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Stage Tournament: Pokemon Stadium 2 Vs. PictoChat

SiegKnight

Smash Journeyman
Joined
Feb 17, 2008
Messages
323
Best: Team Galactic Battle

Worst: Victory Road

c'moon~ How do you hate Team Galactics theme? Its perfect ;_;
 

WuTangDude

Smash Ace
Joined
Jul 2, 2007
Messages
526
Location
Tucson, Arizona
Best: Route 209
Worst: Team Galactic Battle

Seirously, Route 209 is best IMO, just because it doesn't fit with the stage doesn't make it a bad song...
 

Pieman0920

Smash Master
Joined
Jul 17, 2007
Messages
3,300
Location
Right behind you with a knife.
Best: Team Galactic Battle (It's a fun song to listen and to fight to! Very frantic, but that's how fights sometimes get on Spear Pillar.)
Worst: 209 (It's not just that it doesn't fit in at all, but I just don't care for anyways. )
 

itsameSMB

Smash Journeyman
Joined
Mar 21, 2008
Messages
332
Location
Sheboygan, WI
Oh, that's a tough one! I'd say Route 209 as best with Diagia/Palkia Battle at Spear Pillar as a super close second. I really don't like the victory road music. It's just so... I don't know, maladroit. No offense to anyone who likes it.

Edit: My choices reflect my judgement off them solely as songs, not the theme they set. Just wanted to point that out.
 

dancingfrogman

Smash Ace
Joined
Jan 3, 2008
Messages
862
Location
United Kingdom, Birmingham
Switch FC
3133 8842 3910

Blituns




Okay, this is another original pokemon. This one goes is the opposite of my Shadowdeth moveset. Yes, this pokemon is a legendary, ruling the light source of the world. Is there anything else really good about it? Well, it would be uber in the games (with a total stat of 600). This pokemon would be the types LIGHT and GHOST! There is a dark type, why can’t there by a light version? Which could quite simply have the weaknesses and resistances switched around from dark type. Blituns is a peaceful character, unlike Shadowdeths sinister appearance (just look at that facial hair >.<)

Well, since it is an OC, I have quite a lot of freedom with it, although OCs can have crazy amount of potential (IE that Magic Syndrome). OC pokemon also shouldn’t excuse pokemon syndrome. Light type pokemon shouldn’t have dark moves, and vice versa. Although this does have ghost type features, I’ll try not to make it “Evil”. I got this idea after Shadowdeth, every pokemon seems to have an alternative somehow or why.

Who doesn’t love a floating bowling skittle Casper?


When Blituns first appear, the top of the screen has a beam of yellow light, representing the light and the sun. This also lightens the stage a tiny bit. This isn’t for show. The higher the pokemon goes towards the light, the stronger its moves are, and the higher its multiple jumps are. Also, it makes the gravity harder the higher up to the light is for the opponent (it doesn’t affect you however). This means that even if you are at the top of the screen with the opponent, it is INCREDIBLY HARD to score a star KO at percents such as 140%. However, gravity doesn’t affect horizontal knockback, so you meant to use those moves then to score you KOs. The sun light is transparent, you won’t be blinded lol.

Basically, first you have to do is to get your opponent as high into the sky as possible, and then use your horizontal knockback aerial moves. Yes, the playstyle is based on where you are.

Oh, this character hovers slightly above the floor, meaning it can’t trip, but also means it has no crouch.


Strength - 2 – 9/10
Walking Speed - 4/10
Dashing Speed - 5.5/10
Direct Range - 3 - 7/10
Indirect Range - 3 – 7/10
Weight - 1/10
Size - 4.5/10
1st Jump - 6/10
Multiple Jumps (5) - 1 – 4/10
Fall Speed - 3/10
Aerial Movement - 8/10
Crouch - N/A
Traction - 5/10
Others - nahhh

Good
Average
Bad
WTF’s going on?

Blituns is weird character by the stats. Blitsun, when just on the ground, is very poor in the stats. Everything is either average or below, showing it is very weak. But, the higher he goes up to the light, his range, jumps and power become immaculate. The Pokemons aerial mobility is similar to Jigglypuff, just with less aerial movement and higher jumps (it goes from really short to Jigglypuffs first jump in terms of distance). It is also the second lightest character in the game with decent speed. In terms of overall crudeness, it has a supreme aerial game with the ability to manipulate the opponents game with great range and power.


Down Special - Hot Spot

Blituns raises its arms upwards while looking at the light above. After 0.5 seconds, Blituns creates a small yellow ball, like the yellow balls in the first picture. These yellow balls are about the size of a hot sun. You can do this in the air as well. You can only have 3 of these on the screen at one time.

These balls have the same effect as the overall mechanic, being right next to it maximizes your power and range. However, you can only be a Kirby size away from the yellow balls; otherwise you won’t get anything in return. Also, these balls can be hurt, they have a maximum of 20% before shattering. The balls also stay up for a maximum of 30 seconds before disappearing.

These make it so your smashes and ground moves much stronger and rangier. BUT, this means this is the prime target for the opponent to get rid off. This means that you could use it as bait, but you’d want to use your ground moves to use surprise KO moves.

Neutral Special - Solar Beam

Blituns looks down and closes its eyes while making his arms shake like mad. This then makes very small yellow matter go towards the legendary pokemon, making it glow yellow. After enough time passed by, Blituns looks upwards, and sticks its arms out. This makes a massive yellow beam shoot out forward (if in the air, it shoots it downward). Also, when you do it in the air, it slows down his float by 3 times more.

The Solar Beam is the size of King Dedede tall, and reaches 3/4s of Final Destination horizontally or downward depending reach version you do. This does 22% and high horizontal knockback. This also has quite a bit of ending lag, but has amazing priority. The beam also stays out for 0.5 seconds.

Oh, I didn’t mention start-up lag! With the sunlight mechanic for this move, the start-up lag depends how close you are to the sunlight. Obviously, the further away you are, the longer it takes. The start-up lag ranges from 3.5 seconds (lol) to 0.3 seconds (pwnage). This is one of moves that desperately need to be in the air or next to a hot-spot with; otherwise you’re so punishable it’s laughable. This is a great KO move, just don’t abuse it stupidly (look at that beast range man).
[22%]

Side Special - Heart Swap

Blituns sticks its hands on its jewel, and flutters its eyes quickly for 2 seconds. Then, we see 2 hearts appear, one from the opponent and one from Blituns. The hearts then swap around while the screen is frozen. This only occurs to the closest opponent in free for alls.

This has infinite range. What this does is simply change the character you are controlling with the opponent! This lasts for 8 seconds, and when you KO Blitsun, you see that the opponents stock disappears, not yours. However, the same happens if the controlling character dies, so you have to use this with great care.

So, you want to use this when YOU are at a high percent, and KO yourself at that time, as that means you go back to 0 health. However, this means if you do this when the opponent is at high percent, they can use this tactic against you. Plus, they’ll either run away from you, since they know of this. They’ll go all out to stop you using this in the first place.

This is a one off trick, this isn’t vital to this character

Upward Special - Heavy Gravity

Blituns spins around, and then lowers its arms quickly. You also can’t do this on the stage. This also stops Blituns in its place, and at the end of this, you are free to move and attack, just unable to use up-b again.

What does this do? Well, it makes gravity 1.5 times harder, but that’s not the main point. When you do this, the stage goes down 2 Ganondorfs downwards (the death boundary goes down along with this move), and returns back to normal when Blituns jumps back on the stage or dies. This is mainly used for recovering, but you might for some reason want to use this so you can last longer percents upwards (and then die anyway). This is a decent move, but be sure your above the stage (or right next to the stage), so are certain you can recover. However, this is gimpable during the start-up lag, which lasts about 0.5 seconds. So, I hope you understand that Blituns need this, otherwise with its ****ty jumps so low below the stage, it definitely needs this.


Neutral A - Blinded Measures

Blituns sticks its hands onto the jewel, and creates a bright light briefly. This has a tiny bit more start-up and ending lag as Ganondorfs jab. The thing that changes this move by the mechanic is the range. At the bottom of the stage, the ball of light is about the size of a bom-omb, while at the top of the stage it is 1.5 times the size of a hot sun (when first spawned).

If the opponent is looking the opposite way, This won’t take effect! This is more common sense, you don’t get blinded by the sun if you don’t look at it, only if you do look at it head on. If the opponent does get blinded, this does 3 - 7% (depending on the mechanic) and does a 3 second stun. If you hit an aerial opponent and they are looking towards you, they fall down spinning (just like a broken shield), and still receive the same punishment. This is quite hard to punish, well, the opponent could just use an aerial while looking away from you. This should be used as a surprise attack. After hitting the opponent, use up tilt to make clouds, and then slowly rise up to the sky, ready for the final blow.
[3 – 9%]

Dash Attack - Solar Wheel

Blituns floats up a bit, turning bright yellow quickly. Blituns then dashes forward, glowing bright yellow, 4 stage builder blocks forward along the floor. If you go off the stage with this, it continues going forward in a horizontal line. This has quite a bit of start-up and quite a bit of ending lag. However, this has 9 IASA frames if you hit the opponent.

What the mechanic does this time round is that the hit-box increases (in size), and gains more priority and power. At the lowest point, this does 7% (and the hit-box is just the sprite of the character, and is only tinted yellow) and low upward knockback. At this point, the priority is abysmal. At the highest point, this does 15% and high-low knockback (although the gravity is over 9000 huge, so the knockback of this move isn’t actually this great). The hit-box of this about 1.4 times the size of a hot-sun, and has amazing priority. This – would – a good set-up move on the lowest ground, since of the IASA frames; the low priority means it can be hit through by anything. At least it can be a decent follow-up move at high parts of the stage (would be smart to use clouds for this move).
[7 – 15%]


Forward Tilt - Holy Light

Blituns sticks both of its hands forward, and then white light forms between the hands. This has little start-up and ending lag. This is affected by the mechanic, increasing the power and range. This also delivers quite a lot of hit-stun, this move also is disjointed.

This does 4 multiple hits and the electricity status effect. At the weakest point, this does a total of 5% and low diagonally BACKWARD knockback (meaning they will end up above Blituns head). The light is about the same size as Marios fire-ball, meaning this has quite a small range. At the highest point, this does a total of 16% and high-low knockback diagonally backwards (remember since of the huge gravity, the opponent doesn’t go so far up). The light is about as big as a hot-sun at this stage. This is great at raking up damage, and is perfect for down tilt set-up (because of the knockback). LOL FOLOW-UPS?
[5 – 16%]

Upward Tilt - Cloud Upthrust

Blituns look up, hovering a tad higher than normal, and rotates its arms clockwise quickly. We also see steam (like a fully charged giant punch for donkey kong) form below the floating pokeman. This has low start-up and ending lag. This also is an AUTO-RELEASE move (which auto releases after 3 seconds). So, what does it do?

When you use this move (without charging up), you create a single cloud the size of a kirby, and this travels upwards the speed of Metaknights jump. This travels always just 1.5 times Ganondorfs height underneath the top death boundary. These clouds are passable from below, but not from above (think the Konga Jungles main platforms from Melee). The largest the platform can be is about 3/4s of Final Destination, and travelling at the speed of Ganondorfs walk. This does no damage or knockback. The platform can have moves go through the platforms as well.

This is one of the main ways of getting the opponent up into the glowing sun. You can quite easily give yourself space, and if they aren’t careful, go into one of your stunning moves. If the opponent tries to jump off the cloud, you can use your down air. Make time, 3/4 of Final Destination is massive, so if you want to use this, you can settle for a second worth if you like. You also have forward air to make some clouds as well.

Downward Tilt - Vapours Grasp

Blituns turns to the camera, and leans on the left side and winks, turning bright blue in a flash. We then see water vapour form a hoop around Blituns, being about a stage builder block wide, and as think as Kirbys crouch. This has very low start-up and ending lag. This is also a grab-box, being unbeatable.

This hoop travels upwards, swaying side to side a little bit. This travels upwards at a slightly faster than a Luigi fireball. This moves range is to the upward death boundary, and stops when it hits an obstacle. When the opponent gets trapped, they can button mash out of it like a grab. However, the minimum amount they get sent up is 2 stage builder blocks. They have there second jump back, but when they are released, they are free to do whatever what they want in 1 frame, meaning that they’ll use neutral air if they button mash greatly. This does 6% on contact, and they are realised automatically just a stage builder block below the top death boundary.

This is an amazing move, and would’ve been in the up tilt input. This move is ideal for a followed up forward tilt since of the ideal knockback direction (right over head). Since of this, this makes it ideal for a charged up-tilt, and begin the stair way of heaven (no, not those dirty videos man), and then KO the opponent. This also follow-ups with other aerials, but it is best to start with the clouds, to ensure the opponent don’t go back to the ground.
[6%]


Forward Smash - Lightning Shoot

Upward Smash - Angels Voice

Downward Smash - Camping? TELEPORT!

Simple move is simple. Blituns spins around quickly, causing a spark of light, and then reappears either behind the opponent or in front (hold downward while doing this causes Blituns to appear behind the opponent. Left alone, this causes Blituns to reappear in front of the opponent.) This has super armour frames just before it disappears.

Blituns teleports back half a stage builder block horizontally and the height of Ganondorf. This has very low start-up lag (not like it matters due to super armour frames), and also has low ending lag (the ending lag is about the same as the opponents re-action speed). The flash of light is also affected by the mechanic. The light is the size of Blituns at the lowest point, while at the highest point; it is about 1.2 times the size of Bowser. At the lowest point, this does 7% (13% fully charged) and low (mid-low knockback fully charged) diagonally upward knockback. At the highest point, this does 20% (28% fully charged) and mid-high (high knockback fully charged) knockback. This is also disjointed.

If the opponent is camping, you can use this to get right next to them. However, you have to vary where you appear, otherwise you’ll become predictable. It’s hard for Blituns to approach with its moves, so this is needed. You teleport to the closest opponent when you do this. You can also start a combo off if you somehow hit the opponent with the explosion of light.
[7 – 13% (lowest point), 17 – 25% (highest point)]


Neutral Aerial - Orb of Light

Blituns will stretch its body out just like Warios N-air, also sticking its hands out, but doesn’t spin around (baby right round). This has incredibly low start-up, and low ending and landing lag. The hit-box is constant throughout this as well.

The mechanic alters the priority, range and power/damage of this move. However, this move is maximised 1.5 times quicker than normal, the lowest spot also stays the same. At the lowest point, Blituns is tinted yellow, with a little bit of a yellow outline glow as well. This does 5% and low-low Sakurai angled knockback (Sakurai angle is the one when the higher the opponents percent is, the higher the angle is). As this position, this has average priority. At the highest point, Blituns is covered in a bright yellow ball of energy the size of King Dedede. This does 13% and mid knockback with great priority.

The low lag, great priority and knockback make this a great move to chain with itself. Also the great aerial movement makes this even better. When you are quite high above the stage, this can be followed up into an aerial finisher such as the B-air.
[5 – 13%]

Forward Aerial - Platform for clouds

Blituns tilts back a bit, and steam is seen from the hands. During this time, you can smash in the opposite direction, which makes Blituns turn around with this move. After the start-up lag (0.5 seconds long), it sends a path of clouds forward, which resembles its up-tilt. This has low ending and landing lag. The clouds reach out a 1/5 of Final Destination forward, but you can hold this down for an extra second to double the length of the clouds. The clouds are as thick as they are in the up tilt.

This can be used in the exact fashion as the up tilt version. This can also be used as a recovery if you saved some of your jumps as well. This is a move, because Blituns will be in the air more often than not, and this is a good move to continue to the skies gates. Remember you can turn this around as well.

Backward Aerial - Quick Clap, Quick Flash

Blituns looks to its back, and then claps its hands twice before making a small to large white flash of light shoot out. This has low start-up and ending lag, but there is a moderate amount of landing lag. This is also disjointed.

The mechanic affects the size of the flash of light, and its strength. At the lowest point, the flash of light is about the size of Luigis foot. While at the highest point, it is as thick as a soccer ball, and the length is about 2 soccer balls long. At the lowest point, this does 6% and low horizontal knockback with quite a bit of hit-stun (ideal for early comboing). At the highest point, this does 17% and high horizontal knockback, ideal for killing.

This can chain itself at low areas of the stage. However, this should be used for a KO at the top of the stage. This can KO opponents at 100%, and if they don’t die, you could use down smash to follow the opponent. Instead of using for comboing, use neutral air!
[6 – 17%]

Upward Aerial - Light Barrier

Downward Aerial - Drag up


Pummel -

Forward Throw - Greenhouse effect!

Backward throw -

Upward Throw -

Downward Throw -



*Enter name of Final Smash*

 

NukeA6

Smash Master
Joined
May 17, 2002
Messages
3,103
Best: Victory Road
-Not exactly something in G/S but I don't care. This really makes stage feel alive. It's like your gonna face Dialga or Palkia. This is one of the reasons why we don't need Road to Viridian City. Not all Pokemon songs are mediocre. In fact, many are pretty good.

Worst: Route 209
-This is not the place for this. Instead, there should've been a rock version of the G/S Dark Cave theme (sorry but I can't get over Pokemon's second generation).
 

Circus

Rhymes with Jerkus
BRoomer
Joined
Jul 9, 2007
Messages
5,164
Best: Dialga/Palki battle

Worst: Victory Road (not terrible, just worst)

P. S. Stage songs don't create themes. They create a mood or a tone or an atmosphere, but not a theme. I saw a couple of people above me use the word wrong, so just to clarify.
 

handy

Smash Apprentice
Joined
Jul 20, 2004
Messages
153
Best: Dialga / Palkia Battle at Spear Pillar!
Worst: Wild Pokémon Battle! (Diamond / Pearl)
 

Leth

Smash Rookie
Joined
Mar 21, 2008
Messages
15
Location
England
Best: Dialga/Palkia battle
Worst: Route 209 (great song originally, but they murdered it with the remake)
 

---

鉄腕
Super Moderator
BRoomer
Joined
Jan 27, 2008
Messages
13,513
Location
Michigan
NNID
TripleDash
3DS FC
1719-3728-6991
Switch FC
SW-1574-3686-1211
Best: Dialga / Palkia Battle at Spear Pillar!
Worst: Route 209
 

Patinator

Smash Champion
Joined
Oct 17, 2007
Messages
2,194
Location
Decatur, Tennessee.
Worst: Route 209 (great song originally, but they murdered it with the remake)
WRONG! DX

Best: Dialga/Palkia Battle at Spear Pillar!

Worst: Victory Road.

I like every song on Spear Pillar, but Victory Road is just too short. Why not the actually music for R/S/E's Elite Four?!
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Best: Route 209
- This, I found surprising. To me, this is easily the best song here. It doesn't bring up as much nostalgia as, say, Victory Road, but it's just good.
Worst: Dialga/Palkia Battle
- This, on the other hand, does fit the stage... but it just doesn't sound good. In my opinion, that is.
 
D

Deleted member

Guest
BEST: Route 209

"But it doesn't fit th--"

Thomas'd!

WORST: Wild Pokemon Battle! (Diamond/Pearl)
 

Looper

Smash Journeyman
Joined
Jan 12, 2008
Messages
222
favorite: wild pokemon battle! (diamond / pearl)
least favorite: team galactic
 
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