>>47341355Hatt and Grimm:
Grimm:
>Neutral B: False Surrender; which would function as a counter with super armor >Side B: Spirit Break; an attack that lashes out in front of him and temporarily reduces the damage dealt by whoever it hits.>Up B: Power Whip: Grimm lashes out his hair tendrils; if he hits something (like an edge or opponent) he drags himself in it's direction.Hatt:
>Neutral B: Psyshock, a chargeable ranged attack that strikes with a lot of projectiles. At Max Charge it can be stored. Has high knockback.>Side B: Mystical Fire; fires a group of three flaming orbs that home in on the nearest enemy. Explode on a hit, and temporarily reduce damage dealt.>Up B: Brutal Swing; Hatterene's Tentacle is pointed in a direction them smashes forward. All opponents in it's area will be slashed for damage. If it touches a ledge Hatterene will pull herself towards it.Both:
>Down B: Baton Pass; swaps the current Pokemon out on the field to the partner. Effects such as attack boosts, items used, or health carry over.They'd also have other moves present. Hatterene's grapple could be Draining Kiss while Grimms is Leech Life (and both restore health as per the game; Grimm deals more damage while Hatt gains back more HP) and I'd imagine both would have a attack version of their respective boosting move. The main differences would be that Hatterene is more durable and ranged but slower outside of a smash teleport attack while Grimm is stronger and faster, but frailer with zero ranged options available to him.
Final Smash would be Hatterene using Magic Powder on an opponent then holding them down as Grimmsnarl charges up a powerful Dark Attack (hell, maybe even G-Max Snooze) and sends them flying with a SE Hit.