• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

The PokeHub: Universal PokeProject Thread-Feraligatr, Gardevoir and Hoppip Videos!

n64billy

Smash Ace
Joined
Feb 4, 2009
Messages
614
Location
Behind you!
Umbreon: The Beginning

Anyone know how to fix the walking glitch?
It's a bone naming issue. Easily fixed, except I forget what bone it is.
Find out which bone Ganondork uses to walk forward (Should be like, TransN or something) And try either

A) Renaming the bone that Umbreon uses to move forward, as TransN
B) Find the Bone ID for Ganons TransN, and then apply the movement to that same bone ID for Umbreon
 

Gamma Ridley

Smash Journeyman
Joined
Feb 14, 2010
Messages
336
Location
Your Mom's House, CA
Find out which bone Ganondork uses to walk forward (Should be like, TransN or something) And try either

A) Renaming the bone that Umbreon uses to move forward, as TransN
B) Find the Bone ID for Ganons TransN, and then apply the movement to that same bone ID for Umbreon
Don't worry, I gots someone working that out for me. Thanks though!
 

w746ehj

Smash Rookie
Joined
Mar 14, 2010
Messages
14
im not sure why but when i replace all the zelda files it shows gardivore floating about 20 feet above the ground with her arms straight out and no animations could soone help me?
 

TommoPuppy

Smash Lord
Joined
Feb 4, 2010
Messages
1,376
Location
Australia
NNID
Tommohawk
im not sure why but when i replace all the zelda files it shows gardivore floating about 20 feet above the ground with her arms straight out and no animations could soone help me?
So you have no knowledge on how to properly do a model swap and yet you're trying to make an entire new character. Good luck with that!

You have to MAKE some animations if you want it to work. Even if you renamed all the bones to suit Zelda's, Zelda's and Gardevoir's bone structures would be too different and Zelda's animations would look weird.
 

w746ehj

Smash Rookie
Joined
Mar 14, 2010
Messages
14
So you have no knowledge on how to properly do a model swap and yet you're trying to make an entire new character. Good luck with that!

You have to MAKE some animations if you want it to work. Even if you renamed all the bones to suit Zelda's, Zelda's and Gardevoir's bone structures would be too different and Zelda's animations would look weird.
what are you talking about im not makeing any new char? and i figured out my problem i forgot the ETC on the end.
 

E123-omega

Smash Journeyman
Joined
Mar 20, 2010
Messages
431
Location
U.S.A.
What with the generation V out in Japan, and Chikorita's movepool getting slightly bigger, I think I might resume the project.
 

Link40

Smash Cadet
Joined
May 21, 2010
Messages
71
Yes, is the person still working on Feraligatr ? Because he really needs to be finished !
 

E123-omega

Smash Journeyman
Joined
Mar 20, 2010
Messages
431
Location
U.S.A.
I don't know if he is still doing Fer still, however, he is still incredibly farther ahead than me.


Chikorita joins the brawl!

The reason I am typing this moveset is due to problems with JOE!!!'s move set. No offense but the vines are being imposible. Anyway, with out further ado.

B stun spore: Chikorita vigorously shakes and itches to release the paralysis-inducing stun store of her body, this pollen forms a close shield around Chik, all who touch the pollen will be shield-broken and take 1-4% of damage.


>B Sweet scent: See JOE's post


VB Switch: Switches pokemon, enough said


^B Aromatherapy: Chikorita releases sweet fragrances from her leaf, Chikorita get pushed upwards on sweet smells. She will be healed a little bit.


Aerials
> Fury cutter: Chikorita slashes 3 times in quick succession, the first 2 slashes are weak and have little knockback, but tons of hitstun, the final slash does 5% and ok knockback

< Iron tail: Her tail elongates and glows white, does significant damage but poor knockback and decent range


^Ancientpower: a small boulder floats in the air and is thrusted upwards.

V Mud slap: She turns up side down to smack domnward with her leaf and mud follows, does minimal damage but meteor smashes very hard


Smashes

> Light screen: Forms a pink wall of light in front of her and tosses it in a diagonal path, this reflects projectiles and does damage and knockback identical to Mario's > smash

V Reflect: A blue wall of light appears on both sides of her, they then push outward and blast opponents horizontally, it also give Chik super armor and blocks some attacks like Links arrows or Falcon punches.

^ Echo voice: Chik sings and the effect form jigglypuff's ^B apears and fades away. The music notes appear again, this time bigger, it fades again. The music notes apear again the size of a smart bomb explosion
 

pikazz

Smash Lord
Joined
Dec 6, 2009
Messages
1,868
Location
Sweden, Umeå (Currently in Seattle)
NNID
pikamaxi
thanks for gen V, I have change Dusknoir Specials


(old pics is old, nuff said)

B: Shadow Punch (origially Ice/Fire/Thunder punch)
A great width attack that eat shield
Not done, only animation

<B: Shadow Sneak (Origially Shadow punch)
on ground: Will move around on the ground as a shadow and will damage if he hit someone
kinda of Yoshi's eggroll but you can only go forward, not turn around

in air: will fly a bit in the shadow across the air. unsure about this but it will not be affect by the game gravity
Not done, only animation

^B: Telekinesis (Origially Shadow Sneak)
on ground: Will create a strong windhitbox and launch the opponent up in the air.

in air: Dusknoir is clever, he will use Telekinesis on himself AND opponent to get launch up in the air for recover
Not done

vB: Gravity
on ground: will make a strong Gravity around himself to make the opponent stuck in the ground and not be able to do anything.

in air: Dusknoir will use Gravity to make himself AND opponent (if hits) racing down at ground with a strong hitbox spike and if he and opponent hits the ground, the opponent will be stuck. if you miss the ground, you dies. if you got your opponent with you, you will kill the opponent

Done!

ALSO I want some help by PSA by doing the B attacks. it's just them what's problem, the rest in PSA can I handle

anyone wanna help me with PSA the B attacks?
 

leafbarrett

Smash Lord
Joined
Jun 8, 2009
Messages
1,388
Location
USA
You know we can fix the hurtboxes totally now right? But still, I can respect your decision.
Yes, I saw something on that, but that's not the only issue.

1) Due to the bone structure compared to Zelda's, she cannot pick up items, as the HaveN bones are on indices correlating to dummy bones.

2) Again, because of the skeletal structure, throws place the victim character in the center of the stage, as the ThrowN bone index lands on a dummy bone.

3) For the same reason as above, shielding was completely worthless, as the shield would appear as a tiny graphic on her feet and wouldn't block anything.

4) The Gardevoir model simply has too few bones to work with, and the ones she does have rotate in REALLY strange ways, causing excessive amounts of extra work getting them to turn the way I need them to.

5) Because of having completely different bone names from any other character, being thrown by any other character will invariably use a T-pose for the entire thrown animation. Even if I were to rename the bones, due to the bizarre way they rotate, it would only lead to a horribly messed up animation.

6) The hitboxes are highly uncooperative, and will generally ignore any translation I add to them.

7) With the Zelda model, I have more to work with, and can port other characters' animations to use as a base, instead of having to create every single thing from scratch.

8) The Gardevoir model couldn't have any facial expressions at all, due to lacking the necessary polygons for extra facial textures.

All in all, it's simply easier for me to start over.


In other news, it would seem that I'm in for quite a bit more than I bargained for.

That's right, I found a Gallade model, which means I'm obligated to make a Gallade moveset to accompany the Gardevoir moveset. I'm completely okay with this, though, as I wanted to do that from the beginning anyhow; I just never thought I'd get the chance.
 

NoAh MenQui

Smash Apprentice
Joined
Feb 5, 2011
Messages
107
I remember when I wanted to make project Golem

Bbox 0.62d was my pain in the #%^... but with the new Bbox, it would be nice :)

Can anyone port Geodude or Golem into any playable character? So I can try to make somethings in my free times :)?

Not the best animator in here, but would be nice if I had the models again

Also, now that the Glitches from being thrown and items have been slightly/greatly fixed, imports are being really demanding :D

:phone:
 

BowserToonLink69

Smash Rookie
Joined
Sep 13, 2016
Messages
19
Location
Crocodile isle
[

Temporary Banner is Temporary.

With the coming of model importing from games other than Brawl, brand new pokemon have made their way to Brawl, and are ready to enter the fray.​

Here's where each pokemon (and the
current team) that is finished is listed, as well as a download for that
pokemon and or trio (for replacing Pokemon Trainer. If so, try including
a Trainer's Card like the one below.).

[collapse=Feraligatr Pre-Alpha]http://www.youtube.com/watch?v=-qa32aBIMwk[/collapse]
[collapse=Gardevoir Downloads And a Video]http://www.mediafire.com/?sharekey=16171aaacbe75be9b64026cfc061123612f8a53970b72793480654b192e70f3f Everything needed for Gardevoir is in here.

Alpha Video: http://www.youtube.com/watch?v=RXoRaBjGqRw
Known glitches:
-Picking up ANY item freezes the game.
-When trying to grab a ledge, there is a high chance that she will just warp to a standing position (auto-climbing?).
-Transform from Sheik to Zelda the first time you play, or the throws will cause streaking.
-All throws warp the opponent to the center of the stage until thrown (they'll warp back to Gardevoir when they're actually thrown).
-Pummeling an opponent immediately breaks the grab.
-Gardevoir's hurtbox seems to randomly be really huge. If this happens during all animations, restart the match... that's the only fix I can think of. ;-;
-On VERY rare occasions, the side-B will cause Gardevoir to be stuck at the end of the animation, with the fire stuck in her hand. I don't know what causes this, and I've only gotten to happen twice.[/collapse]
[collapse=Hoppip Video]http://www.youtube.com/watch?v=RisW1SXKAVU[/collapse]

---------Advertising---------
Looking for a hand or two in your project?
Try advertising help here. I'll post what sort of help you need with
your pokemon, as well as any other details you might want to include.

"Yo, imma professor, get at me."-

---------Agenda---------
Here's what's currently being worked on, along with the team doing the work,
and a link to the official post about the pokemon.

-Feraligatr (ThatGuyYouMightKnow)
-Infernape (ThatGuyYouMightKnow)
-Cubone (Camonsters, Mr.Weegee)
-Meowth (Zone Seeker)
-Scyther (Tsuyoshio)

-Hoppip (pikazz)
-Gardevoir (leafbarrett)

-Flygon (WarioFan1)
-Rotom (Plasmakirby1)
-Tyranitar (Omniscient X)

"Hurr here is ur startr pogeyman"-

---------Moveset---------
Current discussion of moveset ideas will be highlighted here.
You are encouraged to post animated .gifs of the animation for
a better visualization, but try and keep it smooth and clean.


[collapse=Feraligatr Moveset]​
Note that this is what Feraligatr's moveset is being BASED OFF OF. Credit for this goes to JOE!, as it was copypasted from his post here.


FERALIGATR

Feraligatr, the Big Jaw Pokémon. The final evolution of Totodile. Once a Feraligatr has clamped it's powerful jaws around an opponent, it won't let go until the opponent is defeated.

Size: 9/10
Feraligatr is the BIGGEST starter you can get! He is about the height of Ganon, and about as wide as charizard.
Weight: 9/10
He is also really heavy, being slightly heavier than DDD.
Walk: 2/10
He clearly isn't in a hurry to get anywhere, he is about as fast as Ganon in this respect.
Run: 2/10
See above. Feraligatr has the third slowest dash in the game, tied with DDD and Zelda.
Power: 8/10
Surprisingly, for such a big, heavy character, Feraligatr doesn't have some of the epic power that comes with it, but he is by no means a weakling.
Attack Speed: 3/10
Feraligatr has a faster attack here and there, but most of his moves are slow like the tide.
Range:7.5/10
Being big and having an added water effect to your attacks helps your reach.
Priority:7/10
His attacks all have a bit more priority than your average character due to their power, and his water effects add another layer attacks may have to clash with.
1st Jump:2/10
His weight and smallish legs provide little lift for him. He only reaches about a battlefield platform's height in a full jump.
2nd Jump:3/10
Slightly better than his first jump, his second jump somehow manages to gain slightly more height than the first jump.
Recovery: 5/10
He has a decent enough recovery move, but combined with his Fall speed and poor jumps, its not exactly “good”.
Fall Speed:8/10
Feraligatr's weight lets him sink like a stone while in the air.
Air Speed:5/10
Fer's air speed is comparable to Snake's
Crouch: 6/10
His crouch gets rid of a lot of his height, but he is still a very wide target.

Hover: No
Crawl: Yes
While crawling, he actually moves about as fast as his run, to about as fast as his dash speed. He is very low to the ground now, being about as tall as Pikachu, yet as wide as 2 battlefield platforms.
Wall Jump: No
Glide: No

Standard Pose:
Feraligatr stands, slightly hunched with his head and neck forward, his arms and fingers twitching slightly and his body moving up and down very lightly as he breathes. His massive tail is laying on the ground.
Idle Pose:
After a few moments of inactivity, Feraligatr closes his eyes and shakes his head like a dog, mouth slightly open. His arms hang down, unlike his standard pose, and his tail lifts off the ground somewhat.
Walking:
To walk, Fer lumbers forward, dragging one foot in front of the other, his standard pose changing little except that he sways back and forth a bit with each step. His tail drags along the ground.
Running:
While running, Feraligatr takes longer strides than his walk, and his tail moves back and forth along the ground.
Dashing:
Feraligatr's dash has him lean forward, becoming about Ike's height, and take very big strides. His tail is raised in the air and his mouth is open as his body sways back and forth a ways while running, and his tail wags along with it.
Crouching:
Feraligatr is on all fours, and about the height of Pikachu, his arms are bent to the sides as if he's doing a push-up to compensate for his small back legs.
First Jump:
To jump, he pumps his arms up, and lifts his tail up in unison, and pushes off with his small feet. Not much height gained...
Second Jump:
To jump again, Feraligatr slams his tail and arms down at the same time, as if swimming through the air, while looking up and actually goes a bit farther than his 1st jump. Using both full jumps he can just make it to the top BF platform from the middle.
Shield:
Using his big arms like a boxer, Feraligatr puts up his fists, and bows his head, creating a very big shield, but not as massive as say DK or Bowser's.
Spot Dodge:
During his spot dodge, Feraligatr leans all the way into the back or for-ground, waving his arms for balance as he stands on one leg, before going back to neutral.
Roll:
To roll, Feraligatr pulls a classic defense mechanism of Crocodiles:
He does the “death roll” by falling to his sides swiftly, then rolling either backwards a good distance ( a whole body length, or 2 battlefield platforms), or about ¾ of one for his front roll, as he turns to face the opposite way.

Feraligatr is privileged with possibly the best roll in the game distance wise, and speed wise (while rolling). He pays for it however with being able to be hit for a good .2 seconds as he gets up from his rolls.
Air Dodge:
In the air, Fer will bow his head, cover it with crossed arms and curl his tail around him slightly, spinning for a moment.
Asleep:
When put to sleep, Fer's eyes will shut and he will slump over into his crouch position, but with his torso and arms laying on the ground, and only his stubby back legs holding him up, He moves a bit as he snores.
Dizzy:
When stunned, Feraligatr has his arms hand down as his head bobs up and down along with his torso. His eyes roll around in his head as well.
Fatigued:
As the battle goes on, Feraligatr's Idle pose will change to him with his arms hung down, and mouth open, as if panting. His body will hunch just a little more as well.





SPECIALS

Neutral Special: Water Pulse
Feraligatr's first, and probably most frequent to use special is the water type move, Water Pulse.

To do the move, Feraligatr opens his mouth just a bit, water frothing around in his massive jaws, looking a bit like Godzilla charging his breath, arms to the sides, head tilted up slightly and all! This is the charge period, where Fer can increase the size and power of the pulse, he can also store the Pulse much like Squirtle or Samus, and can be interrupted while charging.

As he charges, he will flash pale blue, and will continue as he holds the full charge just like Squirtle. Unlike his tiny, shelled rival however, Water Pulse behaves much differently than water gun in that it is more akin to Charge Shot. When launched a ring of water leaves from his mouth as the pulse shoots out. Without any charge, a burst of water about the size of a Ray Gun (item) blast, and travel just as fast. Fully charged, it is the size of a nearly full charge Charge Shot, yet sort of tear shaped as if the ray gun blast swelled up. The blast at base has the same cool down as charge shot, so it is by no means spammable.

Pulse is an odd move for the way it is shot off, especially for a heavy, in that it does NO damage. Instead, it has Knockback/Pushback like Watergun or FLUDD, but all at once. The KB of the pulse is actually static, having about the pushing power of the Ray Gun blast, no matter the charge. What does change if the range of the pulse, from Luigi's fireball to Fox's Laser, which it will carry an opponent as long as they are hit by it.

Like the other water attacks, it has near transcended priority, really only being stopped by super armor seeing as the opponent becomes immune to KB. It is important to remember where and when to hit opponents with the move, seeing as they will be carried with the Pulse, and you don't want to waste a pulse you've built up to super armor or a move that can out power it. (Knee of Justice for example can out KB the hitbox of the pulse, and let Falcon power past it), or moves that can ride it safely (Fox's Dair can halt on one of the spinning frames as he rides the pulse, sort of speak, being safe for the most part). You will want to time it right as someone recovers, or just as they jump to get them caught for the ride.

Damage: N/A, Time: 3 second charge, .7 second cast, KB: constant
Side Special: Crunch
A classic move for Feraligatr, Crunch employs those massive gator jaws of his to take control of his opponent.

The move starts with Feraligatr taking a small step back, then suddenly lunging forward, arms down and to his sides, with his mouth wide open for about the range of Charizard's Ftilt. If nobody is in range, he will simply clamp shut loudly and pause for a moment before going back to neutral.

If he catches someone however, he will clamp then down like Wario does and catch an opponent in his mighty jaws! From here, the opponent will constantly take damage, about 2% as long as B is tapped.

To get out of this move, the opponent must DI out of his mouth, as if hit by a multi-hit move (such as flamethrower), by pressing the control stick away, jumping or tapping A. Feraligatr can counter this however, by being able to move his head and body with the control stick as he mows down on his foe! He can be moved Up, Down, and towards and away from camera, tossing his enemy like a ragdoll.

Doing this not only makes it harder for opponents to get out, but does 3% damage when B is tapped while Fer swings his victim, and 3% if the victim collides with an object (floor, wall) and other players (both take 3%, other player takes light KB). After being released, the opponent will take moderate KB as Feraligatr spits them out.

This should be a great tool should an opponent come too close for comfort, or better yet...if you follow them offstage for a surprise Suicide maneuver. Fer can eat items with this move, and will take 5% for eating explosives (coupled with a bulging gut and smoky burp)



Damage: usually around 12%, but can go a lot higher based on circumstances.

Time: 1.2 second animation for the whole thing (the initial lunge only takes about .4 seconds, the lag if he misses however is .8...) The move can be held for quite a while if the opponent doesn't try to break out, and you move Fer correctly, the average should be about 2-3 seconds due to opponent's actions.

KB: light (if you hit someone)-moderate(spitting them out)
Up Special: Aqua Tail
Feraligatr's one and only recovery move, is the newer water type move: Aqua Tail.

It works the same both on and off the stage, Feraligatr lifts his tail up, almost touching his own back as water begins to slosh around him quickly, then he slams his tail downwards (or against the ground) and a large splash of water shoots out behind him, rocketing him upwards about the height of Fire Fox, and moving about the same distance (horizontally) as DDD's Up Special can.

After reaching the top of his large arc, Feraligatr will do a quick front-flip, losing the water covering he had at the start and begin to plummet in a pose akin to his Crouch, but with his arms and legs spread out. His head and tail will rise slightly as he falls as well. Then when he finally hits ground, he will splash down with a huge wave of water surrounding him (about the size of a DK ground pound) and knocking foes away in a mighty torrent!

Now to go into the mechanics of the move. The first part where he splashes water behind him will do 8% damage, and HIGH knockback, making it a sort of gimp move from a recovery. He then will be covered in rushing water as he jets upwards. The water around him is a constant Pushbox, and has a range of about DK's whirling fists around him, making it a very safe recovery option in that would be attackers will get pushed away from him by this protective layer. It is interesting to note that he has no Super Armor during this move, making a lucky hit possible if you can somehow manage to get past the wall of water, but he moves rather quickly upwards during it.

After reaching his apex, the water disappears, but anyone caught underneath Feraligatr will be spiked, receiving 12% damage and high downwards KB as he falls. If someone is unfortunate to be under Fer as he lands however, the splashdown will cause 22% damage, and extreme KB to the sides, as the opponent is crushed beneath him, and as the water rushes them away.

Its a great recovery move, and a potential killer. Be careful how you aim however, it is only cancel-able at the peak of the jump (dodge or press B), and it is essentially his only recovery option, with a laggy end, making it very predictable.

Damage: 8% for the 1st water hit, 12% for aerial hit, 22% for landing hit. (potentially 34%)

Time: 4 seconds

KB: high-extreme

Down Special: Pokémon Switch
The down special is the same as Pokémon Trainer's. Rival tosses the pokeball at Fer, saying “That's enough!” or “Return!” with authority.
Chikorita will then come out with “Go, Chikorita!” or “Mess em' up, Chikorita!” based on whether the opponent is over or under 100%.


STANDARDS
Neutral Attack: Croco-Combo
Using those big arms of his, Feraligatr will punch twice like a boxer, the first being a quick jab, then a slightly stronger gut-shot with his other hand. Then he uses his head, slamming his huge jaws down at his stunned adversary and raking his teeth against them.

This is Feraligatr's fastest move to come out, and nice for close combat due to the high, mid then arcing hits. The range of each of the punches is about that of Ganon's jab. The rake with his mouth has about the range of Wolf's Ftilt, giving Fer's total jab some decent overall range.

Damage: 4%, 5%, 8%.

Time: 1st hit .2 seconds, 2nd hit .3 seconds, 3rd hit .4 seconds (total 1 second) But the first hit comes out near immediately.

KB: Light, Light, Moderate

Dashing Attack: Ferali-scoop
Fer's dash attack is actually faster than his dash animation. To begin, he runs forward with his head lowered. After about 3 strides, he will violently swing his head/body upwards with a mighty roar, and launch anyone in his way skyward, using his massive head like a springboard with some impressive force. Afterwords he keeps the pose for a brief moment, giving the move a bit of a risk if you miss.

This is a slower dash attack, but has some surprising range (about a body length) and distance-closing abilities. Combined with it's decent power, it can make for a nice surprise kill-move.

Damage: 14%, Time: .8 seconds (hits at .6), KB: high


Forward Tilt: Tail Bash
The first attack to make use of his mighty tail, Feraligatr turns around swiftly, and while he does so brings his tail upwards, then slams it down in front of him in about a 40* arc, creating a thunderous clap when he hits the ground. He then quickly turns back around, making a full turn, which may unfortunately create an opportunity for retaliation.

The move has excellent range, about that of Ike's Ftilt, and decent power if you sweetspot the move near the end of his tail. Otherwise, it will only do moderate KB and damage. Be sure to space this right, and you will surely send foes flying.

Damage: 9%-15%(sweetspot), Time: .8 seconds (hits at .4), KB: Moderate-High

Up Tilt: Spine Lunge
Feraligatr's row of spines is put to good use here, using them to cause havoc on enemies above himself.

A simple but effective attack, Fer looks downwards, and pumps his arms back. While he does this, he shrugs violently with a growl and goes up in his toes a bit, thrusting his massive back-spike upwards and hitting about as high as Ike's Usmash, but having about 1/5th the horizontal range.
As he pumps upwards, his head spike also counts as a weaker hit in case someone tries to attack from the front, doing minor damage and KB. This is also Fer's fastest tilt, but the one with least power and comparative range, only really hitting above and very slightly in front of him (near point blank).

Damage: 8% (5% on weak hit), Time: .5 seconds, KB: moderate (light on weak hit)

Down Tilt: Trap Jaw
While crouching, Feraligatr can easily sink his teeth into his opponents and cause some decent damage at their vulnerable legs.

The animation is fairly quick for Feraligatr, having him start by reaching his head out just a bit while turning it to the right, and opening his mouth, then suddenly clamping down on his foe before opening again as swiftly as he closed, sending enemies away at a 30* angle, and withdrawing his head back slightly to his crouched pose.

While being a good move to poke a shield, it is a tad slow in both startup and ending lag. It has good rewards if you hit it however: the angle is decent for a followup such as a Water pulse or even Dash Attack. If you hit a recovering opponent, the horizontal KB can prove annoying.

Damage: 9%, Time: .65 seconds (hits on .3), KB: moderate
SITUATIONALS:

Ledge Attack:
While getting up, Feraligatr uses his girth to do the work for him as he pushes up slightly, then just belly-flops at any enemy unfortunate enough to be in his way, landing in his crouch position for a split second before going neutral.

Damage: 11%, KB: moderate, Time: .1 sec of vulnerable after attack

Over 100%:
After being damaged some, Feraligatr will get up slowly, and after his arms are up give a vicious snap with his jaws, sure to clear the area before he gets back on his feet.

Damage: 13%, KB: high, Time: .2 sec of vulnerable after attack

Tripped Attack:
When tripped, Feraligatr will do a classic Alligator death roll, but with a watery twist as a small wave of water comes from around him in about the size of the splash when he lands Aqua Tail, pushing foes away. This does no damage, just KB, but if an opponent hits the actual roll, they will take some damage and light KB.

Damage: 3%, KB: light-moderate


SMASHES:
Forward Smash: Dynamic Punch
[FONT=”impact”]Quick History:[/FONT] Dynamic Punch seems a bit unorthodox for Feraligatr to use, but it has a bit of personal nostalgia for myself. Back in the day, when I played Pokémon Gold, I almost always chose Totodile. When he finally evolved into Feraligatr, it was around the time when you beat the Fighting-Type gym leader and receive the Dynamic Punch TM. After first putting it on Feraligatr seeing as it sounded cool, and he was the only guy usually who could take it, I fell in love with it's damage and confusion effects, as well as the sweet animation of an exploding punch of death. So now my potential Brawl Feraligatr has a piece of my own Feraligatr in it.

This smash is quite possibly the scariest move Feraligatr possesses as far as KO'ing is concerned.

To begin, he turns slightly, still looking dead ahead as he draws the fist facing camera back to his side, a faint glow circling the fist as he does so (charge period, glow increases with charge). He will then roar loudly and take a big step forward with the leg facing camera as he does a wide swing of his arm, going over his head as it arcs and crashes forward about the range of Falcon Punch in front of him, and hitting at about half his height.

It is important to note that when this move hits, it truly HITS. On impact, an explosion will occur doing massive damage and KB, and will only grow bigger and stronger with charge. This explosion ranges from the size of Samus' bomb going off, to that of one of her Super Missiles, making this deadly to all who come close to the unfortunate soul hit by the blow as the explosion has the same damage and Kb throughout it.

After Fer hits, both will act as if a special sweetspot occurred, having both Feraligatr and the opponent slowed down for a few frames as the explosion occurs before the victim is sent flying. After that is done, or if Fer doesn't hit anything, his fist will swing to hit other side, turning his whole body slightly along with it before he recovers to his neutral pose.

This move has some great range and amazing KO power. It's only problem is that it is horrendously slow, taking about a full 2 seconds to toss out if you don't even charge. Be careful of how you throw this move out, missing such a slow move could spell disaster for Feraligatr.

Damage: 25%-37%, Time: 1.3-2.3 seconds, KB: EXTREME (horizontal)



Up Smash: Hydro Pump
Another unorthodox move for a heavyweight, Feraligatr boasts the powerful water type move Hydro Pump for his Up Smash.

The move starts with Feraligatr bowing his head and crossing his arms just below his jaws, feet spread slightly as he turns slightly towards or away from camera based on which way he is facing (charge period). Once he is done building up, he will roar upwards, thrusting his arms back down to his sides as a torrent of water surrounds him swiftly, and a column shoots out from his mouth with impressive force, lasting for about half a second before the water falls down, splashing on the solid surfaces of the stage as Feraligatr takes a brief moment to recover.

Now, this move is odd in 2 ways, the first being that it involves that Pushing Water effect seen in some of his other moves. He employs the effect by having the torrent that surrounds his body suck up any enemies that happen to be too close up into the column of water, and pushed all the way to the top. This makes Hydro Pump a bit of a control move as opposed to a straight-up killer or damager, being able to manipulate airborne opponents, or those above you on a platform without ever having to go up there yourself.

The second odd thing about Hydro Pump is that it it may well be one of the weaker smashes in the game (very odd for Feraligatr), but it may also as well have one of the best ranges of any smash attack. The column that appears when he finally lurches up grows to about the height (and width) of Mario. Fully charged however, it will grow to the height of Bullet seed, being able to reach the height of Mario, if he were standing on the middle BF platform!

While it pushes opponents to new heights, the tip of the column is white with rapid waters sloshing around. The tip is the actual damaging part of the attack, having about the size of Olimar's helmet. When hit with this tip, the opponent will receive just about the same KB as DK's Uair, and about the same amount of damage ( 13%). The rushing water serves as an elevator of sorts to get foes to the tip, so they can be KO'ed easier, seeing as the charge only affects the size of the column, and not the power of it.

This is not a guaranteed kill up high however, clever foes can DI out of the column and potentially strike you back. This doesn't stop you from outwitting them as well, remember the water surrounds Feraligatr as well, and could possibly serve as a counter to some approaches due to the water's vacuum properties.

Damage: 13%, Time: 1-2 sec (comes out at .3 seconds), KB: moderate



Down Smash: Whirlpool
A more conventional attack of his, Whirlpool has Feraligatr curl his upper-body to the left, and his tail to the right as he tenses up (charge period). Once he is ready, a torrent of water whooshes around him twice as he recoils himself, facing the opposite way he turned with a menacing growl.

The water effect from this is a tad smaller than his other “splash” moves, only about as wide as MK's Dsmash, yet the water circles him up to his neck, making Whirlpool a pretty large attack overall. As always, the wall of water provides protection against some attacks, and does some moderate damage and KB as it swirls around him, hitting 2 times on each side, simultaneously.

Whirlpool has it's lag during the move itself, having relatively quick startup and ending times, making it one of Feraligatr's safer moves, yet not one of his more powerful ones.

Damage: 5-7% per hit (maximum of about 21% due to KB stopping all 4 hits)

Time: .8–1.8 seconds (comes out at .2, ends at .6)

KB: moderate per hit



AERIALS

Neutral Aerial: Death Roll
Laying out horizontally, Feraligatr will spin twice quickly to the side, using his whole body as a weapon, with a little bit of a water effect at his mouth. He returns to his normal air pose very quickly compared to his other attacks.

The hitbox of this is HUGE, but at the same time if is also his hurtbox. The only places where this is different are his mouth, which acts as a sweetspot of sorts for extra water-KB, and his spikes when they spin, which do an extra bit of damage. It would be a good idea to decide on what to hit with when you pull out a death roll. The size of the move itself should provide plenty of usage, let alone the specialized areas.

Damage: 4% (5% on spikes, also has 2 chances to hit), Time: .5 seconds, KB: light-moderate(mouth)

Forward Aerial: Rapids
Feraligatr brings his arms out at the sides and sprays a large volume of water in front of him, nodding his head up and down once each, creating a large area of moving water in front of him, that is about his size for a brief moment. After the water is gone, he will return to neutral.

This attack does only little damage, as well as Upwards and downwards KB (depending on which way his head moves when the opponent is near). The important thing about Rapids is that it creates a large wall of sorts in front of you for a brief second, and can absorb about any attack due to it's girth.

This could be the ultimate defensive move if you have the room to pull it off. Be careful of your airspace while making the wall, you need to at least double jump in order to get it going long enough to continue to the ground, and even then opponents may make it behind you where you're vulnerable to attack.

Damage: 5%, Time: lasts for and takes 1 second to animate, KB: light

Back Aerial: Tail Slam
Fer looks back as he raises that big tail of his up menacingly, then with a sudden thrust down of his head, it comes crashing down in a huge arc to send any airborne enemies down to earth. He then either takes a second to reorient himself in the air, or sits on the ground as his tail slaps against it, before going to neutral stance.

The move is your basic spike, but with a great range and the tail sweetspot at the tip shared with his Ftilt, doing higher damage and KB. The tail covers an arc similar to Marth's Fair, but with much more beginning and ending lag.

Damage: 8%-14% (sweet spot), Time: .9 seconds, KB: moderate-high

Up Aerial: Ferali-Clamp
Feraligatr streamlines his body vertically, arms down at his sides, feet against his tail as it and his head straighten out, as if he were jumping out of the water. Gaining this small boost in height, fer then opens and slams his jaws with tremendous force to do some scary damage to airborne foes. He keeps this pose after hitting (or missing) and falls for a bit, making it a risky move if you miss, yet sure to KO if you hit.

This is Feraligatr's most powerful aerial, being able to kill Mario at around 95%, yet it has the most ending lag compared to his others, seeing as it comes out fast. Make sure you land this when you toss it out, or you could be in a bit of trouble.

If he lands mid animation, he will stand, head skyward until his lad ends.

Damage: 16%, Time: .8 sec (comes out at .3), KB: high


Down Aerial: Gator Bomb
Flipping completely over backwards, after a moment of “hang time” Feraligatr will plummet downwards with his head and back spines jutting out to the left and right, and crash into the stage with a splash as his weight and spines squash anyone underneath him. He will then take a second to recover as he is on his back, leaving him a bit vulnerable. The splash of water, about the size of Whirlpool (but a fraction of the height), when he hits should alleviate this problem however.

While falling, he goes about twice his fall speed, and will go for about 3 body heights before he automatically returns to neutral pose.

This has some good priority for a bomb move, thanks to his spines jutting out. Don't be afraid to try and get back at jugglers with it, but at the same time don't expect it to kill.

Damage: 12%

Time: 1-2 seconds (comes out at .3, but has at least a .7 second lag time when landing)

KB: Moderate.



THROWS
Grab:
Feraligatr reaches out quickly with one of his big arms, looking almost like his jab's gut punch. While holding on he has the opponent off their feet, grabbing them around their waist or chest with his big hand. He has OK grab range, about the same as Ike's.

Pummel:
To Pummel, Fer simply winds back with his other fist, and gives them a good old-fashioned punch to the face. It does 4% per hit, but it is rather slow.

Forward Throw:
Feraligatr grabs his opponent in both hands, then winds himself to the side (away or towards camera based on position). He then tosses them far off in front of him with his great strength. It is important to note this sends them straight ahead, and could possibly be followed up with a certain projectile while they're offstage?

Damage: 6%, KB: moderate


Back Throw:
Feraligatr tosses his opponent over his shoulder quickly while his tail rises, and just as they get behind him he smashes them with it like a baseball bat, knocking them quite far away.

Damage: 14%, KB: high


Up Throw:
Taking his opponent in both hands, he lifts them up over himself quickly, and lets them fall in the air for a quick moment only to be met up with a vicious upward punch.

Damage: 12%, KB: moderate


Down Throw:
Feraligatr slams his opponent down in front of him, and then lifts his foot up as they panic under him (like with Bowser). He then stomps down with all his weight, launching opponents away from under him horizontally.

Damage: 16%, KB: high

FINAL SMASH
SURF
Unlike Pokémon Trainer, who works as a team in his final smash, Rival focuses on each of the Pokémon as their own fighting force.

The iconic water type move: Surf finally comes to smash bros as Feraligatr's final smash.

When activated, Feraligatr will roar mightily upwards, then slam down to the ground in his crouch, still growling and waving his tail slightly. As he slams down, the ultimate wall of water will come below the stage!

Surf hits 3 times before receding, just like in the games, each time growing in size! In the first wave, the water rises up to just sweep enemies off their feet, hitting just about olimar's height above the floor before receding. The second wave is a bit faster, and reaches a battlefield platform above the floor, potentially trapping foes like he does with Water Pulse. The final wave barrels in at the height of the middle BF platform, washing any remaining enemies away with the tide off stage! Each wave also comes at about the speed of Charizard's dash, with the last two going just a tad faster each.

The waves come from the direction Fer faces on stage, but don't depend on where he is. This means he can face left on the right side of the stage and the waves come from the left.

Surf can be truly devastating if you catch an opponent off-stage with it, or just off guard, seeing as the only way to avoid the wall is to jump over each wave, or get caught in the power of the tide.



EXTRA ANIMATIONS

Up Taunt:
Feraligatr turns to face the screen (faces the way he was currently facing) and punches his fist facing camera into an open palm, then lets out a snarl, then blinks twice.

Side Taunt:
He bows forward slightly, hands out at his sides and shakes his body and tail back and forth as he unleashes a deafening roar, looking angry as he does so.

Down Taunt:
Feraligatr turns completely to face the camera with an angry look in his eyes. He then growls while stomping his left foot and massive tail down in unison, making a loud THUD and shaking the screen a tiny bit.

Entrance:
Feraligatr appears out of the pokeball with his head down, but then quickly looks to the sky just like his Hydro Pump animation and shakes his head and upper body side to side, roaring loudly.
Rival either says “I choose you, Feraligatr!” or “Crush 'em, Feraligatr!”

Win Pose 1:
Feraligatr performs his side taunt up close and personal to the camera, giving a nice view of his teeth before withdrawing to his neutral pose with Rival next to him.
Rival then says “Hows it feel to see true power?” with a sly grin to the camera as Fer withdraws from it.

Win pose 2:
Feraligatr is seen looming over the losing player(s), mouth open and ready to bite just as he is returned.
Rival says “Save it for next time!” as he does so, then pockets the pokeball while looking seriously into the camera.

Win Pose 3:
Feraligatr roars upwards to the sky and slams his tail down before being returned. As he is returned, Rival says “You never stood a chance!” as he holds the pokeball towards the screen with a wicked smile.

Lose Pose:
Rival is seen freaking out, pulling his hair and stomping his feet in rage that his fully evolved Pokémon lost. Feraligatr is seen behind him, on all fours growling angrily toward the other player(s).

Kirby Hat:


Kirby gains Water Pulse after swallowing Feraligatr​
Playstyle: Slow and Powerful Tide

Lets not kid ourselves here: Feraligatr for the most part is rather slow, with only his 1st jab having any respectable speed to it. However, he does pack walls of water, and amazing power/range to make up for this.

Fer plays in extremes, either going on the extreme offensive, racking massive damage per hit, and KO'ing stupidly fast. Dynamic Punch, his Ftilt, Bair, Uair and Hydro Pump can KO stupid early due to their damage, the problem is landing it. Luckily your water effects can lead to opponent frustration in trying to hit you, which could set you up to potentially land one of these killers. Fer's throws are also stupidly powerful, but his pummel is terrible, making a breakout fairly easy. His grab range is also fairly short for someone his size, making the grab difficult, but rewarding.

He can also be extremely defensive, making himself a pest to damage by setting up walls of water with his specials and aerials, then Crunching foes who get close. Always remember Aqua Tail can gimp, along with push potential gimpers around, turning the tables against offensive opponents. Dair can also plow through Jugglers if they give you the chance. Be sure to play Fer to be very annoying with his water, and you'll be sure to be the ultimate tank.

Playing against: Bait the Gator
As stated, Feraligatr's moves are very slow, and he has trouble racking up damage outside of his Jab, Crunch and Death Roll attacks. He basically has little to no follow-up game outside of these due to his lag and power, so make sure to try and lure him into trying a power move, and punish accordingly. This will trick him into being in a vulnerable state of lag, and let you damage the big Gator more efficiently.

His rolls may seem annoying at first, but be sure to follow them, he has lag time after rolling that long. Once you punish his lag, try and juggle him close to the ground so he cannot retaliate with Gator Bomb or Rapids, his high fall speed and weight should keep him easily comboed if you get any momentum. Another way to abuse this would be to take him off stage, seeing as his crappy second jump and high fall speed leads to limited time to pull off Aqua Tail. Baiting any of his aerials off the stage should spell his doom.

In short, keep on your toes and don't get caught by any of his tricks or power moves, and jump at any chance to get in close and you should be able to wrangle this gator. [/collapse]​
[collapse=Meowth Moveset]
Planned Moves:

B = Payday - Meowth throws coins at the foe, can be charged for more coins or a single coin throw.
B Side = Fury Swipes - Meowth jumps at the foe (grabbing effect) then rakes at the foe, tap B for more hits.
Up B = Aerial Ace
-
Meowth leaps up into the air very quick with his paws pointed foward.
Down B = Swagger - Meowth stands and reflects projectiles

Final Smash = Faint Attack

Taunts - Tail whip(wags tail at the foe)
[/collapse]
[collapse=Cubone Moveset]B: Growl: He will growl infront of him then people in front of him will get lip's stick on their head.

B>: Bonemerang basically links boomerang.

Bv: Dig: Cubone wil dig under ground and if you were standing beside him then you get trapped as if you were in the pitfall animation. He pops back up with his bone upward and knocks enemies away from him.

B^: Rock Climb seems really fitting, a boulder appears under Cubone which he jumps off of to gain altitude. The boulder then falls downward. Using this move doesn't leave you defencless much like G&W or Sonic.

Final Smash: Earth Power: All enemies on the ground at use are trapped as if hit with pitfall. Then stalagtites(or mites? im not sure) cone out of the ground launching them up into the air with large power. These stay on the field for a short period. Kind of like multiple smaller Ice Climber's final smash, except the initial rising has ko potential.

Forward Smash: Double-Edge: Lunges forward with power and velocity. Cubone doesn't take recoil thanks to his Rock Head ability. Can be aimed diagonally upward or downward as well. The same concept could be used for bone rush.
[/collapse]​

[collapse=Scyther Moveset]A combo: Slices with both hands then keeps on slicing
A side: Slashes the oppenent
A Up: Sorta Mimicing links b-up
A down: Slices twice on the ground

B: Cut
B side: Fury Swipes
B Up: Aerial Ace
B down: Endure

[/collapse]

[collapse=Flygon Moveset]
Neutral B - Dragon Pulse:

It will be chargeable. It would create a sideways vortex in front of Flygon, It strikes the enemy multiple times. The charge also derermines the power and duration of the move, you may shield/roll to stop it.

Down B - Earthquake:

He will stomp the ground, damaging nearby enemies. If used in air he will fall down making a stomp when he lands. Opponents may get caught in the attack.

Up B - Steel Wing:

His wings turn metal, he then flies quickly upward (slightly diagonally) with his wings stretched straight out.

Side B - Outrage:

Outrage will work like Marth's side-B, only more...raging?.

Final Smash - Draco Meteor:

Will work like PK Starstorm, just smaller and slower but damaging more. Also, when it hits the ground it will explode.

A Attacks:

Smash^: Stone Edge: Flygon stomps the ground and leans forward. Small shards of rocks come up and strike directly above him.

Smash>: Dragon Claw: His claws glow and he strikes twice (VERY similar to Link's Smash>). Once with each claw.

Smashv: Sand Storm: Flygon hops and flaps his wings once forcefully toward the ground. Sand will surround Flygon and damage any opponents that touch him.

A combo: Slash, Slash, then Flaps wings forward, the air infront of him slashes the opponent. Supposed to be Slash, Slash, Air cutter.

Tilt>: Air Cutter: A more powerful version of the ending of his A combo

Tilt^: Dragon Breath: He breathes a blue flame directly above him. Similar to Zelda's ^Smash.

Tiltv: Iron Tail: Fox's Tiltv basically

Most Pokemon reuse their Smash moves as aerials, or use nonexistent ones. sooooo

>Aerial: More Dragon Claw Action, 2 hits, very close together.

vAerial: More Dragon Breath: Fire's downward. Causes fire damage. Spike?

<Aerial: Iron Tail: Tail turns metal (optional). Slams his tail downward. Spike.

Neutral Aerial: Swift: Stars will surround Flygon, it will damage any foes that comes in contact with Flygon.
[/collapse]

[collapse=Rotom Moveset]
B-charge Beam
>B- Swift
vB- dark pulse
^B- Ominous Wind
vSmash- Shock Wave
>Tilt-Thunder Wave
v>Tilt/^>Tilt- Confuse Ray
Fair- Will-O-Wisp
[/collapse]

[collapse=Tyranitar Moveset]
Moveset:
Ground Attacks:
Normal:
Neutral Combo: Megaton Tail
A combo attack, where Tyranitar swipes twice with his claws, then finishes with a tail swing. The KB on the claws is relatively low but good enough to prevent the tail swing form hitting opponents caught in the combo at higher damages. The tail swing has super armor (hence the name) and is decently strong dealing quiet a bit of KB. Claws deal 5% each and the tail is 10% if it hits.

Dash Attack: Fire Fang
One of Tyranitar’s only fire element attacks, he takes one long strike then slide with his mouth agape and crunches down releasing a ring of flames with a small fire element damage range. Damage: collision with body in slide=6%, collision with open jaws=8%, collision with crunch=9%, collision with fire effect=3%. KB is quiet good mostly horizontal though.

Forward Tilt: Dragon Claw
Tyranitar swings his right hand up and it catches fire and then lunges forward and slashes with his claws. A claw slash appears in the air somewhat in front of the claw’s hitbox for around 9 frames. The claw’s hitbox is fairly large and does fire damage around 10% with great knockback for an F-tilt and the slash in the air does 3% and minimal horizontal KB.

Upwards Tilt: Destructive Roar
I got an idea for this attack from a TCG Card picture during some of my research on Tyranitar. Tyranitar bends down quickly, causes some lag and visible warning for the attack then unleashes a powerful roar. The roar lasts for about 40 some frames, for at least 30 frames an electrical aura of energy that crackles and orbits Tyranitar then near frame 38 to frame 40 there is a pulse of noise through the energy field, then the attack ends with some ending lag as Tyranitar recovers from the sudden expulsion of air and energy. The electrical field does hit stun not any damage, Tyranitar’s body however is laced with electrical hitboxes that do significant KB along with 9% damage. The sonic pulse in the roar does 12% damage and decent KB the direction depends on your position. The roar’s radius is around 1 small custom stage builder block in all directions.

Downwards Tilt: Earthquake
A classic ground move, with some added effects, Tyranitar rears up, and then brings his leg crashing down releasing a shockwave that impales opponents into the ground doing 7% damage each. The shockwave goes about 2.5 custom stage builder blocks (small) on both sides.
Smash Attacks:

Upwards Smash: Rock Storm
Tyranitar charges in a crouch animation with fragments of rock swirling around him, and then throws his arms outwards causing even more fragments to appear the storm expands outwards slightly, and then surges upwards like blast and frays near the end. The rocks do 1% damage per hit as there are quiet a lot of them, it has great range and decent KB at the cost of minimal damage and although Tyranitar gains super armor frames for most of the animation should an opponent be invincible or possess armor frames he has no hitboxes and can be dealt damage. The rock storm can cancel out most projectiles even multiple charge shots from either side (when the attack is fully charged).

Side Smash: Gigacrush
This is Tyranitar’s trump card and once again a TCG influenced attack. Tyranitar has mastered Giga Impact and can now take control of his monstrous power to a whole new level. Tyranitar pulls his arms back (like preparing to grab, he also charges in this position) and quickly coats them in “Hyper Beam” energy (a blue light) and then swings them in an arc and smashes them into the ground. The massive energy is released causing an explosion of energy (similar to a smaller version of Ike’s uncharged eruption attack) and a shockwaves that sends opponents flying completely horizontally. The arms cause 18-28% damage and excellent KB, the eruption of energy causes only 10% but still great knockback and the shockwave does no damage but almost as good of knockback as the arms themselves. However, such great power comes with a price, Tyranitar’s claws are stuck in the ground and he’s exhausted and takes time to pull them out. This end lag should prevent spamming of the move.

Downward Smash: Dark Pulse
Tyranitar charges with his arms up then proceeds to do a fancy arm movement (this is start lag) then unleashes a pulse of dark energy in a ring around him (not above him though) which does 14-21% damage at full charge. It has decent range (not too much though) and great KB.
Aerial Attacks:
Neutral Aerial: Sandstorm
Tyranitar performs a slow Lucario-like spin and releases a swirling mass of sand around and out side of his body doing 5% damage to any enemy and okay KB. This is a primarily defensive move as it reflects projectiles as well as canceling out nearly all attacks, except from directly above. Quiet a bit of landing lag.

Forward Aerial: Mountain Crusher
Tyranitar swings his claws similar to ganondorf’s F-Air and slams anybody who makes contact with his arm with a hefty 15% damage and great KB. Horrible start lag and land lag though as well as pretty crappy range.

Back Aerial: Iron Tail
Tyranitar swings his tail backwards but horizontally, so it has good range but only covers a certain amount of area. It has great KB and 9% damage as well as upper armor frames for the actual swing of the tail. Not too much landing lag.

Up Aerial: Dust Devil
Tyranitar roars upwards causing a small twister to form doing 6% damage and significant upwards KB. Barely any landing lag.

Down Aerial: Spike Slam
Tyranitar pauses in the air does a quick back flip then plummets towards the ground, doing 4% damage and meteor smashing any enemy in the way, it does 12% on contact with the ground but has significant end lag as Tyranitar must pull his spikes back out of the ground.
Other:
Ledge Attack: Tyranitar swings himself up and swipes once with his claws 12% and decent knockback.
100%+ Ledge Attack: Tyranitar pulls himself up and swings his tail 13% damage and great KB.
Floor attack: spins on his back flailing his tail 6% and ok knockback
Trip attack: claw swipe 3% but good knockback at medium damage.
Throws:
Grab: Tyranitar swipes with one hand similar to bowser’s grab for flying slam.

Pummel: bites them rather slowly 6% damage

Up Throw: Spikefield
Toss the opponent up and crouches down impaling the opponent with the spikes on his back. 11% damage and good vertical knockback

Back Throw: Sharpshooter
Tyranitar tosses the opponent behind him, turns around and fires a weak hyper beam diagonally. The beam does 10% damage while the throw only does 4% damage, great knockback on both of them though.

Forward Throw: Rock Smash
Tyranitar holds the struggling opponent with one hand and reaches down with the other and pulls a boulder from the ground and then smashes the opponent with the rock. Extremely laggy and slow but 15% damage and lots of knockback (diagonal).

Down Throw: Hyper Crusher
Tyranitar throws the opponent to the ground and pins them with his weight, he then charges a hyper beam and fires it into them. 17% damage and great horizontal knockback
Specials:
Neutral Special: Hyper Beam
Tyranitar’s unchargable special, he rears and charges a small energy ball near his mouth which grows larger and larger and finally he swings his head forward and unleashes a blast of energy. This has infinite horizontal knockback!! Except through walls I’ll change that and the charge alone take a whole 2 seconds!! The beam does 30% damage and a ton of knockback (completely horizontal for the most part) but it gets you out of the beam. The beam doesn’t last very long and he has a 3 SECOND ending lag as he breathes heavily afterwards. Luckily for Tyranitar, the beam cannot be reflected! But it can be absorbed.

Side Special: Giga Impact
Tyranitar charges just like Ike’s Quick Draw with a field of energy (similar to Ness’s energy field when struck by PK Thunder) which grows larger then stops. The charge can then be held but when you release it the attack will trigger and Tyranitar will charge across the stage (approx 4-8 small stage builder blocks) and do 9% damage and hefty knockback that’s only horizontal! This move can only hit once then Tyranitar has to recover while sliding slightly as the energy field dissipates. This helps Tyranitar in the speed area as he is very slow. Charge takes 4 seconds to reach full power, nothing changes except range.

Up Special: Rock Climb
Tyranitar summons a boulder and leaps of of it in midair or flys upward on a boulder form the ground. In both instances the boulder deals 9% damage and falls until it hit the ground and breaks or offstage. Tyranitar gains super armor during initial liftoff and most of the vertical movement.

Down Special: Rock Wrecker
Tyranitar generates a rock from the ground and if you don’t hit B again then he will charge forward about 3 blocks and slam the opponent with the rock shattering the boulder doing 16% damage and a lot of knockback. If you press B twice he will slam the ground with his fists generating 3 boulders on either side which rolls like barrels and crash into people and breakable items, they go until they hit a wall/somebody/or fall off the stage. They do 5% damage and decent knockback but can be reflected.

Final Smash: Destructive Power
Tyranitar roars and pulses immense fields of electrical energy (Giga Impact) for 3 seconds then unleashes a massive horizontal Hyper Beam. Huge knockback, horrible aim and damage just 10% per hit from the electrical field but 30% from the beam and huge knockback
[/collapse]

Because of the new info going around about the Customized Content section I figured I might as well make a universal pokemon thread so it would be even more organized. Still a WIP.
Ive got two questions one is this a mod done and if it is,is feraligatr gonna have his own voice
 
Top Bottom