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Stage Tournament: Pokemon Stadium 2 Vs. PictoChat

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鉄腕
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BRoomer
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Best: Battlefield Version 2
 

Zook

Perpetual Lazy Bum
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Jul 30, 2005
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Stamping your library books.
How is it that Battle Field is winning? What is so great about it at all? I mean, with World Map, you get an awsome Celtic-style world overiew song, whilst with Battle Field v2, you have the Brawl theme played with a flute and a guitar. How original.

I'm gonna be pissed if Pikmin doesn't win this one. :mad: Vote World Map!!
 

Wrath`

Smash Master
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Jan 13, 2007
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Binghamton, NY
How is it that Battle Field is winning? What is so great about it at all? I mean, with World Map, you get an awsome Celtic-style world overiew song, whilst with Battle Field v2, you have the Brawl theme played with a flute and a guitar. How original.

I'm gonna be pissed if Pikmin doesn't win this one. :mad: Vote World Map!!
I think Version 2 sould be the main theme, it's not a remix, its more of a style change that makes it exseptionaly better, World map is good, but not as good. VOTE VERSION 2
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
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I'm sure you're all going to hate me for making you highlight things over and over again. It's aesthetic choice, and you have to admit, fitting. Should also make it more approachable and easier to isolate the information you want, when you want it.






What ABOUT Kecleon, the unlearned MYMer may be asking. Well, he's a fine, upstanding Pokemon. A bit random, maybe. He tends to be a pretty weak one made unique only by his interesting ability - Color Change. Upon being hit by any attack, he becomes that attack's type, gaining all the according weaknesses and resistances. Combined with an attack that few other Pokemon have - Camouflage - this gives Kecleon a niche as a Pokemon with a lot of control over his types.

In Brawl, Kecleon carries over his unique skill. Being hit by any elemental attack will change both Kecleon's color visually and his elemental affinity, changing a few key attacks. In addition, he's able to manually change his color. What's the point? Camouflage, of course! If the foe can barely see you, it gets so much easier to get close enough to pull off one of Kecleon's many effective low-priority low-range options.

Note that the red stripe on Kecleon's belly never changes color - this, coincidentally, is how to distinguish between him and his alt colors.

Being hit by a fire attack changes Kecleon to a vibrant red. Being hit by water or ice makes him blue. Plant-based attacks make him a more vivid lime green. Darkness attacks make him purple, and, of course, lightning-based attacks make him yellow. Magic attacks tend to make him orange, oddly enough. Wind attacks turn him greyish. Those are the basics, although other elements tend to turn him to the obvious.

Note, however, that being hit by a non-elemental attack - a punch or a kick or a stab - will turn him back to his Normal form, the dull green of the chameleon.



Idle Stance
Kecleon is hunched over slightly, his hands loosely held before him. He has a blank look on his face - the blank look of a criminal mastermind, that is!!!

Walk
Kecleon stalks forward. No other word for it, he downright stalks.

Run
Kecleon stomps from foot to foot clumsily, covering a significant amount of ground in each bound.

Crouch
He ducks down as low as he can go, dropping to all fours. Not as stealthy as it should be, sadly.

Wall Cling
The wall cling of Kecleon is excellent, as he sticks to it with all four limbs. He can actually wall-walk, albeit veeery slowly... but it gives him an extra option for hiding where one would not expect him to be.


Kecleon's a middleweight, slightly surpassing Mario. His attacks lack power and range but they have plenty of speed. His jump is decent, if not spectacular, and he falls slowly. He has great traction and is about as tall as Mario. He's quite average in every aspect. His attacks tend to have low priority.


Specials

Forward Special~ Disguise Effect
If used when Kecleon is his ordinary color, Kecleon will point at the ground and, focusing hard for almost a second, cause a small puff of a random element to pop up from beneath him; this is the advantage of being Normal-type, you get a lot of different types of attacks yourself. Being hit by this element will cause 4% and tiny knockback, but also change Kecleon's color to one of the aforementioned, depending on the element.

If Kecleon's already changed color, he'll use an attack corresponding to his current element; these are all large, flashy trap-like attacks and make it easy for Kecleon to blend in just by standing in front of them. These are:

Fire/red --- Kecleon exhales a great line of fire that reaches forward half of FD and is as tall as the top platform of Battlefield. These flames sizzle there for ten seconds, and any non-fire character within them takes 1% a second and is forced to run constantly. The fires are mostly red, so he blends in perfectly.

Plant/bright green --- Kecleon coughs up a tiny seed which lands directly before him. This blooms into a splendid miniature forest of foliage, the radius of a smart bomb but straight up. This makes it difficult for non-plant characters to move through, slowing their movement by half. This is not as big an area as the fire Disguise Effect, but the vines and creepers are so mottled that it's almost impossible to make out Kecleon, especially when he's still. The plants wilt after ten seconds.

Water/blue --- Kecleon claps once and a small rainstorm begins, big heavy blue raindrops falling in the foreground. Kecleon can be seen only half of the time, when the drops move out of the opponent's line of sight. This has no real effect beyond obscuring vision in general, but at least it covers the whole stage. The storm only lasts seven seconds.

Dark/purple --- Kecleon radiates a cloud of darkness that follows him imprecisely wherever he goes for eight seconds before vanishing. In addition to making Kecleon impossible to make out, it also obscures everything else and has a weak suction effect. Best for aggression.

Lightning/yellow --- Kecleon points, and a small crosshair materializes. For one second, it can be moved around freely - after that, it bursts into a web of crackling thunderbolts. These deal many small hits and the occasional flinching knockback, are so thick it's almost impossible to see behind them, and have the radius of a Smart Bomb. One of the few Disguise Effects that are better as an actual attack than as camouflage.

Magic/orange --- Kecleon strikes a meditating pose and Bowser-sized baubles of orange form all throughout the stage. These drift slowly about, and any magic-based character who enters them and follows them will be healed for 1% every half a second. These hover for ten seconds and a skilled Kecleon can use them by leaping from one to the next rapidly, never showing themselves for too long.

Wind/grey --- Kecleon spins rapidly and a small tornado, grey and quick, appears around him. It moves about the stage like a whirlwind on the N64 Temple, scooping up anyone but Kecleon and tossing them up into the air with 10%. This is weak for camouflage because its movement is obvious and it's a small space.

Whatever the form, this is your most vital technique for turning your foe's attacks into a way to hide yourself. Of course, if you're hit by a different elemental attack while one of these is set up, you change color and the Disguise is rendered useless... or is it?


Neutral Special~ Camouflage
Kecleon extends both arms to either side and crouches slightly, focusing. With little lag beyond that, his color suddenly shifts to match the background. If used when the background is just the background (no Disguise Effect), he'll turn invisible as if with a cloaking device; his outline is just barely visible. However, this is unreliable as there's a small delay as his color changes to match the changing background; on moving stages or stages with an active background, like FD, this tends to be a bad way to hide. However, on a stage like Pictochat... This lasts for a mere five seconds, though, and has too much lag at start-up to be spammed.

However, if you HAVE set up a Disguise Effect of some sort, he'll turn that color, not bothering to make exact camouflage. Standing in front of the line of fire, for instance, he'll go back to red. This change is permanent (until you're hit by a different element, of course), but of course, you can only take advantage of it while Disguise Effect is still in... you know, effect.


Up Special~ Tail Grasp
Kecleon turns upside down and launches his tail forth in a tether recovery. Not again, right? In this case, though, this works even if the ledge is already occupied by another character; instead of pulling himself up all the way, Kecleon hangs off the ledge (or the attached foe) like an opossum and uses the opportunity to cling to any other surfaces in a more versatile wall cling. From here, you can walk slowly up the wall or use his ledge attack (see below). If the surface he's clinging to isn't flat, he can still crawl over it, but he's very slow. Unlike a regular wall cling, you can't jump off the wall; you can only grab the ledge by crawling up to it. In addition to being a solid recovery option, this is a good hiding place when you're camouflaged.

If used on the ground, Kecleon shoots his tail diagonally forward. Upon contact with a foe (or a drop-through platform), he grips them with his tail, then vaults beneath them, using his momentum to swing up and into the air while swinging them down to where he was standing with his tail; this quasi-throw deals 10% on contact. Hitting a platform makes him swing up onto it, and helps him to move around quickly.


Standards

Jab ~ Tail Whip
Such an incredibly unique and unusual attack, I know. But in fact! Kecleon, upon usage, begins to unravel his tail and send it straight forward, low along the ground. The longer you hold the A button, the further it goes, to a maximum length of two Battlefield platforms. When you let go, or it reaches its maximum, its quickly returns to him and coils tightly again - along the way, it has a sort of wind effect, pulling foes with it gently. If at any point it hits a foe, they'll be tripped - in other words, this can be used to trip and then reel in someone who's just out of reach. Great when used out of a hidden orange bauble, green jungle, or grey tornado.


Dash Attack ~ Rollout
Out of his run, Kecleon greatly compacts himself and rolls forward. For as long as you hold down the button, he'll continue to roll at a bit quicker than the speed of his run, and you can in fact go right off the side of the screen in this state. Contact with a foe deals them 8% and does weak upwards knockback. This has noticable ending lag when you release it.

The key here is that Kecleon has full super armor throughout. See the foe charging up a powerful elemental attack? Go for a Rollout, take the damage and change color to their element. There's one more tweak to this attack; if Kecleon rolls through any trap (that is, ANY DISJOINTED STATIC EFFECT), he'll not only nullify it, he'll assume that trap's properties, if in fact it has any. This'll show all those annoying ice-based trap characters, and that sneaky Jafar.


Wall Attack ~ Lick
From his wall cling, Kecleon's head can be tilted manually while you first hold down the button. Upon release, he shoots his tongue forth the distance of a platform on the angle you've tilted his head. If you connect with a foe with the tip of his tongue, they'll be sent into freefall automatically and dealt 5%. Any other part simply deals 8% and some small knockback.

If his tongue is sticky when you use this - see Grab - he pulls them toward him and sends them into an automatic wall cling just above him, if there's a solid surface. If not, he simply releases them after a single swing, resulting in decent knockback in the opposite direction he fired his tongue in.


Smashes

Forward Smash ~ Paint Splurt
Kecleon charges by filling his cheeks with what appears to be water. In point of fact, it's paint that corresponds to his current color. If he's in his plain/natural state, this attack doesn't work at all.

If he's camouflaged, however, the color he spews all over them matches his own. They'll be repainted in this way for anywhere from eight to fifteen seconds, depending on your charge time, and the spurt itself deals up to 15% in small disjointed water-like hits. This Smash is rather laggy, and since it has low damage output, no knockback to speak of, and a mere visual effect, it may seem useless. Its real purpose is to make it more difficult for the foe to find themselves when they're fighting you in a Disguise Effect. It's also useful if you're playing doubles with a super Kecleon team.


Up Smash ~ Vital Throw
Kecleon leaps up like a pro basketball player and grabs at any foes in the air above him. If he makes contact, he'll grip them by the foot and toss them forward and on an angle downward, dealing 14% and considerable knockback. This has fairly little lag on either side, but little range and priority. The only way you're going to reliably land this is by hiding in your Disguise Effect; this'll teach the foe to try jumping down onto you from above.

Kecleon jumps at a quicker speed than his regular jump and goes up the height of two Ganondorfs at max, depending on charge time.


Forward Smash ~ Double Team
Kecleon subtly ducks down and a second Kecleon appears to materialize out of thin air right beside him. This duplicate is exactly the same color for the same period of time - if Kecleon's currently transparent, so is the replica when it comes out. You have up to three seconds to manuever the clone into position anywhere on the screen. After the three seconds are up, or you press B, the clone freezes wherever you've moved him and you go back to controlling the real Kecleon. If anyone hits the immobile clone, it disappears in a puff of smoke.

But here's the trick; depending on whether you tilt the control stick to the left or to the right, the real Kecleon can be either the one you're controlling or the one you've hidden. If the one you've hidden is real, you had best protect him if he's discovered, because he's uncontrollable until the fake takes knockback, upon which he disappears.

This is a laggy attack.

You may wonder about the point. Double Team is actually one of Kecleon's most important attacks. Use it when you're hidden away, then hide the clone - which is actually the real Kecleon - somewhere safe where he won't be noticed. When they finally find the Kecleon you're controlling, it turns out they've been chasing the wrong guy, and are just completely disoriented when you regain control. And so they can never really know where on the screen you are at any given moment.

Still following? I applaud you.


Aerials

Neutral Aerial ~ Nasty Plot
This isn't an aerial - not really, anyway. Using it simply makes you lose all control of Kecleon until he hits the ground; he's not freefalling, he just can't do anything. When he lands on the ground, he starts scheming, steepling his fingers unscrupulously. The longer he stands there undisturbed, the better, so it's all about how good your hiding place is. Once you've used this attack once, although you regain control as soon as he hits the ground, he plots at every available moment, every moment when he's not in motion. Only once he's been immobile for a total of five seconds does he stop plotting.

Next time you use NAir, Kecleon radiates a small but intense wave of darkness, with very low range but huge power, 20% and great knockback. Pulling it off is a matter of first hiding and then sneaking, so


Grab

Grab ~ Bug Swatter
Kecleon launches his thick tongue forward. This differs from Yoshi's in that it's slower but constant, going farther and then coming back without slowing down. It can also be angled to go slightly upward in the air and grab foes right out of there. It can also be used as a secondary tether, but be aware that it needs perfect timing.

This grab is good for scooping up foes who are trying to stay just out of range of your hiding place.


Pummel ~ Swallow
Well, okay, not Swallow, just chew. Kecleon tries pulling a Yoshi and stuffs his captured foe into his mouth, chewing once or twice. This looks incredibly awkward if it's a larger foe. He chews down only once, dealing 5%, before spitting them out a ways forward, up, down, or back, depending on where you tilt the control stick - so yeah, this isn't me being lazy, because he technically has the full set of four throws. Throwing them down has the most KO potential, but at low %s, it makes it easy for them to fast fall and punish your end lag.

After spitting them out, Kecleon touches his tongue with faint distaste. Seems those bodily fluids got going; his tongue is now sticky. This has a significant effect on the rest of his tongue-based attacks, but most especially on his tilts, which is why they're last in the moveset.

This also has a direct effect on his grab - with his tongue sticky, it chains directly into his pummel, as he can't unhook them from the tip of his tongue before pulling them into his mouth. After this throw, his tongue is effectively un-stickified. Z is the toggle between sticky and not sticky, and both options are important in their own right.


Tilts

Forward Tilt ~ Tongue Swipe
Kecleon turns his head to the side, then swings it forward - it's unaccountably thinner than it was in his grab. He fires it on a low angle that reaches a peak distance of just under a platform away; this attack trips foes and deals 8% on the tip, while any other part deals a mere 5% and small knockback. However, trace amounts of some sort of chemical ooze slightly from his mouth as he attacks, making a tiny hitbox that deals 20% instead of 5. This attack is about as laggy as one of Zero Suit Samus's whip attacks.


Up Tilt ~ Tongue Jab
Kecleon turns his head straight up, then extends his tongue - it's unaccountably thinner than it was in his grab. He fires it directly upwards a distance of almost a platform; this attack deals 5% and small knockback unless it hits on the tip, where it instead deals powerful upward knockback and 10%. However, trace amounts of some sort of chemical ooze slightly from his mouth as he attacks, making a tiny hitbox that deals 20% instead of 5%. This attack is about as laggy as one of Zero Suit Samus's whip attacks.

If your tongue is sticky when you use either this or the above attack, the foe will be automatically stuck on the end of his tongue for as long as you hold the A button. While you hold it down, you have two seconds to manually - with the control stick - swing them around, although it's not too easy to control his tongue and it can never extend further than a platform away in any direction. Hitting a foe with the foe on your tongue deals 10% to both, making this incredibly useful in doubles and FFA. After two seconds or after you release the button, the foe is launched away not too far on the exact angle they were being swung at, making this a very interactive and tricky attack.


Down Tilt ~
Kecleon turns his head down and rapidly smacks the ground with his tongue; this is almost lagless. If his tongue isn't sticky, this motion will disturb the particles in the ground or something (give me a break, let's just say it's Ancientpower or something) and create a small area where Kecleon is completely invisible as long as he's immobile. This area lasts for ten seconds but can't be used for another ten after vanishing.

If his tongue IS sticky, however, he'll accidentally pull a chunk out of the ground, giving the attack significant ending lag. The chunk, he tosses into the background, leaving a small hole in the stage in which he or anyone else can hide in. This obviously doesn't work if you're on a drop-through platform. Just be aware that after eight seconds, the hole disappears, replaced by solid ground, and anyone who was hiding in it is grounded (see Pitfall).

Either version of this attack makes for a great place to hide.
 

TimeSmash

Smash Champion
Joined
Aug 23, 2006
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2,669
Location
Inside a cheesecake
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nintend64
I actually didn't like Battlefiled v. 2 in the beginning (I actually still loathe the first part, but...), it grows on you, though. World Map is okay, to, but...
 
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