So, Worlder Ash and I finally figured out what we actually wanted to collab on after months of uncertainty. The original plan was Toadsworth (uninteresting at first, but a unique way to bring Mario Party/possible M&L mechanics/Specials to the game if you think about it), but we both lost all of our motivation to work on him pretty quickly. But Ash came up with a pretty cool idea that I’d seen in practice before: we’d make each other movesets for our PFP characters that’d let us use practically any move we could possibly want, without tying it down to a specific character/series. He’s done at least one of these before, but this is my first try at one of these, so it was quite fun.
It’s even more of a “what if” scenario than what I usually do: even though our movesets are done without truly wishing for the character to be in the game 90% of the time, these 2 blogs we’re putting out truly are for nothing but fun. Hopefully, you’ll enjoy our dumb little thought experiment.
Also, stick around until the end of the blog; I have something relatively important to mention.
WORLDER ASH

General Attributes:
Basically, we came up with the Specials for both movesets by simply figuring out what general playstyle we’d want to utilize, and going off of that we’d look at our favorite games and see what moves we could pull from various sources to make the dream character. Unlike a regular moveset where we’d only be able to work with what the character is able to do in their series (or would be able to do, based off of their known abilities or personality), this allowed us to just use whatever we wanted without any true limits on what we can and can’t use. It ended up being a lot of fun.
But since this is the attributes for Worlder, I need to actually talk about his self-insert. His main focus was on ranged/projectile play; not terrible when near his opponent, but definitely at his strongest when you have to approach him. He also has several projectiles incorporated into his standards, and he even has a long(ish) weapon to utilize disted hitboxes in case the standard playstyle is too slow to work in close combat. As long as you’re able to keep the opponent at bay and keep your pressure up as well, winning will be a cinch.
Stats:

Size/Weight:
It’s important to note that Worlder would be represented by a Final Fantasy “Moogle”, and would therefore be a rather small and light creature. I could see them being around the same height as Olimar (sans the helmet) and likely sit around the same weight as Mewtwo (74 units). They’d also be rather floaty, sharing similar fall speeds with Samus.
Speed:
Worlder would likely be on the average side of movement speed, sharing Kirby’s running speed, Pac-Man’s walk, and Marcina’s air speed.
Jumps:
Being a Moogle, I could see him utilizing a couple of extra jumps. Grounded jump heights (shorthop/fullhop) would be the same as Robin’s, while he’d have 3 aerial jumps each equal to Roy’s.
Moveset:

Grounded Moves:
Jab:
Worlder swings an almost exaggerated diagonal uppercut (5%). Doesn’t have any range whatsoever and pretty much only hits people right next to you, but a landed hit guarantees an aerial followup, likely a finishing blow at higher percentages. Don’t use it to kill. (Comes out on Frame 6, hitbox lasts for 1 frame, first active frame is Frame 25)
Yeah, he’s supposed to be ranged, but nobody’s going to expect the little Moogle with all these tools to suddenly punch you with all his might like this. It comes out really fast too, so it’s not a bad option in case you’re out of your recommended range.

Forward Tilt:
Worlder winds back before using his staff like a baseball bat (10%). A bit on the slower side, but it’s very good in the knockback department and acts as a pretty long dist. Kills around 125%. (Comes out on Frame 14 and lasts for 3 frames, first active frame is Frame 36)
Tell me that if you had a combat staff you WOULDN’T try swinging it like that.
Also, as an added note, every time I mention his staff, we’re talking about Master Roshi’s staff from that one anime everyone likes. You know, the one that you can reference by screaming your lungs out in a shopping mall’s hurricane simulator.
Up Tilt:
Worlder swipes his staff above his head in a similar fashion to Isabelle’s (8%). Standard anti-air juggling tool, but the significant horizontal reach help make this one of your core tools. Kills around 210%. (Comes out on Frame 9, hitbox lasts for 6 frames, first active frame is Frame 32).
This is just a really good move, since it’s pretty disted and can lead into a lot of followups. Definitely avoid neglecting this move.

Down Tilt:
Worlder crouches down and fires a blast from an Ember Celica (4%). Basically a grounded Mii Gunner F-Air, it fires a weak projectile that moves a fair distance (around 1/4th of Battlefield). Kills around 225%. (Projectile generated on Frame 7 and lasts for 9 frames, first active frame is Frame 31)
Whenever I use a projectile or the word “blast” in a standard move’s description, just assume it’s with the ECs, it’ll save us all a lot of trouble. For the move itself, it’s fast as hell and obscenely good for poking due to the potential range, but it can be reflected/absorbed. Still, it’s probably a move that any character could use and be better off with.
Forward Smash:
Worlder twirls his staff behind him for a moment before thrusting it forwards (7 hits of 0.5%, final hit of 13.5-18.5%, deals 17-22% total). The spinning staff deals multiple hits, the last of which drags the opponent forwards and guarantees the thrust, so it’s a very good tool for catching rolls behind you. Final hit kills between 110-85%. (Twirl hitboxes start on Frame 11 and essentially last for 23 frames, finisher comes out on Frame 31 and lasts for 4 frames, first active frame is Frame 52.)
It’s not as stupidly fast as Marth’s, but either using the move normally or reversing it can hard counter backrolls or spotdodges respectively, and despite the relatively low power, it’s still a Smash Attack. And despite how slow it is to use normally, it’s wise to never underestimate the thrust’s range.
it’s also not corrin’s, so you can’t twirl while charging.
Up Smash:
Worlder fires a projectile similar to Down Tilt upwards, at a slight 30-degree angle forwards (10-16%). Will miss grounded opponents that aren’t towering over you, but it comes out pretty fast and acts as a fantastic anti-air. Can poke people sitting on the top Battlefield platform, kills between 150-115%. (Comes out on Frame 13, projectile lasts for 12 frames, first active frame is Frame 47).
Opponent approaching you through the air? Up Smash. Covering ledge options? Up Smash. Hiding under a platform? Up Smash. The relatively quick firing speed means that you’re often able to suddenly smack somebody airborne with an unexpected projectile, and it’s really good at just denying approaches or forcing airdodges in general.
Down Smash:
Worlder blasts two ECs on both sides of himself, acting like Lucario’s with slightly more range (16-22%). Self-explanatory, relatively slow but has a surprising amount of range, good in the knockback department. Kills between 90-55%. (Comes out on Frame 20, hitboxes last for 2 frames, first active frame is Frame 56)
I didn’t want everything related to the guns to be a projectile, so picture this as creating fiery explosions like Mario’s F-Smash.
Dash Attack:
Worlder leans forward and swipes the staff with his bodyweight behind it (11%). Rather quick and decently powerful, but is pretty terrible against shield and leaves you wide open. Kills around 150%. (Comes out on Frame 8, hitbox lasts for 3 frames, first active frame is Frame 43).
Dash attacks can be difficult to differentiate from one another at times, and making each one unique is pretty annoying. This one is sort of like Little Mac’s, but with a dist and more endlag.

Aerial Attacks/Throws:
Neutral Air:
Ash twirls his staff in front of himself for a moment before moving the stick behind himself and continuing to twirl (both the forward and back hits are the exact same, being 6 hits that deal 0.5% and a finisher that deals 2%, total of 5%). Think of it as a combination of Pit’s and Robin’s, where the two awkward sword swipes are instead staff twirls. This is a great landing/get-off-me tool, but doesn’t carry much power behind the hits. Kills around 255%. (Initial twirl comes out on Frame 6 and essentially lasts for 15 frames, with the second twirl coming out on Frame 19 and lasting for the same time, FAF is Frame 36. Autocancels from a shorthop, has 7 frames of landing lag.)
I went a touch bit too far in the description, so everything you need to know about the move is there. I’m relatively proud of this idea though, since it’s useful, unique, AND rather flashy.
Forward Air:
Ash performs the standard sword-swipe-FAir with his staff (7%). Everything you need to know about this move is told through the animation, you know exactly what this move is and what it’s supposed to be used for: spacing, approaching, landing, edgeguarding, anywhere that you’d use a Fire Emblem character’s F-Air would work. Kills around 230%. (Comes out on Frame 8 and lasts for 5 frames, first active frame is Frame 29. Autocancels, has 9 frames of landing lag.)
I basically just slapped my author’s notes in the description proper, that’s more of something that I’d comment after describing a move. Whoops.
*ahem*
Back Air:
Ash fires a D-Tilt projectile diagonally dowards behind himself (4%). The angle is incredibly useful for retreating, landing behind your opponent, OR approaching via RAR, but it’s pretty weak. Kills around 255%. (Comes out on Frame 7, projectile lasts for 9 frames, first active frame is Frame 32. Autocancels, has 11 frames of landing lag.)
If you think some of these moves are a little over the top because this is a moveset for a specific , I’d recommend you don’t worry about it. Plenty of my other blogs have moves like this.
But holy shit, if this move was in the game and attached to somebody like Toon Link, you guys would NOT like them at all. This is a move that allows you to hit grounded opponents even if you’re doing a fullhop or falling from somewhere higher, and it can be used regardless of whether you’re on the attack or trying to get the hell away from someone. Seriously, if you don’t want to be in a certain situation, just hop away and B-Air, your ass will be covered and it’ll pretty much automatically reset neutral.
Up Air:
Ash swings his staff upwards in a manner similar to Olimar’s (6%). Lasts for a decent amount of time, and the range/low landing lag help make this another really good anti-air tool. Kills around 170%. (Comes out on Frame 10, hitbox lasts for 11 frames, first active frame is Frame 39. Autocancels, has 8 frames of landing lag.)
It’s almost able to be described as a “twiddle” of the staff upwards, but I can’t say twirl since that means something else for the other moves, and stir sounds stupid. But if you’re confused about the animation and don’t Olimar’s aerials, it’s like stirring upwards.
Down Air:
Ash fires a shot downwards, propelling himself slightly upwards (5%). Decent for mixing up your landing/covering yourself, but it also acts like Snake’s and gives you a slight boost upwards, not really helping your horizontal recovery that much, but it can be used with one of your aerial jumps for an extra bit of height. Kills around 190%. (Comes out on Frame 11, projectile lasts for 7 frames, first active frame is Frame 45. Autocancels due to the boost, otherwise has 24 frames of landing lag.)
A pleasant mix of Snake’s D-Air and Mii Gunner’s recovery, hope this satisfies you.
Grab:
Nothing special, quick but has pathetic range.
Pummel
Ash headbutts the victim (1%). Standard quick-but-weak pummel.
Forward Throw:
Ash spins the opponent around before chucking them (7%). Launches at the standard angle, kills around 160%.
Back Throw:
Ash performs a leaping suplex on the opponent, similar to Kirby’s (10%). Launches at a steep angle, kills around 185%.
Up Throw:
Ash flings the victim upwards (3%). Launches straight up, has extremely low knockback so it confirms into a lot of things. Stops working as a combo tool around 130%.
Down Throw
Ash slams the opponent onto the ground and pelts them repeatedly with shots from an EC (16%). Launches at the standard angle, kills around 200%. Probably combos into something from 0%, but not much higher.
Specials:

Neutral Special: Sludge Bomb:
Worlder summons his Gliscor for a moment, who uses the titular move and lobs a large ball of poison forwards before disappearing. Normally, the sphere is around the same size as Kirby and moves in a decently-sized arc, travelling 3/8ths of Battlefield forward and being able to hit people standing on a lower platform. However, you can also charge the move, increasing the size of the projectile, letting it go further (increasing to the size of Dedede’s stomach and travelling as far as 6/7ths of BF), and of course increasing the strength of the move (from 12% without charge to up to 26%). While you can’t hold the charge, it charges pretty quickly like Ridley’s. In exchange, the move itself isn’t very safe at close range due to its heavy endlag, and the knockback is pretty weak regardless of charge. Kills between 200-170%. (Uncharged projectile is generated on Frame 19 and lasts until /hits the blast zone. Can charge for up to 50 frames, FAF is always 40 frames after throwing)
This move’s primary purpose is for harassing recovering foes or ones across the stage, as it’s too slow to contest at closer ranges. However, for what it’s supposed to do, it’s pretty good since the large size can easily two-frame opponents or just create a large wall they have to deal with, and successfully hitting them often means the cycle will repeat. Use this move wisely, and you will be rewarded well.

Side Special: Anti-Vandalism Cart:
When grounded Worlder slams the AVC onto the floor in dramatic fashion (burying any unfortunate sap underneath), and starts to dash forwards, going from a walk’s pace and picking up speed rapidly. While dashing, the cart acts as a large hitbox that quickly grows in power as it gets faster, to the point of rivalling a heavyweight’s Smash Attack pretty quickly. At any point, you are allowed to jump or shield to cancel the move, leaving the cart to travel at its current speed until it falls off the stage. Once a second of running has ed (by this point, the cart’s moving as fast as Little Mac’s dash), Worlder hops onto the cart and rides it, while the cart maintains its full speed and power indefinitely. While very slow and predictable to start, the cart’s power has no rival and will kill people shockingly early if, say, they’re stunned from a shield break. The cart also maintains its strength if it falls off a ledge, meaning it is a potent ledgeguarding tool (burying hit deals 15%, dash deals between 22-40%).
In the air, the cart moves at a set speed while travelling at a set diagonally downwards direction (think aerial Inkling Roller, but faster), allowing Worlder to use it as an extra jump (with the height of a fullhop) and a decent projectile (20%). However, if the previously used cart is still on-screen in some fashion, the move fails to work. The grounded cart kills between 80-10%, while the aerial version always kills around 100%. (Grounded bury hitbox comes out on Frame 35 and lasts for 4 frames, the cart’s moving hitbox starts on Frame 50, with the earliest frame to cancel being Frame 70. Aerial version starts on Frame 27, can jump from Frame 32 onwards)
Well, this move is a weird clusterfuck, but I think it’s useable.
The main thing here is that this move is sloooooooow, never to be used in neutral or when the opponent isn’t in a severe disadvantaged state like recovering offstage. HOWEVER, it is extremely good as either a hard punish off of a read for early kills due to the onstage bury, or for dumping a projectile offstage for an opponent to deal with since that will always kill them at hilariously low percentages. Just be aware that you’ll have to hold back on using this move pretty often, since it’s reserved for specific situations.

Up Special: Rocket Wisp
In the air, Worlder summons a Rocket Wisp right in front of himself, and grabs onto it. It then proceeds to fly straight upwards at a breakneck pace, going about as high as K. Rool’s Propellerpack before exploding and dealing damage to anyone nearby (7% rocket hitbox, 15% explosion). However, the explosion has a property similar to Extreme Balloon Trip where the blast propels Worlder even higher, so the combined height of this move is easily enough to send you to the top of the screen from the ground. Once the rocket explodes, Worlder is placed into helpless fall.
On the ground, Worlder instead summons the Wisp sideways before pointing forwards, sending it straight forwards at a speed similar to a fully charged Charge Shot (13%). It acts a lot like a stronger/faster Lloyd, arcing downwards if there isn’t any ground underneath it and exploding after going well past the entire length of Battlefield (roughly 10/7ths of it). However, you can’t ride it when doing this. The aerial version’s rocket does set knockback and can’t kill unless you’re really close to the blast zone, explosion kills around 120%, and the grounded version kills around 150%. (Aerial’s rocket hitbox starts on Frame 19 and lasts until Frame 56, explosion comes out on Frame 58 and lasts for 5 frames, becoming helpless at the same time. Grounded projectile is launched on Frame 27 and lasts for a maximum of 37 frames, first active frame is Frame 40)
If anyone says “this is a better Lloyd Rocket”, don’t forget that you can’t use the projectile in the air, meaning that you’re missing out on the momentum cancelling nonsense that Villager can mess with. However, it’s still probably one of the best recoveries in the game and isn’t something to scoff at, so the projectile is just an added bonus.

Down Special: Broggy Bonker
Worlder hoists up a broom-like brush as Broggy (covered in mud) jumps up from the background, before beginning to scrub him down. Acting as a charge move, the move drastically changes depending on how long you charge the move, with very little done with a low charge and the dog coming out sparkling clean at full charge, and the move allows you to hold the charge by pressing Shield at any time.
At 0-25% charge, trying to use the move will just cause Broggy to growl at you before he headbutts you, dealing damage and knockback to yourself in the process (yes, you can die at really high percentages). Between 5-99% charge, Broggy will dash forward, acting as a projectile that can’t be reflected, with the higher charges making Broggy put more effort into the attack. And at full charge, Broggy leaps forward to initiate the attack, along with 5 Blitties running in a line behind him to extend the hitbox’s size (low charge deals 10% to yourself, successful charge can deal between 17-30%). If the previously used Broggy is still onscreen when you try to use the move again, the attack will fail. You can get killed by your own Broggy around 170%, while the opponent will die between 140-90% depending on the charge.
(Low-charge Broggy will attack you on Frame 35. Useable Broggy will come out on Frame 16 and last until he es the blast line, FAF is Frame 46. Takes 110 frames to fully charge.)
Worlder had a good idea with this one, it’s simplistic but very useful and a great reference to the source material, plus it’s probably a lot of fun to kill people with it.
Bowser’s Inside Story was probably one of the only games we could agree on that we both liked, most of our choices for material were completely different and rarely shared, but even though I don’t have an attack from that game in my moveset, I’m glad he likes this game enough to want an attack from it. It’s a great game.

Final Smash: Metal Overlord
Worlder calls down Metal Sonic, who lunges forward with a large slash of his claws. If successful, the opponent is transported to a dark void, where Metal Sonic appears and transforms into the Metal Overlord, before barraging the opponent with swipes and ice beams. Once the victim is crippled, the camera looks up with them to see a large battleship flying straight at them, creating a massive explosion and launching the opponent (45%). Kills around 40%.
Not much to say here, I just hope I got it right.

Extra Animations:
Entrance:
-Broggy jumps in with Worlder on his back, he gets off and gives him a quick pet before assuming battle stance.
Idles:
-coughs into his hand, wipes it off
-fiddles with a braclet

Taunts:
Up: -The Orange Wisp floats around Worlder, “smiling” before flying away
Side: -Worlder gently pets a Blitty in his hand
Down: -Worlder reloads one of his Ember Celicas.
Victory Animations:
-Worlder flutters around the sky with glee, before being slammed down to earth by Broggy, who sits on him carelessly.
-Worlder performs a bouncy dance with his backside to the camera, before turning to the viewer with a “fist to the sky” pose.
-Worlder fires a flurry of bullets forward with an Ember Celica, before suddenly swiping his staff forwards, with the freezeframe occurring in the middle of the swipe
Farewell
To make this about me for a moment, due to getting my hands on Ultimate during the holidays, this is my last blog concerning Smash 4. Not much will change other than frame data, but I’m happy that 4 got as much love from this community it deserves; it was my first Smash game and the only reason why I’m even here, doing something I love. And I’ve got a couple of projects that I’m VERY excited to work on, so my chances of making another blogging gap this wide again are slimmer than ever and I’ll be able to show how awesome Ultimate’s mechanics can be.
Shutting off the waterworks, it was an absolute blast working with Worlder on this, despite the endless procrastination on my part. Honestly, if you like writing movesets and want to create a dream character, just make it about yourself; you can use whatever attack you want from whatever source you want, video games or not, and it’s nice to discover what makes you, you in Smash.
On that note, I wish you all a wonderful day. And a happy new year at that, as well.
Comments (7)
I only liked cuz it's Moogle tbh
I don't think any of us play Smash 4 anymore lol... Dont even have a Switch but I'm focusing on Melee more
Cool and goofy stuff at the same time. I like it!
Really Good Moveset! :D
You're really good at making movesets!