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The Uniqueness Tier List: Captain Falcon, Robin, Lucina, Shulk, and Meta-Knight

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Tepig2000

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Of course I do. I still don't think that Zoroark's playstyle should use illusory clones as its centerpiece, though. It's a good move to have, but it wouldn't be Zoroark if it couldn't take on the enemy's appearance. It's what the character is known for. Imagine if Lucario didn't use Aura Sphere in Smash, but nothing else were different. All of its moves would still "make sense", but it'd certainly be missing a major component.
Maybe one of her moves could be disguising as enemies and another one could be creating copies? Nothing says she can only have one of the two.
 
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Tepig2000

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He can shoot a beam called Techno Blast or something like that which changes type depending on the drive he has equipped. And the shiny Genesect in the movie is extremely fast (hence the name of the movie, Extreme Speed Genesect). That's what I know about him.
 

Tepig2000

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So a switch-in that allows him to change his attacks into elemental abilities. Freeze drive, paralyzing drive, there's some nice possibilities.
He could be like Project M Samus but with more options. Instead of just fire and ice, he could switch between fire, ice, electricity, water and no element.
 

Cpt.

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Greninja



Attributes:
Weight - average
Jump Height - high
Short Hop Height - high
Knock Back - average
Ground Speed - fast
Air Speed - fast


Specials:
Neutral: Water Shuriken (water type) - Greninja can charge up to five shuriken to throw (similar to Sheik's needles). These shuriken are semi-large and made of water, thus they can slip the opponent if they are on the ground. The throw speed is similar to Falco's lasor gun.
Side: Haze (ice type) - Greninja will hit an opponent with an icy hand and reset and power ups or charge that opponent had.
Up: Substitue (type normal) - Greninja dissapears and switches with a substitute doll. Greninja will reappear in the held direction.
Down: Mat Block (fighting type) - a red mat is summoned to shield Greninja.

Ability: Protean - Greninja's typing changes based on what B move it uses. It takes less damage from attacks depending on the following typings.
Water: Resists fire and water attacks
Ice: Resists slipping and ice attacks
Normal: Resists special moves
Fighting: resists A moves

uniqueness: B+ to A
> Mainly because Greninja is not restricted to these move options at all.
> Protean is also very unique.

(sorry for the double post)
 
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ToothiestAura

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Greninja: B+ Tier

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.


I'll come up with something for Hawlucha soon (hopefully).
 
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Shorts

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Zoroark A Tier
Make him work like Shang Tsung from Mortal Kombat. As for his moveset when he isn't using his illusion ability, no shadow ball plz. Give him Dark Pulse. Other than that, make him a ferocious, ripping and snarling fighter.

Who else is being disussed? I have a Greninja move set (Well, it's a KALOS TRAINER move set, with Greninja as a part)
 

Cpt.

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Were currently discussing Hawlucha. If only there was more activity here. :(
I would discuss Hawlucha, and I don't want to be rude or anything, but I really just don't like that pokemon right now.

I do like its typing though.
 
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BluePikmin11

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Hmm.. You guys don't really have to do analyses, but it is greatly appreciated.
Here are my final grades for the Pokemon:
Zoroark: A+
Genesect: A-
Victini: B
Blaziken: B-
Gardevior: C+
Hawlucha: A

And maybe Eevee too: A-
 

Tepig2000

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1. How many diverse options does this character have?

Genesect's main unique ability is his signature Techno Blast attack, which changes types depending what drive it has equipped. It can also transform into a form called High-Speed Flight Form, which lets it fly at incredible speeds. Since it is a bug, it can do bug things, such as biting and attacking with silk. Genesect could have a special move to change forms, and maybe one to change the type of it's neutral special, Techno Blast.

2. Is their moves or abilities diverse from the rest of the smash cast?

Yes. No character can fly at high speeds, change the effect of one of their moves or attack with bug things.

3. Has the concept of the character been done before?

No. No characters changes their moves to have different moves and switches between ground-based and air-based forms.

4. Does the character's moves or abilities provide enough to be entertaining?

A stance-change fighter is generally agreed to be entertaining. That is the main reason a lot of people around here like Robin.

5. How visually different is the character in terms of body shape and looks?

A robotic bug with a cannon on it's back. Nuff said.

6. Does it fit the character well enough?

Yes, Genesect fits right in.

Judgement:

Genesect has the potential to be very unique. It can change it's neutral special move to have different effects and can also be a stance-change fighter, so it would have two unique things no other character has. It's A moves would also be different since it is a bug. Obvious A tier.
 
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Raetah

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Were currently discussing Hawlucha. If only there was more activity here. :(
The problem is that i find this really subjetive, because as i said the potential of any character to have an unique moveset is unlimited. Consider that each Pokemon have a different anatomy, type... For me that makes each Pokemon "unique" or different from the rest. Also in my opinion the only representation we need from Pokemon is Brawl Pokemon character + Mewtwo + a newcomer from 5th or 6th generation. And i dont know much about the new generations. Pokemon Ranger is my unlikely character that i support. Because of that, i only post here when im interested
 

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Genesect: B+
- Drive changes (First character to able to use Fire, Water, Ice, and Electricity), plus he has that weird transformation. He's not so obviously unique like Zoroark, but he still is different. Give him U-Turn, Iron Head, ect.
Victini: B
- The pryokinetics is very interesting, but neither typings haven't been seen yet. I also think he's be a bit floaty, like Jiggs
Blaziken: C
- Blaziiiiiiiiiii-PUNCH!
Gardevior: C+
- We've seen a psychic Pokemon before, and an "elegent" character as well. With that being said we saw her use force feilds in Brawl, and if she was to be based more around defensive types, she could be unique.
Hawlucha: B
- New typing, and a whole fighting style to base him off of (Luchadore). Still not that great.
Eevee too: A -
- Give the option of using a stone /evolution as your FS, and then you've transformed for the rest of battle maybe? A lot can be done with the evolution Pokemon, but it mostly is just transformations
 

Bowserlick

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Eevee could start normal and depending on triggers transform into Vaporeon, Jolteon, or Flareon.

If Eevee takes 40 percent damage, she turns into Vaporeon. Vaporeon could be the heaviest transformation and have defensive attacks to mitigate the damage she has accumulated.

If Eevee deals 40 percent damage or more, she turns into Jolteon who is speedy and has KO moves to deliver the finishing blow.

If Eevee has taken 20 percent damage and delivered 20 percent damage, she turns into Flareon who is an insane damage racker and the second best at KO's.
 
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Raetah

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Eevee could start normal and depending on triggers transform into Vaporeon, Jolteon, or Flareon.

If Eevee takes 40 percent damage, she turns into Vaporeon. Vaporeon could be the heaviest transformation and have defensive attacks to mitigate the damage she has accumulated.

If Eevee deals 40 percent damage or more, she turns into Jolteon who is speedy and has KO moves to deliver the finishing blow.

If Eevee has taken 20 percent damage and delivered 20 percent damage, she turns into Flareon who is an insane damage racker and the second best at KO's.
Interesting, but it dont really makes much sense at all.
 

Tepig2000

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Eevee could start normal and depending on triggers transform into Vaporeon, Jolteon, or Flareon.

If Eevee takes 40 percent damage, she turns into Vaporeon. Vaporeon could be the heaviest transformation and have defensive attacks to mitigate the damage she has accumulated.

If Eevee deals 40 percent damage or more, she turns into Jolteon who is speedy and has KO moves to deliver the finishing blow.

If Eevee has taken 20 percent damage and delivered 20 percent damage, she turns into Flareon who is an insane damage racker and the second best at KO's.
Is that a reference to Pokémon Yellow, where your rival's Eevee evolves to a different Eeveelution depending on the result of your battles?
 

Bowserlick

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The mechanic is a translation of evolution (and different paths of evolution) from Pokemon to Smash.

The main mascots of pokemon are represented.
The strengths and weaknesses of Pokemon are represented.
The transition of Pokemon through the pokeball is represented.

But the actual evolution of Pokemon is not quite represented yet.
 

Shorts

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So, switching out has been moved to a taunt, and it takes much less time. It's not REQUIRED, and there is no stamina.



Chespin – Lightweight Powerhouse

B Wood Hammer – A Chargable Hammer move, akin to Dedede’s Hammer Chespin puts his fists together, and when the A button is released his lifts them quickly, and smashes them onto the gound. Small leaf animations flutter everywhere after this move is used. The upward motion does (less) damage, as well as the actual smashing against the ground. His arms stretch of course. This move is for KOing. It’s somewhat predictable. In the air chespin’s fist Smash downward for a super charged meteor Smash.

B> Seed Bomb – Chespin throws a chesnut forward and depending on how long you charge it, the distance will be different. The actual damage however does not change. If it hits an opponent, it explodes, with nut shrapnel littering the opponent. This has a sort of “spray hit box” where the shrapnel can hurt an opponent who wasn’t neccisarily hit. However, not nearly as much as actually being hit. If it misses an opponent, it lays on the ground, and waits for someone to land on it. It cannot be jumped/walked on, but it can be grabbed in the air. He can have only two on the field.

B^ Mud Sport – This move slows an opponent down with a flurry of mud. The range is not very far, but if you can land it it is definitel worth the risk. Not their attack speed, just their walk/run. Chespin uses this to keep his speed at his advantage.

BV Bulk Up – Chespin breathes in deeply, holds his breath for two seconds, and breathes out. The action of breathing out actually works in a similar manor as fludd. It pushes opponents, but only slightly. Not as far as fludd. This move is used to raise Chespins small weight. You cannot double up on it, and you have to reuse it every forty five seconds. When bulk up is uses, an occasional red aura will emanate from him.

Grabs are vine whips, and can be used as a recovery. Also, he has a triple jump, and no true thrird jump. Just a triple jump and vine whip. So, recovery is where he is lacking. This is where bulk up comes in handy to keep him on the field for as long as possible. Overall Chespin lacks GREAT recovery, and is very light.


Braixen – Defensive Magician

B Will-O-Whisp – A maneuverable purple whisp of fire, that leaves a burn on the opponent. It lasts for 12%’s and a percent goes up every 2 seconds. It meanuevers quickly, with a sort of fluttery magic feel, like a leaf in the wind. Holding down A will allow you to choose exactly which way you cast this spell. The initial attack doesn’t do much damage.

B> Light Screen – Braixen howls, and quickly throws her hands out above her, leaving her wand perched in her tail. A yellow-clear wall expands from her hands, and pushes forward slightly. This initial push will knockback an opponent, if they’re close enough. The wall lasts for 25 seconds, and the opponent MUST jump over / under it. Projectiles are reflected back as well. One is allowed on the field at a time. If this move is used and there is a way to attack the bottom of the wall, you can shatter it. (No cheap ledge guarding allowed)

B^ Flame Charge – Braixen is engulfed in flames, and lunges horizontally in the sky. After the initial launch you can control her a bit. This has static/burn damage, but it’s not really an attack. It’s got decent length.

BV Fire Spin – The pyro-kinetic fox raises her wand into the air, and howls. Ropes of flames are released from the flame burning atop her wand, and eventually leave a circle of fire around her. This fire does not hurt her, and lasts 7 seconds and this is a decently large circle with moderately high flames.

Grabs are telekentic, and Smash moves are strong. They’re all based on Psystrike. She lacks strength, but her moveset is more of one where you play stratigically, and slowly chip the enemies health down, while keeping yourself safe among your fiery walls.

Geninja - Amphibious Ninja

B Double Team: When You push the a button, you’re going to click two directions. The first is going to be where the REAL Greninja appears. The second will be a clone. Incapable of attacking, merely there to confuse. The clone lasts only a few seconds, but long enough for the opponent to have to make a decision on which one to go after. Pushing up, will cause Greninja to hop upwards into the air, then you can go right or left as well. There is also the down direction which causes Greninja to stay put crouching. So, to execute this you would hold down A, click your first direction (which will be the real Greninja) then the second (which will be the clone), and then release to start the move. This is not an attack, merely a mix up move. (Think of Makato from BlazBlue)

B> Water Shuriken – Greninja brings his hands across his tongue, and on the edge of his fingers a water shuriken is forged. This is a fast moving, large projectile. It can only be thrown forward, but can be used while running.
B^ Feint Attack – A twinkle flashes in Greninja’s eyes, and before you know it, his now dark form jets with extreme speed forward, and the appears again in the air, horizontally from the point you were originally facing. He quickly slashes the air, which is a strong attack, and then falls helplessly towards the ground.

BV Hydro Pump – A supermassive blast of water shoots out from in front of Greninja. This move takes a long time to execute, but it’s really strong. It can be aimed anyway, and when used in the air it has a backwards push like Mewtwo’s shadow ball. This move isn’t an attack so much as a super strong version of Flood. Only useful. The pump of water rockets the enemy away. The more percentage the opponent has, the longer it takes for the opponent to have a chance to somehow escape it.

Greninja’s grabs are varied. His forward is his tongue, his downwards is a ninja take on Snake’s, and when executing his upward grap, he tosses the opponent into the air, and water shuriken’s them in the back. Greninja is about speed, and precision. He's an "easy to use, hard to master" type of character.



All of these are possible Trainer Swaps.
 

BluePikmin11

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Were planning to do a modern Nintendo IPs week. Which means we'll be doing characters that debuted on 1999-Brawl's release.
Including Saki, Isaac, Mii, Dr. Kawashima, Andy, Marshall, and Chibi Robo.
 

Tepig2000

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Were planning to do a modern Nintendo IPs week. Which means we'll be doing characters that debuted on 1999-Brawl's release.
Including Saki, Isaac, Mii, Dr. Kawashima, Andy, Marshall, and Chibi Robo.
Good idea. I think a Fire Emblem week where we discuss Chrom, Lucina, Chrom+Lucina, Roy, Robin, Anna, Tiki and Leif would be cool too.
 

SmasherMaster

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Were planning to do a modern Nintendo IPs week. Which means we'll be doing characters that debuted on 1999-Brawl's release.
Including Saki, Isaac, Mii, Dr. Kawashima, Andy, Marshall, and Chibi Robo.
Also Shulk, Wonder Red and Dillon.
 

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Zoroark to S

Based off template

1. How many options does this character have?
Zoroark has the unique atributes of a dark type with a large movepool, blessing it with at least B Tier. Illusion, however, seals the deal by giving it so many options as a trickster style fighter.
2. Is the character unique in the smash cast?
Yes, an offensive trickster has not been done, let alone a trickster period...
3. Has the concept of the character been done before?
No, no one has the trickster style in Smash ever...
4. Yes, Zoroark offers enough moveset potential to be vastly entertaining
5. Zoroark fits in well enough as a kitsune esque fighter, though we have seen bipedal canines...

Genesect for A imo, everythng else B
 

ToothiestAura

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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]
 

MasterWarlord

Smash Champion
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Opinions over from the Make Your Move threads here. . .

Hawlucha – C+: The gimmick of Flying Press does not translate to Brawl, and that is the only unique thing about this Pokemon. Flying typing helps but it’s not really that birdlike, other Pokemon would have higher aerial affinities.
Zoroark - S: Illusions are a largely unexplored portion of Smash Bros.
Genesect – B: Genesect can shoot largely whatever element he wants from his cannon, but that doesn’t have much effect outside of aesthetics. His bodyshape is also difficult for melee attacks.
Gardevoir – B+: Psychics have high potential, there’s tons you can do with levitation alone. Mewtwo’s Melee moveset was a waste and embarrassment on more levels than just balance. That said, there are a lot of psychic candidates and ones better than Gardevoir.
Victini – A: Psychic, but has the element of fire at his disposal too. Also a legendary.
Blaziken – D: It’s a generic fighting Pokemon that screams Captain Falcon clone. He can have fiery graphics appear on his limbs as he attacks, which do nothing outside of aesthetics and is like Captain Falcon, and he can breathe fire, which Bowser and Charizard already do.
Eevee - D: Implementing abilities of the evolutions is difficult unless you have it "un-evolve" to use more than one, which is dumb. Eevee by itself without any evolutions is as generic as Rattata.
Greninja - C+: Not a lot to comment on with this one. Not that generic, but doesn't have a lot going for him. The Protean ability doesn't really translate to Smash.
 
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FirstBlade

Smash Journeyman
Joined
Aug 8, 2013
Messages
313
Were planning to do a modern Nintendo IPs week. Which means we'll be doing characters that debuted on 1999-Brawl's release.
Including Saki, Isaac, Mii, Dr. Kawashima, Andy, Marshall, and Chibi Robo.
Ray MK and Starfy also need to be done (do deconfirmed characters count?)
 

Cpt.

Smash Lord
Joined
Jan 19, 2014
Messages
1,250
Location
The New World
Opinions over from the Make Your Move threads here. . .

Hawlucha – C+: The gimmick of Flying Press does not translate to Brawl, and that is the only unique thing about this Pokemon. Flying typing helps but it’s not really that birdlike, other Pokemon would have higher aerial affinities.
Zoroark - S: Illusions are a largely unexplored portion of Smash Bros.
Genesect – B: Genesect can shoot largely whatever element he wants from his cannon, but that doesn’t have much effect outside of aesthetics. His bodyshape is also difficult for melee attacks.
Gardevoir – B+: Psychics have high potential, there’s tons you can do with levitation alone. Mewtwo’s Melee moveset was a waste and embarrassment on more levels than just balance. That said, there are a lot of psychic candidates and ones better than Gardevoir.
Victini – A: Psychic, but has the element of fire at his disposal too. Also a legendary.
Blaziken – D: It’s a generic fighting Pokemon that screams Captain Falcon clone. He can have fiery graphics appear on his limbs as he attacks, which do nothing outside of aesthetics and is like Captain Falcon, and he can breathe fire, which Bowser and Charizard already do.
Eevee - D: Implementing abilities of the evolutions is difficult unless you have it "un-evolve" to use more than one, which is dumb. Eevee by itself without any evolutions is as generic as Rattata.
Greninja - C+: Not a lot to comment on with this one. Not that generic, but doesn't have a lot going for him. The Protean ability doesn't really translate to Smash.
I agree with everything except for Eevee and Greninja.

Eevee has the potential to be one of the most unique characters in the game, SS tier. It has 9 evolutions! Thats 10 pokemon total! If they can give 1 pokemon like Jigglypuff a unique moveset, then Eevee can easily have up to 10 awesome movesets or just one super unique moveset.

As for Greninja, Protean alone should bring him to a B
 

Bowserlick

Smash Hero
Joined
Jul 25, 2005
Messages
5,136
April there might be another new character reveal. Any big names should be done before then.
 
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