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Login Now! Don't have an account? Sign up Now! Close [X]. Angry Dog Noises. Sakuya's breast padding. Yukkuri Shiteitte ne! She has hated Kaguya ever since the moon princess humiliated Mokou's father by turning down his marriage proposal after he failed her trial of the Impossible Requests.

Though the slight happened over a thousand years ago, she continues to detest Kaguya, knowing full well that she can never get her revenge--nor can Kaguya ever put a permanent end to her.

When not fighting with Kaguya, though, she aids the nearby villagers by exterminating youkai and will even guide them safely to Eientei for medical treatment.

She is a loner by nature and chooses not to socialize with humans or youkai, and has a dubious personality that can easily switch from friendly to threatening and back again, but her actions seem to indicate she may be a good person.

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Fujiwara no mokou

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Touhou 8 - Imperishable Night - Extra Stage - Fujiwara No Mokou

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Make Your Move 23; Moveset Contest! Cap'n Kuttlefish, Phoenix, Dr. Thread starter UserShadow Start date Apr 1, First Prev 4 of 4 Go to page.

Rychu Thane of Smashville. Smash Daddy Smash Master. Phoenix was a very nice surprise. I thought you'd hung up your boots, Rychu, but here you are coming out of retirement!

I wasn't sure what to expect but this was a neat choice of character from a new game that I think has never had a moveset before.

I said in chat that the visual aid the charmingly MS Paint-quality images and comparison image are really useful. The specials are pretty simple besides the down special where most of the flashiness in the set is located.

Even then, the mechanic of finishing a move then teleporting back later after the duration is over is still quite basic considering the set doesn't have say a deeper melee focus to make the most of more inherently direct attacks.

The set's largely Phoenix firing his various weapons, so the appeal of the clone finishing moves for you or being able to play with interrupting attacks isn't as fun as it could be, though it's still a good idea.

The set is very basic, though that doesn't mean it's bad. As is, this is really what you'd expect for Phoenix and it's perfectly serviceable.

As your first set in a long time I understand you didn't want to dive in on complex mechanics. The "credits" mechanic is a good choice for you as it's a simple but rewarding way to encourage players to play well.

Phoenix in general at least does get the playstyle right of "high risk, high reward" though the risk part is definitely too high.

Phoenix lacks any good GTFO melee moves or close range, fast options in general which would make him very susceptible to Ultimate's brand of short hop aerial rushdown.

His utilt and usmash don't hit in front of him so his anti-air unless the foe is directly above him, is way too punishing.

I also think you should state whether a lot of these attacks are projectiles or not. I think not, because like Bullet Artes Bayo's gun move these could be disjointed hitboxes, reflecting his entire set would make him much worse, when he's already very weak.

The dsmash also only hitting in front is another big weakness, as is the up special's lack of armour and it should definitely be basically invincible considering how weak he is in melee range.

The credit system is a good idea. An easy approach you could take to improve the set is giving credit options for other moves, and if you could work in a way for Run It Back to work into that too, that'd be double good.

The other specials are also not super relevant at the moment if you wanted to improve that aspect. I did enjoy moves like dtilt and its duck walk, the down special, and the general eclectic use of weaponry that brings me back to other sets that had the same approach to weaponry.

While it's definitely got room to improve, this was a fun read and I'm glad you're back Rychu! GolisoPower Smash Lord. Joined Sep 17, Messages 1, Somethin- burp -the matter, officer?

Right then, lemme see if I have it AH, there we go! For starters, the set really hits the right note for Cuttlefish as an old veteran trying to fight off invaders of his territory.

This is quite subtle too, evoking memories of my ancient toxic gas sets with how it uses the Toxic Mist, the bubbles and CQ Cumber.

The brilliance of this approach is naturally that just moving around the battlefield after a fairly minimal set up becomes its own deep playstyle as these small additions to the stage Cuttlefish makes really change the match.

In the context of his various seemingly small traps, his rolls, traps, bombs and projectiles all become very different beasts. Like Cuttlefish, he relied on heavy mobility and spacing to move around in his self-created swamp and made the mobility itself into a weapon.

For example the Bamboozler and CQ Cumber are a very simple mechanic on the face of it but once understood, form another level of deep strategy for Cuttlefish to play with as the foe always has to keep their ink in mind, adding some psychological warfare to the mix.

The way that CQ Cumber is handled is quite nifty. This is good I feel, as it should not be completely clear to keep the foe a little on edge, and gives its own unique kind of pressure for Cuttlefish, sort of how K.

Just an interesting thought I had on this kind of balance. The other core concepts are mostly well done too. The thermal ink and Grapplink are not as strong of connectors I feel, and the Grapplink especially I could see improved with edits to better compliment his aerials in some way, perhaps if he could use it as an actual grappling hook?

The thermal ink was also, while fun enough, felt a tad confusing though I think this was fixed somewhat. The core idea is pretty great however.

The smashes I felt were some of the best moves, especially the interesting way that the up smash works to target foes and follow them around.

This is of course because of the way the missile will follow foes and hit them a decent chunk of time after being fired so that not only can Cuttlefish overwhelm them with his own melee, but to pressure them alongside other parts of his playstyle, this is something of a master stroke.

I also do like the focus on battle rolls in the dsmash and planting bombs all the while, like tagging the ground or crawling as Samus in Metroid planting bombs.

The animations range from perfunctory and good to just funny stuff. The golfing fthrow, the weird props he summons that largely all fit without being overbearing, the weirdness of the set that never really feels inappropriate is all super well done, and not easy to get right.

If I was to level some criticism at the set, it does feel a bit forced at times with a few interactions. The grab game in general feels a bit worse than the rest of the set but is definitely good.

I also felt like Cuttlefish has some awkward weaknesses with his more gimmicky usmash and utilt. Even as it stands, you should feel very proud for the many things you got right in this set and personally it brought back many fond memories of this type of playstyle and mix of concepts, thank you for that nostalgia trip.

I remain eager to see whatever you have in store for Make Your Move. Champion of Hyrule Smash Apprentice. Joined Sep 15, Messages Location Saskatoon.

I hate myself for not knowing what this competition was until now. Spoiler: Who is Edelgard? Edelgard is one of the three main lords in the game Fire Emblem: Three Houses.

She usually fights using axes, although it is possible for her to learn how to use swords, bows, lances or even magic!

For this moveset, she will mostly use an axe. She later goes on to lead the "Black Eagle Strike Force" which is a direct cause of the conflict in the later half of Fire Emblem: Three Houses, which I won't spoil here.

She's strong, responsible, and a difficult very opponent for anyone opposing her. Spoiler: Her moveset Edelgard wields the Hero's relic Aymr:.

Last edited: Aug 30, Joined Nov 11, Messages Joined Jan 11, Messages Is the moveset complete? If so, then you can probably post it now.

The Chosen Undead awoke from yet another death, his last memory being a drunkard charging with extreme speed in what appeared to be a large metal box during a battle in Anor Londo.

But as his vision returned to him, he noticed that his surroundings were different. This was not the glorious light-bathed hallways of the castle.

This was something else. Mokou kicks at a downwards angle doesn't throw the opponent downwards, though.

Good at catching the opponent jumping down, but misses when they jump up. Mokou burns up a talisman, which pushes her back slightly.

Pushes her back a lot on block. Has a very good hitbox, and can even hit opponents directly behind her, but is hard to use raw due to its slow startup.

A 2-hit attack. Mokou knees the opponent, then kicks upward. Pushes her forward. First hit is cancellable. Mokou punches downwards. Moves the opponent down.

Arguably her best neutral tool due to it's massive hitbox. Hard to use when too close to the mid-lane due to land-cancelling.

Mokou lunges forward. Sends the opponent flying back. Hard to space correctly, but can be useful for catching opponents rushing in.

Mokou punches the opponent in the gut. Although the frame data is different, it does the same damage, and can be freely interchanged with f.

Mokou lunges forward similar to j6a. Grazes bullets and wallslams the opponent. Extremely weak against jumping, making it hard to use to punish bullets.

Mokou sends out 7 flaming feathers straight ahead, which are slightly spread out. The spread increases with distance.

Pushes Mokou back if in the air. Mokou sends out a fireball which transforms into 5 small phoenixes flying forward.

Sends out two additional phoenixes in blue flame. Faster startup than the 5b variants. Pushes Mokou back slightly. Mokou shoots 6 fireballs upwards, which then drop down.

Sends out one additional fireball in blue flame. They spread in a seemingly random pattern. The distance the bullets travel depends on the direction input.

Danmaku Tenkai: Mokou fires bursts of 5 small fireballs in front of her that spread out as they travel. Relatively slow moving, but are aimed directly at the opponent's position when fired even if they are right above you , which gives it some utility when the enemy only has a sliver of health left.

Mokou stops and burns up in a pillar of flame that covers the entire stage vertically, then reappears in top lane. A reversal when above white health.

Highly punishable, as Mokou is unable to move upon respawning until she reaches the center lane. Can also be punished if too few of it's hits connect with the opponent.

Mokou slashes with fire claws. Has 2 additional hits triggered by pressing C. Moves the opponent back.

Lifts the opponent. Much more punishable than the previous hits. Mokou does a backflip and sends out 5 grazeable explosives. Has a lot of recovery frames, but can be cancelled on miss, so it can be a good bait if cancelled into a tag attack that is safe on block.

If cancelled too early, the explosives will disappear entirely. Mokou kicks downwards and drags the opponent with her.

Does hits depending on player and enemy height. Cannot be cancelled on block. Mokou propels herself upward with an explosion fired under her.

Temporarily sprouts cancellable phoenix wings which cause her to descend slowly. Has a second hit triggered by pressing C during descent - a kick similar to j5a, but with more range.

Can be cancelled on miss. Damage is not affected by amount of white health, but is affected by blue flame.

Mokou generates a massive ball of grazeable blue flame that covers half the screen. Turns all of Mokou's green health into white health, but recovers it at the end.

One of the slowest Last Words in the game, but it has a long duration. Can be used as a reversal to punish slow uncancellable moves.

Has some combo routes, but is generally less rewarding than using spellcards. Third strongest Last Word in terms of raw damage.

Mokou does a variant of her 66a. Sends the opponent upwards and away. The angle is somewhat awkward, but it can be followed up with 9D and an aerial or if in a corner 5c.

Mokou does her j5a.

Emoting Mokou Uploaded by Smol Hot topic fresno ca. Mokou punches the opponent in the gut. GolisoPower Smash Lord. Feed New posts New resources New profile posts Latest activity. Example of how input direction affects the distance Mokou's [B] travels. The set is consistently aware of what options it has already laid out and plays off them well enough. Joined Sep Bitchnr1 hd, Messages Location Saskatoon. Mokou kicks downwards and drags the I caught my mom masterbating with her. Tenshi or Yukari. Occasionally he reacts a little to how weird the thing he got is.

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