Posted by: MarthTrinity | July 27, 2010

Moveset Graveyard #7 Part 2

And we’re back! This time we have the remaining two sets I wanted to post before. The first of the remaining two is a moveset of my very own and one that I was working quite well hard on until someone else posted the same character…it’s also our 3rd Gen Pokemon rep; Sableye.

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Sableye

Sableye is a third generation Pokemon that is a combination Dark/Ghost type and, as such, has no natural weaknesses because of this. Commonly (or rather, not so commonly) found in dark caves, Sableyes are rather reclusive creatures…to a degree. Sableyes love to play tricks on any travelers who may wander into their homes; in reality, Sableyes become very lonely living in total solitude and view intruders as potential victims for their tricks. Sableyes survive by eating rocks an minerals; the prime reason why their eyes are gems and their bodies are covered in jewels. Of course…no one really knows what goes on in the mind hidden behind those glowing eyes and pointed teeth…Let’s just say if Shikamaru didn’t give you enough shadow-based goodness, Sableye has you covered.

Speed: 8/10

Attack Speed: 8/10

Recovery: 8/10

Priority: 5/10

Range: 4/10

Size: 4/10

Traction: 3/10

Weight: 2/10

Fall Speed: 2/10

Pitiful range, weight, traction and priority…Sableye is bottom tier right of the bat, right? Well obviously not, an MT set is never going to be bottom tier. Sableye makes up for his “weaknesses” with his overwhelming attack speed and movement speed; they don’t call him Wondereye for nothing, Sableye is a force to be reckoned with. You have a few less than stellar stats (and the fact that your Up B doesn’t act as a recovery hurts you a bit) but you can work around those easily. Your jumps are on level with Ness’ exceptional jumps and your movement speed is almost on par with Captain Falcon…heck, your attack speed rivals that of Meta Knight! But of course nobody’s as good as the good Knight…

Specials

Up Special: Night Shade

Like Shikamaru’s shadow, Sableye is also able to travel through darkness and shadows himself. Unlike Shikamaru who has the high potential to be a programming nightmare, Sableye’s darkness is controlled directly and exclusively by his moveset. By pressing and holding the Up Special command, Sableye will begin hoping slightly from side to side like a little gremlin; if done in midair however, Sableye will simply extend his arms out and spin in a slight circle. Once released, Sableye lets out a screech and the area immediately around him becomes pitch black, the only thing visible being Sableye’s glowing jewel eyes and a faint outline of enemies.

The longer the move is held, the larger the radius of darkness becomes. If simply tapped, an area of darkness slightly larger than Bowser appears around Sableye. If held for a full second, the area is about the size of Pikachu’s Volt Tackle, two seconds makes it the size of a Smart Bomb explosion and four full seconds will make it the size of Negative Zone. Needless to say, the bigger the darkness, the more of an advantage you’ll have when it comes to sneaking up on foes, damaging them and keeping yourself hidden from sight. The individual blobs of darkness created by the Up Special last for ten seconds; only one circle of darkness can be created via Up Special at one time.

Down Special: Shadow Sneak

Sableye cackles as he vanishes into the ground beneath him. He can remain in the ground for up to three seconds before reemerging with a considerable bit of end lag. Essentially, this acts as an overly long spotdodge, capable of dodging Final Smashes or longer lasting attacks like Pokeball Pokemon or Assist Trophies.

Pointless move is pointless…unless you use it in combination with your Up Special and other darkness creating attacks. If used in combination with those, Sableye gains free, unrestricted movement in -ANY- direction so long as he remains in the radius of the darkness. Yes, this means he -CAN- use it as a recovery move if it’s well thought out in advance. The main use of it however is for sneak attacks; with Sableye’s pitiful priority, Sableye really needs a reliable KO move. Since Sableye effectively becomes part of the darkness (his eyes become slightly dim as he fades into the darkness via Down Special), he can pop out early by pressing the A button. This will instantly launch Sableye’s neutral combo and make him vulnerable to attacks (which means if it’s predicted, the foe can spot dodge and retaliate quite easily). If the B button is pressed however, Sableye’s eyes vanish entirely from sight. A second later, a giant version of Sableye’s head appears from the darkness and chomps forward, swallowing any foes within its Falcon Punch-sized hitbox. Any foes swallowed will take 15% and be spat out skyward with knockback that KO’s at around 135%…keep in mind that Sableye is certainly no powerhouse; that kill percent is quite good for him.

Neutral Special: Mean Look

A paralyzing glare that strikes fear in the heart of those who lay eyes on it; Mean Look is, needless to say, a prime set up for either a flurry of attacks or a more devastating Down Special chomp. Near laglessly, Sableye lowers his head towards the ground and then whips it upwards, his eyes glowing with an eerie red aura. Any foe within two Bowser widths before Sableye (and who’re facing towards him) will enter a stunned state as if their shields were broken.

Despite being near lagless…it cannot be spammed. Why? Quite simple; obligatory recharge mechanic. After a total of five seconds has passed, Sableye will be able to use this move again. BUT…this is actually a very -GOOD- thing. After Mean Look is used, Sableye’s eyes will be, for the next five seconds, as if he just used his down special. If used in combination with his down special, he will be rendered entirely invisible and invulnerable. This makes sneaking up on the foe an absolutely breeze…but it also makes it very easy to lose track of yourself…use it with caution.

Side Special: Shadow Claw

Sableye’s hands begin to glow black (if you can see him even!) before he takes a massive horizontal swipe forward. This move has similar start up lag and range to that of Ike’s side smash (his range greatly extended by the shadowy claws) but has very little end lag. If struck with this attack, a foe will take 9% but no knockback…at least not yet; in actuality, the opponent is “stunned” much like the after effect of a sweetspotted knee or lightning kick (although you “stack” the stun effect). A moment later, the opponent will fly away with mild knockback that will hardly be KO’ing.

The real treat however is what the move leaves behind; a shadow. In the opponent’s place is a shadow their exact size and shape. Once the opponent is knocked away, the shadow will begin to slowly form into a sphere of darkness still about the same size as the foe. If you managed to hit your foe twice with this before they were knocked away however, the sphere will double in size. With a character like Kirby, this will hardly mean anything; it’ll probably be about the size of a one second Up Special charge. With a character like Bowser however…this can make a massive amount of darkness in a very little amount of time.

As one final note, Shadow Claw is very destructive as well. So destructive in fact that it will actually rip holes in your darkness. Trying to pull this move off twice in quick succession can be a great benefit, but if you slip up the timing of it, you’ll end up destroying the darkness you just made. That being said, it is quite useful for finding yourself if you somehow manage to get lost in your own darkness…

Grabs and Throws

Grab: Sableye sinks into the ground beneath him. This grab has no horizontal range at all…useless, right? Not so much…well, at least if you’re not visible. If a foe walks over where Sableye is hidden, the ghostly Pokemon will leap out, latch onto the foe and drag them into the ground with him. This grab however has very punishable end lag and is very, very predictable if you aren’t using it while shrouded in darkness. Sableye has no pummel; the opponent takes a steady 1% for every 1/4th of a second they’re held underground (although this only lasts as long as a normal grab).

Up Throw: Heaven or Hell

The opponent lets out their cry as if they were just star KO’d and are then…spiked with insane downward knockback?! How does that even work? Well it would seem that Sableye is playing with portals; the opponent reappears at the top blast zone and is then spiked downward with insanely high downward knockback. As soon as they hit the ground, the foe takes 10% and Sableye appears on top of them and cackles before jumping back a Bowser width (or less if it’d make him jump off the edge). Like a Warp Star, regardless of where you used this throw, Sableye and the opponent will land on the highest platform in the way of their descent.

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So not exactly as complete as I would’ve liked but from what I do have, I really do love the ideas. I pretty much quit this one after seeing Zook’s Sableye as I lost all motivation to make a moveset for a character who had already been made. It sucks yeah but I still really like the ideas here.

Anyway, onto our fourth gen rep and the first Kholdstare moveset contributed to the Graveyard; Torterra.

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Torterra

Torterra is a Pokemon from Diamond, Pearl, and Platinum. He is the final evolution of the Grass-type starter, Turtwig, and is also the only known Pokemon with his type combination: Grass/Ground. His main attacks in the games involve scattering leaves and seeds, such as the move Leaf Storm, but his Ground typing lets him have access to many Rock and Ground-type attacks, like Stone edge. But enough Pokemon jargon, let’s get down to what matters. Torterra is based off of the World Turtles, which are mythical creatures in Asian lore that carry the world on their backs. Torterra functions much the same way; his shell acts as solid ground, meaning foes and allies can stand on his back. I’ll get to the specs later, but needless to say this makes him unique.

Neutral Special — Roar

Torterra roars loudly, causing foes to tremble for a quarter of a second. After this, Torterra has three seconds of free super armor. Use this time to set up your various laggy attacks. Although it’s not visible, Torterra has about a third of a second of lag before the roar. If he’s attacked during it, the attack will fail. Torterra can’t use this again for six seconds, so make good use of the time.

Down Special — Rolling Terrain

Torterra gets a firm footing before doing this attack, with about a fifth of a second of lag, and starts tilting his shell! For about two seconds, you can tilt the control stick right to make him tilt it right, left to tilt it left. In reality, he’s tilting it forwards and backwards, not sideways, though… I’m still not sure how he manages it. High end lag… meaning you can’t cancel out of this.

What this does seems obvious; it rolls things around on his back with gravity, including foes and items. If he tilts his shell forward, everyone on his shell will start to slide forward. Same thing goes for backwards. The only way to avoid this is have things tied down, or they jump… This is also the perfect way to get foes to run into your various little traps (yes, traps- but on his back!).

There is also another thing this move accomplishes. It keeps foes away from your vulnerable areas, the front and back. Of course, they COULD just attack the other end… if something wasn’t preventing them doing so, that is

LEECH SEED

— Jab —

Torterra spits out a seed (shooting it a distance of about a Battlefield platform’s length) that is about half the size of a Poke Ball. This seed will latch onto any foes or their summons and drain away damage when they attack. It will deal 1% and flinching to the foe after they attack and Torterra is healed of 1% immediately after that. The only way for the foe to get it off is to shake it off like a Pikmin by attacking… which deals them damage and heals Torterra in the process.

WORRY SEED

— Forward Tilt —

Torterra seeds the foe with a seed that looks like a Leech Seed. This seed, however, will cause the foe to trip if they move without attacking for two seconds. This is obviously here in conjunction with Leech Seed to stress your foe. Attack or not attack? They will worry so much over this that they will leave. In fact, you could combine this with Leech Seed to cripple your foe severely. Up to three seeds of any kind can be put on the foe, by the way.

BULLET SEED

— Up Tilt —

Torterra points his head straight up and fires a salvo of seeds up and off the top blast zone. After a half second they will rain down on his back, pelting foes on it. Most of the seeds simply do nothing but 1% damage and flinching, but there is a 10% chance for each seed that it will be a Leech Seed, and there is also a 10% chance it will be a Worry Seed. The startup lag is, obviously, severe, and most foes will try to avoid this at all costs. The amount of seeds vary from 6 to 24, depending on how long you hold A in.

STOMP

— Down Tilt —

Torterra… well… STOMPS one of his feet with a good bit of startup lag. This causes the ground to shake roughly. Now, if you’ve played Tatsunoko vs. Capcom, you’ll notice that this is a blatant clone of Gold Lightan’s Gold Stomp move. It causes all foes on the same piece of earth Torterra’s on to take a half second’s worth of hitstun and 5% damage. The only way to avoid this is to jump or shield- which drains even Bowser’s shield to almost depleted if they take the full force of the attack. Torterra’s foot deals 10% and pitfalls as well, but only a fool would be that up close and personal. Stomp them when pitfalled to pitfall them some more for ****s and giggles.

Torterra roars loudly, causing foes to tremble for a quarter of a second. After this, Torterra has four seconds of free super armor. Although it’s not visible, Torterra has about a fifth of a second of lag before the roar. If he’s attacked during it, the attack will fail. Torterra can’t use this again for six seconds, so make good use of the time.

If there could be any move as crucial to Torterra’s gameplay as this, I couldn’t name it. Nearly all other attacks of Torterra have AT LEAST a second of lag on them. That means about two Falcon Punches. It also means death without superarmor.

EARTHQUAKE

— Down Special Smash —

Torterra takes a firm footing again, just like in his Down Special, and starts to shake like a wet dog. Unless foes on Torterra’s back hold the control stick down, they will get violently thrown off Torterra and take 6% damage. What charging this changes the force at which the foe is thrown off; a low charge means they will get thrown off after two seconds but a full or high charge will throw them off after 0.2 seconds. Torterra will shake for three to five seconds, depending on charge. Why would you want them off? Well, it’s here if you do.

Torterra’s foliage glows brightly as he induces photosynthesis. This has a startup time of two whole seconds, but it’s worth it. Synthesis will heal Torterra as long as you hold in B. If you hold in B during the one second startup lag, the healing will continue for two seconds after you release B. This means with the buff from Roar [NSpec], a maximum of four seconds of free healing will benefit you. Torterra’s tree will heal him of 8% per second. Other plant life’s energy will be covered in their respective moves.

Torterra gets a firm footing before doing this attack, with about a second of lag, and starts tilting his shell! For about two seconds, you can tilt the control stick right to make him tilt it right, left to tilt it left. In reality, he’s tilting it forwards and backwards, not sideways, though… I’m still not sure how he manages to do it. High end lag… meaning you can’t cancel out of this.

What this does seems obvious; it rolls things around on his back with gravity, including foes and items. If he tilts his shell forward, everyone on his shell will start to slide forward. Same thing goes for backwards. The only way to avoid this is have things tied down, or they jump… This is also the perfect way to get foes to run into your various little traps (yes, traps- but on his back!).

There is also another thing this move accomplishes. It keeps foes away from your vulnerable areas, the front and back. Of course, they COULD just attack the other end… if something wasn’t preventing them doing so, that is.

Synthesis

— Down Special —

Torterra’s foliage glows brightly as he induces photosynthesis. This has a startup time of one whole second, but it’s worth it. Synthesis will heal Torterra as long as you hold in B. If you hold in B during the one second startup lag, the healing will continue for one second after you release B. This means with the buff from Roar [NSpec], a maximum of four seconds of free healing will benefit you.

Tree: 8% per second

Vine: 2% per second

Bush: 4% per second

Flower: 1% per second

Loose Leaf: 0.5% per second

Photosynthesis can only occur in areas of open light (so caves, tunnels, or total darkness will not work).

—–

Ensnare

— Normal Grab —

Torterra sprouts two ropey vines from the ground on his shell and attempts to grab the foe with them. They can reach a maximum distance of a Battlefield platform before retracting. This can’t act as a tether since nothing short of a crane would able to support Torterra to pull him up. This has the usual hellish lag of a tether grab.

If they grab the foe, the vines will retract to Torterra’s shell but won’t go back in all the way. Instead they will hold the foe slightly off the ground on Torterra’s shell and wait for the throw input.

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And that’s all for this week. Four unique Pokemon sets from four unique MYM’ers. Pretty awesome stuff, no?

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