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Published: 2014-06-12 01:40:08 +0000 UTC; Views: 1067; Favourites: 3; Downloads: 2
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So this is a sprite of Mewtwo I made for a little side project I've been doing for a while now. I wanted to see if the RPG characteristics of the normal games (or any RPG really) could be incorporated into a fighting game like Street Fighter or Mortal Kombat. I have a working system, it involves IV's, EV's, Natures, levels, EXP, held items, all 6 of the stats (plus two new ones completely unique to this project), and the various moves featured in the games (in theory at least) and also includes currently about 20 of the Pokemon from the games (some include Mew, Pikachu, Charizard, Gyarados, Eevee, a few of eevee's evolutions, etc). I chose to work on the ones I thought would be hardest to incorporate into this kind of format first, those being Diglet, Metapod, Magikarp, Ditto, and Unown to see if it would even work. I'm glad to say it did... but nobody will be using these guys when Mewtwo here has become an option. Mewtwo is brand new to the game at this time, as such he only has a standing around and moving animation (his basic attack animation is in the works as well). I actually wanted to show off his standing animation but I don't know how to do that. Ravfi I need your animation expertiess pleaseFor those wondering why I'm doing this at all, I got into a conversation with a guy about the games not to long ago (about February I think). He said he got tired of the games cause they were the same thing every time, of course I'm a giant dork and started to discuss the things that had been added since Emerald (which I where he said he stopped) but it ended up being a through one ear and out the other situation. Eventually I asked what he would want and he said just to change the format, so I proceeded to be a giant dork and mentioned the dungeon, ranger, etc stuff but he said what he wanted was a fighting game, and asked if they ever done that. I said no and he said that's what he would like to see. At the time I told him it couldn't be done, since the roster would be to big, there's to many mechanics to incorporate, the RPG elimimants would clash, it wouldn't be Pokemon it be Mortal kombat with Pikachu instead, blah blah blah. He knew I made games (it was my Senior Project as a matter of fact) and said "So would it be impossible for you too?" Well, the giant Dork in me refused to say no no to such an idea and I proceeded to see if it could be done and... yeah actually. I thought the genres would clash but they actually fused together and made for an interresting concept.
So here's how it works, the game has a Smash Brothers meets Street fighter feel to it, where all characters stay on a 2-d field but may move about and jump onto objects, platforms, etc. They have access to items laying around as well as held items, which grant whatever bennefit they did in the regular games. There's also destroyable things about, rocks, cars, street lights, things like that that can be broken by attacking them or throwing opponents into them. The game consists of three main attacking functions, your basic attacks, each one of them throws out 2 punches of some shape or form (Metapod was tricky for this) which in the RPG's would be equivalent to a typless physical attack with 10 power each that don't make contact and then they throw a more powerful attack that is their type(s). For example Pikachu's is pure electric while Gyarados' is a water and flying type attack. It be about 18 power (about 25 with STAB). There's other attacks like jump attacks, getting up attacks, stuff like that but they work similarly. You also have a guard and throw option, where you can absorb none super effective attacks and grab and throw opponents. Lastly there's a dodge mechanic that works basically the same way the one in smash bros does, you roll on the ground or in the air and are temporarilly invulnerable while doing so. The game also encorporates the moves from the games, flamethower, earthquake, stuff like that. To use those attacks you build up a Special bar. When it gets half full, you can start using more appopriate attacks from the games. Each one reduces the Special bar and you can't use them until it restores. The bar is also large enough that you can wait to fill it more than spam those attacks. The bar can be filled in three ways. Firstly it autimatically increases (slowly, but it does), by landing hits, and by using one final mechanic (essentially the taunt mechanic) where you stop attacking to charge those attacks instead (which could leave you vulnerable). The bar also goes down if you take damage and is completely deplenished if you switch out (unless you baton pass, in which case Pokemon all share the same bar). The final thing added is a spectacular attack (final smashes basically).
There's another bar, the Spectacular bar which only fills up when you use one of the four moves (even if you miss or use one that deals no damage) When that is filled up completely, you can use the Spectacular attack which is type themed but specialized to each type combination (like Mew and Mewtwo have the same one but Metagrosses would be differen't then there's and a fellow Steel type). Spectacular attacks are all about 200 power equivalent and whether they make contact or not depends on the individual attack (as well as if they're special or Physical attacks). it also has another mechanic orienting around STAB. If the Pokemon using it has a duel type (like Scizor), it doesn't get STAB but if it has a single type (like Vaporeon) it does (but it results in a 250 Power instead). I did that cause Spectacular attacks used by a duel type are treated as an attack of both types, where is a single type only gets one type to use. Also Immunities are ignored, instead they are treated as 1/2 resistance and abilities giving immunities are ignored completely, so Lightning rod won't prevent damage from a Spectacular electric attack nor give a stat boost. Immunities to the basic three attacks work the same way.
The only other mechanics is players may switch out, if they do the game is paused for 15 seconds for them to make a choice, if they haven't made a choice the game picks one at random (excluding the one you drew back) and you can't switch again for 30 seconds. Also moves like Agility do the same thing they do in the normal games, raise a stat. Speed determines how fast you move about as well as how fast you throw out attacks (which can be a big deal depending on what attack your using). Abilities are also still in the game, but the three base attacks can't be effected by immunity (they still resist them). For example a Snorlax can use the normal base attack on Gengar but not a normal one of the four better attacks and can also use the spectacular attack on Gengar (still gets resisted), same for Gengar's Ghost attacks. Pokemon with trade evolutions Im still working out. The roster for your selection is created in story mode. Basically you capture something, it gets sent to the PC, when it does that Pokemon becomes selectable with its specific Natures, IVs, etc.
So that's the project in detail, what you guys think? This is still in the works so if you spot an issue, I still have time to try and fix it.
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Comments: 20
Ravfi [2014-06-12 01:56:02 +0000 UTC]
I gotta say, that sounds insanely difficult. I've worked on a few games in the past, and they were all really hard to get the exact feel I was after, and they were all really simple. I like the uniqueness of pokemon, in that no two trainers are using the exact same strategy, unless one has been proved to work all the time. The fighting game addition makes it that much more complicated. The common problem with changing how quick or how strong a character is in a fighting game is that someone will find a strategy that obliterates everything. Probably speed, but it could be defense. The only way to fight it would be to use it yourself, which defeats the purpose of making a game like this.
In other news, one of the spriters from GameFreak made a fighting game with 12 or so pokemon, with none of the stat changes, but it works kinda well. Also, Pokken Fighters.
Good to see you can upload again.
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PM-James In reply to Ravfi [2014-06-12 03:10:33 +0000 UTC]
So far its working, one thing that is really cool about it, the IV’s and stuff make the same character play differently and they also play differently based on the move pool you select. You also use a team of characters apposed to using the same character the entire time (unless you sweep or something like that) and you‘ll be battling a team of characters too. Players may switch who they’re using to a different party member any time and move like U-turn and Dragon tail work the same way they do in the normal games (I find Dragon tail funny, it hit’s the opponent with the tail and then they go flying away) The stats remain the same as they are in the normal games (though I gave a boost in HP, so characters aren‘t necessarily OHKO‘d by anything except the spectacular attacks, which are supposed to be game over attacks). So Mewtwo is actually pretty fast in the game (unlike smash bros, where he was slow). Plus it throws another interesting option, you can arm yourself with either Special attacks or Physical attacks to fight with. The basic attacks also come with special and physical options. If you stand still, you throw three special attacks, tap forward and attack you use a special attack, and so forth. The Spectacular attacks vary depending on the type it is (like Pure Psychic’s is Special that doesn’t make contact with 250 Power behind it)
I looked at that (I think I did anyway, I found a fighting pokemon game online) and it felt like Marvel vs. Capcom but with Pokemon instead of super heroes, which was fun but not what I wanted. Pokken looks odd to me, they stand in the position looking like either A) it‘s a remake of colloseum, considering the characters are standing in the exact same spots they‘d be in the normal games or B) its works like Soulcalibur fighting games, where you move in a 3-d environment, which could work but I’d prefer a Smash bros. type feel for this sort of thing.
I am having a few issues though, incorporating accuracy/evasion moves. Right now all they do is raise your spectacular bar, so they still do something but all attacks do that (some more than others). Second issue is the special condition attract. It isn’t in the game at all (attract hasn‘t been added).
Also the way the game works makes for some funny battles, like Magikarp can use the water Spectacular attack, so after pointlessly splashing for most of the fight, all the sudden it has the power to summon a tsunami. Metapod also gets to move around and jump, which looks funny. Diglet can sort of jump, it goes underground then a little white light jumps (you control that) and Diglet reappears wherever the dot lands (Even if you land somewhere where Diglet couldn’t possibly get to from underground, like a floating platform). He’s also temporary invulnerable while doing this but is vulnerable while doing down and coming back up, as well as to any ground oriented attacks will hit him while jumping ironically.
It does and doesn’t work, I basically had to assemble the thing as much as possible in Sta.sh then edit the rest in the submit and submit it before the screen turns white.
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Ravfi In reply to PM-James [2014-06-15 00:24:19 +0000 UTC]
Sounds like a lot of work, but also that you've already done a fair amount. How many pokemon are you planning on adding? From what you've said you're doing Gen 1's first, good idea.
The pokemon fighting game wasn't great yeah. Given that it was only for computer, its keyboard controls were terrible. Its also limited by that street fighter design, like Pokken. I think SSB is the way to go now, but there are some cool ones now.
Accuracy and evasion were always painful to fight against anyway. I wouldn't add actual missing if the hit really did connect, maybe increase the speed of dodging for evasion, and slow down attack animations for lowered accuracy? That could be cool. Attract was annoying too, it was just a second layer of paralysis. I have no idea what to do with that, and if you want completion you kinda need it, because of that ability cute charm.
That Diglet thing is great! Why hasn't that been done yet?
That's really weird. Maybe an update broke something?
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PM-James In reply to Ravfi [2014-06-15 01:32:06 +0000 UTC]
It has been, I don’t remember exactly when it started but I believe it was in February. I have been basically doing all the programming and making sure it works fluently first. Most of the characters are just a bunch of shapes right now.
As far as how many, as many as will fit really. I am trying to do the first 151 but my goal right now is to get to Celebi. The way I have it set up allows for more potential combatants than I’d normally be able to add. Basically the way it works is I only make one object for an entire evolutionary family, like Pikachu’s includes Pichu and Raichu’s stats too. Basically they’re set to a variable called evo. Evo is between -1 and 3, a -1 is a baby form (like Pichu), a 0 is the basic form (Pikachu/charmander) a 1 is the first evolution (Raichu/Charmeleon), a 2 is the second evolution (Charizard) and 3 is a mega evolution (Mega Charizard Y, Charizard and Mewtwo also get evo 4, which is the other Mega form). Doing this lets me have 3 Pokemon count as 1 object as far as the program is concerned. Ones like Mewtwo that don’t evolve ar e a bit of a snag in the idea but it should still work
Currently I have these Pokemon programmed
Charmander, Charmeleon, Charizard
Bulbosaur, Ivysaur, Venusaur
Squirtle, Warturtle, Blastoise
Magikarp, Gyarados
Caterpie, Metapod, Butterfree
Mew (plus a unique form for him in the game known as Chaos Mew)
Mewtwo
Pikachu, Raichu
Eevee, Vaporeon, Flareon, Jolteon
Diglet, Dugtrio
Unown (Unown was one of the ones I thought might not work for this, so I did it in advance)
Ditto (same thing as Unown here)
Ones that have sprites are
Mewtwo (of course)
Mew
Pikachu (Raichu is being worked on right now)
Caterpie and Metapod (Butterfree is same as Raichu)
Gyarados (I couldn’t help but draw Gyarados, I love drawing Gyarados, haven‘t done Magikarp yet)
Dragonite (I am working on the programming for Dragonite right now, so no object, just sprite)
Controls wise I think this one is pretty easy, arrow keys for moving and jumping, space for attacks, ZXCV for the four normal game moves (A key shows you what they are in the upper right corner, below HP and the other bars, those ones sound weird but they‘re right next to the space bar and are pretty quick access from there), and E activates the Spectacular attack. Shift is also used, if you’re moving it makes your run, if standing still it has you guard (tapping left or right while guarding you do a roll in that direction) and if you do it while falling you do an air dodge. Also grabs are done with enter and switching out is done with backspace. It takes a bit of getting used to but I find its pretty comfortable after a while.
Well I had thought about it and the idea I had was evasion makes your invulnerable roll/ air dodge last longer. I like your idea for accuracy lowering though, so I might do that. Paralysis basically slows you down and your guy pauses with little jolts once in a while, it happens randomly and will cut off anything you’re trying to do if it happens at the same time. The timing for it is randomized between every 10 and 30 seconds. Confusion is when you use any attack other than the space bar ones, you will instead have a little strike come up in front of you and take damage instead. It’s on a 50% chance of happening in this game and can also happen if you’re attempting to use the Spectacular attacks, but much rarer at 15% of the time. Confusion deals 40 power typless physical attack damage in this game (which I think is what it does in X and Y). Burn and poison just slowly zap your HP over time, burn also reduces your Physcial attacks by ½ damage. Freeze and Sleep just out you in a state where you can’t do anything until you wake up/ thaw out (or take a total of 150 power attacks) which usually happens between 5 and 10 seconds. Attract, I have no idea, I have added it and right now what it does is the guy your attracted to takes 2/3 damage when attacked.
I also foresee an issue coming up. In the games, when two combatants are sent out the screen resizes so that the biggest guy can move around without being to hindered by its size. I had a bit of a problem when Gyarados fought say Diglet, since Diglet would look get really small and both be hard to hit as well as be hard to keep track of. To get around it I had Gyarados basically coil up so you don’t see less of it but the problem lays in say one like Groudon, who can’t really do that and is still way bigger than the little guy is.
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Ravfi In reply to PM-James [2014-06-15 02:35:55 +0000 UTC]
Yeah, you are way more dedicated to stuff than I am.
I like that evo system, but I don't really know why you would add it unless pokemon evolve mid-match. Wouldn't it be easier to just treat each pokemon separately? It does seem useful for mega evolutions though.
That's a nice control set, but I'd avoid using shift. Windows has that sticky key thing that activates when you press shift too many times, and it breaks concentration spectacularly. I disabled it, but plenty of people won't have.
Those paralysis jolts sound annoying. Having an attack accidentally cancel in a fighting game feels bad. Confusion sounds worse but I think putting in an actual downside besides an interrupt makes it better. It also wears off, right? Burn sounds perfect, playstyles will change in the middle of the match with a burn. You aren't doing the gradual increase in damage for poison? I guess it only really works in a turn based game, it doesn't really fit here. I would shorten the sleep and freeze times, because in a fighting game, soooo much can happen in five seconds. Landing one of those would mean you've won, unless you happen to have a fire move, or sleep talk. I actually really like that attract, it sounds good. It gives you incentive to wait for it to wear off and maybe charge a more powerful attack.
Yeah, that is a problem. Fighting games often stick to a limited size difference between characters. I think the best way to get around that is to give larger pokemon lots of moves with wide hit-boxes. Less punches, and more spins or uppercuts or something. Big things do that to hit small things in real life. Also, maybe an outline on smaller pokemon would make them easier to see, or maybe fancy trails? I don't know how good you are at coding, but I think both are possible.
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PM-James In reply to Ravfi [2014-06-15 03:15:34 +0000 UTC]
I have always been like that, I’m slow and lazy but I do get stuff done eventually.
Well the Evo variable will never be seen by the player, basically the game would have to include a new object for every Pokemon in the game, ergo 151 Pokemon would make 151 separate objects for the game to load up which would mean it would probably be impossible to include all of them. To give you an idea, Raichu is #26, without the system there’d be 26 separate objects for all of them, with it I only need to have 7. It ends up being like 76 objects for the first 151, so I may need to create a system that solidates more of them to shorten that even more. In game if a Pikachu’s evo is set to 1, it will always appear as a Raichu to players, and can’t be changed in any way.
I could use Ctrl instead I suppose, I’ll try that out and see if it works ok. Forgot about that, I disabled it long ago too.
It’s not to bad, as it won’t trigger if you are in the middle of a long attack like Hyper beam or one of the Spectacular attacks. As such its really rare for it to stop one of those attacks. The only time it does is say when you use Hyper beam and the character is in the middle of preparing to use the attack, but if it does, you don‘t pay for the attack. It actually is more frustrating when you try to use your space attacks, as they can be interrupted a lot easier, I find Paralyze shortens your ability to build the four move bar (which I need to come up with a name for) more than anything else. You can also wait for the jolt and initiate the attack right after it, guaranteeing it won’t stop your attack. I haven’t gotten to try the sleep and Freeze mechanic to much since its one of the newer status ailments added along with attract but I might shorten it though or lower the amount of Power required to waken you. I’ve considered changing it mechanically so the two are different, something like you’ll wake up if you take 100 Power equivalent damage (about 6 of the space attacks) and Freeze might be something like 1/8th max HP damage. Status ailments in general are pretty new to the game. As for poison getting worse, it doesn’t apply here cause the turn system needed it, this doesn’t.
There’s an idea, a dark outline would be pretty easy. I could put an icon floating over them too that counts if it is hit as well (like the little P1 things in Brawl) as well.
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Ravfi In reply to PM-James [2014-06-15 04:01:49 +0000 UTC]
Yeah, I guess that loading system works if whatever you're using has problems with lots of objects. Just changing movesets and stats for each evo on each objects sounds like giving yourself more complicated work than it needs to be.
Hah, ok.
Yeah, less paralysis with stronger moves sounds like the way to go. If it just interrupts a standard combo most of the time, then that's about as strong as you want it. I like that subtle difference between sleep and freeze, it should work well. One of the main things I found odd in pokemon is that my sleeping pokemon would be hit by some earthquake or seismic toss, and that doesn't wake it up. I understand it wouldn't work mechanically, but its just weird.
Since smash bros is really the only major game like it, you may need to borrow a lot of ideas from it.
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PM-James In reply to Ravfi [2014-06-15 06:22:26 +0000 UTC]
Well the trick is to limit animations so they don‘t consume to much memory, so I don’t intend to give out more than about 10 animations, sort of how in X and Y every Pokemon does one of 2 attack animations (sometimes 3) for every attack apposed to a different one for every attack. So they’ll be a standing, walk, run, jump, duck, a few attack animations to fit the moves they learn and poses they‘ll need to be in, a Spectacular animation, and that’s about it. I also intend to use the same animation for some things, like being sucked into a ball, sent out/returned, evolving, with only minor changes.
Oh yeah, Pokemon can sleep through freaking anything (Hose them off with Hydro pump, don‘t care, electrocute them, nothing, Self destruct, nothing, uproar, nothing), I hate it when my guy stays asleep till he dies especially when he was at full HP and got dwindled down. I am extremely nervous every time I see Gengar cause of that, Gengar is a nightmare to deal with if it has Hypnosis (and in general really, gengar is awesome and evil). I run Hypnosis Gengars a lot, Gengar is tough to defeat cause of how fast it is but when you add dream eater healing to that, it really sucks to fight one. Mine had Substitute a lot too, which made up for its low defenses.
I’ll definitely use Smash Bros as a reference, I also am going to use Street Fighter 2 as well, since the game has a Super Smash Bros meets Street Fighter feel to the game play. There’s a few Pokemon I want to see how they perform in this, I think Protean Greninja would be really neat to fight and use, since it would be able to use up to 5 in any combination of 13 different Spectacular attacks in theory (4 if they don‘t use the water/dark one). So I think it’ll be cool to see which ones people would like to run (assuming I get as far as Greninja), Arceus could do that too but for 18 pure types, so that would be neat too. I imagine Greninja would start holding a Spectacular berry too (berry that makes you only lose ½ the Spectacular bar after using one instead of using the whole thing, only works once). Speaking of, I find it really weird Greninja is a playable in Brawl, I like seeing a later generation Pokemon getting some recognition, but I still would have thought they’d use Mewtwo or even Zoroark before looking at Gen 6 Pokemon.
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Ravfi In reply to PM-James [2014-06-15 08:14:18 +0000 UTC]
Ooh, that's true. I hadn't thought about that. That's a lot of animations. Assuming you're going with 3 frames for standing, walking, running and jumping, that's 12 each. That's 240 for 20 pokemon, without attacks or ducking. Coding is plenty of fun, but animations are what kept me from doing much.
Sleep is scary, especially with hypnosis everywhere, and spore pokemon. Most of the time its easy to predict when a sleep move is going to be used, (Breloom, Gengar) but there aren't a lot of defenses to it. I kind of hope that freeze gets some more moves. It doesn't seem stronger than sleep, fire moves are fairly common.
I have never played any of street fighter, except on my friends phone, and it was bad. That's the phones problem though.
Greninja could be awesome! Seeing your opponent charging a hyper beam and turning into a ghost type would be incredible. Would Arceus change form mid-match? I guess it might, in these sort of fights.
I think Greninja is as good as Zoroark. Zoroark's movepool is tiny, but that dark pulse in the movie was awesome. I think the illusion would be too weird in a match, and Greninja is more of a fighter. Before I knew Gren was in, I was looking for Zoroark too though. What I don't understand is bringing back Lucario. Sure he's cool, but there wasn't anything interesting about him. I would have gone Mewtwo or maybe Blaziken before Lucario.
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PM-James In reply to Ravfi [2014-06-15 08:49:14 +0000 UTC]
Street Fighter is nice cause its straight forward and can be picked up and played very easily. Yeah I like the looks of Greninja for this but I doubt I’ll get that far. I imagine I won’t get past Celebi, maybe Gen 3 but that’s pushing it.
Zoroark doesn’t really need a large move pool, since it hides well and usually gets a free hit on things anyway. I like to disguise mine as a Toxicroak cause that border line guarantees it will not take any damage during it’s illusion disguise. Otherwise it’s just cool looking, I’d expect Mewtwo over any Pokemon in Smash bros really (Pikachu maybe over Mewtwo due to it being one of the originals) since it’s the most popular Pokemon I‘d rank top 5 most popular Pokemon as
1) Mewtwo- Most powerful Pokemon, everybody likes that.
2)Charizard- Nostalgia mostly
3)Pikachu- Adorable
4)Eevee- Adorable+ evolutions are interresting
5)Gyarados- Probably the first thing people mention when they want to talk about power house none legendary Pokemon
I do like seeing Greninja getting a star role like that. I choose Sylveon and Goodra as my favorite of Gen 6’s roster though, I’ve gotten so much use out of Nymphia and Goodra.
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Ravfi In reply to PM-James [2014-07-04 03:11:04 +0000 UTC]
Feel free to skip a few. I know you're going for every pokemon in a certain Gen, but some of the newer ones are straight up better designed than the old.
Jiggly was one of the original 12 as well. I've been playing some melee since my internet cut out, unlocked Mewtwo, and have been playing nothing but. So technical.
Thats a really solid lineup. I agree with Mewtwo completely, Charizard not so much since plenty of people joined in Gen 2 and later, but Ash has his Charizard and the new Megas help out. Pikachu is pokemons main mascot, I'm not sure on Eevee itself being famous, but the idea of a pokemon that can evolve into many different things is definitely famous. Gyarados doesn't seem nearly as famous as the others, but I can't think of anything that tops it.
Off-topic, is your Goodra named something? I've been breeding a Goodra myself for a rain team, and I can't think of any names.
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PM-James In reply to Ravfi [2014-07-04 03:26:32 +0000 UTC]
Well due to the story of the game, Mew and Mewtwo are required as well as Gyarados, Charizard, Aerodactyl (Mega Aerodactyl specifically) since the games opening involves all of them, plus Elite four member Lance.
Jigglypuff I never really used, Pichu neither for that matter. Then again I find myself always using Pikachu, I try the other characters but eventually just end up using Pikachu again, not sure how that works but it does. I was wondering why i haven't heard form you in a while, usually you and I talk forever.
Well I don't know for sure but when mos tpoeple talk about Pokemon, typically the mention Pikachu as the mascot, Charizard as the one they recognise or Mewtwo as the powerful one form the movie. Eevee has a giant fan base, along with the evolutions and Gyarados is what most people say when someone asks if there's none adorable Pokemon (Rayquaza gets mentioned a lot for that too)
Goodra from Solarshadow's or the one I use in X and Y?
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Ravfi In reply to PM-James [2014-07-04 05:03:56 +0000 UTC]
I used Jiggly in Smash 64, in which knockback was way more forgiving. Jiggly and Pichu don't get to do anything before they die, or at least in my skill level.
Pikachu is really fun to use since I got into Melee, but I just can't figure it out. Yeah, the net ran out and DA refused to load.
Yeah that makes sense. Rayquaza is a favorite? I wouldn't have guessed that one. I know its cool and powerful and all, but it isn't a nostalgic Gen 1. Emerald was another great too though, apparently.
Both, I guess. I don't think Goodra in SolarShadow has been named yet though, besides Goodra.
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PM-James In reply to Ravfi [2014-07-04 05:10:06 +0000 UTC]
Pikachu is short and due to electric attacks can be able to deal damage at all times while in the air. So I use those two things, my opponent misses and end up running into electric attacks which offers a slight stall to put down another one, and so forth so it adds up in damage really fast.
Not as far as general public is concerned, it is pretty well liked by people that follow the games for at least a short while though.
In X and Y my Goodra's name is Hydra, in Solarshadow, she refuses to tell anybody her actual name, even her close friends don't seem to know. In the League of Dragons, Rayquaza asked for it but she just ignored the question and changed the subject. That'll be something she'll be doing a lot.
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Ravfi In reply to PM-James [2014-07-06 06:24:28 +0000 UTC]
That sounds annoying. Need a decent air fighter against that, which would be jiggly funnily enough. Trouble is, pikachu can change tactics fast.
Sounds about right. Has Rayquaza ever gotten a tv appearance, or movie or whatever?
Hmm. Secretive.
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PM-James In reply to Ravfi [2014-07-06 06:33:51 +0000 UTC]
Uh I know Rayquaza fought Deoxys in one of the movies but I don't think it has appeared in the show. i do remember one episode where Groudon and Kyogre fought each other, which according to Emerald Rayquaza is supposed to show up and stop but he didn't, so I don't really know if he has appeared or not.
Goodra has a level of insecurity like that as will be explored further.
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Ravfi In reply to PM-James [2014-07-06 07:04:52 +0000 UTC]
Hmm. Whats the odds of a surprise appearance in M17?
Pretty slim. :C
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PM-James In reply to Ravfi [2014-07-06 07:06:22 +0000 UTC]
Well Alpha Ruby and Omega Saphire are coming out, so he might show up if his fan base gets rekindled from that.
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Ravfi In reply to PM-James [2014-07-06 12:58:07 +0000 UTC]
I don't see Delta Emerald arriving. I really hope we get him.
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PM-James In reply to Ravfi [2014-07-07 01:10:26 +0000 UTC]
Yeah but Rayquaza wll be catchable in those games, so it will return to Meta game in larger numbers than it has recently, so the fans could come up. Its not like mewtwo, where it really doesn't matter, that fellow is always popular but Rayquaza is well liked.
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