Posted by: katapultarr | December 22, 2014

A History of Katapultar – Part 2 (MYM11-13)

And now we get to the second era of my movesetting, taking place approximately 1,000 years into the future after the first era. Hunter J has driven the few remaining Pokemon into extinction, now viewed in the same way as dinosaurs, while the fall of the tyrannical emperor and the McDonalds chain has paved the way to a new, peaceful future. Our story takes place mostly in Japan, where quirky schoolgirls go on with their daily lives, but not without a little intervention from sinister forces that lurk in the shadows. Just what’s the deal with these little frog aliens who make Jigglypuff look god-like? And how do you fight when you don’t fight in your source material?

Yes, I’ve had that kind of Story Mode in mind. In any case, this is the point where I finally make some sort of breakthrough, and MYM’ing became more fun. I was commenting more, posting more sets, had a better idea of what I was doing and overall was getting more attention. It was great. I could now stand among the rest instead of being in the background.

But enough about me. Let’s see the process in which I was able to make my breakthrough, and what I got up to during this era.

26. Ayano Minegishi – MYMXI

It’s funny how even though I never placed in the MYMXI Top 50, I can still think back to that contest with fond memories, as though I were one of the people who placed in the Top 10. Maybe it’s because I never made a truly bad set at the time, or that the Top 50 was insanely competitive, or that we tend to judge contests as a whole rather than how well we did as individuals.

Anyways, Ayano is the first moveset of a franchise that would become one of my flagships, Lucky Star, posted about halfway into the contest and after what was probably the longest time I didn’t post a moveset for in comparison to other MYM’ers. While many think that MYMXII was my breakthrough contest, I actually think MYMXI was when I begun to improve after I spent a massively long time procrastinating after posting OVER, just that it didn’t show in this set. And the reason for that was the very concept itself: being an ordinary, non-violent feminine human girl, Ayano has no attacks and must instead try to get enemies to attack her favorite stuffed toy, or else she’d have no way to win. Doing so would cause Ayano to get angry for about 10 seconds or so, which made her invincible, increased her movement and gave her an omnidirectional punch that dealt 999% and OHKO knockback that would break through invincibility. I never gave any thought to it at the time, but that would make Ayano absurdly powerful from a flavor-perspective, which puts a really bad taste in my mouth. It’s a wonder this set didn’t get ripped apart back when it was posted, not even by FA who commented on it, though it might have been because of character pity. Though Winnie the Pooh and Etranger are well-known for being pacifistic and therefore disliked as a whole, Ayano was actually the first moveset to not have any attacks. I’m actually glad she was ignored and the other 2 sets got the spotlight though, because something about a schoolgirl becoming infamous like that doesn’t feel right.

Despite being completely unplayable, there are (or were?) actual redeeming qualities about the set. I was incredibly proud of its presentation, using a very feminine georgia font and some light-orange coloring on the headers to make what was easily my best-looking set. The moveset also had a good amount of thought put into it despite the horribly convoluted concept, but then again it took like 8 weeks to complete coupled together with school. I think I could have actually made a genuinely good set had I made a set for a character that makes more sense for a fighting game and put the thought into them instead, but I was greatly into Lucky Star at the time. I wanted to make movesets for them, and, well…it’s not very easy, nor is it really worthwhile. If there’s one thing I can take from this set, it’s that all the effort in the world means nothing if it’s completely misguided.

27. Chun – MYMXI

Chun is easily the most obscure character I’ve ever made a moveset for, and possibly the most obscure non-OC character that’s ever received a moveset. So obscure, in fact, that she has absolutely no presence in Western fanbase of Lucky Star, and that I had to grab screencaps from NicoNico videos of the PS2 game she appeared in (as a minor villain) while using my limited knowledge of Japanese to translate the Katakana of her name. I didn’t just watch videos of a playthrough either, but rather actually played the game on PSP and got totally lost despite it being a mere visual novel. I also had to re-use an image from the set for the one to represent her in the article, because finding one outside of screencapping Japanese videos is practically impossible.

Despite coming from a universe where characters don’t fight, Chun actually has FMA-esque powers that she uses to summon knight-minions that are shown in a CG, so one can tell that she’s capable of that even if they don’t understand Japanese. She can have a lot of minions out, up to 12, and they have 15HP and can send enemies sliding along the ground in a prone state while defending against laggy attacks with their shields. There isn’t that much minion interaction besides a few standard inputs that aren’t melee attacks and a Side Special, while the rest of the set lets you make terrain and hit enemies with alchemic lightning, the goal being to corner enemies with a swarm of minions before you finish them off. I thought it was fairly good for when it was posted, the minions being somewhat advanced, but it only got one comment from ProfPeanut and I have absolutely no idea if anyone else ever read it. In that sense, the set is similar to Tsuru Tsurulina III in that it’d be interesting to see what it would have been like if it got more attention. I fear that saying this will prompt someone to comment that they did read it back then and that it was meh, but it’s better to express my actual thoughts. Thus, Chun was lost in a wave of movesets that were posted near the end of MYM11 and didn’t really get much attention either.

28. Yukari Takara – MYMXI

The 3rd Lucky Star moveset of MYMXI, Yukari has a rather easygoing tone and fights despite not doing so in the series…just from a laid-back perspective. This is the first set of mine to have any sort of focus with items and attempt to manipulate them, and as such it was quite fun to make back in the day. You can suck things up in an oversized vacuum cleaner which I for whatever reason envision as a rolling crate with a tube that can suck things up, and that’s probably because the vacuum cleaner does act as a rolling crate because I thought it’d be fun if there was a set that played around with those because they were fun in Brawl. You can also use your phone to order many types of one item and call for one, and also use the U-Smash to create a villa. That being said, there wasn’t too much of a focus, and many of the attacks were rather generic, including the Up and Down Special. The writing went for a light-hearted, humorous tone that I believe did work for the most part, combined with bubbly-looking pink headers, but thinking back some of the humor really falls flat or is out-of-place, like talking about the character’s bust size when that isn’t brought up by or for the character in the series. Like Chun, the set was mostly just “there”, being posted right after, but it did have a few fans due to its quirky tone. I feel that the set had potential despite the nature of the character, just that it wasn’t taken all the way due to running out of ideas. In any case, I don’t see her or Chun in a negative light, and that’s probably partly due to only getting 1 comment each.

29. Agiri Goshiki – MYMXII

Aww yeah, now we’re in MYM12! That was like, my contest. This is where I started to make movesets for characters from random animes I’d seen, mostly female of course, effectively scouting entire series for characters with moveset potential. It was also when I finally made some kind of breakthrough, starting with this set, Agiri.

Agiri was made after watching just 4 episodes of Kill Me Baby despite appearing throughout all the 12 episodes, which says a lot about how much potential she had. It wasn’t that she did a lot though, but rather the fact that she was a (self-proclaimed) ninja, which allowed me to do so much with her completely-comical character. Because, you know, there’s a lot that you can draw from for ninja characters. With 4 days of work, I was able to complete the set, which turned out to be really crazy and fun to the point where it was probably my best at the time. It might have been too crazy though; it had tons of creative ideas that were all fairly fleshed-out, from being able to stall your spawning, set a bomb that gets stronger over time, cling to the underside of platforms, throw a boomerang, dig a hole into the stage, set a plank above you, drop a heavy sword, throw shruiken, glide and finally make clones of yourself. All these ideas, combined with how their uses were specified in each move and then referenced in later moves over ridiculous detail, made the set my first noticeable case of tl;dr to the point where the community tallied its word count and Silver made a tl;dr list on the Bunker where Agiri placed. The set didn’t even have a playstyle section, Final Smash or extras! Actually, it does have extras, but they were made in a later post for a MYM12 mini.

Agiri is also the first case of me going back and doing edits, if only a little. The set was initially criticized for being OP, so I went back and did some number-crunching (reduced damage and KO potential to about 200%) so that I was comfortable with the whole thing. I also, without ever telling anyone because it was a purely aesthetic change, went back some time later on in order to edit the animation of the B-throw from using super speed to instantly gather up items from across the stage (felt too powerful for what the character was capable of) to using string that was somehow secretly applied to pull them all in. In any case, some people were understandably put off by the set’s length back in the day (but I don’t know whether there was anyone that actually was), but some didn’t like the fact that the set was so gimmicky (LoL, Nate) while most thought it was too tacky. Ah yes, that special word that was thrown around a lot in MYM12-13, used to describe nearly all of my sets. For a fun game, Ctrl+f the word “tack” to see how many times the words “tacky” and “tackiness” come up in this article.

Though tackiness had existed in many sets before (as evident by me using it occasionally in the previous article) it was only first realized as a whole around MYM12 (or maybe MYM11? We had Freaky Fred back then), where it became a term that was used to sum up the act of something being forced in a moveset. It could be anything from the effect of a move being forced to support the main playstyle, a move being tacky flavor-wise (even if the effect isn’t tacky), or just the whole playstyle being tacky. The latter is usually the result of wanting to make a moveset for a character more interesting than their potential would allow, maybe a sword-wielding character, because there were few proper melee sets back in the day given they were considered “generic” and low in potential. In any case, sets that had the slightest amount of tackiness in them were usually tacky as a whole.

Tackiness usually made sets play and feel in a way that wasn’t true to the character, but there were rare times when it was actually fitting and enhanced the character – as was the case with the Duck Twacey sets and Agiri herself. Agiri is a bit of a troll, you see; she’s known for doing things that she claims to be ninja arts yet are fairly mundane, but she also does things that blur the line of common sense like hanging from a ceiling without her skirt dropping or appearing/disappearing out of nowhere. As such, I never felt uncomfortable with the tackiness of the set (minus the aforementioned edit I made) nor did I attempt to change it regardless of the complaints towards it, because it was apart of the character and removing Agiri’s tackiness is like making a normal character tacky. Agiri is tacky incarnate, you see. Another way of looking at it is that being tacky sacrifices normality for fun, and was probably why Agiri had a few fans and -almost- got on the Top 50 (I don’t and didn’t mind that not being the case, though).

Agiri is fun, and one of my rare non-placing sets that I can look back upon and see in a positive light, even if she can’t compare to my modern sets.

30. Hellmaster Fibrizo – MYMXII

Hellmaster Fibrizo is a 3v1 set, a concept conceived by Warlord with Valozarg back in his experimental days of MYM7, and my first 3v1 set. While Smash fights typically portray 2-4 characters fighting as equals, regardless of whether the match-up is fitting or not from a canonical perspective (Peach vs Ganon), 3v1 sets attempt to break the mold by showcasing a character of great canonical power (usually a villain) fighting against 3 opponents. Though the concept was originally designed to make giant characters viable, people went and made regular-sized characters 3v1 just because they were powerful or there was a concept you could only do when fighting against multiple foes, like mind-control or something like that. They are often unbalanced (like my 2 were), not only because the writer goes too far but also because there is no basis for which they can be balanced due to 3v1 not existing in Smash. As such, sets designed for 3v1 are almost never done now; they’re only used as an extra every now and then, something that’s been done occasionally ever since Dark Bowser.

3v1 sets have concepts, sure, but there is something else they can provide over regular sets: final boss atmosphere. It’s the main thing I want in a boss set, and the primary reason why I’ve SV’ed sets like Kang and Don Thousand. It would only make sense that I’d want to create a set capable of exuding the same atmosphere that I so desire from other sets. I remember doing by writing up a cinematic that would play as a special intro animation, but also through moves that provided an atmospheric quality – the Death Note-esque Neutral Special (pictured above) that killed foes within 15 seconds if they didn’t dodge when Fibrizo broke the yellow orb on his hand, and the grab game which let you ensnare and take control of an enemy. Fibrizo was light, but he could float for a long time to camp offstage and healed himself if an enemy took damage, along with some typical boss stuff that involved shutting down individual opponents, all of which made him OP for a boss, but he was still liked by a few.

Whether I succeeded in creating a strong climatic atmosphere or not back in the day, that aspect of the set has never stood out in my mind, possibly because I didn’t go all the way with atmosphere enhancers like quotes and headers. It may also be that I didn’t really like Fibrizo back in the day, but I don’t know exactly why. It might have been the fact that he was a 3v1 set, which prevented me from properly imagining him fighting except in set conditions, unlike regular characters. It might have also been that the way he restricted enemies felt oppressive, but the set also felt surprisingly bare – the grab had no throws, there weren’t many melee attacks and moves were surprisingly situational. The character doesn’t necessarily have to do anything when he’s so powerful in his series.

31. Yutaka Kobayakawa – MYMXII

Sword and shield not included in the set.

Yutaka is a sickly schoolgirl who does not fight in her source material, but unlike Ayano, she actually attempts to fight back physically in this set by flailing her arms around. It is completely insane, not just to see her fighting against enemies who would destroy her instantly, but also the fact that I literally made a moveset out of nothing. I say nothing because though she does have source material, I chose not to give her anything. This was for the sake of being realistic, because I thought that a normal person taking out a prop would be “unrealistic” despite hammerspace being normal in video game logic, but also to portray her accurately and properly in a fight despite the notion of such being absurd. I could have made her fight with damaging speech bubbles, but that would look silly and be inconsistent with Ayano. I could have given her a laptop, because she thinks of the internet as her toy, but how do you implement that in a set? I could have also given her friend helpers like Minami, but I wanted to make individual sets for all the Lucky Star characters at the time. I was even thinking of taking advantage of her sickly state so she can infect opponents with a disease, but I figured she wouldn’t want to infect others and she’s sickly in the first place because she has a weak constitution, not some infectious disease. Had I implemented it though, it would have worked like a status-affliction version of Banette where you could convert damage from the foe into an illness which you could then pass to them by sneezing. Yes, it sounds hilariously stupid, but that’s just how much time and thought I put into the brainstorming this set. I spent a year doing just that.

I’ve made plenty of crazy sets, but the concept behind Yutaka is just plain abstract. Her attacks are weak of course, and her stats are incredibly bad. Her shield starts off with 10HP, representing how she gets easily, but its HP increases as you dish out damage to the point where it can become stronger than a regular shield, because her confidence is increasing. Many of her attacks hit multiple times, and her Neutral Special is a buff that can be used anytime and doubles her knockback and increases her damage output by 2% per hit, but each hit causes her to suffer a 1/3 chance of tripping, whereby enemies can counterattack…but if she gets up after tripping then her chances of tripping will be halved for the rest of her stock! Adding to this is a Side Special which puts her damage down to 0%, but after 15 seconds it’ll return to her as poison damage that amounts to greater damage than she had before. You shield against the damage with your shield, but you need to build said shield up first by going offensive on the foe, ultimately going through a lot of tripping before you can get through the entire duration of a buffed attack to deal a ton of damage. There are enough melee attacks so Yutaka is not unplayable, at the very least, but otherwise her set is very focused on damage and shield manipulation. Warlord hilariously thought Yutaka was overpowered back in the day, mostly because she can heal herself and potentially deal a ton of damage with a buffed F-Smash, but I’ve always thought that she was totally underpowered, as I intended. For one, her mobility and recovery and extremely poor, and she has no ranged attacks. Worse yet, her attacks only deal about 3% at most per hit and thus have poor priority, not to mention they have really, really poor range (arm length of a small girl). Finally, her shield will be broken with incredible ease and enemies can easily land a decisive blow on her as a result, despite all her damage-manipulation.

Yutaka was my favorite set of mine for a long time. I thought her characterization was absolutely amazing, and that she was a prime example of what you can do with a character with no potential if you try hard and squeeze the game engine for all it’s worth. I valued presentation on my sets at the time too, and looking back the set still looks pretty nice. It had a lot of extras, and I made sure to put as much as possible into the writing, animations and attack visuals, for what skill I had back then. Perhaps it was only fitting that the set’s reception was extreme: a few people really liked the set (especially when it was first posted), but others thought the whole premise of a schoolgirl fighting, along with the shield mechanic and other things, were tacky. I really wanted the set to do well, more than any of my other MYM12 sets, and was happy that she managed to place 34th despite the odds that were stacked against her.

I’ve always felt, deep down, that characters like Yutaka do not belong in fighting games, no matter how hard one tries to make it a possibility. Seeing her fight against Mario or Arceus would be weird, for one, but she cannot do anything to differentiate herself from other schoolgirl characters due to having no supernatural abilities or fighting skills. Thus, I could have made this moveset for another anime character and there wouldn’t be a difference. I still like this moveset however, if because I put a ton of effort into it, it feels clean and it’s got a nice set of extras. The set depicts a struggle to make a moveset for a normal person that stands on par with a regular moveset, parallel to Yutaka’s struggle to become a better person as I so pointed out on her moveset. But I’m being symbolic, much like I was with the moveset.

I can’t help but feel that I could have said more, but I might have exhausted myself from thinking of this set so much in the past. Or something like that.

32. Kirika Ueno – MYMXII

Kirika was made in 4 hours, which, incidentally, was the same length of time required to watch a 12-episode anime – the same number of episodes that her anime ran for. At first I thought her set would be bad because of how quickly it was made, but it was liked by a select number of people (one being FA) despite not getting much attention, much to my surprise, so I ended up liking it too. In fact, I’ve had quite a positive mentality on this set for a long time despite seeing how poor my writing (still) was back then, enough so that it’s one of my favorite sets not to place, alongside Agiri but nowhere near Jason.

Kirika was when I started making cool headers from BBCode for my sets whenever possible (looking back, I’m surprised I did for how quick the set was made), and that was actually something that greatly influenced how much I liked my own sets as was the case with Yutaka. More than that though, was Kirika’s unique concept: she fully recovers from any damage she suffers after 10 seconds of receiving it, but once 30 seconds pass (you get a 5-second warning beforehand) she takes an unavoidable 140% and is put into prone (or stunned in midair), after which the damage is healed off after 7 seconds. She’s immortal too, so if she’s KO’ed at 0% she’ll respawn at 100% without losing a stock, healing off 5% every second. This mechanic is used together with a tether so you can commit suicide without losing a stock, albeit a rather cheap tether where the foe is KO’ed if you’re KO’ed if they don’t destroy the tether first, but it’s impossible not to be at 0% from being KO’ed as a result despite the regeneration given Kirika will take damage from the foe’s attack. She can actually use her D-Smash to avoid taking damage from a while and stay at 0%, but she needs timing to pull the whole thing off and worse yet she won’t be getting KO’ed at such a low percentage in the first place. So reading back, the playstyle is pretty self-contradictory, though you don’t necessarily have to taking the foe down with you at 0%.

I somewhat like the set for its idea, similar to Tsurulina, and that it has a bunch of melee attacks despite the fact that they were bland (as in not they don’t really do anything for the playstyle). I think the fact that it had melee attacks in the first place is why I liked it a lot back in the day, because I secretly yearned to make something that was actually in-smash – unlike a lot of my MYM12 sets where certain standard moves weren’t even proper attacks. Yes, deep down, I – or maybe we all – must have felt that there was something wrong with the sets of this era, which is only realized now.

33. Medusa Gorgon – MYMXII

Medusa was in the works for a while, being announced at the end of MYMX, and I actually gave up on her for a bit before I went back. While Agiri, Fibrizo, Yutaka and Kirika were pretty out-there, Medusa was far more tame in comparison: she didn’t rely on any crazy gimmicks or do anything too extreme, and had actual melee attacks on most standard inputs aside from a few strange things like having no throws, a F-Smash that can’t KO and surprisingly weak Smashes compared to the Standards/Aerials.

Medusa can recover using all her Specials and can use all of them at once to recover if necessary (having that many options is insanely overpowered, especially when characters didn’t enter helpless upon using them back in the day), but she’s encouraged to use them for set-ups and traps against foes in exchange for not being able to use that Special to recover (but then she has more than enough recovery). What’s more, she can even implant any number of Specials into opponents by using her grab (why she doesn’t have throws) in order to control them or buff an ally. The Neutral Special is the most interesting move as it creates a path you can send foes, projectiles or yourself along to go on the offensive. Side Special is a ranged attack that damages but also reels you towards surfaces. Up Special lets you ride on a snake you can send at foes as a powerful projectile, while Down Special creates a post you can stay on and use aerial attacks from until it’s destroyed. The set was meant to be versatile in that you could be as offensive or defensive as you liked depending on how you handled your Specials. You could fight on the ground or in the air, and fight from a range or up-close. The whole thing sounds glorious, yes, enough so that writing about the set has made me want to revisit the concept of investing Specials into stuff like opponents and what not. Medusa never achieved anything amazing at the time of being posted, and there were some iffy aspects of her set, but she otherwise received sound reception and a sound placing.

Medusa is a set that aged better with time for me, but only because the other MYM12 sets worsened with time as I quickly realized their flaws. What I like about Medusa even now is that her Specials are all consistent with each other, all being recoveries and all possible to implant in a foe, but the Vector Plate Neutral Special to create a path is still a fun idea. I also like that she had an actual melee game, similar to Kirika, very fitting presentation that felt Soul Eater-ish (or at least to me) and her moveset does not deviate from the way she fights, for once. Also, she has a boss set where she takes child form like when she possessed a little girl after losing her original body. SirKibble, known for making anime sets back in the day, loved this set for its trueness to the character (unfortunately he didn’t vote). For all the anime sets I made in the past, Medusa was the only one that actually felt like an anime set. She is easily my best MYM12 set if because she’s a lot more playable and balanced (?) than anything else I made, but a few hiccups here and there prevent her from being as liked and viable as my present sets.

34. Cherry – MYMXII

Not a picture of the actual character, but she’s a generic anime dog so that doesn’t matter.

Cherry was made in about 1.5 hours, because having another moveset never hurts and I thought it would be funny to do a moveset for a dog. A Lucky Star dog at that! It might the fastest I’ve ever made a set, but then I think I made Versatile Pokemon Trainer in half an hour.

Although my 2-hour sets from MYM9 were all terrible, Cherry was surprisingly good for the time she was made in and I’m proud of the set for that. Her organization is fittingly simple left-aligned white text, and the writing is fun to read even now. You can dig pits with the Neutral Special to hide items and have a simple spacing bark Side Special, but the real fun comes from the Up and Down Special which respectively give Cherry a tennis ball and bone that she’ll chase after if you use the input again, giving a fitting animal-like feel to the set. Both the concept and the writing style were actually inspired by Wolf Man’s Neutral Special where he runs across the stage until you use the input again, because that had an animal feel to it. Wolf Man goes wild! It’s funny because Rool actually read Cherry (and Luxord), according to Warlord. I bet you any money he would’ve SV’ed the set back in MYM12.

Although Cherry naturally couldn’t meet the standards of better sets due to being made so quickly, she is still a very charming set and I wouldn’t want to change her anyway (you might notice that I never once edited the set after it was posted). She even plays better than half of my MYM12-13 works!

35. Luxord – MYMXII

If Banette was the first revolutionary Kat set that told people of my worth, then Luxord is the second revolutionary Kat set that told people I was awesome…or something like that. Both sets are revolutionary because they did far better than anything else I had posted at the time and both elevated me to far greater heights than I expected – almost too far, I feel. But I’ll get to that later on.

I started on Luxord because ProfPeanut asked me to work on him for the Organization XIII movement (Smady was asked first, but he hated the character), and the reason for why I was asked was an interesting one: I specifically mentioned in a MYM’er Interview that Kingdom Hearts II was one of my favorite games of all time, making it known to the Professor that I was familiar with the series and enjoyed it. So if I had never been asked for an interview or even mentioned KHII, Luxord would have never happened. That’s the funny story of how I came to work on the set.

Luxord took a week and a half to complete, which I only recalled just now because I compared it to FA completing Jin in that same time, much like how I recalled Agiri being completed in 4 days because Urabrask was completed in that same amount of time. Weird. I went back and watched his boss fight for inspiration, and decided to have him play around with giant cards. I don’t actually remember what the inspiration for the explosive cards and death cards was, because he never used either, but I know that I drew from my experience in playing the Yu-Gi-Oh! TCG to work on the set and that made it really fun to work on. I even attempted to have Luxord don the Millennium Eye for his Final Smash and say “I think it’s time for a Shadow Game!”, after which he’d send out a bunch of cards that became minions based on existing Pokemon, Yu-Gi-Oh! and Magic: The Gathering sets. The Professor shot it down when I previewed it to him close to posting time however, so I instead had to use his big attack from the boss fight.

To be honest, I thought Luxord was going to be really bad when I first posted him, but he was actually met with really good reception. He had his 3 Specials for scattering cards around, Down Special portals and practically an entire moveset to manipulate them in what formed a playground set, which were popular back in the day. People only really complained about the original throw-less grab game, which made foes play a simple chance game with Luxord just like in his boss fight; if they lost, they were turned into a die for a few seconds, but if they won they could use Luxord’s cards against him as throwing items like Sora did. That was edited out in favor of a grab game that made use of the cards, and the original grab “game” was put in the Final Smash.

Luxord was so hype that it was speculated that he might even win the contest, which was shocking given I made the set and was only envisioning a 15th place initially. But in the end he placed 4th, which was still ludicrously high for me. I was actually glad that I didn’t win at the time because not only did it give me something to work for, like with Banette, but also meant that I had a greater chance of having a different character represent me on the User Rankings by having them place higher (I wanted an anime character at the time). But, as I hinted before, I felt that Luxord placed way too high. Like, he probably deserved 10th or 11th place at the time and no higher (but I’m glad he placed so high anyway). I actually find it strange that the set was so liked, though to be fair most of Luxord’s SVs came from “the kiddies” who could relate to me at the time (no other leader SV’ed for Luxord), and it probably made more of an impact that it should have because I made it and nobody was really expecting anything of me prior to its creation.

What’s interesting about Luxord is that he brought my writing style problem to light due to how famous he was, though he was especially difficult to understand among my sets anyway due to the subject matter. I had considered re-writing the set to make it easier to understand, and wonder now whether the writing confused people enough that they though the set was better than it really was. You see, Luxord’s fame also made it obvious how badly he – and MYM12 in general – had aged and that his set was filled with glaring problems that made it unviable in Smash. He has almost no melee attacks, only 1 KO move outside his explosive cards that’s difficult to pull off, Specials that are actually fairly redundant and no proper grab game unless he uses his cards, but what’s more he can create an infinite amount of walls with his Neutral Special (no limit is ever mentioned) and dealing with cards coming into the attacking plane and hitting an explosive card is frustrating to play against. Heck, I even said in Luxord’s playstyle that he’s OVERLY FRUSTRATING TO PLAY AGAINST. What’s more, I even admit that he lacks options in his playstyle section, and that breaking open the Smash Ball is next to impossible for him. Said lack of options, knowingly being unfun to play against and having such a focus on cards were all why I thought Luxord would be terrible upon posting him. He’s not a moveset – just a game you make the foe play against. I guess it’s in character though, given Luxord doesn’t fight like a normal boss, and that was one of the reasons people liked him. Speaking of character, I always thought that Luxord’s explosive cards were a perfect way to translate his time mechanic from his boss fight, specifically because they always KO foes at the same percentage regardless of their weight, giving them a transcending feel.

Luxord might not be playable, but he’s still of sentimental value to me and is one of the more important sets of my history. That won’t ever change with age.

36. Keroro Platoon – MYMXII

Keroro Platoon was a fun, quirky set that was worked on for 2 days and then another 2 days after being put on hiatus, being an actual attempt at the Hugo genre I helped inspire. You control Keroro while Tamama and Giroro tag along with you, the former using the Standards while the latter uses the Smashes. There’s also Kululu, who sits at the corner of the stage and provides uncertain assistance if you throw him an item, and also Dororo who appears if you’re in a pinch and fights as a CPU ally, but is unlikely to appear. The frogs are small and only half as heavy as Jigglypuff, and you lose a stock if Keroro is KO’ed. The frogs all have their own personality quirks and will act on their own, whether it’s Tamama attacking foes who get too close to Keroro, Giroro attacking Keroro for being lazy, Kululu being a jerk by giving you bad items or Dororo not having any presence because everyone leaves him behind (he’s the only frog whose personality was not fully fleshed out, as a result). Oh, and Keroro isn’t too reliable despite being the leader, so he has to rely on his allies and items most of the time. The infighting and craziness of it all was popular with some, but prevented the set from working cohesively and landed it some negative reception which I strangely enjoyed. Especially from Warlord, who turned the set into another meme (but less so than Jason) due to how hilariously underpowered it was since the frogs were so easy to kill and Giroro and Kululu could kill you anyway if the foe didn’t. Despite this, the set still managed to place in the Top 50.

The set is far from definite for the Keroro Platoon due to it being quite random and in some ways incomplete, which is fair because the Platoon have so much from which they could draw from their own series that they could have all had their own individual sets. It’s hilarious if they’re a big, underpowered group though given even a normal human could beat them, but also that I generally don’t like re-watching things and would never have the patience to watch through every episode (350+ and 5 films) just to find suitable and interesting things for them. So I just used a select number of things I was familiar with or came to mind.

Similar to Jason (but not to the same extent), I enjoy this set for purely aesthetic purposes. The Keroro Platoon are all completely in-character here (though having Giroro stuff a grenade down the foe’s throat via the F-Smash is a bit too violent), for one, their characters shining through so much that even those unfamiliar with the series can perfectly understand them. The best thing about the set though, is that the writing style is a real treat (and actually good for once), a completely different experience from any set I’ve ever written. I was able to tap into the series’ humor, which I probably owe to the characterization as well, but I also used other pop culture references like the DK Crew or Kermit the Frog. Which is funny, because the English Dub (which I watched) constantly makes references to pop culture. Don’t know how the hell I pulled it off, because I’m not really all that familiar with Western pop culture as a whole. The writing here was something I wanted to use for a future set, where I dreamed of combining presentation, atmosphere, characterization, writing style and course playstyle to create my ultimate moveset…which has yet to come to fruition. I might be asking for too much, though.

Also, some of Kululu’s item modifications are pretty fun, even if they are done at complete random. Size-shifting gun, anyone?

37. Sakurako Ohmuro and Himawari Furutani- MYMXII

The entire moveset in a nutshell.

Unlike nearly all my other MYM12 sets, nothing in this set stands out or is particularly redeeming, because I only remember the base concept in which you play as one girl and compete with the other, which powers up some of their moves if they collide with each other. It wasn’t meant to be a serious set though, because it was made in 2 days for the lulz of the premise. Also I like the characters.

The set has what could be summed up as magic syndrome, in that the girls attack using comical anime effects like soundwaves, lightning stares that signify rivalry between two characters and comically running at super-fast speeds while leaving a dust cloud behind. That isn’t too terrible on its own, because they come from a comedic anime, but it gives them the magical power to summon lightning via the U-air and shonen-esuqe shockwave punches in the F-Smash. Chalk it up to comical anime strength, where the girls can KO at 140% with their standard attacks and are able to send people flying into walls in their source material (I think). Also, many of the comedic anime tropes are poorly-worded to the point where someone who’s not familiar with anime won’t understand what the hell’s going on. I guess it doesn’t help that I couldn’t identify them properly nor didn’t use pictures for references, which would have actually made the set so much more fun.

Despite my complaints, I don’t dislike the set as a whole. There are creative effect on various attacks, the set at least functions somewhat and overall it’s just hilarious to look at. Or at least for me, because I know the characters and like them. It’s kind of a personal lulz set. Just that I can see it being hard for others to relate to, due to a lot of the information being portrayed poorly. Sakurako and Himawari aren’t really that fleshed out either, feeling a bit too similar due to being a tag team.

38. Oogie Boogie – MYMXII

I had been making anime sets up until now, so it came as a surprise to everyone when I suddenly posted a moveset for a Disney villain. Though I tend to ignore non-Japanese pop culture as a whole (I don’t hate it; that’s entirely different), I do have a -slight- interest for Ronald McDonald, Space Jam Remix-orientated things and Disney largely due to the Kingdom Hearts series. I can also develop a slight curiosity as a result of MYM, like the Marvel franchise because of Nate’s sets or how I watched RWBY because of Froy’s sets despite my extreme reluctance to do so. Anyway, Oogie Boogie was the result of ideas forming in my head over time and then being unleashed all at once. I had seen the Nightmare Before Christmas when others at my house watched it, but that was a while ago and I don’t exactly remember what compelled me to work on the set (KHII? Kupa sets?). Then again ideas sometimes come at complete random.

Oogie is a trap character with 2 mechanics. First is that he has a weight of 20, but he can be torn open with enough damage in order to scatter his bugs and be killed by stepping on (or attacking) the main bug. This was implemented for the sake of character, to emulate his defeat in something I felt was important for characterizing a Disney villain. Now that I think about it, I was once thinking of a McLeah set because he’s an Australian Disney villain, though I haven’t watched his film. Too bad the Disney villain compilations on Youtube that Ratgian linked to were taken off, because that had all the viewing material necessary.

But anyway, Oogie’s second and more interesting mechanic is that he comes with a pair of die that dictate the number of traps he can have onstage at once: if he gets snake eyes, he can’t have any, but otherwise he can have up to 12 out and the traps will recede and pop back out when the number changes. Of course, Oogie can cheat to rig the die result as he likes to do when gambling (it’s a shame he never met Luxord in KHII), so the luck-factor isn’t much of an issue. He can also release his signature snakes n’ spiders soup which functions like lava, and even swallow it to become giant like in the Oogie’s Revenge game and the first Kingdom Hearts. Size-shifting didn’t flow with the traps however, mostly being there for the character.

Oogie received a fair amount of attention when posted, and even spawned a bit of follow-up activity. The set originally didn’t have a playstyle section, so I was told by Warlord to add one. I then added a new skeleton-summoning Neutral Special written by him, because the original Neutral Special had you summon Lock, Shock and Barrel to help fix up Oogie and he apparently wanted to make a set for them/thought they deserved their own set (though I think Dave told me that). This makes Oogie my only moveset to have a move written by another MYM’er. The move came from a MYM game we (Warlord, Dave, Agi, HR and even myself occasionally) used to play back in MYM12-13: we’d all write up a Special for the same character on a SWF conversation, then choose the best move amongst ourselves and the winner would get to pick the next character for all of us to do. We also did “Hippothetics” in the chat back then, where one person would have us pick a certain number (usually between 2-4) of objects (usually characters, but also MYM’ers, movesets or even locations), and after about 5 minutes they’d propose a scenario that all the characters/objects were involved in. For example, someone would say “pick 2 characters”, and the given scenario would be that you were killed by character A and reborn as character B. They were usually those kinds of scenarios, yes. I miss Hippothetics, though they were probably a big waste of time.

Dave and Kupa were both massive Disney fans who also liked Oogie enough to SV him, though the former MYM’er was already well-known for being biased towards characters he liked. That being said, I’ve never really thought highly of Oogie outside his dice mechanic simply because his bug mechanic is arbitrary and makes him really messy to use – any slash-based attack or move that launches Oogie (not that easy given he has a weight of 20) will cut him open, meaning he essentially dies in one hit against characters with swords or claws. Oogie is also very trap-reliant, which can be especially awkward with his dice mechanic compared to if it only influenced his Specials or something. I also didn’t like the slow, heavyweight feel overall, I guess. So while Oogie made for a bit of fun back in the day, he no longer has any real redeeming qualities compared to most of my other MYM12 works.

39. Jeanne D’Arc – MYMXII

Jeanne was my second most successful set after Luxord back in the day. She is the first notable of a moveset making me really like a character out of positive reception, though to be fair I already thought she was a cool character to begin with. Her moveset came to be because I watched her anime specifically to scout for moveset potential, after which I stopped at episode 10 because I knew it would be her last appearance and she wouldn’t showcase any further potential. The set was made in one and a half days, with the concept being that you flood the entire screen (was compared to Ludicolo of MYM6, though I had King Ramses in mind) and then use your attacks to freeze the water to create ice segments that float up to the top of the screen, even carrying frozen foes up to their death. You could also obscure the screen with smoke bombs and copy the foe’s stats and appearance, but that didn’t really tie into the main mechanic and was totally arbitrary. Still, the flooding/freezing concept was good enough that the moveset was able to hold its own at the time. For a while, I considered Jenane to be one of my “big 3” along with Luxord and Yutaka. I thought that she had enough melee attacks to be viable in smash, yet she still had an interesting concept and playstyle.

Although I initially thought highly of Jeanne, I quickly began to realize that the flavor presented in her set was incredibly, incredibly awkward. Which is a shame, because I didn’t want to dislike the set and wanted to think that she could be viable. By far the biggest issue is that Jeanne can shapeshift into opponents and go beyond the limits of her own character (flight, enhanced speed) or even copy entire movesets in her boss mode, able to turn into someone smaller like Keroro or a giant like Vorinclex. This is NOT what she did in the anime; she merely disguised herself as someone else, and when she revealed herself out of a smokescreen there were actually clothes lying around her. I guess back then I thought that Jeanne wasn’t actually shapeshifting but rather creating an ice replica around her body that looked exactly like the foe, though that still doesn’t explain how she can copy smaller foes or move faster. What’s especially bad about the copying is that there are moves dedicated towards it so you can mindgame foes, so it’s not just one input. Otherwise I would have edited the Down Special and replaced it with something like a counter a long time ago. I also kept it there, however, because I though that maybe some people liked the copying aspect of the set and that the set would be more generic if I removed it, even though this was after the contest had ended.

Flooding the stage is really awkward too, and for reasons that should be obvious. Yes, Jeanne flooded her surroundings in the anime, but it’s physically impossible for a human like her to fight underwater. She also lacks sword attacks and has a lot of awkward attacks, like an ice breath F-tilt, F-Smash that makes ice spikes that deal no damage and you can get hit by for the sake of mindgames with the copying (has been edited since), U-Smash that works only no icy floors and D-Smash that makes a non-damaging tornado to lift enemies off the screen to their death. It is by no means true to the character, but that wasn’t obvious to the readers since they weren’t familiar with the character (character unfamiliarity actually helped me for once). So Jeanne is a totally awkward set, much to my dismay; it is an example of the tackiness I mentioned in Agiri where the concepts are forced onto the character to make them something they aren’t, just because they don’t seem to have enough potential. Because Jeanne fights using a sword, and sword-wielders were synonymous with low potential. That is one of the things that’s so good about the modern day MYM: “generic” characters like the aforementioned sword-wielders can actually have good sets because we have a better understanding and appreciation for things like balance and positioning.

Incidentally, I found a really awesome picture of Jeanne while searching for something on Google. It’s almost enough incentive for me to remake the character.

40. Emi Ibarazaki – MYMXII

Emi was actually finished early into MYM12, minus a few tweaks here and there. She is comparable to Yutaka in being a low-potential, disabled character whom I had to think up some mechanics for in order to make interesting, only it was easier here due to having athleticism and prosthetic legs as a basis. Her legs aren’t a part of her hurtbox, but she trips for one second if they’re attacked and does not receive invincibility frames. She can also jump higher than other characters with her footstool jumps in exchange for not making the enemy tumble, damages downed foes she steps over and most important can deal a ton of damage to enemies just by running into them. She’s a momentum character who can drag enemies around, leave a dust cloud behind that inflicts random effects, randomly has springy prosthetics when they’re not springy and can run faster than Sonic. She strangely has more liberties than other characters with all her mechanics despite being disabled, and you’ll quickly notice that extra little effects are tacked on whenever possible by milking realism for all its worth like getting slight buffs through exercising, dashing in place or somehow creating wind after dashing from the D-Smash. But even with all that is forced, the set is still surprisingly bare since you mostly just run around. To me, the set is just kind of there, as there is nothing that I especially love or loathe about it.

With Luxord’s success, I was asked to become a leader in the place of the MYM12 OP who suddenly quit out of nowhere. It was too good an opportunity to pass, because I had been around for a long time and had been getting nowhere up until now. Thus, I instantly became one of the bigger names in the contest. I took my role as leader seriously, though I mostly just used my liberties to update the set list among other things in the Bunker, the former of which I had always wanted to do.

That being said, I think Luxord set the bar too high for me. Sure, I did a ton of commenting, made an SM and posted 12 quirky sets in that contest, but the gap between his “quality” and placing were huge compared to my other sets. People didn’t expect much from me beforehand, so it wasn’t all that pressuring if I had a failure or two, but it’s a whole different story if you become prolific. I was expected to achieve similar results to my last contest, and things became a bit less fun as it became more of an obligation.

41. Athena – MYMXIII

Athena was a set made out of obligation. Obligation to MYM, having a set out at the start of the contest like with MYM12’s Agiri and just trying to set a good example for everyone. Like Agiri, the set was made within 4 episodes of the anime, but was finished a while before the contest even began. See, my first 4 sets of MYM13 were all made and finished after MYM12; I wanted to get a lot of sets out and expected them to place nicely, because I wanted lots of placings on the Top 50. Placing has always been important to me, and still is.

However, that desire would lead me to a string of failures throughout the contest, starting with this set.

Athena attempted to be a serious set, and revolved around solid, spherical barriers, shield-breaking and insta-kills like turning the enemy to stone, dropping them through an otherworldly hole or killing them via magical poison death gas. The set was overly-oppressive and described as being atmospherically uncomfortable because of the killing methods and also how all your melee moves were deadly to shields. My thoughts at this point were that melee sets would only be good if they revolved around attacking shields and attempted to make such sets, inspired by Silver’s Shana set from last contest.

The big thing I feel this set lacked, as with most of my other MYM13 works, was love. They were just tools for carrying out an idea, as were the characters, so the success of the sets rode entirely on whether said idea was executed well – or whether the idea was even good to begin with. If it didn’t work, then the set was left with nothing. This was unlike a lot of my MYM12 sets, which had ideas but were still fun and that’s why I can still think of them fondly despite their execution. Some of these failed MYM13 sets even made me shun the series they came from, because I could only associate them with my own failure, as was the case with this set – even going so far as to delete every last image on the set from my Photobucket so that you can only see a picture of the character through WoMF’s Rankings or the button for the set on my link-up-space.

Something I noticed about most of my failed MYM13 sets is that working on them would feel like a chore near the end. I’ve never felt that way about my sets ever since MYM14, but I’ll never forget how that felt.

Anyway, I was depressed about Athena’s failure for a while, which was an upsetting start to the contest for me. Nonetheless, I continued on after a break and posted my next set…

42. Madolche Majoleine – MYMXIII

Madolche Majileine is one of my few MYM13 sets that feels more like a MYM12 set. Made in about a day, it was colorful, comical, fun to work on and had at least one abstract idea in the form of transferring healing your opponent receives to yourself…through food. The set is all about playing with food and punishing opponents who eat it, as well as recycling it in the same way you can recycle your cards endlessly with Madolche decks in the card game. The moveset is essentially for a picture, but my take on a Yugioh set was to create character for the card based on their picture and other appearances in cards if possible: Majileine seemed like a mischievous prankster and a court jester based off a Madolche-themed Field Spell card and Trap card respectively, so I made her screw around with the enemy for fun. I’d like to think that I could change her character anytime to fit a story role, however, mostly after seeing fanart for her. In any case, the set feels like it’s for an actual character than just a card, being just as fully fleshed-out as a regular character, though I might have given her a bit too much power like being able to control the opponent’s movements with one of throws. Execution-wise, the set was more or less average, but still better than most of my other sets in the contest. It says a lot about my set quality at the time.

43. Ghetsis – MYMXIII

Ghetsis didn’t use any Pokemon in the anime, either.

Ghetsis is a Pokeset that doesn’t use Pokemon. Instead, he uses his magic stick from BW2 to release ice and lightning-based attacks in a manner reminiscent to a Pokemon. No, it can’t do any of that in the series; its only known function is to prevent Pokeballs from working and make Ghetsis look like a supervillain. The cane is also left behind upon his defeat and just sits there, giving the impression that there was meant to be more to it. That’s probably why I turned it into a weapon he uses in the moveset. Also, because it looked cool. The set was completely criticized for not using Pokemon among other things (Ghetsis wants to steal Pokemon and be the only one who can use them), though I kind of didn’t read comments at the time given I knew they’d be painful and thus never knew all the things the set was criticized for. But there of course had to be gameplay problems or else the set would have been liked.

Ghetsis uses his cane for nearly every attack and always leaves it behind upon entering the air (based on his aforementioned defeat), letting him unleash his attacks from any one point he chooses…but he cannot defend himself in midair as a result. It wouldn’t be so bad if he dropped it using a Special, but the fact that he gets no choice in the say is blatantly bad execution. From then on, Ghetsis wants to create an icy fortress of evil (because he’s a villain) via his Down Special by planting his cane to summon up ice from the ground that can be carved into with attacks, allowing the player to create a maze. Side Special gives you warp pads like the ones that are present in villainous lairs, while the Neutral Special is an icy blast from the top of the screen that creates an ice crystal and puts struck foes in an awkward freezing state where they have to attack to get out, because Brawl freezing is so uncool. The rest of the set revolves around electric attacks and making ice spikes and then magnetizing the ice to create floating ice spikes just like the ones Kyurem attempted to use on the player. Finally, you can summon the Shadow Triad for your teleport-esque recovery and grab game, but I don’t like that because the Shadow Triad’s whole ninja gimmick feels off when the Pokemon are meant to be the stars of the series.

I strangely don’t dislike the set as much as Athena, and it’s probably because of the character and/or the premise behind him being kind of hilarious. He’s the only Pokemon set that doesn’t use Pokemon, after all.

44. Young Xehanort – MYMXIII

Posted right after Ghetsis, Young Xehanort was initially thought to be a good set but actually wasn’t. He has 2 main concepts. The first is his Side Special which lets him make a duplicate that uses the last non-grab or Side/Up/Down Special attack where he used it at the cost of 8% (tacked on only for balance), which each new clone cycling to his previous attack and so in such a way that if Xehanort remembers what attack a clone will use and where he used he can use it as a trap. The second is a counter Down Special that lets him and his clones jump back to any point in time up until he last KO’ed or reset time, but he’ll keep whatever damage he had before. My second attempt at the rarely-attempted time travel concept after Mephilies, so to say. Like Athena, Xehanort’s melee game was designed to work against shields, but here he wanted to put their shield down to a sliver of health so he could jump back to that point in time and use his clones to help break it. Then again, you could just try to KO the foe normally since that’s usually a lot easier than breaking a shield. Many of Young Xehanort’s attacks have a long duration so they last longer when a duplicate uses them, and his Smashes can be charged for up to 7 seconds in what is mean to be utilized by the clone in a ridiculously powerful attack.

The set’s most obvious problem is the way the clones work: if Xehanort wants a clone to use a specific attack, he must use that attack himself, and since the clone attacks in the same spot he did he’ll need to either use the attack for the sake of using it or have foes shield/dodge so they’re not sent flying and thus can be hit by the clone’s attack. Or you could try and awkwardly lure foes to where your one of your hitboxes “reside”. Xehanort has some ranged attacks like his F-Smash and U-Smash to alleviate these problems, but then again those are slow and it’ll be obvious that he’s trying to get a clone to use them if he uses them for the sake of using them, not to mention his set-up is ruined if he accidentally uses a melee attack to bat foes away. I could probably list more problems with the move, but overall the clones don’t flow and they hurt the set by forcing many of the melee attacks to be meaningful to the flawed concept. One could even describe the move as a paradox, in a sense.

I don’t think the concept of leaving clones/hitboxes behind where you resided is inherently flawed, providing it wasn’t determined by your last attack and you have a way of bringing foes into it. Also, were I to do time-traveling again, I’d just make the move reset your position (and possibly the foe and any traps) while simultaneously healing you a bit, similar to how it was handled in Kosaku Kira’s Bites the Dust special in JoJo’s Bizzare Adventure: All-Star Battle.

45. Luke Atmey – MYMXIII

Why is it that all of my sets that place highest in their respective competitions have blonde hair?

Luke Atmey was introduced to me because of a Warlord article that mockingly stereotyped MYM as Phoenix Wright characters, where I was I was stereotyped as Atmey. That article made me watch his case in the third game, after which I attempted a moveset for him and realized that the character had actually been vaguely introduced to MYM before in Junahu’s Mask DeMasque set. I had to put the set on hold due to lack of ideas, and actually watched the entire Ace Attorney trilogy (minus the 2nd case in the 2nd game) in order to find inspiration. Ace Attorney sets are essentially sets for a specific scenario and thus demand a lot of creativity (usually drawn from real-life or fictional inspirations), which is probably why they are rarely attempted despite how awesome it would be if more MYM’ers made AA sets for the characters they were stereotyped as (Damon Gant, Furio Tigre). I finally got my inspiration from a jade sword that appeared in the final case (I believe it was assumed to be or was the actual murder weapon), but I still encountered some roadblocks along the way and had to look to Smady (a huge AA fan) for help, who suggested a stepladder for the recovery. This was one of my rare sets that I previewed to others before posting it along with Luxord (though that was an obligatory check-up), Minami and Magic Knight, as otherwise I never preview my sets to others. I’m kind of proud of myself for that, yet not seeking out help is a weakness of mine.

Being a “scenario moveset”, Atmey has a complex yet very unique concept and gameplan. He finds calling cards on items by pressing Z when holding them (though this prevents him from throwing it behind him like a normal character would), using a crouch grab input in front of one (something never done before and think it has potential despite being un-smash) or using the Pummel on opponents to find it on their items. If the foe wasn’t holding an item, Atmey will instead find a treasure on their person (which is admittedly a bit forced) that has a calling card on it, which foes can either keep for themselves or let the Ace Detective safeguard. The treasure can be a surprisingly powerful weapon depending on how early Atmey investigated the foe, but once a calling card is found and 10 seconds pass the phantom thief Mask DeMasque will appear to steal everything with a calling card on it, acting as something of an extra character who uses Snake’s standard moves to attack anyone in his way along with a few extra effects on the dash attack and pummel that allow him to steal items. Atmey can fight DeMasque and may appear to want to stop him, but he actually wants him to make off with stolen items so he can later recover them from a vault he can summon with the Down Special. These items will have their calling cards removed and let Atmey use them anytime he likes, letting him use those powerful valuables he found on foes against them! Perhaps what’s especially interesting is that this all comes out of what is effectively one and a half inputs (the “half” being the Pummel), the rest of the moves being focused around item production/manipulation, interacting with DeMasque and creating traps and constructs for him to get around and/or spawn on. The most notable construct is the unique U-Smash crate which features 4 individually-breakable segments (the 4 sides of it in the attacking plane) and can be pushed over to hurt enemies or stacked to form a tower. It’s all pretty elaborate and in-depth, as you’d expect from a man who put such a masterful conspiracy together (he would have gotten away with it too had Silver not spilled that paint!), being very well-constructed for its time in a playstyle that only this kind of character can pull off…if I say so myself.

It’s generally a bad idea to relay more information on a character than you’d deem necessary for readers to understand them and the set, like needlessly spoiling an entire game, but sometimes you just can’t avoid spoiling anything. For a scenario set like Atmey, I had to spoil the fact that he was actually blackmailing DeMasque in an elaborate scheme to boost his reputation rather than trying to capture him in earnest, which proved to challenge me in how I would go about managing the flow of that information. Not spoiling anything was out of the question, as otherwise readers would not understand why Atmey randomly had access to everything DeMasque had stolen when he appears to want to capture him. Yet spoiling everything at the start would have probably been worse, because I’d either have to force everything onto the reader at once or go about things in the same way I did in the set (not revealing that Atmey can use stolen items until the Down Special), but that would have been boring because the readers already saw it coming. I chose to do the reveal into the set, which resulted in some unusual pacing like introducing one Special first and then the others later on.

Atmey is more or less my only good MYM13 set and probably one of my most (if not) well-constructed set at the time, though it does suffer from numerous setbacks. A lot of moves lack straightforwardness due to being too focused on interacting with items or DeMasque, (especially the throws and the B-throw which is just a grab behind you just because DeMasque makes it viable even in 1v1) the big reason for this being that I wanted to make sure every move had relevance to the playstyle at the time. Some of the stuff can also come across as being forced such as finding a valuable on the opponent, making a crate pop out from the ground, everything about the hitbox and peering properties of the monocle Jab and magically making a forgery of an item on the spot via Neutral Special to name a few. There’s also the calling cards which seem to magically appear on objects, though you could say that Atmey (or DeMasque) went and placed them ahead of time. The setbacks were obvious at the time and prevented Atmey from being Top 10 material (but not among the masterpieces that made the Top 5).

46. Putata – MYMXIII

I’ve always thought that Atmey and Putata would make a great duo. Putata (in a DeMasque costume of his design) would steal valuables and forge fakes for Atmey, who would then hand it over to the client under the pretense that he found it. The client would gratefully present Atmey with a valuable reward, all while getting to keep the real item that was stolen!

Putata is something of a follow-up to the Keroro Platoon, if purely because they’re from the same series. He was my other successful MYM13 set along with Atmey and the only “ideas” set to actually succeed, if only because his moveset potential was absolutely massive and there was little room to screw up. In fact, he might even have the most potential of any character I’ve made a set for. You can do practically anything you want with a character that can bring the paintings to life, after all.

Putata’s set revolves around bringing paintings to life to create various things, but he only has so much ink and must drain it from opponents to get more once he runs out. He can make a wall in the background to have somewhere to paint and stamp stuff in order to copy them, but by far his best asset is the highly-advanced cyborg hound minion he can summon with his F-Smash. The hound is an aggressive minion that strikes with surprisingly powerful attacks, but it can also use projectiles against foes and be customized through items in order to give it a projectile, new melee attack or the effects of a transformation item. What’s especially good though, is that Putata can actually take advantage of his small size to ride on the hound and is short enough that any projectile it fires will go over his head! The move was so good that it alone made the set good, and if it didn’t exist then the set might not have been good to begin with.

I had considered editing Putata during MYM13 to make him better, ALA Lizard, but I didn’t go through with it due to the work it would’ve involved despite having many weeks to do so. Which is a shame, because the set might have been a masterpiece at the time if there was more focus on the playstyle and tending to the Cyborg Hound. Though I think deep down I felt that Putata was merely a cheap set that brought popularity just for using customization, leading me to not think so highly of him.

47. Tabitha Orleans – MYMXIII

I had a particular fondness for quiet anime characters like Yuki Nagato and Minami, so I liked Tabitha back in the day and decided to make a moveset for her. I of course wanted people to like the set and decided that she should be a playground set, because those were the kinds of sets people liked.  Thus, with some time and extras, the set would be solid and everyone would like it. Or so I thought.

Tabitha is one of those sets that focused around mass projectiles and ice walls while focusing around playing with both of them. Just about every standard attack let you mess around with your stuff in a way, but they also had some sort of secondary melee function that was there for the sake of not making the character underpowered up-close – something that was becoming more prevalent on sets so they could actually fight while setting-up, as opposed to some of the older sets. The set also had a very bland Din’s Fire-esque grab that just generically tossed foes in X direction in what was supposed to be justified by being able to move and rotate your ice walls with it, but also a completely unfair N-air that produced a stationary vortex capable of absorbing all your opponent’s projectiles while letting you throw them out against them anytime you liked.

Now, the set didn’t really do anything glaringly offensive outside of said N-air and its extras (casually raping Kyubey in a win pose and a zoom-in cleavage shot on an AT), but it was considered a boring set that did nothing new. Movesets are generally required to do new things in order to stand out, something that felt pressuring around the time of posting this set, but I don’t feel as though there’s much emphasis on it nowadays (MYM15) given there are so many things we can still do with our new options. Anyway, MYM13 started to go downhill for me starting with this set, but I can’t help but feel that it might have had a very slight hand in helping some realize that playground sets were starting to get stale and that MYM needed to try new things in order to stay fresh. In actuality, playground sets still top contests even nowadays (Sho, Vector), just that they’re not as frequent as before when characters with interesting melee playstyles can be just as compelling.

Tabitha is the first notable set to make me dislike a character I previously liked (but not that much) almost purely out of negative reception, which is the exact opposite case with Jeanne. I think the reason why the set turned out the way it did was because I couldn’t be bothered to look back upon the source material (nearly 50 episodes and a light novel spin-off) to see what the character actually did and if there was anything she could do that was unique to her, and that resulted in a set with no personality as I only put down what I remembered (NSpec, USpec, F-Smash) and made up the rest to the point where the character became a mere tool. I regretted making the set for a while, but its existence is for the better: it’s a lesson not to dismiss source material if you’re making a set for a character that is fully fleshed-out in their series, a lesson to make them provide as much uniqueness as their character will allow. That is something I’ve adhered to with my present-day anime sets, or at least whenever possible.

48. Yukiki – MYMXIII

The long-running Sgt. Frog/Keroro Gunsou series has plenty of quirky one-shot characters whom had some degree of set potential, so they were obviously perfect for this era where I was making movesets for the sake of making them. I was using the series as an outlet to “mass-produce” sets rather than because I wanted to represent it, but that never upset my like for the series.

There’s not much to say about Yukiki except that he’s a ice-based playground set like Tabitha, only he trades projectiles and walls for pretty god Abomasnow-esque snow and trapping snowballs (that don’t prevent you from attacking) that he can insert random things like bombs into to make life more difficult for opponents. The set even got similar reception to Tabitha, but was worse, as Yukiki put too much focus into his snowball and, while it might have seemed like fun to mess around with for him, wasn’t very fun nor engaging for the poor opponent. It wasn’t actually very fun to write either; it felt forced from start to finish, like an obligation rather than anything resembling enjoyment.

This was my second failure in a row after what was a fairly long gap between Tabitha, and that made me start to fear negative reception as a whole combined with my first few sets in the contest. Though I had gotten negative reception in the past, it was different this time because the reception was unprecedented when I thought that most of the sets would actually be good. It was like I had no control over anything, because one is generally able to predict how their work will be received if they have a full understanding of what their audience wants and expects. That’s why, since MYM14, I’ve always doubted my sets and though they might be bad near posting time, even if I actually knew what I was doing and though they were good. You could say that it’s to mentally prepare myself for any possible backlash, no matter how slim the chances of such being realized.

49. Mistelteinn (and Ryota Ijima) – MYMXIII

Just looking at this GIF makes me want to remake the character.

Possibly my most ambitious set ever in terms of everything, Mistelteinn was so fun to work on that I specifically remember ignoring my usual animes that aired daily on Crunchyroll in favor of her. I was able to get a surprising amount done in a week, which was not just the moveset write-up but also presentation, extras, screencaps and even secondary sets and first-person write-up for the secondary character Ryota Ijima. You see, I wanted to create that “ultimate moveset” I mentioned before with the Keroro Platoon – my most engaging piece of work ever with writing, presentation and playstyle that would weave an atmosphere not unlike one I’d dream of from other sets. Atmosphere is more or less the reason why I made Mistelteinn a boss set, just like Hellmaster Fibrizo, only I here I took further steps in presentation and writing to provide the experience he didn’t. This is my first moveset to use first-person writing, for one.

Did Mistelteinn succeed in providing the experience? I’d say yes, but at the same time I’d also say she failed. And the reason I say that is because the moveset itself does not live up to the presentation.

The set opens with Ryota Ijima, who appears to be a benevolent teacher but is in fact a sadistic, twisted person who can send any number of foes into Mistelteinn’s dream realm anytime he likes. The fly is a walk-off stage that’s slightly wider than Bridge of Eldin, but there’s a random infinitely-tall wall blocking off the right blast zone and Mistelteinn can break up the stage into countless scattered, breakable platforms anytime she likes using the Up Special. Also, she is blatantly overpowered and can kill you before 100% with most attacks at the very least, her F-Smash dealing 56% that KOs at 10% in a super-armored lunge that covers 4 SBBs. She also has a counter that deals 2.2x the attack’s damage (that’s worse than setting the damage ratio to 2.0x, which even then causes most attacks to be fatal) or 4.5x if it was a projectile, far worse than any reflector in smash. Also, her ground speed, jumps and air speed are all way too high at a 12, which is mostly bad for flavor when she was never known for such in the series (I’d reduce it to an 8). The set then “balances” all this overpoweredness by the fact that the wall can save foes and how they get sent back to the real world after 20 seconds and get respite for a few seconds…not that it means anything when Mistelteinn can just bring them back and repeat the process until they’re dead. There is some stuff that attempts to take advantage of the 3v1 situation, like the Down Special tether that encourages you to bash foes into each other and very wonky D-throw that turns foes into Ijima’s ally in the real world if you get them to 160% despite the fact that Mistelteinn can kill them so much earlier.

The set is incredibly artificial in how it goes about things, mostly because the Fly concept itself is artificial (probably why it’s not popular anymore), but Mistelteinn takes this to the extreme by making it impossible for foes to ever avoid being drawn into the Fly. Worse yet, the entire set takes place in the Fly, making her one of the most restricted movesets ever made to the point where you can actually appreciate worse sets for the fact that they let you fight and roam about on regular stages. Even if the set had the most intricately-constructed Fly and an amazing playstyle, it wouldn’t change the fact that it’s the same thing over and over again, like fighting against a stage rather than a character. This set, however, does not have a Fly neither a playstyle that’s engaging; it’s oppressive, dull, uncomfortable and tedious for all, and that’s because Mistelteinn can just generically kill everyone with raw power or turns the match into 3 sets of 1v1s with assurance that other boss sets could only dream of. This was a time where I was trying to be more in-smash and solve my problems with tacky, forced inputs and effects, but even if you took all the overpoweredness away you’d still be left with a lack of understanding in how various melee attacks and terms work.

The presentation is dragged down by the moveset, and still would be even if it were the best thing in the world. You need to have balance, after all, and while you might think I was too focused on the presentation to pay heed to the set was actually more of a case of flawed execution, but mostly flawed concepts. At the same time however, the presentation and other little things give this set some redeeming aesthetic qualities that prevent it from being one of my worst.

If I remade Mistelteinn, she’d definitely be a 1v1 who would likely manifest from patches of her realm that could be set-up by Ijima in order to attack and defend in unique ways. The pictures used in the set are incentive, but it would have to forgo atmosphere in favor of being straightforward since it wouldn’t have as much of an impact a second time round.

Finally, the playlist in the set is broke, so it doesn’t work anymore.

50. Mukae Emukae – MYMXIII

Out of all the movesets I’ve ever made, Mukae is the one I view with more far disdain than any other, right up to the point where I completely disown her. An extreme version of my former failed MYM13 sets, she was a tool picked out for a concept on a whim, only to suffer from backlash so great that it made me loathe the character far more than Jason or Suzu, even the Medaka Box series she came from which is my least favorite anime/manga ever despite my brother loving it (I’m not really fond of Shonens aside from JoJo, among other things). The character being a yandere psycho probably doesn’t help with the hate, either.

Mukae’s concept is simple: anything she touches corrodes, so she destroys items on contact, deals absurd damage if she touches foes (about 50% per second) and will melt the stage away if she is ever knocked into prone (because her hands are touching the ground) or chooses to do so with the Down Special. She can change the output of her corrosion to deal more damage on touch or melt the stage at a faster rate, but the “risk” behind it is that the stage-melting can be used against her if she’s knocked into prone by dying if the stage has been thinned down enough. Like Mistelteinn, the set tries to be in-smash by taking advantage of the corrosion mechanic and terraforming with knives, generally being bland as these one-time gimmicky anime characters tend to be outside the Specials. The set’s badness should be self-explanatory, but it only gets worse as Mukae has a F-throw that makes the opponent melt anything they touch for a moment in what will result in them melting through the stage. Mukae could never do something so stupid in the series and the move even admits to being tacky, though to be fair the series has a lot of really, really stupid powers like a dude with an invisible-esque power that’s explained as “he’s so strong that everyone that wants to forget him”.

Okay, maybe the set isn’t my absolute worst in that it’s at least playable compared to Ayano or Shedinja, but I think the subject matter regarding corrosion and knives on a psychotic, unlikable character (or at least for me) made it hard to like the set, along with the equally bad coloring. I never read and outright avoided comments for the set in the thread, but I knew how blatantly bad it was based on a glimpse in the chat and Rankings and that made it all clear to me even without comments. Reception often has a hand in whether you like or don’t a set, if it’s extreme enough.

If there’s one and only one good thing about this set, it’s that I’ve never made a truly bad set since.

Not long after Mukae, I lost my confidence and started to get depressed among other things. I claimed that I wasn’t feeling inspired in the chat, which was true as well, and ultimately attempted to quit MYM a second time by posting an article whereby I renounced my leadership and hid my feelings by saying that I was happy with everything I had done and achieved up until then. I deleted shortcuts to funny MYM images I bookmarked (something I regret a tiny bit) and didn’t go onto any MYM sites, but it only lasted for a few days before I went back on and saw a PM from Smady pleading me not to quit. He’s always been supportive of me like that. I got back and went along with the rest of the contest, able to finish on a fairly positive note simply because still had some success in the contest despite the many failures that I felt outweighed them.

To ensure that I never again made the same mistakes that I did in this contest, I decided to put a greater emphasis on quality. More than that though, I would only make sets for characters I genuinely liked, preferably with some kind of neat concept, instead of just tools that existed solely for a concept. This has been an ironclad rule for me ever since and it made me picky of which characters I did sets for, yet even though there were a lot of characters I wanted to do sets for I had to think of ideas for them. My set quantity dropped as a result, but it was definitely for the better and most of the sets I’ve made since are for characters I genuinely like. We’ll get to those in the next part.



  1. This one covered so many sets and took me a long time to finish reading it all. It felt as if I had returned to that period where you were posting incredibly complex sets every week, largely created out of low potential anime characters. In that way it was kind of nostalgic.

    What’s funny to me is I always felt you did best when you didn’t do anime school girls, who were like blank canvasses. You also have a knack for noticing and remembering smaller details: no leaders super voting Luxord, or my recommending a step ladder for Atmey.

    Among all the huge descriptions, the word that stood out most for me was ‘love’. I think that’s what everyone likes about your sets, the care you put into them. Because of that I’ll continue to be supportive, look forward to the final installment.

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