• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Would you be interested in a Pokemon-Centric Smash Game?

Guybrush20X6

Creator of Lego Theory
Joined
May 22, 2012
Messages
15,882
NNID
Guybrush20X6
3DS FC
4253-3477-4804
Switch FC
SW-2140-7758-3904
Of all the series in Smash Pokemon has the most volatile roster with characters being removed to make room for the next generation. With the Pokemon series having literally hundreds of potential characters I was wondering, would people buy a Smash Bros Spin-off that focused entirely on Pokemon?

I'll just post a potential Roster here

Pikachu (doy), Jigglypuff, Meowth, Mewtwo (Both formes), Squirtle, Ivysaur, Charizard (all without the trainer), Mudkip (old meme but if the fans still cling to it...), Grovyle, Blaziken, Some combination of the other gen's starter families, Lucario, Zoroark, Gardevoir (what?) Deoxys, Genesect and Ditto (someone's gotta fill in for Kirby)

Larger Legendaries like Groudon and Rayquaza could be bosses.
 

Fastblade5035

Smash Master
Joined
Dec 30, 2012
Messages
3,078
NNID
gnic2322
3DS FC
0645-6032-2207
I'll make a roster!

Gen 1
Pikachu (derp)
Charizard
Squirtle
Ivysaur
Meowth
Mewtwo (Durr)
Jigglypuff

Gen 2
Feraligatr
Quilava
Chikorita
Scizor
Umbreon/Espeon Tag Team (Ice Climbers rip off woo!)

Gen 3
Mudkip
Grovyle
Blaziken
Aggron
Gardevoir (Obligatory Zelda rip off)
Ludicolo

Gen 4
Turtwig
Monferno
Empoleon
Lucario
Lopunny
Garchomp

Gen 5
Oshawott
Servine
Emboar
Zoroark
Bisharp
Volcarona (Cause why the heck not?)
 

Fire Emblemier

The Crests are to Blame
Joined
Apr 4, 2013
Messages
3,909
Location
United States
Switch FC
SW-2862-0450-4332
Oh, Gardevior can probably turn into Gallade to be like Sheik, can you add Eevee, Dragonite, and Magikarp:troll: in Gen 1, too
 

UltiMario

Out of Obscurity
Joined
Sep 23, 2007
Messages
10,439
Location
Maryland
NNID
UltiMario
3DS FC
1719-3180-2455
Short answer:

Yes

Long answer:

Yes but I'd be sad because it would probably be bad.

Real answer:

I'd rather have a Pokemon Fighting Game.
 

Guybrush20X6

Creator of Lego Theory
Joined
May 22, 2012
Messages
15,882
NNID
Guybrush20X6
3DS FC
4253-3477-4804
Switch FC
SW-2140-7758-3904
Thinking about Stages. There'd obviously be a training stage in Oak's Lab. but what other ones. I think the ones from the previous Smash games would return as an unlockable bonus
 

Fire Emblemier

The Crests are to Blame
Joined
Apr 4, 2013
Messages
3,909
Location
United States
Switch FC
SW-2862-0450-4332
To go on to stages
Victory Road-combination of all
Maybe a Pokemon Gym
Viridian Forest
Ruins of Alphs
SS. Anne
On top of Rayquaza (would be awesome, but there could be size problems)
Bellsprout tower
Pokemon center
etc.

Music
Route 1
Victory Road
All Pokemon battle themes
Pokemon Center
Most town themes (just no Lavender... shudders)
 

Knight Dude

Keeping it going.
Joined
Mar 10, 2013
Messages
21,230
Location
The States
NNID
Kaine-Rodgers
3DS FC
0232-7749-6030
Well, it would be interesting, seeing Pokemon fighting in a game a much more direct way. But it would be hard to pick from hundreds and hundred of Pokemon. Though it's obvious that certain Pokemon would take priority though. Namely the Pikachu, Jigglypuff, Fire/Grass/Water trios, Lucario, Mewtwo, and maybe Deoxys. But again, It would be really, cool to see Pokemon to actually duking it out with each other.
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
[collapse="Mr Pinch"]
It grips prey with its pincers until the prey is torn in half. What it can't tear, it tosses far.


STATS

  • SIZE: 8 With the horns included he is around the same size as Samus. The horns are a hurtbox, but he will not take any KB when hit on them unless the move does over 7% damage.
  • WEIGHT: 6 Despite his size, Pinsir only weighs about as Wolf. Still not bad by any means but not exceptionally heavy.
  • GROUND: 5 Not too fast, not too slow, Pinsir trucks forward at an average pace thanks to powerful, yet stubby legs.
  • AIR: 4 Not exceptionally aerodynamic, Pinsir has great acceleration but below average top speed. His jumps each have his own height's worth of distance to them, including the horns!
  • FALL: 8 Pinsir isn't too at home in the air, coming back down to earth more like a rock-type.
  • CRAWL: YES Pinsir's crawl is actually rather decent, changing his height to Kirby's and allowing him to scuttle back and forth at about 3/4 the speed of his dash.
SPECIALS

B: FOCUS ENERGY
Pressing B will have Pinsir say "PIN!". Press it again and he'll say "SIR!", and a third time: "PINSIR!!".

Now, besides being a lagless way to taunt somebody 3 times, this actually has a pretty awesome function in that it will pump up Pinsir's fighting spirit per press (accompanied by a steaming effect similar to DK's full charge Punch, with each of the 3 levels having a more pronounced effect).
  • LVL 1) +2% to all hitboxes for 4 seconds. Attacks with multiple hits have this divided (10 hits = +0.2% per hit).
  • LVL 2) +4% to all hitboxes. +3% Heavy Armor at all times. For 8 seconds.
  • LVL 3) +6% to all hitboxes. +7% Heavy Armor at all times. Ground movement (and air momentum from a grounded jump) increased by 30%. For 12 seconds.
Seems pretty sweet, especially considering you can do this at any time, including mid-attack! However, for all the energy Pinsir builds up there is always a drawback as he then gains "tired" eyes and stance much like the PT Pokemon when fatigued:
  • LVL 1) -2% to all hitboxes for 4 seconds after FE ends.
  • LVL 2) -4% to all hitboxes. +5% Knockback taken (behaves as if he were at 5% higher than he is currently). For 8 seconds after FE ends.
  • LVL 3) -6% to all hitboxes. +10% Knockback taken. Attacks have an added 2 frames of start up and end lag. For 12 seconds after FE ends.
While a very powerful tool, you must be careful with how you use this tool or else you'll face dire consequences when your energy is spent. A common theme with Pinsir, you'll need some real Moxie to dive in and wail on your opponent to make sure you get the best out of him, but messing up can cost you dearly.


SIDE B: VICE GRIP
Pinsir charges forward, horns lowered like a bull and opened wide as he creates a large grab hitbox before himself. The charge has similar properties to Sonic's Side B in terms of distance (the hop, not the whole thing) and also lets him to a horizontal jump mid-air to try and recover. If he misses the attack, he will stumble and land in his crouch not unlike DDD's Dash Attack. If it ends mid-air he will go into special fall, but at a certain height will auto-cancel making it a tad safer to miss than on the ground.

When you do get somebody with the horns, you instantly deal 3% and start the pain train's engines:
  • FORWARD / NO INPUT) Pinsir continues flying forward with the foe clenched tightly in the Vice Grip, using Bind he will continually hit them up to 20 times for 1% damage unless they escape at standard grab difficulty, otherwise the move ends after 2 seconds. Pinsir can easily suicide KO off a ledge with this move and transition from Air to Ground in a charge forward to batter other targets with his prey for 5% and radial KB.
  • BACK / UP) Pressing Backward or Up after catching a prey item has Pinsir flip over and suplex them for 8%. Pressing Back sends them at a shallow angle along the ground, while Up is a high angle into the air, either way dealing 5% radial KB to other foes they hit.
  • DOWN / B) Pressing Down or B after snagging the foe will have Pinsir rear back then slam the foe against the floor for 6%, popping them up about the height of your horns when standing even at high % due to low knockback growth.
You only have a small window to input the other throw commands besides Bind, but mastering Vice Grip will be a vital bread and butter component to Pinsir's game, like with his other grapple specials. Unlike those however, this has a neat double-role when recovering as not only does it give a decent horizontal boost, but from a ledge-hop it can turn the tables on would-be edge-guarders.


UP B: SEISMIC TOSS
Pinsir faces towards/away from the camera and opens his horns wide, then leaps upward a fraction of a second later about 1.5x his height and clamps them shut for 10% and vertical KB, before entering special fall.

While a token recovery move, as with all non FE specials this has a giant grab box for 3% if you don't hit with the ending attack, and is another car in the pain train:
  • UP / NO INPUT) Pinsir flips over vertically and plummets straight to the ground (or to the blastzone if you feel murderous), slamming foes face-first against the floor for 14% and high diagonal KB in the direction Pinsir was facing. This is one of his go-to kill throws near the sides of stages thanks to the suicide option, as well as the high KB growth allowing kills as early as 120% on the average character.
  • BACK / FORWARD) Pinsir flips 360* to either side, smacking other foes with his prey with the standard 5%/Radial KB before flinging them at a shallow diagonal for 6%. This Circle Throw not only repositions foes, but gives you a boost of momentum upwards as you thow the foe, aiding not only in recovery but in repositioning yourself on-stage. If you haven't figured, after throwing somebody Pinsir does not go into special fall with any of these specials, making this in particular deadly vs people trying to spike you: throw them under the stage and Up B again!
  • DOWN / B) Pinsir flips over like with normal Seismic toss, but instead throws the foe straight down for 8% for a meteor attack. Like all meteors, this can be jumped out of by fast-reactions from the foe unless at very high % offstage, but on the floor or a platform it will bounce them off of it with KB similar to Falcon's Down Air. If a foe is on a platform this can allow a pillar of Up B's if done from below them.
Your token "up" grab, but not one to be taken lightly, Seismic Toss rounds out your recovery options making for a short-ranged, but extremely effective means of getting back to the edge, especially with FE granting some Armor to it. Even scarier when onstage with the movement speed giving you ways to link Side B and Up B together!


DOWN B: STRENGTH
With lag equal to DK's headbutt, Pinsir reaches down with his horns and unearths a boulder the size of his body from the floor, the hole quickly being filled by dirt or debris or what have you based on the stage. The boulder acts much like a crate, Pinsir able to carry it around like DK though as he is unhindered movement-wise (aside from losing crouch) with the only issue being you cannot use any of your Horn Attacks with the boulder in tow.

Speaking of Horn Attacks, while you have the boulder your specials get a little alteration:
  • B) Pinsir crushes the boulder between his horns, creating a hitbox for 12% and high radial KB if any foe happens to be touching it that is able to KO at higher %. However, like with a similar Rock Smashing maneuver, shards fly from the rock in nearly all directions, 5 in total for 3% each. While it is a tad telegraphed with how you need to space it and the slight effort put into the crush, FE counts for both the shards (divided) and the main squeeze, making it a valuable damage tool.
  • DOWN B) Pinsir leans back before heaving the boulder forward like a crate item, it crashing to the ground about a platform and a half away for 12% and horizontal knockback. While telegraphed on the ground, mid-air he trades range for speed as he throws it diagonally down with higher end lag instead of startup. The flung boulder can KO at higher %, moreso if flung at a recovering foe, usually netting kills around the 150% mark near a ledge.
  • SIDE / UP B) Pinsir transitions to his regular Side and Up B grapples, only with the boulder as his prey! The boulder counts as a 10% hitbox for medium radial KB (with decent enough KB growth to behave as a desperation KO move at way high %), and any throws involving the boulder behave similarly when it is thrown. The only difference being that when thrown this way they become items one can pick up like a crate, but that also leaves all foes sans DK, Pinsir and his Rival Heracross unable to do much with them due to lack of super ape/beetle strength. Pinsir is still unique however in that going to a Boulder will have him pick it up with his horns, allowing for multiple boulders to be out at once for your prey-tenderizing pleasure. Boulders have about 20% stamina to them before they crumble, with only certain abilities able to really "smash" them (you have to 1-hit KO with a move that does 20% or more in 1 go).
If done on a platform, Pinsir will reach through the bottom and yank foes upward to him with 5% and some hit-stun, making for quite the surprise. Seeing as there is not enough there to make a boulder, he'll go for the next best thing (or even grab one of his smashin' rocks from below if he can reach). However, strength has an equally fun use mid-air, as the 3rd car of the pain train:
  • DOWN / NO INPUT) Pinsir drops downward about 1.5x his height before releasing the foe, dealing an additional hit of 3% after flipping upside down / diagonally for the grab hitbox. If the move ends mid-air, the foe is released with Pinsir being at a small frame advantage, if they touch ground the foe is left prone with Pinsir just off the ground beside them.
  • BACK / FORWARD) Pinsir spins back or forth horizontally and violently tosses the foe diagonally forward with high KB but only about 4%, with a bit less KB but 5% with the forward option (this takes a smidge longer as he does a full spin, useful not only as he slows his momentum but uses the foe as a hitbox for the standard amounts). When the foe hits the ground they take an additional 2% and light upwards KB as they bounce against it (the 2% is not effected by FE). It should be noted since it seems relevant now, that when Pinsir throws a foe against one of the boulders left from Strength's grounded > Bthrows, it will shatter with the 5 pieces of 3%, but with the enemy unable to avoid the impact! This can also easily gimp foes off-stage if you manage to snag them at higher %'s, with the Back option being generally preffered as an anti-edge guard with higher KB.
  • UP / B) Pinsir flips upwards quickly and releases the foe, flinging them upwards for 4% and low KB, but high hit-stun. A basic option, but very handy in that it will almost always combo into Up B, or any up attack for that matter at low-mid %. Like with the Down option comboing into Side B easily, this is another path for the pain train to take.
The last of his Special Grabs, Strength is best used as an aerial counter of sorts, relying on the natural armor of your horns to try and get the hit in despite the DK-esque lag, or comboed off one of the many other throws that pop the foe up off the ground. Not the most damaging or powerful, but it's utility in keeping the strings of grabs together is a vital part of his plan

It should be mentioned that you can pick up boulders quickly from the air using Strength as well, allowing you to transition full-circle to that part of your game as well!


THROWS

GRAB + PUMMEL : BUG BITE
Pinsir's normal grab is really rather lackluster when compared to his array of command grabs as he swipes both arms just in front of himself, like Bowser. However the key thing it has over his other options is the sheer speed, only taking about as long as somebody like Mario's. Even with such speed, it's kind of a let down given your other options have such cool range and pinching prowess.

Tapping A after you snag a foe will have Pinsir put his iconic set of chompers to use, biting the foe over and over in a manner similar to Lucario's pummel. Extremely fast but on the lower end for damage. FE will count his pummel as a 10-hit move due to the speed.


SIDE THROW: STORM THROW
Don't think the Pain Train is over just because his standard grab is so different, just because it's the caboose doesn't make it any less important!

To start things off, like the rest of his throws there are multiple options with his side throw, 4 in all as you press back and forth in different pairings.
  • FORWARD / FORWARD) Pinsir swings the foe 360* around itself, and then another 360* with a step forward before launching them at a shallow diagonally upward angle with very high KB, but only dealing 2 hits of 3%. One of your KO options at high %, it is also a useful means of approaching foes in a multi-man setting by hitting them with their own kind.
  • BACK / BACK) Pinsir snaps the foe 180* behind himself quickly for 5%, before snapping them back the same way for another 5% and skidding the foe along the ground with weak KB that causes them to tumble.
  • FORWARD / BACK) Pinsir spins the foe 540*, ending up behind himself after 1 full spin, dealing 8% in one hit as the foe is flung with mediocre, purely horizontal KB.
  • BACK / FORWARD ) Pinsir snaps his prey 180* behind him, before coming back for a full 360* the opposite direction for 6% and mid-high KB at a diagonally upward angle. Not useful for KOing as much as Fx2, but it is a good means of sending a foe to the air for a mix-up.
As with Side B's forward option, this is an excellent way to smash captive prey into boulders, shattering them for even more damage when spaced right in the way of your tossing back and forth.


DOWN THROW: SUBMISSION
Pinsir tosses the foe into prone, then immediately flips over horns-first onto them and beings repeatedly giving them the "squeeze" as you Tap A, much like a second pummel. Just as fast as Bug Bite, this move does 3% per tap but has 1/2 the grab difficulty with Pinsir actually being at a frame disadvantage when they escape as he flips back over. Despite the shortcoming, with good speed you should easily be putting on tons of hurt on the foe (even if it is the rare throw that doesn't lead to much else...)

That is unless you had a Boulder in your grippuhs. As you can imagine, this throw would be a bit awkward to try if your horns were occupied by a boulder (fun fact: you can grab normally then combo into the rock's various moves). So instead of pinching them to submission, they take the same pose as Bowser's Dthrow as he leaps up, and smashes the rock on them for 12% + Shatter, popping the foe directly upwards with astounding hit-stun. Perfect for Aerial Strength or Up B follow ups.


UP THROW: VITAL THROW
Pinsir tosses the foe straight up, before leaping up with his first jump's worth of height and catching them, performing a lariat like that Russian Street Fighter as he slams foes head-first into the ground. Doing a set amount of KB at a steep diagonal that's enough to land them prone on a platform, Vital Throw has the unique quirk of doing damage based on Pinsir's current percentage. It deals 8% minimum, but then 1% extra per 10% Pinsir has accumulated, making for massive momentum shifts later on if you manage to land the grab.

It helps a lot that Pinsir isn't afraid to trade blows thanks to his high defense from the heavy armor he can take on, allowing for even Submission's recoil to be beneficial in the long run.



STANDARDS

A: FURY ATTACK
Pinsir swipes back and forth, raking diagonally out and in toward himself with one hand after the other for 4% each and minor KB. It's about 50% faster than Bowser's jab and has similar function: swat foes when they approach and lead into a frame advantaged forward charge. In fact, the longer you keep the move going the faster it gets, becoming like an infinite jab after about half a second of mashing A!


SIDE A: BRICK BREAK
Pinsir punches one of his long arms forward, hitting about as far as Link's Jab for a solid 8% and mediocre horizontal KB. This cannot be angled, but doesn't really need to be given the speed to power ratio it has going on for it.

Additionally, Brick Break as you may remember has a special property: if you hit with just his fist he will deal tremendous amounts of shield-stun, trapping foes in their shield long enough for him to have about 1/6 of a second frame advantage before they can react. This also can instantly shatter stones lying around (or being picked up by enemies) for their standard effect, which can be a great asset if you can tap one with a foe in range of it. Either way, combined with it being one of the normal moves you can use while also carrying a Boulder makes it a valuable way to set up a combo.


UP A: CUT
Pinsir closes his horns as he leans forward, quickly scraping an arc above himself with them cutting into foes for 12% and low-mid vertical KB. This is extremely quick, but only covers a shallow arc above himself. Luckily you have many ways of popping foes up just at the right height next to you to get in a good couple of slices each time.

This move's razor sharp hitbox has a special perk if you hit with the very tip. Made clear by the sound effect of a sharp blade scraping against something, Cut will slice into foes and cause further attacks to deal an additional 1% per hit (similar to FE) as Pinsir attacks the wound over and over. The "bleed" effect only lasts a second if you don't keep the foe under attack, but stacks extremely well with your general gameplan.


DOWN A: PINCH
Pinsir "bites" twice with his pincers, dealing 2 hits of 3% each time totaling to 12%. This behaves much like Marth's dtilt, even mirroring it in speed and range. However it lacks any sort of real KB, only doing hit-stun as it also hits higher and multiple times to make for a valuable damaging poke-option alongside your Jab.

This does have a quirk if you use it in tangent with his crawl: it doesn't stop his movement! Furthermore, while crawling you actually deal knockback in the direction you were moving at a diagonal to send foes just about in horn's reach while standing. Harder to get all the hits in on the move, but it can set up some nasty strings by surprise when you snap at their legs back and forth.


DASH A: HYPER CUTTER
Pinsir lunges forward just like with side B, except biting furiously with his horns and landing in his crouch (allowing you to crawl after if you hold down/diagonal). This attack starts incredibly early from the moment he "hops" and hits 12 times for 2% each. Like with Pinch, this is a primarily damage dealing move that also allows for a cross-up as you pass through people and shields alike while hitting multiple times. Unlike Dtilt though it requires much more commitment but can possibly reap much greater reward with a possibility of 30% with FE running at maximum.

Combined with the crawling aspect of Dtilt you can really combine the two two screw with opponent DI!


AERIALS

A: LARIAT
Opening his horns wide, extending his arms to either side, and kicking his feet out as well, Pinsir spins like a slow-mo Luigi down B 3 times. Behaving like a wide Sex-kick, Lariat will push foes away strongly for the 1st spin for 13% and decent radial KB, with the latter two only hitting for 7% and weak horizontal KB. The move lasts about as long as your standard sex kick aerials, but has unique hitboxes on the top/bottom and sides thanks to his feet/horns and lanky arms.


FORWARD A: HORN DRILL
Leaning forward and closing his pincers, Pinsir spins 5 times, hitting for 5% each spin with the hitbox on his horns before righting himself midair with a good bit of end lag, especially if he lands mid-move and stumbles on his face. Similar in use to Dash Attack, it requires more precision to use in order to get in all the hits without the foe being pushed away, but can potentially deal even more damage if you get in a good clean drill.

Like with Brick Break, Horn Drill causes increased shield stun per hit and in fact pulls shielding foes toward you like a screw, making it very useful to try and combo into your normal grab.


BACK A: SMACK DOWN
Leaning back fully, Pinsir falls with his horns acting first as a weak "flip kick" hitbox for 5%, before becoming a weak meteor for 8% as he falls his own height downward before righting himself. With less landing lag than Fair, Smack Down can prove to be a valuable tool at the edge to try and swat stubborn foes down over and over again, or as a ballsy off-stage gimper that doesn't kill yourself like with his Command Grab suicides.

Fast falling with this move against the ground will have Pinsir bounce off of it for half the height and a reverse-hit that pops foes up and away weakly in exchange for obviously more time spent in the move. Then again, Cut + FE hitting twice in one go is very tempting...


UP A: THRASH
Opening his horns wide, Pinsir sways his body back and forth to hit with each horn 2x for 5%, making for a possible 20% at low %. Each hit carries minor vertical KB with it however, meaning unlike your other damage-rackers it isn't too reliable at higher %. The duration of the move however makes for a scary anti-air from a short hop, as well as a great tool in general to pester more aerial foes, possibly even comboing into Seismic Toss.

On the swings that go inward, hitting inside of his horns will actually pull foes down into Pinsir, if spaced right this can combo directly into Dair (seen below), Nair, and even grab if auto-cancelled!


DOWN A: STOMP
Throwing his hands up and raising his feet, Pinsir then stomps down hard as he deals 2 hits of 5% with freeze frames like Wolf's Ftilt. Each hit pops the foe upward a slight amount, about 1/2 his height in fact, allowing this to be a great air to ground tool to get foes popped up and comboed into Uair (sometimes from the hook portion of Uair), or a smashed boulder between your grippuhs. This and Nair are the two aerials you can still use while holding a stone, by the way.



SMASHES

SIDE A: X-SCISSOR
As he takes a step back, charging the move, he will then take a big step forward as he faces the camera and takes a huge bite with his pincers that covers a great deal of vertical space, much unlike his other "biting" moves. This deals 12-17% as he bites and as he opens his jaws back up, but can deal 20-28% if you hit the moment his pincers close, each spot doing horizontal KB that can KO between 140-115 / 115-90%. Overall this takes about as long as Charizard's Fsmash as he has a good bit of start up and end lag as he steps back and forth.

Pinsir can really break the "smash" mold though if he charges with Focus Energy. While normally smashing with FE active gives standard bonuses, charging the attack will instead skip directly to the fully charged version and add on 1.4x the bonus damage and heavy armor while the hitboxes are active. This can grant your smash attacks an impressive 8.5% damage and 10% heavy armor on top of the normal charged damage! However, spending the pent-up energy like this will in fact, spend your energy and immediately begin the awful cooldown period where you are debuffed. So like all of Pinsir's abilities it is best to measure the risk vs reward of using his mighty power, perhaps use the heavy armor boost as a counter to make sure you get the most bang for your buck through an attack and KO the foe to give you time to recover your stats?


UP A: SUPERPOWER
Pinsir digs his horns into the ground slightly as he charges, before erupting upwards with a mighty yell of his name and gfx of exploding dirt. Superpower acts much like a catapult vs foes, dealing 16-22% and either pure vertical KB if they happened to stand on his horns as they went up, to pure horizontal behind him if they are hit as he straightens out from the effort. This will kill off the top at about 130-100% if the foe stands on the tip of the pincers and about 20% less if not on the tip, the horizontal portion has similar KO power but is much more dependent on spacing to be as reliable.

His best method of scoring a vertical KO outside of Seismic Toss, be wary of the very high start up as he sets up his horns as he can't attack and his defense is essentially down until he flips them back up. Thankfully the near non existent end lag makes it an ideal option to start your grapple juggles with if you manage to hit it.


DOWN A: STONE EDGE
Taking a step back as he charges, and closing his pincers tight, Pinsir will hop up, flip over and slam into the ground hard enough to shatter it! This produces a hitbox for 12-17% as well as rock shards from the ground, all dealing radial KB that can KO at around 170-150% near edges. This happens to be his quickest smash attack to send out, only taking about as long as Aerial Strength as he hops, slams, then flips back over. Though of course it is also his weakest in terms of killing power.

As you probably sniped from 100 miles away, this is another special move when you use it in order to smash down on a boulder. When using Stone Edge on one of your rocks you will shatter it (duh) but also turning it into a second Dsmash with identical damage to foes touching the rock and a total of 10 shards! While highly predictable if the foe sees you just standing next to a boulder, if you manage to get in this critical attack you could end up hitting 2 Dsmashes for the price of one!

Furthermore, if used on a platform or a foe hanging on an edge this will instead deal spiking knockback as the tips of his horns stab them.



PLAYSTYLE

PINSIR! PINSIR!!!
Pinsir is defined by extremes, being grapple-heavy, dominating or dominated, and either on fire or frozen by debuffs, it certainly takes some guts to pick him up.

His main highlight of course is the "Pain Train", his ability to link all 4 of his grabs together and combo between various throws. Of course DI dictates the effect and messing up even once makes Pinsir run out of steam really fast due to the punishable nature of trying to land his grapples. In order to soften them up, he thankfully has an array of interesting standards to try and continually pressure the foe into making a mistake with long-duration hitboxes, pop-up moves and in general being a pest thanks to the heavy armor on his horns.

If that isn't working too well it may be time to dig up the big guns with Strength. Getting a boulder out is like a slightly higher-stakes version of Peach with a Turnip, seeing as it's a Pinsir with a goddamn rock. You can either crush it then and there, keep it around to deter aerial assaults and try and get a grab in, toss it as a projectile or better yet, use a B throw in order to place it on the stage. Hopping and using Side B >Down is usually best for this as it is faster than Up B > Down even though the damage added from the throw is less, but being creative with how you grapple it can also lead to a secondary Pain-Train as you smash the boulder into foes left and right before throwing it away. Once on the ground you can get to work trying to smash foes into it, or just keep it around as a means to soak up potential attacks until you decide to huck it again. It's usually a good idea to keep one or two around to act as both targets and projectiles, and frees you up from having to dig up more for a time unless you are up against somebody with similar strength as you who can smash them... dang Heracrosses...

If you got your rocks and jaws at the ready and still have a hard time tearing into your foe, it's time to Focus. Focus Energy is a huge game changer thanks to the sheer damage output and approaching power you can gain, but it comes with that pesky price of having the reverse effect for the same amount of time when it's over. Due to this, many Pinsirs find it better suited to be used mid-combo as it can be done during an attack, particularly during a Pain Train. You can either stagger the stacks between hits to guarantee it isn't wasted, or pile it all at once and just go for broke.

When it comes time to kill, the Pain Train has a few options such as Seismic Toss or Storm Throw to finish off the foe, but comboing into a Smash Attack is just that much sweeter. F and Up Smash are the best options here as Dsmash is either situational (but amazing when you hit it) or just better suited for damaging, and work as amazing counter-moves as Revenge for trying to hit your way out of his grapples. The Focus energy boost to them can nail the coffin of many a stock, but remember to then keep track of the debuffed state afterwards.

On the Defense Pinsir is effective, but he much prefers to charge headlong into the thick of combat. While his command grabs offer plenty of safety within a certain range of the stage, his natural attributes lead to easy damage racking and combos on himself if he isn't careful. Past a certain range Pinsir can really only pray he can make it to the edge!

Once you're back in action, up on the edge and refreshed from debuffs though, it's back to square one of hunting down your prey. Simple, Effective, Extreme: Pinsir.



EXTRA

FINAL SMASH: GUILLOTINE
With the smash ball activated, B will have Pinsir yell his name and charge forward about 1/2 a platform and reach outward with one of his long arms in a DDD-esque grab with Focus-Energy Heavy Armor. When he grabs a victim, he will flip them up into his grippuhs and start to squeeze, hard. The camera zooming in on him as he presses the jaws tighter each time with a "PIN..." "SIR..." "PINSIR!!" as his pincers close shut on the foe (panicking like Bowser Dthrow the whole time, unable to escape) and are dealt 100% damage with godlike vertical KB.


UP TAUNT: SHARPEN
Pinsir scrapes his horns against one another, sounding like a knife being sharpened.

SIDE TAUNT: SWAGGER
Pinsir leans back, hands on his abdomen as he lets out a belly laugh at the foe "Pin sir sir!"

DOWN TAUNT: NUTCRACKER
Pinsir sits down and pulls out some sort of shelled berry from behind his back, places it in his horns and cracks it open to reveal a honey comb like Vespiquen's. Eating it restores 2% and is a healthy part of a Pinsir or Heracross' daily breakfast, providing he has time to do it (probably between stocks).

[/collapse]
 

UltiMario

Out of Obscurity
Joined
Sep 23, 2007
Messages
10,439
Location
Maryland
NNID
UltiMario
3DS FC
1719-3180-2455
Joe are you still doing those

That **** got old in like 2009
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
Funny, I thought this was a thread to talk about a pokemon smash game, and I posted a pokemon smash character.

Are you just sitting here to talk **** to anyone who posts in the pokecenter? That **** got old in 2007.
 

Firus

You know what? I am good.
BRoomer
Joined
Apr 7, 2008
Messages
7,681
Location
Virginia
NNID
OctagonalWalnut
3DS FC
0619-4291-4974
Whoa, okay, let's stop right there. What Joe posted initially was relevant and legitimate, but nobody needs to be attacking anybody for anything.
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
Dude, its just every time I come to this part of the forums I'm met with snark like this.
 

Firus

You know what? I am good.
BRoomer
Joined
Apr 7, 2008
Messages
7,681
Location
Virginia
NNID
OctagonalWalnut
3DS FC
0619-4291-4974
Yeah, I know some of the members of this community aren't always very cooperative, but it's better taken to PMs or something rather than having an escalating argument in this thread.
 

Fire Emblemier

The Crests are to Blame
Joined
Apr 4, 2013
Messages
3,909
Location
United States
Switch FC
SW-2862-0450-4332

I was bored so I made a roster just for it.
-Pokeball in transformation represents Mega Blaziken, there wasn't an icon.
-Frogadier is Greninja since there wasn't a icon for it.
 

BlueStar03

Smash Cadet
Joined
Jun 12, 2011
Messages
63
Location
Ann Arbor, MI
Yes, I would love this. I've been fantasizing about a game like this since melee. I would want wynaut included in the roster as well as Raichu.
 
Top Bottom