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The PokeHub: Universal PokeProject Thread-Feraligatr, Gardevoir and Hoppip Videos!

leafbarrett

Smash Lord
Joined
Jun 8, 2009
Messages
1,388
Location
USA
^^ Yup.

Oh, a quick tidbit: The shield (the graphic, I mean) seems to be attached to the ThrowN bone; in this case, I believe it's the same problem as the other 2: ThrowN probably has to have the same BoneIndex as the original.
EDIT: O_O Whoa... don't do what I just suggested, it doesn't work.
 

Zone_Seeker

Smash Rookie
Joined
Feb 7, 2010
Messages
2
Location
Hoho, wouldn't you like to know?
Meowth is going well, Pikmin are still there though and Olimars bulb too, aswell as freezing whenever he shields,rolls ect. >_>

Anyway explaination of what I'm going to do with his B moves.

Neutral B Pay Day-Meowth throws coins at the foe, can be charged for more coins or a single coin throw.

Foward B Fury Swipes-Meowth jumps at the foe (grabbing effect) then rakes at the foe, tap B for more hits.

Upward B Aerial Ace-Meowth leaps up into the air very quick with his paws pointed foward.

Downward B Swagger-Meowth stands and reflects projectiles


Taunts-Tail whip(wags tail at the foe)
 

NAMQ_DrunkeNFeasT

Smash Journeyman
Joined
Dec 28, 2007
Messages
429
Location
Puerto Rico
man, golem already has a turn into ball animation from Pokeparkwii (but I sincerly don't know how to make it look as it were spinning :(
??? help ???

EDIT:

Yes yes YESYESYES! It worked! The being thrown glitch has been solved~!!!
It's just like the TransN glitch, except with the HipN bone: In order for being thrown to work, the HipN bone must have the same bone index as the original character's HipN.
Gardevoir is now technically functioning as a character in all ways except picking up an item! (By that, I mean no freezes or screenstreaks... mostly. Throwing Lucas screwed the game up, but Mario worked fine.)
are you certain :O??? I just want to use amy, klonoa and kid goku for Fuks Sake >.<

also... all pokemon made here will be added ASAP to my SD card ^^

^^ Yup.

Oh, a quick tidbit: The shield (the graphic, I mean) seems to be attached to the ThrowN bone; in this case, I believe it's the same problem as the other 2: ThrowN probably has to have the same BoneIndex as the original.
EDIT: O_O Whoa... don't do what I just suggested, it doesn't work.
what do you mean with "don't do what I just suggested, it doesn't work."

hey are you going to add the Big Reflect barrier she does when comming out of a pokeball? plz do and use OpenSA2 to view the properties since it shows everything there like, the Size, Kb and everything a character can use over PSA

mmm my friend would love to use your gardevoir, hope she gets to be balanced aswell ^^
 

Omniscient X

Smash Journeyman
Joined
Mar 6, 2010
Messages
326
Nevermind About using Rayquaza's projectile I'm working on Hyper Beam and it will be a BEAM!!! lol lots of damage but tons of endlag so no spamming
Edit: @ Zone Seeker use diddy kong as your base that way you can put meowth over him and use his monkey flip side b as a base to make fury swipes off of :)
 

leafbarrett

Smash Lord
Joined
Jun 8, 2009
Messages
1,388
Location
USA
what do you mean with "don't do what I just suggested, it doesn't work."

mmm my friend would love to use your gardevoir, hope she gets to be balanced aswell ^^
What I mean is that it is sure to make all throws cause screenstreaking.

And thanks ^^ But as of right now, I'm just trying to mimic Zelda. As soon as I get a working Gardevoir as Zelda, then I'll work on making her unique. ^^;
 

NAMQ_DrunkeNFeasT

Smash Journeyman
Joined
Dec 28, 2007
Messages
429
Location
Puerto Rico
Yes yes YESYESYES! It worked! The being thrown glitch has been solved~!!!
It's just like the TransN glitch, except with the HipN bone: In order for being thrown to work, the HipN bone must have the same bone index as the original character's HipN.
Gardevoir is now technically functioning as a character in all ways except picking up an item! (By that, I mean no freezes or screenstreaks... mostly. Throwing Lucas screwed the game up, but Mario worked fine.)
^^ Yup.

Oh, a quick tidbit: The shield (the graphic, I mean) seems to be attached to the ThrowN bone; in this case, I believe it's the same problem as the other 2: ThrowN probably has to have the same BoneIndex as the original.
EDIT: O_O Whoa... don't do what I just suggested, it doesn't work.
no worries is a nice idea to do that just to be sure :)
 

NAMQ_DrunkeNFeasT

Smash Journeyman
Joined
Dec 28, 2007
Messages
429
Location
Puerto Rico
Golem Project Ideas

Double Post!

sorry >.< just wanted to post this

also, I want to tell something about golem if he's ever considered to be done:

Golem

Size: 7/10
Golem should be almost as tall as bowser conserving he's round form, he won't be as wide as Bowser.

Weight: 10/10
He's is just the Heaviest of heavy, like 5%-15% more heavier than Bowser.

Walk: 1/10
He is the slowest one in terms of walking.

Run: 1/10
Just as above, poor running speed, but yes he runs faster than he walks ;).

Power: 7/10
For Being slow, he has not that much power for him, but, detailed information will be given as for why.

Attack Speed: 2/10
Poor him, slow, not that powerful to compensate he's speed, and he's attacks are quite slow aswell.

Damage Dealing: 4/10
Was wrong with me? I'm a third evolution Rock pokemon, I was traded so I could evole, and I can't even Deal Good Damage, I'll just be low tier as Ganon >.<

Range:6/10
He's range, might not be as good over some of he's attacks, but he sure has some Ground based attacks with range.

Priority:10/10
Hello to my top Attribute ^^, Golem sure has priority on he's attacks and another thing that I will tell later.

1st Jump:1/10
He jumps just... not as good on he's First jump, this counts for both Short Jump and Full Jump.

2nd Jump:5/10
Ohh and I do laugh at Golem's first jump here.

Recovery: 6/10
He sure have some good stuff to help him not getting gimped I see, he uses Rock Slide fused with Rock Climb, and he Has 75% of the animation Super Armor.

Fall Speed:9/10
Golem... what will recoverying mean to you...

Air Speed:4.5/10
Golem air mobility will be taken from one of brawl characters that has a somewhat good/bad properties.

Crouch: 3/10
He crouches, and looks just same about of height, like 10% less height.

Hover: No
Crawl: No
Wall Jump: No
Glide: No

He gets No Invinsibility Frames from Dodges!!! (only from arriving from death) he gets intead Full No damage + Super Armor while using Dodges. This just ruins him in terms of Grab Games.

Dependant on Action Heavy/Super Armor: Heavy Armor 8/10 Super Armor 2/10
All Wait/Walk/Run and related ground animations have heavy armor set as B+ Bowser's Crawling. 7% damage and less will not stun golem.

Golem Jabs and Tilts
Have 8% Heavy armor.

Golem Smashes
Will have 9% Heavy armor.

Golem Aerials
Will have 6% Heavy armor.

Golem Up B (Rock Slide + Rock Climb)
As said before has Super armor on 75% of the animation.

Golem Side B (Rollout)
Will have Super Armor after he gets inside he's rock shell, if he's not completly inside the Rock Shell, he will be voulnerable.

Golem Grab wait and any related animation
Have Heavy armor of 12%.

Golem Down B (Steal Rocks)
Has no Heavy/Super armor but is he's most have move (2-4 rocks float around you and follow you, damaging any foe getting near em. (This also removes idle poses, and all Heavy/Super armor Golem would have) this is a double Knife move, it aswell can mess with he's recovery.

Golem Neutral B (Rock Throw)
Needs Stealth Rock, will hurl the floating rocks toward him, and if done in the air, the rocks will be thrown as PK Fire Ness version.

Rock Throw also restores back he's SA and HA states to normal.

Prositive Attributes
Got Well Defense, Priority and Heavy/Super Armor to help him

Negative Attributes
Heavy, Fast Faller will help many combo him, but I'm going to tweak the hitstun Heavy/Super armor to balance this issue

He's True Weaknesses
No Inv. Frames on he's Dodges (helps for the next 2 weaknesses
- Grabs
- Throws
Camping

Rollout Idea (BBox Thing)

Make Golem get inside he's rock shell and make him look like it's spinning but without moving he's origin bone or X/Y/Hip Bones to make him move.

(PSA Thing)

As he starts he's rolling animation make this.
If: Button is pressed (left/right)
he will get a set amount of Momentum to the Left/Right
End if:

Set Loop; Infinite
If Button: Press (Left/Right)
Gets a higher boost of momentum to where you pressed.
End if:

when pressed he will get easy control to where he wants to go

when mashing the input, he get a whole more amount of momentum to the way he input, if pressed alot to the left/right, he will actually manage to get sonic interms of running speed.

When Rollout hitbox connects, the animation restarts it's self but, will get a boost in KBG
Some grounded move stats:

Jab (only will have one single jab) the start up will be 10-11 frames, the slowest Jab from the Brawl cast.

Tilts (all directions) Start Up for them will be set from 13-15 frames (again maybe the slowest tilts in the game.

Fsmash (Golem will turn and smash He's Heavy Back into he's opponents (start up 20 frames)

Dsmash "Suggested by Joe" (Self Destruct/Explosion) Golem will attempt to self destruck to deal inmense KB to near opponents but sadly he damage him self after the explosion. start Up (like Electrode's Explosion) he will randomly use Explosion/Self Destruct.

Self Destruct - Golem charges (this smash move will always charge, can't be charged like a normal smash attack) and the Explodes dealing Great KB/KBG and also hurting Golem for 25% damage.

Explosion - Yes Golems best move of all, Explosion will have a 25% more range inmense KB/KBG but he does 50% damage to himself, Explosion sadly has more Start Up than Self Destruct, so, trying to do Self Destruct to time a Kill move/edgeguard, will be double knife, since if you time Self Destuct and Explosion takes action, you will be grabbed and thus interrumped.

Usmash - I'm out of ideas for he's Up Smash

I won't start this project till BBox gets this "CLICK!"

EDIT:

I can always change some of the ******** stats (Heavy and fast fall) to help him with some of the gravity change's issues (from other game projects, B+ and P:M comes to mind)
 

Ghastly

Smash Rookie
Joined
Mar 13, 2010
Messages
1
i would honestly love, LOVE, to see at least someone from the gengar family preferably gengar. i'd imagine it wouldn't be to difficult to make him fit in there in terms of game balance, but if the texture/image importing is too much than i apologize for the comment.

also as a quick question to save me some time in searching this thread has anyone made an open beta or an official release for any of these yet, if so could i have a link or download of some form?
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
See, NAMQ gets what Im talking about (except for maybe the whole second jump thing).

He is giving golem a cool playstyle revolving around the fact he is a big-f'ing-boulder, and can just shrug off damage.

and even has 2 specials work with each other in an awesome form of stealth rock!
 

NAMQ_DrunkeNFeasT

Smash Journeyman
Joined
Dec 28, 2007
Messages
429
Location
Puerto Rico
See, NAMQ gets what Im talking about (except for maybe the whole second jump thing).

He is giving golem a cool playstyle revolving around the fact he is a big-f'ing-boulder, and can just shrug off damage.

and even has 2 specials work with each other in an awesome form of stealth rock!
what would you suggest Joe?

I have not started this since animations is a must have and I'm pretty bad with the animation controls atm

EDIT:

you mean the "Levitate with a Rock below he's Feet"?
 

leafbarrett

Smash Lord
Joined
Jun 8, 2009
Messages
1,388
Location
USA
Hey, how come I'm not on the list of projects? :< I'm actually a decent way into my project...

Also, add Brawlshifter onto the Project Gardevoir team next to mine.
 

NAMQ_DrunkeNFeasT

Smash Journeyman
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Messages
429
Location
Puerto Rico
Hey, how come I'm not on the list of projects? :< I'm actually a decent way into my project...
I think TGYMK is busy today or something, Gardevoir will sure be in the OP ^^

also, I just want to know about Gardevoir...

Will her have her Pokemon Action aswell, the Reflect Barrier (it can be smaller to fit her weight and wide space so it's not broken in teams)

I just want to see such a GFX like that on her ^^

EDIT:

So ow many of those moves do you have done??
who do you mean? try quoting the user or atleast using

@username:

since I can think you are speaking to me maybe XD
 

JOE!

Smash Hero
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Oct 5, 2008
Messages
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Location
Dedham, MA
well, i just wouldnt really give him that much air control personally.

he is a big, heavy boulder...what business does he have being in the air? Along with this, he has heavy armor on a ton of moves, giving him awesome priority/tanking...why would he need the air to approach when nobody can reliably camp him/spam him to hinder his approaches? Falco's lasers do 3% maximum, and his lowest amount of armor easily beats it.

another idea I had, seeing as it's Golem:

Down Smash: Self Destruct/Explosion

Essentially the force of electrode's or a bob-omb, gets much more powerful with charge, but hurts yourself for about the same amount of damage.
 

leafbarrett

Smash Lord
Joined
Jun 8, 2009
Messages
1,388
Location
USA
also, I just want to know about Gardevoir...

Will her have her Pokemon Action aswell, the Reflect Barrier (it can be smaller to fit her weight and wide space so it's not broken in teams)

I just want to see such a GFX like that on her ^^
No, unfortunately, she won't have that. However, she will have a reflecting move (basically Nayru's Love right now).
 

Omniscient X

Smash Journeyman
Joined
Mar 6, 2010
Messages
326
Hey guys I'm experiencing some minor problems so I put the fitkoopa00.pac and fitkoopa00.pcs in and they worked fine. Then I put in the fitkoopamotion.pac in and it worked ok for the first try and here are some things that are happening:
-on the run and walk animation Tyranitar loops the animation and in the animation he moves forward but then when it has to restart the animation in the loop he goes back to where he was so basically he kinda runs in place.
-He turns invisible every now and then
-randomly when he turns invisible that bubble that comes up to show your out of the screen appears and like moves around and crap
that's about it I'm completing some jump animations today too and if you know how to troubleshoot these problems/glitches please tell me :)
 

piggybank67

Smash Journeyman
Joined
Dec 29, 2009
Messages
294
can someone help me with electivire
im still getting him shiny
i did port the animations over though
i just need help with the model
i can PM u the .brres and the .pac
 

Omniscient X

Smash Journeyman
Joined
Mar 6, 2010
Messages
326
I did mine so i think i can try yours piggy :)
-Hey does anybody know how i could take my walk animation and make it into slow and fast and medium paces (aka speed up/slow down animatios)? this is for the motion.pac file
 

TommoPuppy

Smash Lord
Joined
Feb 4, 2010
Messages
1,376
Location
Australia
NNID
Tommohawk
well, i just wouldnt really give him that much air control personally.

he is a big, heavy boulder...what business does he have being in the air? Along with this, he has heavy armor on a ton of moves, giving him awesome priority/tanking...why would he need the air to approach when nobody can reliably camp him/spam him to hinder his approaches? Falco's lasers do 3% maximum, and his lowest amount of armor easily beats it.

another idea I had, seeing as it's Golem:

Down Smash: Self Destruct/Explosion

Essentially the force of electrode's or a bob-omb, gets much more powerful with charge, but hurts yourself for about the same amount of damage.
It should be more like Wario Waft methinks so you can't spam it.
 

Giygue

Smash Journeyman
Joined
Jul 16, 2009
Messages
207
Location
Alpharetta Georgia
@ whoever is doing project meowth
have you heard of Nuke Bros. Melee? its a smash bros. fangame in which meowth is a character, maybe you could get ideas from that.
 

MzNetta

Oh no she betta don't
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700
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Cape Coral, FL
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3DS FC
4940-5470-2081
Someone should try making Kecleon playable. He could easily replace yoshi and even keep some of his moves, like the tongue. Except instead of turning them into an egg he could just nom on them wario style. Just throwing that out there
 

NAMQ_DrunkeNFeasT

Smash Journeyman
Joined
Dec 28, 2007
Messages
429
Location
Puerto Rico
Anyways Guy, I put what you need to add to the post here, so all you need to do is quote my post then copy and paste. :D

---------


Temporary Banner is Temporary.

With the coming of model importing from games other than Brawl, brand new pokemon have made their way to Brawl, and are ready to enter the fray.​

Here's where each pokemon (and the
current team) that is finished is listed, as well as a download for that
pokemon and or trio (for replacing Pokemon Trainer. If so, try including
a Trainer's Card like the one below.).

---------Advertising---------
Looking for a hand or two in your project?
Try advertising help here. I'll post what sort of help you need with
your pokemon, as well as any other details you might want to include.


"Yo, imma professor, get at me."-

---------Agenda---------
Here's what's currently being worked on, along with the team doing the work,
and a link to the official post about the pokemon.


-Feraligatr (ThatGuyYouMightKnow)
-Infernape (ThatGuyYouMightKnow)
-Cubone (Camonsters, Mr.Weegee)
-Meowth (Zone Seeker)
-Scyther (Tsuyoshio)
-Hoppip (pikazz)
-Gardevoir (leafbarrett)
-Flygon (WarioFan1)
-Rotom (Plasmakirby1)
-Tyranitar (Omniscient X)
"Hurr here is ur startr pogeyman"-

---------Moveset---------
Current discussion of moveset ideas will be highlighted here.
You are encouraged to post animated .gifs of the animation for
a better visualization, but try and keep it smooth and clean.


[collapse=Feraligatr Moveset]
Note that this is what Feraligatr's moveset is being BASED OFF OF. Credit for this goes to JOE!, as it was copypasted from his post here.


FERALIGATR

Feraligatr, the Big Jaw Pokémon. The final evolution of Totodile. Once a Feraligatr has clamped it's powerful jaws around an opponent, it won't let go until the opponent is defeated.


Size: 9/10
Feraligatr is the BIGGEST starter you can get! He is about the height of Ganon, and about as wide as charizard.
Weight: 9/10
He is also really heavy, being slightly heavier than DDD.
Walk: 2/10
He clearly isn't in a hurry to get anywhere, he is about as fast as Ganon in this respect.
Run: 2/10
See above. Feraligatr has the third slowest dash in the game, tied with DDD and Zelda.
Power: 8/10
Surprisingly, for such a big, heavy character, Feraligatr doesn't have some of the epic power that comes with it, but he is by no means a weakling.
Attack Speed: 3/10
Feraligatr has a faster attack here and there, but most of his moves are slow like the tide.
Range:7.5/10
Being big and having an added water effect to your attacks helps your reach.
Priority:7/10
His attacks all have a bit more priority than your average character due to their power, and his water effects add another layer attacks may have to clash with.
1st Jump:2/10
His weight and smallish legs provide little lift for him. He only reaches about a battlefield platform's height in a full jump.
2nd Jump:3/10
Slightly better than his first jump, his second jump somehow manages to gain slightly more height than the first jump.
Recovery: 5/10
He has a decent enough recovery move, but combined with his Fall speed and poor jumps, its not exactly “good”.
Fall Speed:8/10
Feraligatr's weight lets him sink like a stone while in the air.
Air Speed:5/10
Fer's air speed is comparable to Snake's
Crouch: 6/10
His crouch gets rid of a lot of his height, but he is still a very wide target.

Hover: No
Crawl: Yes
While crawling, he actually moves about as fast as his run, to about as fast as his dash speed. He is very low to the ground now, being about as tall as Pikachu, yet as wide as 2 battlefield platforms.
Wall Jump: No
Glide: No



Standard Pose:
Feraligatr stands, slightly hunched with his head and neck forward, his arms and fingers twitching slightly and his body moving up and down very lightly as he breathes. His massive tail is laying on the ground.
Idle Pose:
After a few moments of inactivity, Feraligatr closes his eyes and shakes his head like a dog, mouth slightly open. His arms hang down, unlike his standard pose, and his tail lifts off the ground somewhat.
Walking:
To walk, Fer lumbers forward, dragging one foot in front of the other, his standard pose changing little except that he sways back and forth a bit with each step. His tail drags along the ground.
Running:
While running, Feraligatr takes longer strides than his walk, and his tail moves back and forth along the ground.
Dashing:
Feraligatr's dash has him lean forward, becoming about Ike's height, and take very big strides. His tail is raised in the air and his mouth is open as his body sways back and forth a ways while running, and his tail wags along with it.
Crouching:
Feraligatr is on all fours, and about the height of Pikachu, his arms are bent to the sides as if he's doing a push-up to compensate for his small back legs.
First Jump:
To jump, he pumps his arms up, and lifts his tail up in unison, and pushes off with his small feet. Not much height gained...
Second Jump:
To jump again, Feraligatr slams his tail and arms down at the same time, as if swimming through the air, while looking up and actually goes a bit farther than his 1st jump. Using both full jumps he can just make it to the top BF platform from the middle.
Shield:
Using his big arms like a boxer, Feraligatr puts up his fists, and bows his head, creating a very big shield, but not as massive as say DK or Bowser's.
Spot Dodge:
During his spot dodge, Feraligatr leans all the way into the back or for-ground, waving his arms for balance as he stands on one leg, before going back to neutral.
Roll:
To roll, Feraligatr pulls a classic defense mechanism of Crocodiles:
He does the “death roll” by falling to his sides swiftly, then rolling either backwards a good distance ( a whole body length, or 2 battlefield platforms), or about ¾ of one for his front roll, as he turns to face the opposite way.

Feraligatr is privileged with possibly the best roll in the game distance wise, and speed wise (while rolling). He pays for it however with being able to be hit for a good .2 seconds as he gets up from his rolls.
Air Dodge:
In the air, Fer will bow his head, cover it with crossed arms and curl his tail around him slightly, spinning for a moment.
Asleep:
When put to sleep, Fer's eyes will shut and he will slump over into his crouch position, but with his torso and arms laying on the ground, and only his stubby back legs holding him up, He moves a bit as he snores.
Dizzy:
When stunned, Feraligatr has his arms hand down as his head bobs up and down along with his torso. His eyes roll around in his head as well.
Fatigued:
As the battle goes on, Feraligatr's Idle pose will change to him with his arms hung down, and mouth open, as if panting. His body will hunch just a little more as well.






SPECIALS

Neutral Special: Water Pulse
Feraligatr's first, and probably most frequent to use special is the water type move, Water Pulse.

To do the move, Feraligatr opens his mouth just a bit, water frothing around in his massive jaws, looking a bit like Godzilla charging his breath, arms to the sides, head tilted up slightly and all! This is the charge period, where Fer can increase the size and power of the pulse, he can also store the Pulse much like Squirtle or Samus, and can be interrupted while charging.

As he charges, he will flash pale blue, and will continue as he holds the full charge just like Squirtle. Unlike his tiny, shelled rival however, Water Pulse behaves much differently than water gun in that it is more akin to Charge Shot. When launched a ring of water leaves from his mouth as the pulse shoots out. Without any charge, a burst of water about the size of a Ray Gun (item) blast, and travel just as fast. Fully charged, it is the size of a nearly full charge Charge Shot, yet sort of tear shaped as if the ray gun blast swelled up. The blast at base has the same cool down as charge shot, so it is by no means spammable.

Pulse is an odd move for the way it is shot off, especially for a heavy, in that it does NO damage. Instead, it has Knockback/Pushback like Watergun or FLUDD, but all at once. The KB of the pulse is actually static, having about the pushing power of the Ray Gun blast, no matter the charge. What does change if the range of the pulse, from Luigi's fireball to Fox's Laser, which it will carry an opponent as long as they are hit by it.

Like the other water attacks, it has near transcended priority, really only being stopped by super armor seeing as the opponent becomes immune to KB. It is important to remember where and when to hit opponents with the move, seeing as they will be carried with the Pulse, and you don't want to waste a pulse you've built up to super armor or a move that can out power it. (Knee of Justice for example can out KB the hitbox of the pulse, and let Falcon power past it), or moves that can ride it safely (Fox's Dair can halt on one of the spinning frames as he rides the pulse, sort of speak, being safe for the most part). You will want to time it right as someone recovers, or just as they jump to get them caught for the ride.

Damage: N/A, Time: 3 second charge, .7 second cast, KB: constant

Side Special: Crunch​

A classic move for Feraligatr, Crunch employs those massive gator jaws of his to take control of his opponent.

The move starts with Feraligatr taking a small step back, then suddenly lunging forward, arms down and to his sides, with his mouth wide open for about the range of Charizard's Ftilt. If nobody is in range, he will simply clamp shut loudly and pause for a moment before going back to neutral.

If he catches someone however, he will clamp then down like Wario does and catch an opponent in his mighty jaws! From here, the opponent will constantly take damage, about 2% as long as B is tapped.

To get out of this move, the opponent must DI out of his mouth, as if hit by a multi-hit move (such as flamethrower), by pressing the control stick away, jumping or tapping A. Feraligatr can counter this however, by being able to move his head and body with the control stick as he mows down on his foe! He can be moved Up, Down, and towards and away from camera, tossing his enemy like a ragdoll.

Doing this not only makes it harder for opponents to get out, but does 3% damage when B is tapped while Fer swings his victim, and 3% if the victim collides with an object (floor, wall) and other players (both take 3%, other player takes light KB). After being released, the opponent will take moderate KB as Feraligatr spits them out.

This should be a great tool should an opponent come too close for comfort, or better yet...if you follow them offstage for a surprise Suicide maneuver. Fer can eat items with this move, and will take 5% for eating explosives (coupled with a bulging gut and smoky burp)



Damage: usually around 12%, but can go a lot higher based on circumstances.

Time: 1.2 second animation for the whole thing (the initial lunge only takes about .4 seconds, the lag if he misses however is .8...) The move can be held for quite a while if the opponent doesn't try to break out, and you move Fer correctly, the average should be about 2-3 seconds due to opponent's actions.

KB: light (if you hit someone)-moderate(spitting them out)

Up Special: Aqua Tail
Feraligatr's one and only recovery move, is the newer water type move: Aqua Tail.

It works the same both on and off the stage, Feraligatr lifts his tail up, almost touching his own back as water begins to slosh around him quickly, then he slams his tail downwards (or against the ground) and a large splash of water shoots out behind him, rocketing him upwards about the height of Fire Fox, and moving about the same distance (horizontally) as DDD's Up Special can.

After reaching the top of his large arc, Feraligatr will do a quick front-flip, losing the water covering he had at the start and begin to plummet in a pose akin to his Crouch, but with his arms and legs spread out. His head and tail will rise slightly as he falls as well. Then when he finally hits ground, he will splash down with a huge wave of water surrounding him (about the size of a DK ground pound) and knocking foes away in a mighty torrent!

Now to go into the mechanics of the move. The first part where he splashes water behind him will do 8% damage, and HIGH knockback, making it a sort of gimp move from a recovery. He then will be covered in rushing water as he jets upwards. The water around him is a constant Pushbox, and has a range of about DK's whirling fists around him, making it a very safe recovery option in that would be attackers will get pushed away from him by this protective layer. It is interesting to note that he has no Super Armor during this move, making a lucky hit possible if you can somehow manage to get past the wall of water, but he moves rather quickly upwards during it.

After reaching his apex, the water disappears, but anyone caught underneath Feraligatr will be spiked, receiving 12% damage and high downwards KB as he falls. If someone is unfortunate to be under Fer as he lands however, the splashdown will cause 22% damage, and extreme KB to the sides, as the opponent is crushed beneath him, and as the water rushes them away.

Its a great recovery move, and a potential killer. Be careful how you aim however, it is only cancel-able at the peak of the jump (dodge or press B), and it is essentially his only recovery option, with a laggy end, making it very predictable.

Damage: 8% for the 1st water hit, 12% for aerial hit, 22% for landing hit. (potentially 34%)

Time: 4 seconds

KB: high-extreme


Down Special: Pokémon Switch
The down special is the same as Pokémon Trainer's. Rival tosses the pokeball at Fer, saying “That's enough!” or “Return!” with authority.
Chikorita will then come out with “Go, Chikorita!” or “Mess em' up, Chikorita!” based on whether the opponent is over or under 100%.



STANDARDS

Neutral Attack: Croco-Combo
Using those big arms of his, Feraligatr will punch twice like a boxer, the first being a quick jab, then a slightly stronger gut-shot with his other hand. Then he uses his head, slamming his huge jaws down at his stunned adversary and raking his teeth against them.

This is Feraligatr's fastest move to come out, and nice for close combat due to the high, mid then arcing hits. The range of each of the punches is about that of Ganon's jab. The rake with his mouth has about the range of Wolf's Ftilt, giving Fer's total jab some decent overall range.

Damage: 4%, 5%, 8%.

Time: 1st hit .2 seconds, 2nd hit .3 seconds, 3rd hit .4 seconds (total 1 second) But the first hit comes out near immediately.

KB: Light, Light, Moderate

Dashing Attack: Ferali-scoop
Fer's dash attack is actually faster than his dash animation. To begin, he runs forward with his head lowered. After about 3 strides, he will violently swing his head/body upwards with a mighty roar, and launch anyone in his way skyward, using his massive head like a springboard with some impressive force. Afterwords he keeps the pose for a brief moment, giving the move a bit of a risk if you miss.

This is a slower dash attack, but has some surprising range (about a body length) and distance-closing abilities. Combined with it's decent power, it can make for a nice surprise kill-move.

Damage: 14%, Time: .8 seconds (hits at .6), KB: high


Forward Tilt: Tail Bash
The first attack to make use of his mighty tail, Feraligatr turns around swiftly, and while he does so brings his tail upwards, then slams it down in front of him in about a 40* arc, creating a thunderous clap when he hits the ground. He then quickly turns back around, making a full turn, which may unfortunately create an opportunity for retaliation.

The move has excellent range, about that of Ike's Ftilt, and decent power if you sweetspot the move near the end of his tail. Otherwise, it will only do moderate KB and damage. Be sure to space this right, and you will surely send foes flying.

Damage: 9%-15%(sweetspot), Time: .8 seconds (hits at .4), KB: Moderate-High

Up Tilt: Spine Lunge
Feraligatr's row of spines is put to good use here, using them to cause havoc on enemies above himself.

A simple but effective attack, Fer looks downwards, and pumps his arms back. While he does this, he shrugs violently with a growl and goes up in his toes a bit, thrusting his massive back-spike upwards and hitting about as high as Ike's Usmash, but having about 1/5th the horizontal range.
As he pumps upwards, his head spike also counts as a weaker hit in case someone tries to attack from the front, doing minor damage and KB. This is also Fer's fastest tilt, but the one with least power and comparative range, only really hitting above and very slightly in front of him (near point blank).

Damage: 8% (5% on weak hit), Time: .5 seconds, KB: moderate (light on weak hit)

Down Tilt: Trap Jaw
While crouching, Feraligatr can easily sink his teeth into his opponents and cause some decent damage at their vulnerable legs.

The animation is fairly quick for Feraligatr, having him start by reaching his head out just a bit while turning it to the right, and opening his mouth, then suddenly clamping down on his foe before opening again as swiftly as he closed, sending enemies away at a 30* angle, and withdrawing his head back slightly to his crouched pose.

While being a good move to poke a shield, it is a tad slow in both startup and ending lag. It has good rewards if you hit it however: the angle is decent for a followup such as a Water pulse or even Dash Attack. If you hit a recovering opponent, the horizontal KB can prove annoying.

Damage: 9%, Time: .65 seconds (hits on .3), KB: moderate

SITUATIONALS:


Ledge Attack:
While getting up, Feraligatr uses his girth to do the work for him as he pushes up slightly, then just belly-flops at any enemy unfortunate enough to be in his way, landing in his crouch position for a split second before going neutral.

Damage: 11%, KB: moderate, Time: .1 sec of vulnerable after attack

Over 100%:
After being damaged some, Feraligatr will get up slowly, and after his arms are up give a vicious snap with his jaws, sure to clear the area before he gets back on his feet.

Damage: 13%, KB: high, Time: .2 sec of vulnerable after attack

Tripped Attack:
When tripped, Feraligatr will do a classic Alligator death roll, but with a watery twist as a small wave of water comes from around him in about the size of the splash when he lands Aqua Tail, pushing foes away. This does no damage, just KB, but if an opponent hits the actual roll, they will take some damage and light KB.

Damage: 3%, KB: light-moderate



SMASHES:​


Forward Smash: Dynamic Punch

[FONT=”impact”]Quick History:[/FONT] Dynamic Punch seems a bit unorthodox for Feraligatr to use, but it has a bit of personal nostalgia for myself. Back in the day, when I played Pokémon Gold, I almost always chose Totodile. When he finally evolved into Feraligatr, it was around the time when you beat the Fighting-Type gym leader and receive the Dynamic Punch TM. After first putting it on Feraligatr seeing as it sounded cool, and he was the only guy usually who could take it, I fell in love with it's damage and confusion effects, as well as the sweet animation of an exploding punch of death. So now my potential Brawl Feraligatr has a piece of my own Feraligatr in it.

This smash is quite possibly the scariest move Feraligatr possesses as far as KO'ing is concerned.

To begin, he turns slightly, still looking dead ahead as he draws the fist facing camera back to his side, a faint glow circling the fist as he does so (charge period, glow increases with charge). He will then roar loudly and take a big step forward with the leg facing camera as he does a wide swing of his arm, going over his head as it arcs and crashes forward about the range of Falcon Punch in front of him, and hitting at about half his height.

It is important to note that when this move hits, it truly HITS. On impact, an explosion will occur doing massive damage and KB, and will only grow bigger and stronger with charge. This explosion ranges from the size of Samus' bomb going off, to that of one of her Super Missiles, making this deadly to all who come close to the unfortunate soul hit by the blow as the explosion has the same damage and Kb throughout it.

After Fer hits, both will act as if a special sweetspot occurred, having both Feraligatr and the opponent slowed down for a few frames as the explosion occurs before the victim is sent flying. After that is done, or if Fer doesn't hit anything, his fist will swing to hit other side, turning his whole body slightly along with it before he recovers to his neutral pose.

This move has some great range and amazing KO power. It's only problem is that it is horrendously slow, taking about a full 2 seconds to toss out if you don't even charge. Be careful of how you throw this move out, missing such a slow move could spell disaster for Feraligatr.

Damage: 25%-37%, Time: 1.3-2.3 seconds, KB: EXTREME (horizontal)




Up Smash: Hydro Pump

Another unorthodox move for a heavyweight, Feraligatr boasts the powerful water type move Hydro Pump for his Up Smash.

The move starts with Feraligatr bowing his head and crossing his arms just below his jaws, feet spread slightly as he turns slightly towards or away from camera based on which way he is facing (charge period). Once he is done building up, he will roar upwards, thrusting his arms back down to his sides as a torrent of water surrounds him swiftly, and a column shoots out from his mouth with impressive force, lasting for about half a second before the water falls down, splashing on the solid surfaces of the stage as Feraligatr takes a brief moment to recover.

Now, this move is odd in 2 ways, the first being that it involves that Pushing Water effect seen in some of his other moves. He employs the effect by having the torrent that surrounds his body suck up any enemies that happen to be too close up into the column of water, and pushed all the way to the top. This makes Hydro Pump a bit of a control move as opposed to a straight-up killer or damager, being able to manipulate airborne opponents, or those above you on a platform without ever having to go up there yourself.

The second odd thing about Hydro Pump is that it it may well be one of the weaker smashes in the game (very odd for Feraligatr), but it may also as well have one of the best ranges of any smash attack. The column that appears when he finally lurches up grows to about the height (and width) of Mario. Fully charged however, it will grow to the height of Bullet seed, being able to reach the height of Mario, if he were standing on the middle BF platform!

While it pushes opponents to new heights, the tip of the column is white with rapid waters sloshing around. The tip is the actual damaging part of the attack, having about the size of Olimar's helmet. When hit with this tip, the opponent will receive just about the same KB as DK's Uair, and about the same amount of damage ( 13%). The rushing water serves as an elevator of sorts to get foes to the tip, so they can be KO'ed easier, seeing as the charge only affects the size of the column, and not the power of it.

This is not a guaranteed kill up high however, clever foes can DI out of the column and potentially strike you back. This doesn't stop you from outwitting them as well, remember the water surrounds Feraligatr as well, and could possibly serve as a counter to some approaches due to the water's vacuum properties.

Damage: 13%, Time: 1-2 sec (comes out at .3 seconds), KB: moderate




Down Smash: Whirlpool

A more conventional attack of his, Whirlpool has Feraligatr curl his upper-body to the left, and his tail to the right as he tenses up (charge period). Once he is ready, a torrent of water whooshes around him twice as he recoils himself, facing the opposite way he turned with a menacing growl.

The water effect from this is a tad smaller than his other “splash” moves, only about as wide as MK's Dsmash, yet the water circles him up to his neck, making Whirlpool a pretty large attack overall. As always, the wall of water provides protection against some attacks, and does some moderate damage and KB as it swirls around him, hitting 2 times on each side, simultaneously.

Whirlpool has it's lag during the move itself, having relatively quick startup and ending times, making it one of Feraligatr's safer moves, yet not one of his more powerful ones.

Damage: 5-7% per hit (maximum of about 21% due to KB stopping all 4 hits)

Time: .8–1.8 seconds (comes out at .2, ends at .6)

KB: moderate per hit




AERIALS


Neutral Aerial: Death Roll
Laying out horizontally, Feraligatr will spin twice quickly to the side, using his whole body as a weapon, with a little bit of a water effect at his mouth. He returns to his normal air pose very quickly compared to his other attacks.

The hitbox of this is HUGE, but at the same time if is also his hurtbox. The only places where this is different are his mouth, which acts as a sweetspot of sorts for extra water-KB, and his spikes when they spin, which do an extra bit of damage. It would be a good idea to decide on what to hit with when you pull out a death roll. The size of the move itself should provide plenty of usage, let alone the specialized areas.

Damage: 4% (5% on spikes, also has 2 chances to hit), Time: .5 seconds, KB: light-moderate(mouth)

Forward Aerial: Rapids
Feraligatr brings his arms out at the sides and sprays a large volume of water in front of him, nodding his head up and down once each, creating a large area of moving water in front of him, that is about his size for a brief moment. After the water is gone, he will return to neutral.

This attack does only little damage, as well as Upwards and downwards KB (depending on which way his head moves when the opponent is near). The important thing about Rapids is that it creates a large wall of sorts in front of you for a brief second, and can absorb about any attack due to it's girth.

This could be the ultimate defensive move if you have the room to pull it off. Be careful of your airspace while making the wall, you need to at least double jump in order to get it going long enough to continue to the ground, and even then opponents may make it behind you where you're vulnerable to attack.

Damage: 5%, Time: lasts for and takes 1 second to animate, KB: light

Back Aerial: Tail Slam
Fer looks back as he raises that big tail of his up menacingly, then with a sudden thrust down of his head, it comes crashing down in a huge arc to send any airborne enemies down to earth. He then either takes a second to reorient himself in the air, or sits on the ground as his tail slaps against it, before going to neutral stance.

The move is your basic spike, but with a great range and the tail sweetspot at the tip shared with his Ftilt, doing higher damage and KB. The tail covers an arc similar to Marth's Fair, but with much more beginning and ending lag.

Damage: 8%-14% (sweet spot), Time: .9 seconds, KB: moderate-high

Up Aerial: Ferali-Clamp
Feraligatr streamlines his body vertically, arms down at his sides, feet against his tail as it and his head straighten out, as if he were jumping out of the water. Gaining this small boost in height, fer then opens and slams his jaws with tremendous force to do some scary damage to airborne foes. He keeps this pose after hitting (or missing) and falls for a bit, making it a risky move if you miss, yet sure to KO if you hit.

This is Feraligatr's most powerful aerial, being able to kill Mario at around 95%, yet it has the most ending lag compared to his others, seeing as it comes out fast. Make sure you land this when you toss it out, or you could be in a bit of trouble.

If he lands mid animation, he will stand, head skyward until his lad ends.

Damage: 16%, Time: .8 sec (comes out at .3), KB: high


Down Aerial: Gator Bomb
Flipping completely over backwards, after a moment of “hang time” Feraligatr will plummet downwards with his head and back spines jutting out to the left and right, and crash into the stage with a splash as his weight and spines squash anyone underneath him. He will then take a second to recover as he is on his back, leaving him a bit vulnerable. The splash of water, about the size of Whirlpool (but a fraction of the height), when he hits should alleviate this problem however.

While falling, he goes about twice his fall speed, and will go for about 3 body heights before he automatically returns to neutral pose.

This has some good priority for a bomb move, thanks to his spines jutting out. Don't be afraid to try and get back at jugglers with it, but at the same time don't expect it to kill.

Damage: 12%

Time: 1-2 seconds (comes out at .3, but has at least a .7 second lag time when landing)

KB: Moderate.




THROWS

Grab:
Feraligatr reaches out quickly with one of his big arms, looking almost like his jab's gut punch. While holding on he has the opponent off their feet, grabbing them around their waist or chest with his big hand. He has OK grab range, about the same as Ike's.

Pummel:
To Pummel, Fer simply winds back with his other fist, and gives them a good old-fashioned punch to the face. It does 4% per hit, but it is rather slow.

Forward Throw:
Feraligatr grabs his opponent in both hands, then winds himself to the side (away or towards camera based on position). He then tosses them far off in front of him with his great strength. It is important to note this sends them straight ahead, and could possibly be followed up with a certain projectile while they're offstage?

Damage: 6%, KB: moderate


Back Throw:
Feraligatr tosses his opponent over his shoulder quickly while his tail rises, and just as they get behind him he smashes them with it like a baseball bat, knocking them quite far away.

Damage: 14%, KB: high


Up Throw:
Taking his opponent in both hands, he lifts them up over himself quickly, and lets them fall in the air for a quick moment only to be met up with a vicious upward punch.

Damage: 12%, KB: moderate


Down Throw:
Feraligatr slams his opponent down in front of him, and then lifts his foot up as they panic under him (like with Bowser). He then stomps down with all his weight, launching opponents away from under him horizontally.

Damage: 16%, KB: high


FINAL SMASH
SURF
Unlike Pokémon Trainer, who works as a team in his final smash, Rival focuses on each of the Pokémon as their own fighting force.

The iconic water type move: Surf finally comes to smash bros as Feraligatr's final smash.

When activated, Feraligatr will roar mightily upwards, then slam down to the ground in his crouch, still growling and waving his tail slightly. As he slams down, the ultimate wall of water will come below the stage!

Surf hits 3 times before receding, just like in the games, each time growing in size! In the first wave, the water rises up to just sweep enemies off their feet, hitting just about olimar's height above the floor before receding. The second wave is a bit faster, and reaches a battlefield platform above the floor, potentially trapping foes like he does with Water Pulse. The final wave barrels in at the height of the middle BF platform, washing any remaining enemies away with the tide off stage! Each wave also comes at about the speed of Charizard's dash, with the last two going just a tad faster each.

The waves come from the direction Fer faces on stage, but don't depend on where he is. This means he can face left on the right side of the stage and the waves come from the left.

Surf can be truly devastating if you catch an opponent off-stage with it, or just off guard, seeing as the only way to avoid the wall is to jump over each wave, or get caught in the power of the tide.






EXTRA ANIMATIONS


Up Taunt:
Feraligatr turns to face the screen (faces the way he was currently facing) and punches his fist facing camera into an open palm, then lets out a snarl, then blinks twice.

Side Taunt:
He bows forward slightly, hands out at his sides and shakes his body and tail back and forth as he unleashes a deafening roar, looking angry as he does so.

Down Taunt:
Feraligatr turns completely to face the camera with an angry look in his eyes. He then growls while stomping his left foot and massive tail down in unison, making a loud THUD and shaking the screen a tiny bit.

Entrance:
Feraligatr appears out of the pokeball with his head down, but then quickly looks to the sky just like his Hydro Pump animation and shakes his head and upper body side to side, roaring loudly.
Rival either says “I choose you, Feraligatr!” or “Crush 'em, Feraligatr!”

Win Pose 1:
Feraligatr performs his side taunt up close and personal to the camera, giving a nice view of his teeth before withdrawing to his neutral pose with Rival next to him.
Rival then says “Hows it feel to see true power?” with a sly grin to the camera as Fer withdraws from it.

Win pose 2:
Feraligatr is seen looming over the losing player(s), mouth open and ready to bite just as he is returned.
Rival says “Save it for next time!” as he does so, then pockets the pokeball while looking seriously into the camera.

Win Pose 3:
Feraligatr roars upwards to the sky and slams his tail down before being returned. As he is returned, Rival says “You never stood a chance!” as he holds the pokeball towards the screen with a wicked smile.

Lose Pose:
Rival is seen freaking out, pulling his hair and stomping his feet in rage that his fully evolved Pokémon lost. Feraligatr is seen behind him, on all fours growling angrily toward the other player(s).


Kirby Hat:




Kirby gains Water Pulse after swallowing Feraligatr​


Playstyle: Slow and Powerful Tide​


Lets not kid ourselves here: Feraligatr for the most part is rather slow, with only his 1st jab having any respectable speed to it. However, he does pack walls of water, and amazing power/range to make up for this.

Fer plays in extremes, either going on the extreme offensive, racking massive damage per hit, and KO'ing stupidly fast. Dynamic Punch, his Ftilt, Bair, Uair and Hydro Pump can KO stupid early due to their damage, the problem is landing it. Luckily your water effects can lead to opponent frustration in trying to hit you, which could set you up to potentially land one of these killers. Fer's throws are also stupidly powerful, but his pummel is terrible, making a breakout fairly easy. His grab range is also fairly short for someone his size, making the grab difficult, but rewarding.

He can also be extremely defensive, making himself a pest to damage by setting up walls of water with his specials and aerials, then Crunching foes who get close. Always remember Aqua Tail can gimp, along with push potential gimpers around, turning the tables against offensive opponents. Dair can also plow through Jugglers if they give you the chance. Be sure to play Fer to be very annoying with his water, and you'll be sure to be the ultimate tank.


Playing against: Bait the Gator

As stated, Feraligatr's moves are very slow, and he has trouble racking up damage outside of his Jab, Crunch and Death Roll attacks. He basically has little to no follow-up game outside of these due to his lag and power, so make sure to try and lure him into trying a power move, and punish accordingly. This will trick him into being in a vulnerable state of lag, and let you damage the big Gator more efficiently.

His rolls may seem annoying at first, but be sure to follow them, he has lag time after rolling that long. Once you punish his lag, try and juggle him close to the ground so he cannot retaliate with Gator Bomb or Rapids, his high fall speed and weight should keep him easily comboed if you get any momentum. Another way to abuse this would be to take him off stage, seeing as his crappy second jump and high fall speed leads to limited time to pull off Aqua Tail. Baiting any of his aerials off the stage should spell his doom.

In short, keep on your toes and don't get caught by any of his tricks or power moves, and jump at any chance to get in close and you should be able to wrangle this gator.​
[collapse=Meowth Moveset]
Planned Moves:

B = Payday - Meowth throws coins at the foe, can be charged for more coins or a single coin throw.

B Side = Fury Swipes - Meowth jumps at the foe (grabbing effect) then rakes at the foe, tap B for more hits.
Up B = Aerial Ace - Meowth leaps up into the air very quick with his paws pointed foward.
Down B = Swagger - Meowth stands and reflects projectiles

Final Smash = Faint Attack

Taunts - Tail whip(wags tail at the foe)
[/collapse]
[collapse=Cubone Moveset]B: Growl: He will growl infront of him then people in front of him will get lip's stick on their head.

B>: Bonemerang basically links boomerang.

Bv: Dig: Cubone wil dig under ground and if you were standing beside him then you get trapped as if you were in the pitfall animation. He pops back up with his bone upward and knocks enemies away from him.

B^: Rock Climb seems really fitting, a boulder appears under Cubone which he jumps off of to gain altitude. The boulder then falls downward. Using this move doesn't leave you defencless much like G&W or Sonic.

Final Smash: Earth Power: All enemies on the ground at use are trapped as if hit with pitfall. Then stalagtites(or mites? im not sure) cone out of the ground launching them up into the air with large power. These stay on the field for a short period. Kind of like multiple smaller Ice Climber's final smash, except the initial rising has ko potential.

Forward Smash: Double-Edge: Lunges forward with power and velocity. Cubone doesn't take recoil thanks to his Rock Head ability. Can be aimed diagonally upward or downward as well. The same concept could be used for bone rush.
[/collapse]​

[collapse=Scyther Moveset]A combo: Slices with both hands then keeps on slicing
A side: Slashes the oppenent
A Up: Sorta Mimicing links b-up
A down: Slices twice on the ground

B: Cut
B side: Fury Swipes
B Up: Aerial Ace
B down: Endure

[/collapse]

[collapse=Flygon Moveset]
Neutral B - Dragon Pulse:

It will be chargeable. It would create a sideways vortex in front of Flygon, It strikes the enemy multiple times. The charge also derermines the power and duration of the move, you may shield/roll to stop it.

Down B - Earthquake:

He will stomp the ground, damaging nearby enemies. If used in air he will fall down making a stomp when he lands. Opponents may get caught in the attack.

Up B - Steel Wing:

His wings turn metal, he then flies quickly upward (slightly diagonally) with his wings stretched straight out.

Side B - Outrage:

Outrage will work like Marth's side-B, only more...raging?.

Final Smash - Draco Meteor:

Will work like PK Starstorm, just smaller and slower but damaging more. Also, when it hits the ground it will explode.

A Attacks:

Smash^: Stone Edge: Flygon stomps the ground and leans forward. Small shards of rocks come up and strike directly above him.

Smash>: Dragon Claw: His claws glow and he strikes twice (VERY similar to Link's Smash>). Once with each claw.

Smashv: Sand Storm: Flygon hops and flaps his wings once forcefully toward the ground. Sand will surround Flygon and damage any opponents that touch him.

A combo: Slash, Slash, then Flaps wings forward, the air infront of him slashes the opponent. Supposed to be Slash, Slash, Air cutter.

Tilt>: Air Cutter: A more powerful version of the ending of his A combo

Tilt^: Dragon Breath: He breathes a blue flame directly above him. Similar to Zelda's ^Smash.

Tiltv: Iron Tail: Fox's Tiltv basically

Most Pokemon reuse their Smash moves as aerials, or use nonexistent ones. sooooo

>Aerial: More Dragon Claw Action, 2 hits, very close together.

vAerial: More Dragon Breath: Fire's downward. Causes fire damage. Spike?

<Aerial: Iron Tail: Tail turns metal (optional). Slams his tail downward. Spike.

Neutral Aerial: Swift: Stars will surround Flygon, it will damage any foes that comes in contact with Flygon.
[/collapse]

[collapse=Rotom Moveset]
B-charge Beam
>B- Swift
vB- dark pulse
^B- Ominous Wind
vSmash- Shock Wave
>Tilt-Thunder Wave
v>Tilt/^>Tilt- Confuse Ray
Fair- Will-O-Wisp
[/collapse]

Because of the new info going around about the Customized Content section I figured I might as well make a universal pokemon thread so it would be even more organized. Still a WIP.[/collapse]
I would love Golem Project to be there but, no rush since the project has 0% progress thus It's not even started.
 

MzNetta

Oh no she betta don't
Joined
Nov 6, 2004
Messages
700
Location
Cape Coral, FL
NNID
ParisNicholson
3DS FC
4940-5470-2081
The colour changing would be impossible to impliment properly though. No way.
Invisibilty is another of Kecleons abilities, and could easily replace his "color changing" trait. It's just a suggestion anyhow.
 

TommoPuppy

Smash Lord
Joined
Feb 4, 2010
Messages
1,376
Location
Australia
NNID
Tommohawk
Technically he camouflages himself instead of turning invisible :p And yeah, I know you're just sharing your idea.
 

Omniscient X

Smash Journeyman
Joined
Mar 6, 2010
Messages
326
I have the jumpsquat, JumpF, JumpB, Fall, SpecialN, Run, Walkmiddle, and few other animations done. I'm working on jumpaerialB, JumpaerialF, Runturn, Runbrake, and Runturnbrake at the moment although it won't do me much good for running animations cause his looped animation doesn't truly "move" any ideas on how to fix that?
I also believe I fixed piggybank67's electivire texture problem
Edit: Getting screenshots...
 

Omniscient X

Smash Journeyman
Joined
Mar 6, 2010
Messages
326
Here you go:
Basic Ground Attacks:
A+A+A combo: Two slashes with claws followed by a tail slam 3% for each strike and 9% on tail slam
Dash attack: Fire Fang, similar animation to bowser's dash attack with added flame damage near the sweetspot by the mouth 16%
F-tilt: Dragon Claw, long wind up claws will have either darkness or electricity and will slash in front of him making a claw strike in the air (like bowser's F-air) 10% damage
U-tilt: Focus Blast, Tyranitar rears up and unleashes a short-range blast of energy upwards, long wind up 18%
D-tilt: Earthquake, a jacked up version of avatar ness's dtilt short quick stomp followed by a shockwave impaling opponents caught in it into the ground and dealing 15% damage
Air attacks:
N-Air: Slash, Tyranitar's claws glow blue and he does a 360 14% 17% on sweetspot at end of animation
F-Air: Shadow Claw, Tyranitar does a slash similar to his F-tilt with added darkness and much higher knockback 11%
B-Air: Iron tail, similar animation to charizard's B-Air but with a few effects and a metallic sound effect 18%
U-Air: Iron Head, a little bit of fall lag and a headbutt upwards dealing 23% if it should hit
D-Air: Giga Impact, (I had to put this in here) Tyranitar stops for a second in midair and the plunges downwards surrounded by a purpler PSI magnet effect deals 7% on contact in the air and spikes enemy into the ground, 25% damage if he lands upon of an opponent and a slight explosion of earth at impact and a small shockwave dealing damage and have the push effect (This will be one of Tyranitar's strongest moves)
Down Smash: Tyranitar crosses his arms for charging and then when released he whips his arms out and unleashes a ring of dark energy with good range 27-34% and alot of knockback when an opponent is adjacent to Tyranitar and energy pulse deals 23-30% damage but even better knockback
Smashes:
Up Smash: Stone Edge, Tyranitar rears up for charging then slams his fists into the ground causing a multitude of stones and rocks to fly from the ground to a ways above his head, stones inflict 23-30% damage and tons of knockback and the body and ground can deal 20-25%
Side Smash: (I may still edit this but idk yet) Crush Dragon Claw, (yes i combined two attacks from pokemon) Dragon claw on steroids Tyranitar charges in a wind up almost to throw with his claws glowing then he slowly raises his foot then comes crashing forward his claws slaming into the ground causing an eruption of fire (big hitbox!), claws deal 29-36% electrical damage and eruption causes fire damage anda set 30% damage both deal massive knockback adn body only causes 13-18% damage with minimal knockback.
Specials:
Neutral Special: Hyper Beam, Ya you knew this was coming, Hyper Beam can be charged (I'm using a small PSI Magnet effect near the mouth) and thankfully it has a slight but still pretty strong push effect to negate some strategies. The beam takes about 1.5 times as long to fully charge as a charge shot from samus, the beam can range from the size and length of ROB's beam barely charged to almost as large as Suicune's Aurora Beam with great but not infinite range and on collision with walls will cause a sizeable explosion. Damage ranges from 3% all the way to 39% fully charged making it Tyranitar's strongest move damage wise and the charge can be held. A drawback to not make the move too broken is that the attack has pretty long windup lag and if Tyranitar is hit with damage during that animation not only will the attack stop but he'll lose his charge as well. Also after a fully charge blast Tyranitar will be left open for an attack for a few frames unable to defend him self (like a cooldown)
Side Special: Dragon Pulse, Tyranitar rears then comes into a running start kind of animation where a PSI Magnet effect forms near his mouth and a whirlwind of flames extends to the length of 3-4 custom stage blocks depending on whether you tap the joystick or not the flames deal 5% per hitbox and max massive push effect that is equivalent to a point blank Latios, the push effect is completely horizantal however also has cooldown to prevent spamming of the move.
Up Special: Rock Climb: (I may change this as well) Tyranitar forms a rock underneath him in the air, much like charizards side special, and he leaps off of it covering as much vertical ground as sonic's up special but the rock breaks into fragments which deal 4% damage, the rock itself when it's whole can deal 15% and can send opponents flying. On the ground Tyranitar does a hop and slams into the earth impaling nearby opponents and shoots skyward (I made this move primarily to have a set up to use Giga Impact, Tyranitar's D-Air).
Down Special: (Once again may change this in the future) Rock Slide!, Tyranitar pounds his fists into the ground unleashing 4-5 boulders on each side of him that go rolling at high speed for 2-3 seconds before breaking apart. The boulders can cause 16% damage each and have high knockback while framents only cause 3% damage, in the air it's a 360 animation followed by a brief blast of dust and then boulders materialize near his palms.
Taunts:
Up Taunt: Tyranitar poses and roars vibrating the screen
Side Taunt: (I gave Tyranitar a psuedo-reflector) Tyranitar winds up and roars in the direction of the taunt unleashing a blast of wind (Burabos wind effect there) with a strong push effect which negates and reflects projectiles depending on their trajectory left vulnerable afterwards.
Down Taunt: Summons a boulder and spins it on his claw like a basketball(has hitbox like snake's box)
Final Smash: Outrage: Tyranitar uses Giga Impact and Hyper Beam at the same time Firin a hyper beam horizabtally then charging across the stage killing anybody in his way (combination of Aura Storm and Critical Strike, Lucario's and Marth's Final Smashes)
 

blaze1216j

Smash Apprentice
Joined
Oct 25, 2008
Messages
139
NNID
blaze1216j
Switch FC
0463-6711-5134
Isn't there someone here working on Blaziken?
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
How do you know that the bone adder didn't work? Is it because it fails in the bone adder program, Brawlbox, or in Brawl itself? Cuz I added 50 bones and it worked fine in Brawlbox...
 

PKNintendo

Smash Master
Joined
Aug 9, 2008
Messages
3,679
A Raichu vector hack needs to be made as soon as possible. I've been dying to play Raichu since smash 64, and I really think he should be made into a proper character. (The PBR Model maybe?)
 
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