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The Pokemon Chain-Link Game! (Check the OP for New Rules)

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jigglyppuff8

Smash Lord
Joined
Oct 10, 2006
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1,241
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PA, USA ⊂(゚ヮ゚)⊃
Gyarados has two weaknesses to electric. So under the circumstances of the game where you have to pick a trait that it has for the next person to link, it is double weak to electric. Wartortle only has one weakness to electric. Also, Ash never evolved his Squirtle. It never became a Wartortle.

It's still Pokemon with peculiar eyes.
 

Aztec Avenger

Smash Journeyman
Joined
Nov 9, 2008
Messages
409
Location
Vineland, NJ
Oh, my bad, well Squirtle is still double weak to electric, but I thought he meant as in it does 2 times more damage, not based on type. My mistake.
 

kitsuneko345

Smash Ace
Joined
Dec 20, 2007
Messages
562
Location
*sending Sundance lots of apple pies on Pi Day, as
Seedot (I'm very unsure with this description)

based on something you would find on trees


DON't LOCK ME FOR THIS


Pick up some tips from DJ Yellow, and see if you can learn his patented move. Scratch-o, HEY!

♪♫Background♫♪

DJ Yellow is one of of the many characters in the game Rhythm Heaven (Japanese Rhythm Tengoku Gold), making a Early Bird Cameo in its predecessor, Rhythm Tenguko. Rhythm Heaven can be best described as WarioWare with music, so it's no surprise why DJ Yellow is a good representative for Rhythm Heaven. In his mini-game, he instructs a student (known by fanon as DJ Blue) on how to look like a real DJ. While Yellow waves his hands to help signal Blue, Blue scratches and spins the disc in time with both Yellow's movements and the background music. Not much is known about DJ Yellow, but we can assume that his signature look is his antenna headphones that he wears.

DJ Yellow's moves aren't all based of moves of his occupation. Rather, all of DJ Yellow's moves and even a few of his animations are based off of Rhythm Heaven's vast variety of mini-games. Don't be surprised if you see attacks as outrageous as square pegs coming out of Yellow's arms or a gasoline pump coming out of his legs; those mini-games are just that random. Each move/animation will be accompanied by the mini-game featuring the move via a link to Youtube.

♪♫Stats♫♪/CENTER]​



Height: 8/10
Yellow can be considered as tall as Samus, a nice size for someone his stature.
Weight: 4.5/10
Unfortunately, his weight is comparable to slightly smaller brawlers like Fox or Ivysaur.
First Jump:7.5/10
Somehow, a dolphin from Splashdown will appear in front of the DJ. Yellow will grab the dorsal fin, giving great horizontal but no vertical distance. It's impossible to short hop this jump, but while swimming you'll jump twice as far up when getting up.
Second Jump: 5/10
A tinybot from Fillbots will suddenly appear on Yellow's hands. As the bot's soles burn up rocket fuel, you stand on top of it, moving like ROB's up B for 1 second. Once finished, the robot will stay bewteen Yellow's legs.

*important note*
Certain aerial attacks can only be done during/after the second jump
(like the forward and downward attacks),
while the others can only be done before the second jump.
*important note*

Walking Speed: 5.5/10
Yellow, walking to his own beat, nods his head to the rhythm of the stage's music.
Running Speed: 4/10
Yellow does the same movement while running, except that his upper body to the rhythm of the stage.
Wall Jump, Wall Cling, Crawl, & Glide: No
To be honest, it's out of character for DJ yellow to do all of this. Even if he can, wouldn't it look awkward?


♪♫Mechanic♫♪
Keeping to the Beat​

At the start of the fight, DJ Yellow will set up a metronome on the background that will go at a rhythm of 120 beats per minute. Because this means that every half a second will consist of one beat, this can help with with timing your moves. Most of the moves have extra effects if timed in conjunction with the metronome, with usually means timing the initial attack with the actual beat. Thankfully, the beginning lag is instantaneous or in retrospect with the beat (1/4 of a second for small lag, 1/2 for moderate, and 3/4 for long). Not much of a mechanic, but it works well with our favorite wannabe DJ and it would make the character more interesting.

♪♫Attacks♫♪

♪♫Special Attacks♫♪​

Neutral Special: Shoot-'Em-Up




Side Special: DJ School

The beginning lag of this move entirely depends on if you are smashing the control stick or not. If not, Yellow will say "Break, C'mon"and swing his left arm twice while pointing, which will give moderate lag, while smashing the stick will give small lag with the line "And stop" and only one swing of the arm. Either way, DJ Yellow will end the move by saying "OOH!" with both arms extended in front of him. If anyone is in the way of Yellow's arms, (which go about Bowser's distance) they will move twice as slow as usual. By pressing the button again, Yellow will sway his arms while saying "Scratch-o", then raise his arms and saying "HEY!" Getting hit anytime during this move will stop the character being frozen. This move is useful for delaying the fight in 1-on-1 battles, helping on combos in team battles, and ranking damage via other opponents in free-for-alls.
(0%)

Time Effect: Connecting the first part of the attack with an opponent to the rhythm with make the opponent go three times as slow and also give 5% due to what can only be described as a light flicking along with the beat. If you can connect with the second part of the move, you deal 5% to your opponent with that same light in the background along with ending the move.


Up Special: Moai Doo-wop



Down Special: Glee Club




♪♫Standard Attacks♫♪​

Jab: Karate Man

Yellow's jab consists of a quick right handed punch which will follow with a roundhouse kick to the face. The punch will always deal 3% with minor set knockback, but the kick has its own unique property despite it being close to a PPK combo. By holding the attack button after the punch, DJ Yellow will crouch down slightly do indicate holding the kick for more power. Holding the kick for 5 seconds will deal 10% with good knockback, okay priority, and small to moderate lag. However, letting go of the button will automatically result with a quick kick with the same priority, but no damage and knockback. There is a slight chance to combo with this move using the second technique, but this requires precise timing.
(3%, (0-10%))

Time Effect:If the punch is timed along with a tap of the metronome in the background, then it will give an extra 2% and slightly more knockback. When timed along with the kick, the damage that it would inflict normally will also increase by 2%. Unfortunately, you can't combo with this with the time effects, but deliberately missing the beat can help with the combo mentioned.
(5%, (2-12%)

Dash Attack: Airboarders




Time Effect:


♪♫Tilts♫♪​

Side Tilt: Freeze Frame




Up Tilt: Dog Ninja




Down Tilt: Crop Stomp




♪♫Smashes♫♪​

Side Smash: Drummer Duel




Up Smash: Love Lab




Down Smash: Built to Scale




♪♫Aerials♫♪​

Neutral Aerial: Rocker




Forward Aerial: Space Soccer




Back Aerial: Munchy Monk




Up Aerial: Fan Club Cheer




Down Aerial: Blue Birds





♪♫Throws/Grabs♫♪​

Pummel: Rhythm Rally




Forward Throw: Big Rock Finish




Back Throw: Love Lizards




Up Throw: The Dazzles




Down Throw: Frog Hop




♪♫Final Smash♫♪​
Lockstep​




♪♫Playstyle♫♪



♪♫Extras♫♪​

♪♫Alternate Costumes♫♪​



♪♫Taunts & Poses♫♪​

Up Taunt:
Side Taunt:
Down Taunt:
Losing Pose:
Winning Pose #1:
Winning Pose #2:
Winning Pose #3:


♪♫Lookin' like a real DJ!♫♪

http://www.youtube.com/watch?v=f6T3JPRo3Aw#t=0m35s
 

karthik_king

Smash Ace
Joined
Nov 10, 2008
Messages
779
Location
Falcon PAWNCH
Sudowoodo. HE IS THE TREE

A pokemon found in Emerald's Battle Frontier

TO MODS: move this back to PC please. This has lost so much activity. Used to have much more activity in this thread.
 

UberMario

Smash Master
Joined
Jun 17, 2009
Messages
3,312
Dugtrio

A pokemon that has been in one of the banned episodes of the anime.


Sammy_P, go check serebii.net or wikipedia if you can't find it.
 
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