Pocket allows the user to hold a projectile or item in reserve for later use.
In Animal Crossing, one of the biggest goals of the game is collecting items to decorate the player's house or sell for Bells, the game's currency. In the games, the player is given an inventory space of 15 slots (16 in New Leaf). Furniture, sea shells, letters, and fruits are among the many items that can be picked up. Items can then be placed anywhere in the world. The player can also use their net to capture bugs (akin to using their fishing rod to catch fish), which, until given to the museum for collecting or released back into the wild, are also kept in the inventory.
Planting flowers is a vital part of keeping up the appearance of Animal Crossing towns, which would lead to rewards like golden equipment.
When Pocket is activated, the user is given a few frames of intangibility, and will reach out a short distance forwards in an attempt to grab any item or projectile within range, which is then put into storage. Items can be pocketed even in circumstances where they cannot be picked up normally, such as after a Bumper or Spiny Shell has been activated. Using the move again will retrieve the stored object. While projectiles are generally pocketable if they are reflectable, they must also be detached from their user and have their own graphical model (as opposed to being a collection of particle effects), so some projectiles may not be pocketable even though they look like they should be (such as Din's Fire).
Retrieved projectiles are automatically thrown with a 1.9x damage multiplier added to them; in addition, they will follow the trajectory they were traveling at prior to being pocketed, such as Pikachu's Thunder traveling straight down and Yoshi's Egg Throw following a parabolic arc. Because pocketed projectiles are nearly twice their original strength, they can easily secure KOs at mid percentages, and even instantly shatter full shields. However, as of version 1.1.3 of SSB4, pocketing and throwing a teammate's projectile deals only 0.5x the original damage, preventing abusive strategies.
Retrieved items will appear in the user's hand and can be used as normal. If a pocketed item normally has an immediate effect when picked up, it will activate immediately once retrieved; this can allow the player to store items such as Food, Warp Stars, or Hammers for later use. Collectibles like trophies, CDs and Custom Parts can be pocketed, but they will only count to the player's Vault data if the user retrieves them. Pocketed objects are lost if they are not retrieved after thirty seconds, the user enters a door, or the user is KOed; in the case of collectibles, they will not be added to the player's Vault data.
If the user is currently holding an item, instead of reaching forward to grab an object, they will pocket the item they are holding and swap it out with whatever item they previously pocketed. Heavy items like Crates and Barrels cannot be pocketed while held, and retrieving a heavy item from storage will automatically cause the user to throw it. Assist Trophies, Poké Balls, Sandbag, the Smash Ball, and Fake Smash Balls cannot be pocketed in any form. Pocketing Daybreak and Dragoon pieces can be adds them to the player's collection as if picked up normally rather than placing them in the pocket.
Pocketed objects are considered to be in-play even if they are not visible, though any timers such as a Bob-omb's fuse are frozen and reset upon retrieval. As a result, special moves that can only create limited numbers of objects can be rendered ineffective if they get pocketed, such as R.O.B.'s Gyro, Wii Fit Trainer's Header, Wario's Wario Bike, King K. Rool's crown and Bowser Jr.'s Mechakoopas. Lloid Rocket is an exception to this rule, as pocketing Lloid will immediately allow the Villager who launched it to use the special move again. Pocket is also very effective at gimping Ness and Lucas as the move can be used to intercept and take their PK Thunder projectile while they're trying to get back onto the stage.
Due to the move's temporary intangibility, using the move can give the illusion that a Final Smash has been pocketed; in reality, it simply causes the user to avoid the attack.
In Super Smash Bros. Ultimate, the user's grab will pocket items if the net falls on them. Items stored this way can be taken out and used in the same way as items pocketed normally. In addition, pocketed items can now be stored indefinitely, disappearing only when the item is taken out or when the user gets KO'd. They also now appear in a display above the damage meter, making it easier to use but also allowing opponents to know what item is pocketed.
Special Move customization was added in Super Smash Bros. 4. These are the variations:
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