@Promethe, thanks for your feedback! I can elaborate on the workflow for sure. Yes, showcase was more the mindset on this project for the characters and VFX.
1) "SFX, how'd you make them?" - SineVFX Studio and Hovl Studio VFX Packs with many edits/combinations of their Unity effects. For example Hovl's Orb Pack 4 includes a Rasengan Shuriken particle effect. I combined that with a rasenshurken 3D high poly model + light glows + bloom + small wind cyclones. Emulating the anime!
2) "Snappy Fight scenes, Good key poses, More In-betweens" - 100% agree with you! Secret limit here is animations are extracted from the Sun/Moon/Ultra games! Pacing of animations in-game fits the slower paced Attack-Wait-Animate-WatchVFX mold. Thank Nintendo for poses. I selected what I thought was more impactful. You can get the animations using SPICA. (see this post).
3) "Redid Textures" - VG Resource includes many of the models/textures. I updated/rebuilt many of the textures to get higher quality. Originals only reach 256x256 but the Sword/Shield versions go up to 512x512. The JoJo/All Might Machamps were the toughest to do, 1028px. If you mod the textures, they can fit any of the models from Sun/Moon/Sword/Shield and also Let's Go games.
4) "Added Geometry" - Unity3D allows combing/editing geometry. Look at the Blaziken (Gold Armor) and Bisharp (Black Armor). The Armors is the actual geometry from the golden Magnamon and the BlackWarGreymon models from the Digimon games. I adjusted, resized and edited pieces of their armors to fit the Pokemon, then tested it with the animations on. It's fun.