Board Thread:Pokemon Arena X - Discussion/@comment-5537612-20131021143231/@comment-6016528-20140206224432

Okay, I'm going to cover Dra- fak u Delt, I wanted that one. I guess I'll do Fighting-Type moves then:

Close Combat: The user performs a plethora of punches in front of the direction it is facing. If the target is caught by one punch, the Pokemon is stuck there in a trance until all of the user's punches are thrown, dealing massive physical damage in total. If the move successfully hits a target, the user's Defense and Special Defense lowers. Punching

Counter: The user puts it's arms in a cross stance, as it is getting ready to block an attack. If a Pokemon hits the user with a physical attack while in this stance, the user unleashes it's arms, hitting the attacking Pokemon, causing comfortable knockback and dealing the same amount of damage back to the target. (think of it as Marth, Roy, and Ike from Super Smash Brothers when they use their down special move) Countering

Detect: The user stands still with concentration for 5 seconds. If any kind of move hits the user while in this stance, the user dodges the attack. Misc.

Double Kick: The user performs a simple kick, then performs a second more powerful kick on command within 2 seconds, dealing fair physical damage overall if it hits the target. Multi-Hit

Flying Press: The user flies in the air. Once it decends, it comes down with a fist, dealing decent physical damage to those hit by it. This move is simutaneously Flying-Type and Fighting-Type. Vanishing

Hammer Arm: The user smashes it's arm (which is in the shape of a hammer) in front of the direction it is facing with great force (in other words, it has a delay as it takes a while for the hammer to hit the ground), dealing great physical damage to those hit by it. The user's speed is lowered after attempting to use this move. Punching?

High Jump Kick: The user does a big leaping kick towards the direction it is facing. If hit successfully, the target takes massive physical damage. If hit unsuccessfully, the user loses 1/2 of it's current HP. Similar to "Slammer", but it does damage right as it jumps, and it does not create a shockwave when landing

Jump Kick: The user does a jump kick towards the direction it is facing. If hit successfully, the target takes great physical danage. If hit unsuccessfully, the user loses 1/8 of it's current HP. Same concept as High Jump Kick

Low Sweep: The user performs a spin kick on the ground, dealing fair physical damage to the target, as well as tripping the target. Tail

Mat Block: The user uses a pulled up mat to protect itself from damaging attacks for a short time. This does not stop status moves. Protection

Revenge: The user generates an angry red aura. If the user is hit by any damaging move while it has this aura, the user can use the attack later as a pursuing move to deal double the damage that was dealt when hit. Countering, Pursuing

Rolling Kick: The user performs a spin kick towards the direction it is facing (similar to the Hurricane Kick), dealing decent physical damage overall to those hit by it. Multi-Hit

Secret Sword: The user shoots an energy blast in the shape of a sword towards the direction it is facing (looks similar to the charge attack of the Divine Avenger in Spiral Knights, but only one sword instead of three), leaving a light energy trail that deals fair damage over time to those who are touching it. If it hits the target, the target takes decent physical damage, as well as leaving AoE damage to those near the explosion when it hits the target. The overall power of this attack is determined by the user's Special Attack stat. Creeper

Seismic Toss: The user grabs the target, jumps in the air, and throws the target to the ground, dealing physical damage equal to the level of the user. The impact of the target crashing into the ground creates a crater that deals fair AoE damage and a chance to flinch to those near it. Slammer

Sky Uppercut: The user performs a powerful uppercut (looks similar to how most characters perform uppercuts in Street Fighter), dealing decent physical damage and great knockback to those hit by it. Punching, Slammer

Submission: The user grabs the target and performs a powerful supplex, dealing decent great damage to the target. The user takes 25% of the damage inflicted as recoil. Slamming

Superpower: The user leaps in the air with a large energy ball in it's hand and lands on the targeted area with the ball first to the ground, dealing massive physical damage to those hit by it, as well as fair AoE damage to those near the explosion when the energy ball collides with the ground. Slamming

Triple Kick: The user performs a simple kick, then performs a second more powerful kick on command within 2 seconds, and lastly performs a very quick and powerful third kick on command within 2 seconds, dealing great physical damage overall to those hit. Multi-Hit

Vaccuum Wave: The user performs a quick, wind-like AoE that trips all targets inside it, dealing minor special damage. Shockwave?

Vital Throw: The user gets in a stance that looks like it is waiting for the target to use a physical move. If the target uses a physical move on the user, the user takes the damage dealt by the target, then grabs the target, leaps, and performs a piledriver for 50% more damage the user took. Countering