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Nintendo's Saving Grace

Slowbro | Mr Mime | Ash | Sandslash | Gengar | Alakazam | Wobbuffet | Hitmonlee | Hitmonchan | Sneasel | Pichu |
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Slowbro

The evolved version of the slowpoke pokemon. Slowpoke becomes a slowbro after having the Cloyster bite it’s tail.


Strategy: Being so slow, the key to victory with Slowbro is out-thinking the enemy. Try to move in to attack isn't going to work, so make them come to you and start a countering special/hyper in advance of the move.
Combos:
  • Chain Combo, Mega Punch or Rocket Fist
  • Sweep Combo, Shell Drill or Hydro Geyser
    Similar Fighters: Tron Bonne, Thanos

    Stats: Power: 6 Energy: 6 Defense*: 8 Speed: 2 Strength: W & P Weakness: S & E Ratio: 2

    Special Moves:
    Mega Punch*: Slowbro throws a fist through the air
    Bubble*: A bubble of water floats upward as it moves forward (W)
    Shell Drill*: Turns around and uses the shell to drill attack
    Conch Spike: Several spines fly out of the shell, moving forward
    Block Shell: Turns around and the shell grows. Can block projectiles
    Launcher: Turns and thrusts its butt into the air, hitting with its shell.
    Hyper Attacks:
    Rocket Fist*: Fires a very large fist at the enemy. Up to 8 hits.
    Pokeball: Throws a Pokeball through the air (C), the ball catches and drains life from the enemy.
    Hydro Geyser: A large geyser of water forms in front of Slowbro. 14 hits (W)

    Enter: A pokeball is thrown on screen and opens.
    Taunt: Says “Slowwwwbrrrooo”
    Victory: Devolves into a slowpoke and cloyster. Cloyster chases slowpoke.

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  • Mr Mime

    A psychic pokemon that uses the awesome power of miming. Mr Mime uses Barriers and other powers of his demented mind to defeat his enemies.


    Strategy: Mr Mime plays best as a defensive fighter. His moves work well to give him an edge by playing defense. Use Defensive Groove to add to the effect.
    Combos:
  • Chain Combo, Psy-Beam or Phychic Force or Invisible Walls
    Similar Fighters: Iron Man, Cable

    Stats: Power: 3 Energy*: 7 Defense: 5 Speed: 5 Strength: P Weakness: B Ratio: 2

    Special Moves:
    Psy-Beam*: Mime fires a beam of psychic energy (P)
    Shining Light*: Raises his fist, and psychic sparks circle his hand. Iron Man repulser (P)
    Doubled Edge*: A forward moving punch that covers quite a bit of area
    Psychic Shield: When blocking, Mr Mime builds up energy in the form of a blue aura
    Psychic Release: Use when the aura becomes white. A large pillar extends from Mime (P)
    Bonus: Dodge, Air Dash
    Launcher: Mimes climbing a rope, sending a nearby enemy flying if not blocked.
    Hyper Attacks:
    Psychic Force*: Mime fires a large beam of energy at the enemy. 28 hits (P)
    Invisible Walls: A square block appears in front of Mime. More form, steered by the user. 14 hits (P)
    Mime Form: Mr Mime becomes the enemies character for 15 seconds.

    Enter: A pokeball is throw on screen and opens
    Taunt: Waves his arms in a circle (See picture)
    Victory: Mime starts to build a tower out of Invisible Walls
    Special Blocking: A blue square appears in front of Mime to block

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  • Ash

    The Pokemon trainer who wants to be the best trainer ever born. Ash's first pokemon is a Pikachu, the over-cute electricity machine. With this pokemon which doesn't like Ash much, he embarks on his journey to win the Pokemon tournament. All of Ash's attacks rely on using pokeballs and the pokemon inside of them.


    Strategy: Ash is basically helpless by himself, but with his pokemon attackers, he can put up a good fight. Ash is a purely defensive fighter. His moves all work well to counter an enemy attack. For example, Pidgeotto counters jumping enemies.
    Combos:
  • Chain Combo, Charmander or Squirtle

  • Similar Fighters: Strider (Legion)

    Stats: Power: 5 Energy: 5 Defense: 3 Speed*: 6 Strength: S Weakness: P Ratio: 2 Size: S

    Special Moves:
    Charmander*: Opens a ball and a blast of flame comes out of the ball (F)
    Squirtle*: Opens a ball which shoots a high pressure water shot (W)
    Pidgeotto*: Opens a ball, and a small bird Pokemon dive-bombs the enemy (B)
    Bulbasaur Tentacle: Two vines shoot out of the ball (C) and the enemy is thrown, Omega Red style.
    Pokeball Capture: Throws his ball, which can capture the enemy. Leaves the enemy vulnerable.
    Basic Throw: The Bulbasaur tentacle attack
    Launcher: Takes of his cap and swings it upward
    Hyper Attacks:
    Pikachu Thundershock*: The yellow rodent appears and shoots electricity in all directions. 16 hits (S)
    Pokemon Assault: Opens many balls at the same time, shooting birds and ground critters. 12 hits. Think Legion
    Release Pikachu: Pikachu walks around by itself, attacking as it wants to. 12 seconds(S)

    Enter: Puts his pokemon cap on his head
    Taunt: Turns his cap backward
    Victory: The pose in the picture

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  • Sandslash

    A spiny ground type pokemon. Sandslash evolves from a Sandshrew.


    Strategy: An average pokemon in terms of power. Sandslash basically works out to be an earth-based Blanka. He is fairly quick for a ground type, plus most of his moves have medium to long range. The only question is, why defense curl? If time is nearly up, use this to guarantee a win, because the enemy can barely hurt you during the curl.
    Combos:
  • Chain Combo, Sand Attack or Swift Attack or Sandstorm or Fury Swipes
  • Sweep Combo, Sand Attack or Sandstorm
  • Chain Combo, Launcher, Aerial Swift or Digger Attack
  • Chain Combo, Launcher, Air Combo, Aerial Swift
    Similar Fighters: Blanka, Felicia

    Stats: Power: 5 Energy: 3 Defense*: 7 Speed: 4 Strength: E S Weakness: B W Ratio: 2 Size: S

    Special Moves:
    Sand Attack*: Blows a cloud of sand along the ground. 3 hits (E)
    Swift Attack*: Rolls into a ball and launches himself forward. Think Blanka
    Poison Sting: A short ranged attack. If hit, the enemy is poisoned.
    Aerial Swift*: Does a swift attack that moves up and forward (A)

    Basic Throw: Holds onto the enemy and chews
    Bonus Abilities: Teleport Digger
    Launcher: A basic standing uppercut

    Hyper Attacks:
    Sandstorm*: Sweeps his claws, sending a series of large waves of sand. 10 hits (E)
    Fury Swipes: Moves forward while swinging his claws frantically. 9 hits
    Defense Curl: Simply curls up into a little ball. Cannot move, but gains defense of 40!
    Digger Attack: Level 3. Dives underground, the player selects the exit point, then dives up. Unblockable.

    Enter: Dirt comes flying up and Sandslash surfaces
    Taunt: Scratches behind his ear, like a dog
    Victory: Digs a grave for the victim and drags them in

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  • Gengar

    A third generation ghost-type pokemon. Gengar's evolve from a Ghastly, then a Haunter. Being the only ghost-type in the first game gave this pokemon an advantage, but its dual type of poison made it nearly worthless.


    Strategy: Gengar is not a stand up fighter. Gengar's strengths are to disable the enemy with stunning or mean look to let other fighters finish the job. His hyper attacks are powerful, but this weird ghost has no fast moves. Fighting against a psychic enemy is plain suicide, since Gengar takes DOUBLE DAMAGE from psychic attacks.
    Combos:
  • Chain Combo, Nightshade
  • Nightmare, Dream Eater
    Similar Fighters: Rikuo

    Stats: Power: 2 Energy*: 7 Defense: 4 Speed: 5 Strength: (Normal Attacks) Weakness: Px2! Ratio: 2 Size: S

    Special Moves:
    Hypnosis*: Fires a series of rings. If hit, the enemy is left stunned. Medium Range
    Spite*: Spits out a small, black ball of energy. (D)(A,downward)
    Mean Look*: The screen flashes and the opponent cannot tag for 6 seconds.
  • This move has a recharge time of 10 seconds between uses.
    Nightmare: A short ranged version of Hypnosis. Lasts longer than Hypnosis
    Basic Throw: Gives the enemy a big lick, causing paralysis
    Bonus Abilities: Immune to Poison
    Launcher: Licks with his tongue moving in a rising fashion

    Hyper Attacks:
    Confuse Ray*: Fires a beam of black stars. These will fly directly at the enemy, no homing. 12 hits (D)
    Dream Eater: During Nightmare only. Throws a Spite (C) and steals a large portion of life. Heals Gengar (D)
    Nightshade: The area around Gengar becomes distorted, hurting foes in the area. 10 hits (D)

    Enter: Appears out of thin air with attempted scary faces
    Taunt: Makes weird faces at the opponent
    Victory: A Ghastly and Haunter appear and the threesome parties

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  • Alakazam

    The ultimate form of the Abra chain of pokemon. These pokemon have horrible defense, but hardly need good d. Their psychic abilities so completely dominate, don't expect them to be hit often.


    Strategy: This is a one-trick character if their ever was one. Alakazam's power and defense are crap, a single dark elemental hyper will probably finish him. However, its energy rating is far above average, allowing for extremely powerful projectiles. Using his powerful psychic abilities is the only way to win with this pokemon. Use Future Sight with caution. Even though it will do massive damage, if you miss the counter, it will severely hurt you. Also, Disable disables hypers, but the enemy does not react in any way, and the move leaves Alazakam open to a counter attack.
    Combos:
  • Chain Combo, Kinesis
    Similar Fighters: Iron Man, Iceman

    Stats: Power: 1 Energy*: 12 Defense: 2 Speed: 5 Strength: P Weakness: D Ratio: 2 Size: M

    Special Moves:
    Kinesis*: Fires a beam of pure mental energy. Forward or up-forward. 6 hits (P)
    Confusion*: A bubble of energy pulsates around Alakazam. 5 hits. Blocks projectiles (P)
    Recovery*: Heals a large amount of life for himself or an ally
    Reflection: Holds up a field of energy which reflects projectiles
    Basic Throw: Picks up the enemy with his mind for a slam into the ground (P,E)
    Bonus Abilities: Teleport
    Launcher: Taps his spoons together and a blast of psychic energy rises in front of him (P)

    Hyper Attacks:
    Psychic*: Fires an extremely large beam attack. Covers nearly the entire screen! 37 hits (P)
    Future Sight: Starts glowing. Do the move again during a hit to reflect triple the damage back to the attacker. (P)
  • Alakazam takes no damage for the hit he reflects. Reflected hypers are cancelled.
  • The reflected damage is unblockable. Only a single hit is reflected. Lasts 8 seconds.
    Disable: Screen flashes, if the enemy was not blocking, they cannot do hyper attacks for 10 seconds.

    Enter: Rubs his spoons together for luck.
    Taunt: Starts to groom itself with mentally controls items
    Victory: Sits down, and Sabrina, the master trainer, places her hand on its shoulder

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  • Wobbuffet

    A new pokemon from the gold/silver game. This blue pillar of lard is good for only one thing, countering. This bouncing blue thing can counter nearly any attack. Also, it is afraid and ashamed of its own tail, which is almost like a separate monster.


    Strategy: This fighter is only for people who love to counter. Wobbuffet is too slow to attack directly, plus its power is non-existent. Its normal moves are a joke. Using his counters is the only way to be effective with Wob. If you successfully counter, Wob only takes half damage (and he doesn't take much with his high defense anyways) and returns the damage in full to its attacker. Wob takes a true countering master to be effective.
    Combos: None
    Similar Fighters: None

    Stats: Power: 1 Energy: 5 Defense*: 8 Speed: 2 Ratio: 1 Size: M

    Special Moves:
    Counter*: Will counter a normal attack with a bounce back of his flub.
    Mirror Coat*: Used to counter special attacks with a blast of unblockable energy.
  • Also can be used to counter normal moves that use elementals.
    Safety Guard*: Used on itself or an ally to give immunity to status effects.
  • Note: Does not cancel effects in place, news one cannot be added. Lasts 8 seconds
    During any countered move, Wobbuffet still takes half damage, but returns the damage
  • take in full, plus adding his own stats to the damage.
    Basic Throw: His black tail bites the enemy
    Launcher: The black tail rises up from the back of Wobbuffet

    Hyper Attacks:
    Wiggly Wobble*: Simply bounces back and forth. This is his only direct attack. 8 hits
    Destiny Bond: Glows red. If killed in this time, Wobbuffet's killer dies as well! Lasts 6 seconds.
    Hyper Mirror: A mirror coat that counters hypers. Wob still takes the full hyper before countering.

    Enter: A pokeball opens and Wobbuffet climbs out
    Taunt: His tail makes faces at Wob, causing it to freak out
    Victory: Starts hopping up and down in a retarted way and lands on his head, sighs.

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  • Hitmonlee

    Also known as the "Kicking Devil". Hitmonlee is a pokemon who excels at the art of kicking. Nearly all of his attacks use his legs, even his punch button attacks. While his moves aren't very special, they get the job done.


    Strategy: The Kicking Fiend has many good combos. Since two of his moves also act as launcher attacks, he can perform air combos directly after them. The only problem is that Hitmonlee's moves are fairly predictable.
    Combos:
  • Chain Combo, Double Kick or Jumping Kick or Mega Kick Combo
  • Chain Combo, Launcher or Rolling Kick, Air Combo, Jumping Kick
  • Sweep Combo, Rolling Kick, Air Combo, Jumping Kick
  • Reverse Endure, Air Combo, Jumping Kick
    Similar Fighters: Yang, Joe Higashi, Dee Jay

    Stats: Power*: 6 Energy: 3 Defense: 4 Speed: 6 Ratio: 2 Size: M

    Special Moves:
    Double Kick*: Hops forward with a 2 kick combo
    Rolling Kick*: Rolls forward for a rising kick that works as a launcher.
    Jumping Kick*: Jumps forward with a downward kick. Can be blocked in any position (A)
    High Jump: Jumps off the top of the screen and lands on top of the enemy. Block High
    Basic Throw: Grabs the enemy for a 5 kick combo
    Launcher: A rising kick

    Hyper Attacks:
    Mega Kick Combo*: Hops forward while kicking frantically. 10 hits
    Reverse Endure: Runs forward (C) for a 9 hit combo ending with a launcher.
    Focus Energy: Raises power and energy by +3 for 10 seconds.

    Enter: Hops down from the corner and does a few kicks
    Taunt: raises his foot in the air and wiggles it
    Victory: Throws his arms up in victory and starts randomly kicking.

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  • Hitmonchan

    A boxing pokemon. Both Hitmonlee and Hitmonchan evolve from the same child-form, but Hitmonlee uses kicks, while Hitmonchan uses punches. Also, Chan learns various elemental type attacks.


    Strategy: A slow, but powerful boxer type. Like most boxer characters, Hitmonchan's moves are mostly charge motions. This causes him to be slower than his speed indicates, at least as far as special moves go.
    Combos:
  • Chain Combo, Comet Punch or Thunder Punch or Fire Punch or Mach Punching
  • Sweep Combo, Fire Punch
  • Chain Combo, Launcher, Air Combo, Thunder Punch or Ice Punch
    Similar Fighters: Balrog, Dudley

    Stats: Power: 4 Energy*: 7 Defense: 6 Speed: 4 Strength: E Weakness: B Ratio: 2 Size: M

    Special Moves:
    Comet Punch*: Punches forward while throwing a medium range projectile. 2 hits (E)
    Thunder Punch*: Punches out with his fist covered in lightning. 3 hits (S)(A)
    Fire Punch*: Steps forward with a rising punch of fire. 2 hits (F)
    Ice Punch: Hops forward with a downward punch. A chance it stuns on impact (W)(A)
    Basic Throw: Grabs for 6 headbutts
    Launcher: A basic standing uppercut

    Hyper Attacks:
    Mach Punching*: Steps forward while delivering a series of deadly punches. 10 hits
    Mega Punch: Powers up for a single, insanely powerful punch
    Pursuit: Dashes forward (C) with a combo of 8 powerful punches.

    Enter: Hops onscreen with the typical boxing practice punching
    Taunt: Displays his championship belt
    Victory: A bell rings and Chan puts on his belt and looks smug

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  • Sneasel

    One of the new Dark-type Pokemon of Gold and Silver.


    Strategy: For as quick as this Pokemon is, it excels at hit and run, not long, continuous combos. It is a dedicated melee fighter.
    Combos:
  • Chain Combo, Scratch or Quick Attack or Fury Swipes or Faint Attack
  • Sweep Combo, Scratch (rising) or Faint Attack
    Similar Fighters: Wolverine

    Stats: Power: 4 Energy: 4 Defense: 4 Speed*: 8 Strength: D Weakness: H Ratio: 2 Size: S

    Special Moves:
    Scratch Attack*: A line of cutting slices in front of Sneasel at several different angles (D)
    Quick Attack*: Dashes forward with a downward slash. Block high
    Fury Swipes*: Steps forward swinging his claws frantically. 4 hits
    Leer: Makes a face at the enemy and if the enemy is not blocking, loses 3 points of defense for the next hit.
    Basic Throw: Sits on the victim's head and scratches their face
    Bonus Abilities: Shadow Slide
    Launcher: An upward sweep with both of his claws

    Hyper Attacks:
    Slasher Attack*: Dashes forward (C) then dashes through the enemy, cutting for 8 hits
    Faint Attack: Does a series of Scratch Attacks at a variety of angles. 10 hits (D)
    Beat Up: Dashes forward (C) for a 10 hit combo, ending with an X shaped Scratch (D)

    Enter: Fades in from the shadows
    Taunt: Points and laughs
    Victory: Does an X-Shaped Scratch attack over himself and laughs

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  • Pichu

    A Pichu is simply a weak, baby Pikachu. Pichu's are much smaller than even the Pikachu's and can also use lightning, but it hurts itself to due so! Based on the Smash Brother fighter.


    Strategy: Despite being a ratio 1, Pichu has stats as good as some ratio 2s. However, during any of its electrical attacks, it harms itself. Since Pichu's energy rating is its highest, you won't do much damage to the enemy if you don't use his special moves, but in doing so you cause damage to yourself. Feel free to use the moves, just make sure they hit. Also, don't use excess hypers, or you'll quickly drain Pichu's health.
    Combos:
  • Chain Combo, Quick Attack or Thundershock or Thunderzap or Pichu Shocker
  • Chain Combo, Launcher, Thunderbolt or Pichu Bolt
    Similar Fighters: Pikachu

    Stats: Power: 2 Energy*: 7 Defense: 4 Speed: 5 Strength: S Weakness: E Ratio: 1 Size: T

    Special Moves:
    Quick Attack*: Does a twirling headbutt forward. Charge for distance
    Thundershock*: Sends a bouncing bolt of lightning along the ground. 4% damage to self.(S)
    Thunderbolt*: Calls a bolt of lightning from the sky and it strikes Pichu. 2 hits, 8% damage to self(S)
    Thunderzap: Lowers its head and a ball of lightning flashes in front of it. 3 hits, 12% damage to self.
    All of Pichu's attacks, except Quick Attack, cause damage to Pichu! Not too severe.
    Basic Throw: Jumps into the enemy's arms and electricutes himself and his victim (S)
    Launcher: Hops up to connect with his head

    Hyper Attacks:
    Pichu Shocker*: Fires bolts of lightning in all directions. 18 hits. Causes 18% damage to himself (S)
    Pichu Bolt: A large bolt of electricity strikes from above. 8 hits. Causes 16% damage to himself. (S)

    Enter: A pokeball lands and Pichu appears in a flash of light
    Taunt: Falls to the ground and shakes like its having a seizure (real taunt)
    Victory: A tree grows on the spot, Pichu climbs it and falls asleep.

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