Well, this became sort of a cluster****, now didn't it?
Where was I with my ratings?
I can just compile them here, I suppose.
Greninja: B+
[collapse=Reasoning]
Greninja has a lot of potential as a trap layer (with spikes, poison spikes, grass knot, etc.). His ability Protean makes it more acceptable for him to have non-water and non-dark attacks. He could also play like a ninja: stealing, stealth, shurikens, substitutes, etc. Tongue-based attacks are a must.
Sample Set:
[collapse=Greninja Moveset]
General: Greninja is clearly supposed to be a ninja. So I tried to make a moveset to reflect that: he's quick, has good range and can set traps.
Playstyle:
Greninja would be fast, jump high, have good range and attack quickly. However, most of his attacks would be weak and he'd have a hard time landing KOs in low-mid percentages. Greninja is a glass canon of sorts, so he should be fairly easy to KO.
-- Special Moves:
- Standard Special:
Water Shuriken
Greninja's most iconic move.
Greninja would throw a Water Shuriken straight out in front of him. A very quick move, low damage, spammable. In air the move would aimed downward at 45 degree angle.
- Side Special:
Thief
Greninja dashes forward quickly doing moderate damage to anyone he hits. If he hits an opponent with an item, Greninja will steal it. If Greninja is already holding an item, the item will be knocked out of the opponent's hand.
- Up Special:
Shadow Sneak
Greninja becomes darkness moving in any eight of the cardinal directions. Greninja will reemerge from the shadows still able to use aerial attacks. If anyone is close enough to Greninja while traveling in shadow form they will be struck by a multihit barrage of darkness.
- Down Special:
Spikes/
Toxic Spikes
Greninja drops spikes on the ground in front of himself. There is a small chance that they will be toxic spikes. Spikes will do damage over time, quickly racking up 1% at a time. Toxic Spikes are more dangerous: in addition to doing damage over time to an opponent standing on them they also poison the opponent. Which would have an effect similar to the Lip Stick.
Greninja can have 3-4 sets of spikes out at once. They scatter if repeatedly stepped on. Greninja is unaffected by spikes/toxic spikes.
-- Final Smash: Protean
Protean is Greninja's hidden ability, it changes his type to that of the attack he uses. This ability makes Greninja an incredibly powerful Pokemon.
Greninja's attack power will increase, and a lot of his move will gain secondary effects:
All dark/ghost moves will gain the ability to curse the opponent, dealing them damage over time and slowing them down.
Ice moves will gain an increased chance to freeze the opponent.
Scald will burn the opponent, doing damage over time and decreasing their attack strength.
Other water moves will drench the opponent and make it more likely (or make it likely) they will trip.
-- Smashes:
- Side Smash: Scald
Greninja spits out boiling water in a similar fashion to Squirtle's Water Gun. The range is reduced and the move actually does damage. This move has fire effects.
- Down Smash: Grass Knot
Greninja lays a trap for his opponent, similar to Snake's down smash.
If an opponent walks over it they will be tripped, doing moderate damage.
- Up Smash: Smack Down
A projectile Up Smash? Yes.
Greninja throws a rock upward at 45 degree angle. This may sound a bit lame, but it would have a lot of uses.
-- Basic Moves:
- Combo: Pound/Lick
Greninja slams downward with his fist then follow up with a mid-range lick barrage.
- Side Tilt: Bubble
Similar to Squirlte's Project M Bubble, but will move forward and not cause tripping.
- Down Tilt: Mat Block
It won't work as a protective move, however.
Greninja pulls the mat out from under the opponents feet, knocking them over and doing a little damage in the process.
- Up Tilt: Night Slash
Greninja slashes above himself with his tongue imbued with dark aura. Has pretty good range.
- Dash Attack: U-Turn
Greninja does a quick jump forward, striking quickly then jumps back.
-- Aerial Moves:
- Neutral Aerial: Aerial Ace
Greninja performs an extremely quick spinning tongue slash.
- Forward Aerial: Water Pulse
Greninja unleashes 3 pulses of water, good range but poor damage.
- Backward Aerial: Cut
Greninja slashes behind himself quickly with his tongue.
- Upward Aerial: Blizzard
Greninja releases an icy wind upward. Ice effects.
- Downward Aerial: Dark Pulse
Greninja emits a burst dark energy downward, multihit, weak. Not a true meteor smash.
-- Grabs/Throws:
Greninja quickly grabs with his tongue (like how frogs grab flies) bringing his opponent wrapped in his tongue in close.
- Pummel: Constrict (Greninja doesn't learn this, but it isn't much of a stretch for him to have it.)
Greninja will tighten his hold on his opponent with his tongue.
- Forward Throw: Ice Beam
Greninja throws the opponent forward and launches an Ice Beam after them. Has ice effects.
- Backward Throw: Extrasensory
The opponent is psychically thrown behind Greninja.
- Up Throw: Bounce
Greninja bounces into the air and slams his opponent into the ground, Greninja comes down hard on them sending them flying upward.
- Down Throw: Dig
Greninja grabs his opponent and burrows underground. The opponent is struck a number of times underground before reemerging with Greninja.
Other:
Entrance: Substitute
Greninja will emerge from a pokedoll already sitting on stage.
Taunt 1: Smokescreen
Greninja creates a smokescreen that dissipates quickly.
Taunt 2: Camouflage
Greninja will change colors several times and then disappear completely before returning to normal color.
Taunt 3: Double Team
Greninja takes his usual attack pose and briefly create two doubles.[/collapse][/collapse]
Zoroark: A+
[collapse=Reasoning]
Zoroark is a n illusionist. Though I haven't played the 5th generation Pokemon games nor have I seen the movie starring Zoroark I can see some uses for illusory abilities. The idea I had was something along the line of his specials involving illusion copies of himself. Summoning a copy through Special input (B). The copy will disappear after sustaining a small amount of damage. The copy would follow all the movements of Zoroark. Once the copy is already out pressing B again will have the copy and the real Zoroark switch places, allowing for mind games and allowing Zoroark to retreat back into relative safety after performing an attack. The rest of his specials could change slightly based on whether or not you had copies out. Of course, this is just one idea.
All of his Specials could focus on illusion and confusion, giving many ways to attack, retreat and zone. This coupled with the ability to use Zorua could be very interesting (one of the illusion could actually be Zorua or something).[/collapse]
Genesect: B
[collapse=Reasoning]
Genesect has an interesting Drive "system" where he can change between attack attributes: normal, fire, water, electric and ice. This only affects one attack in the games, but it could be changed to affect a few, I suppose. Thus giving Genesect a few more options. Not all of the effects translate well to Smash, however.[/collapse]
Victini: B-
[collapse=Reasoning]
I don't know much about VIctini, so bear with me. I wouldn't put it down as a clone. Looks like a floaty lightweight, fire type which is unique enough. Fire moves are sort of over-saturated in Smash, but Victini would at least use his fire differently: more long range attacks. He has a cool V shaped fire attack that he could use as a Final Smash.[/collapse]
Blaziken: C
[collapse=Reasoning]
I ave no doubt that if Blaziken were to be playable he would not be a clone. But a primarily hand-to-hand fighter using Fire to bolster his attacks is just too close to Captain Falcon. Especially since Blaziken's most iconic move is Blaze Kick and Captain Falcon already has Falcon Kick. Speed Boost could somehow be incorporated, but it seems like a stretch.[/collapse]
Gardevoir: A
[collapse=Reasoning]
Mewtwo represented the offensive side of Psychic type Pokemon and Gardevoir would represent the Defensive side of Psychic Pokemon. Gardevoir could focus on barriers, and special psychic moves like Psyshock (A projectile that isn't treated as one. Cannot be absorbed or reflected.), creative use of the Synchronize ability (Stealing or copying stat alterations from opponents), or just altering the stats of her opponents. She also has obtained Fairy typing, so she can reach into that for some moves as well. Fairies also have a lot of stat-changing moves, as well as healing moves and moves which cancel various aspects of play (such as status effects, healing, etc.). All of those Fairy options will keep Gardevoir in with her defensive style. She also has the potential to be a very graceful fighter, but with Wii Fit Trainer entering the scene this means less, I suppose.
Here's my sample set (It doesn't involve lots of Fairy moves):
[collapse=Gardevoir Moveset]
General: Since Gardevoir is such a feminine pokemon, (I know they can be male or female) I see her moving with the grace of a ballet dancer, with many of her basic attacks based on said idea. Keep
this image in mind.
Playstyle: Gardevoir would have a largely defensive playstyle. She would be a mid-weight but suffer from moderate hit-stun and fairly low knockback resistance. Her saving grace are her barriers which help her survive more hits and out-move some faster opponents. Her attack game is not fantastic, but far from weak. She is tall with long limbs so she has pretty decent range on her attacks. Most of her attacks are not easy to kill with, but she good combo potential and some good kill moves. Her grab game is also quite good.
-- Special Moves:
- Standard Special:
Reflect/Light Screen
Gardevoir's Pokeball move, but expanded.
This move is chargeable, and will go away after a minute or so it can also be broken if it incurs enough damage.
The weaker the charge, the smaller the barrier: A low charge will produce a barrier that just barely goes around Gardevoir, fully charged it produces a barrier the size her Pokeball incarnation produces. It can be charged while the barrier is already active.
The outer edge of the barrier will reflect projectiles, just like in Brawl. Futhermore, enemies within the barrier will be slowed down slightly/and or give slightly reduced damage/knockback.
Cooldown time can be shortened by landing attacks imbued with psychic power.
Kirby's barrier will be much smaller overall due to, of course, his much smaller size. Kirby will also be unable shorten the cooldown time, because he does not copy any other psychic attacks from Gardevoir.
Attacks imbued with Psychic energy:
-Up Tilt
-Down Smash
-Down Throw
-Back Air
-Forward Air
If sweetspotted these moves will charge her barrier more than usual and do additional knockback.
- Side Special:
Psyshock
Psyshock is a unique attack in Pokemon, it is a Special attack that hits a Pokemon's physical Defense stat.
This would be a fairly standard projectile, however it cannot be reflected/absorbed/redirected. Thus damaging those attempt it.
- Up Special:
Moonblast
This move will be visually similar to Pit's entrance animation in Brawl.
Gardevoir will ascend upward in a pillar of pink light. This move gives Gardevoir unparalleled upward mobility, however it gives her no lateral distance. She can go up the whole distance of the screen and stop at any point she wants. However, getting back to the stage may be difficult if she was sent flying a moderate distance laterally.
While not extremely powerful this move has decent trapping power. Gardevoir will also not enter freefall afterward, allowing for her to follow up with an aerial if an opponent gets caught in the attack.
Opponent's hit by this attack will have weakened attack strength and knockback for a short time.
- Down Special:
Future Sight
A trap-style move. Gardevoir puts her hands to her head and leaves behind a pulsating blob of pink energy.
It will detonate if an enemy gets too close. Can be set in air.
-- Final Smash: Mega-Gardevoir
Gardevoir transform into Mega-Gardevoir in the usual way, the stone will appear around her and break revealing her as Mega-Gardevoir.
As Mega-Garedvoir the power of her barriers is increased: her barrier will extend to the size of Luigi's Negative Zone, it will slow the opponents within it to the extent the timer item does, it will weaken them greatly and will last as long as the traditional Final Form. Naturally Gardevoir herself is also powered up, with all of her attacks dealing more damage and knockback.
This Final Form will be more useful than others as her barrier allows her a very good approach on her opponents.
Furthermore, her secret ability Pixilate will affect those who entered in her barrier for a while afterward. Leaving them weakened by it's Fairy effects.
-- Smashes:
- Side Smash:
Garevoir strikes out forward with her arm and leg, like
image 3 on row six.
- Down Smash:
Gardevoir bends down on one leg and spins with the her other leg outstretched. (Like the
move Ice Skaters do.)
- Up Smash:
Garevoir kicks her leg straight up (like
first image on row two). Her outstretched hand have hitboxes as well.
-- Basic Moves:
- Combo:
A few attacks strung together that look like a dance.
- Side Tilt:
A simple punch.
- Down Tilt:
Gardevoir bends down and kicks, like
image 5 on row one.
- Up Tilt:
Gardevoir waves her arms overhead alternately. (Similar to the second-to-last
image on the first row.)
- Dash Attack:
Gardevoir does a jumping kick much like a ballerina's jump (both legs full extended). The landing lag is minimal and can quickly move into ground attacks. Furthermore, this move can be canceled into aerials easily by pressing the attack button while in the jump. (
Image 4, row one.)
-- Aerial Moves:
- Neutral Aerial:
Gardevoir strikes outward on both sides with all 4 of her limbs outstretched. (Like
image 3 on row five.) Sex kick properties.
- Forward Aerial:
A striking knee attack, similar to Captain Falcon's but with less power. (Like
image 5 on row four.) Her back leg and arm can do some damage, but much less than her knee.
- Backward Aerial:
Gardevoir kicks backward. (Like
image 2 row three.)
- Upward Aerial:
Gardevoir puts both of her arms up, like
image 4 row five.
- Downward Aerial:
Gardevoir takes this pose (
image 1, row five), before kicking down hard with both legs.
-- Grabs/Throws:
For her grab Gardevoir will use her black hole to pull in opponents. Better range than most non-tether grabs, but also has slightly more ending lag if it misses.
- Pummel:
Gardevoir knees the opponent quickly.
- Forward Throw:
Gardevoir grabs the opponent, swings them overhead and throws them forward.
- Backward Throw:
Gardevoir grabs the opponent, flips over them and kicks them backward.
- Up Throw:
Gardevoir grabs the opponent, drags them along the ground and throws them upward.
- Down Throw:
Gardevoir does handstand on the opponent's shoulders (assuming they have shoulders) and then kicks downward hard.
Other:
-- Taunts:
- Taunt 1:
Gardevoir sits on invisible psychic energy and crosses her legs, looking bored.
- Taunt 2:
Garedvoir spins, her dress fluttering elegantly as she does.
- Taunt 3:
Gardevoir puts her hands together and creates a burst of psychic energy.
[/collapse][/collapse]
Hawlucha: B+
[collapse=Reasoning]
Hawlucha is a pretty cool Pokemon. It's a Luchador and a bird, so that's great. It would likely lack ranged moves, but would be capable of gaining distance with it's signature move, Body Press which would work some what like DeDeDe's Up Special, I suppose. I suggest that it's mapped as his Standard Special for two reasons: 1.) The Standard Special should be the characters most iconic move and 2.) So Kirby could copy it. As a Luchador he should be a grapple based character, meaning he should have a few command grabs and, as a flying type, an aerial grab. Hawlucha has a lot of potential as a fighter with some attitude, as Luchador's generally are. A grapple-based character is unique, or at least, a character that was intended to be grapple based is unique to Smash.[/collapse]