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TDB: SEASON 2! LEON (RE4) vs LARA CROFT

tocador

Smash Lord
Joined
Sep 10, 2008
Messages
1,703
Location
Hot chick Zone, Brazil
Ima say it now, pichu cant break up squirtle's shells defense, meaning squirtle can just stale the match fore ever.

And even tho i did not read the last pages debate, a instant 100 volts charge cant really kill, whereas a continous can, so just a tap wont really do anything to squirtle besides giving him a scratch. And i really feel pichu dosent have the gutts/power to stay closed do squirtle and do that continous thunder-rage.
 

tocador

Smash Lord
Joined
Sep 10, 2008
Messages
1,703
Location
Hot chick Zone, Brazil
Jump in a lake...


Learn electiricity...100watts assumes Pichu releases the elec at 1 ampere....too slow and takes way too much control -.-

Once again...learn electricity....

That would be no control...
discharge at points it doesn't want to...yes....total discharge at points it doesn't want to...no-that exhibits NO control...not NOT A LOT OF CONTROL


And Pichu has multiple ways of attacking...and defending....

Pichu is brkn....ice cream cone=evolution=win....
yes I know...there are no ice cream cones in pokemon...no flames...



And this proves that squirtle will get fried too....:ohwell:

Prove, as far as i know, yellow mouses with big heads and small arms are not made for fighting, the physics in his body just dont let him. Therefore pichu's only offensive move is go for the volt tackle, in wich really, he cant jump, hes body wasnt made for it, and he cant be fast with so tiny legs, meaning hes a giant head freak, with no mobility at all.

Real life > pichu, sorry.
 

UncleSam

Smash Master
Joined
Oct 14, 2008
Messages
3,809
Location
Troy, NY
I think you've been here long enough to know not to double post

anyway I might as well say it... but first why 3 amps Marthage? explain...
actually I'll say it tomorrow
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA


Pokemon
|
Super Smashes
|
Interactions
|
Strategy
|
  • Assist
  • (Triple Finish)
  • Dragon's Rain
|
  • Water attacks will make Leech Seeds grow, causing them to heal the attacks % back in full as well as emit an aura for 1% healing per second in a 1/2 platform radius around the foe.
  • If Spore is activated in a Trick Room, the cloud will linger inside of it until it is absorbed by an enemy.
  • Feraligatr can fill Trick Rooms with water, with his specials and smashes generally filling 1/3-1/2 based on charge, and other moves filling 1/4 of the volume. Foes passing through the now filled Trick Rooms will be slowed to 1/2 speed, as well as the water absorbing Energy-Based attacks. The water depletes at a rate of 1/5th of it's max capacity a second however.
|With Dragon's Rain and more potent Trick Rooms, the focus here is definitely on locking down the foe's options. Generally you'll want Breloom on Team2 and keep Z or Gatr playable in order to flood TR's and for their Super Smash, and with the awesome damage Z can get from the Projectiles gained (Mainly Grass/Poison/Water/Dragon) it'd be too good to pass up switching types constantly. Breloom's healing and lingering Spore offer good survival to the team, mixed with Trick Room's acting as safety nets can make this combination surprisingly durable given the two lightweights on the team, all in part due to the Super Leech seeds and Trick Rooms providing so much damage mitigation.
|
TRIPLE FINISH
|
  • Having to be right next to a foe for it to hit, Porygon-Z will appear and grab the foe, trapping them inside a Trick Room! From here, he floats to the background as Feraligatr and Breloom stand to either side of the trapped foe, with Z making a pixelated arrow over one of them. This now works similarly to the Mario and Luigi RPGs when they have a Bro item like the Fire Flower, only you know.. with Feraligatr and Breloom instead mashing A (For Gatr) or B (Breloom) to get in as many standard attacks as possible! The poor foe will be subject to them switching off attacks for about 2 seconds, before the last second which has both able to mash A/B in order to shatter the Trick Room with one last attack and launch the foe, with the Pokemon who landed that final hit performing a victorious Taunt.
|
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA



Pokemon
|
Super Smashes
|
Interactions
|
Strategy
|
  • Assist
  • (Triple Finish)
  • Hone Claws
|
  • Water attacks will make Leech Seeds grow, causing them to heal the attacks % back in full as well as emit an aura for 1% healing per second in a 1/2 platform radius around the foe.
  • If an opponent is under the effects of Spore's poison, Bisharp's bleed damage will extend by 1/2 a second per hit instead of 1/4 second when applicable. If the opponent is paralyzed or slept by Spore, Bisharp's attacks will do 25-50% more KB respectively.
  • When Bisharp commands Feraligatr to use a smash attack, Gatr's smashes are performed 25% faster than normal. When Bisharp and Feraligatr are the only Pokemon remaining, Feraligatr can also command Bisharp with his Smashes due to experience.
|It'll be a grueling battle of attrition for any foe going up against this team. Super Heals combined with loads of Bleed Damage, heavyweights and long-range smashes, they'll be quite the force to be reckoned with once they get the key hits in. If you like stacking the odds in your favor while putting down your foe, this is the team for you!
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TRIPLE FINISH
|
  • On activation, Breloom will do the first two hits of his Jab, then follow with Sky Uppercut. If it all connects, the screen will zoom in on the foe as he's launched upward with Breloom, who cancels the uppercut to Zair and tosses them further up, only to be intercepted by Bisharp's Dair! Dealing a good deal of damage, but no KB as he passes through, Feraligatr can be seen in the little magnifying glass below as the foe reels in hit-stun. During this time before they hit the ground, Gatr can walk about and pretty much land the free smash attack of his choice, granted the player accurately follows the falling victim's DI!
|
 

UncleSam

Smash Master
Joined
Oct 14, 2008
Messages
3,809
Location
Troy, NY
Well, he's currently in Dallas, whether he can get internet or not is a problem, pichu probably couldn't hold a charge of more than 4v for reasons I'll explain when Marthage answers my questions, and even if 3 amps is correct 12v can't kill
 

dgameman1

Smash Journeyman
Joined
Sep 13, 2008
Messages
219
Location
Beverly Hills, California
* Side+B: Skull Bash

Depending on how long you hold B, Pichu will charge up and zoom across to hit anyone in the way. Pichu can hold this charge for slightly longer than Pikachu and is much stronger when fully charged. Pichu will damage itself when using this move.
How long can pikachu hold it before it gets realised?
This is melee

And I think this is how close we're going to get to the charge
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA


Pokemon
|
Super Smashes
|
Interactions
|
Strategy
|
  • Strength
  • Assist
  • (Triple Finish)
|
  • When Feraligatr's Water hits Armantle's Lava, it cools into brand new, solid stage. Cooled lava is pass-through if extended to the air, just like platforms, but can be extended off edges and still be solid if done from a floor.
  • Water attacks will make Leech Seeds grow, causing them to heal the attacks % back in full as well as emit an aura for 1% healing per second in a 1/2 platform radius around the foe.
  • Pyro Flow's hot air will ignite the Leech Seeds on a foe and cause them to be continuously burned for 8% a second for 3 seconds. During this time they cannot be Seeded again, and Fossilize will put out the fire.
|The classic mix of Grass, Fire and Water is as varied as it is nostalgic. Any order works here based on the player's needs. High damage goes for Armantle and Breloom, Survival opts for a grass and water combination, and those who like to mess with the stage and/or bully opponents love the two heavies. Great for players of any level!
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TRIPLE FINISH
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  • Requiring the foe to be close, Breloom will lash out and grab them, and toss them to the ground leaving them prone. While prone, Feraligatr and Armantle will then pour water and lava over the unfortunate victim, leaving them in a rocky prison on the floor! Once buried, the foe has 2x grab escape difficulty in order to get up, further amplified by how just after the burial, Breloom hops over and throws down a handful of leech-seeds, growing atop the foe and stealing 10% a second that they give off from the small plants seen on the victim, as well as occasionally popping out Oran Berries.
|
 

UncleSam

Smash Master
Joined
Oct 14, 2008
Messages
3,809
Location
Troy, NY
Oh I do DB, oh I do
and now for my epic WoT:
lets begin by the flaws in Pichu's carrying capacity:
psypokes.com said:
It is not yet skilled at storing electricity. It may send out a jolt if amused or startled.
-------------------
The electric sacs in its cheeks are small. If even a little electricity leaks, it becomes shocked.
-------------------
When PICHU plays with others, it may short out electricity with another PICHU, creating a shower of sparks. In that event, this POKéMON will begin crying, startled by the flash of sparks.
-------------------
It is unskilled at storing electric power. Any kind of shock causes it to discharge energy spontaneously.
here are some pokedex entry's on pichu, obviously pichu can hardly charge electricity, let alone store any. and end up hurting itself
wikipedia said:
A spark is triggered when the electric field strength exceeds approximately 4 - 30kV/cm — the dielectric field strength of air.
now we take this tidbit from the wikipedia article that DB had no clue about, if you're confused what the definition of "dielectric field strength of air" is here's the def.:
wikipedia said:
the maximum electric stress the dielectric material can withstand without breakdown
after 4v of storage the air around pichu may cause the electricity to be expelled, without control this electricity will always discharge. Now we know exactly how pichu discharges and that Pichu can only really store 4v without discharging.
now I looked up how strong a charge would have to be to kill a man, the lowest recording is 32v
that guy must be weak
but the average is 250v.
now even if we take the lowest recorded setting(say pichu gets lucky) and if there really are 3 amps for the electricity to be controlled it comes up to 12v, that can't kill anything.
And one more factor to include, Ohm's law, we have current(amps), we have voltage(12v) but we don't have resistance... resistance is, the resistance to electricity i.e. skin.
dry skin has better resistance while wet skin has poor resistance(why so many people die in thunderstorms).
Squirtle is a turtle! turtle=reptile! reptile=dry skin!
Squirtle>Pichu due to the fact that Pichu can't control electricity IRL
/discussion
.
.
.
.
what's our next discussion?
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA


Pokemon
|
Super Smashes
|
Interactions
|
Strategy
|
  • Whirlpool
  • Dragon's Rain
  • Nasty Plot
|
  • Full-charge Hydro Pumps will remain in the air/where they explode for 5 seconds when they hit Reflect or are Grabbed/Zair'd/Side B'd by Alakazam, and will continue to slightly push foes away from the center of the burst, but deal no damage.
  • Feraligatr can fill Trick Rooms with water, with his specials and smashes generally filling 1/3-1/2 based on charge, and other moves filling 1/4 of the volume. Foes passing through the now filled Trick Rooms will be slowed to 1/2 speed, as well as the water absorbing Energy-Based attacks. The water depletes at a rate of 1/5th of it's max capacity a second however.
  • Alakazam can choose to Teleport into Trick Rooms instead of where he entered the match by pressing Up for the center Trick Room, and Left/Right for other TR's in relation to the center one/center stage.
|Set sail for a water-world with the most aquatically inclined team around! Feraligatr is the star here as with Whirlpool, Dragon's Rain, Flooded Trick rooms and aerial water flows, it'll be amazing if the foe gains a foot of distance, let alone approach you. Combine that with Z and Gatr's natural artillery and Nasty Plot, and you have a camper's dream.
 

uhmuzing

human-alien-cig
Writing Team
Joined
May 6, 2009
Messages
2,106
Location
Austin, TX
Whoa, good stuff, Uncle. Good stuff.

Well, if nobody speaks up for Pichu soon, I guess we'll move on. But maybe we should wait for Marthage to have a chance to argue. Either way, Joe, one question - do you have any more match-ups planned before the Samus VS Mewtwo big finale?
 

dgameman1

Smash Journeyman
Joined
Sep 13, 2008
Messages
219
Location
Beverly Hills, California
Pichu, like its evolutions, is capable of producing electrical sparks from its cheeks. However, since Pichu is only a baby, it cannot control them as well, and may release electricity unintentionally. Fortunately, it is not able to store large amounts of electricity in its body.

Ok, so even if it does hit squritle. It still won't even have enough energy to do any damage

Squirtle also has a shell.
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA


Pokemon
|
Super Smashes
|
Interactions
|
Strategy
|
  • Assist
  • (Triple Finish)
  • Dragon's Rain
|
  • Water attacks will make Leech Seeds grow, causing them to heal the attacks % back in full as well as emit an aura for 1% healing per second in a 1/2 platform radius around the foe.
  • If Spore is activated in a Trick Room, the cloud will linger inside of it until it is absorbed by an enemy.
  • Feraligatr can fill Trick Rooms with water, with his specials and smashes generally filling 1/3-1/2 based on charge, and other moves filling 1/4 of the volume. Foes passing through the now filled Trick Rooms will be slowed to 1/2 speed, as well as the water absorbing Energy-Based attacks. The water depletes at a rate of 1/5th of it's max capacity a second however.
|With Dragon's Rain and more potent Trick Rooms, the focus here is definitely on locking down the foe's options. Generally you'll want Breloom on Team2 and keep Z or Gatr playable in order to flood TR's and for their Super Smash, and with the awesome damage Z can get from the Projectiles gained (Mainly Grass/Poison/Water/Dragon) it'd be too good to pass up switching types constantly. Breloom's healing and lingering Spore offer good survival to the team, mixed with Trick Room's acting as safety nets can make this combination surprisingly durable given the two lightweights on the team, all in part due to the Super Leech seeds and Trick Rooms providing so much damage mitigation.
|
TRIPLE FINISH
|
  • Having to be right next to a foe for it to hit, Porygon-Z will appear and grab the foe, trapping them inside a Trick Room! From here, he floats to the background as Feraligatr and Breloom stand to either side of the trapped foe, with Z making a pixelated arrow over one of them. This now works similarly to the Mario and Luigi RPGs when they have a Bro item like the Fire Flower, only you know.. with Feraligatr and Breloom instead mashing A (For Gatr) or B (Breloom) to get in as many standard attacks as possible! The poor foe will be subject to them switching off attacks for about 2 seconds, before the last second which has both able to mash A/B in order to shatter the Trick Room with one last attack and launch the foe, with the Pokemon who landed that final hit performing a victorious Taunt.
|
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA


Pokemon
|
Super Smashes
|
Interactions
|
Strategy
|
  • Dragon's Rain
  • Sharpen_APP
  • Hone Claws
|
  • Feraligatr can fill Trick Rooms with water, with his specials and smashes generally filling 1/3-1/2 based on charge, and other moves filling 1/4 of the volume. Foes passing through the now filled Trick Rooms will be slowed to 1/2 speed, as well as the water absorbing Energy-Based attacks. The water depletes at a rate of 1/5th of it's max capacity a second however.
  • If a foe is Locked-On, Night Slash/Metal Claws/Sucker Punch/Faint Attack all will home in on the targeted foe automatically.
  • When Bisharp commands Feraligatr to use a smash attack, Gatr's smashes are performed 25% faster than normal. When Bisharp and Feraligatr are the only Pokemon remaining, Feraligatr can also command Bisharp with his Smashes due to experience.
|Watery Trick Rooms add a new piece to Bisharp's playing field with this team, and combined with Lock on, reliable Bleed damage and stage-covering damage, the stage is set for total foe lock-down! A bit tougher to grasp than most other teams, the key to victory here is swapping back and forth to get the most out of each aspect of the pairs, usually Team2 swaps in order for Bisharp to space both his and Z/Gatr's smash attacks effectively around Trick Rooms.
 

UncleSam

Smash Master
Joined
Oct 14, 2008
Messages
3,809
Location
Troy, NY
G. Bowser can breathe fire right?
if so
fire>>>>>>>>>>>>>>>>>>>>>>metal

+G. Bowser is like the godzilla of smash: missiles do nothing, people flee in terror, and he demolishes New Pork City.
what more could you want?
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA



Pokemon
|
Super Smashes
|
Interactions
|
Strategy
|
  • Dragon's Rain
  • Hyper Beam
  • Strength
|
  • Feraligatr can fill Trick Rooms with water, with his specials and smashes generally filling 1/3-1/2 based on charge, and other moves filling 1/4 of the volume. Foes passing through the now filled Trick Rooms will be slowed to 1/2 speed, as well as the water absorbing Energy-Based attacks. The water depletes at a rate of 1/5th of it's max capacity a second however.
  • If a target is Fossilized in a Trick Room, they do not acquire the negative side effects (Minus damage and speed on allies, damage resistance on enemies), but the duration/escape difficulty is halved.
  • When Feraligatr's Water hits Armantle's Lava, it cools into brand new, solid stage. Cooled lava is pass-through if extended to the air, just like platforms, but can be extended off edges and still be solid if done from a floor.
|Stage control is excellent with this team, as Armantle both uses his abilities to warp the stage, and then is used for both cover and a weapon! Z's Bubblebeam and Mud Shot are great here, trapping foes in hit stun or tripping to be followed up by Feraligatr, and as always fall into the constraints of Armantle's moveset. Although straightforward at first, all the little tricks and baiting involved will make this team have a tad higher learning curve, but getting to know them pays off big time with the raw power at their disposal!
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA


Pokemon
|
Super Smashes
|
Interactions
|
Strategy
|
  • Guillotine
  • Whirlpool
  • Hone Claws
|
  • Bisharp can hit Alakazam's spoons like his Metal Claws, which makes them behave just like them until they return to Alakazam.
  • Full-charge Hydro Pumps will remain in the air/where they explode for 5 seconds when they hit Reflect or are Grabbed/Zair'd/Side B'd by Alakazam, and will continue to slightly push foes away from the center of the burst, but deal no damage.
  • When Bisharp commands Feraligatr to use a smash attack, Gatr's smashes are performed 25% faster than normal. When Bisharp and Feraligatr are the only Pokemon remaining, Feraligatr can also command Bisharp with his Smashes due to experience.
|Alakazam and Feraligatr box foes in nicely here with aerial water traps, lettign them fall prey to Bisharp's impressive ground game. Even better with a Whirlpool out, foes will be hard pressed to play perfectly or else get shredded by bleed damage or worse yet, get the Guillotine! A slightly easier team to master, yet hard to jump right into, they sport some of the best KO combos of any team.
 

UncleSam

Smash Master
Joined
Oct 14, 2008
Messages
3,809
Location
Troy, NY
JOE is this going to turn into the Wario vs. Sonic debate?
EDIT: if so, I'll edit my pic post as a synopsis
 

Anthony523

Smash Apprentice
Joined
Jun 11, 2009
Messages
88
Location
Pennsylvania
Okay Bowser may be able to use fire but remember he can't use it for very long.
He just runs out of fire breath.
Also Galleom can just run away then fire missles like crazy and if Bowser gets to close then transform into a car and hit him away then repeat.

Also Bowser is just a big angry turtle, but Galleom is a man machine.

My vote is Galleom :]
 

Zook

Perpetual Lazy Bum
Joined
Jul 30, 2005
Messages
5,178
Location
Stamping your library books.
But if Galleom shoots the missles,G. Bowser can just go into his shell and not get hurt.
...lolwut?

How thick is Giga Bowser's shell? I doubt it's thick enough to protect him from missles that big. Also, Giga Bowser's shell is not big enough to cover up his large, bulging limbs, and probably wouldn't offer him much protection. (Except from the back.)

EDIT: Also, lol @ all the G. Bowser jokes.
 

UncleSam

Smash Master
Joined
Oct 14, 2008
Messages
3,809
Location
Troy, NY
the question isn't whether G. Bowser can fit in his shell or not(he can) the question is "what missiles does Galleom use?"
 

Zook

Perpetual Lazy Bum
Joined
Jul 30, 2005
Messages
5,178
Location
Stamping your library books.
the question isn't whether G. Bowser can fit in his shell or not(he can) the question is "what missiles does Galleom use?"
How is it possible for G. Bowser to fit in his shell? Look at the size of it compared to his head/limbs.



There's no way he's fitting under there.

Galleom was made to kill stuff, so I think it's safe to say his missles are fairly powerful. Also, look at the size of those things.



****.
 
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