I thought I might revive this topic somewhat with one of my ideas I've had recently. I know we've talked about this before, but the idea of cloning the Pokemon Trainer for the use of the other 9 starters is still a really fantastic idea. So my friend and I sat down and had a deep discussion (not really
) about who would get what, and this is what we came up with. Enjoy!
-----------------------------------------------------------------------
POKEMON TRAINERThe way the Trainer works in this fictional game setting is as follows: the Trainer is now split amongst the various names and appearances they have had over the generations. Red appears as one character, Gold as another, Ruby, then Diamond. Each comes with the respective starters from their own generation, all in the same evolutionary "groups." Water is basic, Grass is 1st stage, and Fire is 2nd stage. The Pokemon themselves are clones of one another, with some being more of a clone than others, though they all have very unique differences and stark contrasts in fighting styles. The Trainers all can switch between their male and female counterparts by cycling through costumes; the first four are all male, and the latter four all female. The Pokemon do not change with the gender of the trainer--only with the colors. All four trainers are selectable as their own character.Standard MovesRED/GREEN: SQUIRTLE/IVYSAUR/CHARIZARD -- what you already know from Brawl
GOLD/CRYSTAL: TOTODILE/BAYLEEF/TYPHLOSION -- Totodile is similar to Squirtle but ditches the shell for biting and slashing attacks; Bayleef is very similar to Ivysaur but lacks any "vine" attacks, instead doing slams and headbutts; Typhlosion ditches the wings for more slashing and ramming attacks
RUBY/SAPPHIRE: MUDKIP/GROVYLE/BLAZIKEN -- Mudkip is exclusively body attacks; Grovyle is very unique using mostly slashes and kicks; Blaziken is very similar to Lucario, more than any of the others
DIAMOND/PEARL: PIPLUP/GROTLE/INFERNAPE -- Piplup is most similar to Mudkip but uses slaps and pecks; Grotle is most like Bayleef; Infernape is a combo between Typhlosion and Blaziken
Special MovesGOLD/CRYSTALTOTODILEB: Water Gun -- Totodile builds up water and charges, then unleashes with another press of B to send a directional stream of water blasting forwards. This pushes back foes, but unlike Squirtle's the attack also deals damage when first launched, dealing more knockback the closer the opponent is to Totodile's open mouth.
Forward B: Aqua Tail -- Totodile rushes forwards on a jet of water. This attack moves fast and knocks away opponents Totodile tackles along the way. However, if Totodile nails a wall he stops all momentum and is dazed for a bit; there is no way to turn this attack around as Totodile can only move forwards. in mid-air, this works like a horizontal "dash" and moves Totodile straight forwards.
Up B: Water Sport -- Totodile has full control over a stream of bubbling water. You can move horizontally or vertically, and any angle in between. This has far more control than Squirtle's Waterfall, but the width of the attack is narrower.
Down B: Pokemon Change
BAYLEEFB: Bullet Seed -- Bayleef rears back, then slams forwards and fires a steady stream of high-power seeds directly ahead of itself. These will push back and deal light damage to foes, but after a short time Bayleef takes a break and stops firing seeds -- leaving her wide open.
Forward B: Magical Leaf -- Bayleef pulls back its head, then swings it forwards as the leaf atop its head spirals out a flashing, multicolored "magical leaf." The magical leaf can be controlled mid-air to the point that it can make a complete rotation back toward Bayleef by making a large loop, but it does not have the same maneuverability as Pit's Arrows -- more like Toon Link's Boomerang with a wider range of motion.
Up B: Vine Whip -- Bayleef crouches and shoots two hardened vines from the buds on its neck upward at an angle to whip opponents. In mid-air, this is a tether recovery that also has a short "hop" before the vines are launched.
Down B: Pokemon Change
TYPHLOSIONB: Flamethrower -- Typhlosion stamps its foot, the flaming mane shoots out, and a stream of fire is launched from its maw. This works just the same as Charizard's Flamethrower, with the one exception being the immense "burst" of energy from Typhlosion's mouth when the move is first launched (for a brief few frames, it has a lot of power/knockback). Foes can be caught in the neck flames similar to when Mewtwo/Lucario charge their B attacks.
Forward B: Eruption -- Typhlosion leans back, then lowers its head and rams it forwards as the flames on its mane shoot up violently. The "eruption" causes a burst of flames to erupt from Typhlosion's head and fiery "pebbles" to fling forwards, scalding opponents. This attack is weaker the further away the opponent is; it sweetspots directly at the point when and where the fire "bursts." The less damage Typhlosion has, the stronger this attack becomes.
Up B: Flame Wheel -- Typhlosion crouches, then leaps into the air spinning like one large, flaming spiral. The initial flip has knockback, but the rest of the attack holds in opponents for a slow combo similar to Samus' Melee Screw Attack.
Down B: Pokemon Change
FINAL SMASH: Triple Finish -- All three Pokemon come out for one massive attack. Bayleef leans back on its haunches, Typhlosion stands tall behind it, and Totodile scrambles atop Typhlosion's head. All three Pokemon aim their strongest attacks (Solarbeam, Fire Blast, and Hydro Pump) upward at a 45 degree angle and let the opponents have it!
RUBY/SAPPHIREMUDKIPB: Mud Shot -- Mudkip builds energy and charges; when B is released/pressed again, a volley of dark mud is fired from Mudkip's mouth. This move is directional and pushes back opponents without dealing damage; the most knockback is on the initial burst, once again. However, this attack gives Mudkip some "kickback," and more kickback the higher the charge. Also, opponents may suffer being "mudded" if they are close to Mudkip or have high damage when the move is launched, an effect that slows movement.
Forward B: Mud Sport -- Mudkip rushes forwards on a slow moving wave of mud. This attack works similar to Withdraw minus the defense effects and the wall-rebounding. Also, opponents who are caught in the mud will be dragged along with Mudkip while being dealt light damage, possibly "mudded," and those who follow directly in Mudkip's trail have a higher chance of "tripping" on the mud slick that follows (trail is about three two Pikachus distance behind Mudkip).
Up B: Muddy Water -- Mudkip has some control over the raging swamp water wave it has created. It can move straight upward, but the angle can only fall to roughly 45 degrees and nothing less. Opponents struck by the muddy water can be "mudded."
Down B: Pokemon Change
GROVYLEB: Bullet Seed -- Grovyle cranes its head forwards and fires a steady stream of rapid-fire seeds. This attack is directional and Grovyle can aim it either directly forward or up at a 45 degree angle. The stream of seeds fired here does not last as long as Ivysaur's or Bayleef's.
Forward B: Leaf Blade -- Grovyle pulls back its arm, then steps forward and slashes the blade on its forearm to deal damage. This attack has a wide range for a melee attack, but it sweetspots at the tip of the leaf blade. In mid-air, Grovyle steps forwards to use this attack, making it a nice pseudo-recovery move.
Up B: Agility -- More similar to Pikachu's Quick Attack than anything else, Grovyle crouches then leaps into the air as a green streak, leaving a trail of afterimages behind. You can "dash" twice with this attack in any direction, and any opponents that you move through are dealt light damage and knockback in a manner more similar to the Fox Illusion than Quick Attack.
Down B: Pokemon Change
BLAZIKENB: Ember -- Blaziken stands strong and the flame "cuffs" grow as it breathes a steady stream of fireballs forwards. These move the same distance as Flamethrower and are still directional, but come out in "bursts" of fire rather than one steady stream. Because of this, they deal knockback rather than "holding" the opponent.
Forward B: Blaze Kick -- One of the few original moves, Blaziken goes into a martial arts stance then unleashes a powerful blazing roundhouse kick. By holding B, Blaziken can store power. The more power, the stronger the kick. Blaziken will move forward as it unleashes its kick; with a full charge, it will get in two full rotations with its blazing heel and move about the distance of a Peach Bomber.
Up B: Sky Uppercut -- Blaziken poses, then leaps into the air with a spiralling and flaming uppercut attack. This attack will punch away opponents like Charizard's Fly, but it alway "sweetspots" at the tip of Blaziken's claw. Anybody who is hit by the very tip of the uppercut during liftoff is dealt the brunt of the damage.
Down B: Pokemon Change
FINAL SMASH: Triple Finish -- Because they were so weird and changed all the rules in their signature games, these starters have a completely unique version of Triple Finish to show off. Blaziken goes into a stance, Mudkip dives in front of it, and Grovyle leaps into the air above both their heads. All three unleash powerful "cover" attacks: Overheat, Leaf Storm, and Whirlpool. Anybody caught near the range of these attacks will get sucked in, dealt heavy damage, then blown away by the sheer energy!
DIAMOND/PEARLPIPLUPB: Bubblebeam -- Piplup builds up energy by holding B, then blows forth a stream of bubbles that blows back foes. If opponents are above or below the stream of bubbles they take light flinching damage; if they are directly ahead of the stream, they are blown back like Water Gun without taking any damage. The stream can be angled up or down and will curve at the tip if the direction is pressed; Piplup gets little to no kickback from this attack.
Forward B: Surf -- Piplup's Pokeball move translated, of course. Piplup swims forwards on a wave of water that pushes opponents along with it. This attack deals light damage as Piplup "pecks" opponents it catches in front. When Surf meets a wall Piplup will rebound, unlike other attacks, and in mid-air this is a "falling" horizontal recovery.
Up B: Dive -- Huh? Piplup goes DOWN for this Up B recovery move. Is there a mistake we made here? In mid-air, Piplup will swim down a wave of water at any angle between 0 and 180 degrees. On the ground, Piplup will dive into the ground and cause a surge of water to burst forth as it "slides" either to the right or left a short distance. The only way to make this a horizontal or vertical recovery is by "looping" Piplup around. Since the time it is diving lasts a while, it is possible to make Piplup swim downwards and then loop back up again, sometimes in a very short amount of time (causing it to have more positive vertical recovery than otherwise).
Down B: Pokemon Change
GROTLEB: Seed Bomb -- Grotle rustles its bushes and fires large, seed "grenades" up into the air that burst in a wide radius to cause a lot of damage. Since the bombs are fired slowly, this attack has no "recharge" like the other seed attacks. The bombs can be slightly angled in their trajectory. Think of a weaker Zelda Uair, and you somewhat have the idea for this attack.
Forward B: Razor Leaf -- Grotle leans back then stamps down and fires two whirling bladed leaves that can be controlled in mid-air. This attack has a bit less control than Ivysaur's Razor Leaf as the two leaves split with one going downwards and other upward. These leaves also "drill" into opponents, hitting them 3 or 4 times before disappearing, making them better for approach than Ivysaur's.
Up B: Grass Knot -- Grotle launches a braided vine from the shrubbery on its shell whose angle and movement can be controlled to whip opponents (like Sheik's Chain Whip, but there is no ability to keep it out). There is no sweetspot, and the attack is by and large very weak. In mid-air, Grotle does a short hop and this can be used as a tether recovery.
Down B: Pokemon Change
INFERNAPEB: Fire Spin -- a very different B attack, Infernape surges a spiraling flame around its body similar to Nayru's Love. This attack will blow back opponents but, more importantly, is a "stall" move in mid-air and "absorbs" projectiles, canceling nearly every variety of projectile in the game completely. The "Flamethrower" bit of the attack is the smaller fireballs that spiral around the ring of flame.
Forward B: Rock Smash -- Infernape's own take on the attack works similar to Charizard with some key differences. Infernape bursts the boulder with its fist; as the fist comes through the other end of the rock, the blow is enough to KO most mid-to-high damage opponents. In other words, the center of power is at the edge of the rock rather than its center. The debris from this attack is much larger than Charizard's and deals slightly more damage.
Up B: Fire Punch -- Similar to Sky Uppercut, Infernape leaps into the air with a flaming uppercut. Instead of spiraling, it concentrates all the force into its fist and flies up more similarly to the Mario Bros. At the initial leap Infernape deals the most knockback, but the flames that surround its body during the attack make it work like Falco's Firebird during the rest of the move.
Down B: Pokemon Change
FINAL SMASH: Triple Finish -- All three Diamond and Pearl starters have a unique spin on this Final Smash as well. Instead of an up-close OR directional
energy attack, these three use physical attacks to obliterate the opponent. Piplup dances around Infernape, who hovers in mid-air and becomes demonic (Battle Rev style), while Grotle scratches the ground and lowers its head. Suddenly, all three dash forwards in a gargantuan burst of power using Flare Blitz, Wood Hammer, and Avalanche! Grotle dashes forwards in a shroud of wood and leaves, Piplup rides a glacier, and Infernape flies ahead in a fireball. Infernape, who is in front, will KO players by ramming them off screen; Grotle and Piplup will tackle players to KO them OR capture them (if they fall into the rush or come from below) and drag them off screen. Piplup's glacier can freeze players at very high damage and KO them off the top as well. All three move across the entire screen like Ganon and KO anybody in their path; the two who are not out return to their balls and the third, who is in play, falls from the sky.
Misc. Notes-Rather than bore you with all the little notes and stuff, I'll just mention the following:
1. In all the trios, the weight and speed classes are the same: Water is lightest and slowest, followed by Grass, followed by Fire. The ONLY exceptions are that Grovyle is faster than Blaziken and that Grotle is heavier than Infernape.
2. Totodile, Typhlosion, Mudkip, Grovyle, Blaziken, and Grotle can all Crawl. Grovyle, Blaziken, and Infernape can all Wall Jump and Wall Cling.
3. When using items, Bayleef and Grotle resort to the same methods employed by Pikachu in Melee: they hold the item in their mouth and lay on their backs/haunches to fire it.
Taunts: ...fuck that
Entrance: Trainer skids in, ball is thrown out. Tada!
Kirby Hat: Heh... no.
Costumes: No
Win Poses: NEVER!
Victory Music: Same as other Pokemonz
Franchise Logo: Same as the other OTHER Pokemonz
Stage: . . .
*____________*