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Pokébrawl! My concept for a purely Pokémon platform fighter

Wademan94

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So a while back I focused on a concept for a purely Pokémon focused platform fighter and I intend to share what I came up with here.

Currently the roster sits at 64 fighters (of course this wouldn’t be base, many would be added over time). Despite my pretty large roster size, I tried my hardest to balance my wants in more reasonable and realistic choices, but I made sure I’d be able to come up with a gameplan for each of the characters I’ve posted, listing out what I have in mind for their playstyle as well as their specials.

A quick rundown of the gameplay: I’m picturing this game acting like a 3D version of the first Rivals of Aether game, which includes the lack of a universal grab mechanic and Protect functioning like parries, but with the addition of a meter that activates Critical Hits, the game’s Final Smash equivalent.

IMG_3884.jpeg

Yes Plusle and Minun are a duo character.
-Match Mode: Basic Smash Match mode that accommodates Timed, Stock and HP style matches

-Trainer Mode: A Pokémon Trainer style mode where you select three fighters to swap between mid-match. Many human characters from the Pokémon series can be selectable here and have exclusive dialogue if they’re using Pokémon that’s canonically part of their team.

-Assist Mode: A Fraymakers inspired mode where you can summon specific assist Pokémon mid battle to help you. The Critical Hit meter is used to summon an assist Pokémon. You can summon just one at half meter or sacrifice your finisher and summon two. In this mode some assists cost half meter, some cost full and some have effects for both half and full, being able to be freely selected for both.

I’ll be listing off the movesets for each fighter in the comments below, one per row.
 

Wademan94

Smash Obsessed
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First row:
A ground based heavyweight zoner with disjointed attacks using vines and a strong focus on stage control. Its grounded jump covers a lot of horizontal distance though its big size and low airspeed make it hard to manage midair. Certain moves allow it to charge up Solar Beam which can be unleashed as a diagonal beam attack from the top of its bud.

Neutral: Razor Leaf, Venusaur shakes out a number of leaves then shoots them forward. A longer charge will spawn more leaves and becomes more powerful at higher damage percentages due to Overgrow.

Side: Leech Seed, Venusaur shoots out a seed from its bud in an arc that spawns an area of plants on the stage. This area can steal opponents health on contact as well as charge Solar Beam. This attack disappears after a little while and has a cooldown before it can be summoned again. It can also be destroyed with fire or sharp attacks but water makes it grow larger.

Up, Petal Blizzard, Venusaur spins around in a flurry of petals freely in the air, covering more horizontal distance than vertical. The petals left behind on the stage can also charge Solar Beam if left untouched.

Down: Poison Powder, from its flowerbud, Venusaur scatters a cloud of toxic powder that can poison on contact. This cloud can be moved around, spread out or combined with certain attacks like Razor Leaf.

Critical Hit: Mega Frenzy Plant, Venusaur turns into its Mega Evolved form and gains a huge defense and attack boost. Pressing the finisher input again summons roots of an enormous tree from the stage and slams opponents with them.
A middle-heavyweight rushdown fighter. Now that it’s on its own again and its two starter companions have become heavyweights in their own right, Charizard possesses more mobility and its Flying typing gives it a dominant air game. It also possesses the ability to glide in the air for a short time.

Neutral: Flamethrower, Charizard lets out a continuous flame that shrinks over time like in Smash. However this version can leave behind an patch of fire on the stage if angled downwards, granting a bit of stage control. This attack becomes stronger at higher damage percentages thanks to its Blaze ability.

Side: Mega Punch, Charizard's fist becomes surrounded in flames and then it leaps forward and performs a downward hook. Charizard can avoid a lot of projectiles and attacks and can even punch early during the leap by pressing special again.

Up: Sky Drop, a command grab in which Charizard flies up with an uppercut, grabbing any opponents in its path and slams them onto the ground. This can be used as a sacrificial KO, but it KOs Charizard first.

Down: Dragon Tail, with it’s tail flame glowing purple, Charizard swings it’s tail around with great force, with the flame acting like a sweetspot that deals more knockback. Hitting the sweetspot in Trainer Mode will instead cause the opponent to swap to their next fighter.

Critical Hit: Mega Fire Blast, turning into its Mega X form, powering up attacks that make direct contact with opponents due to Tough Claws. Pressing the finisher command again will cause Charizard to send a single opponent into a cinematic where it summons the opponent in a ring of fire. releases a ball of fire that turns into a 大-shaped flame and strikes the opponent with it head on.
A super-heavyweight zoner who makes good use of its blaster cannons to make up for its slow speed and very short physical range. It can be easily overwhelmed from foes with a strong offense, so it’s best suited at a distance where it can shoot out water projectiles and streams and pressure from afar but has tools to get in closer when needed. Some of its shell related attacks possess super armor.

Neutral: Water Pulse, Blastoise crouches down and shoots out an ultrasonic wave of water straight on, This attack can confuse opponents it comes into contact with and it becomes more powerful at higher damage percentages thanks to its Torrent ability.

Side: Skull Bash, Blastoise charges up, giving itself a temporary Defense buff and blasts itself forward with a water propelled head butt.

Up: Waterfall, this recovery option summons a pillar of water that lifts Blastoise up and can be stood on as a platform. Blastoise cannot summon another until it touches the stage again. Opponents that make contact with any part beneath the top will be carried upwards and outwards with chip damage.

Down: Rapid Spin, Blastoise retreats into its shell and spins around. This attack can be moved around left to right and removes stage hazards and also gives a temporary Speed boost on contact with an opponent. It can also be used midair to gain height.

Critical Hit: Mega Hydro Pump, Blastoise turns into its Mega Evolved form, which with the added cannon boost the power of its projectiles. Pressing the finisher input again has it blast a huge stream of water across the stage.
A lightweight rushdown whose fast mobility and strong combo potential make it a formidable opponent. A pretty straightforward fighter, Pikachu posseses some characteristics of its Smash counterpart with several aspects reimagined.

Neutral: Electro Ball, Pikachu charges up and throws out a fast electric ball with its tail that can be charged to do more damage and cover a greater distance.

Side: Quick Attack, Pikachu makes a lunge at the opponent, moving at blinding speed. This move does little damage and little knockback but can be angled up or down and works great for recovery.

Up: Fly, Pikachu quickly floats up into the air with balloons and can move left or right while ascending. Pressing the button again will pop the balloons prematurely and have Pikachu dive down with an electrical tackle at a diagonal angle.

Down: Thunder, similar to Smash, Pikachu will summon a giant thunderbolt from a cloud above it, causing a shockwave where it’s standing. If used in the air though, Pikachu will summon the cloud beneath its feet and shoot a thunderbolt below him while standing on it.

Critical Hit: Volt Tackle, Pikachu shocks a nearby opponent and transitions into a cinematic where it circles around the opponent gaining enough static electricity to becomes engulfed in yellow electricity. It then tackles the opponent, sending them flying straight back.
A lightweight hit-and-run fighter with a unique gimmick. It has to get in close due to the short range of its attacks but several of Meowth’s attacks can produce coins for it to pick up and use to buy upgrades. Each coin is worth 50 Pokédollars and are automatically picked up thanks to Meowth’s ability Pick Up. These upgrades last for a good while or when Meowth gets KO’d. It can also use its claws to cling onto walls.

Neutral: Pay Day, Meowth fires out a coin from its head straight forward. On contact with opponents, it spreads out into multiple coins.

Side: Fury Swipes, Meowth swipes forward with its claws up to five times with each input.

Up: Scratch, a high reaching uppercut performed with its claws.

Down: PokéMart, Meowth summons a shopkeeping Kecleon that sells him the following items to use in battle.

-X Attack ($500), boosts Meowth’s attacks
-X Defense ($550), boosts Meowth’s defense
-X Speed ($350), boosts Meowth’s speed and mobility
-Rocky Helmet ($800), damages opponents when using contact moves as well as lessens damage from attacks that hit Meowth’s head.
-Assault Vest ($1000) boosts Meowth’s defense again special moves but disables using Protect.
-Heavy Duty Boots ($1250) slows down Meowth’s speed but makes it immune to stage hazards

Critical Hit: Double-Trouble Edge - Meowth summons a familiar Team Rocket hot air balloon holding Jessie and James, but in an attempt to climb on, Meowth accidentally punctures the balloon and the trio fly around haphazardly. The balloon explodes on impact with an opponent, sending them flying and knocking Meowth back onto the stage.
A heavyweight grappler who can dish out high damage in close-quarters and shows off to the crowd while doing it. It can punch at blinding speeds and several attacks hit more than once due to its multiple limbs. Machamp is much more ground focused but has tools to handle aerial combat.

Neutral: Dynamic Punch, Machamp throws out a flurry of punches with all four hands, propelling itself forward in the process. The final hit has a chance to inflict confusion on the opponent.

Side: Vital Throw, this move has a long wind-up time but grants super armor to Machamp. If the move connects, Machamp will grab the opponent and perform a spinning piledriver, smashing them into the stage or off it if close enough to the ledge.

Up: Cross Chop, Machamp leaps upwards into the air, and then descends diagonally to perform a diving cross chop, causing a shockwave when landing on stage.

Down: Rock Smash, Machamp pulls out a large rock from the ground with its lower arms and crushes it with the upper arms, shattering it into many pieces. The crush deals high damage and knockback while the rock fragments deal much lower damage and knockback, but they can hit multiple times to extra damage. If close enough to an opponent or if used midair, the move functions as a command grab with the opponent in place of the rock.

Critical Hit: Seismic Toss, a cinematic where Machamp grabs the opponent and jumps high into the air, high enough to leave the planet’s atmosphere and rushes back down headfirst like a meteorite, slamming back onto the stage with great force.
A tricky glass cannon fighter with a number of trapping options and has a strong focus on mindgames and aerial combat. Because of its Levitate ability, Gengar is lightweight and is extremely floaty despite its large body. To counteract this, Gengar can fast fall at any point during its jumps, even while going up.

Neutral: Shadow Ball, Gengar windups and throws a slow moving projectile like a dodgeball which may also lower the target’s Sp. Def on contact. Gengar can alter the speed during the windup, pressing the forward button will cause the ball to go faster while pressing the back button will slow it down even further

Side: Shadow Sneak, Gengar disappears and reappears after moving forward, spooking anyone in front of him. It’s shadow would move along the ground, indicating it’s location and if it comes into contact with an opponent, Gengar will automatically pop up from behind and deal slightly more damage.

Up: Lick, with a strong upwards lick of its tongue, Gengar somersaults upwards from its floatiness, keeping its tongue out and paralyzing opponents that make contact with it. Gengar can move itself horizontally during the ascent.

Down: Toxic, used on the Gengar charges up and spits out a thick purple cloud that damages and poisons opponents that stay in too long. Gengar can move around freely after the charge and spit it out anytime afterwards and will be completely obscured by the cloud if it walks inside. If the command is used in the air and without Toxic charge, Gengar uses Venoshock which lets out a poisonous shockwave that deals more damage if the opponent is poisoned.

Critical Hit: Night Shade, Gengar shoots a beam from its eyes and any opponent that it hits will receive a cinematic illusion of an assault from Gengar’s Mega form and all sorts of ghostly tricks before getting swallowed by Gengar’s Gigantamax Form.
A light-middleweight zoner. This fighter shares some similarities with its Smash counterpart with its strong mobility, low defenses and high learning curve. However it’s more focused on attacking from a distance and punishing those who get too close. It possesses a good number of disjoints using psychic energy and strong aerial mobility.

Neutral: Psychic, Mewtwo fires out a spot of telekinetic energy a set distance with a vacuum effect that goes off when an opponent is caught inside it, hitting them with a strong psychic force. Mewtwo can choose the direction the opponent is thrown between the opponent’s capture and psychic blast. This may also lower the opponent's Sp. Def on contact. If used in the air, this move becomes Psywave, which has Mewtwo summon a odd wave of psychic power that normally does weak damage but can occasionally inflict a strong amount.

Side: Aura Sphere, Mewtwo fires out a simple, speedy aura projectile, this version cannot be charged like Lucario’s. When backwards side input is used, Mewtwo sends out Shadow Ball which is slower but stays out for much longer.

Up: Teleport, Similar to Smash, Mewtwo quickly vanishes and reappears depending on directional input. This move does not do damage but passes through attacks.

Down: Barrier, Mewtwo throws up a sturdy psychic wall that negates projectiles and if an opponent attacks it up close, the barrier will throw them backwards and Mewtwo will gain a temporary Defense buff.

Critical Hit: Mega Psystrike, similar to its Smash counterpart, Mewtwo turns into Y Mega Form and throws forward a large energy sphere which can trap multiple opponents. Those hit by the sphere are held still and receive a psychic blast.

EDIT: Redid Meowth’s Critical Hit
Critical Hit: G-Max Gold Rush, Meowth turns into its Gigantamax form and summons a blast made up of coins. Any opponents who come in contact and still active become confused and this attack scatters coins on the ground.
 
Last edited:

Wademan94

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Second row:
A lightweight fighter with a strong combo game and flexible game plan but honestly just wants to have a good time. It has a difficult time with survivability due to its weight and it has to get in close to deal damage but it’s small frame and agile nature make it hard to hit.

Neutral: Water Gun, Totodile shoots out a few water bullets out of its mouth at a time. Charging it up will cause a massive stream of water to shoot out, covering more area and dealing more damage.

Side: Bite, Totodile lunges forward and bites it’s opponents with enough force to latch onto them. It can bite them repeatedly by pressing the attack or special move buttons, dealing a small amount of damage each time before releasing the opponent.

Up: Scratch, Totodile leaps up into the air and performs a scratch at the apex, though catching an opponent during the leap will have it scratch up to four times before hopping away.

Down: Aqua Tail, Totodile coats its tail in a layer of water and swings it around multiple times like a propeller. It can also be used to help recover while airborne.

Critical Hit: Surf, Totodile brings in a massive wave of water and crashes it into the stage while riding atop it.
A middleweight tank who isn’t too focused on fighting and spends much of its time just vibing on the stage and doing its own thing. Quagsire is slow and bulky, capable of absorbing a lot of damage before it’s in any real danger, though it’s much prefers to be on the ground while in battle.

Neutral: Mud Shot, Quag tosses up mud in an arc that also lowers the opponent’s Speed on contact. If it misses, a mud puddle will stay on stage and slow down any opponents walking across.

Side: Surf, Quag lies down on it’s belly and rides a wave across the stage in a carefree manner

Up: Body Slam, Quag excitedly leaps up into the air and performs a belly slam. This move can also paralyze opponents that it makes contact with.

Down: Yawn, Quag opens its mouth up wide as as it can and lets out a cloud that puts opponents to sleep. If Quag is hit by any water based projectiles while it’s mouth is open, it’s Water Absorb ability will allow it to consume and restore a bit of health. If Quag uses Surf directly after, it’ll lay down on its back while slumbering.

Critical Hit: Muddy Water, Quag summons Clodsire and rides on its back alongside both Woopers as the group ride along a giant wave of muddy water that engulfs much of the stage.
A middle-heavyweight rushdown character who likes to get up close and personal. While it may struggle against projectiles with its tall frame and lack of one, it’s still a fairly nimble fighter with great combo potential. The wind generated from its winds to prevent overheat while using certain attacks can blow back opponents behind it.

Neutral: Bullet Punch, Scizor lets out a flurry of punches and if any connect with an opponent, it will continue with a massive barrage before ending with a strong hook. Scizor gains invincibility during this move

Side: Fury Cutter, Scizor charges forward and slashes the opponent up to 5 times with each input

Up: U-Turn, Scizor charges up and flies in any direction. This attack only hits once but in Trainer mode, Scizor can immediately switch to another party member with the press of shield after the initial hit.

Down: Swords Dance, Scizor performs a frenetic dance that boosts its attacks for a short time. While in this state, this input becomes the move Bug Bite which has it snap its pincers, damaging opponents and removing any held item off of them, including consuming berries.

Critical Hit: Mega X-Scissor, Scizor turns into its Mega Evolved form and gains an attack and defense buff on top of having natural access to Bug Bite. Pressing the finisher input will have Mega Scizor unleash a flurry of slashes before ending with an X shaped double slash
A lightweight hit-and-run fighter who excels at racking up damage fast and pressure opponents with its speed. It can use its incredible speed to weave in and around enemy defenses and chase opponents around the stage. Its claws let it hang off walls as well as keep its traction on icy surfaces. Its Hisuian form can be selected as an alternate costume.

Neutral: Knock Off, Sneasel smacks down at an opponent, dealing damage and knocking off any items they’re holding, doing more damage if they are. If an item or projectile is thrown at Sneasel, this move becomes Thief and can be used to pocket it and store it for future use. While holding an item, Sneasel can quickly toss it as a damaging item using Fling.

Side: Ice Punch, Sneasel flies forward throwing out an icy punch that can freeze foes on contact. This move can be used to help recover.

Up: Night Slash, Sneasel performs a long claw swipe upwards. This attack has a powerful sweetspot at the apex of the move.

Down: Brick Break, with a powerful orange glow on its hand, Sneasel performs a karate chop and cuts through any barriers or defensive buffs on the opponent.

Critical Hit: Icicle Crash, Sneasel summons a large number of giant icicles from the top of the stage and hops around on them to knock them down to crash onto the stage. Weavile and Sneasler come in to assist Sneasel.
A lightweight combo oriented fighter who has a lot of versatility with its gameplan. It mainly fights by using its paintbrush tail as a melee weapon combined with its paint to create certain objects to aid in battle. It mainly relies on its fast general movement and attack speed combined with inflicting status effects to gain the upper hand.

Neutral: Sketch, a command grab that allows Smeargle to copy the opponent’s neutral special. The paint on Smeargle’s tail will change colors depending on the move type it has copied. Smeargle can create with paint anything it may need to use to pull off another Pokémon’s special.

Side: Tri Attack, Smeargle draws out a three color triangle in a rekka style fashion if an opponent is within range. This attack turns into a projectile that may paralyze, burn, or freeze the opponent on contact.

Up: Mortal Spin, Smeargle spins its tail in the air like a helicopter with purple poisonous paint surrounding it. On top of the grounded version having a high chance of poisoning opponents, this move can also remove stage hazards.

Down: Spore, Smeargle paints out a mushroom that shakes out a powder that puts nearby opponents to sleep. This move does no damage and has limited range.

Critical Hit: Extreme Speed, Smeargle quickly starts dashing back and forth across the screen diagonally, the player controlling the vertical movement. During this, Smeargle is covering the screen with streaks of paint that come together at the end to create an elaborate painting.
A heavyweight tank who possesses a wide arsenal of very powerful, hard hitting attacks. What it lacks in mobility, it makes up for in super armor as well as some of the best endurance out of any fighter. Some of its attacks leave behind rocks of different shapes protruding from the stage, changing the landscape of it for a little while.

Neutral: Crunch, Ttar crunches up the opponent with sharp fangs. This move may also temporarily lower the target's Defense.

Side: Stone Edge, Ttar sends out a spot along the ground and upon release or after a bit of time, the spot erupts with sharpened stones. When used in the air, Smack Down takes its place with Ttar throwing a rock projectile that while small, can spike opponents.

Up: Sandstorm, Ttar summons a sandy whirlwind with strong vertical reach that carries it upwards. The whirlwind sticks around for a bit but won’t refresh until Ttar makes it back onto solid ground.

Down: Stomping Tantrum, Ttar delivers a series of earth-shaking stomps to the ground, sending nearby enemies skyward with considerable power, consistent and repetitive damage, and a very large hitbox. If it fails to hit any of its other specials a second or two prior, the first hit of this attack will be stronger.

Critical Hit: Mega Rock Slide, Ttar turns into its Mega form and gains an Attack buff as well as Defense and through Sand Stream, summons a massive sandstorm across the stage that does chip damage. Pressing the special input again will have Ttar rain boulders from the top of the screen.
A middleweight rushdown fighter who boasts very fast attack speed and excellent mobility. Its razor sharp leaves give it strong albeit short disjoints but has relatively weak damage output. One of its taunts has it perform Grass Whistle which has a very short range but can put opponents to sleep if timed correctly. Grovyle can also stick to walls.

Neutral: Bullet Seed, Grovyle readies up a number of seeds from 2 to 5 and spits them out of its mouth at extremely fast speeds, hitting opponents in range almost instantaneously. They are thrown straight forward if the move is used on the ground, or at a 30°angle downward if used in the air.

Side: Leaf Blade, Grovyle uses its sharp leaves to perform up to three slashes with each input. The third hit has a strong chance of sending the foe flying.

Up: Rock Slide, Grovyle hops off of three rocks one at a time while in midair. The rocks can be used as projectiles against opponents below it.

Down: Aerial Ace, Grovyle leaps forward with an arced kick. If it lands, the opponent will receive high knockback, and Grovyle will rebound backwards at a lower arc if used on the ground though the arc is higher in midair.

Critical Hit: Leaf Storm, Grovyle summons both it’s pre-evolution and Mega Evolved evolution and unleashes a barrage of leaves across the stage together before Mega Sceptile finishes by launching its drill like tail forward.
A straightforward middleweight rushdown character. With its Speed Boost ability granting it stronger mobility as the match goes on, Blaziken’s speed allows it to chase opponents across the entire stage while its great recovery can place pressure on the opponents offstage. Its lunging knee attack is guaranteed to burn the opponent at its sweetspot.

Neutral: Blaze Kick, Blaziken jumps into the air, hitting twice with its knee while taking the opponent with it, and performs a downward-angled diving kick toward the ground, similar to Power Dunk.

Side: Flare Blitz, Blaziken charges up and flies forward with a flaming dropkick. This attack does a lot of damage but damages Blaziken as well.

Up: Sky Uppercut, a high reaching uppercut that hits multiple times.

Down: Fire Punch, Blaziken punches the ground and leaves a patch of fire. The flames are too short to camp out projectiles, but the patch is good for limiting space for opponents to retreat to. In the air, the punch causes Blaziken to dive straight down.

Critical Hit: Mega Blaze Kick, Blaziken transforms into its Mega Form and gains a huge attack buff. Using the finisher command allows it to go into a cinematic finisher where it unleashes a flurry of spinning kicks.
 

Wademan94

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Third row:
A lightweight zoner glass cannon. Gardevoir is tall and floaty with overall slow mobility though most of its attacks have high KO potential and impressive damage output. Much of her attacks use psychic energy and make most of them disjointed or long-ranged.

Neutral: Dazzling Gleam, a chargeable attack where Gardevoir performs a burst of sparkling energy around it, stunning opponents before sending them flying. The charged version hits multiple times.

Side: Psyshock, Gardevoir projects a small projectile across the stage, controlling the direction it moves until release or it reaches its maximum distance. The projectile creates a cage of psychic energy that fires off beams to the opponents inside. The instant before the beams fire, the cage pulls opponents in if they're close enough. Despite being a special move, it targets an opponent’s Defense for its damage output.

Up: Teleport, Gardevoir disappears and then reappears somewhere else nearby, depending on directional input, unable to attack or be attacked while using this move.

Down: Calm Mind, When used, the visual of a light blue spot and a drop of water falling appears. With a second button press when the two parts meet, Gardevoir receives temporary buffs in Special Attack and Special Defense. The move has a 40 second refresh time which starts immediately when the move is successfully activated, failed, or canceled. When active, this input allows access to Mystical Fire, which has it shoot out a fireball that lowers an opponents Sp Atk.

Critical Hit: Mega Moonbeam, Gardevoir turns into its Mega Evolved form and gains a huge Sp Atk and Sp Def buff as well as a moderate Speed buff and natural access to Mystical Fire. Upon pressing the finisher input again, Gardevoir pulls in opponents with a small black hole and within this space, Gardevoir projects itself harnessing the power of the moon with a ballet dance before firing off a moonlight projectile at the opponents.
A duo of lightweight rushdown/mix-up fighters who function as a tag team. Plusle has higher damage output while Minun has better defense. Despite their low damage output, they have strong combo potential and pressure tools. If one gets KO’d the other will be alone before it gets KO’d as well.

Neutral: Helping Hand, with sparkly pom-poms in hand, the leader summons and cheers on the other
-Plusle would use Charge Beam which would have it fire a long beam forward
-Minun would use Thunder which has it summon up to three clouds that fire lightning straight down one after another.
The solo would have Plusle or Minun perform a weaker version of their summoned move.

Side: Electro Ball, The leader flicks forward a ball of electricity that the partner can also attack. Plusle throws a fast version of Electro Ball while Minun throws a slow version and attacking with the other will alter its speed.

Up: Quick Attack, The two move together at warp speed in two inputted directions due to using the move one after the other. If one is KO’d, the remaining one will only move once.

Down: Baton Pass, the two swap in the other by passing a baton between each other. They can even switch between the other during Helping Hand.

Critical Hit: Discharge, The two perform a cheerleading routine before releasing a combined shockwave of electrical energy outwards, sending opponents flying.
A heavyweight ranged/zoner. Milotic’s tall frame make it hard for it to avoid attacks, but it can take a good amount of damage before getting into real trouble due to its bulk. It doesn’t do well in close quarters so it prefers to attack from and keep opponents at a safe distance.

Neutral: Scald, Milotic fires a beam of burning hot water from its mouth that may inflict burn on opponents. This attack reaches farther when charged up.

Side: Ice Beam, Milotic shoots a beam of ice low to the ground and slithers along it, damaging and potentially freezing opponents in its path. Offstage this move propels it straight forward for a second before slowly dropping downwards.

Up: Flip Turn, Milotic leaps high into the air like it’s breaching out of water and pressing the command again causes it to dive downwards. This move can also switch out Milotic instantly on contact in Trainer Battles.

Down: Scale Shot, Milotic flicks its tail and fires off a number of scale projectiles up to five at a time. This move increases it’s Speed but lowers its Defense.

Critical Hit: Surf, Milotic strikes an opponent to stun them with Cute Charm. While they’re distracted under infatuation. Milotic summons a massive wave to crash into the opponent.
A middleweight swordfighter style character who mainly uses its horn to fight as well as its sharp claws. Absol possesses strong attack power and good overall mobility, its multi hit attacks lead to strong combo potential. It can also use its claws to climb up walls.

Neutral: Night Slash, a disjointed slash attack that turns into a three hit slash and increases in range when charged up.

Side: Psycho Cut, Absol slices forward up to three times and unleashes a psychic energy blade with each hit.

Up: Razor Wind, in the air, Absol uses waves of razor-sharp wind downwards, propelling itself upward. This attack can be charged to create a bigger whirlwind, hitting opponents more times.

Down: Assurance, a semi-counter attack where Absol charges up and throws its paws forward for a strong attack. If an opponent damages it to a certain percentage, the attack will do more damage.

Critical Hit: Mega Future Sight, Absol turns into its Mega Form and moves around a psychic marker that marks any opponents it makes contact with. After a little while, all targeted opponents get blasted with a hunk of psychic energy that instant KO’s at high percents.
A super heavyweight who has no problem setting up into KOs with moves that have both high power and decent range. Its large frame makes it harder to avoid attacks, but being the heaviest fighter in the game, it can take a good amount of damage before it’s in any real trouble. It’s Clear Body ability reduces the time on stat debuffs.

Neutral: Meteor Mash, Metagross charges and throws out a hard punch with a starry aura. Pressing the input again while it’s arm is outstretched will fire out a star shaped beam as a weaker but longer disjointed attack. This may also boost the Metagross’s Attack on contact.

Side: Zen Headbutt, Metagross tucks in it’s legs and rockets forward headfirst. This attack moves relatively slow but is every strong.

Up: Magnet Rise, Metagross flies straight up into the air with the power of magnetism. This move doesn’t do damage but it can freely moved around for better recovery.

Down: Heavy Slam, Metagross jumps high up into the air and slams its body onto the stage. This move does a lot of damage due to Metagross’s massive weight.

Critical Hit: Mega Meteor Beam, Metagross turns into its Mega form and charges up. It then unleashes a massive beam that can be directionally moved.
A middleweight rushdown style swordfighter character. Empoleon has a very strong combo game thanks to its respectable attack output with its fins able to keep opponents at a good distance. While it doesn’t have the greatest average speed and mobility on the ground, it’s specials help it out greatly in those areas.

Neutral: Flash Cannon, gathering light energy on its fin, Empoleon slashes and sends forward a light blade projectile. Charging will allow the blade to travel a longer distance. This may also lower the opponent’s Sp. Def on contact.

Side: Aqua Jet, covered in water, Empoleon performs a blindingly fast dash forward while burst option.

Up: Drill Peck, a corkscrew attack using Empoleon’s sharp beak, this move pulls opponents in hitting multiple times with the final hit having strong KO potential. When used on the ground, it’ll instead move Empoleon forward.

Down: Ice Beam, Empoleon fires a beam of ice along the ground, potentially freezing any opponents caught in the beam. This leaves behind a sheet of ice on the stage that only ice types have traction on and Empoleon can slide on and use to gain more speed.

Critical Hit: Hydro Cannon, Empoleon summons a huge veiny blast of water that hits multiple times before delivering the final blow by jetting itself into the caught opponents.
A lightweight hit-and-run fighter. It may not be the fastest or strongest fighter, but it’s nerves of steel (as well as Unaware lessening knockback against boosted attacks) give it the courage it needs to stand up to the rest of the roster, especially since it needs to get in close to attack. It can also summon a flat tail made of water to aid in its attacks. This is a fighter that’s just played to have fun.

Neutral: Rollout, Bidoof charges in place, then rolls forward at high speed. The longer the charge, the greater the distance traveled and damage dealt. Bidoof will bounce off when hitting opponent, ending its roll.

Side: Cut, Bidoof leaps forward and any opponents in its path will get caught in a dust cloud, hitting them multiple times before launching them away.

Up: Rock Climb, Bidoof climbs upwards on a The attack hits multiple times with moderate knockback on the final hitbox. When this move is used on walls, Bidoof can quickly travel up them.

Down: Rock Smash, Bidoof summons a rock surrounding itself and quickly smashes it, creating a short burst of rocks around it. It can jump out of its burst, causing all sorts of shenanigans in the process.

Critical Hit: Superpower, a cinematic where Bidoof unleashes an all out assault and attacks an opponent with great power, standing triumphantly on top of the defeated opponent in victory. However, this also temporarily lowers Bidoof’s Attack and Defense after the move is complete.
A middleweight rushdown fighter who’s got strong attack power. With its eyes always focusing on its target, it tends to always face its opponent in a 1v1 scenario. With it’s Guts Ability, it’s attack rises if it’s hit with a status like burn or poison.

Neutral: Thunder Fang, with a small charge, Luxray lunges forward and bites with electrified fangs. It may also briefly paralyze the opponent.

Side: Wild Charge, Luxray curls up into a ball and throws itself forward at high speed. This move does a lot of damage on contact but also damages itself.

Up: Volt Switch, Luxray throws out a ring shaped electric projectile and dashes to its location, if this attack makes contact when it dashes, it is capable of instantly switching to its teammate in Trainer Mode.

Down: Leer, Luxray gives an intimidating flash of its eyes that flinches and lowers an opponent’s defense. This move can pierce even through walls.

Critical Hit: Roar, Luxray stands it’s ground and unleashes a powerful roar that, while doing little to no damage itself, sends opponents flying far. In Trainer Battles this causes a different Pokémon fighter to be dragged out.
 

Wademan94

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Fourth row:
A lightweight puppet fighter who works with her colony to battle or wall out opponents.
She commands a group of at least 3 Combee who give her more range in her attacks. Whenever the Combee faint, more will take their place over time. She also posseses a very effective aerial game and very flexible aerial movement due to her Flying typing.

Neutral: Defend Order, her swarm of Combee circle around her and shield her from opponents, spinning around nearby opponents as well as reflecting projectiles. This move safely summons back Combee that are away from her.

Side: Attack Order, Vespiquen sends her Combee out to latch onto her opponents and slowly racks up damage. They do not cause flinching while attacking. The Combee are also capable of gathering onstage items for Vespiquen.

Up: Air Slash, Vespiquen sends out a few blades of cutting air from her comb to attack any opponents below herself while propelling upward. This move gives Vespiquen a large amount of height and control through she’s vulnerable from above.

Down: Bug Buzz, Vespiquen vibrates her wings to generate a damaging sound wave around itself. This attack may also lower the target's Sp. Def.

Critical Hit: Hurricane, Vespiquen stirs up a large vertical whirlwind with a large amount of Combee spinning around it. This whirlwind moves slowly but can be moved left or right. Any surviving opponents hit by it may be inflicted with confusion.
A heavyweight rushdown/mixup character who’s fast and powerful and a force to be reckoned with. Garchomp has tools to handle fights on both the ground and in the air and it excels at punishing opponents. It uses all parts of its body to attack from its fins to its jaws and long tail. It can also use said fins to glide in the air for a short period, albeit with a slight downward descent.

Neutral: Sand Tomb, Garchomp stirs up a small tornado of sand that travels a short distance and hits opponents twice uncharged but can be charged to hit opponents up to five times at once. This move can be used in conjunction with Garchomp’s Sand Veil to increase the period of invincibility when dodging and distance for air dodges.

Side: Dig, Garchomp tunnels into the ground and can move freely around, its fin appearing above ground, before popping out of the ground with a mighty biting attack. The aerial version has Chomp drill straight through the air and can be angled up or down.

Up: Dragon Rush, Garchomp becomes enveloped in a purple aura and flies straight up into the air. It then dives diagonally downwards and slams into any opponents in its path with full force.

Down: Earthquake, Garchomp stomps with its foot with a large earth cracking shockwave, sending nearby enemies skyward. Charging up this move will have Garchomp jump up and stomp the stage, increasing the damage and range of the shockwave. This move only affects grounded opponents. If performed in the air, Chomp will plummet straight down with its foot.

Critical Hit: Mega Outrage, Garchomp turns into its Mega Form, who’s a bit slower in exchange for more attack power. Pressing the finisher input will cause Chomp to activate a cinematic where starts going on a rampage and attacks a single opponent with full force with its scythes.
An all-round fighter who will share a couple traits with his Smash counterpart but would be tailored more towards a basic shoto, a fighter the rest of the roster would be built around who’d have simple, beginner friendly combos. His fighting style would have him mainly fight in close quarters though a few of his attacks would incorporate his aura bone club for mid-range coverage. His up strong Power-Up Punch, is a strong uppercut that also gives him a temporary Attack boost if it connects with an opponent (an invincible anti-air, like Shoryuken)

Neutral: Aura Sphere, a basic fireball projectile that would function more like Ryu’s Hadoken, this attack can still be charged.

Side: Vacuum Wave, a shorter ranged wind projectile that sends opponents flying in his direction on contact, pressing the input again quickly will suck in Lucario and send him forward with a flying kick.

Up: Extreme Speed: a quick straight upwards dash that does damage and can be angled left and right. Pressing the input again will have Lucario rush straight downwards, hitting any opponents in his path for large damage.

Down: Iron Defense, Lucario performs a guarding stance and gains a metallic aura for a split second. If it guards an attack that makes contact, giving him a temporary defense boost. The move would negate any projectile attacks, working as an anti-zoning tool. While he’s in this state, he has access to Force Palm, where Lucario throws out his palms on both sides and can paralyze his opponents for follow up attacks.

Critical Hit: Mega Lucario/Mega Aura Sphere, Lucario turns into his Mega Evolved form and his attack and defense gain a huge boost. He has access to Force Palm naturally in this state. Pressing the command again will have Lucario charge up a huge Aura Sphere above his head and throw it downwards like a Spirit Bomb.
A middleweight tricky zoner/trapper who focuses on stage control and taking advantage of inflicting opponents with sleep. It possesses a dominant aerial game and is extremely evasive, like retreating into the shadows with its dashing animation as well as its grounded dodges. Its nightmare powers grant it access to many unorthodox attacks and movement options.

Neutral: Dark Pulse, Darkrai unleashes a shockwave of dark energy around itself, hitting all adjacent opponents. It can charge the attack to improve its damage and range.

Side: Focus Blast, Darkrai charges up and throws out a slow moving fireball projectile that does a lot of damage on contact.

Up: Ominous Wind, Darkrai disappears in a ghostly whirlwind and reappears at another point. If it hits an opponent, it may raise its offensive and defensive stats.

Down: Dark Void, Darkrai sends an ball of dark energy into the ground to act as an invisible trapping move. Any opponents that come into contact with it will be pulled in and fall asleep. It can activate immediately when the ball of energy falls onto the opponent from above. The sleeping opponent takes passive damage due to Darkrai’s Bad Dreams ability.

Critical Hit: Dream Eater, Darkrai generates a huge portal to a world of total darkness, pulling opponents in and puts them to sleep towards the middle, inflicting continuous damage along the way. This finisher does more damage to opponents who were already asleep at the time of activation.
A tricky grappler style fighter defined by quick, slippery movement and fast attack speed, making it hard to pin down. It primarily attacks with its tail and summoning vine whips. Its dash attack has it slither across the ground and allows it to low-profile through certain attacks.

Neutral: Grass Knot, it summons a grass snare trap that trips opponent and deals damage that scales depending on the opponent’s weight. If used midair it acts like a short ranged spiking hitbox.

Side: Wrap, a command grab that has Serperior dash forward and wrap around its opponent, inputting the attack/special button will squeeze and damage the trapped opponent and a directional input will launch them forward.

Up: Vine Whip, a tether grab that can pull opponents closer to Serperior if it hits them while it’s on the ground.

Down: Glare, With a flash of its glowing red eyes, Serperior looks down emits a short flash, and any opponent facing Mewtwo and right in front of it will be dazed for a short period.

Critical Hit: Grass Pledge, Serperior summons a few whirlwinds of grass to attack opponents in front of it, launching the opponents upwards. If Serperior’s teammate in 2v2 is a Water or Fire starter, they will add onto its Critical Hit with Water or Fire Pledge respectively, the attacks main power remains the same but a stage hazard remains after the attack is finished, such as a damaging pool of fire or a speed reducing patch of rainy swamp.
A lightweight zoner/trapper who can easily rack up damage and posseses a lot of versatility. It’s moveset comes with a number of ranged attacks with firing beams out of its head and fiery bursts, as well as unexpected attacks like its up strong shooting out a ghostly chandelier chain from its head that grabs opponents to bring them closer or the bottom of platforms to swing from. Using a successful Protect on a Fire-type special will let Chandelure absorb the flames and uses them to power up its own Fire-type moves thanks to its Flash Fire ability.

Neutral: Will-o-Wisp, Chandelure summons a sinister, bluish white flame to float in front of it. Pressing the input again will bring the flame to its current location and can inflict a burn to any opponents in the path it travels.

Side: Confuse Ray, a multi part move where Chandelure sways its arms and causes its flames to dance and fly in front of it, hitting opponents and in front of it and inflicting confusion on them.

Up: Hex, Chandelure disappears and reappears in another spot to inflict damage. This move inflicts more damage if the opponent is affected by a status.

Down: Overheat, a chargeable attack where Chandelure let’s out a huge flaming burst and does heavy damage to opponents, but the recoil from this move harshly lowers Chandelure’s Sp. Atk stat for a while.

Critical Hit: Burning Jealousy, Chandelure goes to the middle of the screen and lets out a huge blast of ghostly fire that spreads out across the screen in a horizontal manner, dealing a lot of damage. This finisher leaves all opposing Pokémon that have an active stat boost with a burn.
A lightweight rushdown/glass cannon. Axew has strong power and combo potential but very short range on many of its melee attacks using any of its limbs other than its head fin, so it has to get in close to attack. It can also cling onto walls.

Neutral: Dragon Rage, Axew fires a purple fireball that bounces along the ground. Charging up the attack will have Axew fire multiple bouncing fireballs at once, though charging for too long will cause the Dragon Rage to blow up in its mouth and inflict recoil damage.

Side: Breaking Swipe, Axew throws its whole body forward in a ring with its top fin doing damage. This also lowers the opponent’s Attack.

Up: Scratch, Axew unleashes a series of scratches with its claws while rising into the air. This move can be directed to head in any direction, including downwards.

Down: Iron Tail, Axew’s tail gains a metallic glow and swings it forward. This move is short ranged but packs a lot of damage and may also lower the opponent's Defense.

Critical Hit: Giga Impact, Axew charges forward, trapping opponents in its path and charges back at them from the other way, using every bit of its power. Axew causes a huge explosion on impact.
A middleweight brawler with strong attack power but with small hitboxes to encourage precision. It possesses decent normal defense but has low speed, susceptible to special attacks and falls fast due to its Steel typing. Bisharp commands a group of three Pawniard, only one of which can be out at a time. The Pawniard attacks in tandem with Bisharp and is faster but has little health. The two have strong combo potential and damage output if both are used with precise timing and spacing.

Neutral: Pursuit, Bisharp sends out a Pawniard that quickly dashes forward and attacks any opponent in its path. While out, Bisharp can direct Pawniard in its facing direction. If Bisharp has no Pawniard available, it will do a diagonally upwards dash. In Trainer Battles, This Attack can do a lot of damage with frame perfect precision on an opponent switching to another fighter.

Side: Sucker Punch, Bisharp dashes forward and briefly stuns the opponent. If Bisharp catches their opponent while they’re preparing an attack, it’ll perform a second more damaging strike in the reverse direction. If Pawniard catches an opponent with this move at that same point, Bisharp will home in on the opponent from any point on the stage (though it’ll be stopped if there’s a barrier in its way)

Up: Metal Claw, a diagonal slash upwards followed by a downward slash at the peak. This may also boost Bisharp’s attack on contact.

Down: Quick Guard, Bisharp summons a fast hexagonal shield for both it and Pawniard. This recalls Pawniard to join Bisharp and follow behind it.

Critical Hit: Bisharp has two finishers depending on the status of the Pawniard.

-Beat Up, occurs if 1-3 Pawniard are available. A cinematic where all living Pawniard rapidly strike the opponent before Bisharp deals the final blow.

-Retaliate, occurs when there’s no Pawniard left. A cinematic where Bisharp gets revenge for its fainted Pawniard and strikes down its opponent in katakiuchi fashion.
 

Wademan94

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Fifth row:
A lightweight stance change character who switches between a zoner with its Aria Forme and rushdown in Pirouette Forme. Its Aria Forme utilizes song for many disjointed attacks in its neutral while Pirouette Forme performs dance moves for melee combos. Meloetta has overall poor survivability, but both forms give it a lot of versatility.

Neutral: -As Aria, it uses Round, a simple music projectile that bounces around the stage and reflected off terrain.
-As Pirouette, it uses Wake-Up Slap which has it perform a slap which does more damage on sleeping opponents.

Side: -In Aria forme, Meloetta uses Psybeam, a long ranged beam attack what hits multiple times and causes confusion. This move targets Sp. Def.
-In Pirouette form it uses Close Combat, where it charges forward with a mixed barrage of punches and kicks, teleporting with each hit. This move targets Def but lowers its own temporarily.

Up: Telekinesis, The move creates a spot of psychic power that can be moved freely around, but Meloetta is unable to move or defend while active. On contact, the spot grabs and twirl opponents around in the air, and releases them without knockback in a tumbling state. Aiming into Meloetta will send them in a trajectory opposite to the side they were hit on. This move is used in both forms and does not do any damage.

Down: Relic Song, Meloetta lets out a sound wave around itself that does damage and puts opponents to sleep. This move causes Meloetta to change between its Aria and Pirouette Formes.

Critical Hit: Hyper Voice, a rhythm based finisher with Meloetta firing off damaging sound waves to the tune of its Relic Song. A rhythmic tracker appears, having the player time beats and the more beats are matched, the stronger the shockwaves.
A heavyweight zoner who excels at neutralizing approaches, racking up damage, edgeguarding, and pressuring from a distance. Many of its attacks are ranged or projectile based, possessing some of the longest range out of the roster.

Neutral: Techno Blast, Genesect fires a beam of light that changes type properties depending on the drive that’s held (including interacting with stage hazards), including high chances of inflicting statuses for the respective types of the Chill, Burn and Shock Drives. As it feels no need to waste energy with needless taunting, it uses the taunt input to switch drives.

Side: Electroweb, a long ranged command grab that captures opponents in an electric net, allowing Genesect to throw them in any direction. This lowers the opponent’s Speed stats.

Up: U-Turn, Genesect transforms into a flying saucer and zooms upward or forward while grounded, hitting any opponents in its path. In Trainer mode, Genesect can immediately switch to another party member with the press of shield after the initial hit.

Down: Magnet Bomb, Genesect targets an opponent in it’s line of sight and they become surrounded by up to 5 circling spherical bombs. After 4 seconds, the bombs flash and strike the target, exploding on contact.

Critical Hit: Hyper Beam, Genesect charges up and unleashes a powerful beam from its cannon that covers the majority of the stage and keeps opponents trapped hitting them multiple times before a final launching blow.
A lightweight zoner who boasts good mobility and a plethora of attack options. It’s wand stick grants it strong disjointed range with the flame acting as a tipper as well as more projectile range with fire magic. It excels at keeping opponents at bay due to its for survivability. It’s strong attacks gave a chance to swipe an opponent’s held item if one is present due to the ability Magician

Neutral: Ember, Braixen fires out a simple fireball projectile that is quick to throw, but travels very slowly and is very weak. Charging the attack will change the move to Mystical Fire, where Braixen will circle its stick and attack with a bigger and faster fireball that also lowers the opponent’s Sp. Atk.

Side: Flame Charge, Braixen hops onto their stick to use like a witch’s broom and dashes forward while cloaked in flame. On contact with an opponent, Braixen’s Speed gets a temporary buff.

Up: Fire Spin, Braixen spins around her flaming stick and launches itself upwards, moving around freely afterwards. This move leaves behind a fierce vortex of fire that stays around for several seconds, trapping opponents who get caught in it. Braixen can hop off it again at least once if untouched by an opponent.

Down: Metronome, Braixen waves its finger tauntingly while readying its wand. The player will be given a random selection of four moves to choose from. Metronome has 10 PP total and each move will use a certain amount of PP, indicated as a number by the move's name. BP can be regained over time or by landing combos. List of Metronome moves:

-Light Screen (2 PP), summons a group of barriers that deals less damage against special moves
-Will-O-Wisp (3 PP), put a burn on the opponent and lowers their attack power
-Sunny Day (4 PP), summons a small sun that boosts fire based moves)
-Solar Beam (7 BP), casts a giant diagonal beam down from above it.
-Psyshock (3 PP) a small beam traps opponents in a cage of psychic energy and strikes. The instant before the explosion pulls opponents in if they're close enough.
-Agility (2 PP), grants a massive Speed buff
-Hypnosis (2 PP), sends out a sleep inducing projectile
-Grass Knot (2 PP) a Grass trap that snares the opponent and trips it,
-Thunder Wave (2 PP) a group of small electric rings that briefly paralyzes opponents
-Recover (1 PP), allows a small bit of HP to be recovered
-Dazzling Gleam (4 PP), a fast sparkly projectile that explodes with a large radius after a certain distance or on contact.
-Spiky Shield (5 PP) temporarily replaced Metronome and summons a grass spiky shield that destroys projectiles and damages any attacker who makes direct contact.This move can be used as many times until the timer runs out.
-Horn Drill (1 PP) a horn that rotates like a drill is sent out. It has the chance to cause the opponent to faint instantly.
-Explosion (10 PP) Braixen summons a giant explosion that covers a good chunk of the stage, heavily damaging opponents but also causing Braixen to faint after using.

Critical Hit: Blast Burn, joined by Fenniken & Delphox, Braixen sends out a fiery wave that upon contact with any opponents, spawns four flame pillars to pop up and surround each opponent, colliding together into one pillar dealing major damage.
A middleweight mix-up/rushdown fighter. This iteration holds a lot of similarities to its Smash counterpart, including its high mobility and good range with kunai. It’s KO options are a bit more limited in its base form, though with the power of its ability Battle Bond, Greninja after KO’ing an opponent can turn into Ash Greninja, increasing its attack power and speed.

Neutral: Water Shuriken, Greninja throws out a small shuriken projectile and can throw up to 5 before needing a cooldown. The shurikens gain more damaging power as they travels, unable to flinch opponents at point-blank but doing more knockback at max range. In Ash-Greninja form, this attack functions like it’s Smash iteration.

Side: Feint Attack, Greninja disappears and dashes forward, reappearing with a sucker punch in the form of a kunai strike, this attack does more damage if it strikes the opponent from behind. Greninja cannot be hit while invisible but only travels a set distance.

Up: Night Slash, Greninja tosses a water kunai up and dashes to it at blinding speed, performing a three part slash attack. This attack can be angled diagonally in midair or fully left or right grounded.

Down: Substitute, Greninja sacrifices some of its health to place down a Substitute doll, though holding the button will toss it and damage opponents. The doll stays on the stage and can be hit around. Pressing the input will have Greninja teleport from anywhere on the stage and take the doll’s place and regaining a small bit of health. Sound based attacks launch the doll much farther.

Critical Hit: Waterfall, using Smokescreen, Greninja activates a cinematic where it teleports both itself and the opponent to the base of a waterfall and dashes up it in a crisscross pattern while striking the opponent in the middle. Upon reaching the top, Greninja delivers a final blow to meteor smash the foe into the Smokescreen and back onto the stage. During the ascent, Magikarp, Feebas and Basculin are swimming upwards and at the top of the waterfall is a moonlit pond with cherry blossoms holding Gyarados, Milotic and Basculegion.
A middleweight stance swordfighter. Aegislash is an unorthodox fighter as with its own body acting like a wielded weapon, it’s hurtbox is always moving even with its standing attacks. It’s Blade Forme has less defensive capability but more attack power and range, allowing Aegislash to keep opponents at a distance. Its Shield Forme has more defense but less range, requiring players to get in closer but is typically safer. Its shield blocks opposing projectiles if it is standing still or walking.

Neutral: -In Blade Forme: Aegislash uses Swords Dance, which summons a group of spectral swords to act like a horizontal shield. These swords only cause flinching but hitting all of them will increase its Attack.
-In Shield Forme, Aegislash uses Metal Sound, which has it pound it’s shield unleashes a soundwave that lowers opponent’s Sp Def.

Side: -In Blade Forme: Aegislash uses Iron Head and rushes forward with its blade facing out, covering a good distance.
-In Shield Forme, it uses Shadow Sneak and moves a shadow along the ground in front of it and on releasing the input, stabs the ground and pops out of the shadow blade first. When used in the air, it turns into a shadowy spot that Aegislash pops out of with a rotating spin slash.

Up: Slash, Aegislash quickly swipes their blade upward and performs a high-spiraling leap. Blade Form has more vertical distance while Shield Forme attacks at a steeper angle with less height.

Down: Kings Shield, Aegislash takes a defensive stance while it protects itself from damage. This reflects projectiles, lowers the Attack of any opponent that makes direct contact and changes Aegislash between its Shield Forme and Blade Forme.

Critical Hit: Sacred Sword, Aegislash strikes an opponent and sends them into a cinematic where it summons and commands the Swords of Justice to assist in its assault. All four members unleash an full on barrage before Aegislash finishes the opponent with one final slash.
A lightweight zoner where its unique projectiles make it excel in zoning and stage control with an emphasis on setups. It’s ribbons give it disjoints in its melee attacks. Several melee attacks have sweetspots that apply a heart shaped reticle on the opponent that cause it’s projectiles to home in on them thanks to its Cute Charm ability.

Neutral: Disarming Voice, Sylveon sings and sends out a slow moving soundwave projectile straight forward.

Side: Swift, Sylveon summons and shoots out up to three fast traveling star shaped projectiles that travel in three different directions if used without a reticle.

Up: Fairy Wind, Sylveon stirs up a whirlwind and boosts itself upwards. The whirlwind will stay in place for a short moment after use and launch opponents skywards.

Down: Charm, Sylveon bobs back an forth stirring up passive heart effects above it that lower opponents Attack on contact. These hearts disappear after a bit if they’re left alone but they can be combined with Sylveon’s other projectiles to apply the debuff if they hit an opponent, like traveling within Disarming Voice or sent flying in horizontal directions with Fairy Wind.

Critical Hit: Twinkle Tackle, a cinematic recreation of the Z-Move of the same name, Sylveon prances about and toys with the opponent before launching them high into the sky with a star powered headbutt.
A lightweight grappler who can rack up damage at alarming numbers but has issues taking hits, making it a glass cannon. While not super mobile on the ground, it has exceptional aerial mobility along with multiple jumps with its Flying typing.

Neutral: Dual Wingbeat, Hawlucha performs a wing powered lariat that sends it into the air, pressing the button again will perform another lariat. Hawlucha can only perform two before touching the ground.

Side: Submission, a command grab where Hawlucha dashes forward and upon grab, loops in the air and recklessly dives for the ground, causing recoil damage. Hawlucha can also perform a sacrificial kill with used on the ledge or in midair.

Up: Sky Attack, an omnidirectional dash that charges up at first before flying in the inputted direction. The attack only hits opponents once but can deal a lot of damage if the sweetspot on the end of its beak connects.

Down: Feather Dance, Hawlucha performs a spin and pose that sends out some of its feathers flying around. The feathers covers opponents around it with a mass of down that briefly lowers their Attack. As a result, Hawlucha’s air mobility is briefly cut down and has to become more ground oriented until it gains more feathers.

Critical Hit: Flying Press, a cinematic that has Hawlucha take the opponent into a boxing ring and launch itself off the ropes several times before finishing with the namesake move.
A middleweight long range-focused glass cannon that uses its high air speed to soar across the stage, controlling the distance between opponents as possible and hitting hard while keeping foes at bay. If anyone manages to get close, they can easily take advantage of its poor defenses. It’s wings grant it multiple jumps and it’s Infiltrator ability makes it capable of doing more damage against opponents using barriers like Light Screen or Reflect.

Neutral: Dragon Pulse, Noivern fires from its mouth a short range multi-hit laser beam that inflicts more damage and knockback when charged. The attack can be angled upwards or downwards.

Side: Tailwind, Noivern flaps it’s wings and summons a horizontal wind trail that boosts its horizontal movement as well as its allies while within the slipstream. This slipstream lasts for a little while and has a cooldown before it can be summoned again.

Up: Gust, Noivern spins around in an upward rising tornado, this move has little vertical range due to Noivern’s multiple jumps but it can be moved left or right and its size and power is boosted when used inside Tailwind.

Down, Supersonic, it lets out a sound wave straight ahead that confuses the opponent, this move does no damage and has a bit of startup but also has good range of effect.

Critical Hit: Boomburst, Noivern sprays its throat with Throat Spray and unleashes an explosive sound wave that covers much of the stage and blasts opponents away.
 

Wademan94

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Sixth row:
A surprisingly bulky lightweight zoner who’s capable of surviving more due to its focus on defensive play. Despite its low damage output and sluggish movement, it has a lot of utility and range with its attacks and specials, with good disjoints due to its rock and magic typing. Some of its crystal involved attacks can reflect projectiles too

Neutral: Power Gem, Diancie summons up to 4 crystals that fire off beams of light at a single spot when the input is released. The attack starts with one and the longer the input is held.

Side: Dazzling Gleam, Diancie compresses the carbon in the air a set distance away and creates a powerful explosion of light. This explosion expands and engulfs any opponents trapped in it, hitting multiple times before launching them away. This creates a floating diamond that can reflect projectiles above it, including Diancie’s Power Gem lasers.

Up: Flash, Diancie uses a blinding flash of light produced by its gemstones to boost itself straight upwards. This move also deals no damage, but makes Diancie invincible to damage during start-up.

Down: Ancient Power, Diancie summons a shield of 4 fossils containing prehistoric power that can be thrown as a projectile attack with another input. This may also boost all of Diancie’s stats at once, but only if all four fossils make contact with opponents.

Critical Hit: Mega Diamond Storm, Diancie turns into its Mega Form and whips up a storm of diamonds to damage opposing Pokémon. This may also temporarily boost its Defense if it KO’s any opponents.
A middleweight zoner who excels at keeping distance between itself and opponents. Its playstyle is defined by its long reaching leaf arrows utilized in most of its attacks, offset by its low grounded speed. It also can use its wings to make a slower and more controlled descent.

Neutral: Spirit Shackle, Decidueye locks onto a fighter within its line of sight and fires a cursed arrow at them. It can charge the arrow to inflict more damage. In Trainer Battles this attack temporarily prevents the opponent from switching to another party member.

Side: Leaf Blade, Decidueye uses its sharp leaves to perform up to three slashes with each input. This move is performed a set distance away due to its ability Long Reach.

Up: Phantom Force, Decidueye uses its ghostly powers to disappear and reappear in another spot, doing damage on re-entry, even to opponents using Protect.

Down: Defog, Decidueye stirs up a strong wind blows away the target's barriers such as Reflect or Light Screen. This can also lowers the opponent’s dodge distance.

Critical Hit: Sinister Arrow Raid, in a cinematic, Decidueye creates countless arrows using its Z-Power and swoops through the captured opponent with full force, finishing them off with the arrows.
A middleweight zoner/trapper with focus on stage control. Due to its poor speed, Primarina is very defensive focused, limiting the opponents options with its specials and punishing them. It can also juggle opponents quite literally with its nose in its up tilt.

Neutral: Sparkling Aria, Primarina stands on its tail and charges up a large bubble,
The bubble can used as a platform or trap opponents inside on contact if left alone or moved with sound, but hitting with a physical attack will turn the bubble into a straightforward projectile. Any burned Pokémon can be cured using the bubbles.

Side: Disarming Voice, Primarina quickly fires a soundwave straightforward from its mouth. This move can push around bubbles and has water type properties thanks to the ability Liquid Voice.

Up: Bubble Beam, the grounded version has Primarina firing a beam straight on, hitting multiple times and leaving behind a few bubbles that can disrupt opponents above them. When used in the air, Primarina shoots the beam downwards, using the bubbles to fly up on. This move doesn’t do damage after the initial firing.

Down: Dive, Primarina dives into the stage and can freely move around for a couple seconds before breaching out of the ground. This leaves behind whirlpools at both points that Primarina or bubbles can teleport within, though there’s a cooldown after they disappear.

Critical Hit: Oceanic Operetta, Primarina summons a massive amount of water using Z-Power into a massive bubble and throws it onto the stage, damaging any opponents it contacts.
A lightweight zoner who uses its ice and various powers to perform several disjointed attacks. Despite its short melee range and fragility, it is also extremely fast and is good at pressuring foes from a distance. Due to its Snow Cloak ability, its dodge distance will increase when snow is active on stage.

Neutral: Icy Wind, Vulpix continuously blows with icy breath which gets smaller over time and can lower the opponents speed on contact.

Side: Extrasensory, Vulpix summons a peculiar psychic power to explode in front of it a set distance away. The explosion expands and engulfs any opponents trapped in it, hitting multiple times before sending them upwards.

Up: Freeze-Dry, when used on the ground, Vulpix shoots out a beam that freezes opponents as well as turns water projectiles and certain water based moves into ice, some of which can be picked up and thrown. When used in the air, Vulpix shoots the beam downwards and creates itself a floating ice platform for it to land on. It won’t be able to create another until it lands on a stage platform.

Down: Aurora Veil, Vulpix summons an aurora that boosts both its defenses temporarily. This attack can last longer if used when snow is summoned on stage.

Critical Hit: Subzero Slammer, Vulpix traps an opponent in a cinematic where it m creates a platform of ice that rises from beneath its feet. Vulpix fires a large icy beam from its mouth, covering the opponent and battlefield in ice. The ice around the opponent grows outward before bursting and sending opponents flying.
A heavyweight composite all-around fighter with a gimmick. Silvally has very average mobility, attack power and defensive capabilities. Every move aside from neutral attack, neutral air and specials are a different move type and the memory discs it uses in its down special give a power boost to a certain move as well as access to additional effects of certain moves. Silvally can return to normal type by getting rid of a disc via taunt.

Neutral: Multi-Attack, a chargeable downward slash that can be stored and thrown out at a later point. This attack can take on certain type properties from memory discs and is capable of spiking as well.

Side: Crush Claw, a command grab that damages the opponent on contact.
Silvally can hold them in place briefly and throw them in four directions afterwards.

Up: Return, Surrounded by hearts, Silvally charges upwards in a tackle, performing a spinning slash at the apex.

Down: RKS System, Silvally pulls up a menu containing four random memory discs for it to pick from. The Memory Discs with the corresponding attacks, these attacks gain a power boost and additional effects when a disc is used.

Bug Memory - X Scissor (Forward Strong)
Dark Memory - Snarl (Back Throw)
Dragon Memory - Dragon Claw (Back Aerial)
Electric Memory - Thunderbolt (Up Throw)
Fairy Memory - Speed boost to aerial mobility
Fighting Memory - Reversal (Down Strong)
Fire Memory - Heat Wave (Down Aerial)
Flying Memory - Air Slash (Up Aerial)
Ghost Memory - Shadow Claw (Down Tilt)
Grass Memory - Grass Pledge (Up Strong)
Ground Memory - Speed boost to grounded mobility
Ice Memory - Ice Fang (Forward Aerial)
Poison Memory - Poison Fangs (Forward Tilt)
Psychic Memory - Psychic Fangs (Forward Throw)
Rock Memory - Rock Slide (Down Throw)
Steel Memory - Steel Wing (Up Tilt)
Water Memory - Surf (Dash Attack)

Critical Hit: Breakneck Blitz, a recreation of the Z-Move of the same name, Silvally traps opponents in a cinematic with a dash, then it becomes surrounded by a golden aura and charges at the opponent with a full-speed tackle.
A lightweight mixup/grappler who likes to keep close to its opponents. Its shadowy claws give it a strong amount of range in its attacks with several of its strikes have knockback that pulls in opponents. Despite its weight, it’s low to the ground hurtbox make it hard to hit and its Disguise ability gives the head of its costume a separate hurtbox that absorbs more damage until it breaks.

Neutral: Astonish, Mimikyu turns around as if it’s about to run the other direction then suddenly turns back and scares the opponents in front of it

Side: Play Rough, Mimikyu flies forward and any opponents in its path are pulled under its cloak and beaten senselessly until Mimikyu throws them out, the player choosing the direction thrown

Up: Shadow Claw, Mimikyu disappears into a shadowy portal and reappears a set distance in the chosen direction with a powerful claw strike. This move passes through attacks.

Down: Wood Hammer, using shadowy energy, Mimikyu turns it’s tail into a ghostly hammer that slams into the ground. This attack damages Mimikyu but if it hits an opponent directly, it will drive a ghostly nail into them and inflict Curse, which will drain the opponent’s health over time. Curse lasts for a little while but in Trainer Battles can go away if the inflicted Pokémon switches out.

Critical Hit: Let’s Snuggle Forever, Mimikyu rushes forward and forces the opponent to enter a cinematic where it stalks the foe in a dark forest before coming in for the kill. It pulls them under its sheet and inflicts damage before tossing them out. This finisher becomes an instant KO if the opponent hits a high enough level of damage.
A lightweight glass cannon. Tapu Koko is very floaty and mobile but can be easily KO’ed if it’s not careful. It’s ability Electric Surge allows it to apply Electric Terrain whenever it hits a sweetspot on its strong attacks or successfully Protects against a melee attack, though the Terrain has a cooldown after use. Tapu can absorb this terrain to boost its electric based moves.

Neutral: Discharge, Tapu unleashes a large net of electricity around itself, dealing multiple hits. Using it on Terrain increases the diameter and damage output.!

Side: Thunderbolt, Tapu throws out a long ranged bolt of electricity that holds opponents in place and hits them upwards after dealing damage. If the input is pressed again while the bolt is out, Tapu can quickly travel to the other end of the bolt.

Up: Sky Drop, a command grab that has Tapu rise up into the air. It will grab any opponent it comes into contact with and flies even higher before spiraling downwards with the opponent in its grasp.

Down: Nature’s Madness, Tapu applies a shockwave of pink energy as a stage hazard that drains away opponent’s health while they are inside it. It disappears after a little while or after dealing enough damage.

Critical Hit: Guardian of Alola, an adaptation of the Z-Move of the same name, Tapu Koko goes into the background and summons a giant humanoid entity to merge with as its head. A reticle appears and upon pressing the input, the entity slams its fist onto the stage, damaging any opponents that get caught under it.
A middleweight rushdown character whose playstyle can change on the fly. It’s a very up in your face bruiser at first with many kicks and soccer inspired maneuvers in its kit. Whenever it lands a special move, the Libero ability changes Cinderace’s type and affects aspects of its playstyle.

Neutral: Pyro Ball, Cinderace kicks around a pebble that turns into a fireball and kicks it forwards. The animation can be shortened with another input. Upon contact with an opponent, Cinderace’s Fire type becomes prominent, raising its ground speed and movement at the cost of lower damage output and traction but raises the chances of inflicting burn. The Pyro Ball becomes an item that Cinderace can interact with and use in conjunction with other attacks as a projectile, though it can be lost or destroyed.

Side: High Jump Kick, hops up and performs a flying drop kick, this attack deals a lot of damage on contact but missing and hitting the stage in this animation will cause recoil damage. The attack goes a set distance and Cinderace will return to its normal state if it doesn’t connect with anything at the end with the continued momentum but it be cancelled out of to make it less risky for recovery. Landing this move will turn Cinderace into Fighting Type which strengthens its damage output and combo potential with decreased knockback but takes more damage as a result.

Up: Bounce, Cinderace flies straight up into the air with a damaging wind aura and pressing the input again will cause it to dive down just as fast. Landing this attack turns him into Flying Type which gives it more jump height and airspeed but has less weight to survive on.

Down: Court Change, Cinderace swaps an area of space it’s on with an area in front of it. If it has an active type, this move will remove the typing, returning Cinderace to Normal, and transfer it onto the stage as a hazard (a multi-hit area that either burns, spikes or launches opponents upwards) If an opponent is caught in the space, it works like a command grab with an effect transferred onto them. Like in its home game it can also steal barriers from opponents or transfer certain stage hazards onto another spot or onto a captured opponent.

Critical Hit: G-Max Fireball, Cinderace turns into its Gigantamax form and flies into the background to strike the stage with a massive fireball using a reticle.
 

Wademan94

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Seventh row:
A heavyweight tank who boasts high attack power and endurance. Despite its tall massive frame, it’s super armor and strong recovery options give it high survivability. It also possesses multiple jumps due to its Flying typing but also high falling speed due to its weight.

Neutral: Steel Wing, Knight hardens its wings and delivers a power armored strike that can temporarily raise its Defense on contact. This move takes advantage of Knight’s Mirror Armor by reflecting back debuffs on attacks that apply them or reflecting projectiles with debuffing properties.

Side: Brave Bird, Knight charges up cloaked in a windy aura and rushes forward beak first. This move does a lot of damage but also deals recoil damage back.

Up: Fly, Knight flys straight up into the air, performs a loop and flies forward while descending. Angling upwards while descending will give it more vertical distance but pulls it out of the attack.

Down: Screech, Knight lets out a terrifying caw that scares opponents, launching them away and lowering their Defense.

Critical Hit: G-Max Wind Rage, Corviknight turns into its Gigantamax form and flies into the background. A reticle appears and it sends out a massive horizontal whirlwind that hits multiple times as well as remove screens, stage hazards and terrains.
A lightweight defensive focused fighter, its stubby limbs and lack of immediate range options require it to get in close to do any damage but its great grounded movement and speed make it good at getting out of dangerous situations and finding new openings to get in. Its Fluffy wool coat gives it decent bulk against moves that make contact.

Neutral: Facade, Wooloo jumps backwards to put on a brave face and does a jumping roll. The attack does more damage if Wooloo has been inflicted with a status condition like burn/poison.

Side: Take Down, Wooloo rolls into the air at fast speeds, hitting anyone in its path. A pretty strong attack with high knockback due to the bounce of its cotton but does recoil damage.

Up: Cotton Guard, the grounded version has Wooloo cloak itself in more cotton, raising its Defense. Wooloo can sacrifice this defense and create a large cotton ball using the command again. The ball does passive damage and slightly slows down the opponent but can be hit around to do more damage and be combined with certain attacks/effects. This move can rid Wooloo of status conditions and transfer them onto the cotton ball.
If used in the air, Wooloo will float upwards wrapped in more cotton and the buff doesn’t take effect until it lands back on the ground. Does no damage.

Down: Thunder Wave, Wooloo shoots out ring shaped projectiles that paralyze the opponent. Wooloo can run/roll onto the rings before they hit an opponent to electrify its wool with static. It can also electrify its cotton ball projectile and hit it to make a makeshift Electro Ball and Take Down becomes Wild Charge which would paralyze opponents on hit.

Critical Hit: Max Strike, Wooloo jumps into the background and transforms into its Dynamax form. With a reticle aimed, Wooloo rolls over its opponent as a pillar of light emerges from beneath them.
A middleweight combo oriented brawler with a stance change mechanic. While a bit on the slower side, Tox can rack up damage quickly thanks to both its electric and poison effects including disjointed music notes made up of both. Landing attacks builds up a static meter and if it generates enough static electricity, it will create a literal electric guitar that’s a smaller version of the one in its Gigantamax form. This guitar changes up some of its moves to give it more sword style range and also acts like a portable Electric Terrain and gives more power to Tox’s electric attacks.

Neutral: Poison Jab, Toxtricity uses a guitar pick made of poison to jab out with multiple times, potentially poisoning opponents as well. It uses the pick to strum the guitar if it’s active and increase the range of the jabs.

Side: Rising Voltage, Toxtricity moves a spot along the ground and upon releasing, gives a strum and lets loose a pillar of voltage from the ground. This attack does more damage when the guitar is used, though the strong electrical output makes the guitar disappear.

Up: Sludge Wave, similar to Blastoise, Toxtricity summons a column of poison that lifts it up and can be used as a platform. Tox however can use the input again to slam the column back into the ground and create a shockwave that may poison opponents.

Down: Overdrive, Toxtricity lets out a huge vibration shockwave and knocks opponents away. With its guitar, it will slam the end of it onto the stage, destroying the guitar but making the shockwave stronger and sending opponents flying.

Critical Hit: G-Max Stun Shock, Toxtricity teleports to the background and turns into its Gigantamax form. It swings its now giant guitar across the screen and anyone who gets caught will get struck by a bolt of purple lightning from the top of the screen.
A heavyweight grounded normal based zoner who’s capable of pressuring opponents far from harm's way. Despite its poor mobility, his long tentacle-like hair give him an outstanding amount of melee range. It can also use its hair to latch onto walls to further its recovery.

Neutral: Spirit Break, Grimm performs a powerful smack with his hair that briefly stuns opponents as it breaks their spirit. This also lowers the opponent’s Sp. Atk stat.

Side: Lash Out, a long ranged command grab where Grimm angrily reaches out with its hair and sends red energy alongside it to hit his opponent. This move's power is stronger if the user's stats are in a lowered state.

Up: Parting Shot, Grimm shoots upwards into the area waving goodbye and leaving behind a parting threat word balloon that homes in on a nearby opponents or floats the direction Grimm was facing. Upon the balloon’s contact, the opponent has its Attack stats lowered and Grimm can switch places with a party Pokémon using the Protect button.

Down: False Surrender, a counterattack that’s triggered by Grimm putting up a fake Protect shield. Upon activating, he will pretend to be hit and knell, leaving his hair to quickly stab the opponent, sending them flying.

Critical Hit: G-Max Snooze, Grimmsnarl turns into his Gigantamax form and hops into the background. He fires beam of dark energy from both sides of his head at the stage, resulting in a damaging explosion of dark energy that also puts opponents to sleep by the time Grimm makes it back onstage.
A lightweight zoner/trapper who is versatile with strong tools for a variety of situations. Its tap dancing fighting stance includes its cane plus its psychic and ice powers providing some disjointed range to some of its attacks. Despite its poor mobility, Mr. Rime’s attacks are pretty fast and are useful for damage-racking and initiating combos.

Neutral: Icicle Spear, Mr. Rime swings its cane to fling out sharp icicles, starting out with two but further inputs can fling up to 5 at a time.

Side: Mirror Coat, Mr. Rime puts up a clear wall in front of it, acting as a physical barrier. This wall reflects back projectiles with more damage, including Mr. Rime’s own without damaging it, though it breaks after a certain amount of damage is taken.

Up: Rapid Spin, Mr. Rime twirls it’s cane in the air like a propeller and flies upwards when used midair. The grounded version has it spinning around on one foot on the ground. It also raises Speed on contact and can clear stage hazards.

Down: Expanding Force, Mr. Rime's belly face glows purple as it controls moving a spot at foot level, with the wave of purple energy expands outwards from its belly indicating the time before it automatically releases. From the spot, a column of purple energy strikes any opponents in contact from below. If used while Psychic Terrain is active, the attack's power is increased.

Critical Hit: Max Hailstorm, Mr. Rime absorbs Dynamax energy and teleports into the background. Several giant ice balls fall from the sky crashing onto opponents. A snowstorm is left behind afterwards.
A lightweight zoner who’s high mobility and ranged attacks make up for its lackluster defense and survivability. This fighter has a ton of maneuverability and can weave in and out of enemy defenses with ease, though it always has to be on the move to avoid enemy fire as it has a tall hitbox when stationary. Some of its attacks apply a reticle with Lock-On, which can be used in conjunction with its main projectile

Neutral: Dragon Darts, Dragapult fires one Dreepy directly at a targeted opponent, going straight out if no one is targeted. Pressing the input again will fire out the second Dreepy, this one can be controlled with directional input. This attack can do full damage to opponents using screens or other alternate defensive measures thanks to Dragapult’s Infiltrator ability.

Side: Phantom Force, Dragapult vanished into thin air, then reappears to ambush its opponents. The longer the button is held down, the greater the distance.

Up: U-Turn, Dragapult rushes up headfirst in any direction, ricocheting off any opponents it comes into contact with. In Trainer Battles, this can automatically switch out Dragapult to another Pokémon by pressing Protect.

Down: Dragon Dance, Dragapult performs a mystic, powerful dance that temporary raises its Attack and Speed.

Critical Hit: Draco Meteor, As Dragapult summons a storm of meteors to rain down onto the stage, it also retreats into the foreground at the bottom of the screen and shoots Dragon Darts upwards like a spaceship.
A heavyweight sword-like fighter with a high risk-high reward playstyle. Its large axes give it sluggish mobility and attack speed but also strong overall power and great range, having some of the strongest moves in the game. It can pierce the sides of stages to hang onto them and assist in recovery.

Neutral: Stone Axe, Kleavor swings it’s axes in an arc and strikes up stone spires that do strong damage. Aerial version produces a short range burst of sharpened rocks.

Side: Lunge, Kleavor charges up, then launches at the enemy, somersaulting with its axes around it like a sawblade. It travels a set distance in a light arc and perform a high-arc frontflip upon clean contact.

Up: Silver Wind, Kleavor spins around with its axes outstretched in a whirlwind of powdery scales, launching itself upwards in the process. This may also raise its offensive and defensive stats on contact with an opponent

Down: Stealth Rock, a counterattack where Kleavor creates itself a shield of stone splinters in front of it. Upon an opponent attacking it, the splinters will attack the opponent and has a chance of causing damage over time.

Critical Hit: Strong Style Stone Axe, a short cinematic where Kleavor assaults the opponent with strong axe strikes and spires, before finishing off with a number of Stealth Rock splinters.
A lightweight rushdown fighter who boasts great attack power and speed, making her tailored towards long combos though her KO options are limited. Her strongest attacks come from her powerful legs which also grant her excellent jump height. Her fighting style is extremely graceful and incorporates a lot of ballet moves.

Neutral: Petal Dance, Lilligant summons a shield consisting of several golden petals circling around it, damaging opponents and blocking projectiles. The shield must be thrown directly forwards as a long-range attack, or if it’s out too long as a shield, Lilligant will get confused.

Side: Teeter Dance, Lilligant grabs the opponent and performs an elaborate dance with them, spinning them around until they become confused. Doesn’t do any damage but the ending spins the opponent far enough away from potential danger.

Up: Axe Kick, Lilligant performs an upward flip kick, with a second press of the special input will have the flip kick transition into an axe kick that meteor smashes aerial opponents. If she’s not careful enough to cancel out of the descent if she doesn’t hit an opponent, she’ll take some damage on hitting the stage.

Down: Victory Dance, Lilligant performs a three part dance routine that ends up with her getting a temporary stat boost in Attack, Defense and Speed at once.

Critical Hit: Solar Blade, as her Unovaian counterpart joins her and uses Sunny Day, the sunbeam turns into a spotlight, becoming a cinematic where the two perform an elaborate ballet together. Her arm charges up Solar Blade in the process then after the dance she performs a mighty slash onto the stage with the blade.
 

Wademan94

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Eighth row:
A middleweight mix-up/rushdown fighter who boasts quick mobility and likes to keep opponents guessing it’s next moves. Meow possesses melee range with its claws as well as disjointed attacks using a hard flower bud on a vine from its previous evolution. It also possesses a unique dodging gimmick in the form of Double Team. It must perform a dodge right before an opponent lands an attack, and if successful, Meow creates an illusion copy of itself the opposite direction it dodged to that mimics Meow’s movements. The copy does no damage and disappears when attacked but is good for tripping up opponents.

Neutral: Seed Bomb, Meow throws out three hard-shelled seeds which are actually Pollen Puffs in disguise. After hitting an opponent, Meow will snap its fingers and the seeds will activate a vortex effect, pulling any close by opponents in before exploding and damaging said opponents. The pollen can also be used to heal Meow’s allies.

Side: Trick, Meow pulls out two cups and swaps them around. This move swaps held items with the opponent it connects with and can also redirect oncoming projectiles.

Up: Trailblaze, as a recovery, Meow disappears using its reflective cape and reappears in the inputted direction with an explosion of grass confetti. The ground version has Meow summon a large patch of grass to disappear within. It can move around within and after a bit, pops out with a grass confetti explosion, taking a bow afterwards.

Down: Foul Play, a counterattack that has Meow disappearing in a puff of smoke, holding the opponent with wire and reappearing with a strong flying kick, using the damage output of the countered move.

Critical Hit: Grass Tera Flower Trick, Meow terastallizes into Grass Tera and traps an opponent into a cinematic within a stage setting with spotlights while putting on a show. With a snap of its fingers, it drops a rigged bouquet of flowers onto the head of the captured opponent.
A lightweight brawler who excels with combos using its extremely fast attack speed It’s fighting style consists of punches and kicks with electrical power. Upon building enough static through combos, Pawmot can perform Double Shock, which causes it to discharge its electricity in a short radius but any opponents caught in it will get hit with a followup strike that as a high chance of landing a KO. After which Pawmot has used up its electricity and needs to build it back up, altering a few moves.

Neutral: Thunder Punch, Pawmot performs a powerful uppercut that will paralyze the foe and send the opponent flying. When on Low
Pawmot has a more powerful version as a command input using → ↓ ↘ + attack. While in Low Electricity mode, the attack loses its stun property and has lower knockback

Side: Spark, with a slight charge, Pawmot performs a blinding dash forward headfirst and stuns any opponents in its path before flying away. While in Low Electricity mode, this move is replaced with Mach Punch, which has it dash forward with its fist and launch opponents away as a burst attack.

Up: Nuzzle, Pawmot rushes upwards and grabs any opponents in its path and nuzzles its cheeks against it and hops off them afterwards. This move does not cover much vertical distance without grabbing an opponent.

Down: Low Kick, a low range sweeping kick that scales in damage depending on the weight on the opponent. Pawmot can perform a hook punch with the special input if used directly after performing this move.

Critical Hit: Electric Tera Double Shock, Pawmot turns into an Electric Tera form and unleashes a nonstop barrage of Double Shock strikes against the opponent.
A midranged ground focused fighter with strong disjoints and spacing. Holding her hammer makes her a heavyweight giving her relatively slow speed but some of the most powerful strong attacks and aerials. A couple attacks has her release her hammer making her lightweight until she can retrieve it again. Her hammer doesn’t have a hurtbox so her small stature makes her hard to hit.

Neutral: Rock Tomb, she smacks boulders with her hammer as projectiles. This also lowers the target's Speed stat. Without her hammer she hurls a few smaller rocks at a lower angle barehanded.

Side: Play Rough, she puts down her hammer and dashes forward, attacking multiple hits inside a smoke cloud. Afterwards she must return to her hammer. This may also briefly lower the target's Attack stat.

Up: Brutal Swing, she wildly swings around her hammer in a propeller motion. This attack can be moved left or right and has strong damage from horizontal points but vulnerable from above and below. Without her hammer she gains a bit more vertical range but loses on horizontal.

Down: Gigaton Hammer, she charges up, jumps into the air and performs a powerful armored downward slam of her hammer. She cannot use it again until she uses a different special move first. Without her hammer she hits the ground with both her fists.

Critical Hit: Steel Tera Blast, she turns into Steel Tera and uses her hammer to smack around boulders made of steel scraps.
A tall middle-heavyweight rushdown character with a high-risk high-reward playstyle and a solid punish game. It boasts some impressive mobility in spite of being a literal fish out of water, but it’s main strength is it’s damage output and combo potential.

Neutral: Jet Punch, Palafin lunges towards its opponent with an watery punch. A powerful attack that deals more damage and knockback during its initial frames, though it has noticeable startup.

Side: Wave Crash, Palafin shrouds itself in water and slams into the target on a wave, both arms outstretched in a superhero flying pose to inflict damage. This also inflicts recoil damage.

Up: Flip Turn, Palafin rises up into the air nose first, somersaults in the air and then takes a nosedive downwards. This move can also switch out Palafin instantly on contact in Trainer Battles.

Down: Icy Wind, Palafin blows out a gust of chilled air that can be held for continuous damage until it gets smaller. This also lowers opponent’s Speed.

Critical Hit: Water Tera Dive, Palafin Terastallizes into Water Tera and grabs an opponent, diving into a watery portal together. While the opponent is suspended helplessly, Palafin summons a large pod of Finizen to help with the attack. The Finizen strike from all sides of the screen and Palafin finishes with a mighty uppercut that surfaces them both.
An unorthodox hit-and-run style fighter who excels at getting into an opponent’s space, getting some sort combos, and getting out before it gets dangerous. It uses its wheels for multi hit attacks, exhaust to blast opponents away, its tongue for anti-air moves, and all sorts of acrobatic maneuvers. Its Filter ability gives it a fair bit of bulk against grounded attacks.

Neutral: Gunk Shot, Revaroom shoots up a ball of filthy garbage an an arc that can be thrown in three different arcs depending on which direction is held. It may also poison opponents who come in contact but if it misses and hits the stage it also leaves behind a poison pool.

Side: Spin Out, Revaroom rushes forward at great speeds and slams into any opponents in its path. After impact, its speed is greatly reduced for a little while. If it hits itself with Gunk Shot and performs this move, it’ll leave behind a couple Smog clouds.

Up: Magnet Rise, Revaroom levitates into the air covering a lot of air. This move doesn’t do any damage on its own but if used on the ground Revaroom can hover for a bit and perform aerial attacks without jumping, though it’ll need to be careful about going off stage after using it grounded.

Down: Gear Up, Revaroom shifts into temporary boosting its Attack and sharply boosting its Speed.

Critical Hit:Starmobile Spin Out, Revaroom summons and attaches onto a Starmobile and steers around that stage dealing high damage and knockback. If a Team Star member is used during Trainer mode, that member will appear on top of the Starmobile.
A middleweight brawler who possesses raw attack power and excellent combo potential offset by its large frame and low defense. Annihilape is capable of ending matches quickly through either victory or defeat. Its Defiant ability causes its attack to rise if an opponent lowers any of its other stats.

Neutral: Rage Fist, Ape throws out a fist shaped fireball projectile that grows in power the more damage it has taken. The aerial version of this move is thrown at downwards directional angle.

Side: Close Combat, Ape charges forward with their knee out and if the attack hits, will launch into a series of punches and kicks that ends with an uppercut. This would also lower both of Ape’s defensive stats.

Up: Low Sweep, Ape curls up into a ball and jumps upwards. The aerial version has Ape simply preform a rising kick after the somersault. The grounded version has it leap more horizontally and if no follow up button is pressed, Ape does a sliding kick that trips an opponent and lowers their speed on landing.

-If the attack button is pressed, Ape will perform Brick Break and attacks with a swift chop, breaking Protect as well as barriers such as Light Screen and Reflect

-If the special button is pressed, Ape will perform Seismic Toss on the next opponent it makes contact with, taking them into the air and slamming them into the ground.

Down: Ice Punch, Ape charges up and punches the ground with an icy shockwave that freezes opponents on the initial hit. The icy spikes created from this stay onstage for a little while and slightly damage opponents that come into contact. Ape cannot perform this move again until the ice disappears.

Critical Hit: Ghost Tera Shadow Punch, Annihilape undergoes a Ghost Tera transformation and dashes forward to grab an opponent. Upon grab, the screen becomes engulfed in shadows and the opponent is relentlessly beaten by a series of punches from the shadows.
A heavyweight mix-up fighter who boasts great attack speed and mobility to make up for its long frame. It possesses a few disjoints thanks to its sword fangs and hitting the sweetspot with Chien’s sword will cause the opponent to get a temporary Defense stat debuff thanks to the Sword of Ruin ability. Befitting it’s nature, it’s a fighter who’s best played aggressively but also has defensive options.

Neutral: Payback, Chien-Pao takes a defensive stance while charging up. After a second, its ice crystals release a set of dark energy shots that fire forward at random angles and deal damage. This move becomes a counterattack if an opponent hits its sword halves and the dark energy does more damage.

Side: Ice Spinner, Chien-Pao coils up into a ring and spins around rapidly with ice power like a top. This move's spinning motion can also reflect any incoming projectiles and also destroys the terrain. This becomes a devastating KO move when used off stage.

Up: Avalanche, A wave of rushing snow Chien-Pao climbs up on. The attack hits multiple times with moderate knockback on the final hitbox and also creates falling projectiles below it. This can leave snow piles on platforms if used above them and buffer opponents movements.

Down: Ruination, Chien-Pao stabs the ground with its sword fangs and creates a hazardous area of dark energy that drains away health from opponents. It disappears after a little while or until it hits a certain amount of health taken.

Critical Hit: Ice Tera Sheer Cold, Chien-Pao terastallizes into Ice Tera and sends out an blast of absolute-zero cold across the entire screen.This attack becomes an instant KO to opponents at a high enough level of damage
A middleweight swordie-style all-rounded fighter with a versatile moveset and strong tools for a variety of situations. On top of various kicks, she wields her cudgel in most of her attacks, granting her strong disjointed range. She can also tap into the power of her masks to alter her playstyle.
-The Teal Mask is on by default and is the fastest of the four and with Defiant gives her an attack boost on a stat drop.
-The Wellspring Mask gives her a Sp. Def boost as well as healing from absorbing projectiles with charged attacks, with more healing from water projectiles.
-Hearthflame Mask grants an Attack boost and has attacks break through opponent’s defensive buffs.
-Cornerstone Mask grants a Defense boost and gives her super armor on several attacks.

Neutral: Ivy Cudgel, Ogerpon charges up and slams down with its ivy-wrapped cudgel. Wellspring Mask version sends out a wave projectile. Hearthflame Mask leaves behind a patch of fire on the stage. Cornerstone Mask causes a rock pillar to protude from the ground.

Side: Low Kick, Ogerpon performs a low arching sweep kick that trips up opponents and does damage dependent on their weight class. Pressing the input again will have her perform Double Kick and propel herself forward with a flying second kick.

Up: Vine Whip, Ogerpon whips a vine diagonally upward which attacks opponents and functions as a tether recovery. The grounded version attacks in a fan like maneuver with a powerful sweetspot at the end while the aerial version latches into opponents and has Opergon pull onto and hop off them.

Down: Mask Equip, Ogerpon pulls up a selection wheel and can pick between her masks based on the corresponding direction.

Critical Hit: Power of the Masks, Ogerpon Terastallizes with it’s current mask and performs a number of cudgel strikes with the overhead finishing blow leaving behind a larger version of the neutral special hazard.

Feel free to give any thoughts. I may do some more movesets in the future if anyone wishes to make any suggestions
 
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