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Stage Tournament: Pokemon Stadium 2 Vs. PictoChat

dancingfrogman

Smash Ace
Joined
Jan 3, 2008
Messages
862
Location
United Kingdom, Birmingham
Switch FC
3133 8842 3910
[/ Specials ]

CODE: Neutral Special: Missile Deploy

E-101 raises its right arm up into the air, and shoots a single green missile (the size of an homing missile of Samus’s) if you tap it once, if you tap it 4 times in a row, E-101 will shoot out 4 green missiles into the air, but receive a small amount of ending lag at the end of it (and if you stop tapping this button input in the middle of this move). The green missiles home into the closest opponent in front of E-101, but it travels in a straight line if the opponents are behind E-101 MKII. If you land on the ground while you’re shooting a missile, it cancels the landing lag similar to Samus’s side-b as well. This is useful if you’re interrupting a recovery, and is extremely useful to camp against the opponent from a long distance.

This does 3% per a missile, and this does hit-stun similar to Marios fireball. This covers 3/4s of Smashville and the missiles travel a tad faster than Marios fireball. This has low start-up and ending lag with mid-low landing lag, plus this has low priority as well.


CODE: Side Special: Voltage Restore

E-101 MKII stretches its arm wingspread, and then E-101 has blue electricity running through its whole body, and E-101 starts to shake back and forth very quickly while doing this. This has a load of properties in it; you can hold this down for a maximum of 8 seconds, and it has low start-up and ending lag. This can be used for an effective GTFO move if the opponent is too close to E-101. This resets all staled moves if you hold it for a maximum of 1.2 seconds. This also gains 1% health for every 2 seconds you hold this down. If you hold this down for 3.5 seconds, for the next 6 attacks which involve electricity or a form of weapon while be powered up by 1.1 times more (including both damage and knockback). When you fully charge this, the next 15 attacks which E-101 does (and that those moves that doesn’t involve electricity or a weapon of sorts get added the electric static after-effect) will be 1.4 times stronger in both damage and knockback. If you this again, the last side-b you do takes affect and overwrites the previous statues changes.

This does a small 7% damage with low-high diagonally upwards knockback. This has low start-up and ending lag and also has great priority, but the range of this move is just the hit-box of E-101s sprite, so as a defence opponents have to be right up close to have such an effect.


CODE: Up Special: Bomb Up-thrust

E-101 first points it’s right arm up into the sky, and then points it diagonally downwards to the ground, and during the movement, a mine (just like the picture below) gets sent out at an upwards arc and then latches onto the ground. If you press up-b again when the first mine gets sent out, another mine gets sent more in front of it. If you do up-b again afterwards, the already placed mines disappear. Also, if the opponent doesn’t walk onto the mines for 15 seconds, they automatically disappear. The mines travel quite slow in the air, and they can be activated in the air and by E-101 itself (although this doesn’t damage E-101). The mines explode like the picture below, and it sends the opponents upwards (This sends E-101 2 stage builder blocks upwards with each mine regardless of damage). You can control the stage with these small mines, and can boost as a small recovery, maybe that little edge can be enough for E-101 to grab the edge.

Each bomb does 10% and medium vertical knockback. The first mine gets sent out a 1/3 of Smashville, and the second mine is a further 2 stage builder blocks in front of the first mine. This has low-high start-up lag with mid-low ending lag with average priority.




CODE: Down Special: Energy Blast

(Automatic Release) E-101 looks downwards to the ground, and has both of its arms pointing straight down, and at the tip is a bright orange ball that grows bigger and bigger the longer you hold this down. When you release it, E-101 will send the orange ball downwards, and if it hits the ground, it explodes. Obviously, depending on the charge depends on how big the explosion will be. However, if you’re too close to the explosion, the explosion will push E-101 upwards to the peak of the explosions height, so you could use this as a get away move while the opponent gets hit by the explosion of this move. This can kill the opponent if you charge this up enough. This also explodes if the opponent touches the small orange ball as it’s going down.

This charge up for a maximum of 4 seconds! This does 17% (35% fully charged) and mid-high (Very high fully charged) diagonally upwards knockback. This is double the size of Toon Links bomb explosion (1.5 times the size of a Smart Bomb fully charged) uncharged. However, this has mid-high start-up and ending lag, but it has amazing priority.




[/ Final Smash: Fellow E-100 series! Unite!]

E-101 gets the smash ball, and then E-101 looks towards the camera, and says “Fellow E-100 series robots, WE are the strongest!” in an obvious robotic voice. After a few moments, E-103 Delta, E-104 Epsilon and E-105 Zeta all appear on the screen, while Zeta is in the back ground in its giant form (roughly about the size of Giga bowser in the centre of the stage). E-103 and E-104 take a maximum of 60% (they don’t flinch though) before dying and exploding the same as an E-101s fully charged down special (E-105 is outside the playing field, thus being unable to be hit). The E-100 series stay out for a maximum of 12 seconds. E-101 is free to move around during this time period. Each one have there own set of moves!


E-103 Delta

  • Have one jump the size of Falcos first jump, and has a hover like E-101s but is slightly more tilted downwards.
  • Moves at an average speed (in the air and on the ground)
  • If E-103 bumps into an opponent, it does 9% and mid-low horizontal knockback with low priority.
  • E-103 has a blue laser out which reaches about half of Final Destination when he moves. When the opponent reaches into the line, E-103 will shoot 2 missiles at the opponent which homes into the opponent at an average pace and stays out for a maximum of 4 seconds before disappearing. The missiles do 7% and low-high diagonally upward knockback.



E-104 Epsilon

  • Have one jump the size of Fox’s first jump, and has a hover like E-101s but is slightly more tilted downwards.
  • Moves fast on the ground, but a bit slow in the air.
  • If E-104 bumps into an opponent, it does 7% and mid-low horizontal knockback with low priority.
  • E-104 shoots 2 missiles at the same time, and E-104 always shoots the missiles (which are slightly bigger than Samus’s super missile) straight forward a Final Destination forward at a fast pace. This has a bit of start-up and ending lag with decent priority. Each missile does 11% and mid horizontal knockback.



E-105 Zeta

  • E-105 shoots a missile out every 4 seconds from one of its side cannons randomly. The missiles automatically home into the nearest person to the missile for 5 seconds. The missiles travel very slowly, but do 16% and high-low diagonally upward knockback.
  • E-105 points its middle cannon at the closest opponent, and attempts to shoot a flamethrower at the opponent every 3 seconds. The flamethrower covers 1.5 size of a stage builder block height and width. The flamethrower does many multiple hits, and can deal a hefty 35%, but just hit-stun.



 

Splice

Smash Hero
Joined
Mar 1, 2009
Messages
5,125
Location
AUS
Smashballs will win every time. No contest. If anyone actually thinks they aren't the best in the game (except maybe Assist Trophies) then thats just weird. Smashballs ftw.
 

ndayday

stuck on a whole different plaaaanet
BRoomer
Joined
Jun 12, 2008
Messages
19,614
Location
MI
Poor poisoned youth...

Capsule forever!
 

dancingfrogman

Smash Ace
Joined
Jan 3, 2008
Messages
862
Location
United Kingdom, Birmingham
Switch FC
3133 8842 3910
[/ Aerials ]

CODE: Neutral Air: Final Blast

E-101 raises its cannons up a bit into the air for a brief moment, and then E-101 then reaches out forward with its left cannon while leaning forward to get more range. If the opponent gets hit by E-101s arm, those spikes on E-101s cannons keeps the opponent in a short term grapple. E-101 then makes it right cannon move up into the stomach of the opponent, and then shoots a yellow blast up close to the opponent. The second part of this takes a 1 second to commence, and at early percents the opponent can grab out of it like a standard grab. This is very powerful, and should be used to punish the opponent for getting up close to you.

The bullet does 12% and high-low horizontal knockback. This has low range, but it has little start up and ending lag, but it has mid-high landing lag however.


CODE: Forward Air: Electro Ball

E-101 holds its right arm back, and a light blue ball appears on the tip of the right cannon about the size of a bom-omb, and then E-101 swings its arm forward similar to Ganondorfs/Marios F-airs. This part is very strong in terms of knockback… wait you said part? That’s right, If E-101 doesn’t hit the opponent with the first part, E-101 then sticks its left arm above the energy ball, and pushes the ball straight forward by pushing both of its arms out forward. The ball follows in a straight line. The ball explodes if the opponent touches it in both parts of the move. This move is very powerful up close as well as a strong projectile as well, but the duration makes it needed to hover in a short hop to make it possible to achieve the second part of this move.

As an attack, this does 16% and mid-high horizontal knockback. This part has decent range and great priority. As a projectile, this does 8% and mid-low horizontal knockback. This covers half of Final Destination with below average priority, and travels about the same speed of Lucarios aura sphere. This has mid-low start-up and ending lag, but the duration of this move is long with high landing lag however.


CODE: Back Air: Rocket Charge

(auto-release charge)E-101 tilts its body forward quite a bit, and E-101 looks back and bends its arms in, and when you hold this down, blue electricity is seen coming from the body, and we see red flames slowly getting bigger from the back of E-101s jet pack. When you release this/charge this to the max, E-101 will shoot forward insanely fast and far straight horizontally, making this suitable for a recovery. This also makes E-101 fall down at normal speed, so hovering is essential to make full use of this move. The problem with that though is that it doesn’t auto-sweetspot the edge and that it has TONs of ending/landing lag. At least this has super armour frames for the first 6 frames you release this at full charge, and very powerful at full charge as well.

This takes 2.5 seconds to fully charge. This does 8% (19% fully charged) and mid-low (high knockback fully charged) horizontal knockback. This has low start-up lag, but as stated before, has a TON of landing and ending lag, which makes this very punishable indeed. This makes E-101 move forward 2.5 stage builder blocks horizontally (2/3s of final destination fully charged) and has decent priority.


CODE: Up Air: Energy Bomb Toss

E-101 looks upwards and tilts its body back similar to Warios up-air. E-101 will then stick both of its arms upwards, and in the middle of the 2 arms, an turquoise ball the size of double a Bom-omb appears, and E-101 then shoots the bomb directly upwards, and then the bomb descends back down. The bomb is powerful, but its fall is faster than any characters fast fall, and this explodes on contact on any obstacle – including E-101 MKII! When recovering, you can hit yourself to recover, similar to Snakes C4! Plus, you could try and gimp an opponent by throwing a bomb just off the stage and retreat back to the stage.

The bomb gets thrown up 1.5 stage builder blocks, and has infinite range downwards to the bottom boundary. The bomb does 15% and high-low vertical knockback. This has low start-up lag, but it has quite a bit of ending and landing lag, but has great priority.


CODE: Down Air: Machine Blaster Devastation

E-101 looks downwards, and sticks its arms straight downwards. E-101 then shoots down many quick blue blasts with both of its cannon, doing multiple hits. Each blue bullet is less than half a stage builder block then and about 3/4s of a stage builder block tall. E-101 sends out 10 blasts altogether, and each bullet sends opponents slightly more further down as a very weak meteor smash. This can rake in great damage, and at high percentage it pushes opponents very far down just because of the amounts of blasts. One problem though is that this can be smash DI’d out of unfortunately. E-101 also stays in one spot in the air as E-101 does this as well.

E-101 shoots down 4 stage builder blocks, and this can do a maximum of 20% damage altogether (2% for each blast) with each blaster is a very weak meteor smash. This has a bit of start-up lag, but has a lot of ending and landing lag, so that this can’t be used as a stall. This also has decent priority as well.


[/ Grab ]

E-101 reaches out forward a far distance, slightly further than Donkey Kong grab range in all 3 types of grabs. However, if E-101 misses its grab, E-101 is much more vulnerable than Donkey Kong would be. E-101s release frames and grab break is the standard 30 frames like the majority of Brawls cast.

CODE: Pummel: Charging Up

You have to hold this down as you do this to fully charge this. E-101s arms begin to turn bright blue with electricity coming from the arms. This takes 3 seconds to fully charge this, and E-101s whole body will then be bright blue. This makes all the throws that more powerful, otherwise they are really weak. This does no damage at all, just to charge up the damage/knockback. You can only do this once per a grab. When you throw the opponent after this, they will turn bright blue as you throw them and when they are in hit-stun and an electric sound as well.

CODE: Forward Throw: Over head Toss

E-101 lifts the opponent above its body, and then E-101 throws the opponent forwards. If you charged this a bit with E-101s pummel, the energy you charged will flood into the opponents’ body when E-101 has them above itself, and then tosses them forward. This is a good follow up move at early percentages, and can be used on the edge of the stage for a gimp.

This does 7% (19% fully charged) and mid horizontally low knockback. This has a tiny bit of ending lag, and the more you charged up the pummel, the longer the duration (only really matters with more than 2 people playing).


CODE: Back Throw: Jet Pain

E-101 lifts the opponent behind itself, and places the opponent just behind E-101s jetpack, and then E-101 uses its jet and propels itself 2 stage builder blocks away whilst burning the opponent. When you charge this up, it can become a strong KO move, and the flames (normally red) become bright blue and longer the more you charge up. Even if you don’t charge this up, it’s a good follow up move.

This does 8% (17% fully charged) and mid-low (high knockback fully charged) horizontal knockback. This has low ending lag (so it’s a good follow up uncharged) and the duration of the throw isn’t that long either.


CODE: Up Throw: Plasma Control

E-101 turns to face the screen, and throws the opponent straight upwards. Doesn’t that sound boring? However, if you charged up the pummel even the slightest bit, E-101 will then look upwards and point its right cannon straight upwards, and shoots out a small blue plasma ball straight upwards. When it hits the opponent, they will be enclosed in a giant plasma ball bigger than the character. This lets you control the opponent and where the opponent goes with limited movement, and you can let go the opponent by pressing A (otherwise the opponent will just jump out of it and gain their second jump and up-b back). Another thing that’s special about this, is that if you swing the opponent around and around, you can get momentum, and when you press A, the opponent will go flying (the knockback growth just gets higher and higher). Use this to gimp the opponent.

This does 6% and mid-low vertical knockback. At the weakest charge of the pummel, you keep hold of the opponent for 2.7 seconds, and when you fully charge this, this lasts for 8 seconds. The throw delivers a lot of hit-stun, so the second part always hit, but the ending lag is high, making it a useless follow-up move. If you gain a lot of momentum at full charge, you’ll be likely doing high-high knockback in the direction you swinging at.


CODE: Down Throw: Hyphen Shot

E-101 will pin the opponent to the ground, and release one single blue bullet that will succeed to hit the opponent. This is very weak when you don’t charge at all. When you charge this, it turns into a short distanced blue laser beam going downwards, and the more you charge up the bigger the beam is. When you fully charge this, this can become a very powerful throw in terms of knockback. The strongest throw at full charge.

This does a atom sized 4% and very low diagonally upwards knockback, but if you fully charge this, this does 18% and very high horizontal knockback. This can’t even be used as a good follow-up move, as this has a lot of ending lag.
 

Da Man

Smash Lord
Joined
Apr 19, 2006
Messages
1,464
Location
Canterburt, Kent, England
NNID
Tendoman77
The Smashball of this tourney could be the Two Captians from the cutscreen tourney: fav to win the whole thing only to lose to a more epic thing in the final

Anyway Smashball
 

kr3wman

Smash Master
Joined
Feb 16, 2008
Messages
4,639
there's nothing epic in the great invasion.

There's just kirby PIERCING THE HEAVENS and stuff.

The two captains was way more manly.
 

MPH Deku

Smash Journeyman
Joined
Jul 14, 2008
Messages
451
Location
the sea of unconsciousness
there's nothing epic in the great invasion.

There's just kirby PIERCING THE HEAVENS and stuff.

The two captains was way more manly.
No, they both suck. Subspace Pleasure Cruise should have won.

Srsly, it has Shiek coming out of the hangar, looking around like she's guilty of something, and then Peach emerges giggling like a school girl. This can only mean one thing.
 

roy_owns

Smash Lord
Joined
Apr 3, 2007
Messages
1,765
Location
Alberta, Canada
The Capsule is like a pill, down in one big gulp.
(12-9)

Post of the Day: Nothing really appealed to me....

Today will be Blast Box Vs. Heart Container
 
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