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Stage Tournament: Pokemon Stadium 2 Vs. PictoChat

roy_owns

Smash Lord
Joined
Apr 3, 2007
Messages
1,765
Location
Alberta, Canada
Barley any assistance was needed to help it win!
(15-7)

Post of the Day: Frown (Sorry Ange but my Flashplayers not working)

Today will be Poke Ball Vs. Franklin Badge
 

dancingfrogman

Smash Ace
Joined
Jan 3, 2008
Messages
862
Location
United Kingdom, Birmingham
Switch FC
3133 8842 3910
[/ E-101s Background ]

E-101 Beta was literally the beta version of Dr. Eggman’s E-100 gunner robot series. Introduced in Sonic Adventure as an opponent within the quest of the playable E-102 Gamma, Beta sported a black hull and large missile silo-arms, as opposed to the more dexterous appendages of his advanced, “younger brother”.

Beta was first encountered as an enemy challenge – pitted in a duel against Gamma, the victor would be granted a position aboard Dr. Eggman’s aerial fortress, The Egg Carrier. Beta was defeated in combat, but not in spirit. Interjecting in a fast, binary language, the outdated model pleaded for a second chance. Amused, his creator agreed, reasoning cryptically that he could always use some “spare parts” …

Gamma next encountered the older E-100 model by accident – entering a construction chamber to find unit E-101 stripped down to the chassis and currently under a torturous remodeling operation. This horrifying sight would later come to play a key role in Gamma’s opinions of his master Eggman and his eventual leave of duty.

Beta was reconstructed into a “Mk II” E-100 model – an airborne fighter with improved weapon capabilities, including advanced homing missiles, laser cannon arms, and large spiked gauntlets used for bludgeoning “charge” attacks. Beta Mk II navigated with a tail “rudder” and employed an advanced tracking system in his single green “eye”.

Gamma and the ‘new’ Beta faced off once again aboard the downed Egg Carrier as part of the formers crusade to “rescue” his brothers from Eggman’s control. Beta, despite improvements, was defeated. But he would not go down alone – with what power remained, Beta blasted Gamma at point-blank range, destroying his brother and ironically completing E-102’s mission by freeing the animal trapped within him.

Beta’s power source was a grey-feathered Flicky bird, a mate to Gamma’s pink variation and parent to a blue Flicky rescued by Amy Rose.

Remaining mute throughout Sonic Adventure, Beta’s motivations remain a mystery. One theory – judging by his rebuttal to the first defeat against Gamma, and his later, upgraded attack without direct order from Dr. Eggman – is that E-101 Beta also developed a sort of sentience and independent consciousness similar to Gamma, only Beta’s mind was driven by hatred and revenge for the younger robot who upstaged him.


[/ In Smash Bros ]

E-101 hovers above the ground a bit, with his hands just inches away from the ground. Please note that a lot of Down Tilts will miss E-101, as E-101s arms out reach onto the “Z axis”. But this means his more vulnerable to some moves, like Charizards Neutral Air sweet-spot, as the sweet-spot is in the Z-axis, and that MKs down tilt will just move underneath E-101s body.
(Read more of the Z-axis here: http://www.smashboards.com/showthread.php?t=239611)

In the air, if you hold down the jump button while you’re in the air, you can slow your descent down for 10 seconds, making it easier to recover above the stage, but he has a terrible time recovering from below the stage. You can hold down the jump button and jump up a sort distance in the air and hover downwards slowly, like Peaches float in Brawl. But for a plus for E-101s lag fuelled aerials, when E-101 hover cancels, similar to Peaches float cancel in Melee, it cuts of all landing lag of the aerials, so remember that.

Plus, E-101 MKII moves stale 2 times harsher than any other smash character, and is a tad harder to regain the moves to full power than the rest of Brawls cast, so E-101s Side B is even more important.

Also, E-101 doesn’t flinch from hits that do 5% from an hit (including multiple hits), and he flashes bright white when you get hit, and this delays E-101s movement by 3 frames for every multiple hits, so that if ever Meowth pops out of the pokeball… LOL.



[/ Stats ]

CODE: Strength: 8/10

E-101 has a lot of strong moves that do a lot of damage and knockback, but not in the leagues of Bowser

CODE: General Lag of moves: 3/10

Boy, E-101 MKII has a lot of lag on his moves, so be wary of it.

CODE: Walking speed: 2/10

E-101 hovers above the ground, and hovers forward at a ridiculously slow pace. This has a quick acceleration for its speed

CODE: Running speed: 5/10

The booster on E-101s back which is used to make E-101 float powers up considerably, making E-101 just have an average dash.

CODE: Range: 9/10

E-101 has a lot of range, this must have something to do with E-101s huge bulk. E-101 also has a lot of moves that are disjointed as well.

CODE: Projectile Range: 7.5/10

E-101 has a bunch of projectiles, but they don’t exceed the best of lengths that of Falcos laser.

CODE: Weight: 9/10

E-101 is a giant piece of metal and is also massive, so you can expect him to leave long across the stock.

CODE: Size: 9.5/10

E-101 is massive, being a tad smaller than Ganondorf, and being as wide as Charizard. Massive target is massive.

CODE: 1st Jump: 5/10

E-101 boosts up with the power of some jet-packs, just average.

CODE: 2nd Jump: 3/10

This is a terrible jump, but it’s better than Ganondorfs by a bit. The main use is in the [/ In smash bros] section

CODE: Fall Speed: 8/10

No doubt about it is that E-101s huge weight drags him down a hell lot, another reason why hovering is so **** important for E-101

CODE: Aerial Movement: 7/10

This is above average to suit E-101s huge bulk, although that didn’t stop King Dedede…

CODE: Crouch: N/A

E-101 hovers, E-101 doesn’t need to crouch, besides, E-101 benefits from not crouching anyway.

CODE: Traction: 3/10

E-101s leans back when you let go of the dash and makes the booster point forwards to stop E-101 move any further, but E-101 still slides a far distance before taking control.

CODE: Grab range: 8/10

E-101 has one of the most rangiest grabs in the game, just a tad shorter than Charizards. This is obviously because of E-101s huge arms.

CODE: Crawl: No
CODE: Wall Jump: No
CODE: Wall Cling: No
CODE: Tether: No


[/ Play style ]

E-101 is a very campy character! E-101 has TONs of Projectiles which enforces the opponents to approach E-101. E-101 also has aerial protecting projectiles like its up-tilt and up smash to take out opponents who dare to approach the robot from above, albeit less effective then its ground projectiles. E-101 has to play campy, as E-101 lacks the moves and the movement to approach the opponent, and E-101s moves pretty much come into projectiles, moves that punish the opponent, and a bunch of rather unusable KO moves due to lag. What also makes E-101 golden is that most projectiles do 5% or less, meaning that they won’t make E-101 flinch, plus E-101s multiple-use down smash can absorb the projectiles.

As I’ve stated already, E-101 has a bunch of moves that punish the opponent for getting too close to E-101, such as its Neutral A, side b, Neutral air, and at high percentages, a powered up back-throw and/or down throw. A part from the side-b (the fastest out of the lot, but the weakest in damage/knockback), these can be used to successfully KO the opponent when they get to near to you. These won’t be at any use for ranged attacks. At the same time, E-101s down tilt is a useful move to lock in a KO move if the opponent gets hit from it from start to finish, to secure the KO. E-101 may have a bunch of KO moves, but many of them are VERY laggy, making them highly punishable if they missed, and that they need mindgames or a down tilt to hit the opponent cleanly. So it’s better to have a safe kill with those “punishment” moves.

E-101s air game isn’t the greatest, as many of the aerials are to laggy to use in a standard jump, so using E-101s hover is a good option, plus it cancels out the landing lag, but E-101 still has quite a bit of start-up lag. E-101 has some powerful moves such as the up-air and forward air, and neutral air plays a big part of E-101s punishment game. E-101s ground game is the most important, as that’s where most of E-101s projectiles are and punishing moves are. E-101s Down Smash is very useful, as it absorbs projectiles, and it can be used as an annoying wall on the ground. This can also be used as an approach destroyer by hitting the ring forwards, and also by the hitting mechanic of the ring, it can me sent of stage and be used as a gimper.

E-101s grab game can be used as a follow up move with its projectiles at early percentages, or a killer at high percentages. Getting the grab fully charged at 110+ percentage is still pretty much impossible, so getting the throws to at least 5/7s of the charge to make it a KO viable grab game.

E-101s recovery is decent compared to the overall cast of brawl. E-101s horizontal recovery is ace because of its hover ability, but its vertical recovery is absolutely terrible! E-101 surprisingly has a good number of ways to recover back to the stage. For that tiny bit of a vertical recovery, E-101 can use its up special in the air, and also hit itself with its up air. E-101 can also boost its horizontal recovery with its back air. If E-101 gets knocked off the stage, you’re more or less dead, and E-101s second jump is terrible, making E-101s edge guarding game pretty much bad.

E-101 has quite a few mechanics! E-101 has the hovering ability (which improves the poor recovery and aerial game), which I've already stated previously, but E-101 has more mechanics to come to terms with. E-101s lower body utilises the Z-axis mechanic, which can avoid moves such as Falcos lasers at the right height, but generally E-101 still should be hit by the majority of moves, so E-101 players shouldn't really think of utilsing this in the middle of a match. E-101, however, stales 2 TIMES faster than the bog standard brawl character, but to compensate this, E-101s side-b can unstale all moves after 1.1 seconds, which helps E-101 kill opponents with the same move easier. E-101s sie B can also make E-101 heal and/or get stronger, but is rather useless unless the opponents dead already. E-101 also doesn't flinch from moves doing 5% or lower, meaning that multi-hitting moves are less egffective, but at a price, slows E-101s movement by 3 frames for every hit, so E-101 won't be effected by the vast majority of neutral As and projectiles. With this mechanic, many of Metaknights moves will be much, much less effective than before, and for him to KO E-101 is muh harder as well (shuttle-loop is hardly as effective as E-101s heavy and a fast faller too, making vertical KO moves taking longer to kill).

Overall, E-101 is a very powerful camper and punisher, but if the opponent has ranged and disjointed moves, then E-101s punishing game will be hard to get in, making the KO very hard to submit. Also, remember to try and stay in the middle of the stage, so that the opponent won’t hurl you into the pit at early percentages. Also, try and lay some traps if you want (up special and down smash in a way), but that doesn’t make the vast portion of E-101s game. Keep those away, and blast them to smithereens with your projectiles, and if they dare to get close, punish them and laugh in their face.


[/ Taunts ]

CODE: Up: Power up

E-101 tilts its body to the right a bit, and its body jolts light blue every brief moment, making E-101 jilt up quickly. At the end of the taunt, black smoke can be seen from E-101s back, and then E-101 raises its arms up.

CODE: Side: I want you dead

E-101 points forward, and moves its right arm across backwards underneath its eye, signalling E-101 wants the opponent dead!

CODE: Down: Focussing energy

E-101 looks down, and has its cannons facing each other, and being light blue ball is made, and we see the ball flowing its energy into E-101s arms before the ball disappears.

[/ Victory Taunts ]

CODE: 1: Floating celebration

E-101 floats down from the sky, before we hear robotic laughs, and E-101 then points its cannon towards the camera.

CODE: 2: MISSION COMPLETE

E-101 rushes like it does in its dash attack, and then says “MISSION COMPLETE” before standing before the screen.

CODE: 3: Weaklings will be destroyed!

E-101 shoots multiple rockets in a line, before exclaiming “WEAKLINGS WILL BE DESTROYED!!!”

[/ Losing Pose ]

We see E-101 lying on the ground, dead, and we see a flicky flying around the body of E-101!

 

ndayday

stuck on a whole different plaaaanet
BRoomer
Joined
Jun 12, 2008
Messages
19,614
Location
MI
Pokeball, even though Franklin Badge is from a good game.
 

Wave⁂

Smash Legend
Joined
Feb 16, 2006
Messages
11,870
I have a feeling the Pokeball may win the tournament.

At least, I'd be pretty surprised if it didn't go to the semi-finals.

Pokeballs are awesome.
 

roy_owns

Smash Lord
Joined
Apr 3, 2007
Messages
1,765
Location
Alberta, Canada
It seemed like the Franklin Badge had as much chance as it does in usefulness against Ganondorf!

Post of the Day: Ange

Today will be Soccer Ball Vs. Barrel
 

ndayday

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

I wonder why I'm choosing all the older items...
 
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