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With the Nintendo Direct around the corner, why not focus on
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With the Nintendo Direct around the corner, why not focus on something not even completely unrelated?

There will be a Super Smash Bros clone, but with only Pokémon as characters. Through a hilarious and elaborate misunderstanding, you get to expand the roster with as many Pokémon as you want and decide their stats and movesets.

Who would you include? What would their specials and final smash be? Who will be the filthy gimmick?

Go ahead and think of anything you want, or just h8 r8 ber8 others' ideas.

Yes, I googled "smash ball" and this is the first result.
>>
Starting off with my own all time bro.

GENGAR
NEUTRAL B: Sludge Bomb
Chargeable, travels in an arc that travel further (and slightly higher up) the longer it's charged, along with size and damage. Gives opponents a temporary poison counter for slight damage over time on hit when fully charged. The projectile makes a damaging splash when it hits anything, though these splashes will not poison, even at full charge.
UP B: Phantom Force
Makes Gengar disappear and be intangible for a short moment, while keeping speed and direction in midair or when walking or running. Strikes on reappearing, launching opponents directly away from Gengar.
SIDE B: Dark Pulse
Gengar rushes to the side for a set distance (goes off ledges) or until it hits a wall. Any opponents hit will be taken along to the end of the move, taking damage along the way. Knockback is applied to only the final hit.
DOWN B: Curse
Hits closely around Gengar, damaging it for 20%* even if the attack doesn't land. On hit, it damages for 50%*, but does not launch, only flinch.
*numbers are rough estimates, may vary.
FINAL SMASH: Mega Gengar/Night Shade
After mega evolving, Mega Gengar rushes forward and attacks the first opponent it meets. The attack does more damage to opponents with lower damage, from abhorrent amounts from 0% to next to nothing on 100%+.
>>
And following up with a filthy gimmick!

ROTOM
Standard Rotom has no distinct stat buffs/debuffs.
NEUTRAL B: Hydro Pump
Changes Rotom to Wash Rotom on input. Chargeable, fires as blast of water that does no damage and a set, low knockback regardless of damage.
Wash Romot is slow but has a lot of weight and may fail to flinch, smash attacks deal medium damage and tend to flinch rather than launch.
UP B: Air Slash
Changes Rotom to Fan Rotom on input. Fires three quick projectiles downwards while lifting Rotom up, projectiles splash a little when they hit ground. Midair jump can be used after the move only if it hasn't been used before.
Fan Rotom jumps high and has a second midair jump, smash attacks deal low damage and tend to launch upwards, aerial attacks are stronger in both damage and knockback than on any other forme.
SIDE B: Leaf Storm
Changes Rotom to Mow Rotom on input. Fires a medium-quick projectile consisting of four leaves to the side that each deal a little damage, the last one launches. When colliding with another projectile, one leaf vanishes and the rest continue uninterrupted.
Mow Rotom moves around quickly and has a high grabbing range and quick pummel, smash attacks deal multiple small hits and tend to launch sideways.

(1/2)
>>
>>24829990
(2/2)

DOWN B: Overheat
Changes Rotom to Heat Rotom on input. Creates a small damaging aura around Rotom that continues as long as the button is held and slowly grows. After a few seconds, it explodes, damaging rotom and damaging and launching any nearby opponents.
Heat Rotom is the slowest of any forme and lacks a midair jump. Smash attacks have large range and knockback have a high chance to burn, which deals damage over time.
FINAL SMASH: Blizzard
Changes Rotom to Frost Rotom on input. Covers a large area around Rotom in a blizzard, which continuously freezes and damages enemies within, slowly sucking them to Rotom. The move ends with a large, powerful launch which is stronger closer to Rotom and always breaks freeze.
Frost Rotom is slow and jabs and earials deal little damage, smash attacks and tilts deal above medium damage and great knockback and may freeze.
>>
motherfucker this been my dream project for like 15 years now


Sandslash

Up B: Gyro Ball: Leaps upwards in a controllable arc while spinning. Deals damage/knockback on contact based on how much more/less damaged the target already is compared to Sandslash, with it being more effective when Sandslash is behind.
Neutral B: Pin Missile: Turns around and rapidly fires the spines on his back at the enemy, one at a time, with each spine randomly firing forward, or on a forward diagonal, for as long as the button is held. The spines travel about the length of 2.5 times Sandslash's body width and then vanish.
Side B: Crush Claw: Pauses, then flies, spinning, claw-first in a chosen direction.
Down B: Dig: Sandslash burrows into the ground so that only its head is exposed, letting it dodge most moves by shrinking its hitbox. If entered again, Sandslash leaps out of the ground in an explosion of dirt that deals high damage. The second part can be aimed slightly left of right. Sandslash can use this to cross to the other side of thin walls. When used in the air, Sandslash will instead use Sand-Attack, simply spraying a small amount of lightly damaging (but quick and high-priority) sand around itself.

Throw: Sand Tomb: A small whirlwind of sand appears a short way in front of Sandslash, trapping the enemy on hit.

Final Smash: Sandstorm: Temporarily covers the entire level in a raging sandstorm, which lightly damages all enemies over time, and hits them with a small slow for the duration of the attack.
>>
Coolest dragon reporting.
Save for maybe the Noibat line

FRAXURE
NEUTRAL B: Bite
Makes Fraxure bite down and catch an opponent. When holding an opponent this way, B can be entered to bite again, and the control stick can be used to throw and opponent any of four directions. The length of the hold depends on the opponent's initial damage.
UP B: Dragon Claw
Makes Fraxure rise up through the air with glowing claws and tusks. If any opponent is met during this rise, they will be slashed, bitten and violently thrown upwards. Causes helplessness after use.
SIDE B: Outrage
Makes Fraxure walk in the input direction for a few steps or up to a ledge, violently swiping with its claws and tusks. It hits in front of Fraxure, as well as any opponent touching its body. Any projectiles incoming from the front will be nullified, but all other sides are unprotected. During this move, no input will work except Side B, which will interrupt Outrage for a split seconds before launching a new one.
DOWN B: Dual Chop
Makes Fraxure chop twice quickly with its tusks. This move can be chained four times for a maximum of eight hits, but the next step must be entered before the current one is finished. During this combo, if the control stick is held down and angled slightly to the left or right, Fraxure will change direction accordingly. The first two chops can reflect most projectiles, and the third some weaker ones as well. If the sixth chop is the final one, it buries grounded opponents and launches airborne opponents downwards. If the eight chop is the final one, it will launch opponents straight up.
FINAL SMASH: Draco Meteor
Summons three meteors, two smaller ones falling down a bit to the left and right of Fraxure, and finally a much larger one which creates a big explosion shortly after impact.
>>
Archeops

Up B: Aerial Ace: Archeops rises up a moderate distance in a very controllable arc. He then makes a swift, damaging beeline for the nearest enemy for a similar distance. After this beeline, he enters helplessness.
Neutral B: Ancient Power: Archeops fires a ball of energy colored like his current palette forward. It is about as big as he is, travels at a moderate pace, and does low-moderate damage. If the attack hits, Archeops' attack, defense, and speed are all buffed for a few moments; he sparkles to indicate this buff.
Side B: Pluck: A powerful, short-range, downwards-arcing hit with his head. Does a lot of damage to the bubble shield, and meteor smashes airborne enemies. If the enemy is holding an item, this move will let Archeops steal it, or (if Archeops is also holding an item), simply force them to drop it.
Down B: Stone Edge: Archeops flaps his wings, causing a handful of stones to appear in the air around him, and linger there. If he presses Down+B again, the stones will fly in the direction he was facing when the made the stones appear. Each stone does light damage, with solid knockback.

Final Smash: Archerex: Archeops spontaneously grows many times its original size, becoming so huge it cannot fully fit on the screen; exact size varies depending on the chosen level. Instead, Archeops stands to one side of the level, only his upper body visible, and can attack enemies with it's head, wings, and claws with different buttons. Aerial Ace flaps his wings to create a pushing wind attack, Ancient Power is now an energy breath, a la Godzilla, Pluck is a powerful bite, and Stone Edge now makes rocks rise swiftly near Archeops as the input is held.


yeah, I know I went weird on the fs. deal.
>>
Galvantula

Up B: Electro Ball: A large ball of electricity appears between Galvantula's legs, and it leaps off it. The ball then (slowly) pursues the nearest opponent for a few moments.
Neutral B: Infestation: Galvantula shakes in place, and Joltiks appear near it, a few at a time, slowly orbiting Galvantula at random points (they vanish after a moment or two). An enemy hit with a Joltik will be overrun with Joltiks for a brief while, which damages them over time, and stacks with poisoning. Enemies can be hit with up to four Joltiks at once.
Side B: Electroweb: Fires a ball of electrofied webbing forward. An enemy hit is stunned, and takes damage over time during the stun. If Side+B is entered while the ball is in motion, it expands into a small web that hovers in the air for a brief while. Enemies who hit this part of the move are held in place, and take damage over time, but can still attack/do other things. The ball itself travels moderately quickly, and up to two traps can exist at once.
Down B: Discharge: Galvantula charges electricity in its body for a moment. If Down+B is pressed again during this time, it discharges the electricity, doing damage in a small radius near itself. If it is not, the move ends, and Galvantula's next Discharge-Attack will be slightly stronger. This stacks four times.

Pummel is Leech Life, biting the enemy for a slight heal to Galvantula.

Final Smash: Signal Beam: Galvantula rotates along his x-axis, as if showing his top to the camera. A powerful set of lasers are shot from each of Galvantula's six eyes in a cone-pattern, with the lasers on the edges of the cone being extra-thick and damaging. The cone collapses into a singular laser a moment after the attack is fired, which deals the bulk of the damage/knockback of the move.
>>
Skarmbliss:
B - Blissey throws an egg
B up - Skarmory carries Blissey
B down - Skarmbliss heals
B side - Skarmory throws spikes

Final Smash - Wall
Skarmbliss becomes immune to knockback and only takes 1% damage from attacks for 30 seconds
>>
1/2

Clefairy

Up B: Gravity: A circular energy field that propels Clefairy up, and nearby foes down, while doing no damage. Meteor smashes enemies who are above a certain threshold of damage.
Neutral B: Disarming Voice: A cone-shaped projectile that causes the enemy to drop held items, and lose buffs. Gets wider as it goes, and goes through terrain, but has a range limit, and never gets particularly wide anyway.
Side B: Meteor Mash: Basically Falcon Kick.
Down B: Metronome: Does the metronome for a moment, and a random part of their body begins glowing, with each part yielding a different move when Down+B is pressed again. This glow acts like most charged specials (ie: you can dodge out of the move to continue charging, or maintain a full charge for as long as you wish, then fire it on-command). Metronome can only be used again when the queued-up move is cleared.
Metronome moves:
Moonlight (wings glow) : Poses a moment, then heals 10-30 percent; the animation can be interrupted by damage, which eats the move and yields no heal.
Moonblast (hands glow) : A powerful, ball-shaped projectile that flies in a straight line forward, and whose speed can be altered by holding forward or back as it fires.
Misty Terrain (antennae/ears glow) : Covers the nearby area in mist, which obscures vision and prevents projectiles fired by enemies (including thrown items) from travelling through that location.
Stored Power (torso glows) : Clefairy sucks in power to itself, like Mega Man X charging a shot. Yields a small buff to attack, defense, and speed that stacks when used multiple times, up to a 20% increase for each stat after 5 uses. The buff goes away on Clefairy's death.
>>
>>24830865
2/2


Final Smash: Super Metronome: Clefairy performs a happier and more vigorous metronome, which ends with it doing a move chosen from the list below, doing its best to hit the enemy depending on positioning.
Moves: Superpower: Clefairy tackles a short distance while covered in glowing red energy. High damage/knockback. Used when there is an enemy directly in front of Clefairy. Comes out very quickly.
Water Pulse: Clefairy spits a pulsating ball of water forward. Travels across the whole screen. High damage, moderate knockback. Used when an enemy is in front of Clefairy, but too far for Superpower.
Sludge Wave: Clefairy flexes and fires a wave of liquid poison in a circle from their location. Moderate damage/knockback. Used when the nearest enemy is close to Clefairy, but not in front of them.
Bug Buzz: Clefairy turns around and vibrates their wings, creating a circular sound wave for a few moments. Moderate damage, no knockback. Used when the enemy is a short distance away from Clefairy, but not in front of them.
Shock Wave: Clefairy holds up one finger above their head, and a wave of electricity emerges from it, overtaking the whole screen. Low damage/knockback. Used when none of the above moves have their criteria met.
>>
>>24830862
Skarmory and Blissey is a strange combo, but that final smash checks out, yo.

>>24830850
>Final smash is godzilla
>Not going back to its original dinosaur forme a la mega aerodactyl and becoming mega yoshi
>>
Ayy got more gimmicks incoming

UNOWN
Unown is a small group that act as one character. There's five Unown at the start of a match, and one will be removed with every few hits or one particularly strong hit. A new Unown will fly in and join every ten seconds. Number of
Unown can vary from one to ten. Power of standard attacks increases with more Unown present.
NEUTRAL B: Hidden Power
Unown make a large glowing letter appear around it, slightly upwards. The effect and shape of the hitbox depends on the letter, which is chosen randomly. Base damage and knockback as well as size of the letter increases with more Unown present.
A: Low damage, flinch.
B: Bury grounded opponents, meteor smash airborne opponents.
C: Freezes opponents.
F: Burns opponents for damage over time.
H: Heals Unown for one to ten percent, depending on numbe of Unown present.
P: Poisons opponents for slight damage over time.
S: Puts opponents to sleep instead of launching them.
X: Applies any of the other effects, a different one on every opponent hit, except for A and Z.
Z: Great damage and knockback.
UP B: Chain
Unown form a chain that can be aimed after input. Can grab opponents and pull them to Unown if Unown is grounded, or Unown towards them if Unown is in midair. It can also grab ledges and pull Unown up to it. Range increases with more Unown present.
SIDE B: Illusion
Fires two projectiles in a straight line, quickly after each other. The first one does nothing on impact and just vanishes, not even stopping enemy projectiles or interrupting moves, while the second is the real attack. You can input the other direction between pressing B and firing to make the first projectile the real one. Projectile speed, size, damage, knockback and range increase with more Unown present.

(1/2)
>>
>>24830987
(2/2)

Down B: Confusion
Fires a small spark in front of Unown that will confuse opponents facing it, flipping them and mirroring their input horizontally. Duration increases with more Unown present. Move will fail with one or two Unown, only flip will happen with three or four Unown.
FINAL SMASH: Swarm
A huge swarm of Unown will fly across the screen in a wide band, going up at a 45 degree angle in the direction Unown were facing when starting the move, trapping, damaging, launching and juggling anyone caught inside. Power is independent of number of Unown present.
>>
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Lurking

I dont play ssb but this interests me
>>
for the fags ;^)

SCEPTILE
NEUTRAL B: Bullet Seed
Can be aimed back or up (or down in midair) during the short startup lag, works like Ivysuar's otherwise.
UP B: Leaf Sword
Sceptile slices upwards in front of him him, launching opponents up. He then jumps up and forward a little, possibly catching up to launched opponents, slicing under him at the peak to meteor smash opponents. After that, it's not helpless, but it can't use Leaf Sword again until it has touched the ground.
SIDE B: Slam
Sceptile jumps forward head-first, ready to deal a heavy blow to any opponents in its path. It rolls if it hits the ground before hitting anything else, launching opponents hit by that. The roll will stop at an edge, but the jump will not and cannot be canceled.
DOWN B: Rocket Tail
Sceptile fires the tip of its tail forward. It travels relatively quickly and will explode on hit. When used again quickly, the second rocket will be weaker.
FINAL SMASH: Mega Sceptile
Sceptile temporarily transforms into Mega Sceptile. Its movement speed and power increase greatly, it's immune to knockback, it gains a fire effect on nearly all of its stronger attacks and it gains infinite double jumps while in this state.
>>
>>24831676
forgot to add, Bullet Seed can shoot forward as well.
>>
HAHHAHAHAHAHA NONE OF THEM GOT IN
>>
>>24831799
Of course not. I wasn't expecting that, this is only creative fun :)
>>
>>24831799
yeah, it's almost like nintendo can't build a roster for shit or something.
who would have guessed
>>
>Fire Emblem in SSBB: 3 characters
>Pokémon in SSBB: 4 characters (6 really)
>Zelda in SSBB: 5 characters

>Fire Emblem in SSB4: 6 FUCKING ANIME SWORD (really 8 or more, no remember)
>Pokémon in SSB4: 6 characters (Cut Ivysaur and Squirtle, added ONLY newcomer, and DLC for MELEE)
>Zelda in SSB4: 404 error

Now tell /vp/, Smash 5 its called: Super Emblem Bros. for NX and Lagdroid?
>>
>>24831957
Don't forget Cloud, Ryu, and Shulk.
Cause that's what Smash Bros should be. A bunch of generic anime dudes swordfighting (and one fistfighting).
>>
bump for fishing for feedback while I cook up more movesets
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