BarnOwlsRSoAdorable
Smash Apprentice
We shouldn't have trainers with grimer because grimer is grimer and grimer is cheap.
Grimer does not aprrove.
Grimer does not aprrove.
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Haha. I was thinking that each color change or costume change represents a different trainer from a different game.Mix and Match... Interesting, but sorry, no. It's like saying Zelda and Impa should be paired up, just for the sake of keeping the mechanic, and making the representation more modern.
It also raises the problem of what the pokémon trainer should wear.
Not to mention mix and matching kind of represents the gotta catchem all feelingHaha. I was thinking that each color change or costume change represents a different trainer from a different game.
I don't think it's the same as Zelda/Impa. That's a transformation between two different characters and doesn't make sense.
This is just a trainer who has Pokemon from different regions.
Represents different games, gives us the most lovable characters.... it's a win/win.
If you could give me an example of a common/generic trainer it would be really helpful.I do not think you understand what I'm getting at by "generic Trainer".
I'm talking your everyday common Trainer who is essentially the same as every Trainer in his/her class other than name and what Pokémon he/she has.
Player Trainers such as Red do not qualify for what I am talking about. Neither do the defined unique Trainers such as N, Cynthia, Giovanni, etc.
thats exactly what im saying too lol but Marth is not unique just because you control him. He is a defined character unlike a random unit in the opposing forces with no connection to the story.I already did; the Ace Trainer/Cooltrainer.
Red is not one of these. He's a defined character, much like how Marth is a defined character rather than a "generic Unit" because you can control him.
This would be a good way to get a rep from every generation of Pokemon, or at least a few more generations.If there is mix and matching, please don't have it be a mix and match of starters....
Just make it like a generic Trainer who uses popular Pokémon from the generations that don't quite have enough merits by themselves. Like an Absol, for example.
But of course don't get rid of THE Trainer. Only make another Trainer as a separate character.
While the pokemon can change, the concept behind the "trainer system" here is the highlight. What do you think?
I assume you meant to say B instead of A, otherwise those are some OP standard attacks. Otherwise, great moveset and thanks for bringing this thread back from the dead.So, switching out has been moved to a taunt, and it takes much less time. It's not REQUIRED, and there is no stamina.
Chespin – Lightweight Powerhouse
A Wood Hammer – A Chargable Hammer move, akin to Dedede’s Hammer Chespin puts his fists together, and when the A button is released his lifts them quickly, and smashes them onto the gound. Small leaf animations flutter everywhere after this move is used. The upward motion does (less) damage, as well as the actual smashing against the ground. His arms stretch of course. This move is for KOing. It’s somewhat predictable. In the air chespin’s fist Smash downward for a super charged meteor Smash.
A> Seed Bomb – Chespin throws a chesnut forward and depending on how long you charge it, the distance will be different. The actual damage however does not change. If it hits an opponent, it explodes, with nut shrapnel littering the opponent. This has a sort of “spray hit box” where the shrapnel can hurt an opponent who wasn’t neccisarily hit. However, not nearly as much as actually being hit. If it misses an opponent, it lays on the ground, and waits for someone to land on it. It cannot be jumped/walked on, but it can be grabbed in the air. He can have only two on the field.
A^ Mud Sport – This move slows an opponent down with a flurry of mud. The range is not very far, but if you can land it it is definitel worth the risk. Not their attack speed, just their walk/run. Chespin uses this to keep his speed at his advantage.
AV Bulk Up – Chespin breathes in deeply, holds his breath for two seconds, and breathes out. The action of breathing out actually works in a similar manor as fludd. It pushes opponents, but only slightly. Not as far as fludd. This move is used to raise Chespins small weight. You cannot double up on it, and you have to reuse it every forty five seconds. When bulk up is uses, an occasional red aura will emanate from him.
Grabs are vine whips, and can be used as a recovery. Also, he has a triple jump, and no true thrird jump. Just a triple jump and vine whip. So, recovery is where he is lacking. This is where bulk up comes in handy to keep him on the field for as long as possible. Overall Chespin lacks GREAT recovery, and is very light.
Braixen – Defensive Magician
A Will-O-Whisp – A maneuverable purple whisp of fire, that leaves a burn on the opponent. It lasts for 12%’s and a percent goes up every 2 seconds. It meanuevers quickly, with a sort of fluttery magic feel, like a leaf in the wind. Holding down A will allow you to choose exactly which way you cast this spell. The initial attack doesn’t do much damage.
A> Light Screen – Braixen howls, and quickly throws her hands out above her, leaving her wand perched in her tail. A yellow-clear wall expands from her hands, and pushes forward slightly. This initial push will knockback an opponent, if they’re close enough. The wall lasts for 25 seconds, and the opponent MUST jump over / under it. Projectiles are reflected back as well. One is allowed on the field at a time. If this move is used and there is a way to attack the bottom of the wall, you can shatter it. (No cheap ledge guarding allowed)
A^ Flame Charge – Braixen is engulfed in flames, and lunges horizontally in the sky. After the initial launch you can control her a bit. This has static/burn damage, but it’s not really an attack. It’s got decent length.
AV Fire Spin – The pyro-kinetic fox raises her wand into the air, and howls. Ropes of flames are released from the flame burning atop her wand, and eventually leave a circle of fire around her. This fire does not hurt her, and lasts 7 seconds and this is a decently large circle with moderately high flames.
Grabs are telekentic, and Smash moves are strong. They’re all based on Psystrike.
Geninja - Amphibious Ninja
A Double Team: When You push the a button, you’re going to click two directions. The first is going to be where the REAL Greninja appears. The second will be a clone. Incapable of attacking, merely there to confuse. The clone lasts only a few seconds, but long enough for the opponent to have to make a decision on which one to go after. Pushing up, will cause Greninja to hop upwards into the air, then you can go right or left as well. There is also the down direction which causes Greninja to stay put crouching. So, to execute this you would hold down A, click your first direction (which will be the real Greninja) then the second (which will be the clone), and then release to start the move. This is not an attack, merely a mix up move. (Think of Makato from BlazBlue)
A> Water Shuriken – Greninja brings his hands across his tongue, and on the edge of his fingers a water shuriken is forged. This is a fast moving, large projectile. It can only be thrown forward, but can be used while running.
A^ Feint Attack – A twinkle flashes in Greninja’s eyes, and before you know it, his now dark form jets with extreme speed forward, and the appears again in the air, horizontally from the point you were originally facing. He quickly slashes the air, which is a strong attack, and then falls helplessly towards the ground.
AV Hydro Pump – A supermassive blast of water shoots out from in front of Greninja. This move takes a long time to execute, but it’s really strong. It can be aimed anyway, and when used in the air it has a backwards push like Mewtwo’s shadow ball. This move isn’t an attack so much as a super strong version of Flood. Only useful. The pump of water rockets the away. The more percentage the opponent has, the longer it takes for the opponent to have a chance to somehow escape it.
Greninja’s grabs are varied. His forward is his tongue, his downwards is a ninja take on Snake’s, and when executing his upward grap, he tosses the opponent into the air, and water shuriken’s them in the back.