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.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
Yo, to all those bothering Omniscient X here about brokenness and stuff, I say lay off. He's obviously getting progress faster than most people here, and when he finishes, THEN we can worry about balancing it. Til then, he can do whatever we wants. =)
 

n64billy

Smash Ace
Joined
Feb 4, 2009
Messages
614
Location
Behind you!
Joe be trollin'
...he is making a BLATANTLY broken character...
'nuff said......
Let him finish breaking it, then once he's done, you and others can help to fix it....

FYI, I don't have an opinion on if it's broken or not... But can't we all just get along...?

(@Joe: I'm not trying to target you... your input has very valid points behind it all.... Just.... you seem to be coming off a little pushy...)
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
but why wait until it's out when he can fix it now?

based on what he's saying he is in the PROCESS of making it broken...

this is the time where its EASY to change it, im trying to help him by being that guy who keeps pushing him... :p
 

leafbarrett

Smash Lord
Joined
Jun 8, 2009
Messages
1,388
Location
USA
but why wait until it's out when he can fix it now?

based on what he's saying he is in the PROCESS of making it broken...

this is the time where its EASY to change it, im trying to help him by being that guy who keeps pushing him... :p
My thoughts exactly.
 

Omniscient X

Smash Journeyman
Joined
Mar 6, 2010
Messages
326
Ok then somebody correct my moveset here it is:

Size: 9/10
Salamence is a true dragon and he’s not lacking in the size department he even approaches Tyranitar in size, well sort of.
Weight: 7/10
Salamence’s wings give him an unusual floaty property while jumping (much like toon link) but although he’s fast he’s also heavy enough where he’s hard to kill, kind of like charizard.
Walk: 4/10
He is a proud pokemon and doesn’t mind just taking a slow stroll across the battlefield to intimidate opponents.
Run: 9/10
incredibly fast. Nearly as fast as Sonic, as he is the fastest flying pokemon he should also have a fast dash speed, seeing as he flies instead of actually running.
Power: 9.5/10
Salamence, like Tyranitar, is a pseudo-legendary and is equip with truly awesome power, though not quiet as extreme as Tyranitar.
Attack Speed: 6/10
Salamence is actually quiet fast for most of his moves, and the ones that aren’t make up for it in sheer power.
Range:10/10
Salamence uses his size and Dragon attribute attacks like Delta Blast to gain lots of range.
Priority:10/10
Salamence has his Dragon-Type which has effects like flame and energy to lots of his attacks and some moves can even stop Tyranitar, something even summons like Suicune can’t do!
1st Jump:6/10
His legs are too small to give him much lift but an ok jump overall.
2nd Jump:9/10
Much better than the first jump his powerful wings propel him into the air.
3rd Jump:9/10
Identical to the 2nd jump
4th Jump:10/10
In preparation to glide this gives Salamence a huge amount of lift and is great for recovery.
Recovery: 10/10
He has great aerial jumps and an awesome recovery move.
Fall Speed: 3/10
Salamence’s wings give him an edge in the air allowing him to stay airborne much longer and perform more combos.
Air Speed:10/10
Incredibly fast, he can almost outpace a sonic on the ground while he’s in the air (note that he can while he glides!)
Crouch: 1/10
Horrible doesn’t really do anything at all.

Hover: No
Crawl: No
Wall Jump: No
Glide: Yes
Moveset:


Specials:

Neutral Special: Dragon’s Rage

One of Salamence’s best projectiles and most frequent ranged moves, though it must be charged.
Dragon’s Rage is a charged attack that must be all the way charged to work although the charge only takes around 1.5 seconds. Salamence rears his neck and charges Dragon-Type energy seen as fire spouting from his mouth. Once it is fully charged though it becomes a force to be reckoned with. Salamence spews a mighty ball of energy (Rayquaza’s Attack) which deals 15% damage and 1.5 times the knockback of a fully charged Charge Shot!!
Dragon’s Rage is a great move to save until you have your foe on the run, then you can take to the air and glide to get linear with them and fire the ball of energy to finish off opponents with higher damage. Also a word of caution, attempting to use it without charge will result in you losing your charge and returning to Salamence’s idle stance. In addition, the moves charge can only be held once it is fully completed, if you roll/shield out of the charge it will not retain its charge. Although it takes time to charge and you must do it in a single attempt, Dragon’s Rage has almost unmatched priority that most moves cannot cancel out, not even summoned pokemon’s moves!

Side Special: Flamethrower

Salamence’s staple move in the anime reoccurs in Brawl! This could be considered Salamence’s best attack except that it cannot be spammed due to ending lag.
Salamence crouches charging massive amounts of fire in his mouth then he lunges forward and unleashes a horizontal stream of flame!! The effect for this attack is that of entei’s Fire Spin turned on its side giving it awesome range and a really cool look. Any opponent caught in the stream will be dealt 4% fire hitlag damage until the attack ends with a punishing 10% fire damage and powerful knockback.
Although it has great priority as well the stream only lasts for about roughly 1.5 to maybe 2 seconds and Salamence is vulnerable to attacks during this time. Also a footnote, that although Flamethrower has great priority and power and can cancel out a lot of attacks, it cannot stand against the incredible power of Tyranitar’s Hyper Beam so don’t even try that!

Up Special: Fly

Salamence gains access to limited flight like Pit does except for a shorter period of time although Salamence moves much faster side-to-side and downwards, he cannot climb as fast. However, unlike Pit if he is knocked out of Fly he can use the move again, though at the end he will not go into a helpless state and instead still has access to aerial attacks and dodges.
If the move is started on the ground Salamence will not fly directly up like Pit would but he will move in a forward diagonal motion ascending quickly into the sky. This allows Salamence to outrun and dodge projectiles fired at his backside quickly and then wheel around and take advantage of enemy ending lag by flying toward the opponent to open up opportunities to use moves like Flamethower and Blazing Dragon to punish slow opponents.

Down Special: Blazing Dragon

A move not technically real but it is created by utilizing Salamence’s ability to use Double-Edge, Dragon-Type attacks and Flamethrower. Salamence starts in a crouched kind of stance, after about 15 frames Salamence exhales fire which surrounds him and encases him in a sphere of fire. You can hold the attack here and just keep him in one spot with the sphere of fire around him. It doesn’t charge but you can hold it to wait for the opponent and negate the startup lag of just taping down-B. The there is a hitbox surrounding the fire which will knock opponents forward in front of Salamence so that he can attack them. When the B button is released you will shoot forward in a flying animation covered in flames. The attack can do 3% damage during the “charge” period and the charging attack does 10% damage and moderate KB as well as provide invincibility frames for the first 15 frames of the actual attack.

The charge travels at a speed roughly equivalent to Captain Falcons kick, however when it makes contact it will slow down to about MK’s Drill Rush speed and then pick up speed again after the collision. Salamence will go about 75% the length of final destination before he stops and the move will not stop at ledges and Salamence will fall off. Although he will fall off, like Captain Falcon, he will not enter a helpless state and can use Fly to recover and follow up with an attack. The flame that surrounds him for the completion of the attack will negate all attacks allowing him to tunnel through most defenses except for shields and Pit’s Mirror Shield.

When the attack is used in the air it gains the properties of a stall-then-fall attack except for a few major differences. Just as Salamence can hold the fire sphere charge on the ground he can also do so in the air. Salamence will curl up into a pseudo-ball-like position and start and continuously exhale fire from his mouth, which will surround him in a sphere of fire like before. He can stay in this position and maintain the fire ball which will negate most projectiles, and when he lands he will negate most landing lag. Where as if the B button is released before you hit the ground you will dive toward the ground enveloped in flames like on the ground and you will slam into the ground generating a small wave of flames followed by a minor shockwave with a minor push effect. The aerial version always spikes even when the B button is held and causes 3% damage during the held period. As for during the dive, you will do 13% damage to opponents and a meteor smash, sending foes crashing downward. It should be noted that you can tunnel through projectiles like before however some very powerful Kb may take minor influence over the trajectory of the dive and cause Salamence to alter his course (pushing him horizontally). Also after about a second of the moves duration, as Salamence would continue the move until he hits the ground of Self-Destructs, you can cancel the move into Fly and recover, though you still retain a portion of the vertical momentum. During the dive you move as fast as Sonic’s D-Air.
This move can be used to camp and wait for falling opponents and punish juggler’s who give Salamence enough air to perform the move. It can effectively crush juggler’s strategies and can tunnel through projectile-based strategies as well.

Normal Moves:

Neutral Combo: Wing Whirlwind
Strikes with both wings followed by a rather laggy wing flap that produces wing sufficiently powerful enough to blow enemies away at least a battlefield platform (it has about the range of Pit’s up special Wings of Icarcus’s beginning “ring”)

Dash Attack: Shoot Through
Salamence’s dash speed increases by 50% for a few brief frames and he becomes heated up by fire charged in his body. His whole body is a hitbox that deals 5% fire damage and moderate vertical KB while his head is the sweetspot that does 7% fire damage with decently strong vertical KB.

Forward Tilt: Dragonbreath
Salamence quickly swings his head around in a quick arc then lunges forward and spouts a blast of air (about double the range of Charizard’s Flamethrower, though in only last for about 20-30 frames) that deals moderate KB and around 6% damage.

Upwards Tilt: Dragon Roar
Salamence lets loose a vicious roar creating sonic waves that can be seen! The roar’s range is about 1.5 stage builder blocks radius from Salamence’s mouth and the only other hitboxes are on Salamence himself. The KB of this attack is great however there’s no damage unless you’re touching Salamence where you will suffer 3% damage and lots of hitlag. This attack is great for starting a combo and setting up for a smash attack.

Downward Tilt: Twister
Salamence rears and flaps his wings swirling dragon-energy into the air creating a tornado (I’ll use meta knight’s Neutral Special effect for this) the tornado is about twice the size of MK’s tornado and has a vacuum effect for the majority of the attack dealing about 4% damage a second and using the suction to restrain foes inside the tornado. The final hits of the attack have no damage but great push effect and can send foes flying, though the hitbox is basically only half the size of the twister. The great thing about this attack is that it can cancel out nearly all projectiles and set off explosives as the twister does fire damage.

Ledge Attack: Slash
Salamence heaves himself over the edge and swipes quickly with one foreleg dealing 6% damage and moderate KB.

Ledge Attack over 100%: Tail Whip
Salamence brings himself up slower than his other ledge attack and swings with his heavy tail dealing 10% damage and great KB. Don’t use this against and edgehog who will just see it coming, dodge and then slam you back off the stage possibly (but unlikely) to your doom.

Floor Attack: Crunch
Salamence bites on either side of him dealing 8% damage and moderate KB.

Floor Attack over 100%: Tail Sweep
Salamence spins with his tail outstretched tripping opponents and dealing 5% damage with strong horizontal KB.

Aerial attacks:


Neutral Aerial: Overheat
Salamence heats up its body causing it to glow a faint red and give of medium sized flames. Salamence’s body does 5% and moderate KB and the flames do 7% but weak KB. During the brief frames where Salamence is aflame he gains invincibility frames.

Forward Aerial: Dragon Burst
Salamence lets loose a stream of dragon fire and wind resulting in a blast-like fan of bluish flames with a moderate range but some ending lag before Salamence can dodge again. Salamence’s chest area does 2% damage and weak KB, the beginning of the flames (near the mouth) does 8% damage and moderate KB, and the middle and end of the flames do 5% damage and stronger KB. All hitboxes KB is aimed forward. This is one of Salamence’s best finishers in aerial combat and can greatly aid in an approach, especially when an opponent attempts to intercept you. The flames can cancel out projectiles and still hit the opponent.

Backward Aerial: Tail Slam
Salamence swings his tail behind him in an arc top to bottom. The tail does 1% damage on startup with hitlag and then 3% on the beginning of the swing and moderate backwards knockback and 6% during the middle to the end of the swing and always spikes the opponent.

Upwards Aerial: Steam Blast
Time to unveil Salamence’s greatest secret…he can learn Hydro Pump! He can combine this with Dragon and Fire type attacks to create powerful combination attacks involving steam. We see this in the TCG incarnations as well, so he uses a weak version of Hydro Pump and a Fire attack to quickly exhale a burst of steam. The steam only does damage at his mouth where it is the hottest (8% damage) the rest of the steam is the wind effect and has strong push effect the sends opponents towards the heavens. This move can quickly be followed up with fly and an Overheat, once the opponent is past the blast line, for a Star KO.

Downwards Aerial: Fire Stream
Salamence rears (in the air?) and aims downward, a stream of flames erupting from Salamence’s mouth. The stream takes a few frames to fully expand into the wide stream which is about the size of 3 of Bowser’s Fire Breaths stacked on each other. The mouth and near flames spikes the opponent with 9% damage while the midst of the flames does diagonal KB and 11% damage and the ends of the flames simply do hitlag and 8% damage. Overall this can be Salamence’s most damaging aerial attack.

Glide Attack: Dragon Claw
Salamence swipes with one foreleg dealing 9% damage and great vertical KB, the move can be used to juggle the foe and the tail has an extra hitbox that can spike opponents who just dodged the swipe but not the rest of Salamence.

Grab and Throws:


Grab: Chomp
Salamence lunges forward snapping with his jaws. Slightly more range than Charizard’s grab, it is comparable to King Dedede’s grab.

Pummel: Fire Fang
Burns the foe trapped in Salamence’s jaws with 4% damage.

Forward Throw: Toss
Salamence bows his head for an instant, with the opponent clutched in his jaws and then flips his neck and head tossing the opponent with 6% damage and moderate diagonal KB.

Backward Throw: Fling
Salamence violently swings his head behind him flinging the opponent with surprisingly strong horizontal KB but just 3% damage.

Upward Throw: Jet Propulsion
Salamence lifts his head skyward then unleashes a small burst of steam propelling the opponent with moderate vertical KB and 5% damage.

Downward Throw: Point-Blank
Salamence lays the opponent on the ground and then hits them with a point blank Dragonbreath causing no damage but strong horizontal KB and the opponent is lying down. This move can kill on ice floors when used correctly.

Smash Attacks:


Forward Smash: Delta Blast
One of Salamence’s best kill moves but for a smash it lacks in damage. Salamence winds up and will charge in the wind up animation. Then he will swing his head in a quick upwards arc until he’s aimed forward. He will unleash a stream of fire with swirling dragon energy around it.

The blast is affected by the charge with no charge it will go about 2.5 stage builder blocks long near the mouth will do 11% damage with moderate forward KB and most of the flame will do 6% damage and strong KB except for near the end. Near the end of the blast is the sweetspot with 5% damage but incredible forward KB.

Although without a charge it’s still a force to be reckoned with, at full charge it can cause absolute destruction. The blast stream gets wider and goes 4.5 stage builder blocks! The mouth hitbox does 15% damage and moderate to strong forward KB, the majority of the flames does 10% damage and quiet strong KB and near the end does 9% damage and incredible forward KB. The force is enough to KO Bowser at low percentages relatively close to the edge!

Upward Smash: Steam Twister
An arguably unorthodox move for Salamence, this move is from the TCG Salamence incarnation and involves him once again combining Hydro Pump and Flamethrower. The move starts with him going into a pseudo-crouch (this is where he’ll charge if the smash is charged) then he’ll rear up and let loose a spiraling blast of steam from his gaping mouth. The steam goes incredibly high even uncharged it goes a little higher than the altitude of an average 1st jump! The twister of steam only increases in size with charge becoming wider and goes .5 times higher than before!

However, what the move attains in range it lacks in damage the only part of the tornado that does any damage, besides Salamence’s body which does 1% damage with weak KB, is near the mouth of Salamence where the steam is hottest dealing 13% damage with moderate upwards KB. However, although the move has weak damage it’s killing potential is truly amazing or such an odd move because the rest of the tornado, aside from near the end at the highest point, has really strong vertical KB and the tip has incredibly KB.

The attack works cumulatively from bottom upwards, the opponent usually starts on the ground near Salamence and is then kicked into the midst of the tornado be the mouth hitbox and is flung upwards into the end of the twister sending the foe streaking towards the heavens. KB does not change for the charge although the hitboxes do get larger due to the size increase of the twister. One main attribute affected by the charge is the duration of the move which can go from 25 frames to nearly 50 frames! The move is most commonly used to fling opponents into the air allowing Salamence to take to the air and really go on the offensive!

Downward Smash: Storm Sphere

Salamence crouches with wings spread and charges in this animation pose, he then rears and unleashes powerful flaps and roars creating a sphere of destruction. The air is charged with Dragon-energy and swirls around and powerful Dragon energy roars add to the destructive power of this move. This sphere of swirling air and Dragon energy starts out the size of Salamence’s body but quickly increases in size to cover 1 stage builder block on each side of Salamence.
However, despite the overall energy exerted to execute the move, only Salamence’s body does damage to the opponent and that is only 5% no matter the charge. The charge does control the size of the sphere though, and it will increase to 2 stage builder blocks on either side of Salamence! While this move, like many of Salamence’s others, lack damage it deals incredible push-effect knockback easily enough to kill a medium damaged opponent!

The devastating force of the air sphere cancels other attacks and reflects projectiles; its push effect can knock an opponent at 40% damage more than the length of Final Destination. The trick to the move is getting an opponent in close enough, with enough time to execute the move, where the air sphere will expand into/through the opponent dealing the maximum amount push knockback! This smash is Salamence’s quickest in terms of startup lag, the air sphere forms in 7 frames, allowing it to be a prime defensive weapon as well as an offensive one. The sphere will not be canceled by all but the most powerful attacks, so in a battle where an opponent has quiet a few summons, this attack can serve as an invaluable defense. I have tested this move after I tried Volcanic Hurricane and this fits Salamence’s “feel” more and I can give you one trick to perform that is valuable in team battles when you have friendly fire on and your teammate grabs an enemy you can fling him to the side of the stage (this move will not knock you off the ground unless your already in the air!) to deliver a powerful throw backed with your push effect to kill at medium percentages. You can also shield charging teammates if friendly fire is off, which can become an excellent strategy.

To those who believe this move is overpowered in defensive abilities I must point out that at the end of the attack Salamence has around 30 frames of ending lag leaving him vulnerable to a powerful attack. He is also still vulnerable to teleporting attacks like Chaos Control, Favore’s Wind etc so he does not possess an “absolute defense”, though he does possess invincibility frames while the air sphere forms. The sphere is active for 90 frames and will expand quicker at a full charge.

FINAL SMASH


Draco Meteor:
Salamence flies to the center of the stage dealing 7% damage and moderate KB to anybody in his way. Salamence will then proceed to unleash unreflectable flaming meteors from his body in all directions. The meteors go relatively slow but will break shield and will outlast a dodge due to the slower speed and large size.

The meteors will do 25% damage to anything they hit and massive KB as well. This is Salamence’s ultimate kill move equipped with damage, range, priority, massive projectiles and invincibility during the attack.

Playstyle: Turning up the Heat

Salamence has incredible speed, priority and range as well as quiet a lot of killing power. However, his disadvantage is his inability to rack up a lot of damage to make a lot of his kill moves effective. Salamence makes up for this with his aerial speed and juggling capability.

The best strategy is an airborne one; once you start the match you have two major options. Option #1 you should take to the air and attempt to use aerial attacks to buffet the opponent and knock them into the air and then use fly and spike them with Tail Slam or Blazing Dragon. Then return to the ground and use attacks like Steam Twister and Shoot Through to knock the opponent back into the air. Continue this pattern to slowly but surely rack up damage on the opponent (a Twister every now and then isn’t a bad idea either) and once they get past about 100% spike them and retreat. Charge up Dragon’s Rage and wait outside of their projectile range (if they have one), otherwise just keep your distance. The wait for them to come closer and once they are at about 2 stage builder blocks away wait for them to attack. Then blast off a Dragon’s Rage into the attack and let its near-invincible priority take care of the rest. If it doesn’t kill them then tail them and follow up with a Flamethrower.

Option #2 is a projectile-based strategy where you begin by charging up Dragon’s Rage and keep your distance while continually pelting the foe with Flamethrowers and Dragon’s Rage to rack up damage. Use them in combination to prevent dodging from being effective. Once they get near 60-70% you can enter melee combat with Volcanic Hurricane, Twister, and Wing Whirlwind to rack up some damage at close range. Try not to take to many hits and if your feeling overwhelmed use Dragon Roar, Dragonbreath or even Blazing Dragon as a get-off-me move to put some distance between you and the opponent. Once they near 100% you can let loose with Steam Twister, Flamethrower, Dragon Claw, Blazing Dragon and possibly the most effective: Delta Blast to finally KO the opponent. This strategy keeps you from being overwhelmed by either projectile or melee based characters but a well balanced character such as fox can keep you on your toes.

Playing Against: Grounding the Dragon

Salamence is very fast in the air, possibly too fast to handle effectively so what do you do? You meteor smash the flying lizard attempting to attack you as a grounded opponent or take to the air to continue an attack!

The trick to beating Salamence is knowing when to swallow your pride and know that most of your attacks can’t beat his head on, and just dodge and roll to punish his laggy smash attacks ort dodge the projectile hailstorm he can unleash from a distance. You must keep the combat strictly melee using fast low-KB moves to rack up damage on Salamence and attempt to dodge his get-off-me moves to continue. However, if you’re knocked away and you see him use fly, get above and spike him back to earth. If you don’t meteor smash him before he exits your range (and trust me he will) you are in a hole. You must be ready for anything and dodge the powerful moves and clang with the weaker ones while biding your time waiting for him to use Dragon Claw, Blazing Dragon, Overheat or Flamethrower.

Learn to recognize the startup animations of these moves and jump when you see them and spike Salamence when you’re above him. The best place to be in relationship to Salamence is diagonally above and in front of him where he has no escape. Also, constantly jumping can effectively negate projectile-based onslaughts and help you stay at low damage which is the real key to beat Salamence.
 

leafbarrett

Smash Lord
Joined
Jun 8, 2009
Messages
1,388
Location
USA
Scizor's updated moveset.
Scizor
Stats
Size: 7/10
Scizor is quite tall- about Ganondorf’s height- but at the same time, he’s fairly slender overall. He’s an easy target for horizontal attacks, but not vertical attacks.

Weight: 10/10
Due to having an iron exoskeleton, he's very heavy.

Walk: 1/10
Due to having an iron exoskeleton, he's very heavy.

Run: 3/10
Due to having blah blah.

Traction: 9/10
When moving, Scizor is so slow that stopping isn’t much of a problem. The interesting thing about traction is it also affects how far you slide when you hit the ground due to an attack; lower traction means that if you’re moving horizontally fast when you hit the ground, you may still go flying off the cliff, but if your traction is high enough, you’re pretty much safe when you hit ground. Because Scizor is so heavy, he screeches to a halt nearly as soon as he hits the ground.

Power: 10/10
Don’t get hit by him. Seriously, just don’t. I don’t care who you are; you won’t live to regret it if you do.

Attack Speed: 3/10
He’s as slow at attacking as he is at moving; he makes up for it by hitting harder than Ike. He does have, um… 3 fast attacks, I believe.

Range: 6/10
Good horizontal or vertical, but never both at the same time. Attacks don’t cover a whole lot of overall area, but they do have respectable reach.

Priority: 9/10
As strong as Scizor is, there isn’t much that can even clank with his attacks, much less out-prioritize them.

Jump: 4/10
Scizor DOES have strong legs, but Scizor also has a solid steel exoskeleton. As a result, he can’t jump worth a crap.

Midair Jump: 1/10
Although Scizor has wings, they aren’t made for flying, and can’t really support him in the air. His midair jumps barely reach any higher than the start of the jump.

Aerial Mobility: 3/10
Scizor falls as fast as Fox, and has poor horizontal mobility in the air.

Recovery: 5/10
Combine the above with his terrible up special, which is pretty much a weak version of Wario’s up special, and you’ve got your work cut out for you when trying to recover vertically. Scizor can hover for a short while, however, and Bullet Punch is a decent horizontal recovery.

Crouch: 4/10
Meh. Better than standing up, but not by much.

Wall Jump: No
Crawl: No
Glide: No
Hover: Yes
Tether: No
Jumps: 6

…You know, it’s ironic. I keep calling Scizor “he,” but the Scizor that I’m basing this moveset off of is a girl. :laugh:

Standard Attacks
-Jab: Fury Cutter. One of Scizor’s only fast attacks, but also one of his only weak ones. Repeating. 1% slash + 1% slash, 90* + 90*, looping

-Up Tilt: Slash. Slashes upwards with both claws; has a sweetspot where they meet. 9% hit / 16% slash, 54* / 90*
-Side Tilt: Metal Claw. Slashes forward up to 3 times (think Metaknight's ftilt). 5% slash + 5% slash + 6% slash, 361* + 361* + 361*
-Down Tilt: Swipes the ground with his claw. Okay for edge-guarding, but not much else. 10% slash, 270*

-Dash Attack: Iron Head. Flying headbutt! :bee: 16% hit, 17*

-Up Smash: Double Hit. Swings one claw upwards, then the other; the first hit stuns, then the second hit sends the opponent flying. 7% stun + 17% hit, 90* + 99*
-Forward Smash: X-Scissor. Slashes with both claws. Slow, but incredibly lethal. 32% slash, 47*
-Down Smash: Brick Break. Slams the ground in front of him with both claws. Will instantly break shields. 17% hit, 74*
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,291
Location
Hippo Island
Scizor is off to a good start, but I feel he might be underpowered looking at his stats. He's got Ganon's and Ike's main weaknessess of low mobility, slow attacks and mediorce recoveries, but he doesn't have the insane melee-range of Ike or the...um...Ganondorf has no strenghts so I guess there's nothing I could say he's missing, lawl.

Although, I do like how DSmash has shield-breaker properties...perhaps instead of one move which insta-breaks shields, his overall moveset has a lot of attacks with good shield damage, so even though it's easier than most characters, he can pressure them through their shield and eventually make them vulnerable to a really powerful blow.
 

leafbarrett

Smash Lord
Joined
Jun 8, 2009
Messages
1,388
Location
USA
Scizor is off to a good start, but I feel he might be underpowered looking at his stats. He's got Ganon's and Ike's main weaknessess of low mobility, slow attacks and mediorce recoveries, but he doesn't have the insane melee-range of Ike or the...um...Ganondorf has no strenghts so I guess there's nothing I could say he's missing, lawl.
His range is actually pretty decent, but only horizontally or vertically, never both.
Although, I do like how DSmash has shield-breaker properties...perhaps instead of one move which insta-breaks shields, his overall moveset has a lot of attacks with good shield damage, so even though it's easier than most characters, he can pressure them through their shield and eventually make them vulnerable to a really powerful blow.
Hmm... that's actually a really good idea. :D
Personally I'd have Scizor be around Mario's speed, maybe a little slower. And give him Bullet Punch for his Side B to help with the range issue.
Check his recovery; Bullet Punch IS his Side B, and it's his best option for recovery.
I thought Scizor was a really fast pokemon o.o
He has a solid iron exoskeleton... enough said.
 

Fen__

Smash Ace
Joined
Mar 25, 2008
Messages
727
I dont know if I will pause in a long time or delete my hoppip DX

I having big problems with PSA on him and I cant get it to work ;_;
even if I am almost finish
PM someone really good with PSA?
 

JOE!

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

thats why me and HR are in this thread: to make the sets interesting :p

not that it wouldnt have been cool without some MYM imput, but shield breaking isnt really explored in smash (aside from 1 of marth's attacks), and a playstyle that revolved around it would be cool
 

JOE!

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Yeah, but it's not like Brawl is an RPG or anything, so the character's speed should be less influenced by their stats in their origin game.
well....they should have *some* influence.

I mean, if the stats allways show ___is speedy, wouldnt it be odd to have ___ be a slow powerhouse in smash?
 

TommoPuppy

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Not too bad. Nice animations! The running thing is an issue with the bones, by the way
, but I don't know how to fix it ^^;
 

soneek

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Blaze kick will most likely be a smash attack, and most likely I'll keep Falcon Punch. I'm not too sure on a complete moveset, but I know I wanna make his final smash Blast Burn. If you guys have any requests for moves , just hit me up.
 

b2j135

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http://www.youtube.com/watch?v=f-C8PKe9PgE&playnext_from=TL&videos=sR_vbGXqM0s

Does this give any any ideas?
Here's a hint:


STILL DON'T GET IT!?!?: http://super-smash-bros.wikia.com/wiki/Pra_&_Mai

"How could it be done?"
Simple (I think): If we did two Pikachus they would only use a single texture. So a solution would be to use the Brawl Pika and the Pokepark Wii one, since 2 Of the same models would only load a single texture.

Anybody up for bringing to life two of the original Brawl Roster that didn't make it?
We did Mewtwo, Roy, Doc...maybe we can bring the others back too, starting with this great pair of Pokemon.

I would dub this: The Plusle-Minun Revival Project.
 

Camonsters

Smash Apprentice
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Jan 19, 2010
Messages
169
http://www.youtube.com/watch?v=f-C8PKe9PgE&playnext_from=TL&videos=sR_vbGXqM0s

Does this give any any ideas?
Here's a hint:


STILL DON'T GET IT!?!?: http://super-smash-bros.wikia.com/wiki/Pra_&_Mai

"How could it be done?"
Simple (I think): If we did two Pikachus they would only use a single texture. So a solution would be to use the Brawl Pika and the Pokepark Wii one, since 2 Of the same models would only load a single texture.

Anybody up for bringing to life two of the original Brawl Roster that didn't make it?
We did Mewtwo, Roy, Doc...maybe we can bring the others back too, starting with this great pair of Pokemon.

I would dub this: The Plusle-Minun Revival Project.

That would mean a whole lot of animations from scratch. I guess I could help though I always wanted them in brawl.
 

GeminiCrossFade

Smash Ace
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Messages
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http://www.youtube.com/watch?v=f-C8PKe9PgE&playnext_from=TL&videos=sR_vbGXqM0s

Does this give any any ideas?
Here's a hint:


STILL DON'T GET IT!?!?: http://super-smash-bros.wikia.com/wiki/Pra_&_Mai

"How could it be done?"
Simple (I think): If we did two Pikachus they would only use a single texture. So a solution would be to use the Brawl Pika and the Pokepark Wii one, since 2 Of the same models would only load a single texture.

Anybody up for bringing to life two of the original Brawl Roster that didn't make it?
We did Mewtwo, Roy, Doc...maybe we can bring the others back too, starting with this great pair of Pokemon.

I would dub this: The Plusle-Minun Revival Project.
If someone can get those models on ice climbers then i would learn to animate and do PSA just for that reason
 

soneek

Smash Ace
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Does anyone know how to use emotion animations? Like the character closing their eyes or something?
 

Get A Load of This!

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If you're going to do a Plusle & Minun project, don't just making them a Pikafied pair of Ice Climbers. That isn't very gratifying.

They should actually have some team attacks, where button inputs would make them do different actions that compliment each other, for example, the lead using a rather weak stunning attack on its own, but having the partner do a powerful tackle or something along those lines.

...Although, looking again at the nature of Nana's files, that might not be an option.
 

b2j135

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Thanks for your input guys, I came up with the idea, but I have no way WHATSOEVER to help with the actual project itself.
I CANNOT figure out PSA, animations, and I hardly know how to hex.
I do have the Pokepark Wii ISO and can rip Pikachu's information through WiiScrubber, but that's about it, I can't do bones, vertexing...and to be frank, I really don't have the time.
I work 3pm-10:30pm EST at night and don't get home until 11:45pm or 12:00am as you can see for the time of this post.
I the morning I'm at college...if anyone would be up around this time maybe we can work something out, but until then I was just throwing this out there for you guys.
I hope we can find sometime this year to hopefully have a beta for this duo.
 

leafbarrett

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If you're going to do a Plusle & Minun project, don't just making them a Pikafied pair of Ice Climbers. That isn't very gratifying.

They should actually have some team attacks, where button inputs would make them do different actions that compliment each other, for example, the lead using a rather weak stunning attack on its own, but having the partner do a powerful tackle or something along those lines.

...Although, looking again at the nature of Nana's files, that might not be an option.
You mean kinda like the IC's Up-B and side-B, where not having both severely hinders the move?
 

Get A Load of This!

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You mean kinda like the IC's Up-B and side-B, where not having both severely hinders the move?
Yeah, something close to that.

Difference is, they wouldn't share the same moveset, so the same button input would be functionally different dependant if the partner was present or not, and putting more pressure on playing to keep your partner alive. Unlike a solo Icy, a solo mouse would be forced to adopt a completely different moveset if they want to get anything done.

So basically they'd be like Pikachu Ice Climbers that destroy together but are even more screwed if they separate.

...Any better ideas?
 

leafbarrett

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Yeah, something close to that.

Difference is, they wouldn't share the same moveset, so the same button input would be functionally different dependant if the partner was present or not, and putting more pressure on playing to keep your partner alive. Unlike a solo Icy, a solo mouse would be forced to adopt a completely different moveset if they want to get anything done.

So basically they'd be like Pikachu Ice Climbers that destroy together but are even more screwed if they separate.

...Any better ideas?
Well, that's exactly how the Up-B and Side-B work: different (and worse) alone. So just add that idea to the other moves?
 

D1337

Smash Apprentice
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Does Fer replace Squirtle completely? Or is it a one-slot? Becuause I have one of my Squirtles as Blastoise and Fer v Blast would be epic!
Either way I cant wait for Fer to enter the brawl
 

Hyper_Ridley

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Since Popo and Nana have different character files, it is definitley possible for Plusle and Minun to have different moves. Of course, it might be a bit of a challenge to get those moves to interact with each other...
 

JOE!

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Well, that's exactly how the Up-B and Side-B work: different (and worse) alone. So just add that idea to the other moves?
you should really check out MYM more :p

a moveset where EVERY move was different (sans a few specials or somethign) would be ideal for plusie and minun, but the catch would be that each move is crap-tastic unless performed with a complimentary move along with the other rodent.

for example, one could do with them actually being seperated: making a bolt of lightning form between them, like a circuit. Kind of goes against what I just said, but itd be a neat feature for the type of character.
 
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