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FatmanJones

Pokemon Spinoff Concept - Battle Mechanics

Jun 27th, 2019
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  1. First off, you're controlling your Pokemon, like in Pokken, but the environment is set up with obstacles and stuff to climb and use to your advantage. You have movement on the left analog stick and camera on the right
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  3. Each of the face butons--ABXY--are assigned to one of your Pokemon's four moves, as well as reserving the R shoulder button for Guarding and the D-pad for quick-assigned item shortcuts in the heat of battle, switchable to a second set by holding the L shoulder button with a direction
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  5. To use a Z-Move or Mega Evolution, you have a meter to build up from dealing damage or blocking/parrying damage successfully. Using the R button with a direction allows you to dodge like in Smash Bros. in any direction, and dodging into an enemy's attack is how the parry system works, knocking them off their guard for a split second to leave them open for a move. Using R with a face button uses the Z-Move aligned with that move, and pressing L & R together triggers your Mega Evolution if applicable
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  7. Your moves have a PP system as per usual, but also have a cooldown; once you use all the PP of a move, you're not entirely hosed, as your PP for that move goes into a cooldown charge to build back up to a certain percentage, which is cut by 1/4 the more you enter the PP charge state for that move. If you run out of PP completely for a move, that move becomes Struggle, which retains its recoil damage
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  9. Aside from those, the main functions of Pokemon battles are preserved; moves are split into types, as well as the physical/special/status split
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  11. Moves that require a turn to charge have their own individual cooldown as well
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