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Lord_Brand

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  1. I did work Shadow Blade in as his U tilt, at least. Originally, that was going to be his N Special, but like I said in the OP, I found MM9 weapons worked better, especially as specials. I could probably find room for Needle Cannon and Search Snake as well, but most of the current weapons are preferable. Magnet Missile and Gemini Laser would not be as ideal for a Smash moveset. Ultimately, I prioritized what looked better and would be more fun to play while still being thematically relevant.

  2. Proto Man plays similarly to his brother Mega Man, but his Special Weapon selection is almost completely different. Furthermore, he has a passive shield much like Link or Hero that protects him from frontal attacks. Though I was originally going to have Proto Man's Specials include weapons from Mega Man 3 as a nod to his game of origin, I've found the weapons from Mega Man 9 make for a much better moveset, not to mention 9 was Proto Man's mainline playable debut. His seven alternate costumes are palettes featured in MM9.

    Spoiler

    Specials

    • N: Magma Bazooka - Proto Man shoots three fireballs from his buster in a spread. The special can be charged to fire larger, more powerful fireballs.
    • S: Black Hole Bomb - Proto Man shoots a BHB forward which can be steered and be detonated prematurely. The resulting gravity well functions similar to the Black Hole item, but on a smaller scale.
    • U: Proto Coil - Identical to Rush Coil.
    • D: Jewel Satellite - Similar to Leaf Shield, but the jewels can reflect shots. However, they can only hit opponents once before disappearing.

    Ground

    • N: Proto Buster - Identical to Mega Buster.
    • S tilt: Proto Buster
    • U tilt: Shadow Blade - Proto Man throws a shuriken directly above him. The shuriken returns after flying a short distance.
    • D tilt: Concrete Shot - Proto Man shoots a glob of concrete from his buster which forms a block upon hitting an opponent or the ground. If an opponent is hit, they will be briefly trapped.
    • S smash: Knight Crush - Proto Man swings a spiked ball and launches it forward, after which it loops back and returns to him.
    • U smash: Pharaoh Shot - Proto Man conjures a fireball above his head, referencing the charged version of Pharaoh Shot in MM4.
    • D smash: Plug Ball - A small pink electric spark travels along the ground in each direction.
    • Dash: Shield Dash - Proto Man lunges forward shield-first. This move is taken from MM7.

    Aerial

    • N: Proto Buster
      F: Wheel Cutter - Proto Man produces a spinning blade at the tip of his buster which hits multiple times.
      B: Silver Tomahawk - Proto Man delivers a horizontal chop behind him with an axe.
      U: Tornado Blow - Identical to Air Shooter, except the tornado is green.
      D: Laser Trident - Proto Man shoots a laser trident downward. This is a nod to how Splash Woman uses the weapon.

    Final Smash: Big Bang Strike - Proto Man charges up and fires a super-powerful charge shot that explodes on impact, dealing heavy damage and launching opponents.

    Taunts

    • U: Proto Man teleports away, whistles his signature tune, then teleports back in.
    • S: Proto Man turns his back to the camera, then looks forward and waggles his finger, tsking.
    • D: Proto Man takes off his helmet, revealing his hair for a brief time.

    Victory

    • Theme: Proto Man's Theme from Mega Man 3, with one exception.
      1: Proto Man blocks a shot with his shield, then returns fire. For this animation, the Get Weapon theme from MM3 plays instead of Proto Man's Theme.
      2: Proto Man flies in on the Proto Jet and rescues Kalinka from one of Wily's Robot Masters. He continues to fly while carrying Kalinka, intent on bringing her back to her father. This is loosely based on his returning Kalinka to her father near the end of MM4.
      3: Proto Man departs with a salutation. This is based on his solo ending from MM2: The Power Fighters.

    Costumes

    • P1: Red - Proto Man's default color.
    • P2: Blue - Proto Man's palette when using Laser Trident.
    • P3: Gray - Proto Man's palette when using Concrete Shot.
    • P4: Purple - Proto Man's palette when using Black Hole Bomb.
    • P5: Cyan - Proto Man's palette when using Jewel Satellite.
    • P6: Pink - Proto Man's palette when using Plug Ball.
    • P7: Green - Proto Man's palette when using Tornado Blow.
    • P8: Orange - Proto Man's palette when using Magma Bazooka.

    Stage: Wily Castle II

    Dr. Wily's Castle from Mega Man 3. Just as Wily Castle has Yellow Devil as its boss, WCII has Mecha Dragon.

    Spirit Board

    Spoiler

    Concrete Man

    • Type: Support (Attack)
    • Rank: ★★
    • Cost: ⬡⬡
    • Skill: Sticky-Floor Immunity
    • Fighter: Giant Proto Man (Gray)
    • Stage: Forest of Hope (Battlefield Form)
    • Music: Concrete Man Stage
    • Conditions
      • The enemy favors down tilts.
      • The enemy is weak to energy attacks.
      • The floor is sticky.

    Tornado Man

    • Type: Support (Grab)
    • Rank: ★★
    • Cost: 
    • Skill: Jump 
    • Fighter: Proto Man (Green)
    • Stage: Skyworld
    • Music: Tornado Man Stage
    • Conditions
      • The enemy loves to jump.
      • The enemy favors up air attacks.
      • The enemy is weak to lightning attacks.

    Splash Woman

    • Type: Support (Shield)
    • Rank: ★★
    • Cost: ⬡⬡
    • Skill: Swimmer
    • Fighter: Proto Man (Blue)
    • Stage: 
    • Music: Splash Woman Stage
    • Conditions
      • The enemy loves to jump.
      • The enemy falls slowly.
      • The enemy favors down air attacks.

    Plug Man

    • Type: Support (Neutral)
    • Rank: 
    • Cost: ⬡⬡
    • Skill: Hothead Equipped
    • Fighter: Proto Man
    • Stage: Wily Castle II
    • Music: Plug Man Stage
    • Conditions
      • The enemy starts with a Hothead.
      • The enemy favors down smashes.

    Jewel Man

    • Type: Support (Neutral)
    • Rank: ★★★
    • Cost: ⬡⬡
    • Skill: Franklin Badge Equipped
    • Fighter: Proto Man (Cyan)
    • Stage: Great Cave Offensive (Battlefield Form)
    • Music: Jewel Man Stage
    • Conditions
      • The enemy favors down specials.
      • The enemy starts with a Franklin Badge.

    Hornet Man

    • Type: Support (Grab)
    • Rank: 
    • Cost: 
    • Skill: 
    • Fighter: 
    • Stage: 
    • Music: Hornet Man Stage
    • Conditions
      • The enemy is weak to fire attacks.

    Magma Man

    • Type: Support (Attack)
    • Rank: ★★★
    • Cost: ⬡⬡
    • Skill: Fire Attack 
    • Fighter: Proto Man (Orange)
    • Stage: Norfair
    • Music: Magma Man Stage
    • Conditions
      • The floor is lava.
      • The enemy favors neutral specials.

    Galaxy Man

    • Fighter changed to Proto Man (Purple)
    • Music changed to Galaxy Man Stage.

     

  3. Gyms themed around type combinations would certainly be novel, especially if the games want to start establishing type synergy as a concept. To go further, they could have the gyms be run by pairs of leaders who all follow some kind of team strategy.

    • Healing Hearts - Normal/Fairy (Attract and healing)
    • Rain Storm - Water/Electric (Rain Dance, Thunder)
    • Solar Energy - Fire/Grass (Sunny Day, Solar Beam)
    • Excavators - Rock/Steel (Sandstorm, high defense)
    • Over & Under - Flying/Ground (Fly, Earthquake, Dig)
    • Underhands - Dark/Poison (Flinching, debuffs, poison)
    • Dreams & Nightmares - Psychic/Ghost (Sleep, Dream Eater, Nightmare)
    • Powering Up - Fighting/Dragon (Stat buffs and powerful attacks)

    Honestly, it's kinda surprising they didn't go for dual-type Gym Leaders back in Gen III, to capitalize on the Double Battle gimmick. Liza and Tate were so close to being examples of what they could do with a convention like that, save for the fact they both focus on Psychic-types.

    Though, this begs the question: If Dual-type Gyms became a thing for a generation, what about the Elite Four?

  4. On 8/15/2022 at 8:27 AM, Shanty Pete's 1st Mate said:

    I was thinking more about this: perhaps the stats could be "additive", so to speak? Like, the first stage has a round 50/50/50/50/50/50 spread (300 BST). But for the first evolution, it's variable: the Psychic-type could be 70/50/70/90/70/70 (420 BST), while the Electric-type is 50/70/70/70/70/90 (420 BST). Then, the Psychic/Electric final stage would be 70/70/90/110/90/110 (540 BST), regardless of the route it took to get there. Certain final-stage formes would have 130 in "mutual buff" stats, and/or 50 in "mutual nerf" stats. That way, there's additional variation to consider, beyond just the typing.

    That sounds sensible. I'd be intrigued to see what stat spreads you'd give to each Stage 2, which in turn would make figuring out the stage 3 spreads trivial since you combine the modifiers from the constituent Stage 2s. The basic template is +20 for four stats and +40 for one stat, right? With six stats and eighteen types, that means each stat could have three types that give it +40 and three that don't boost it at all, leaving twelve that provide a +20 modifier.

    My bro and I have been working on a list of modifiers ourselves. My bro suggested shifting the spread so two stats get +40, two get +20, and two get zilch. I in turn suggested making the "nerf" stats gain +10 each, so there's always a gain in each stat, it's just smaller for some stats than others (which would mean the BST goes from 300 to 440 to 560). Below is a link to the spreadsheet we made for better legibility.

    https://docs.google.com/spreadsheets/d/12EJkOHZvuD99W5fWmnxldI5Jt9r4Vd2NcW2R2UgR4gQ

    Ultimately though, a simpler tree would probably be a better step into starters with branching evolutions. We're working on a set of starters that each have two possible first evolutions and three possible final evolutions.

    https://docs.google.com/spreadsheets/d/1iF_UKiEoSW6BQwz16XFWn0C00zftEep-OWAaFvjgNg8

    We should probably shift the discussion back to Scarlet and Violet, though. ^_^;

  5. 3 hours ago, Shanty Pete's 1st Mate said:

    I would definitely keep it possible to breed the starters. That's basically necessary to fill your Pokedex, and to get ones with competetive IVs, Nature, etc.

    Could be a neat way of doing a future starter. That said, instead of making each typing a distinct species, I'd make them all formes of a single species. So you don't need all of them to fill up the Pokedex, unless you're going the extra mile of "register all formes".

    That's the general idea. I was thinking of that "class change" Pokemon I've pitched before. Each type is tied to a particular class, thus the stage 3 evolutions are essentially multiclasses.

  6. 4 hours ago, Shanty Pete's 1st Mate said:

    Truthfully, for a while I've wanted to see a starter that evolves this way. Rather than simply grinding them to whichever level, there's an in-story event that causes their evolution. Kind of like Lords with story promotions. Maybe part of your quest can be figuring out how this new, little-understood Pokemon evolves?

    That's an interesting idea. Would be a good way to explain why you generally only find one per game; the Starters are so rare that they're practically legendaries themselves. Would breeding them result in offspring of their mate's species?

    Heck, what if a future game had you start out with a Normal-type Pokemon who evolves twice, the first time into a Pokemon with the type of your choosing, and the second time into a dual-type Pokemon with the secondary type of your choosing? For example, Normal > Grass > Grass/Flying, or Normal > Fire > Fire/Fighting. In total, that's 18 different possible Stage 2 evolutions, and with 17 possible different Stage 3 evolutions per Stage 2, that adds up to 306 possible stage 3 evolutions! Unless of course each type pair is a convergent evolution, in which case we cut that number in half to 153 possible end results, which is still enough to fill a Regional Pokedex on its own.

  7. Just for fun, I started making pixel graphics for my Mega Man X OC, Zeta, in the style of the SNES MMX games. The attached images are WIPs.

    To provide a bit of background, I created Zeta for a 3D reimagining of the Mega Man X series. My plan is to introduce her in Mega Man X2, where she first appears as an adversary to X, believing him to be responsible for the death of her brother Zero, thanks to manipulation by the X-Hunters. After engaging X in a quick skirmish, Zeta is detained and brought to Hunter Base where she is questioned by X regarding her claim to be Zero's sister. X learns from Zeta that rebuilding Zero may be possible, so he proposes a partnership between them to find the "Z-Files" needed to rebuild Zero, for Zeta has knowledge of their approximate locations.

    At first, their partnership is rather shaky, particularly on Zeta's end, for she still suspects X's intentions and remains aloof towards him up until a turning point when X risks his life to save hers, calling her a "friend". This shakes Zeta's perspective, and eventually she decides to trust X rather than the X-Hunters and becomes one of his closest allies and friends. Once Zero is rebuilt, Zeta decides to join the Maverick Hunters officially, and becomes the series' tritagonist from then on.

    Zeta started out as a "female Zero" conceptually, though over time I've decided to give her a more unique design and personality, being more openly emotive than the usually stoic Zero, and obviously more feminine in her appearance and mannerisms. Her ponytail starts from a higher point on her helmet than Zero's, and her color scheme was chosen to compliment X and Zero's. Statistically, Zeta leans towards speed and range; she has more weapon energy than X, her Special Weapons function slightly differently from his, and for melee she wields a glaive with greater reach than Zero's Z-Saber but with a blind spot between Zeta and the blade, necessitating proper distancing. Zeta is the fastest and most agile of the trio.

    You may notice sprites and mugshots where Zeta is not wearing armor. This is in keeping with a "casual mode" convention I'd adopt for the remake; X, Zero, Zeta, and many Reploids have a casual or civilian mode they can adopt for non-combat situations, including leisure.

    snes_zeta1.png

    zeta_blink.gif

    zeta_mugshot_blink.gif

    zeta_mugshots.png

  8. 6 hours ago, Shanty Pete's 1st Mate said:

    "Terastallizing" sounds pretty cool. I love the idea of changing a Mon's type temporarily. Although, I'll need to see how it functions mechanically to gauge how balanced it is.

    I think it temporarily adds a third type. Which alone gives it some novelty compared to Megas and Dynamaxing. I'm not crazy about the aesthetic, though.

    6 hours ago, Shanty Pete's 1st Mate said:

    Having an open world is great, but I'm worried we'll be facing "empty open world" syndrome, with a whole lot of areas where nothing's going on. That's kind of how the trailer looked, but I could be wrong.

    I recall they mentioned there being two or three story threads you can pursue at your discretion? So basically, the Gym League, the Team Story, and something else I don't recall off hand. That sounds positively brilliant, honestly. I think separation of Gym League and Team Story allows for a great deal of flexibility in how you approach each one. Like, you could meet a Gym Leader through the Team story first, and have them acknowledge your first meeting when you battle them at their Gym, or you can meet them in the Gym first and then they recognize you when they jump into the Team story.

    6 hours ago, Shanty Pete's 1st Mate said:

    Making the legendary your "ride Pokemon" is a pretty transparent effort to avoid having to make ride models for each Pokemon in the game. Hard to argue against its convenience, though.

    Not to mention a great way to add significance to the legendaries beyond being powerful endgame mons that you won't be allowed to use in most competitive tiers anyway. I like that the past three generations have all been experimenting with interesting twists on the mascot legends: Cosmog evolving into Solgaleo or Lunala, Zacian and Zamazenta appearing early in the story and helping you fight Eternatus, and now Koraidon and Miraidon serving as rides.

    What if a future Pokemon gen has you start with a weaker version of the Legendary who evolves after a major plot point or upon acquiring a key item (perhaps through a sidequest)?

  9. Krystal: Adventure across Dinosaur Planet

    • Vs. Charizard on Dinosaur Planet (General Scales' Galleon)
    • Vs. Bowser on Summit (Boss Galdon)
    • Vs. 2 × Wario on Skyloft (Jetbike)
    • Vs. Giant King K. Rool (Boss King RedEye)
    • Vs. Ridley on Venom (Boss Drakor)
    • Vs. Ganondorf on Sheikah Tower (Krazoa Palace)
    • BOSS: Master Hand & Crazy Hand (Andross Boss)
    • Credits: Star Fox Adventures End Credits
  10. 3 hours ago, joevar said:

    we have megaman legend, but i cant remember it has platforming like, say, prince of persia warrior within, so i want it like that. or maybe a mix of Crash bandicoot for corridor platforming

    I recall Legends 2 has a bit of platforming, but Legends is mostly an Action RPG with tank controls. What I envision is something much more dynamic.

  11. 7 hours ago, joevar said:

    Megaman X - 3D fast-paced action RPG. Castlevania had done it, Resident evil had become Devil May Cry, and Prince of persia was a slow platforming game before 2000s before becoming a fully fledged 3D platformer with sick action battle (before they butcher it)

    That is pretty close to what I have in mind for my 3D remake series.

  12. I have a couple easy picks for this category:

    The first is a new game starring Takamaru, imagined as a more modern BotW-esque open world adventure game with heavy Japanese flavor. The Mysterious Murasame Castle was already basically a cousin to Zelda in much the same way Kid Icarus was to Metroid. Thus, a modern game starring Nintendo's first samurai hero would logically take after modern Zelda albeit with its own twists, such as an emphasis on various kami including icons like kitsune, tanuki, oni, kappa, and tengu. The story I have in mind revolves around Takamaru fighting against the demonic forces of Shogun Akuma while searching for the missing Princess Sakura, whom Takamaru is sworn to protect as her yojimbo. Sakura vanishes when Akuma's forces attack her castle, leading Takamaru to believe she has been kidnapped by Akuma's forces. Shortly after setting out on his journey to find the princess, he meets a kunoichi named Hanakage who offers him her services as an informant and escort, and who leads him on the game's main quest of defeating Akuma's demonic guardians terrorizing each province, as well as four formidable elite samurai in Akuma's service. Takamaru at first distrusts Hanakage, but over the course of the game develops a friendship with her as she proves her loyalty time and again.

    Spoiler

    Unknown to Takamaru, Hanakage is in fact Princess Sakura herself (a concept not unlike Sheik in Ocarina of Time but much more developed), a truth he learns after Hanakage is captured by Akuma's forces later in the game. When the ruse is exposed, Sakura apologizes to Takamaru for deceiving him but states that it was necessary to conceal her true identity from Akuma's forces, and to travel the kingdom without drawing unwanted attention. Takamaru experiences complex feelings over the revelation, which agonizes Sakura as she always wanted to get closer to Takamaru but found it difficult to bond with him when they were princess and bodyguard as opposed to partners. Sakura reveals to Takamaru that her mother was in fact from the very ninja clan her kunoichi persona takes her name from, and so she considers Hanakage to be the other half of her identity. The irony is that she feels she can be more honest about herself as a kunoichi than as the princess.

    The second would be Star Fox reimagined as a sci-fi adventure setting in the vein of Star Wars and Ratchet & Clank. One thing Star Fox Adventures did right is give us a chance to see Fox outside the cockpit of an Arwing; there's only so much you can do with a solely vehicle-focused game. An on-foot adventure title that lets us interact with the inhabitants of various planets and which gives Fox access to various weapons and gadgets seems like a promising direction in which to evolve the franchise.

    There's also my Mega Man X remake project, which would reimagine the series in 3D as more of a sandbox-style game.

    Spoiler

    To accomodate the larger worlds, each game has more story and is expanded to three Acts, each of which feature their own set of eight Maverick bosses. This means in contrast to the traditional 8 bosses per game, you now have 24 bosses. The characters are also expanded on and developed further, and obviously plenty of new characters join the ensemble, including the dozens of new bosses that would be created for the series. The most significant additions to the roster would be Lift, Drift, the Four Sisters (Sal, Undine, Sylphy, and Yokai), and Zeta, who together with X, Zero, and eventually Axl form the core team of heroes for the series. I would also add a fourth X-Hunter named Finesse and perhaps a third Soul Eraser to accompany Berkana and Gareth (probably a thief or archer of some kind, to compliment Berkana being based on a mage and Gareth on a knight).

    The term "Shadow Hunter", introduced in Xtreme to describe Geemel and Zain, now denotes the majority of Mavericks in service to Sigma, including Vile, the X-Hunters, the Soul Erasers, Double, and Dynamo. They effectively become the evil counterpart organization to the Maverick Hunters as well as their archnemeses, organizing or otherwise playing a role in many of the Maverick attacks and other crises the MH have to deal with including the original Maverick War, the Doppler War, the Repliforce War, and the Eurasia Colony crisis. Starting around X6, the Shadow Hunters' influence begins to wane as the organization breaks apart, giving way to the New Generation movement masterminded by Isoc (himself a former Shadow Hunter) and initially lead by Lumine, as well as several smaller Maverick factions including Epsilon's Rebellion Army.

    A major detail my remake series would introduce is the Reploid Registration System, which assigns numbers to Reploids produced under legitimate circumstances to identify them as legal citizens (basically the equivalent of social security numbers). Reploids who lack this number are suspect in the eyes of the law, and many turn out to be Mavericks (including a good portion of the Shadow Hunters). However, there are a few exceptions, the three most notable being X, Zero, and Zeta who were all produced well before Reploids and the RRS existed and so are granted RRNs retroactively. There could also be a few initially unregistered Reploids who submit themselves for registration later on, the most obvious being Axl (who might have been destined for one anyway).

    This comes into play with Double, who starts out as an unfinished experimental design by Gate that ends up escaping and later being finished by Isoc and inducted into the Shadow Hunters. Double is given the ability to absorb DNA from any Reploid he kills and use that DNA to alter his form, making him a prototype of sorts to Axl. However, Double can only store one DNA code at a time, whereas Axl is able to store several at once (and the New Generation chips introduced after have many DNA codes stored on them by default). His round, friendly-looking alter ego was once an engineer for Sky Lagoon who was lured to Double so the assassin could steal his DNA and take his form, allowing him to sabotage Sky Lagoon and infiltrate the Maverick Hunters without suspicion since he had the mechanic's RRN.

     

  13. Interesting ideas! Wario and Waluigi certainly are the types to con people out of their coins.

    Funnily enough, I had ideas for Wario appearing in a Paper Mario game, either a remake of TTYD or in a brand new Paper Mario, where you'd fight him multiple times over the course of the game and, after the initial battle, he shows up with a new partner, mirroring how Mario gathers allies on his adventure. Wario would be fought in between chapters, starting between Chapters 1 and 2 and proceeding all the way up to 7 and 8 with perhaps a postgame battle as well.

  14. Hear, hear! I want Wario to return to his adventuring roots, the days when he'd brave islands full of pirates, magical music boxes, and cursed pyramids in the name of filling his coffers with gold.

    Of course I'd also be up for Wario and Waluigi finally getting a game together, something akin to a platform brawler with a crime theme (as in, Wario and Waluigi beat up rival crime gangs and steal their cash). But that's really more of a new IP, albeit one conceptually related to Wario Land.

  15. 5 hours ago, Shanty Pete's 1st Mate said:

    It's an interesting concept, although I think I'd prefer introducing them selectively, with lore rationale. Kind of like how "Soak" is allowed to exist, without needing 17 other "change the target's type" moves. That said, here's how I'd do some in this vein:

    Melting Point. An Ice-type status move that removes the Ice typing from its user, and turns it to Water instead. The secondary typing, if any, is retained. Also restores all HP and removes any status conditions. Fails when used by a non-Ice-type Pokemon. Potential users include Jynx, Cryogal, Beartic, Avalugg, and Eiscue, among others.

    Training Montage. A Fighting-type status move that overwrites Normal-type with Fighting-type. It also boosts their critical hit rate, and Attack by two stages. Fails if the user is not Normal-type. Potential users include Kantonian Farfetch'd, Ursaring, Zangoose, Lopunny, and Watchog, among others.

    Petrification. A Grass-type status move that removes the Grass-type from its user, and replaces it with Rock instead. Also grants immunity to critical hits, and raises Defense by two stages. Fails if the user is not Grass-type. Potential users include Torterra, Trevenant, and Alolan Exeggutor, among others.

    Incidentally, I started out with just three forms: Ghost, Dragon, and Fairy. Ghost would raise Sp. Attack and Evasion, Dragon would raise Attack and Sp. Attack, and Fairy would raise Speed and Evasion. I then thought it'd be interesting if each type got a move that worked like this.

    Neat ideas! I like the more diverse and organic names.

  16. 4 hours ago, Shanty Pete's 1st Mate said:

    Ooh, "Lightning Reflexes" is a great name. Still, I kind of disagree with your distinction. Even with a perfect reaction time, a very slow Mon isn't going to be able to avoid attacks. Even if they know an attack is coming, they won't be able to get out of the way in time. Conversely, a speedy target is harder to hit than a slow-moving one, even if it doesn't have the agency to "react" to anything. Maybe Game Freak just views "boosts Speed and Evasion" as overpowered?

    The funny thing is that though they can be easily connected flavorwise, Speed is more offense-focused as having higher speed means getting to move first while Evasion is defensive as it serves to help your Pokemon avoid damage.

    4 hours ago, Shanty Pete's 1st Mate said:

    I like the idea of a Grass-type one. Would it do fixed damage, or would it be type-sensitive (a la Stealth Rock)?

    Probably type-sensitive.

    4 hours ago, Shanty Pete's 1st Mate said:

    Are there any jumping-oriented Dragon-types, though? Like, Dragon Hammer made some sense with Alolan Exeggutor's design, but this seems kind of out-there. Plus, Flying is usually a better offensive type than Dragon, so I can't see many Mons who get "Dragon Jump", yet can also learn Fly, choosing it over the latter.

    You have a point, though they could always design Dragon-types with a more agile appearance. But then they'd probably just want Bounce.

    4 hours ago, Shanty Pete's 1st Mate said:

    Anyway, one more: Inverse Room. This has been an obvious pick since X and Y introduced Inverse Battles, yet left them remarkably limited in presence. For four turns after use, this status move would invert all type matchups. Flying is super-effective against Electric! Water is not very effective against Fire! And so on. Abilities (i.e. Levitate, Thick Fat) would still work as usual, though. Could give this move to Mons who already learn Trick Room, and the other "Rooms" that nobody ever bothers with.

    I could see it.

    One my bro pointed out is a 2-5 multi-hit Fighting-type punch move. Kinda raises the question why Comet Punch wasn't Fighting-type.

  17. I developed this template in my recent topic about "Moves that should exist", when coming up with Ghost Form, Dragon Form, and Fairy Form moves.

    The template I have in mind goes like thus: The move will raise two stats by one stage each, and adds a type to the user for as long as that Pokemon remains active. Each Form raises a different pair of stats. I developed the following list with help from my bro:

    • Normal Form - Raises Attack and Speed, temporarily adds Normal-type
    • Fighting Form - Raises Attack and Accuracy, temporarily adds Fighting-type
    • Flying Form - Raises Speed and Accuracy, temporarily adds Flying-type
    • Ground Form - Raises Attack and Sp. Defense, temporarily adds Ground-type
    • Rock Form - Raises Attack and Defense, temporarily adds Rock-type
    • Bug Form - Raises Speed and Evasion, temporarily adds Bug-type
    • Poison Form - Raises Sp. Attack and Defense, temporarily adds Poison-type
    • Ghost Form - Raises Sp. Attack and Evasion, temporarily adds Ghost type
    • Steel Form - Raises Defense and Speed, temporarily adds Steel-type
    • Fire Form - Raises Sp. Attack and Speed, temporarily adds Fire-type
    • Grass Form - Raises Defense and Sp. Defense, temporarily adds Grass-type
    • Water Form - Raises Sp. Defense and Evasion, temporarily adds Water-type
    • Electric Form - Raises Sp. Attack and Accuracy, temporarily adds Electric-type
    • Psychic Form - Raises Sp. Attack and Sp. Defense, temporarily adds Psychic-type
    • Ice Form - Raises Sp. Attack and Defense, temporarily adds Ice-type
    • Dragon Form - Raises Attack and Sp. Attack, temporarily adds Dragon type
    • Dark Form - Raises Attack and Evasion, temporarily adds Dark-type
    • Fairy Form - Raises Sp. Defense and Speed, temporarily adds Fairy type

     

  18. 22 hours ago, Shanty Pete's 1st Mate said:

    Just give us another physical Fairy-type attack, Game Freak.

    ...With wider distribution than that one. Your idea is pretty nice, though.

    I'm a fan of attacks that increase a stat, so these are pretty nice. I'd make Dragon Wing raise Sp. Def, so it's a more clear parallel. Perhaps Dragon Horn could work like Fell Stinger, giving a big boost to Attack if it finishes off the foe?

    Pretty wild that the "Sword" moves we've gotten are both Fighting-type. Why is Honedge using a ramming attack for Steel-type damage? It barely even has a head!

    Here's one: a status move that increases both Evasion and Speed. If a Pokemon is speeding up, then it makes sense that it would become more evasive, right? Maybe call it "Spark Step", and give it to a few Electric types. Electric-types tend to be speedy, yet there's no Speed-boosting status moves of that type. Go figure. Its effect would be doubled in Electric Terrain, but unusable in any other Terrain.

    Here's another: a status move that sets up an "exit hazard". Like Pursuit, this would take priority over switching. When the target tries to switch out, it will lose 1/4 of its HP, even if it means fainting in the process. This includes leaving the field of battle via moves like U-Turn or Baton Pass as well. Once triggered, the effect disappears until it is reset. Let's make it a Dark-type move called "Tripwire". Select abilities (i.e. Magic Guard) and held items (i.e. Heavy-Duty Boots) would provide immunity to the effect. However, they would not stop the move from being used, or its effect from triggering on the next Pokemon sent in.

    Thanks!

    Question is, what about a wing would raise S. Defense? I chose Speed for Dragon Wing because a wing is used for mobility (though you did just give me an idea for a Dragon Scales move that raises Defense and Special Defense, similar to Cosmic Power). I could see a Fairy Wing or Angel Wing (whatever type that would be) raising Sp. Defense, though. Heck, maybe go further and have a Dark Wing that raises, I dunno, Attack or Evasion?

    Speed and Evasion could easily be connected, but Evasion isn't purely a matter of movement, it's also a matter of reflexes. You have creatures that move fast but might not be as fast at reacting. That said, I could see, say, "Lightning Reflexes" being a move that fits your parameters.

    I got one for the "exit hazard": Brambles. A Grass-type trap that damages upon entry and upon leaving.

    I'd also like to see a Dragon Jump that's basically Bounce or Fly but Dragon-type.

  19. Certain move concepts seem like such an obvious inclusion, but for whatever reason have yet to manifest even eight generations into the series. These are my ideas for such moves, and I welcome you all to share yours as well.

    • Fireball - Fireballs are probably one of the best-known fire-element attacks in all of fiction. And yet there has yet to be a Pokemon move by that name. Are they saving the name for a potential Poke Ball designed for catching Fire-Types? Who can say? But if that's the case, then they're out of luck with Ice Ball (which incidentally could be a good counterpart to Fire Ball, using Rollout's template).
    • Vine Wrap - A Grass-type variant of Wrap, Bind, etc. Or alternatively, Clamp, Sand Tomb, Fire Spin, and Whirlpool. How is it that Fire and Water both have trapping moves but Grass doesn't?
    • Elemental Horns - We have elemental punches and fangs, so why not horns? Plenty of Fire, Ice and Electric-types have horns, and there exist plenty of Normal and Poison-types who would benefit from the type variety as well. These could be either variants of Horn Attack (making them weaker than the Fangs and Punches) or counterparts to the Bug-type Megahorn (making them much stronger).
    • Dragon Horn - A Dragon-type horn attack. Could be a variant of the generic Horn Attack, a relative of the Elemental Horns, or its own move.
    • Dragon Wing - A Dragon-type counterpart to Steel Wing. Where Steel Wing raises Defense, Dragon Wing could raise Attack or Speed. If Speed, Dragon Horn could raise Attack.
    • Vampiric Bite - A Dark-type move similar in function to Leech Life or Mega Drain. Bite is currently classed as a Dark-type move, so a life-draining bite move would make sense in Dark as well.
    • Metal Blade - A Steel-type variation of Leaf Blade. (And a prime source of jokes referencing Mega Man.)
    • Steel Edge - A Steel-type equivalent of Stone Edge.
    • Magic Horn - A Fairy-type horn attack. Would have been ideal for Galarian Ponyta and Rapidash, as classical unicorns are known for using their horns to impale rather than shoot magic blasts like commonly seen today. Could be part of the Elemental Horn cycle listed above.
    • Sweet Dreams - A Fairy-type move that lulls the target to sleep and gives them pleasant dreams. The target regains all health, is cured of all status ailments, and is protected from nightmares. Can be used on a target that's already asleep, which will restore their health, remove the nightmare status, and protect them from nightmares. Sweet Dreams provides a higher catch rate bonus than regular Sleep or Freeze. The user can target either their self, an ally, or an opponent, thus making Sweet Dreams functions as a blend of Rest, sleep-inducing moves such as Spore, and Heal Pulse. This would be an excellent move for Cresselia in particular, though I could also see other Fairy-types learning this move.
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