jigglover
Smash Lord
Don't disregard this so easily! There is talk of several second pokemon trainers, such as Cynthia and N, but they are hardly as recognizable as Joey. Joey has (arguably) been in the pokemon series since day 1, and is still there in gen 5, which is mighty impressive, being in a total of 18 of 21 main series games! (not including B2/W2 since I do not know if Joey is in them yet.) This makes Joey the single most recurring human pokemon character, and that should count for something.
A quote from bulbapedia claims: 'Joey, his Rattata, and the phrase "top percentage of Rattata" have achieved memetic status.'
This makes Joey even more recognizable, (like it was needed) and would show Sakurai that he is popular. Now, obviously Joey is most recognizable with his Rattata, but for two other pokemon, he has a Spearow in a battle in gen 3, and in black he has a Lillipup and Patrat, however, I am going for Raticate for the heavier pokemon (since it is sort of needed) in my move-set.
I will now attempt a move-set. The majority of moves will be associated with a pokemon move, such as A being head-butt and side smash double edge.
Rattata:
A, head-butt: A simple head-butt.
AA, head-butt: Head-butts twice in quick succession.
AAA, head-butt: Continuously head-butts.
Side smash, double edge: Charges up, and then hurtles itself in the direction you aimed.
Up smash, sunny day: A sun briefly appears above rattata (think Zelda) for about 1.25 seconds.
Down smash, grass knot: Creates knots of grass (did you guess!?) on each side of him about the size of pikachu crouching only higher. Staying true to the games, the heavier the opponent, the more damage it deals, so GaW is pleased with this attack, whereas Bowser is horrified.
Specials:
Neutral B, pursuit: This is an interesting attack, and though it may seem broken, it won't be. It releases a Bowser sized pulse of dark energy in front of it. If the opponent tries to shield, roll dodge or air dodge away from the attack, then the sheild fails and double damage and 0.25 more than the usual damage is dealt. This doesn't break a shield that was used 0.5 seconds before the attack has begun.
Side B, blizzard: Realeases a fairly large gust of icy wind that freezes anyone it hits like IC in melee. No doubt this would in fact be icy wind, but unfortunately the TM was changed in gen 5 meaning Rattata can no longer learn it without trading. I suppose he can learn it via tutoring in B2/W2, so tell me if you want it changed. This is fairly basic, to be honest.
Down B, (how could it not be) sucker punch: I'll be surprised if you didn't see this coming, but a counter attack using the dark energy Ganondorf uses. Simple, really.
Up B, tail whip: This is kind of a copy of spearcopter, but since bandanna dee is far from in smash, I figured it'll be OK. It's basically a horizontal recovery, but you can control it quite a bit, and Rattata extends its tail at the end of the spin for a tether recovery, about 3/4 the length of Ivysaur's vine whip.
Final smash, Hyper fang (mixed with a little bit of glare even though he can't learn it! :D):
Rattata glares in front of itself at any opponents, and are fixed in their place with those freaky eyes from the game hovering in front of them. Rattata then sinks its teeth deeply into the character in various places with broken movement, and at the end, he uses crunch with the rocks on either side like rock smash's knockback and power x2.
AA, head-butt: Head-butts twice in quick succession.
AAA, head-butt: Continuously head-butts.
Side smash, double edge: Charges up, and then hurtles itself in the direction you aimed.
Up smash, sunny day: A sun briefly appears above rattata (think Zelda) for about 1.25 seconds.
Down smash, grass knot: Creates knots of grass (did you guess!?) on each side of him about the size of pikachu crouching only higher. Staying true to the games, the heavier the opponent, the more damage it deals, so GaW is pleased with this attack, whereas Bowser is horrified.
Specials:
Neutral B, pursuit: This is an interesting attack, and though it may seem broken, it won't be. It releases a Bowser sized pulse of dark energy in front of it. If the opponent tries to shield, roll dodge or air dodge away from the attack, then the sheild fails and double damage and 0.25 more than the usual damage is dealt. This doesn't break a shield that was used 0.5 seconds before the attack has begun.
Side B, blizzard: Realeases a fairly large gust of icy wind that freezes anyone it hits like IC in melee. No doubt this would in fact be icy wind, but unfortunately the TM was changed in gen 5 meaning Rattata can no longer learn it without trading. I suppose he can learn it via tutoring in B2/W2, so tell me if you want it changed. This is fairly basic, to be honest.
Down B, (how could it not be) sucker punch: I'll be surprised if you didn't see this coming, but a counter attack using the dark energy Ganondorf uses. Simple, really.
Up B, tail whip: This is kind of a copy of spearcopter, but since bandanna dee is far from in smash, I figured it'll be OK. It's basically a horizontal recovery, but you can control it quite a bit, and Rattata extends its tail at the end of the spin for a tether recovery, about 3/4 the length of Ivysaur's vine whip.
Final smash, Hyper fang (mixed with a little bit of glare even though he can't learn it! :D):
Rattata glares in front of itself at any opponents, and are fixed in their place with those freaky eyes from the game hovering in front of them. Rattata then sinks its teeth deeply into the character in various places with broken movement, and at the end, he uses crunch with the rocks on either side like rock smash's knockback and power x2.
Spearow:
A, peck: Does a quick nip with her beak.
AA, double peck: Does two quick nips with her beak.
AAA, fury attack: Does an endless amount of pecks in front of her.
Side smash, growl: Spearow cries its cry from the games and it creates a not-unlike-game look of the red ring in front of it or whichever way she charged. The more charging the further it travels and stronger it is.
Up smash, Thief: Spearow raises both of her wings next to her hitting any falcon punches from the side (etc.) and summons the animation from the games that looks so cool. If the opponent is holding an item then he drops. Gets rid of all parts of the dragoon he has collected, but is does not franklin badge or screw attack. If the opponent is glowing from the smash ball then if he is hit once more after getting hit by thief he loses it.
Down smash, false swipe: This attack and aerial ace, his neutral special, are similar, but oh well. An aerial ace-esque couple of slashes appear on both sides of her. True to the games, it deals practically no knock-back but a good chunk of health.
Specials:
Neutral special, aerial ace: Using similar graphics to the, 5 extremely quick slashes appear on all four corners of her as well as one through the middle. The description of aerial ace in XD says: 'An extremely speedy and unavoidable attack.' So, we have the speedy bit down, now unavoidable. This breaks through shields, roll and air dodges.
Side special, drill peck: Ok, this is kind of a copy of meta-knight's side special (which I just noticed, I thought of this attack before realising) where he begins to spin around, and shifts his body to spin in all kinds of different places.
Down special, faint attack: Disappears for a second and appears again dealing large knock-back but not much HP. This can be used as a recovery, since you can control it to go side-ways or upwards somewhat and it doesn't leave him helpless.
Up special (how could it not be), fly: Arguably the most important attack in the whole pokemon series has yet to be represented in smash. Now, this confused me, so I had to put it in Spearow's move-set. On top of Spearow's 4 mid-air jumps, he can use fly, which sends him sprawling in the air (like D3's) but you can control Spearow as he then comes down after a moment of stalling. This references multiple things in smash related to this move. First of all, the first move of fly is where he needs to charge for it, and that is why Spearow throws itself up in the air in smash. The second's stalling also references the charging aspect of this. Now, you can control him as he comes down into three slots if you like, referencing triple battles and how you can attack all three pokemon with this attack. This works because you control it freely until you go substantially above the stage where you get locked into the stage, and you can switch into three different places at the last minute to avoid any up smashes or something. This will be effective in 1v1, but not so much in team battles.
Final smash: Argh, there are three more moves I want Spearow to have. These are: Tri attack, whirlwind and Razor wind. So, I tried mixing all three of them for the final smash. 3 whirlwinds appear, trapping the opposition in them and racking up damage as quickly as a flower on their heads. Then Spearow causes multiple razor wind razors to cut across the stage, sometimes missing the trapped characters, but generally hitting at least one, like the Latio/as poke-ball or kat and ana. Spearow then finishes by releasing tri attack from it's body, doing one thing at random to each character (but you still see the beams heading for the characters). One, the freeze aspect of it, gives the opponent the effect that Articuno did in melee and freezie did in brawl (and melee), you should all know what I mean, I just don't know the name. :/ One stuns the opponent (paralysis) like the deku seed does in brawl or if you hold the shield down for too long, again, I don't know the name... Then the last (burn) causes a similar effect to PK Fire, though it is elongated, and at the end he gets a flower on his head referencing how burn hurts the pokemon in the pokemon games at the end of every battle.
AA, double peck: Does two quick nips with her beak.
AAA, fury attack: Does an endless amount of pecks in front of her.
Side smash, growl: Spearow cries its cry from the games and it creates a not-unlike-game look of the red ring in front of it or whichever way she charged. The more charging the further it travels and stronger it is.
Up smash, Thief: Spearow raises both of her wings next to her hitting any falcon punches from the side (etc.) and summons the animation from the games that looks so cool. If the opponent is holding an item then he drops. Gets rid of all parts of the dragoon he has collected, but is does not franklin badge or screw attack. If the opponent is glowing from the smash ball then if he is hit once more after getting hit by thief he loses it.
Down smash, false swipe: This attack and aerial ace, his neutral special, are similar, but oh well. An aerial ace-esque couple of slashes appear on both sides of her. True to the games, it deals practically no knock-back but a good chunk of health.
Specials:
Neutral special, aerial ace: Using similar graphics to the, 5 extremely quick slashes appear on all four corners of her as well as one through the middle. The description of aerial ace in XD says: 'An extremely speedy and unavoidable attack.' So, we have the speedy bit down, now unavoidable. This breaks through shields, roll and air dodges.
Side special, drill peck: Ok, this is kind of a copy of meta-knight's side special (which I just noticed, I thought of this attack before realising) where he begins to spin around, and shifts his body to spin in all kinds of different places.
Down special, faint attack: Disappears for a second and appears again dealing large knock-back but not much HP. This can be used as a recovery, since you can control it to go side-ways or upwards somewhat and it doesn't leave him helpless.
Up special (how could it not be), fly: Arguably the most important attack in the whole pokemon series has yet to be represented in smash. Now, this confused me, so I had to put it in Spearow's move-set. On top of Spearow's 4 mid-air jumps, he can use fly, which sends him sprawling in the air (like D3's) but you can control Spearow as he then comes down after a moment of stalling. This references multiple things in smash related to this move. First of all, the first move of fly is where he needs to charge for it, and that is why Spearow throws itself up in the air in smash. The second's stalling also references the charging aspect of this. Now, you can control him as he comes down into three slots if you like, referencing triple battles and how you can attack all three pokemon with this attack. This works because you control it freely until you go substantially above the stage where you get locked into the stage, and you can switch into three different places at the last minute to avoid any up smashes or something. This will be effective in 1v1, but not so much in team battles.
Final smash: Argh, there are three more moves I want Spearow to have. These are: Tri attack, whirlwind and Razor wind. So, I tried mixing all three of them for the final smash. 3 whirlwinds appear, trapping the opposition in them and racking up damage as quickly as a flower on their heads. Then Spearow causes multiple razor wind razors to cut across the stage, sometimes missing the trapped characters, but generally hitting at least one, like the Latio/as poke-ball or kat and ana. Spearow then finishes by releasing tri attack from it's body, doing one thing at random to each character (but you still see the beams heading for the characters). One, the freeze aspect of it, gives the opponent the effect that Articuno did in melee and freezie did in brawl (and melee), you should all know what I mean, I just don't know the name. :/ One stuns the opponent (paralysis) like the deku seed does in brawl or if you hold the shield down for too long, again, I don't know the name... Then the last (burn) causes a similar effect to PK Fire, though it is elongated, and at the end he gets a flower on his head referencing how burn hurts the pokemon in the pokemon games at the end of every battle.
Arguments and counter-arguments:
But Joey isn't even recurring! His Japanese name is different in Ruby/Sapphire/Emerald and there weren't names in gen 1!
This is obviously true, however, (I'll do gen 1 argument first) his inclusion in fire-red/leaf-green implies he was in fact in red and green/blue, since the character had the same pokemon as a youngster in the same place. In terms of gen 3, even if he was in fact not in R/S/E, he was included in the PAL and NTSC versions, meaning that it was a mistake on behalf of Japanese Nintendo that they rectified for the other versions of the game.
But the Pokemon trainer is original! We can't change that!
There isn't one original character in smash bros. that hasn't at least been attempted to be copied. Ice climbers: Diddy and Dixie, plusle and minun. Zelda/Sheik: Samus/ZSS PT is next.
Discuss, debate and enjoy!