• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

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
[/ Standards/Tilts ]

CODE: Neutral A: Spark

E-101 tilts to its right slightly, and sticks its right arm diagonally downwards to the ground, and at the tip of the cannon is a bright blue spark about the same size as the flame on Charizards tail. The blue spark is the sweet-spot, and the arm is the weaker. This can jab cancel as well.

The sweet-spot does 5% and low-low knockback which always sends opponents just above E-101s head (IE: This has NO knockback growth). The Sour-spot does 4% and low horizontal knockback. The range of this move is decent, and it has low start-up and ending lag with great priority.


CODE: Neutral A, A: Sharpened Thrust

This is the last part of this move. E-101 quickly lowers it hover a bit and tilts forwards, and then the tip of its right arm flashes bright white and makes a “Zing” type sound before thrusting its arm start upwards into the sky, and at the peak of this move, the white tip flashes out. If the opponent gets hit by the tip, it can be a good KO move as well, so the opponent has to be careful at approaching the opponent.

The sweet-spot does 9% and high-low vertical knockback; and the sour-spot does 6% and low-high upwards knockback. This has decent upwards range, and this has low start-up lag and low-high ending lag, and this has great priority.


CODE: Dash Attack: Empowered Charge

E-101 sticks its right arm back before lunging forward a third of Battlefield with its right arm out and with an orange barrier surrounding E-101s body as it moves forward. E-101 moves forward very quickly, and the orange barrier sports as a reflector while it’s out. This is stronger at the beginning of this move. This can also shield poke as well. This has low lag and has a lot of range on its side, and can be used as a reflector, the opponent should get hit by there own projectile and get hit by this move as well.

The sweet-spot does 16% and mid-high horizontal knockback; and the sour-spot does 10% and mid-low diagonally upwards knockback. E-101 charges up to 1/3 of Battlefield across with low start-up lag and mid-high ending lag. This also has great priority.




CODE: Forward Tilt: Energy of destruction

(Auto release charge) E-101 slightly lowers its ground hover, and then E-101 sticks its right arm up into the air, and an orange ball appears at the top of the cannon and slowly grows bigger. You can charge this up for more power as well. At the end of this move, E-101 MKII quickly slams its right arm with the energy into the ground in front of E-101, which causes an explosion against the ground. This is an awesome KO move, even uncharged, but has a lot of lag to boot as well, so predict the opponents move and use it when they least expect it.

This does 19% (25% fully charged) and high (very high knockback fully charged) horizontal knockback. The charge time of this move is also a maximum of 2.5 seconds. This has good range and great priority, but this has high start-up and ending lag.


CODE: Up Tilt: Missile Launch

E-101 lowers its float a bit and tilts forward as well; E-101 then sticks its right arm straight into the air at a slight tilt with his left arm holding its right arm. After a brief moment, E-101 shoots a long thin missile out of the cannon of its right arm, and the recoil of the missile pushes E-101 half a stage builder block back. The missile looks like the missiles in the below picture (the missiles are the size of Yoshi in height and is thin), and they travel at a slight tilt upwards. The missile goes straight upwards, but if an opponent is above the missile after 1.5 seconds, the missile will automatically home into the nearest opponent. The missile stays out for a maximum of 8 seconds before disappearing. You can only have 3 missiles out at one go. If the opponent is in the air, you can make E-101 force the opponent to stay up there, and if they air dodge, it gives you room to punish them.

Each missile does 9% and low horizontal knockback. This covers a very far distance upwards, but it travels very slowly, and that this move has quite a bit of start-up and ending lag as well; this also has decent priority as well.




CODE: Down Tilt: Lightning Wave

E-101 lowers its hover considerable, and then it sticks its arms up into the air also being bent backwards a bit as well. We then see light blue energy flow round the cannons peak quickly, and then E-101 bashes its arms against the floor, which makes blue electricity appear on the ground (being about the size of charizard wide) and travels forward 3 stage builder blocks. This electricity conducts in the Stage water, doing damage when opponents touch the surface of the water. This stuns the opponent multiple times and doesn’t do knockback, so if the opponent walks on to it, you should get in a free hit. This is a good move to make sure that the opponent knows what he/she’s doing, as if they are fooling around, they’ll pay the price of being knocked away or actually getting KO’d.

Normally, this does a maximum of 11% (variable damage) and is just pure and long hit-stun, so it’s easier to follow up with. In the water, this does 8% and at the tip of the water it does mid-low diagonally upwards knockback. The lightning moves quickly, and travels 3 stage builder blocks. This has medium start-up and ending lag with decent priority.


[/ Smashes ]

CODE: Forward Smash: Upgrading weapons

E-101 points both of its arms straight into the air for a brief moment before pointing them strength forward. This has a LOT more lag than it sounds, both start up and ending lag. Depending on the charge of this move, depends what E-101 shoots outs of the cannon. All of these charges are a type of projectile, all very powerful in their own way. Here they are:

0 – 25% Charge: Shotgun Spread

E-101 shoots out a large amount of black bullets smaller than Shieks needle in a spread like a real shotgun straight forwards. The force of the shot-gun pushes E-101 back half a stage builder block. This is extremely powerful the closer the opponent is to E-101, but since the lag is bad, opponents should be able to get away before E-101 shoots, making this very punishable.

The sweet-spot does 23% (26% at highest charge) and high-low (high knockback at highest charge) horizontal knockback. The furthest away hit-box only does 1% and just a flinch as well. The speed of which the bullets come out is very quick, and covers 1/3 of Battlefield with great priority.


26 – 50% Charge: Rapid Machinegun

E-101 stays in one place, and unleashes a barrage of small red bullets in one straight line for a long duration, but shoots out the bullets exceedingly quick. This only delivers slight hit-stun, but can rake up some great damage if the opponent doesn’t DI well.

This can do 27% (32% at highest charge) maximum variable damage, but this only delivers the slightest of knockback. The machine gun pellets move very quickly, and covers the range of ½ of Final Destination with great priority.


51 – 75% Charge: Auto Rockets

E-101s cannon get a tiny bit of smoke form around the Cannon just before his charged to this. E-101 then shoots 2 Rockets the size of Samus super missile which is grey with a red tip, the second rocket being 0.4 seconds later than the first one. This pushes E-101 back a stage builder block. The rockets are very powerful, and the opponent would get punished if they roll away from this by the rocket behind it (part from that Lucario git).

This does 25% (28% at highest charge) per rocket and high-high (very high knockback at highest charge) diagonally upwards knockback. The rockets move at the speed of Samus’s super missiles, and this also goes 3/4s of Final Destination with great priority.


76 – 100% Charge: Energy beam of destruction

E-101s arms get bright blue as it does this, and then unleashes a massive beam of light blue energy straight forward, being as thick as Bowser, and the hit-box lasts out a long time, but there’s even more start up lag unleashing it at this power, and has TONs of ending lag, more than all other charges. This also pushes E-101 back 1.5 stage builder blocks back. This can be avoided simply by jumping over it, but if the opponent stays on the ground, the hit-box lasts long enough to punish rolling and spot dodging. Very powerful.

This does a high 32% (36% fully charged) and extremely high horizontal knockback. The beam comes out very quickly and covers Final Destination width with amazing priority.


CODE: Up Smash: Air Bombardment

E-101 raises its hands up into the air and looks upwards before E-101 exclaims “AIR STRIKE” in a robotic voice who couldn’t guess otherwise. E-101 then is free to do whatever it wants to do (but E-101 can’t perform this again until the Air raid happens). The bombs then appear 7 seconds after you inputted this move. The bombs look like the below picture, but are half a stage builder block wide and high. The bombs always appear above the sky death boundary, and charging this depends on how many bombs get sent down, and how far they spread out. The bombs all destroy on any type of surface they touch. With E-101s vast supply of weapons which enforce the opponent to approach you, this destroys anyone planning approach from above E-101, however, they have7 seconds freedom to hurt you, but might forget the future trap you used.

Each bomb does 10% each with mid-high diagonally upwards knockback. The bombs covers 2 stage builder blocks wide (4 stage builder blocks fully charged) and 5 bombs (8 bombs fully charged) sent down. The bombs cover from the top death boundary to the bottom death boundary, and falls faster than Fox’s fall speed. This also has decent priority as well. This has quite a bit of start-up and ending lag.




CODE: Down Smash: Force Barrier

E-101 looks towards the screen, and sticks its arms out wingspread, and at the peak of its cannons is a faint orange ball, and then E-101 spins around twice before the end of this move. This leaves a solid orange ring in the place E-101 did this. Charging this move just lets the ring stay out longer. The ring absorbs any projectile damage and grows slightly bigger and depending on the colour of the projectile changes what the rings colour is (although this does nothing to the actual move). If any physical move touches the ring, the ring will spin around clockwise/anti-clockwise depending where you hit it. If E-101 hits the ring with any of its moves, it gets sent back double the base knockback of the move, and stays out just like a Flipper in Melee. It takes about 10 Marios fireballs for this to reach full charge. You can only have one out at a time.

If you use this on the edge and the ring gets bigger, it can be a good Edge Guarder, as this doesn’t have the knockback to be a KO move, but rather be a gimper which would frustrate the opponent to come near the edge. Also, it can be a good approach destroyer, as when opponents get close enough to E-101 (who should be in the middle of the ring), E-101 could knock the Ring towards the opponent and be an annoying wall for the opponent to get towards you. This also encourages spammers who are using their projectiles too much to approach you, as the ring would absorb all the projectiles blows.

This does a mere 2% to a maximum of 7%, and this does very low pushing back knockback to a maximum of low-high horizontal knockback. This stays out for 9 seconds (22 seconds fully charged) and the force ring about a stage builder block (2.5 stage builder blocks high and wide at peak). This has medium start-up and ending lag, and the priority of the ring in unstoppable.
 

ndayday

stuck on a whole different plaaaanet
BRoomer
Joined
Jun 12, 2008
Messages
19,614
Location
MI
Starman is cool, he will always shine on in my heart.
 

Lord Viper

SS Rank
Joined
Sep 26, 2007
Messages
9,023
Location
Detroit/MI
NNID
LordViper
3DS FC
2363-5881-2519
Dragoon is so awesome, that it's theme song is in a Brawl stage. Starman only got a theme song when you get that item and it's a repeat beat.
 

Fire!

Smash Champion
Joined
May 4, 2008
Messages
2,049
Location
Seattle
NNID
Fire149
3DS FC
2809-9924-8928
If it were the item, Screw Attack, but in Brawl, its a badge... so Assist Trophy.
 

Lovely

Smash Lord
Joined
Nov 12, 2007
Messages
1,461
♣ Screw Attack because I know how to use it well. Assist Trophy is too based on chance like Pokeball's. ♥
 

Cherry64

Smash Master
Joined
Dec 7, 2008
Messages
3,029
Location
Southern Alberta,Canada
NNID
Willzasarus
Switch FC
SW-2905-1228-1895
I'm with Lovely, As a samus player I vote screw attack. Drop a shield jump and jump again then UpB :) Or mix up your options, it is really the best item there is :D
as it being a badge it allows you to punch do aerials. Way better than the one you held and could throw.
 

LuLLo

Smash Ace
Joined
Nov 27, 2006
Messages
765
Location
Netherlands, NB
Assist Trophy can screw you over too, and it doesn't reliably kill.
Screw attack, however, gives you massive combo-ability and safer approaches.

Screw Attack
 
Top Bottom