Hi, I'm Skapokon and man, 4 years
making Lawl Nova! This is amazing and I didn't expect myself
continuing for so long. I've already made a lot of Retropokon
Anniversary Specials, but not a single Lawl Nova one, so I think it's
time to get deep on the history behind my Lawl Spin Off. A series of
videos that went from mediocre (Even if people found it OK, but
that's for later) to one of the most popular ones, or at least that's
what you say. So, let's start with the small history before I made
Doofenshmirtz's moveset.
Early Attempts
The roots from
Lawl Nova come from the time I posted text movesets in Aitor Molina's
Lawl Sprites, both in Facebook and his Blog. At first, I didn't
really liked those sprites because he excluded many important
characters, yet greenlighted pretty bad suggestions like Wart or
Dimentio (Who didn't make it, luckly). However, I ended liking and
supporting his project suggesting characters and ideas. The movesets
I posted were Weegee, Dark Helmet, Ophelia Chill, Sheldon Cooper and
Dr. Doofenshmirtz. I also wrote other movesets, but I never had the
chance to show them, like Moar Krabs (What was thinking?) or Yzma.
Later on, Aitor
suggested me to start my own Lawl. I wasn't sure about it, because
most of the Spin Offs during that age recieved really negative
feedback. However, I thought that Lawl deserved more respect. People
who wrote in Facebook movesets made incredible and creative movesets.
To name a few, we had a moveset of Raoul Silva by Aitor, which was
later made as a video moveset, and I remember some pretty good ones
for Dr. Rabbit and Stu Pickles. However, people who actually made the
movesets in videos... Uh... Apart from the original, YTPGuy and ARL
were the only good ones. So, I decided to make movesets. I created a
Roster, and went aboard.
In one of my
earliest rosters, I was going to have a total of 3 rosters. One
decided by me, one decided by Aitor and one decided by the audience
with the Empty Slot. However, this changed when Aitor planned to make
movesets as well. The only character from Aitor's Roster that Stayed
were Red & Leo, because I liked the idea of an alternative Snake.
Since Aitor decided to add me as his Snake, I used one (well, two
until I demoted Leo to an assist character) from his original
characters. But I digress. While in my Roster the first character was
Chowder, I decided to start with the character which had the first
moveset I published in Facebook...
Dr. Doofenshmirtz's Moveset
During that time,
I wasn't sure which program I was going to use, so I decided to use
Scratch.
Damn was it
tedious. I didn't enjoy the program because it wasn't really suited
for animations, as it were made for videogames. Instead, I chose
Pivot Stickfigure Animator. A program to make Stickmen animations,
which allowed the use of Sprites. I wouldn't be so stupid to make a
Lawl with Stick Figures, right? (Well, the creator of Zawl was). To
make the moveset I had Pivot to make them, Hypercam to record them
and VideoPad for the editing.
The hardest part
about making this moveset was finding the Inspiration Clips to crop
the images. I only had YT to work with, because that was the only
page I knew about! As you may remember, the Up B's Inspiration Clip
was in Spanish, and the Final Smash didn't have one at all! But
that's just the beginning. No idea why, but VideoPad started working
horribly. It rendered the video, and it was usually Empty, or cut
after the Roster was shown. So I had to record the video with
Hypercam in the preview mode, download a new version of Videopad and
put it there. However, it wasn't that good. I had to record the sound
separated, because Hypercam didn't allow it.
The problem was
that the recorded video had horrendous colors, and other clips not
recorded from Hypercam were frozen. The moveset became an ugly,
earraping mess that I wanted to cancel, but I uploaded it anyways. I
expected everyone to hate it. However, it turned to be much better
than I expected. People seemed to say that even if the quality of the
video was bad, they said the quality of the moveset was good. That
was good enough to continue making movesets.
I think that with
4 years making this Lawl it's about time I divide the whole thing in
eras, much like Chincherrinas does. “The Skapokon's Lawl Era” is
the first one. I call it that way because at first Lawl Nova didn't
have a name, and was called just Lawl, so people refered as it as
“Skapokon's Lawl”. Well, they would have done that, if it wasn't
because of nobody spelling my name right, which was one of the
reasons that I decided to give it a proper name by the time I made
Yzma's moveset. However, this era does not finish with Yzma, but
rather with Captain N. But why?
I still call this
the Skapokon's Lawl era because at the time I was still developing
Lawl Nova's own quirks and tropes. All characters from this era were
picked because they were suggestions in other Lawls, mostly by me.
Even the Empty Slot was full of characters from YTPGuy's Empty Slot!
And since at that time I was just another Lawl, I really didn't have
much standards. Dr. Doofenshmirtz's moveset is the obvious example of
this, but Yzma and Sheldon didn't really do much better. And then
there's CD-i Zelda, with the unreadable texts and awful sound
quality. Most of these issues were part of Videopad and Bandicam
problems, but did I do something to fix them? No, I just left them as
they were.
With Captain N
some of the problems present in the previous movesets were fixed. For
example, I used to add the texts with Pivot, but now I do it with
Videopad because they look much better. But the sound quality and
unscripted movesets were still there. Looking back, most of the
issues with these movesets were mostly technical, and the actual
movesets still hold up today. Which was sort of the opposite with the
next era:
“The Approval Era”
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzjs7p4ZZz7QEo0vTrU2NOV2e-ch7TO8rhnaCSGyhFns0VRuXpEy3J7AZPt0ZuYSIihSO0xCvRgqcSsHeVSDrBO1f1oPLwdATTlaLLUVL14wn9ipEC7rXteaWpHMR_EIHb4OmBE6IBW5B2/s320/AEra.png)
Knowing that
Chincherrinas liked my movesets, I had to top my standards. That not
only meant having to correct technical issues from previous movesets
and how I now work with scripts, but that also meant that the
movesets had to be more creative, unique, complex and weird! Each one
of the characters had moves that lead to different attacks (Worst
Hercules' Sword), move with random effects (John's Bizarro Rescue),
some kind of gimmick (Elsa's Ice Magic) or moves with effects were
never seen before (Timmy's Dad's “Add-a-Dad”).
From this era I
have to praise myself for the creativity. Not a single move had to be
straight-forward, and the more possible things you can do with this
attacks, the merrier! Dipper Pines is a positive example from this
era, as his entire moveset had attacks with effects rarely seen in
movesets, making him a breath of fresh air.
The problem is
that I was so obsessed with trying to make the movesets as unique as
possible that I forgot an important part: Being actually good
fighters. And that's the main problem with the movesets from this
era, which funnily starts and ends with a Joke Moveset, that the
characters are too complex and unique. I later learnt that Random
Effects are actually not very liked by the Smash Community, and I
wanted to add as many as possible here. Toon Guybrush is sadly the
worst offender. Don't get me wrong, I still like his moveset for its
quirkiness and how I introduced my audience to the I Wonder What
Happens videos, but his Specials are not really that useful in
battle, which is why I'm going to give him good stats and normals to
counter this.
Lawl Nova during
The Approval Era was far from being a bad Lawl, or worse than The
Skapokon's Lawl Era, but the movesets that were made during it were
kind of overwhealming and I didn't even notice that it was bad
because for me, having a lot of options always equaled a great
moveset! That was about to change in our current era...
“The Competitive Era”
About the time I
started with the stages and other extras, I became interested in
competitive Smash Bros. The inclusion of “For Glory” in Smash 4
as well as AlphaRad's How to Play Smash 101 made me interested in
something that I had ignored for years for being “too difficult”
and “not fun”. Although I'm far from being ZeRo or Mew2King, I
discovered the rules of competitive play as well as the reasons why a
character is considered Top or Low Tier. I applied the Stage Rules in
my Stages video by making some stages less chaotic (such as removing
the Walk Offs from John's House and redesigning Elsa's Ice Castle)
but it wasn't until the Classic Mode video when I applied this to the
movesets themselves.
Classic Mode is
the Lawl-Related video that took me the most time to make, and the
main reason is that I had to make the battles believable. To do that,
I pretty much made the video with my 3DS always on hand, using Smash
for 3DS as a referencial guide for damage and knockback. When making
Classic Mode, I realised that some characters had subpar competitive
value with some attacks, which is why my focus was shifted in the
movesets I made after it. I didn't only want to make creative
movesets that were faithful to the source material, but I also wanted
to make the characters good, so that anyone watching my videos would
be like “I'd main that character”. This goes without saying, but
Joke Movesets are obviously the exception.
Asdfguy already
showed a bit of this with his Down B being changed from a random
roulette to a cyclical attack, but the character that shows the
Competitive Era the most is Perry the Platypus. Perry is a
“Tier-Whore” character at its finest, the combo-heavy agile
character that wins tournaments and makes casuals cry for nerfs. Best
Waluigi is also an example of this shift, with a more traditional
moveset despite being a very weird character.
AlphaRad wasn't
the only Smash Youtuber that helped me improve my Lawl, though.
RelaxAlax is also someone I should thank. With his “Know Your
Moves” videos, I discovered that many characters in Smash Bros not
only brought moves from their games, but also had an overall gameplay
style based on their games. This was something that was perfect for
Lawl, and I have been using it since then. Asdfguy's moveset is
random because his shorts are random. Toon DK's moveset is directly
influenced by the Crystal Coconut because that was the formula of the
show. A good Star Butterfly player must know to think twice before
acting and correct their mistakes because that's the lesson that Star
herself is trying to learn. And the list goes on.
Do I still like to
put on some complex gimmicks and multi-use attacks? Yes, but I also
try to implement them in a way that the complexity pays off, or that
all effects are useful and accessible. If these characters were made
during the “Approval Era”, they would have been worse in this
regard. Star's Magic Wand would have been random, asdfguy's Pointless
Button would have been random, Waluijafar would have been random and
I still remember how I wanted to implement Jade's Sylladex and it was
so cryptic that I don't even want to describe it. This system was
still a thing during John's moveset as you can see that Jade has
three cards stored but no cards in hand. I'll leave you to make your
own theories about how was it going to be implemented originally.
So we are
currently in the Competitive Era, in which my target is to make
movesets that can be enjoyed by anyone: Competitive players and
casual players, those who just like the source materials or have no
idea what they are about, veteran Lawlers and those who are
introduced to the matter because of this... I don't think anything
that causes a new era will happen anytime soon, but only time can
tell. Until then, I hope you liked this video and thank you everyone
for being such great subscribers and fans. I'm Skapokon, and we go
back to the real world.
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