Posted by: katapultarr | December 19, 2014

A History of Katapultar – Part 1 (MYM5-10)

I’ve had a pretty long history as a MYM’er with 11 MYMs under my belt, having posted at least 1 set in every contest from MYM5 up to the present MYM16 to the point where I currently have 63 movesets. Yet while many big names in the contest have generally enjoyed a history of success during the times their sets were posted, and even smaller MYM’ers met with occasional-yet-consistent success, I myself rarely met with any success up until MYM12, which is to say that I was stuck in a rather lowly position for a good 7 MYMs before finally making a breakthrough. The majority are not (and weren’t) good, and I’m not proud of a lot of them, but they do have a story behind them and some even proved to be useful in my journey to become a better MYM’er – and writer – overall. For that, it’s worth a look at my history, and this comatose period of MYM provides the perfect opportunity for it. Bare witness to the many mistakes I made – along with my thoughts and my interests – and maybe you’ll want to write up something similar for your own movesets.

Note that this entire write-up is done from memory, and that I made no attempt to look back at any of my old sets save for Heatran and Gorea. You may find other mistakes and terrible things about my sets that I fail to mention should you become interested enough to read them (please don’t), but otherwise I’ll provide thoughts and inspirations that cannot be seen in the movesets themselves. You can check out all my movesets in my new-and-improved link-up space, but I’ll provide links to them as we go.

This part covers my first 25 movesets that were posted between MYM5 and 10. This is the period of my movesetting that fully showcases my inexperienced self in more ways than I’d like, so there are very few memorable sets here. There is a good degree of self-loathing, but it’s all part of my history as a MYM’er, so bare with me if you can.

1. Tsuru Tsurulina III – MYM5


My first set ever, and probably the strangest and most obscure character choice for any first set a MYM’er has done…because people usually do Pokemon or some random video game character. The backstory behind this set’s creation is that I happened to be following the later episodes of Bobobo-bo Bo-bobo on Cartoon Network (we just recently got it installed for the first time ever and have long since parted with it), and found that the character had lots of potential for a moveset with all his various magic trick-based attacks. Now, my understanding of MYM at the time was that if all your attacks were super-flashy and super-creative, you’d have a good set on your hands, so I attempted to follow that to a T…

That being said though, I was a total internet newbie at the time and had little-to-no understanding of any time or terminology, thinking it was perfectly normal for a projectile attack to take 4 seconds to fully execute. Or that a Warlock Punch that only attaches a weak gooey bomb onto your opponent was not completely underpowered. Looking back, the set had some pretty crazy ideas that I was somewhat proud of for a while, namely the Dark Bowser-esque cage grab, magic handkerchief recovery which could loop the screen, Side Airs with overly-detailed random attack properties, a teleporting Dash Attack where you create exploding afterimages between the two points you traversed and Down Special playing card minions that could be fused and had their own unique effects, but it was totally ignored back when it was posted save for one person commenting it (I still haven’t read the comment to this day). My newcomer stats and odd character choice would have understandably contributed to the set being neglected, but even so the set had serious number-crunching issues and was nigh-unreadable due to my incredibly inexperienced sense of presentation and writing.

The character has few KO moves and only 2 that are really effective at all, the rest of his moves not having any knockback listed or just simply making a useless trap. The F-tilt, of all things, randomly makes a bed in front of you which only comes into play if an enemy is knocked down on it, but you don’t actually have any proper ways to make that happen. Not even the D-air, which is just a grab that lets the enemy go right away. That’s a good example of how I had no sense of coherency back in the day, but then I don’t believe anyone had much of it back in MYM5.

I feel that Tsuru Tsurulina III was very fitting as my first set and one that embodied some of my unique movesetting signatures for future works: crazy ideas and unique character choices you’d see from no other MYM’er, almost to the point of alienating the target audience. I think the set was quite at home with the contest it was posted in, and reckon it was somewhat decent for when it was posted. Heck, I still wonder to this day how the set would have been received by the MYM5 audience if they looked past its poor presentation and obscure character choice, because I think I could have fooled them with some of its inner content. Then again, DFM sets were bashed for their writing style back in the day, and only one of those sets made the Top 50 in MYM5.

2. Heatran – MYM6

Heatran was my real contest debut set and the first set for a character Make Your Move was actually familiar with – a Pokemon of all things. I chose Heatran after reading through a 4th Gen strategy guide because I thought he was cool and probably due to being a Legendary Pokemon. Even so, the set was no less crazy than Tsurulina and was loaded with some pretty insane ideas for the time, my personal favorite being Lava Plume which creates lava that cools down after 3 seconds and lets you do stuff with it in that solidified state. But maybe not that much given this was MYM6.

When the set was first posted, it lacked BBCoding until HR gave it a positive comment and recommended I go back to put some in – heck, I didn’t even know what BBCode was until he mentioned it. The set looked better than Tsurulina (save for the random blue coloring), but it still lacked a proper foundation and arguably read worse due to the subject matter demanding more detail due to referencing its base concept a lot of the time. The set is horribly over-detailed, as in pointing out little tidbits that should be common sense to the reader, but that was not a personal flaw I would become aware of until later on in the contest.

The moveset heavily revolves around lava, but most of else is some very tacky Pokemon Syndrome that was fairly prevalent during the time: Overheat sheds metal that makes anyone who touches it metal, Scary Face stuns opponents and Torment makes them appear from the top of the screen. Also Will-o-Wisp randomly gives Heatran control of a magical blue flame despite it not being a Ghost or Psychic-Type, and it’s your U-throw to boot. Priority even makes surprising sense in that move, and I had no real grasp on it back in the day!

All and all, Heatran felt like a repeat of Tsurulina, only getting some much-needed attention due to being a Pokeset and posted early in the contest. It arguably functioned better as a set due to having more proper melee attacks, but it was very tacky and only had 1 idea that I have long considered revisiting, in the form of the lava.

3. Gorea – MYM6

Gorea might be one of my most forgettable sets ever, which is almost fitting for the villain who was overshadowed by the Hunters who debuted in his game. The set is very projectile heavy and not only steals from the Hunters’ projectiles, as per canon, but also recent moveset concepts at the time which were not all that well-known and now are completely forgotten: the Neutral Special from MYM6 Hades’ Side Special which stole a projectile from enemies he passed through, inspired by his Mythological counterpart, and an N-air where you place floating “panels” as a reference to the means of fighting the final boss, stolen from MYM5 Mewthree’s attack of the same input.

The set revolves around ammo for your 6 stolen Hunter projectiles that are scattered throughout the inputs, as well as a boring Neutral Special projectile you “steal” from the enemy (and varies from character-to-character) by getting them with a ranged-grab from the same input which has freakishly bad end lag. Most of the other moves just help get you ammo, but there’s also some incredibly random stuff like an U-Smash transformation that only lets you use the character’s energy attacks, a B-air that turns the enemy’s sword trails into energy projectiles you can absorb for your Side Special and the aforementioned N-air that lets you teleport. It is worse than I remember, worse than the other 2 sets simple because it lacks any real redeeming ideas. I thought I had something good on my hands at the time, but it never stood out and received very little attention at the time, fading into obscurity.

4. Suzu – MYM6

Fun fact: I actually posted a moveset for this character in MYM5 after Tsurulina, but it was never officially acknowledged due to a broken link which prevented the picture from showing. My lack of experience with URLs and Photobucket at the time was to blame. The set had a Side Special which turned the enemy into a doll you could throw offstage, a B-air that involved dumping fish bones behind you, an U-Smash that makes the enemy teleport uncontrollably, a F-tilt gut punch that paralyzed the enemy, some invincibility N-air, a fish-eating mechanic where you became disabled for 10 seconds if you ate a puffer fish and a Final Smash where you killed the giant fish from the Summit stage via many fiery explosions. Though the future iterations weren’t nearly as bad, that’s not really saying much.

I can look back at the Bobobo-bo Bo-bobo series as a good bit of fun despite having had nothing to do with it over the last couple of years, save for time where I would very occasionally recall it in the chat, but I absolutely do not have any fond memories of this character. She is the second least favorite character I’ve ever made a set for, and just seeing the name makes me shudder even now. We’ll get to the why of that in the remake, but first let’s talk about this set, which I for whatever reason can recall quite vividly despite not having looked back at it for many years.

Of all the characters I’ve ever made sets for, the foundation of which Suzu’s were built upon were always the most forced. You see, I wanted to portray the character through what she did in the series, but she actually did very little, if anything, to begin with. She’s a minor character who works under the first major villain, known primarily for her ability to teleport herself and others. She is implied to have fighting ability, even getting into a fighting stance at one point, but is never seen fighting and largely serves as a “sane” character who retorts to whatever craziness the protagonists get up to. That being said, the wiki stated that she had ESP and could paralyze people in the sequel manga, not to mention she had a vague fiery explosion attack in one of the GBA games. That one thing ended up being the entire foundation of the set, despite not even being listed on the wiki or not being synonymous with the character, and no physical attacks were included because “she never used them in the series” (actually, she did have a generic punch attack in the GBA game, but I didn’t know about it at the time). So I ended up making a set where half of the attacks were fiery explosions, which wouldn’t be bad on it’s own except it was pretty unfitting for the character.

Because the character didn’t have a proper foundation to work with, neither did the set, and thus it ended up being very forced in its creativity. The concept was that all your attacks did set knockback, and that you could not KO enemies no matter how high their percentage got. Instead, you gimped the enemy by teleporting them and setting off a ton of delayed fiery explosions, mainly the Neutral Special which struck the enemy regardless of their location after 3 seconds and dealt 3 SBBs worth of set knockback in a direction of your choice. You also had a Side Special that let you hold the enemy in place for a tediously long 5 seconds so they couldn’t avoid your explosions, and the standard inputs that weren’t fiery explosions were tacky retorts based off situations from the actual series. The Down Special had you eat a fish (a coelacanth, which is spelt wrong but Google apparently doesn’t recognize the word) and bits would fly out which the opponent would automatically eat if they were nearby, a Dash Attack which made the enemy get behind you and give you a massage which wearing an apron (one of the worst moves I’ve ever made flavor-wise due to invoking my ultimate taboo of forced characterization), an U-Smash that trapped you in super armor-inducing gum because the character was trapped in some in the series, an aerial that summoned a Doll Man to serve as a target for your explosions, another aerial that made you frustrated and affected your explosions in some way because the character got frustrated in the series, and a D-air that made you retort with a exaggerated look of shock that made enemies beneath you tumble for some reason. Also, the grab had no throws and the Final Smash made you sing and dance from a song that Suzu randomly partook in, where she was invincible for 10 seconds and you had to set-up your fiery explosions to hit enemies during that time before the dancing healed her fully. The Final Smash was a “mechanic booster”, the likes of which were designed to support a character’s main playstyle and were frowned upon by Junahu back in the day. Junahu also happened to like the set a little because the fiery explosions that homed in on the enemy raped the super-defensive characters that had good sets like Dingodile, something he would lovingly emulate with the extremely broken Arche in the near future. But in the end, the set was a very awkward mess that didn’t resemble the character, though to be fair there wasn’t much to resemble in the first place. That’s why people take creative liberties by having characters do things they don’t do in their series, the likes of which were often the case with popular sets back in the day. I know that was the case, but for some reason I can’t seem to recall any. Strange.

If there’s one thing I’ve neglected to mention, it’s that this set was the very first to receive thorough analysis from the community, compared to Heatran and Gorea who only got 1 meaningful comment between the two. It brought up the fact that my writing style was “blatantly overdetailed” (to quote the Sunday Recap), and thus I decided to make fixing that up the focal point of my next set. Writing style isn’t really brought up in comments these days (and when it is, it’s strangely in a comment on another author’s set) as to be offensive, but people weren’t afraid to bring it up back in the old days. It was a good thing too, because I doubt I’d be where I am today if people didn’t point out my slightest faults. For that, the set was the first real stepping stone on my path to becoming a better MYM’er, a case I felt with many of my sets in my more active contests.

5. Nightmare – MYM6

Other M did not exist back in MYM6.

I’ve never played Metroid Fusion, nor did I look up the boss’s fight prior to making the set (internet usage was low back in the day, so I couldn’t just casually look it up on Youtube), but I still made a set for a boss with a common villain name just because he seemed cool. After everything that happened with Suzu, I made this set in half a day as a “test” for my writing style to see if I could improve it. Yes, I actually did make a set with just that one intention in mind. It was incredibly frustrating to work on, if because SWF massively wrecked all my text with weird jumble during a format transition (?), to the point where I believe I had to start all over. Thankfully it never happened again, probably because I learned from the experience.

This set marked a new point in my MYM career by having a new movesetting approach and different writing style. The approach, so to say, was that many of the attacks were more simplified and melee-like rather than random effects on every input, but that’s not to say some of them didn’t have awkward effects. Which they probably didn’t here, because I can’t remember anything beyond 3 Specials and a Jab so nothing really stood out. The writing was a bit more mechanical, specifying attack details in a given order on all of the inputs in what I believed would be easy to understand. I remember someone commenting on Kupa’s writing style being fantastic back in the contest, and I couldn’t comprehend how mine wasn’t the same. Regardless, the writing was still an improvement over Suzu, and thus I accomplished what I set out to achieve.

As far as the set went, it was far less tacky than anything I made before, but it wasn’t nearly as memorable. The Neutral Special let you set the gravity of the stage to high or low, which was the main concept, while the Side Special was a generic laser blast, the Up Special made your head open up and you could be killed in a stamina-esuqe manner, while the Jab held enemies in place and you got a free roll out of it. Gravity was (and still is) a rarely-explored concept, but the set didn’t exploit it in any meaningful way nor had any other appealing aspect, and thus it was forgotten. I always favored Tsurulina over my first 5 or so sets because of the crazy ideas, but this set is a lot more playable than the 4 that came before it.

6. Heppokomaru – MYM6

Yes, this character fights by farting. And throwing orbs made from his farts.

Also known as Gasser in the English Dub, which I would refer to him as if I ever remade his set (never). Another Bobobo character, but this time it wasn’t done for the character but rather a concept – specifically, being able to move yourself back or forth slightly when using attacks in a manner that was referred to as “quasi-wavedashing” by Rool in one of his typical uplifting comments. And I didn’t even know what wave-dashing was back in the day, nor did I know the meaning of the term “quasi”. In any case, the set followed a similar approach to Nightmare in being fairly simple, except more forgettable in that I only remember the Neutral Special, a Jab that was stolen from Nightmare and the type of U-Smash that people like to steal from Snake. He also has the random ability to glide in the place of a recovery, which one might think is explained by propelling himself from his fart but was actually made with a random gag in mind that he partook in that involved randomly being able to fly like a bird. Oh, and he’s meant to be a sane man, and Suzu was around during said gag.

Though not terribly offensive, the set largely forgoes characterization in favor of a concept that it was designed to carry out. While most of the stuff in the set is not OOC, moving back and forth with attacks is not something the character is known for, and worse a gimmick from the series was completely ignored to prevent it from getting in the way of the execution – the character wears a collar around his neck, and if it’s removed he reverts to the mentality of an infant and his powers get stronger until the collar is put back on. Again, it’s not offensive, and the set was somewhat better than Nightmare due to being more straightforward, being considered by best at the time. That being said, it was actually ignored back in the day (it was ironically posted after a moveset for a giant poo), but even so it wasn’t all that great.

Fun Fact: I had Armed Dragon Lv3/Lv5 from Yu-Gi-Oh! in mind when thinking of the “quasi-wavedash” concept. Probably because they had a WIND attribute.

7. Banette – MYM6

This moveset made me like Banette.

Banette was my first truly good moveset, and the first to ever make a Top 50. It was quite exciting at the time, and I certainly didn’t expect to get as far as I did what with there being 130+ movesets in MYM6 – I even thought it was a fluke for a long time. Though it only placed 33rd, Banette actually aged fairly well compared to half the sets that placed higher than it, and was considered by far my best for a long time despite being met with some controversy. It is a revolutionary set of my movesetting career, and the one that told everyone of my potential as a movesetter.

Though Tsurulina, Heatran and Suzu all had pretty crazy ideas, they were held back by sheer tackiness and execution problems (mostly the latter, because tackiness wasn’t a big issue in MYM6 compared to MYM12-13). Banette, however, was the first to actually execute the idea it was given while being true to character with minimal tackiness, while keeping some of the crazy creativity I was known for (or at least I think I was; I hadn’t touched the Xat chat at the time). The idea in question was to build up damage from the opponent and then use a Pain Split-esque Neutral Special to split your combined damage between the two of you, which you had to do because your attacks only dealt 1% at most. Many of your moves were dedicated to damage manipulation and there were even a few moves that could hit enemies from anywhere, like the Down Special and U-Smash (or D-Smash). The idea even sounds good in the present day, but the set as of now has too many damage-manipulating moves and not enough melee attacks to be viable in a proper Smash. Not that that stopped anyone back in the old days, with many other sets being in worse positions with less KO moves.

Banette took a week to complete as was the case with the set before it, and was inspired by the move Pain Split. Now, Banette couldn’t actually learn Pain Split prior to Gen V, but I felt that it was more fitting for it to take on the concept than any other Pokemon due to its Pokedex entry stating how it harbors a strong grudge. If I didn’t think that approaching movesets for a concept wasn’t a good idea at the time, I did then, and Banette proved to be a set that I would think of as an example to emulate in order to make future sets successful, using the following formula: have a goal for the character to work for (self-damage for Banette), a mid-point (using Neutral Special) and then a way to properly score KOs. I never used the formula to make a future set successful, however. Also, on the subject of inspiration, the idea to make the attacks deal minor damage was largely (and randomly) inspired by Ocon’s Vatti moveset posted early on in the contest, which never dealt more than 9% with any attack. You’d think that the set would have been inspired by Kupa’s Hades or Smady’s Von Kaiser of the same contest, both of which used self-damage, but I never had them in mind when making the set. Also, I was randomly going to have Banette summon a Shuppet for the D-tilt, but that never happened.

After Banette’s success, I set out to improve my writing further after it was addressed by a comment by DM, who was one of the set’s big fans. I feel as though this had a pretty big impact on me, as improving my writing was probably the biggest thing on my mind for quite a while when it came to movesetting, and I was constantly seeking to improve. Namely improving spelling errors, as though I didn’t have spellcheck I didn’t know how to properly use grammar tools like semicolons and dashes (it took me up til MYM15 to properly understand them, I believe, and even then I still don’t fully understand them). Heck, I got apostrophe placement mixed up (‘s) and (s’) until my History teacher corrected me in my last year of High School (shortly before MYM12 started). That’s the best thing I’ve ever learned in school, and I shudder to think what it would be like if I was still oblivious to that fact. I feel bad for anyone who looks back at my old sets and thinks that my old way of spelling is the correct one, as that would mean I’ve totally misguided them.

 8. Samus remake – MYM6

I don’t care for Samus at all, or any Smash character that’s not Robin, Lucina, KI or a Pokemon. If I had to put Samus in a SM involving all my characters, it would just be the suit of armor and not the actual character underneath.

Although I have 4 sets from the Metroid franchise and have played Hunters, Echoes and Corruption, I don’t care for the series and don’t believe myself to be synonymous with it. None of the sets ever had any impact, for one, and they were made in the same contest after which I completely stopped making Metroid sets. One generally becomes synonymous with a series if they make sets for it over several contests or one set happens to become famous, but whether the series in-question has a lot of sets made for it or not actually makes a world of difference. If it’s a wildly popular series like Mario, Zelda or Pokemon, then that MYM’er has merely become apart of it and that series cannot really be considered a flagship for them unless they’re really persistent, but if the series doesn’t have a lot of sets one can end up taking it over completely and having it become entirely associated with them. Examples include Magic: The Gathering being associated with FA in the MYM community, and the exceptional case of JOE! being more synonymous with the Pokemon franchise than anyone else due to making long-standing quality sets for them and taking them farther with his trainer sets.

One good example in becoming associated with a smaller franchise through a popular set is with FA and his fairly recent Metroid Prime set. It was just one set, but it placed 7th, a much higher placing than anything else ever made for the franchise. That in itself had impact, much more than somebody making 4 forgettable sets for the same series. I’d rather not be associated with the Metroid series though, because it wouldn’t really fit in my canon outside of the aliens interacting and going to war with the Keroros. But I digress.

Nightmare and Samus were similar in that they were merely convenient tools that I could use in order to test my current writing skills as a MYM’er, the latter being made in a day for that purpose to follow up on Banette. That wasn’t the only reason I made the set though, as I was pretty unsatisfied with the way Samus played in the Smash Bros series: her Neutral Special felt too slow compared to how quickly she shoots in the series, and she relied too much on physical melee attacks when she’s meant to be shooting things. Influenced largely by Metroid Prime 2/3 and stuff I saw on the wiki regarding old-school games I had never played, I decided that Samus should do more shooting. Enough shooting that the Side Special was dedicated to tearing down the enemy’s defense and removing their reflector via grappling beam, based off a mechanic in Corruption, while the Screw Attack went sideways like it did in Echoes (it’s actually a Custom Special in Smash 4, but it kinda sucks). The writing style was less mechanical than before, but I don’t remember it being much of an improvement and overall I didn’t like the set because it was boring. I believe every input was a beam attack of some kind and there were next to no physical attacks, because remixes for existing Smash characters were always trying to be more flashy than the original, “bland” set. Overall, I just don’t like the fact that I made a moveset for an existing Smash character I don’t care about, and it feels really awkward.

9. Gorea (remake) – MYM6

I’m 99.9% sure that I’m the only MYM’er in existence who has ever made 2 sets for the same character in the same contest. It was a fairly interesting exercise, as while some remixes might attempt to remaster a concept, Gorea had something entirely different in mind compared to the original: instead of utilizing projectiles that were stolen from other characters and managing an ammo bank, it would instead drain specific properties from an enemy’s attacks so you could use them to customize your own existing attacks. It sounds very cool, like an ambitious concept that someone might try to pick up nowadays – a more complex, creative version of the controversial MYM6 TAC set. I don’t remember any specifics given how complicated it was, but all the Specials were used for copying, some being counters, while the F-Smash was a giant beam that was based off a glitch from another Metroid game. It was effectively a “counter-based set”, made with many flashy, overpowered attacks from other MYM6 movesets in mind (I specifically remember Eggplant Wizard’s F-Smash coming to mind, which could deal up to 42% on eggplanted foes) and the satisfaction of being able to use an enemy’s power against them. Back in the old days, if somebody wrote an overpowered move like something that could hit you from any distance, I would secretly want to make something that could beat that, and Gorea was a byproduct of such.

I also remember the writing style being loosely inspired by MYM6 Gluttony at the time, specifically a line that read something like “the fact that Gluttony can keep this beam out indefinitely only cements his position as god-tier.” from the Neutral Special, but not exactly like that. At this point I thought that I could make cohesive sentences and that my writing had improved nicely.


With a bit of time, MYM6 ultimately ended and I would partake in my first advertising/voting period to determine the results of the Top 50 (I couldn’t in MYM5 because you needed to make 3 sets to advertise, but I would’ve SV’ed for Bowser Jr., Raiden and Richard at the very least. Just imagine if Raiden had won MYM5 instead of Seaforce!). Banette placed, and while getting 33rd wasn’t really a big deal as a whole it meant so much to me at the time. It gave me a good sense of accomplishment, yet at the same time there was still room for improvement and I felt I could break the record if I tried hard enough. Thus, I made it my goal to place higher, and set out to work on my next set…

10. Hunter J – MYM7

My first real ambitious work, Hunter J was a set I remember putting a good deal of time and effort into. It was a Pokemon Trainer set, but you didn’t switch between multiple Pokemon like with PT, May, Steven Stone or Gold; rather, you controlled J riding on Salamence and could send out Ariados and Drapion at the same time, the former who used Smash Attacks while the latter managed your Grab Game. The goal was then to corner opponents with your Pokemon and finish them with your omnidirectional Neutral Special cannon that turned them to stone, an attack that would KO them at 100%. I felt that the way I handled J was very fitting to her portrayal in the series, as having multiple Pokemon out at the same time was something she would do as opposed to the more honorable Pokemon Trainers who do one-on-one. Ariados and Drapion being weaker than the average character also made sense, as they come across as being “lackeys” compared to Salamence. J was easily my most well-characterized set for a long time, maybe even more so than Banette.

Controlling multiple characters and splitting inputs between them was something that was never done prior to J, so in a sense I had just created a movesetting concept. Despite this, the moveset was actually ignored because the thread just so happened to be made sticky and people were paying more attention to that instead, and as such it was swept under the rug and I was never credited with the concept. Instead, it would be revived by Warlord 1 contest later in a set Rocket Executive Hugo, where the concept of controlling multiple characters would be named “Hugo” instead of J. Having a set ignored was something I had to deal with several times throughout both MYM6 and 7, even with Banette, whereas nowadays the contests are much slower and nearly every set gets full attention unless there’s a big rush at the end of the contest.

Despite having a unique concept and great characterization, J unfortunately never made it to the Top 50, a fact I lamented given the work I put into the set and how it seemed fairly solid even among the other sets (I had 25th placed in mind for some reason). This was likely due to Ariados/Drapion managing being clogged up by 2 Specials, the fact that you could only KO via the Neutral Special (though I don’t think that was a big deal given “bottleneck KOs” were acceptable in sets at the time) and that the execution of the set was lacking. It is interesting to note that Warlord would later post an article that cited J as the inspiration for the Hugo genre, and my movesetting as a whole at the time:

 “he comes up with great concepts when he feels like it, but doesn’t care about them enough to make proper use of them.”

I felt this was very accurate at the time of reading it, as though Warlord could see into my mind, though I remembered it as something like “he couldn’t be bothered to take it all the way to a coherent level” that felt more accurate. To be fair, I had a hard time expressing myself for quite some time back in the days, and the complexity required to create a coherent playstyle from such a concept was beyond me. Of course, it could have also been chalked up as a lack of creativity or lack of understanding. Even before the article was posted, I was made quite aware of my shortcomings in terms of execution, and that my sets would only be known for their ideas. Banette at least had good execution at the time, a big reason why I considered its success to be a fluke compared to future sets that could not compete with it.

In any case, J was one of my more prolific sets at the time, which was not saying much from a universal perspective. It did not make the Top 50, but it made more of an impact than half the sets that did place by inspiring a genre. I was proud, but not that proud given they weren’t my sets.

11. Shedinja – MYM7

Shedinja was made because of a one-day Pokeset movement headed by the two people who paid attention to (and occasionally complemented) my more interesting sets back in the day: Warlord and DM. It was made in 3 hours because I wanted to hop on the bandwagon, but if you know Shedjina and likely do you’ll know that it is probably one of the worst Pokemon to make a set for. It is KO’ed by any attack, and can only be hurt by aerial, fire, rock, ghost and darkness-based attacks because of Wonder Guard. Worse yet, it has no attacks and can only KO the opponent by stealing their soul via making them look into its back for 5 seconds (but the timer doesn’t reset if enemies break away, only goes down a bit), which is based off its creepy and completely absurd Pokedex entry.  You can clone yourself and increase your stock to make up for being killed in one hit, which only took 2 seconds and would make winning impossible if you can stall forever. Your other attacks merely disorientate enemies, and you don’t have a grab game at all. It is a very empty moveset that’s not a moveset at all, but no matter how fitting that may be for the character it just feels really out of place. Shedinja would have been better as a minion on a Nincada set where you evolve into Ninjask, or a Ninjask set where you evolve from Nincada during the entrance animation. Maybe somebody will make a set for that.

Despite being one of my worst sets (and that’s really saying a lot), Shedinja actually received a bit of praise for the concept, but nothing more. Oh, and a few people actually liked the set. It really goes to show that the kind of unplayability present in the set was completely overlooked back in the day, lest people had been tearing into the set like they would were it posted now. MYM sure was weird back in the old days.

On the subject of Pokemon, I used to believe that a Pokemon’s Pokedex entry was essentially a bible of sorts to follow when making a set for it, no matter how stupid the entry was. Yes, if Kadabra’s Pokedex entry states that it was a boy who woke up one day to find himself as one, then we’ll make a moveset for a boy who transforms into Kadabra once 20 seconds have passed! I took this stance because I believed it was good characterization, and is probably the reason why Banette and J had better characterization than my other sets. Shedinja took belief all the way, but it did not make for a good moveset at all. To be fair though, I could have given it some actual attacks since it does attack in the Pokemon games.

12. Versatile Pokemon Trainer – MYM7

This is a set I wish I had never made, just because it’s so embarrassing if the title wasn’t enough of an indication. It is named such because of a Pokemon Trainer’s versatility in the games…through TMs. At first I thought the Trainer attacked with stuff from his backpack and sent out Pokemon on the Specials, but I couldn’t remember all that well and had to look back on it. Even I have a hard time understanding my incoherent writing from the old says, but essentially you fill out your 4 Special slots with TM/HMs from Gen 4, listed as 100 completely generic attacks, and then you press A to release a random Pokemon that fights in your stead. The Pokemon must be able to use all 4 moves you assigned in the actual Pokemon games, and it can only use those moves, but you can switch out and make a new set to tackle a different situation. The standard inputs are used to play around with the TMs among other things, but the dash attack was a bike you could use to escape battle. Also, the grab allowed you to cycle to ANY of the 493 Pokemon from the 4th Gen, and there was no limit to how many Pokemon you could switch between. You could send out Arceus, Dialga, Groudon, Mewtwo and all those crazy legendaries if you wanted to, or just use Sunkern. Oh, but the Pokemon had to have a moveset made for it in order for you to have access to it, if only because you’d have to guess its size and stats.

In truth, the whole idea behind the set wasn’t actually a bad one. It was downright crazy, in fact. Putting aside the generic Specials and lazy standards however, the set was awkward, if completely impossible to envision as a full set. Also, it assumed that the reader (and the player by extension) had full knowledge of Pokemon, yet while the series is popular not everyone is that fanatical and it would be especially awkward for someone who doesn’t really play the games. The set is not a certain, whole-packaged thing you have as should be the case with any set, making it similar to BK and Neku of the current contest, so it can’t be liked if there is no clear intention. Having more options is not always a good thing, especially if they’re bad ones (I’m looking at you, 80% of Custom Specials in Smash 4), and I doubt I would like movesets if they had Custom Specials and you were expected to make equal use of them. In short, playing it straight is usually the best way to go.


MYM7 progressed and ended on a much lower note for me than MYM6. I wasn’t doing well, and perhaps as a result of that, I started becoming a “hipster” who displayed negativity towards popular sets (I’d nitpick over small details) while liking stuff that nobody else did just because they had pictures or some writing gimmick. I’d say I was jealous at the time, jealous at how I couldn’t reach the same heights that others who made the Top 50 did. It even got to the point where I was known for being a hipster and Warlord made a “superior version” of his Huff N. Puff set as a joke just to tide me over, which featured one-liners, lots of pictures and cheese puffs. I even RV’ed the set just because of that.

I felt it was all ugly, and while I don’t want to admit that I felt that way back then, it is apart of who I was and the reason I acted the way I did in the past.

13. Jason Voorhees – MYM8

Jason is my 13th set. How fitting.

Ah, Jason. He just might be the ultimate example of a moveset becoming famous over bad things, rather than good things. He might even be one of the famous sets of all time. And hell, he might even be one of my BEST sets. It is insanely ironic that I would produce such a work in the midst of pieces that were otherwise forgettable, but I probably had it coming given some of my works already had crazy ideas.

Before we begin, let me recount a story that you may or may not have heard me speak of in the chat: how Jason came to be and why I even associated with his genre in the first place. It all began in an age where I couldn’t fully grasp my interests, maybe after MYM6, and I was looking around the net open to just about any source of pop culture. I looked up on villains wiki, saw Freddy and Jason and became interested in the whole slasher genre, something that I had never really been exposed to before. I brought the Elm Street film collection and overall just looked up a bunch of random slasher films on the wiki and browsed through them at the rental store. Deep down I didn’t like it though, and I got sick of it and thought the whole idea of films about killing was totally immoral. This was around when I was finishing Jason too, so my newfound loathe for slasher films made its way into the set through the codec taunt. From then on, the whole slasher business was all history and I eventually got into anime on August the 14th 2010, the exact date when I brought Lucky Star DVDs after reading up a Konata set in MYM1. But I digress.

So just what made Jason so infamous? EVERYTHING, that’s what. Concept and execution were a given, yes, but this is probably the only set in existence that’s infamous for its -presentation- of all things! For those of you who have never laid eyes upon Jason, he’s an image set in the same likeness to some Junahu/Nate sets by which the entire set is imprinted on a series of large images that are saved on an image account, allowing for endless presentation possibilities depending on how skilled you are at image-manipulation. Now, people would normally use proper image-manipulation programs like Photoshop or GIMP to create image sets, but I had neither program nor had I really heard of them. Instead, I went about things in the most crude way possible, a way by which no image set had ever been done: by using MS Paint of all things. I did this by copying a segment of an existing image set (I think it was DM’s Mario and Luigi of MYM7) and then pasting it onto Paint so it would automatically put the palette at a size I knew would fit when posting the moveset, after which I deleted the segment of the existing set before filling the blank space with my own.

Now, I could have just used normal presentation for the moveset, but there were several reasons why I chose to go out of my way to make it a picture set. First, it was because I felt that plain presentation wouldn’t have done the character justice, and would have also been hard to read given I’d have to use lots of dark colors. The other reason was that I thought it would provide a dark, foreboding atmosphere you’d get from watching the films (I never watched any of them beyond the 7th and FvJ) given the black background and sudden violent image, but the machetes and hockey masks plastered throughout the set also make it feel “run-down”. I also wanted to “contain” the images for the set rather than have them all spread out through my Photobucket account, most of which were taken from a site bodybags.com that detailed all the deaths in various slasher films. Above all however, I was worried that the images would be too violent to pass on SWF and that I would get banned for posting them, but by placing them on an image set the blow would be softened. I even went out of my way to “censor” the gore on the image for the pummel by coloring it in a bit, which I don’t think anyone noticed. It is very cheesy, and only adds to the atmosphere.

So the atmosphere on the set was already good, but it was actually enhanced further by having its resolution decreased by being saved through JPG. This was completely unintentional and I didn’t know that such had an effect, nor did I know the differences between all the different image formats, but it helped make the set feel like an old-school horror film as was pointed out by Junahu when he commented on the set in a surprisingly positive light. Nowadays, I know to save images in PNG format to keep their resolution in-tact, something I didn’t know until DM pointed it out around MYM10 in the thread. In any case, the result of the unintentional save format was an unintentionally dark, old and crude atmosphere that was completely fitting for the character. I love it, even now.

For all I’ve said about Jason’s presentation and atmosphere, I’ve yet to touch upon the real reason for why he became so infamous, the pedestal upon which all sets are judged even now: playstyle and flow. The easiest way to define Jason’s playstyle is “self-contradictory”, and as Warlord has mentioned many times in his articles I try to instill a fake sense of flow in the reader by insisting that the playstyle works in such a way that it doesn’t. Not that I was actually trying to deceive anyone, just that I didn’t really know what I was doing at the time ALA Hunter J, so it’s natural that some might think to give me more credit than I deserve.

The “self-contradictory” playstyle in question is simple: you throw your machete at the foe (Side Special) in hopes of impaling them with it, which they can then pull out of their torso and use against you as a weapon containing the surprisingly few machete inputs on Jason’s set: D-tilt, Smashes and a F-air. Most if not all these attacks are slow, and you are tasked with countering the foe’s “worsened moveset” with your melee attacks to KO them. Now, there are some obvious problems with this, one being that you lose your machete by throwing it (won’t respawn for 20 seconds if it goes offstage) along with your only projectile and 5 melee attacks. The other problem is that foes have no reason to use your terrible melee attacks when they can keep the machete away from you, or better yet just throw it at you because it’s as powerful as a home-run bat, and those are really powerful when thrown. Jason can counter this by using his Down Special to store physical projectiles in his body and throw them anytime, but he takes damage both when receiving and taking them out, resulting in double damage as opposed to just receiving the attack normally. The kicker here is that Jason is twice as slow as Ganondorf, and while he jumps higher than the Warlock he has really bad landing lag. He struggles to reach opponents, has slow attacks and a reincarnation Special in the place of a recovery, resulting in him becoming infamously underpowered despite his heavyweight power. Roonahu (Junahu and Rool) felt it was fitting for a horror movie monster to be underpowered in a fighting game, and I agree with this too: he kills normal people with no fighting experience, and would likely be outmatched if he went up against someone with actual skill and power.

Everything I just mentioned contributes to the infamously bad playstyle, but the set also had other well-known gems. One was a clapping U-tilt that destroyed platforms above you (it was criticized for going against the D-Smash which worked better on platforms), but the other was an infamously bad and incredibly fitting Final Smash where Jason becomes Uber Jason. The way it worked was that the you had to be KO’ed with the Smash Ball for it to activate, after which Jason becomes a cyborg and his weight is tripled…but if you’re KO as Uber Jason, you automatically lose regardless of your stock count (and in a timed match, though I don’t think I mentioned such). It’s the only Final Smash in existence that works against you, and it’s so fitting because the Jason X film was the last film in the Friday the 13th continuity and resulted in the death of the franchise due to its terribleness. Thus, Jason will always meet his true end when he becomes Uber Jason.

I expected Jason to do okay at first, but upon being posted he was met with incredible backlash except from MDA (Monkey D Awesome) who liked my first 3 MYM8 sets because I liked his Luffy set back in MYM7 and Roonahu who appreciated the set for its characterization and presentation. At first I was a bit upset over the whole reception, as it felt like I was being bullied when just about everyone had had a go at the set and it had been featured negatively in many Warlord articles afterwards. The set was beat up on so much and got so much attention from Warlord, however, that it eventually ascended to something of a meme in the community and was considered bad in a funny way, as opposed to just being a boring bad. It’s ironic, because despite not getting in the Top 50 of MYM8 (though I sort of hoped it might) the set was remembered far more than anything that actually placed and its concept was referenced in future MYMs like 11 and 13. I’ve neglected to mention this up until now, but Jason was actually the first set to utilize the concept of buffing/altering the opponent’s moveset/give them an item, something that would be seen in sets like Jin Gitaxias and Mike Dawson later on (others referenced Jason when commenting them, too). Jason might have also been the first set to use the “drag down U-air” that would later be featured in other sets, but was actually fitting for him character-wise. I’m not sure though, because nobody every brought it up.

Also, if you’re wondering why I made it so Jason can “give” his machete to the opponent, it’s because he is killed by his own weapon in the 3rd Friday film and the protagonists usually have to use the killer’s weapon against them. I thought it was fitting, but MT, a fan of the films, thought otherwise because “Jason never gave his machete to anyone in the films”.

Although the negative reception was completely unintentional, I feel as though it was actually fitting for Jason’s character, as crazy as it might sound to say that such an unpredictable thing could even be considered “characterization” in the first place. It was fitting that everyone hated the set when the films were considered terrible, so in a sense the set was perfectly emulating the very nature of the Friday the 13th films themselves, right down to what people felt about them. This is why I ultimately, absolutely love this set: the gritty organization, the cheesy moves and huge backlash that turned this set into an icon ring utterly true to the entirety of Friday the 13th and Jason Voorhees himself. Jason is an American icon who made hockey masks synonymous with horror, and he is also a memetic icon in MYM. No other set has ever managed to reach such a level where they can perfectly emulate their source material and achieve a level of characterization that completely transcends the moveset itself. Although this is highly egotistical of me, I’d say that Jason is probably the best “worst” moveset ever made. I captured Jason perfectly and made the definite set for him, so much so that no other set for him, even if it were actually better in gameplay, could possibly ever do him more justice than here. How ironic that it was the result of pouring last-minute hate into the character, among unprecedented elements such as JPG resolution and reception.

Jason is so underpowered and has been the butt of enough articles and SMs that any sense of villainy and terror from him is all but decayed, leaving only a punching bag behind. Which is also fitting for the character, of course. It helped lighten up how I see the character, allowing me to see him in a more humorous light rather than as a killer. For those curious, Jason has been featured in several articles, all written by Warlord: The Top 13 Worst Sets of All Time (the first Warlord list), MW Top 13s – Underpowered Sets, a participant who is killed off instantly in MYM Survivor 2, a mention in MW Top 13s – Worst Writing Styles, MW Top 13s – Worst Final Smashes, being killed off again in MYM Survivor 3, MW Top 26s – Tackiest Sets (26-24) and finally MT Top 26s – Underpowered Sets (26-14) which was posted sometime later on. Articles were great fun to read back in the day, even if MYM8 was dead for a while, and I’m glad they were made.

14. Sarisa – MYM8

Phantasy Star Online Episode I& II was one of my favorite games back in my childhood, the game that Vol Opt and Dark Falz came from. I spent countless hours playing by myself and LV’ing up a RAcast and FOneweral (don’t remember how to spell it properly) past Lv100 twice each, because I once deleted my file out of stupidity. I would then take an interest in Phantasy Star 0, and want to make a set for one of the main characters from that game. I wanted to make something better than Jason.

Inspired by writing formats from old sets like Saber where DM would take the reader through the playstyle step-by-step, Sarisa was meant to have a “step-by-step moveset” in which you’d get into one set of moves and then the next set of moves were designed to be used out of them, right up until you got to the Smashes which were meant to be used for KOs. You would heal and create a makeshift platform with the Specials, damage-rack with the Standards, heal enemies with the Grab by randomly smiling at them (that grates at me), and finally use delayed hits from the Smashes to KO enemies while they were being held in place with the grab. You were trying to control the enemy’s percentage so you could chain-grab them long enough to land those delayed hits, making the set self-contradictory like with Jason. You see, flow was a pretty big and pronounced thing back in MYM8, so I thought that if I made a set of moves flow into the next to achieve a KO and so on I’d have achieved a sense of flow. That is merely one-way flow however, what one would call a “bottleneck KO” where you only have one way of killing the foe – put simply, the set did not flow as a whole. I later realized that chain-grabbing comes off as torture flavor-wise and was OoC in the hands of a protagonist, being better suited to a sadistic villain. Chain-grabbing is, also, a game exploit that can come across as being unfun, only being implemented if it’s balanced carefully or you have to work for it (as in set-ups and situation-wise).

Sarisa was a bit embarrassing to make a set for and it’s hard to look back at the character, sort of like a less extreme version of Suzu. I’m not sure why. The set, at the time, did have a good deal of extras though, even having a boss fight from the game in which you’d play as random characters of my personal preference. People could not relate to them.

15. Dio Brando – MYM8

Perspective-wise, Dio was a bit odd. First conceived after impulsively thinking to myself “This character is awesome! I’m going to make a set for him!”, I attempted to read through the Phantom Blood manga and ultimately make a set for the character in a day’s work, wondering why the hell nobody had done him up until then. It was well-received by HR, MT and MDA, became the star of a recap and got 2 ads for it, enough attention to have one think it would place had I not barred it through editing extras at the end of the posting period. Sounds like a great set, right? It wasn’t, though. It had similar problems to Sarisa in how botteneck’d the playstyle was and awkward moves, making me wonder how the hell anyone even liked it back in the day. Worse yet, the set is horribly, HORRIBLY OoC. Horrible enough to make the MYM community as a whole, who now know of the marvel that is JoJo, cry with manly rage.

Assuming you all know about Dio, something that wouldn’t have been the case about a year ago, I’ll just cut right to the chase and explain as much as I can so you don’t have to look it up yourself. Appearance-wise, the set is blatantly for DIO, as he has The World, his trademark throwing knives that interact with time-stop, “teleporting” and the MUDADA steam roller Final Smash that’s a meme in itself. The set, however, makes use of zombie minions, laser eyes and the stone mask that were only used in Part 1, because I didn’t understand that there was a stark different between Part 1 and Part 3 at the time, making the set an awkward mish-mash of both incarnations. Maybe it wouldn’t be so bad if it ended there, but it gets worse. Much worse.

In this set, Dio’s goal is to take as much blood as possible from the foe so he can use it to empower his time-stopping, just like in the series, but there he specifically wanted JoJo blood so he could fully merge with Jonathan’s body to better control his Stand. He also has zombie minions for distraction, but the way they’re summoned is awkward in that Dio makes a hole in the ground and a zombie pops out when the enemy steps over it, because oh I just had to be creative for the sake of being creative. You steal blood with your grab, but Dio also has another way to take it, albeit an absolutely abominable one and the worst part of the set. He can take out the Stone Mask and have either himself or his minion put it on the foe, then spill blood on it, after which the foe becomes a vampire! They can now absorb HP, revive minions they kill to their side and have their speed and power doubled, but will be stunned if they don’t drink blood for 7 seconds or so. You want them to kill your minions so you can have them stock up on blood, where you can then suck the blood of your former minions and the foe’s own blood to increase your time stop power!

This is wrong on so many levels. Gameplay-wise, it makes the foe inconceivably powerful to the point where it’s tantamount to asking them to kill you, because having your power doubled is like setting the damage ratio up to 2.0x and will get you killed instantly from any decently strong hit. Flavor-wise, it destroys both the foe and Dio’s characterization, making them both into something they shouldn’t be. Dio is intelligent; he is not stupid enough to use the object that he used to gain incredible power on someone else in order to give them that same power, let alone an enemy. He would rather turn them into a zombified underling, but I didn’t do that in the set because it would be destruction of the foe’s characterization! Of course that would be awkward too; just don’t include it in the set at all. Dio is also too reliant on his own minions, with most of his attacks being used for arbitrary interactions with them just to make the set look cool, and he also spends too much time destroying them. Dio has never, ever destroyed his own minions directly in any incarnation, the only exception being a monkeyman zombie who was crushed underfoot because he suggested raping a female hostage. Finally, Dio’s Stand is only used to stop time, and does not ever use physical attacks because I hadn’t fully grasped that fact yet. And that just about sums up all the OoCness in this set.

To be honest, I was actually afraid that Dio would one day be unearthed and that people would start bashing the set, especially when people started talking about JoJo in the chat. They might even do so nowadays, because old sets (and ESPECIALLY old sets) are not exempt from receiving a through bashing. In any case, the character deserves better than just being a head in Wang Chan’s set (which is still a thousand times better than the representation here), so I’m really hoping that someone makes a set for the character by the end of the contest. Not only would this provide a better Dio set for Wang Chan’s Final Smash to link to (and make people ignore mine), but it would also help a MYM16 SM I might write if Dio can finally get his body back a wreak havoc. I know FA wants to make a Dio set before he stops MYM’ing (along with King K. Kutout), at the very least…

16. Suzu (remake) – MYM8

This set does not exist anymore, because I deleted it. I did so because it was bad on a personal level, so bad that I couldn’t stand it anymore and didn’t want anyone to see its content. At the very least, I can still you the story behind it, as embarrassing as that is for me. There is a life lesson to be learned from it, or at least there was for me.

Long-story short, I was obsessed with the character Suzu, despite being a minor character from a relatively obscure series. It was BECAUSE she was a minor character, however, and there’s always a certain charm to characters who don’t get many appearances. It leaves a lot of room for the imagination, which is where I went. I envisioned a backstory for the character who had no backstory, the likes of which was far too serious for a character from a comedic series, and actually EXPECTED a target audience unfamiliar with the character, series or even my thoughts to understand. It’s the kind of thing that belongs on a forum or fanfiction.net, not MYM. There were a ton of extras as well, but everything was forced and there were allusions to character-related stuff on sets like Edgeworth’s testimonies or MYM8 Grutny’s quizzes. The best way to sum the whole thing up is that I was forcing the way I thought of a “beloved” character to MYM, which must have been incredibly embarrassing for them to look at, if they did.

Like the Suzu set of MYM6, this one was filled with concepts that had no founding and were forced. of a shield, Suzu ate fish and healed herself, because she had multiple jumps that each involved teleporting and as you took damage you’d lose some of those jumps. The set was intentionally OP in a way that people invoke for their favorite characters so they can envision them beating other sets, similar to TWILT with some of his sets like Strider, but this was done with select moves: a Side Special paralyze that held enemies in place and you could “throw” them in different ways, even working on bosses because Valozarg existed, a F-Smash punch where you teleport to the enemy,  an U-Smash fiery explosion that was incredibly cheap and hit multiple times and a D-tilt that teleported enemy projectiles behind them. There was also a smoke cloud you could use to obscure your attacks, and I even picked on poor DM at the time by saying I thought of the concept of concealing oneself through smoke before Magmortar was posted, which was posted before this set…despite the fact that Jafar’s Into Red Smoke existed long before then. I was a jerk, and happened to care about whether I did something before others. In any case, there was no real playstyle in the set as some pointed out, and there was filler like a D-air that just teleported you to the ground (I thought I did it first, but it was actually present in Abra of MYM7 and Deoxys of MYM4 in the form of an N-air that could stun foes), but I envisioned that the set would be about “pressuring foes from a distance”…by mindgaming your long-ranged attacks and hitting with moves that strike regardless of distance! No, the old me didn’t know that simple projectiles can pressure from a distance as well.

Playstyle and moves aside, the life lesson I learned from the set is that too much detail, in this case backstory on character, is a bad thing. It’s not really something that I could apply to MYM, but rather in storytelling. Also to read the atmosphere, know not to differentiate comedy from serious. In that sense, the moveset wasn’t really a moveset so much as it was a bad fanfiction, posted on the wrong site to the wrong audience. Oh how silly I was back then.

17. Jecht – MYM8

My set quality was declining with each set I posted in MYM8, which was pretty amazing given Jason was the first thing I posted. Even if it wasn’t obvious to others because of how much attention said set got. In any case, Jecht was posted under a similar pretense to Dio via “Wow this character is awesome!”, only it was more of an impulse and just a character to use for a quick set to help the thread (?) rather than a genuine like as was the case with Dio. Unlike the other 4 sets that were posted before it, Jecht basically just played it safe and was really generic aside from a blitzball mechanic where he’d score a kill by knocking it off the screen. Because you score that way in sports. Still, I end up embarrassing myself silly with the way stuff was written, like the codec and intro and stats and everything really. It’s an attempt at humor that fell flat on its face.

The set gained a degree of infamy, but not because of the set itself. Rather, it was something I wrote up at the end, stating that movesets should not be competitive. It was mostly met with backlash, maybe a few who thought there was some truth in the words, but in any case the set became associated with it despite it not being apart of the actual set, just something posted at the end. Odd. This was later followed up by me saying that there should be no Top 50, and MYM should be for fun, tying in with my philosophy of “fun and educational” which was based off words I used to describe MDA’s Monkey D. Luffy set back in MYM7. Rool, for a long time or possibly forever, believed that I simply had a unique viewpoint among MYM’ers and that I was necessary for “exposing MYM’s ugly side”, hoping that my viewpoints at the time would be appreciated by other MYM’ers. But I think he gave me too much credit.

The truth was, and I’ve never said this up until now, that I was at my breaking point at the time with having had so many failures, and wished for there to be no Top 50 for anyone to place on if I couldn’t place, so that I wouldn’t be inferior to any of the MYM’ers who did place and we’d all be equals. I was just about to quit MYM, and was upset about not placing on the Top 50, far more so than with any other contest. My life was also at a bit of a low point at the time as well, and real life tends to be reflected in works and vice-versa. Regardless, I didn’t quit MYM’ing, and it was probably because I was still quite attached to the contest. It was too much to simply throw away, as time has proven again and again.

And so I moved onto the next contest…

18. Ulgamoth – MYM9

Volcarona is one of my favorite Pokemon of all time.

I remember thinking that I would make Volcarona my last set and would quit after it was posted, but that never came to be. This set was serious, yet at the same time I made it OP for the usual “character love” reason I mentioned in MYM8 Suzu, which made itself really obvious here and even landed the set a 2nd place on a future Overpowered list made around MYM12 (losing to Dr. Strangelove). You essentially made hurricanes and fire you could fill said hurricane with, which then rained down and could destroy everything. It was never all that offensive outside the OPness and was one of my better sets in a while, given the disaster of MYM8, making me wonder why I didn’t just balance it to get better reception than just making it strong only for myself. I guess I didn’t expect the OPness to be that big of a deal, but it did receive a degree of infamy for such, at the very least. I had yet to learn to put others before myself in regards to my movesets.

Warlord explains the set’s OPness in this article here, which is why I haven’t said much about it.

19. Ronald McDonald – MYM9

After Suzu, a Ronald McDonald obsession followed after being exposed to Ran Ran Ru videos, which lasted up until MYM11. It was mostly shown through the new “MYMinis” that had been conceived to promote the creation of extras in healthy competition, and while the obsession has died down, the difference between Suzu and Ronald is that I actually still like the latter as a character. As weird as that may sound.

Anyways, Ronald is entirely based off his Japanese incarnation Donarudo (maybe the set should have been named such), save for a few moves that take from Western ads, basically coming together to form a rather random OP set with no cohesive playstyle, and pictures galore, it was inspired by a series of videos titled “The Insanity of Ronald McDonald”. The set was mostly to amuse myself and show off my current interest, but it does sort of mock MYM with its “playstyle” section.

MYM9 was the time when I eventually stopped being serious after all that had transpired in MYM8, and this set was probably the start of it. As such, I would ignore every comment directed at my works for this competition as to not take things too hard. I still haven’t read any comments for my MYM9 works as to this day, bar a glimpse of a few for Volcarona.

20. Mephilies the Dark – MYM9

Mephilies feels like an extreme cross between Hunter J and Volcarona. I was trying to be ambitious with the set, as it had some big concepts like time-traveling (I thought I was the first to use it, but Father Time existed), duplicates and bosses. Concepts that, mashed together, were quite ahead of the set’s time. It could have been a masterpiece, but it was too much for the poor old me to handle, not to mention it was intentionally OP to the point where it puts the aforementioned Volcarona to shame, dipping into the same mistake that set made. You have a F-Smash (pictured above) with ridiculous range and power, a D-Smash that makes you invincible, an Up Special that lets you make duplicates and a Down Special that lets you make an incredibly overpowered boss that fights in your place, which has 100HP and can blow itself up to OHKO enemies. Worse yet, you have a time travel move that lets you take enemies back into the past to expose them to all your projectile spam and dangers, and a smart player can never really be defeated because they can just jump back in time to the point before they were damaged, letting them stall forever until they win. In the end, I gave up halfway and copped out on some of the standard inputs, similar to Hunter J in that I couldn’t properly express myself and couldn’t comprehend it all. I thought that maybe the concepts would be enough make the set liked, but MYM was smarter than that.

21. Steelix – MYM9

Steelix was made because I was going to make a “Trainer Ronald” set, or a joke set for Flint because he looks like Ronald McDonald, who in turn uses Steelix in the games. It was made in 2 hours, and marked the point where I just stopped trying hard with movesets. Instead, I would make quick Pokesets when I got an idea in hopes that one of them would actually be good and place, but it didn’t work.

Steelix is very awkward in how it works: upon taking enough damage, it will get angry and start chasing the foe down, whether the player wants it to or not, after which said foe has to lead it offstage to its untimely death. That is a rather terrible idea, and insta-KO’ing the enemy via making a piece of earth fall on them ALA the SSE elevators that instantly killed you if they crushed you left a bad taste in my mouth, flavor-wise. That aside however, the rest of the set was made up of fairly tame, if generic boss moves, to the point where the set could have worked like a generic boss if the chasing mechanic was traded in for stamina. Which is funny, because Geto used Steelix as a boss for a MYM12 SSE mini, and that’s sort of where I got the idea from.  I can imagine Steelix being a random boss you’d fight in a Kat edition of a “MYM All-Star”, being fought alongside my other MYM9 sets and being a hitbox that crushed other enemies once you defeated it.

22. Beheeyem – MYM9

The next 2-hr Pokeset was for a psychic Pokemon, and I really hate Psychic-Types. They always came across as being evil in Gen 1, especially in the anime. I don’t remember why I started this set, but it’s basically stupid randomness at the start meant to be “alien gibberish” before throwing out a bunch of moves that have random effects that don’t form a cohesive playstyle. I secretly thought I could emulate Banette’s success by using a “magicy” Pokemon and hoping to make some sort of revolutionary creative effect. Nothing stood out to me however, because I only remember the U-air being a beam that came down from the top of the screen.

If anything, I am slightly curious about the ideas I wrote, and think maybe the set is a treasure trove of ideas, but I might be giving my old self too much credit. Besides, there’s no point in an idea if you don’t have a character or way to properly execute it.

23. Keldeo – MYM9

Keldeo was probably my best MYM9 set, but that’s only because there was little room to screw up with excess creativity or any sentiment that would lead to OPness. It is a fairly generic set, but it does have a remotely interesting idea in that you can create water as you travel along the ground, though enemies can drown in it and that’s unfun to fight against (and maybe a bit tacky). Also, there is no grab game; you instead have to get enemies in your adhesive back, not that Keldeo has one but this was inspired by a creature it was inspired by, a water horse that made children sit on its adhesive back and then drown them and eat them. I remember staying up late at night to work on the set, but that has little to do with anything other than my mental condition.

With Keldeo done, MYM9 ended on a quiet note for me, and I wasn’t as upset with no getting on the Top 50 compared to before due to not taking it as seriously.

24. Charlotte – MYMX

After not really being serious with MYM9, I tried to be serious again in MYMX…sort of. I would make anime sets as to express my newfound interest to MYM. One of these plans was to do Mami Tomoe, because Madoka Magica was new and awesome, but I was aware of my shortcomings on execution and as such proposed a joint set to DM. That never came to light, however, and he would later post a standalone set for her at the start of MYM14.

So instead of ambitious sets, I made sets over 1-2 day periods to convey. It was similar to what I was doing in MYM9, only not so obvious and a bit more effort put in. With Charlotte, you were essentially controlling the infamous snake monster, where you could move parts of your body into the background (inspired by Arbok of MYM7) and send opponents through the inside of your body to devour them. You could also summon pointless minions, chocolate and chairs to represent the Witch’s Barrier because it would be awkward and ambitious to implement that into gameplay (FA would later do it in 2 different ways with Elsa and H.N Elly). It was criticized for being overpowered, and devouring opponents instead of headchomping them like the character was so famous for. I didn’t really take note of the latter enough to knowingly implement it at the time, however. Though DM commented the set like he had done with most of my works up until now, it was now Smady who was giving me consistent attention this contest. He responded to my responses to his comments and continued to reassure me of my potential when I was struggling, which would be surprisingly helpful towards my improvement.

In any case, I was starting to get a bit frustrated over the fact that I wasn’t improving.

25. OVER – MYMX

OVER is strangely similar to Heppokomaru/Gasser in that not only are both from the same series, but were also made with a similar purpose in mind. What’s more, both have a gimmick from their series that is made completely absent in the set, OVER’s being that he transforms into an entirely different being (a torpedo) if he gets angry 6 times. That was omitted because it was too ambitious, and I couldn’t be bothered working on another set and having it fit in with what I wanted to do with one character.

Anyway, OVER basically wanted to plant cannons and spikes along the stage to emulate the settings in which he was fought in the series, then knock enemies into the spikes or take them offstage for a KO. He fights using a pair of giant scissors, so traps are his focus, but in doing so all his melee attacks become totally redundant and aren’t really interesting, as Smady pointed out in his comment. Smady had been quite supportive of me this contest, as I mentioned with Charlotte, and it wasn’t until he replied along the lines of “That’s the spirit! I think you just need to add depth.” when I finally, FINALLY realized what my sets were lacking.Thus, I stepped out of the contest and took a massive hiatus in order to procrastinate on how to make my sets better. I now knew what I had to do, but it was just a question of how to do it.

Because of this, my participation in MYM10 stopped about a third of the way outside of minis. It was worth it, however.


And so, we reach the end of what I would consider an era of Kat MYM’ing. Not only the end of my inexperienced self as a whole, but also the end of Pokesets, Bobobo sets and my immature character obsessions. The next era would be marked by a greater sense of competence and willingness to comment, good comments for once. I think what really helped me develop were events that took place in real life during my movesetting hiatus: I had difficulty expressing myself beforehand, but I was able to do so more easily with the help of others, after which it was like a part of myself had been unlocked. Maybe it doesn’t have much to do with MYM, but it would be a lie if I said that procrastination alone made me a better MYM’er.

The next era would be marked by lots of anime sets instead of Pokemon, Bobobo or silly character obsessions. It shows that my tastes changed over time, something that makes looking through a long-stading MYM’er’s track record so interesting. Some interests fade over time, but others remain forever. But regardless, the fact that you were associated with that interest will never change. That’s why I pick my character choices carefully nowadays.

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Responses

  1. Very interesting read here! Your unique perspective and writing makes it a joy, especially since you have a rather fascinating career arc, and I enjoyed your frankness in writing. I look forward to the rest.

  2. This article was a joy to read. The first sets I’ll admit I didn’t know about, those write-ups were mostly educational, but nonetheless very enjoyable. It’s especially important in your own journey through Make Your Move. As you say in the first entry, that first moveset paved the way for your later ones in many subtle ways.

    It was fascinating to read about sets I didn’t know existed like Versatile Pokemon Trainer. Most of the others you make fun with your historical perspective, as if you went back and gave subtitles to a previously Japanese-only anime. Those sets aren’t valuable individually, but they really matter as part of your canon, as you put it.

    The greatness of the article kicks in for me though with Jason Voorhees. I have many fond memories of that set, your exhaustive description of it all was just delightful for someone who has grown fond of that set. And it’s not that I think it’s “ironically good,” you put it as good as anyone can when you said it’s “bad in a funny way.” Every aspect of the set gets it wrong in the right way.

    While that is the real highlight, the whole article is a great accomplishment and one of my favourite MYM articles, as these retrospectives tend to be, I implore you to continue as planned. I felt compelled to rush out and read this immediately, and even give it a fairly long comment to solidify my support. It was very uplifting to read that bit at the end too about my giving some feedback on OVER and Charlotte, I’m glad I helped you out back then.


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