Considering how many he has on hand for his beloved dogs, he has plenty he can throw at his opponents as well while still keeping some on hand. As cruel and bizarre as this is, Galf manages to have some actual real world basis, being inspired by Tokugawa Tsunayoshi, the dog shogun, whom flooded the streets with sick dogs and executed those who harmed them.Galf can use the dog collars as a tool up close to control melee space and keep the foe at a slight distance where he likes them, and potentially punish foes who hit them by returning some of their damage through the spikes. While he uses his dog collars against Kenshiro as weapons, he also uses them as tools to help his dogs and to humiliate his villagers to put them in their place, lower than said dogs. Largely all of the evil lords obsess over something that they value over human life, and Galf is the original one whom all the later filler lords like Morgan are based off of.You have a good grasp on how the mechanics in Smash Bros. The collars can also be thrown on their sides to roll along the ground as their spikes embed into the stage as they roll, enabling them to wrap around the stage and other objects. One of the cooler parts of this set is how you make it feel like Samus but darker, a semi-clone that makes sense in context and yet plays entirely differently. He can also chain up his slaves to use as battering weapons or keep his far more valuable dogs leashed in order to keep them safe from any foe who would do the unthinkable and try to harm them. The dogmaster can use his chains to tether to dog collars and swing them around, putting the foe on a leash to put them in their place.
![]() ![]() This are fairly important to put in, since they are key moves unlike a Ledge Attack (100%+) or a Get Up Attack. As for what to work on to help improve your future sets, the most glaringly obvious thing would be to finish the movesets, as Dark Samus is missing her(?) Back Air and only has a name for her Down Throw. These kinds of nuances are good to learn as it can help make a character much more balanced and interesting, as some may have the most elaborate visuals and mechanics but ultimately no concept of balance, and would be bad. Mac program for powerpointAnother point in writing in general would be you should only reference material (i.e. You do this a couple other times through the set, explaining what an in Smash mechanic already does, and while not redundant this information can be distracting. For instance, “It's obviously nothing like Ness' PK Thunder, which can be maneuvered to consistently juggle,” feels out of place and unnecessary, more like something you would say if you were talking about how Ness plays rather than Dark Samus, and can take you out of the immersion of reading. While an amusing thought, I don’t think it’s what you had in mind, and so explaining that better would help a lot for the reader. Something like the Dark Echoes is weird without better visualization, especially when you compare it to Megaman’s Leaf Shield, and I just picture ragdolling Dark Samuses rotating around the player’s. Finally, some of the moves should be better fleshed out. It’s best to talk about a move in its own section, or one that comes afterwards, but never before. Getting ahead of yourself doesn’t change the moveset itself, of course, but it makes readers go back because they will think they missed an aspect of a move. As with my previous comment, it’s important to remember all of the moves, and this one is missing the Up Air entirely. No need for a fat shirtless guy eating grapes, you know? As for the set itself, the mechanics of stage control and zoning are well thought out, and the moves are mostly well developed in the Specials, especially for an early set like this one. There are more clips from Avatar than anything else, and while I know there are limited clips for a game like Golden Sun it’s incredibly derailing from the set when Toph is in 70% of the pictures. The biggest elephant in the room, and I learned this from a wise old meme, is your use of unrelated pictures within the set. Isaac is, fittingly from what I know about Golden Sun, an elemental terra-forming stage controller, and that kind of thinking will help you fit in to MYM in the long run. It’s not a terrible set, it’s maybe just under par, but for a newcomer set this is fairly solid and gives you a good starting building block for your MYM career!It’s nice to see people coming in with a multitude of projects to share! It instantly makes you feel like more of a permanent member of the community when that happens, and so the effort is dually appreciated. It’s neat how we’ve gone from zero Xenoblade characters to five in just one contest. Once again, this is a great starting point, and listening to some of the criticism you get will help to improve your sets over time.I’m glad to see Xenoblade Chronicles X getting some love, and I was actually debating doing an Elma set to represent the game at one point. It’s just a shame that that effort wasn’t applied to all the moves in the set. One of the big good things about this set is the diversity in the Specials, as there are multiple routes you can take with the moves to create a dynamic battlefield. Also, damage is a big thing to include on all moves, especially if they aren’t contributing to a bigger picture, otherwise it’s hard to justify including the move at all. I might even remove Supercharge in its entirety, as it’s kind of an uninspired effect. One option would be to bring the duration down lower, maybe even to five seconds (I think the duration should be lowered regardless), and I would make Overdrive change how the Specials work, functioning kind of like Sharla’s Drive Boost, so that there’s a more tactical element behind Overdrive. In its current state, it’s very broken, making her excessively strong for a whole twenty seconds. Supercharge / Overdrive is a common concept for Xenoblade sets, since buffing and auras are such a critical element to those games, but I feel there could have been a better way to go about it. Putting the Down Special first isn’t common, but is absolutely the correct choice when you have a main move like that to explain, and that’s something important to keep in mind when set-writing in general. ![]() You can use it while walking or running and it doesn't slow you down. (Deals 10% damage)Does decent knockback, reflects projectiles, and can be used once in the air. I can’t wait to see more from you in the future!Pressing the move makes Crash perform a normal spin with minimal endlag. (Deals 8% and travels 1/4th of FD)The hug ignores shields but loses to attacks (the mummy will also absorb non piercing attacks for crash when it's out). Use it wisely.Crash hides behind a sarcophagus and a mummy pops out! The mummy dashes forwards and hugs whoever is in its way. Spamming it mindlessly is sure to get you punished hard. Kills at about 120% center stage.What's the downside may you ask? Well, the death tornado has a considerable amount of endlag on the ground and makes you go into a prone state in the air. Won't kill until about 160% center stage.However, you can mash B to make it the Death Tornado a powerful attack that lasts longer, deals more damage (14%) and knockback, has super armor, and has a powerful windbox (50% chance of having a suction windbox, 50% chance of having a random windbox). The hug is harder to mash out of the higher the opponent's %.
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