leafeon’s Tree of Life, while requiring growth, will eventually grow into a massive wall that blocks all traps as long as it exists. This means it’s a bad idea to set up traps there, which will eventually disappear once consumed by the growing tree. In fact, this applies to quite a few of Leafeon’s attacks – since they sacrifice lag for growth time, they’re threats without even being there yet, since they will eventually invalidate traps. Leafeon doesn’t have a hard time keeping all of his plants alive given his assorted defenses of them, but his Razor Leaf – ie his main means of damage – is typically unusable since it activates traps, usually Strangelove’s chain reactions, but given the battle for real estate Strangelove might not always be able to set it up.

    Despite Leafeon’s myriad of advantages, he doesn’t gain a big advantage on everyone else since he can’t afford to kill off Strangelove and Lemmy practically has it made. With his Koopa Warp Pipes or his Flying Trapeze he can easily traverse a trap-laden stage, most of his traps are reliable enough not to activate Doomsday Device chain reactions (since he’ll probably get to the final two, where they’re much easier to set up), his traps are versatile
    Spoiler Toggle Spoiler
    since he didn’t have to be unique with them due to being among the first trap characters
    … he’s got an awful lot going for him. With all likelihood he’s going to be fighting Strangelove on the final two, and they’re both evenly matched – whoever wins the new battle of real estate wins.

    Common outcome of the match is Strangelove and Lemmy in either first or second between them, Leafeon in third and The Kid in last. The only other feasible outcome is Strangelove/Leafeon/Lemmy/Kid, but given Lemmy’s far greater versatility, this is unlikely.

    For those who want to know how long it takes for Dingodile to set-up his crystals without having to go back and read the set, it’s “below-average lag”.

  5. Neither nostalgic nor an especially interesting read. Well done.

    “his personality indicated him as juvenile”

    Spelling errors and petulance aren’t personality, they’re youth. “Juvenile” and “young” are different. As for personality, that’s something else and you’re hardly one to comment as to it.

  6. that was Rool, by the way (my account is all fucked up). the venomous political garbage article was fun anyway

  7. Yes Rool, MYM does care about numbers now. If you want proof, look at people tearing into a Kupa moveset just now of all things for being behind the times.

    Get back to me when Manfred Von Karma isn’t a daunting read.

  8. You know this article actually is very educational beyond just the obvious humor value, its a good explanation of everything that was wrong with past MYMs. I know a lot of Tirkchat members like to generalize recent stuff as being a lot like Wizzerd sets or not any better than them, but I think what this article gives us is a comprehensive understanding of how we have evolved. It shows a lot about the warped standards of the time that these kinds of sets were the norm and nobody found anything wrong with them. Hell, based off PC-98 Reimu, there are some people who still think this standard of set making is okay, and if you want to get with the times, you really have to learn how to take some criticism and properly balance a moveset.

    • Would actually like to respond to this one, since I agree with some of your points here. I get the idea of trying to use this article as a historical piece/a large scale re-examination of past MYMs, but that’s clearly not the point of this article.

      I’d like to see an article that’s geared towards just that, with very little to no humor involved – and especially not the personal attacks on past setmakers. It’d actually provide a jumping-on point for past setmakers who may not be familiar with how setmaking works now versus them stumbling about for 2 or 3 sets trying to write how they now how to write. It might also have a use towards newcomers, sort of a catch-up on how MYM has operated and how it operates now compared to them.

    • >no humor
      but it is funny
      >no personal attacks
      yes don’t offend Wizzerd inactive since 2011
      >past setmakers
      plenty come back every contest just not tirkchat because that place was specifically made to break away from MYM
      there is or was a general misconception that tirkchat = all MYM oldies, when it’s only a small fraction of them overall
      there’s nothing that can be taught in an article that they couldn’t learn from reading and creating movesets, something they refused to do even in life
      congrats on the successful bait

  9. This article -is- funny, MW, but I’m just saying that I’d like to see what FA described in an article without humor. Said article wouldn’t include attacks on past MYMers in general, not just Wizzerd or K. Rool or what-have-you.

  10. I don’t know who this is – Warlord, FA, Smady, I’m guessing Warlord from the general writing style, but I could be wrong, who knows. It doesn’t really matter, the overall sentiment is the same.

    First of all, I think you may’ve misinterpreted Dave’s point there – he was saying he’d like an article without the humor – acknowledging that there was, at least, an attempt at it in this article. Personally, I don’t share the “let’s make fun of this 12 year old kid we knew ages ago on a public forum” sense of humor, Dave’s second point, but I can at least see the angle it was going for.

    Moving along from that, it’s a bit strange that you claim the Tirkchat was made specifically to break away from MYM – that’s… not really how it happened. I wouldn’t care so much, but it’s been so long since the initial event that it’s just starting to dawn on me that you might actually believe it at this point, and be spreading it on to what’s considered to be a legitimate account of history.

    For those that don’t remember (or choose not to,) Phatchat was made by Phatcat, then known as Thrice, as a shelter to retreat to when conversations got heated. Some came to avoid interacting with particular users, others came to hang out with their friends and keep up on the conversations they were having – eventually, some were forced to use it when they found themselves excommunicated from the “main chat,” for one reason or another. It just so happened that the bulk of the people who spent the majority of their time in the Phatchat and you know what fuck it, I’m done with this. You wonder why there’s this gigantic divide between the communities? It has nothing to do with being afraid of one person or another, or hating criticism, or -any- of that bullshit that was put up on the TVTropes page. This assholish behavior you claim to be humor, the continual, unchanging rhetoric of “hippo” this, “blatantly” that – you’re incredibly creative people, I respect what you do, but by GOD are you JERKS about it.

    • Yeah, Dave, if you could refrain from digging up partial rants of mine I decided to not post when I realized I didn’t have the balls to support them, that’d be great.

      That said, holy shit have I been sitting on a lot of unresolved anger on this issue. You guys can, and have been serious bullies throughout history – granted, we’ve fucked up in the past, too (most notably with Bionichute back… whenever that happened, and with Plorf, oh god, Plorf, how have you even stuck around this long, you’re the real saint here), and when reading the comments on Tirk’s and Dave’s sets I noticed that there was genuine critique laced in amongst the personal attacks, so you’re trying, I guess? There’s just so much hostility that’s built up on both camps from being separated for so long, particularly on matters of MYM, but just so much hatred, and I’m not even sure where it stems from or how to resolve it and WHETHER it can be resolved and this is exactly why I and so many others can never do MYM again. The stigma is insurmountable.

      I need to delete my everything.

  11. Actually, just looked at the Paint Roller moveset. His down special? Most of its uses don’t even summon minions. It summons Kirby enemies as props to perform an attack. For example, Chilly just performs an ice breath attack lasting 2 seconds and then vanishes. AND he can only use it once per stock. And the moves are all terrible, too. For example, summoning Sir Kibble has a total 1.5 seconds of startup lag, after which the Sir Kibble attacks for a total of 21% damage over the space of 2 seconds. So not only is it hilariously, stupidly telegraphed to deal nowhere near enough damage, it takes so long while it’s active that you can and WILL eat something like a Warlock Punch for your trouble. Fox could laser a good 40% at least onto you in that time, and then hit you with Up Smash. In fact, his entire moveset is specifically designed to remove all interesting applications of attacks except for deliberate hard interactions like his useless Up Tilt. (Including Dark Matter on his set doesn’t seem all that unreasonable, by the way. Many Kirby games reference previous Kirby games to a ridiculous degree, including in the form of Stone Kirby transformations and similar things.)
    A perfect example of this is every single Brown paint attack. His Down Tilt, which summons a hammer for him to throw, is specially designed to be 100% useless, specifically made to even not be useful for edgeguarding, because that might make it interesting. It slows him down as if carrying a Bonsly (not a bad balancing factor, but….), doesn’t go as far as a single Battlefield platform (that’s nutso short range, even worse than some characters’ Bonsly throw and downright unusable), and automatically vanishes at the same height it was thrown just to make sure you can’t get a height advantage for more range or use it for edgeguarding, because that might make the move actually useful! Most of his moves are similarly underbalanced, with many of them, again, specially designed to “not be all that useful” compared to other moves. That is bad design, unless it’s a blatant part of a character’s playstyle, like a Death From Above character having a weak UAir, or a duelist-type character having a weak BAir (but still situationally useful) because he wants to be focused on the opponent in front.

    As for Dr. Strangelove, reading it myself tells me his pummel fires straight upwards, so it can’t be abused from a neutrality zone. And his missile honestly doesn’t sound broken as a direct attack due to massive startup lag. He doesn’t even need that DAir though because he can just set a time bomb next to it.

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