Science: I Hear It Works
****** Important! ******
Whenever a fresh Pokemon is sent in, the Pokemon will have exactly 2:00 minutes until they become tired and fatigued. Here is the catch though; Whenever the Pokemon performs a Smash Attack, Aerial Attack, Special Move, or Tilt Attacks, exactly 0:01 second will be removed from the Pokemon’s current 2:00 timer. Running, Walking, Jumping, and Throwing your opponent has no effect on the timer.
For kicks, I tested out whether dash attacks and jabs affect stamina. Short answer is: yes, unfortunately, they do (though only the first jab -- subsequent hits in the jab combo don't affect stamina at all). Jabs, dash attacks, tilts, smash attacks, aerials, and special moves all affect stamina.
If you use an A or B button move while unconstrained*, you lose 1 second of stamina.
*I'm counting "shielding" and "hanging on the ledge" as "constrained", because grabbing, spot-dodging, rolling, and ledge get-up attacks still don't affect stamina.
HOW I DID IT: I set up some 2-minute matches and tried out various moves in isolation. The results that give new info are listed below.
- Dash attacks: ran Ivysaur back and forth, doing 30 dash attacks (doing nothing else but turning around) in the first minute, and then waited for the flower to droop. Droop time was at ~32 seconds remaining.
- Jabs (repeatedly press A): did 20 AAA jab combos with Squirtle. If all of them hit, head-hang time was at ~22 seconds remaining. This remained the same when I did 20 AAA jab combos on the air, with head-hanging time still at ~22 seconds remaining. When I tried 30 AA jab-combos (omitting the last hit), droop time was ~32 seconds remaining.
- Jabs (hold A combo): pressed-and-held A 20 times with Squirtle for 20 jab combos. Droop time was again ~22 seconds.
- Jabs (hold A forever): pressed A and then held it until I'd counted out exactly 60 of Squirtle's initial jabs. Droop time was at ~62 seconds remaining, or ~1:02 on the clock.
So basically, the dash attack and the first jab both remove 1 second from the stamina clock, though the second and third hits don't; as always, this happens regardless of whether you hit anything. I also tested out spot dodges, rolls, grab-n-pummels, throws (or at least the up-throw), and the ledge get-up attack, and none of them affected the stamina either: droop time was always 0:02 seconds remaining. (The
combat walk also looks even less useful for Squirtle now, unless your mini ninja turtle is already fatigued.)
The other strange bit is how all the times up there end in ~2 seconds -- 32, 22, 32, 22, 62, whatever. Even when I tried a match and gave NO controller input at all, droop time was 0:02 seconds remaining (by the announcer's countdown at the end of the 2-minute match). So your starting pokemon has only about 1:58 stamina to start with, not a full 2:00 -- but if you play a 3-minute match and switch so your second pokemon comes out and is
controllable at exactly the 2:50 mark (pausing during switch so that the game loads without affecting gametime), this pokemon will now droop at the 0:50 mark. This indicates to me that the stamina countdown actually begins
before the match starts, as soon as your pokemon appears during the announcer's countdown to "GO!". Probably won't affect much in the long run, but kinda interesting.
Some other notes on methodology: I used Squirtle for all my tests besides: a) dash attack and b) the pokemon-switch in the paragraph above. I'm assuming that Ivysaur and Charizard behave the same for jabs, i.e. that the first jab takes a second off the stamina clock, but that Ivysaur's flurry-of-vines and Charizard's second claw and wing swipe follow-ups don't affect stamina; I'm also assuming that Squirtle's and Charizard's dash attacks both take 1 second from their stamina clocks, just as Ivysaur's does. If anyone wants to test those directly rather than assume, be my guest.
/RtEB
p.s. Hello! I am new round these parts.
p.p.s. I am also planning to take Pokemon Trainer and Ganondorf to a small tournament soon.