Post by Dettadeus on May 10, 2011 21:20:40 GMT -5
This has been spurred by a combination of my re-maining Pichu in Melee and the recent discussion of other Pokemon rep suggestions.
I'm assuming we all know Pichu, and remember that (while he's at the bottom of the tier list) he's a Melee veteran.
The main problem is that he's a COMPLETE clone of Pikachu in Melee, save for some general physics (running speed, as an example), and the fact that some of his attacks hurt him (usually more than the opponent).
So, here's a moveset I came up with going off of Serebii's provided movepool:
N-special: Thundershock. You can't really change this; it's nostalgic. And there has to be ONE move you'll never ever use. I mean, it's Pichu after all.
S-Special: Flail. I love Skull Bash with all my heart, but I can bear to part with it. This would be a brilliant move for Pichu to have, considering it's self-damaging nature and it's D-special...
D-Special: Endure. Pichu takes zero knockback from any attack within the next second or so. This attack would have very, VERY little start up (close to Rest, it is a priority move after all), but Pichu takes full damage and the attack has a medium amount of cooldown. The advantage of this is that if Pichu is attacked, it's allowed to move again (presumably) before the opponent finishes the attack. This move is further balanced by the fact that it would have something like stale move negation to the power of 10. If used twice in a row, the second use only has a 50% chance of successfully being executed. After that it justflails fails.
U-Special: Volt Switch. It's Quick Attack with a different name, and now explains why Pichu takes damage from it.
FINAL SMASH: Static Charge
Pichu becomes electrically charged. It's movement speed increases, and it takes consistent damage (similar to Kaioken/whatever Goku's d-special is). However, the individual electric attacks do no extra damage to it. It also gains a slightly different moveset for the duration of it's FS:
N-Special: Shock Wave. Like Thundershock but much faster, higher priority, and moves in a straight line as opposed to bouncing.
S-Special: I'm honestly not sure if this would work better as Wild Charge or Thunderpunch. Wild Charge would essentially be a combination of Skull Bash and Egg Roll; it can be charged for more speed and power and the direction can be changed, but it cannot leave the ground during the attack. Thunderpunch would be... well, Thunderpunch.
D-Special: Magnet Rise. Pichu becomes more floaty and/or gains a third jump for five seconds.
U-Special: No change.
It would work similar to Giga Bowser; Pichu can take damage but not knockback. By the time it ends, Pichu would have naturally taken around 30-40% damage.
Some potential spritesheets to be edited:
What do you guys think?
I'm assuming we all know Pichu, and remember that (while he's at the bottom of the tier list) he's a Melee veteran.
The main problem is that he's a COMPLETE clone of Pikachu in Melee, save for some general physics (running speed, as an example), and the fact that some of his attacks hurt him (usually more than the opponent).
So, here's a moveset I came up with going off of Serebii's provided movepool:
N-special: Thundershock. You can't really change this; it's nostalgic. And there has to be ONE move you'll never ever use. I mean, it's Pichu after all.
S-Special: Flail. I love Skull Bash with all my heart, but I can bear to part with it. This would be a brilliant move for Pichu to have, considering it's self-damaging nature and it's D-special...
D-Special: Endure. Pichu takes zero knockback from any attack within the next second or so. This attack would have very, VERY little start up (close to Rest, it is a priority move after all), but Pichu takes full damage and the attack has a medium amount of cooldown. The advantage of this is that if Pichu is attacked, it's allowed to move again (presumably) before the opponent finishes the attack. This move is further balanced by the fact that it would have something like stale move negation to the power of 10. If used twice in a row, the second use only has a 50% chance of successfully being executed. After that it just
U-Special: Volt Switch. It's Quick Attack with a different name, and now explains why Pichu takes damage from it.
FINAL SMASH: Static Charge
Pichu becomes electrically charged. It's movement speed increases, and it takes consistent damage (similar to Kaioken/whatever Goku's d-special is). However, the individual electric attacks do no extra damage to it. It also gains a slightly different moveset for the duration of it's FS:
N-Special: Shock Wave. Like Thundershock but much faster, higher priority, and moves in a straight line as opposed to bouncing.
S-Special: I'm honestly not sure if this would work better as Wild Charge or Thunderpunch. Wild Charge would essentially be a combination of Skull Bash and Egg Roll; it can be charged for more speed and power and the direction can be changed, but it cannot leave the ground during the attack. Thunderpunch would be... well, Thunderpunch.
D-Special: Magnet Rise. Pichu becomes more floaty and/or gains a third jump for five seconds.
U-Special: No change.
It would work similar to Giga Bowser; Pichu can take damage but not knockback. By the time it ends, Pichu would have naturally taken around 30-40% damage.
Some potential spritesheets to be edited:
What do you guys think?