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Oh, ah, ooh, uh, oh, ah, ooh, uh.

kitsuneko345

Smash Ace
Joined
Dec 20, 2007
Messages
562
Location
*sending Sundance lots of apple pies on Pi Day, as


You kept me waiting! I'm Eterna's Gym Leader, Gardenia, the Grass-type master!

Cherrim

Neutral Special- Petal Dance

Side Special- Rain Dance

Up Special- Sun Dance

Roserade

Neutral Special- Toxic Spikes

Torterra

* has constant superarmor of 10%

Neutral Special- Ingrain
*Unable to be grab or get knockback
*Unable to move in any way
*heals once per second
*attacks are limited to projectiles
*super armor of 50% or Smash attack knockback



Up Special- Leech Seed
*when hit opponent
**2% damage for five seconds
** heals Torterra 2% for five seconds
** stays there if Torterra
*When hit ground...
**Leech seed's vines goes towards Torterra
**If onstage, pull you to the place seed landed at a faster rate than run
** If Tor offstage, acts like tether
*** Instead off going to edge, goes to seed landing
*** Can't be edgehogged; only way to stop this is to get seeded.

Down Special- Pokemon Change



Down Smash- Mud Sport

* Dirt deals 9% uncharged, 14% charged (both side at same time)
* can only done once every ten seconds
* protection from fire and electric attacks for ten seconds
* Ingrain works quickly after mud sport is used at the same spot

Final Smash- Frenzy Plant
*Vines grow from Below (Deals 20%)
*Ingrain Boosts Damage to 30%
*Unable to use Ingrain during Final Smash
*
 

kitsuneko345

Smash Ace
Joined
Dec 20, 2007
Messages
562
Location
*sending Sundance lots of apple pies on Pi Day, as
Gyarados: Gyashaa!





₪Attacks₪

₪Special Attacks₪

Down Special ₪ Fling

Simply put, Spoink uses telekinesis to move the pearl on top of his head toward Clamperl, making this count as a "psychic" move. Depending on size of the pearl, Spoink's telekinesis can take the pearl as far as two battlefields (with the heavy pearl) or as short as half of Battlefield (small pearl). This moves can take as short 0.1 second if Clamperl is next to Spoink, but this can also take as long as 4 seconds if Spoink has the Heavy pearl and Clamperl is two Battlefields away. If the distance from Spoink to Clamperl is greater than the how far Spoink can "fling" the pearl, the pearl will land on the ground below it (with no ground, the pearl will appear back on Spoink's head). The gemstone can be picked back up by Spoink (who'll place it on top of its head), Clamperl through the Neutral B (who will recharge the Pearl), or any other player, including other Spoinks (making the pearl treated as a weapon similar to Zamus's suit pieces). Once Clamperl gets a hold of this precious stone, he'll closeup the shell and make the pearl grow bigger every 20 seconds.
(0%)


When you use this move when Clamperl has the gem, Clamperl won't fling the pearl back to Spoink. Instead, Clamperl will go on the stage and open his shell to reveal the Pearl. Spoink has to then run towards Clamperl to use its precious Stone. If anyone besides Spoink comes to get the Pearl, pressing Down B again will make Clamperl's shell close quickly and deal 10% damage with minor knockback to anyone nearby. If the opponent grabs the Pearl, then it will be used in a similar matter to Zamus's Suit Piece. If the ball falls down to its doom, it'll reappear back inside Clamperl. It's recommended yuo use this after the Neutral Special.

(10%)


Neutral Special ₪ Follow Me

Spoink jumps up and down slightly looking at Clamperl and saying its name twice. Clamperl will recognize that this the call to come to Spoink and will automatically jump towards his partner. However, Clamperl is more interested in going after the pearl, so if the pearl is off of Spoink, Clamperl will try to fetch that instead. Clamperl will unfortunately not respond to Follow Me if he has the pearl as his intentions have already be fulfilled. In moving stages, Clamperl will appear in the middle of a platform whenever he goes offstage.

The possibilities of this move seem limited at first, but it isn't exactly only used for helping his main mechanic. Remember that Clamperl also has moves of its own, so think of this as a way to help utilize these moves quickly without trying to trap your opponents.
(0%)


Side Special ₪ Tail Whip

Spoink will lie down face first and unravel its spring-like tail while still keeping it's basic structure. This move has two different uses depending on how it is utilized, . If used in the air and near a ledge, this can be used a Tether recovery similar to Shiek's. Otherwise, you can hold on to the button keep yourself in that state and hope that an opponent is nearby.

Once an opponent gets close to Spoink, the pig pokemon will grab them and do one of two things depending if he is on the air or not. If on the ground, Spoink simply use jump on top of them two times, giving 10% from the two jumps and small knockback. If in the air, Spoink will jump on top of the opponent, semi-spiking the opponent and dealing 8%. Both of them have quick lag and have good priority.
(10% or 8%)


Up Special ₪ Bounce

To put this into simpleton's terms, Spoink simply jumps at a similar height to his only jump. There is however one major setback with this move though: you can only use this move when there is somebody nearby them. Smart Spoinkers would press the neutral special (Follow Me) to let Clamperl be that platform, since Clamperl will go back to the middle of a platform when he is off the field. Smarter Spoinkers wouldn't need to use the Neutral Special if an opponent chases after them for the kill, as they can use the opponent to help them instead. If this does hit an opponent, the enemy will receive 12% with semi-spiking knockback, okay priority, & low lag. The user doesn't get put in a helpless state, so if you can't get to the stage in time, consider using the Side Special (Tail Whip) as a last resort.
(12%)


₪Standard Attacks₪

Jab ₪ Rollout

One of Clamperl's own moves, Clamperl will go onto the field with a closed shell. It will then roll towards the direction Spoink is relatively in every time you press A. Each roll gives off 3% damage with slight knockback. Clamperl's move has no lag, but low priority (Clamperl will go back to the side when hit) and distance (about a bowser step per roll). Basically, the move's best attribute is to try to get your opponents closer to Spoink if they are running away.

(3% * number rolls)


Dash Attack ₪ Zen Headbutt

While hopping fairly fast, Spoink will lower its head towards the ground and spring forward, traveling a distance of about 1/5 of Final Destination. The pearl on top of its head (if he has it) will glow, indicating that this is a psychic move being used. If an enemy gets caught inside the dash attack, they will receive 12% (average pearl) with good knockback, okay prioity, and low lag on both ends of the spectrum. If you hit an opponent during the first few frames of the move, the enemy will pause in place for a second before receiving the same damage as before but with better knockback.
(No pearl = 9%; Small = 10-11%; Average =12%; Big = 13-14%; Heavy = 15%)


₪Tilts₪

Side Tilt ₪ Beat Up

Spoink will jump back slightly, then will headbutt whatever is front of him, the hitbox being about the same as Olimar's Side tilt. The headbutt will deal 7% with small knockback, low priority, and average lag on both ends. Although weak all-around, being near your Clamperl can make this move tolerable and usable in competitive play.
(7%)

Pressing the button again will let Clamperl out onto the main battlefield, facing toward wherever Spoink is at. It will then close its shell, allowing anyone nearby (for example, the opponent just hit by Spoink headbutt) to use it as a Platform. Suddenly, after 1 second, Clamperl's shell will open up quickly, dealing 9% with good knockback, good priority, and great lag at the end.
(9%)

Up Tilt ₪ Open Up

Another Clamperl-only move, the oyster pokemon will go onto the stage with the shell closed as always. It will then open the shell slightly to take a peek at the competition, taking about 1/3 of a second. Then, Clamperl's shyness will disappear when his shell will open up quickly to deal 10% to anyone near him. Clamperl will realize afterwards that he came out at an awkward time, so he'll quickly move back to the background and close its shell. This attack has good priority throughout, deals alright knockback, and only lags in the beginning.
(10%)

Down Tilt ₪ Psych Up

Spoink will duck down and glow with a blue aura around him, indicating it's a psychic move. Spoink will then stretch its tail forward for damage. However the damage varies depending on the first opponent that Spoink hits with that move, as it copies the enemy's down tilt. So lets say that you hit Marth first with this move. Because Marth's Dtilt deals 9-10% and Pseudo-crawls, Spoink will copy the damage that tilt can give and will include the "crawl" as well. If this hits a Spoink or a Clamperl that didn't use the move yet, it will deal 8% with some lag and weak priority.
(Varies)

Smashes:

Side Smash




Up Smash




Down Smash




Aerials:

Neutral Aerial:




Forward Aerial: Flail




Back Aerial: Fling




Up Aerial: Extrasensory




Down Aerial: Giga Impact




Grab

Pummel:




Forward Throw: Flail




Back Throw: Fling




Up Throw: Extrasensory




Down Throw: Giga Impact




Final Smash: Trick Room




Playstyle:



Extras:

Alternate Colors:


Taunts and Poses:

Up Taunt:
Side Taunt:
Down Taunt:
Losing Pose:
Winning Pose #1:
Winning Pose #2:
Winning Pose #3:


 

Kris121

Smash Journeyman
Joined
Nov 26, 2008
Messages
263
Location
THE INTERWEB
Abridged Yugi

Stats
Animations
Moveset
Extras

Mods do not lock this thread. me and Kitsume are using it to work on a project.
 
D

Deleted member

Guest
Kits, you may want to move your workplace somewhere else. ;)
 
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