Pokémon Change: Difference between revisions

→‎Stamina: grammar consistency
(→‎Stamina: grammar consistency)
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At the start of a match, each Pokémon has 100 points of stamina. When a Pokémon is in battle, its stamina drops by half a point every second, equating to 3 minutes and twenty seconds of stamina. The Pokémon also loses half a point of stamina for every attack it attempts. Once a Pokémon's stamina drops to below 40, its standing animation switches to signal fatigue. During this time its attack damage is multiplied by 0.7 + (0.3 * Stamina / 100), with a corresponding reduction in knockback as well. Thus its attack damage multiplier will range from 0.779 to 0.7 as stamina continues to decrease. Pokémon regain 0.8 points of stamina per second when not being used, requiring 2 minutes and five seconds to fully replenish. When a Pokémon is KO'ed, its stamina is set to 100 - (0.3 * (100 - previous stamina)), so it will be 70% closer to full. This has no effect on the other Pokémon.
At the start of a match, each Pokémon has 100 points of stamina. When a Pokémon is in battle, its stamina drops by half a point every second, equating to 3 minutes and twenty seconds of stamina. The Pokémon also loses half a point of stamina for every attack it attempts. Once a Pokémon's stamina drops to below 40, its standing animation switches to signal fatigue. During this time its attack damage is multiplied by 0.7 + (0.3 * Stamina / 100), with a corresponding reduction in knockback as well. Thus its attack damage multiplier will range from 0.779 to 0.7 as stamina continues to decrease. Pokémon regain 0.8 points of stamina per second when not being used, requiring 2 minutes and five seconds to fully replenish. When a Pokémon is KO'ed, its stamina is set to 100 - (0.3 * (100 - previous stamina)), so it will be 70% closer to full. This has no effect on the other Pokémon.


The concept of stamina is generally detrimental towards Pokémon Trainer's competitive usage. As a clear attempt at forcing players to utilize the group character's full array of options instead of sticking to one of the three Pokémon for an entire match, Pokémon Trainer mains are forced to learn three different characters just to stay on top of the game, and are penalized for using a single form for too long. This can also cause problems in terms of [[matchup]]s, where, for example, one Pokémon may [[hard counter]] a certain opponent, but the player may be unable to take advantage of this due to being forced to either switch to a different Pokémon, or else suffer a significant strength reduction, giving the opponent openings to strike back. This is in clear contrast to other transforming characters, such as the [[Transform]] mechanic for [[Zelda]] and [[Sheik]], which has no such penalties to the characters.
The concept of stamina is generally detrimental towards Pokémon Trainer's competitive usage. As a clear attempt at forcing players to utilize the group character's full array of options instead of sticking to one of the three Pokémon for an entire match, Pokémon Trainer mains are forced to learn three different characters just to stay on top of the game, and are penalized for using a single form for too long. This can also cause problems in terms of [[matchup]]s, where, for example, one Pokémon may [[hard counter]] a certain opponent, but the player may be unable to take advantage of this due to being forced to either switch to a different Pokémon, or else suffer a significant strength reduction, giving the opponent openings to strike back. This is in clear contrast to other transforming characters, such as [[Zelda]] and [[Sheik]] with [[Transform]], who encounter no such penalties.


In ''Brawl'''s [[The Subspace Emissary]] mode and in ''Ultimate'', the stamina stat is removed, allowing exclusive usage of one Pokémon.
In ''Brawl'''s [[The Subspace Emissary]] mode and in ''Ultimate'', the stamina stat is removed, allowing exclusive usage of one Pokémon.
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