I was thinking about a defense stat that would alter damage received and would obviously be lower for prevos in general.
That's a great idea with clanking, I didn't think of that. Do we keep the regular system or just say everything clanks unless there's a type advantage?
Also, does "Dragon" beat "Normal" or what?
Instant KOs are integrated into a few Pokemon Stadium 1 movesets but I'm not sure how important they are or if they'll stay.
And whatever else happens, I'd like Rhydon to keep Thunder and Surf because they were wacky and made him ultra powerful against the dumb AI (they always played water types against rock if able).
I'm thinking the stats are going to be less about actual stats and more just guidelines for character design.
I'm thinking with priority it'll basically be "type advantage > damage" for that; basically, Aura Sphere goes through Hyper Beam, Hyper Beam clanks with Solar Beam, Hyper Beam goes through Ember.
Honestly, I think we should stick to moves that make sense for the pokemon to have; while it's whacky and fun to give Rhydon Surf and Thunder, it doesn't make sense for him to have those moves because he's a Rock/Ground pokemon, and it looks weird from a character design standpoint.
Also, Venusaur moveset I came up with (just specials and overall character philosophy/strategy):
Venusaur is a fairly balanced pokemon with an emphasis on strong, high priority ranged attacks which make him a fairly stationary camper, similar to Olimar.
Neutral B: Solarbeam - A charged attack, it comes out with a hitbox similar to ROB's laser, but is charged like Samus/Lucario/DK's neutral specials. Charging it increases it's knockback and the width of the beam. Like ROB's lazer, it can be angled in any direction. Has enough cooldown lag to make it punishable if whiffed. Can KO at around 150% fully charged with no DI.
Side B: Leafstorm - Venusaur flings three leaves in quick succession, damaging his opponents with said leaves. These combined with Solarbeam give Venusaur his main camping tools, as the leaves have very high priority and will cancel out or go through most projectiles. Don't KO, but can gimp characters with bad recoveries.
Up B: Vine Whip - Think Brawl Ivysaur
Down B: Toxic - This works similarly to Wario's fart in that it charges passively over time, but it takes less time to charge (I'm thinking somewhere between 30 seconds and a minute) and is less of an "OMFG FART KO" and more of a "GTFO" move. It gives a set knockback at no charge and does a small amount of damage over time; fully charged it will KO around 100% and deal a significant amount of damage over time. If used in the air it acts as a recovery at all levels of charge, sending Venusaur straight into the air by varying amounts depending on the amount it has charged. Also a useful gimping move.
Basically Venusaur would be built around keeping opponents away and racking damage with uncharged Solarbeam and Leafstorm, then scoring a KO with Toxic, fully charged Solar Beam, or one of his smashes. I'd probably give him a decent "GTFO" non-special setup with decent reach but not as much KO potential, just enough knockback to get the opponent back into Leafstorm/SB spam range.